| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467 | import createGuid from "../Core/createGuid.js";import defaultValue from "../Core/defaultValue.js";import defined from "../Core/defined.js";import destroyObject from "../Core/destroyObject.js";import DeveloperError from "../Core/DeveloperError.js";/** * A collection of primitives.  This is most often used with {@link Scene#primitives}, * but <code>PrimitiveCollection</code> is also a primitive itself so collections can * be added to collections forming a hierarchy. * * @alias PrimitiveCollection * @constructor * * @param {Object} [options] Object with the following properties: * @param {Boolean} [options.show=true] Determines if the primitives in the collection will be shown. * @param {Boolean} [options.destroyPrimitives=true] Determines if primitives in the collection are destroyed when they are removed. * * @example * const billboards = new Cesium.BillboardCollection(); * const labels = new Cesium.LabelCollection(); * * const collection = new Cesium.PrimitiveCollection(); * collection.add(billboards); * * scene.primitives.add(collection);  // Add collection * scene.primitives.add(labels);      // Add regular primitive */function PrimitiveCollection(options) {  options = defaultValue(options, defaultValue.EMPTY_OBJECT);  this._primitives = [];  this._guid = createGuid();  // Used by the OrderedGroundPrimitiveCollection  this._zIndex = undefined;  /**   * Determines if primitives in this collection will be shown.   *   * @type {Boolean}   * @default true   */  this.show = defaultValue(options.show, true);  /**   * Determines if primitives in the collection are destroyed when they are removed by   * {@link PrimitiveCollection#destroy} or  {@link PrimitiveCollection#remove} or implicitly   * by {@link PrimitiveCollection#removeAll}.   *   * @type {Boolean}   * @default true   *   * @example   * // Example 1. Primitives are destroyed by default.   * const primitives = new Cesium.PrimitiveCollection();   * const labels = primitives.add(new Cesium.LabelCollection());   * primitives = primitives.destroy();   * const b = labels.isDestroyed(); // true   *   * @example   * // Example 2. Do not destroy primitives in a collection.   * const primitives = new Cesium.PrimitiveCollection();   * primitives.destroyPrimitives = false;   * const labels = primitives.add(new Cesium.LabelCollection());   * primitives = primitives.destroy();   * const b = labels.isDestroyed(); // false   * labels = labels.destroy();    // explicitly destroy   */  this.destroyPrimitives = defaultValue(options.destroyPrimitives, true);}Object.defineProperties(PrimitiveCollection.prototype, {  /**   * Gets the number of primitives in the collection.   *   * @memberof PrimitiveCollection.prototype   *   * @type {Number}   * @readonly   */  length: {    get: function () {      return this._primitives.length;    },  },});/** * Adds a primitive to the collection. * * @param {Object} primitive The primitive to add. * @param {Number} [index] The index to add the layer at.  If omitted, the primitive will be added at the bottom of all existing primitives. * @returns {Object} The primitive added to the collection. * * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called. * * @example * const billboards = scene.primitives.add(new Cesium.BillboardCollection()); */PrimitiveCollection.prototype.add = function (primitive, index) {  const hasIndex = defined(index);  //>>includeStart('debug', pragmas.debug);  if (!defined(primitive)) {    throw new DeveloperError("primitive is required.");  }  if (hasIndex) {    if (index < 0) {      throw new DeveloperError("index must be greater than or equal to zero.");    } else if (index > this._primitives.length) {      throw new DeveloperError(        "index must be less than or equal to the number of primitives."      );    }  }  //>>includeEnd('debug');  const external = (primitive._external = primitive._external || {});  const composites = (external._composites = external._composites || {});  composites[this._guid] = {    collection: this,  };  if (!hasIndex) {    this._primitives.push(primitive);  } else {    this._primitives.splice(index, 0, primitive);  }  return primitive;};/** * Removes a primitive from the collection. * * @param {Object} [primitive] The primitive to remove. * @returns {Boolean} <code>true</code> if the primitive was removed; <code>false</code> if the primitive is <code>undefined</code> or was not found in the collection. * * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called. * * * @example * const billboards = scene.primitives.add(new Cesium.BillboardCollection()); * scene.primitives.remove(billboards);  // Returns true * * @see PrimitiveCollection#destroyPrimitives */PrimitiveCollection.prototype.remove = function (primitive) {  // PERFORMANCE_IDEA:  We can obviously make this a lot faster.  