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- import BoundingSphere from "../../Core/BoundingSphere.js";
- import Cartesian3 from "../../Core/Cartesian3.js";
- import Check from "../../Core/Check.js";
- import defaultValue from "../../Core/defaultValue.js";
- import defined from "../../Core/defined.js";
- import Matrix4 from "../../Core/Matrix4.js";
- import Transforms from "../../Core/Transforms.js";
- import SceneMode from "../SceneMode.js";
- import SplitDirection from "../SplitDirection.js";
- import buildDrawCommand from "./buildDrawCommand.js";
- import TilesetPipelineStage from "./TilesetPipelineStage.js";
- import ImageBasedLightingPipelineStage from "./ImageBasedLightingPipelineStage.js";
- import ModelArticulation from "./ModelArticulation.js";
- import ModelColorPipelineStage from "./ModelColorPipelineStage.js";
- import ModelClippingPlanesPipelineStage from "./ModelClippingPlanesPipelineStage.js";
- import ModelNode from "./ModelNode.js";
- import ModelRuntimeNode from "./ModelRuntimeNode.js";
- import ModelRuntimePrimitive from "./ModelRuntimePrimitive.js";
- import ModelSkin from "./ModelSkin.js";
- import ModelUtility from "./ModelUtility.js";
- import ModelRenderResources from "./ModelRenderResources.js";
- import ModelSilhouettePipelineStage from "./ModelSilhouettePipelineStage.js";
- import ModelSplitterPipelineStage from "./ModelSplitterPipelineStage.js";
- import ModelType from "./ModelType.js";
- import NodeRenderResources from "./NodeRenderResources.js";
- import PrimitiveRenderResources from "./PrimitiveRenderResources.js";
- /**
- * An in memory representation of the scene graph for a {@link Model}
- *
- * @param {object} options An object containing the following options
- * @param {Model} options.model The model this scene graph belongs to
- * @param {ModelComponents} options.modelComponents The model components describing the model
- *
- * @alias ModelSceneGraph
- * @constructor
- *
- * @private
- */
- function ModelSceneGraph(options) {
- options = defaultValue(options, defaultValue.EMPTY_OBJECT);
- const components = options.modelComponents;
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object("options.model", options.model);
- Check.typeOf.object("options.modelComponents", components);
- //>>includeEnd('debug');
- /**
- * A reference to the {@link Model} that owns this scene graph.
- *
- * @type {Model}
- * @readonly
- *
- * @private
- */
- this._model = options.model;
- /**
- * The model components that represent the contents of the 3D model file.
- *
- * @type {ModelComponents}
- * @readonly
- *
- * @private
- */
- this._components = components;
- /**
- * Pipeline stages to apply across the model.
- *
- * @type {Object[]}
- * @readonly
- *
- * @private
- */
- this._pipelineStages = [];
- /**
- * Update stages to apply across the model.
- *
- * @type {Object[]}
- * @readonly
- *
- * @private
- */
- this._updateStages = [];
- /**
- * The runtime nodes that make up the scene graph
- *
- * @type {ModelRuntimeNode[]}
- * @readonly
- *
- * @private
- */
- this._runtimeNodes = [];
- /**
- * The indices of the root nodes in the runtime nodes array.
- *
- * @type {number[]}
- * @readonly
- *
- * @private
- */
- this._rootNodes = [];
- /**
- * The indices of the skinned nodes in the runtime nodes array. These refer
- * to the nodes that will be manipulated by their skin, as opposed to the nodes
- * acting as joints for the skin.
- *
- * @type {number[]}
- * @readonly
- *
- * @private
- */
- this._skinnedNodes = [];
- /**
- * The runtime skins that affect nodes in the scene graph.
- *
- * @type {ModelSkin[]}
- * @readonly
- *
- * @private
- */
- this._runtimeSkins = [];
- /**
- * Pipeline stages to apply to this model. This
- * is an array of classes, each with a static method called
- * <code>process()</code>
- *
- * @type {Object[]}
- * @readonly
- *
- * @private
- */
- this.modelPipelineStages = [];
- // The scene graph's bounding sphere is model space, so that
- // the model's bounding sphere can be recomputed when given a
- // new model matrix.
