| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477 | import arraySlice from "../Core/arraySlice.js";import BoundingSphere from "../Core/BoundingSphere.js";import Cartesian3 from "../Core/Cartesian3.js";import Color from "../Core/Color.js";import defaultValue from "../Core/defaultValue.js";import defer from "../Core/defer.js";import defined from "../Core/defined.js";import destroyObject from "../Core/destroyObject.js";import Matrix4 from "../Core/Matrix4.js";import TaskProcessor from "../Core/TaskProcessor.js";import ClassificationType from "./ClassificationType.js";import Vector3DTileBatch from "./Vector3DTileBatch.js";import Vector3DTilePrimitive from "./Vector3DTilePrimitive.js";/** * Creates a batch of box, cylinder, ellipsoid and/or sphere geometries intersecting terrain or 3D Tiles. * * @alias Vector3DTileGeometry * @constructor * * @param {Object} options An object with following properties: * @param {Float32Array} [options.boxes] The boxes in the tile. * @param {Uint16Array} [options.boxBatchIds] The batch ids for each box. * @param {Float32Array} [options.cylinders] The cylinders in the tile. * @param {Uint16Array} [options.cylinderBatchIds] The batch ids for each cylinder. * @param {Float32Array} [options.ellipsoids] The ellipsoids in the tile. * @param {Uint16Array} [options.ellipsoidBatchIds] The batch ids for each ellipsoid. * @param {Float32Array} [options.spheres] The spheres in the tile. * @param {Uint16Array} [options.sphereBatchIds] The batch ids for each sphere. * @param {Cartesian3} options.center The RTC center of all geometries. * @param {Matrix4} options.modelMatrix The model matrix of all geometries. Applied after the individual geometry model matrices. * @param {Cesium3DTileBatchTable} options.batchTable The batch table. * @param {BoundingSphere} options.boundingVolume The bounding volume containing all of the geometry in the tile. * * @private */function Vector3DTileGeometry(options) {  // these will all be released after the primitive is created  this._boxes = options.boxes;  this._boxBatchIds = options.boxBatchIds;  this._cylinders = options.cylinders;  this._cylinderBatchIds = options.cylinderBatchIds;  this._ellipsoids = options.ellipsoids;  this._ellipsoidBatchIds = options.ellipsoidBatchIds;  this._spheres = options.spheres;  this._sphereBatchIds = options.sphereBatchIds;  this._modelMatrix = options.modelMatrix;  this._batchTable = options.batchTable;  this._boundingVolume = options.boundingVolume;  this._center = options.center;  if (!defined(this._center)) {    if (defined(this._boundingVolume)) {      this._center = Cartesian3.clone(this._boundingVolume.center);    } else {      this._center = Cartesian3.clone(Cartesian3.ZERO);    }  }  this._boundingVolumes = undefined;  this._batchedIndices = undefined;  this._indices = undefined;  this._indexOffsets = undefined;  this._indexCounts = undefined;  this._positions = undefined;  this._vertexBatchIds = undefined;  this._batchIds = undefined;  this._batchTableColors = undefined;  this._packedBuffer = undefined;  this._ready = false;  this._readyPromise = defer();  this._verticesPromise = undefined;  this._primitive = undefined;  /**   * Draws the wireframe of the classification geometries.   * @type {Boolean}   * @default false   */  this.debugWireframe = false;  /**   * Forces a re-batch instead of waiting after a number of frames have been rendered. For testing only.   * @type {Boolean}   * @default false   */  this.forceRebatch = false;  /**   * What this tile will classify.   * @type {ClassificationType}   * @default ClassificationType.BOTH   */  this.classificationType = ClassificationType.BOTH;}Object.defineProperties(Vector3DTileGeometry.prototype, {  /**   * Gets the number of triangles.   *   * @memberof Vector3DTileGeometry.prototype   *   * @type {Number}   * @readonly   */  trianglesLength: {    get: function () {      if (defined(this._primitive)) {        return this._primitive.trianglesLength;      }      return 0;    },  },  /**   * Gets the geometry memory in bytes.   *   * @memberof Vector3DTileGeometry.prototype   *   * @type {Number}   * @readonly   */  geometryByteLength: {    get: function () {      if (defined(this._primitive)) {        return this._primitive.geometryByteLength;      }      return 0;    },  },  /**   * Gets a promise that resolves when the primitive is ready to render.   * @memberof Vector3DTileGeometry.prototype   * @type {Promise<void>}   * @readonly   */  readyPromise: {    get: function () {      return this._readyPromise.promise;    },  },});Vector3DTileGeometry.packedBoxLength =  Matrix4.packedLength + Cartesian3.packedLength;Vector3DTileGeometry.packedCylinderLength = Matrix4.packedLength + 2;Vector3DTileGeometry.packedEllipsoidLength =  Matrix4.packedLength + Cartesian3.packedLength;Vector3DTileGeometry.packedSphereLength = Cartesian3.packedLength + 1;function packBuffer(geometries) {  const packedBuffer = new Float64Array(    Matrix4.packedLength + Cartesian3.packedLength  );  let offset = 0;  Cartesian3.pack(geometries._center, packedBuffer, offset);  offset += Cartesian3.packedLength;  Matrix4.pack(geometries._modelMatrix, packedBuffer, offset);  return packedBuffer;}function unpackBuffer(geometries, packedBuffer) {  let offset = 0;  const indicesBytesPerElement = packedBuffer[offset++];  const numBVS = packedBuffer[offset++];  const bvs = (geometries._boundingVolumes = new Array(numBVS));  for (let i = 0; i < numBVS; ++i) {    bvs[i] = BoundingSphere.unpack(packedBuffer, offset);    offset += BoundingSphere.packedLength;  }  const numBatchedIndices = packedBuffer[offset++];  const bis = (geometries._batchedIndices = new Array(numBatchedIndices));  for (let j = 0; j < numBatchedIndices; ++j) {    const color = Color.unpack(packedBuffer, offset);    offset += Color.packedLength;    const indexOffset = packedBuffer[offset++];    const count = packedBuffer[offset++];    const length = packedBuffer[offset++];    const batchIds = new Array(length);    for (let k = 0; k < length; ++k) {      batchIds[k] = packedBuffer[offset++];    }    bis[j] = new Vector3DTileBatch({      color: color,      offset: indexOffset,      count: count,      batchIds: batchIds,    });  }  return indicesBytesPerElement;}const createVerticesTaskProcessor = new TaskProcessor(  "createVectorTileGeometries",  5);const scratchColor = new Color();function createPrimitive(geometries) {  if (defined(geometries._primitive)) {    return;  }  if (!defined(geometries._verticesPromise)) {    let boxes = geometries._boxes;    let boxBatchIds = geometries._boxBatchIds;    let cylinders = geometries._cylinders;    let cylinderBatchIds = geometries._cylinderBatchIds;    let ellipsoids = geometries._ellipsoids;    let ellipsoidBatchIds = geometries._ellipsoidBatchIds;    let spheres = geometries._spheres;    let sphereBatchIds = geometries._sphereBatchIds;    let batchTableColors = geometries._batchTableColors;    let packedBuffer = geometries._packedBuffer;    if (!defined(batchTableColors)) {      // Copy because they may be the views on the same buffer.      let length = 0;      if (defined(geometries._boxes)) {        boxes = geometries._boxes = arraySlice(boxes);        boxBatchIds = geometries._boxBatchIds = arraySlice(boxBatchIds);        length += boxBatchIds.length;      }      if (defined(geometries._cylinders)) {        cylinders = geometries._cylinders = arraySlice(cylinders);        cylinderBatchIds = geometries._cylinderBatchIds = arraySlice(          cylinderBatchIds        );        length += cylinderBatchIds.length;      }      if (defined(geometries._ellipsoids)) {        ellipsoids = geometries._ellipsoids = arraySlice(ellipsoids);        ellipsoidBatchIds = geometries._ellipsoidBatchIds = arraySlice(          ellipsoidBatchIds        );        length += ellipsoidBatchIds.length;      }      if (defined(geometries._spheres)) {        spheres = geometries._sphere = arraySlice(spheres);        sphereBatchIds = geometries._sphereBatchIds = arraySlice(          sphereBatchIds        );        length += sphereBatchIds.length;      }      batchTableColors = geometries._batchTableColors = new Uint32Array(length);      const batchTable = geometries._batchTable;      for (let i = 0; i < length; ++i) {        const color = batchTable.getColor(i, scratchColor);        batchTableColors[i] = color.toRgba();      }      packedBuffer = geometries._packedBuffer = packBuffer(geometries);    }    const transferrableObjects = [];    if (defined(boxes)) {      transferrableObjects.push(boxes.buffer, boxBatchIds.buffer);    }    if (defined(cylinders)) {      transferrableObjects.push(cylinders.buffer, cylinderBatchIds.buffer);    }    if (defined(ellipsoids)) {      transferrableObjects.push(ellipsoids.buffer, ellipsoidBatchIds.buffer);    }    if (defined(spheres)) {      transferrableObjects.push(spheres.buffer, sphereBatchIds.buffer);    }    transferrableObjects.push(batchTableColors.buffer, packedBuffer.buffer);    const parameters = {      boxes: defined(boxes) ? boxes.buffer : undefined,      boxBatchIds: defined(boxes) ? boxBatchIds.buffer : undefined,      cylinders: defined(cylinders) ? cylinders.buffer : undefined,      cylinderBatchIds: defined(cylinders)        ? cylinderBatchIds.buffer        : undefined,      ellipsoids: defined(ellipsoids) ? ellipsoids.buffer : undefined,      ellipsoidBatchIds: defined(ellipsoids)        ? ellipsoidBatchIds.buffer        : undefined,      spheres: defined(spheres) ? spheres.buffer : undefined,      sphereBatchIds: defined(spheres) ? sphereBatchIds.buffer : undefined,      batchTableColors: batchTableColors.buffer,      packedBuffer: packedBuffer.buffer,    };    const verticesPromise = (geometries._verticesPromise = createVerticesTaskProcessor.scheduleTask(      parameters,      transferrableObjects    ));    if (!defined(verticesPromise)) {      // Postponed      return;    }    verticesPromise.then(function (result) {      const packedBuffer = new Float64Array(result.packedBuffer);      const indicesBytesPerElement = unpackBuffer(geometries, packedBuffer);      if (indicesBytesPerElement === 2) {        geometries._indices = new Uint16Array(result.indices);      } else {        geometries._indices = new Uint32Array(result.indices);      }      geometries._indexOffsets = new Uint32Array(result.indexOffsets);      geometries._indexCounts = new Uint32Array(result.indexCounts);      geometries._positions = new Float32Array(result.positions);      geometries._vertexBatchIds = new Uint16Array(result.vertexBatchIds);      geometries._batchIds = new Uint16Array(result.batchIds);      geometries._ready = true;    });  }  if (geometries._ready && !defined(geometries._primitive)) {    geometries._primitive = new Vector3DTilePrimitive({      batchTable: geometries._batchTable,      positions: geometries._positions,      batchIds: geometries._batchIds,      vertexBatchIds: geometries._vertexBatchIds,      indices: geometries._indices,      indexOffsets: geometries._indexOffsets,      indexCounts: geometries._indexCounts,      batchedIndices: geometries._batchedIndices,      boundingVolume: geometries._boundingVolume,      boundingVolumes: geometries._boundingVolumes,      center: geometries._center,      pickObject: defaultValue(geometries._pickObject, geometries),    });    geometries._boxes = undefined;    geometries._boxBatchIds = undefined;    geometries._cylinders = undefined;    geometries._cylinderBatchIds = undefined;    geometries._ellipsoids = undefined;    geometries._ellipsoidBatchIds = undefined;    geometries._spheres = undefined;    geometries._sphereBatchIds = undefined;    geometries._center = undefined;    geometries._modelMatrix = undefined;    geometries._batchTable = undefined;    geometries._boundingVolume = undefined;    geometries._boundingVolumes = undefined;    geometries._batchedIndices = undefined;    geometries._indices = undefined;    geometries._indexOffsets = undefined;    geometries._indexCounts = undefined;    geometries._positions = undefined;    geometries._vertexBatchIds = undefined;    geometries._batchIds = undefined;    geometries._batchTableColors = undefined;    geometries._packedBuffer = undefined;    geometries._verticesPromise = undefined;    geometries._readyPromise.resolve();  }}/** * Creates features for each geometry and places it at the batch id index of features. * * @param {Vector3DTileContent} content The vector tile content. * @param {Cesium3DTileFeature[]} features An array of features where the polygon features will be placed. */Vector3DTileGeometry.prototype.createFeatures = function (content, features) {  this._primitive.createFeatures(content, features);};/** * Colors the entire tile when enabled is true. The resulting color will be (geometry batch table color * color). * * @param {Boolean} enabled Whether to enable debug coloring. * @param {Color} color The debug color. */Vector3DTileGeometry.prototype.applyDebugSettings = function (enabled, color) {  this._primitive.applyDebugSettings(enabled, color);};/** * Apply a style to the content. * * @param {Cesium3DTileStyle} style The style. * @param {Cesium3DTileFeature[]} features The array of features. */Vector3DTileGeometry.prototype.applyStyle = function (style, features) {  this._primitive.applyStyle(style, features);};/** * Call when updating the color of a geometry with batchId changes color. The geometries will need to be re-batched * on the next update. * * @param {Number} batchId The batch id of the geometries whose color has changed. * @param {Color} color The new polygon color. */Vector3DTileGeometry.prototype.updateCommands = function (batchId, color) {  this._primitive.updateCommands(batchId, color);};/** * Updates the batches and queues the commands for rendering. * * @param {FrameState} frameState The current frame state. */Vector3DTileGeometry.prototype.update = function (frameState) {  createPrimitive(this);  if (!this._ready) {    return;  }  this._primitive.debugWireframe = this.debugWireframe;  this._primitive.forceRebatch = this.forceRebatch;  this._primitive.classificationType = this.classificationType;  this._primitive.update(frameState);};/** * Returns true if this object was destroyed; otherwise, false. * <p> * If this object was destroyed, it should not be used; calling any function other than * <code>isDestroyed</code> will result in a {@link DeveloperError} exception. * </p> * * @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>. */Vector3DTileGeometry.prototype.isDestroyed = function () {  return false;};/** * Destroys the WebGL resources held by this object.  Destroying an object allows for deterministic * release of WebGL resources, instead of relying on the garbage collector to destroy this object. * <p> * Once an object is destroyed, it should not be used; calling any function other than * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.  Therefore, * assign the return value (<code>undefined</code>) to the object as done in the example. * </p> * * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called. */Vector3DTileGeometry.prototype.destroy = function () {  this._primitive = this._primitive && this._primitive.destroy();  return destroyObject(this);};export default Vector3DTileGeometry;
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