| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462 | import arraySlice from "../Core/arraySlice.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 Ellipsoid from "../Core/Ellipsoid.js";import IndexDatatype from "../Core/IndexDatatype.js";import OrientedBoundingBox from "../Core/OrientedBoundingBox.js";import Rectangle from "../Core/Rectangle.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 pre-triangulated polygons draped on terrain and/or 3D Tiles. * * @alias Vector3DTilePolygons * @constructor * * @param {Object} options An object with following properties: * @param {Float32Array|Uint16Array} options.positions The positions of the polygons. The positions must be contiguous * so that the positions for polygon n are in [c, c + counts[n]] where c = sum{counts[0], counts[n - 1]} and they are the outer ring of * the polygon in counter-clockwise order. * @param {Uint32Array} options.counts The number of positions in the each polygon. * @param {Uint32Array} options.indices The indices of the triangulated polygons. The indices must be contiguous so that * the indices for polygon n are in [i, i + indexCounts[n]] where i = sum{indexCounts[0], indexCounts[n - 1]}. * @param {Uint32Array} options.indexCounts The number of indices for each polygon. * @param {Number} options.minimumHeight The minimum height of the terrain covered by the tile. * @param {Number} options.maximumHeight The maximum height of the terrain covered by the tile. * @param {Float32Array} [options.polygonMinimumHeights] An array containing the minimum heights for each polygon. * @param {Float32Array} [options.polygonMaximumHeights] An array containing the maximum heights for each polygon. * @param {Rectangle} options.rectangle The rectangle containing the tile. * @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid. * @param {Cartesian3} [options.center=Cartesian3.ZERO] The RTC center. * @param {Cesium3DTileBatchTable} options.batchTable The batch table for the tile containing the batched polygons. * @param {Uint16Array} options.batchIds The batch ids for each polygon. * @param {BoundingSphere} options.boundingVolume The bounding volume for the entire batch of polygons. * * @private */function Vector3DTilePolygons(options) {  // All of the private properties will be released except _readyPromise  // and _primitive after the Vector3DTilePrimitive is created.  this._batchTable = options.batchTable;  this._batchIds = options.batchIds;  this._positions = options.positions;  this._counts = options.counts;  this._indices = options.indices;  this._indexCounts = options.indexCounts;  this._indexOffsets = undefined;  this._batchTableColors = undefined;  this._packedBuffer = undefined;  this._batchedPositions = undefined;  this._transferrableBatchIds = undefined;  this._vertexBatchIds = undefined;  this._ellipsoid = defaultValue(options.ellipsoid, Ellipsoid.WGS84);  this._minimumHeight = options.minimumHeight;  this._maximumHeight = options.maximumHeight;  this._polygonMinimumHeights = options.polygonMinimumHeights;  this._polygonMaximumHeights = options.polygonMaximumHeights;  this._center = defaultValue(options.center, Cartesian3.ZERO);  this._rectangle = options.rectangle;  this._center = undefined;  this._boundingVolume = options.boundingVolume;  this._boundingVolumes = undefined;  this._batchedIndices = undefined;  this._ready = false;  this._readyPromise = defer();  this._verticesPromise = undefined;  this._primitive = undefined;  /**   * Draws the wireframe of the classification meshes.   * @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(Vector3DTilePolygons.prototype, {  /**   * Gets the number of triangles.   *   * @memberof Vector3DTilePolygons.prototype   *   * @type {Number}   * @readonly   */  trianglesLength: {    get: function () {      if (defined(this._primitive)) {        return this._primitive.trianglesLength;      }      return 0;    },  },  /**   * Gets the geometry memory in bytes.   *   * @memberof Vector3DTilePolygons.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 Vector3DTilePolygons.prototype   * @type {Promise<void>}   * @readonly   */  readyPromise: {    get: function () {      return this._readyPromise.promise;    },  },});function packBuffer(polygons) {  const packedBuffer = new Float64Array(    3 +      Cartesian3.packedLength +      Ellipsoid.packedLength +      Rectangle.packedLength  );  let offset = 0;  packedBuffer[offset++] = polygons._indices.BYTES_PER_ELEMENT;  packedBuffer[offset++] = polygons._minimumHeight;  packedBuffer[offset++] = polygons._maximumHeight;  Cartesian3.pack(polygons._center, packedBuffer, offset);  offset += Cartesian3.packedLength;  Ellipsoid.pack(polygons._ellipsoid, packedBuffer, offset);  offset += Ellipsoid.packedLength;  Rectangle.pack(polygons._rectangle, packedBuffer, offset);  return packedBuffer;}function unpackBuffer(polygons, packedBuffer) {  let offset = 1;  const numBVS = packedBuffer[offset++];  const bvs = (polygons._boundingVolumes = new Array(numBVS));  for (let i = 0; i < numBVS; ++i) {    bvs[i] = OrientedBoundingBox.unpack(packedBuffer, offset);    offset += OrientedBoundingBox.packedLength;  }  const numBatchedIndices = packedBuffer[offset++];  const bis = (polygons._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,    });  }}const createVerticesTaskProcessor = new TaskProcessor(  "createVectorTilePolygons",  5);const scratchColor = new Color();function createPrimitive(polygons) {  if (defined(polygons._primitive)) {    return;  }  if (!defined(polygons._verticesPromise)) {    let positions = polygons._positions;    let counts = polygons._counts;    let indexCounts = polygons._indexCounts;    let indices = polygons._indices;    let batchIds = polygons._transferrableBatchIds;    let batchTableColors = polygons._batchTableColors;    let packedBuffer = polygons._packedBuffer;    if (!defined(batchTableColors)) {      // Copy because they may be the views on the same buffer.      