- this._boundingSphere = undefined;
- // The 2D bounding sphere is in world space. This is checked
- // by the draw commands to see if the model is over the IDL,
- // and if so, renders the primitives using extra commands.
- this._boundingSphere2D = undefined;
- this._computedModelMatrix = Matrix4.clone(Matrix4.IDENTITY);
- this._computedModelMatrix2D = Matrix4.clone(Matrix4.IDENTITY);
- this._axisCorrectionMatrix = ModelUtility.getAxisCorrectionMatrix(
- components.upAxis,
- components.forwardAxis,
- new Matrix4()
- );
- // Store articulations from the AGI_articulations extension
- // by name in a dictionary for easy retrieval.
- this._runtimeArticulations = {};
- initialize(this);
- }
- Object.defineProperties(ModelSceneGraph.prototype, {
- /**
- * The model components this scene graph represents.
- *
- * @type {ModelComponents}
- * @readonly
- *
- * @private
- */
- components: {
- get: function () {
- return this._components;
- },
- },
- /**
- * The axis-corrected model matrix.
- *
- * @type {Matrix4}
- * @readonly
- *
- * @private
- */
- computedModelMatrix: {
- get: function () {
- return this._computedModelMatrix;
- },
- },
- /**
- * A matrix to correct from y-up in some model formats (e.g. glTF) to the
- * z-up coordinate system Cesium uses.
- *
- * @type {Matrix4}
- * @readonly
- *
- * @private
- */
- axisCorrectionMatrix: {
- get: function () {
- return this._axisCorrectionMatrix;
- },
- },
- /**
- * The bounding sphere containing all the primitives in the scene graph
- * in model space.
- *
- * @type {BoundingSphere}
- * @readonly
- *
- * @private
- */
- boundingSphere: {
- get: function () {
- return this._boundingSphere;
- },
- },
- });
- function initialize(sceneGraph) {
- const components = sceneGraph._components;
- const scene = components.scene;
- const model = sceneGraph._model;
- // If the model has a height reference that modifies the model matrix,
- // it will be accounted for in updateModelMatrix.
- const modelMatrix = model.modelMatrix;
- computeModelMatrix(sceneGraph, modelMatrix);
- const articulations = components.articulations;
- const articulationsLength = articulations.length;
- const runtimeArticulations = sceneGraph._runtimeArticulations;
- for (let i = 0; i < articulationsLength; i++) {
- const articulation = articulations[i];
- const runtimeArticulation = new ModelArticulation({
- articulation: articulation,
- sceneGraph: sceneGraph,
- });
- const name = runtimeArticulation.name;
- runtimeArticulations[name] = runtimeArticulation;
- }
- const nodes = components.nodes;
- const nodesLength = nodes.length;
- // Initialize this array to be the same size as the nodes array in
- // the model file. This is so the node indices remain the same. However,
- // only nodes reachable from the scene's root node will be populated, the
- // rest will be undefined
- sceneGraph._runtimeNodes = new Array(nodesLength);
- const rootNodes = scene.nodes;
- const rootNodesLength = rootNodes.length;
- const transformToRoot = Matrix4.IDENTITY;
- for (let i = 0; i < rootNodesLength; i++) {
- const rootNode = scene.nodes[i];
- const rootNodeIndex = traverseAndCreateSceneGraph(
- sceneGraph,
- rootNode,
- transformToRoot
- );
- sceneGraph._rootNodes.push(rootNodeIndex);
- }
- // Handle skins after all runtime nodes are created
- const skins = components.skins;
- const runtimeSkins = sceneGraph._runtimeSkins;
- const skinsLength = skins.length;
- for (let i = 0; i < skinsLength; i++) {
- const skin = skins[i];
- runtimeSkins.push(
- new ModelSkin({
- skin: skin,
- sceneGraph: sceneGraph,
- })
- );
- }
- const skinnedNodes = sceneGraph._skinnedNodes;
- const skinnedNodesLength = skinnedNodes.length;
- for (let i = 0; i < skinnedNodesLength; i++) {
- const skinnedNodeIndex = skinnedNodes[i];
- const skinnedNode = sceneGraph._runtimeNodes[skinnedNodeIndex];
- // Use the index of the skin in the model components to find
- // the corresponding runtime skin.