if (this.contains(primitive)) {    const index = this._primitives.indexOf(primitive);    if (index !== -1) {      this._primitives.splice(index, 1);      delete primitive._external._composites[this._guid];      if (this.destroyPrimitives) {        primitive.destroy();      }      return true;    }    // else ... this is not possible, I swear.  }  return false;};/** * Removes and destroys a primitive, regardless of destroyPrimitives setting. * @private */PrimitiveCollection.prototype.removeAndDestroy = function (primitive) {  const removed = this.remove(primitive);  if (removed && !this.destroyPrimitives) {    primitive.destroy();  }  return removed;};/** * Removes all primitives in the collection. * * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called. * * @see PrimitiveCollection#destroyPrimitives */PrimitiveCollection.prototype.removeAll = function () {  const primitives = this._primitives;  const length = primitives.length;  for (let i = 0; i < length; ++i) {    delete primitives[i]._external._composites[this._guid];    if (this.destroyPrimitives) {      primitives[i].destroy();    }  }  this._primitives = [];};/** * Determines if this collection contains a primitive. * * @param {Object} [primitive] The primitive to check for. * @returns {Boolean} <code>true</code> if the primitive is in the collection; <code>false</code> if the primitive is <code>undefined</code> or was not found in the collection. * * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called. * * @see PrimitiveCollection#get */PrimitiveCollection.prototype.contains = function (primitive) {  return !!(    defined(primitive) &&    primitive._external &&    primitive._external._composites &&    primitive._external._composites[this._guid]  );};function getPrimitiveIndex(compositePrimitive, primitive) {  //>>includeStart('debug', pragmas.debug);  if (!compositePrimitive.contains(primitive)) {    throw new DeveloperError("primitive is not in this collection.");  }  //>>includeEnd('debug');  return compositePrimitive._primitives.indexOf(primitive);}/** * Raises a primitive "up one" in the collection.  If all primitives in the collection are drawn * on the globe surface, this visually moves the primitive up one. * * @param {Object} [primitive] The primitive to raise. * * @exception {DeveloperError} primitive is not in this collection. * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called. * * @see PrimitiveCollection#raiseToTop * @see PrimitiveCollection#lower * @see PrimitiveCollection#lowerToBottom */PrimitiveCollection.prototype.raise = function (primitive) {  if (defined(primitive)) {    const index = getPrimitiveIndex(this, primitive);    const primitives = this._primitives;    if (index !== primitives.length - 1) {      const p = primitives[index];      primitives[index] = primitives[index + 1];      primitives[index + 1] = p;    }  }};/** * Raises a primitive to the "top" of the collection.  If all primitives in the collection are drawn * on the globe surface, this visually moves the primitive to the top. * * @param {Object} [primitive] The primitive to raise the top. * * @exception {DeveloperError} primitive is not in this collection. * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called. * * @see PrimitiveCollection#raise * @see PrimitiveCollection#lower * @see PrimitiveCollection#lowerToBottom */PrimitiveCollection.prototype.raiseToTop = function (primitive) {  if (defined(primitive)) {    const index = getPrimitiveIndex(this, primitive);    const primitives = this._primitives;    if (index !== primitives.length - 1) {      // PERFORMANCE_IDEA:  Could be faster      primitives.splice(index, 1);      primitives.push(primitive);    }  }};/** * Lowers a primitive "down one" in the collection.  If all primitives in the collection are drawn * on the globe surface, this visually moves the primitive down one. * * @param {Object} [primitive] The primitive to lower. * * @exception {DeveloperError} primitive is not in this collection. * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called. * * @see PrimitiveCollection#lowerToBottom * @see PrimitiveCollection#raise * @see PrimitiveCollection#raiseToTop */PrimitiveCollection.prototype.lower = function (primitive) {  if (defined(primitive)) {    const index = getPrimitiveIndex(this, primitive);    const primitives = this._primitives;    if (index !== 0) {      const p = primitives[index];      primitives[index] = primitives[index - 1];      primitives[index - 1] = p;    }  }};/** * Lowers a primitive to the "bottom" of the collection.  