positions = polygons._positions = arraySlice(polygons._positions);      counts = polygons._counts = arraySlice(polygons._counts);      indexCounts = polygons._indexCounts = arraySlice(polygons._indexCounts);      indices = polygons._indices = arraySlice(polygons._indices);      polygons._center = polygons._ellipsoid.cartographicToCartesian(        Rectangle.center(polygons._rectangle)      );      batchIds = polygons._transferrableBatchIds = new Uint32Array(        polygons._batchIds      );      batchTableColors = polygons._batchTableColors = new Uint32Array(        batchIds.length      );      const batchTable = polygons._batchTable;      const length = batchTableColors.length;      for (let i = 0; i < length; ++i) {        const color = batchTable.getColor(i, scratchColor);        batchTableColors[i] = color.toRgba();      }      packedBuffer = polygons._packedBuffer = packBuffer(polygons);    }    const transferrableObjects = [      positions.buffer,      counts.buffer,      indexCounts.buffer,      indices.buffer,      batchIds.buffer,      batchTableColors.buffer,      packedBuffer.buffer,    ];    const parameters = {      packedBuffer: packedBuffer.buffer,      positions: positions.buffer,      counts: counts.buffer,      indexCounts: indexCounts.buffer,      indices: indices.buffer,      batchIds: batchIds.buffer,      batchTableColors: batchTableColors.buffer,    };    let minimumHeights = polygons._polygonMinimumHeights;    let maximumHeights = polygons._polygonMaximumHeights;    if (defined(minimumHeights) && defined(maximumHeights)) {      minimumHeights = arraySlice(minimumHeights);      maximumHeights = arraySlice(maximumHeights);      transferrableObjects.push(minimumHeights.buffer, maximumHeights.buffer);      parameters.minimumHeights = minimumHeights;      parameters.maximumHeights = maximumHeights;    }    const verticesPromise = (polygons._verticesPromise = createVerticesTaskProcessor.scheduleTask(      parameters,      transferrableObjects    ));    if (!defined(verticesPromise)) {      // Postponed      return;    }    verticesPromise.then(function (result) {      polygons._positions = undefined;      polygons._counts = undefined;      polygons._polygonMinimumHeights = undefined;      polygons._polygonMaximumHeights = undefined;      const packedBuffer = new Float64Array(result.packedBuffer);      const indexDatatype = packedBuffer[0];      unpackBuffer(polygons, packedBuffer);      polygons._indices =        IndexDatatype.getSizeInBytes(indexDatatype) === 2          ? new Uint16Array(result.indices)          : new Uint32Array(result.indices);      polygons._indexOffsets = new Uint32Array(result.indexOffsets);      polygons._indexCounts = new Uint32Array(result.indexCounts);      // will be released      polygons._batchedPositions = new Float32Array(result.positions);      polygons._vertexBatchIds = new Uint16Array(result.batchIds);      polygons._ready = true;    });  }  if (polygons._ready && !defined(polygons._primitive)) {    polygons._primitive = new Vector3DTilePrimitive({      batchTable: polygons._batchTable,      positions: polygons._batchedPositions,      batchIds: polygons._batchIds,      vertexBatchIds: polygons._vertexBatchIds,      indices: polygons._indices,      indexOffsets: polygons._indexOffsets,      indexCounts: polygons._indexCounts,      batchedIndices: polygons._batchedIndices,      boundingVolume: polygons._boundingVolume,      boundingVolumes: polygons._boundingVolumes,      center: polygons._center,    });    polygons._batchTable = undefined;    polygons._batchIds = undefined;    polygons._positions = undefined;    polygons._counts = undefined;    polygons._indices = undefined;    polygons._indexCounts = undefined;    polygons._indexOffsets = undefined;    polygons._batchTableColors = undefined;    polygons._packedBuffer = undefined;    polygons._batchedPositions = undefined;    polygons._transferrableBatchIds = undefined;    polygons._vertexBatchIds = undefined;    polygons._ellipsoid = undefined;    polygons._minimumHeight = undefined;    polygons._maximumHeight = undefined;    polygons._polygonMinimumHeights = undefined;    polygons._polygonMaximumHeights = undefined;    polygons._center = undefined;    polygons._rectangle = undefined;    polygons._boundingVolume = undefined;    polygons._boundingVolumes = undefined;    polygons._batchedIndices = undefined;    polygons._verticesPromise = undefined;    polygons._readyPromise.resolve();  }}/** * Creates features for each polygon 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. */Vector3DTilePolygons.prototype.createFeatures = function (content, features) {  this._primitive.createFeatures(content, features);};/** * Colors the entire tile when enabled is true. The resulting color will be (polygon batch table color * color). * * @param {Boolean} enabled Whether to enable debug coloring. * @param {Color} color The debug color. */Vector3DTilePolygons.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. */Vector3DTilePolygons.prototype.applyStyle = function (style, features) {  this._primitive.applyStyle(style, features);};/** * Call when updating the color of a polygon with batchId changes color. The polygons will need to be re-batched * on the next update. * * @param {Number} batchId The batch id of the polygon whose color has changed. * @param {Color} color The new polygon color. */Vector3DTilePolygons.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. */Vector3DTilePolygons.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>. */Vector3DTilePolygons.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. */Vector3DTilePolygons.prototype.destroy = function () {  this._primitive = this._primitive && this._primitive.destroy();  return destroyObject(this);};export default Vector3DTilePolygons;
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