- const skin = nodes[skinnedNodeIndex].skin;
- const skinIndex = skin.index;
- skinnedNode._runtimeSkin = runtimeSkins[skinIndex];
- skinnedNode.updateJointMatrices();
- }
- // Ensure articulations are applied with their initial values to their target nodes.
- sceneGraph.applyArticulations();
- }
- function computeModelMatrix(sceneGraph, modelMatrix) {
- const components = sceneGraph._components;
- const model = sceneGraph._model;
- sceneGraph._computedModelMatrix = Matrix4.multiplyTransformation(
- modelMatrix,
- components.transform,
- sceneGraph._computedModelMatrix
- );
- sceneGraph._computedModelMatrix = Matrix4.multiplyTransformation(
- sceneGraph._computedModelMatrix,
- sceneGraph._axisCorrectionMatrix,
- sceneGraph._computedModelMatrix
- );
- sceneGraph._computedModelMatrix = Matrix4.multiplyByUniformScale(
- sceneGraph._computedModelMatrix,
- model.computedScale,
- sceneGraph._computedModelMatrix
- );
- }
- const scratchComputedTranslation = new Cartesian3();
- function computeModelMatrix2D(sceneGraph, frameState) {
- const computedModelMatrix = sceneGraph._computedModelMatrix;
- const translation = Matrix4.getTranslation(
- computedModelMatrix,
- scratchComputedTranslation
- );
- if (!Cartesian3.equals(translation, Cartesian3.ZERO)) {
- sceneGraph._computedModelMatrix2D = Transforms.basisTo2D(
- frameState.mapProjection,
- computedModelMatrix,
- sceneGraph._computedModelMatrix2D
- );
- } else {
- const center = sceneGraph.boundingSphere.center;
- const to2D = Transforms.wgs84To2DModelMatrix(
- frameState.mapProjection,
- center,
- sceneGraph._computedModelMatrix2D
- );
- sceneGraph._computedModelMatrix2D = Matrix4.multiply(
- to2D,
- computedModelMatrix,
- sceneGraph._computedModelMatrix2D
- );
- }
- sceneGraph._boundingSphere2D = BoundingSphere.transform(
- sceneGraph._boundingSphere,
- sceneGraph._computedModelMatrix2D,
- sceneGraph._boundingSphere2D
- );
- }
- /**
- * Recursively traverse through the nodes in the scene graph to create
- * their runtime versions, using a post-order depth-first traversal.
- *
- * @param {ModelSceneGraph} sceneGraph The scene graph
- * @param {ModelComponents.Node} node The current node
- * @param {Matrix4} transformToRoot The transforms of this node's ancestors.
- * @returns {number} The index of this node in the runtimeNodes array.
- *
- * @private
- */
- function traverseAndCreateSceneGraph(sceneGraph, node, transformToRoot) {
- // The indices of the children of this node in the runtimeNodes array.
- const childrenIndices = [];
- const transform = ModelUtility.getNodeTransform(node);
- // Traverse through scene graph.
- const childrenLength = node.children.length;
- for (let i = 0; i < childrenLength; i++) {
- const childNode = node.children[i];
- const childNodeTransformToRoot = Matrix4.multiplyTransformation(
- transformToRoot,
- transform,
- new Matrix4()
- );
- const childIndex = traverseAndCreateSceneGraph(
- sceneGraph,
- childNode,
- childNodeTransformToRoot
- );
- childrenIndices.push(childIndex);
- }
- // Process node and mesh primitives.