If all primitives in the collection are drawn * on the globe surface, this visually moves the primitive to the bottom. * * @param {Object} [primitive] The primitive to lower to the bottom. * * @exception {DeveloperError} primitive is not in this collection. * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called. * * @see PrimitiveCollection#lower * @see PrimitiveCollection#raise * @see PrimitiveCollection#raiseToTop */PrimitiveCollection.prototype.lowerToBottom = function (primitive) {  if (defined(primitive)) {    const index = getPrimitiveIndex(this, primitive);    const primitives = this._primitives;    if (index !== 0) {      // PERFORMANCE_IDEA:  Could be faster      primitives.splice(index, 1);      primitives.unshift(primitive);    }  }};/** * Returns the primitive in the collection at the specified index. * * @param {Number} index The zero-based index of the primitive to return. * @returns {Object} The primitive at the <code>index</code>. * * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called. * * * @example * // Toggle the show property of every primitive in the collection. * const primitives = scene.primitives; * const length = primitives.length; * for (let i = 0; i < length; ++i) { *   const p = primitives.get(i); *   p.show = !p.show; * } * * @see PrimitiveCollection#length */PrimitiveCollection.prototype.get = function (index) {  //>>includeStart('debug', pragmas.debug);  if (!defined(index)) {    throw new DeveloperError("index is required.");  }  //>>includeEnd('debug');  return this._primitives[index];};/** * @private */PrimitiveCollection.prototype.update = function (frameState) {  if (!this.show) {    return;  }  const primitives = this._primitives;  // Using primitives.length in the loop is a temporary workaround  // to allow quadtree updates to add and remove primitives in  // update().  This will be changed to manage added and removed lists.  for (let i = 0; i < primitives.length; ++i) {    primitives[i].update(frameState);  }};/** * @private */PrimitiveCollection.prototype.prePassesUpdate = function (frameState) {  const primitives = this._primitives;  // Using primitives.length in the loop is a temporary workaround  // to allow quadtree updates to add and remove primitives in  // update().  This will be changed to manage added and removed lists.  for (let i = 0; i < primitives.length; ++i) {    const primitive = primitives[i];    if (defined(primitive.prePassesUpdate)) {      primitive.prePassesUpdate(frameState);    }  }};/** * @private */PrimitiveCollection.prototype.updateForPass = function (frameState, passState) {  const primitives = this._primitives;  // Using primitives.length in the loop is a temporary workaround  // to allow quadtree updates to add and remove primitives in  // update().  This will be changed to manage added and removed lists.  for (let i = 0; i < primitives.length; ++i) {    const primitive = primitives[i];    if (defined(primitive.updateForPass)) {      primitive.updateForPass(frameState, passState);    }  }};/** * @private */PrimitiveCollection.prototype.postPassesUpdate = function (frameState) {  const primitives = this._primitives;  // Using primitives.length in the loop is a temporary workaround  // to allow quadtree updates to add and remove primitives in  // update().  This will be changed to manage added and removed lists.  for (let i = 0; i < primitives.length; ++i) {    const primitive = primitives[i];    if (defined(primitive.postPassesUpdate)) {      primitive.postPassesUpdate(frameState);    }  }};/** * Returns true if this object was destroyed; otherwise, false. * <br /><br /> * 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. * * @returns {Boolean} True if this object was destroyed; otherwise, false. * * @see PrimitiveCollection#destroy */PrimitiveCollection.prototype.isDestroyed = function () {  return false;};/** * Destroys the WebGL resources held by each primitive in this collection.  Explicitly destroying this * collection allows for deterministic release of WebGL resources, instead of relying on the garbage * collector to destroy this collection. * <br /><br /> * Since destroying a collection destroys all the contained primitives, only destroy a collection * when you are sure no other code is still using any of the contained primitives. * <br /><br /> * Once this collection 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. * * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called. * * * @example * primitives = primitives && primitives.destroy(); * * @see PrimitiveCollection#isDestroyed */PrimitiveCollection.prototype.destroy = function () {  this.removeAll();  return destroyObject(this);};export default PrimitiveCollection;
 |