- const runtimeNode = new ModelRuntimeNode({
- node: node,
- transform: transform,
- transformToRoot: transformToRoot,
- children: childrenIndices,
- sceneGraph: sceneGraph,
- });
- const primitivesLength = node.primitives.length;
- for (let i = 0; i < primitivesLength; i++) {
- runtimeNode.runtimePrimitives.push(
- new ModelRuntimePrimitive({
- primitive: node.primitives[i],
- node: node,
- model: sceneGraph._model,
- })
- );
- }
- const index = node.index;
- sceneGraph._runtimeNodes[index] = runtimeNode;
- if (defined(node.skin)) {
- sceneGraph._skinnedNodes.push(index);
- }
- // Create and store the public version of the runtime node.
- const name = node.name;
- if (defined(name)) {
- const model = sceneGraph._model;
- const publicNode = new ModelNode(model, runtimeNode);
- model._nodesByName[name] = publicNode;
- }
- return index;
- }
- const scratchModelPositionMin = new Cartesian3();
- const scratchModelPositionMax = new Cartesian3();
- const scratchPrimitivePositionMin = new Cartesian3();
- const scratchPrimitivePositionMax = new Cartesian3();
- /**
- * Generates the {@link ModelDrawCommand} for each primitive in the model.
- * If the model is used for classification, a {@link ClassificationModelDrawCommand}
- * is generated for each primitive instead.
- *
- * @param {FrameState} frameState The current frame state. This is needed to
- * allocate GPU resources as needed.
- *
- * @private
- */
- ModelSceneGraph.prototype.buildDrawCommands = function (frameState) {
- const model = this._model;
- const modelRenderResources = new ModelRenderResources(model);
- // Reset the memory counts before running the pipeline
- model.statistics.clear();
- this.configurePipeline(frameState);
- const modelPipelineStages = this.modelPipelineStages;
- let i, j, k;
- for (i = 0; i < modelPipelineStages.length; i++) {
- const modelPipelineStage = modelPipelineStages[i];
- modelPipelineStage.process(modelRenderResources, model, frameState);
- }
- const modelPositionMin = Cartesian3.fromElements(
- Number.MAX_VALUE,
- Number.MAX_VALUE,
- Number.MAX_VALUE,
- scratchModelPositionMin
- );
- const modelPositionMax = Cartesian3.fromElements(
- -Number.MAX_VALUE,
- -Number.MAX_VALUE,
- -Number.MAX_VALUE,
- scratchModelPositionMax
- );
- for (i = 0; i < this._runtimeNodes.length; i++) {
- const runtimeNode = this._runtimeNodes[i];
- // If a node in the model was unreachable from the scene graph, there will
- // be no corresponding runtime node and therefore should be skipped.
- if (!defined(runtimeNode)) {
- continue;
- }
- runtimeNode.configurePipeline();
- const nodePipelineStages = runtimeNode.pipelineStages;
- const nodeRenderResources = new NodeRenderResources(
- modelRenderResources,
- runtimeNode
- );
- for (j = 0; j < nodePipelineStages.length; j++) {
- const nodePipelineStage = nodePipelineStages[j];
- nodePipelineStage.process(
- nodeRenderResources,
- runtimeNode.node,
- frameState
- );
- }
- const nodeTransform = runtimeNode.computedTransform;
- for (j = 0; j < runtimeNode.runtimePrimitives.length; j++) {
- const runtimePrimitive = runtimeNode.runtimePrimitives[j];
- runtimePrimitive.configurePipeline(frameState);
- const primitivePipelineStages = runtimePrimitive.pipelineStages;
- const primitiveRenderResources = new PrimitiveRenderResources(
- nodeRenderResources,
- runtimePrimitive
- );
- for (k = 0; k < primitivePipelineStages.length; k++) {
- const primitivePipelineStage = primitivePipelineStages[k];
- primitivePipelineStage.process(
- primitiveRenderResources,
- runtimePrimitive.primitive,
- frameState
- );
- }
- runtimePrimitive.boundingSphere = BoundingSphere.clone(
- primitiveRenderResources.boundingSphere,
- new BoundingSphere()
- );
- const primitivePositionMin = Matrix4.multiplyByPoint(
- nodeTransform,
- primitiveRenderResources.positionMin,
- scratchPrimitivePositionMin
- );
- const primitivePositionMax = Matrix4.multiplyByPoint(
- nodeTransform,
- primitiveRenderResources.positionMax,
- scratchPrimitivePositionMax
- );
- Cartesian3.minimumByComponent(
- modelPositionMin,
- primitivePositionMin,
- modelPositionMin
- );
- Cartesian3.maximumByComponent(
- modelPositionMax,
- primitivePositionMax,
- modelPositionMax
- );
- const drawCommand = buildDrawCommand(
- primitiveRenderResources,
- frameState
- );
- runtimePrimitive.drawCommand = drawCommand;
- }
- }
- this._boundingSphere = BoundingSphere.fromCornerPoints(
- modelPositionMin,
- modelPositionMax,
- new BoundingSphere()
- );
- this._boundingSphere = BoundingSphere.transformWithoutScale(
- this._boundingSphere,
- this._axisCorrectionMatrix,
- this._boundingSphere
- );
- this._boundingSphere = BoundingSphere.transform(
- this._boundingSphere,
- this._components.transform,
- this._boundingSphere
- );
- model._boundingSphere = BoundingSphere.transform(
- this._boundingSphere,
- model.modelMatrix,
- model._boundingSphere
- );
- model._initialRadius = model._boundingSphere.radius;
- model._boundingSphere.radius *= model._clampedScale;
- };
- /**
- * Configure the model pipeline stages. If the pipeline needs to be re-run, call
- * this method again to ensure the correct sequence of pipeline stages are
- * used.
- *
- * @private
- */
- ModelSceneGraph.prototype.configurePipeline = function (frameState) {
- const modelPipelineStages = this.modelPipelineStages;
- modelPipelineStages.length = 0;
- const model = this._model;
- if (defined(model.color)) {
- modelPipelineStages.push(ModelColorPipelineStage);
- }
- // Skip these pipeline stages for classification models.
- if (defined(model.classificationType)) {
- return;
- }
- if (model.imageBasedLighting.enabled) {
- modelPipelineStages.push(ImageBasedLightingPipelineStage);
- }
- if (model.isClippingEnabled()) {
- modelPipelineStages.push(ModelClippingPlanesPipelineStage);
- }
- if (model.hasSilhouette(frameState)) {
- modelPipelineStages.push(ModelSilhouettePipelineStage);
- }
- if (
- defined(model.splitDirection) &&
- model.splitDirection !== SplitDirection.NONE
- ) {
- modelPipelineStages.push(ModelSplitterPipelineStage);
- }
- if (ModelType.is3DTiles(model.type)) {
- modelPipelineStages.push(TilesetPipelineStage);
- }
- };
- ModelSceneGraph.prototype.update = function (frameState, updateForAnimations) {
- let i, j, k;
- for (i = 0; i < this._runtimeNodes.length; i++) {
- const runtimeNode = this._runtimeNodes[i];
- // If a node in the model was unreachable from the scene graph, there will
- // be no corresponding runtime node and therefore should be skipped.
- if (!defined(runtimeNode)) {
- continue;
- }
- for (j = 0; j < runtimeNode.updateStages.length; j++) {
- const nodeUpdateStage = runtimeNode.updateStages[j];
- nodeUpdateStage.update(runtimeNode, this, frameState);
- }
- const disableAnimations =
- frameState.mode !== SceneMode.SCENE3D && this._model._projectTo2D;
- if (updateForAnimations && !disableAnimations) {
- this.updateJointMatrices();
- }
- for (j = 0; j < runtimeNode.runtimePrimitives.length; j++) {
- const runtimePrimitive = runtimeNode.runtimePrimitives[j];
- for (k = 0; k < runtimePrimitive.updateStages.length; k++) {
- const stage = runtimePrimitive.updateStages[k];
- stage.update(runtimePrimitive, this);
- }
- }
- }
- };
- ModelSceneGraph.prototype.updateModelMatrix = function (
- modelMatrix,
- frameState
- ) {
- computeModelMatrix(this, modelMatrix);
- if (frameState.mode !== SceneMode.SCENE3D) {
- computeModelMatrix2D(this, frameState);
- }
- // Mark all root nodes as dirty. Any and all children will be
- // affected recursively in the update stage.
- const rootNodes = this._rootNodes;
- for (let i = 0; i < rootNodes.length; i++) {
- const node = this._runtimeNodes[rootNodes[i]];
- node._transformDirty = true;
- }
- };
- /**
- * Updates the joint matrices for the skins and nodes of the model.
- *
- * @private
- */
- ModelSceneGraph.prototype.updateJointMatrices = function () {
- const skinnedNodes = this._skinnedNodes;
- const length = skinnedNodes.length;
- for (let i = 0; i < length; i++) {
- const nodeIndex = skinnedNodes[i];
- const runtimeNode = this._runtimeNodes[nodeIndex];
- runtimeNode.updateJointMatrices();
- }
- };
- /**
- * A callback to be applied once at each runtime primitive in the
- * scene graph
- * @callback traverseSceneGraphCallback
- *
- * @param {ModelRuntimePrimitive} runtimePrimitive The runtime primitive for the current step of the traversal
- * @param {object} [options] A dictionary of additional options to be passed to the callback, or undefined if the callback does not need any additional information.
- *
- * @private
- */
- /**
- * Recursively traverse through the runtime nodes in the scene graph
- * using a post-order depth-first traversal to perform a callback on
- * their runtime primitives.
- *
- * @param {ModelSceneGraph} sceneGraph The scene graph.
- * @param {ModelRuntimeNode} runtimeNode The current runtime node.
- * @param {boolean} visibleNodesOnly Whether to only traverse nodes that are visible.
- * @param {traverseSceneGraphCallback} callback The callback to perform on the runtime primitives of the node.
- * @param {object} [callbackOptions] A dictionary of additional options to be passed to the callback, if needed.
- *
- * @private
- */
- function traverseSceneGraph(
- sceneGraph,
- runtimeNode,
- visibleNodesOnly,
- callback,
- callbackOptions
- ) {
- if (visibleNodesOnly && !runtimeNode.show) {
- return;
- }
- const childrenLength = runtimeNode.children.length;
- for (let i = 0; i < childrenLength; i++) {
- const childRuntimeNode = runtimeNode.getChild(i);
- traverseSceneGraph(
- sceneGraph,
- childRuntimeNode,
- visibleNodesOnly,
- callback,
- callbackOptions
- );
- }
- const runtimePrimitives = runtimeNode.runtimePrimitives;
- const runtimePrimitivesLength = runtimePrimitives.length;
- for (let j = 0; j < runtimePrimitivesLength; j++) {
- const runtimePrimitive = runtimePrimitives[j];
- callback(runtimePrimitive, callbackOptions);
- }
- }
- function forEachRuntimePrimitive(
- sceneGraph,
- visibleNodesOnly,
- callback,
- callbackOptions
- ) {
- const rootNodes = sceneGraph._rootNodes;
- const rootNodesLength = rootNodes.length;
- for (let i = 0; i < rootNodesLength; i++) {
- const rootNodeIndex = rootNodes[i];
- const runtimeNode = sceneGraph._runtimeNodes[rootNodeIndex];
- traverseSceneGraph(
- sceneGraph,
- runtimeNode,
- visibleNodesOnly,
- callback,
- callbackOptions
- );
- }
- }
- const scratchBackFaceCullingOptions = {
- backFaceCulling: undefined,
- };
- /**
- * Traverses through all draw commands and changes the back-face culling setting.
- *
- * @param {boolean} backFaceCulling The new value for the back-face culling setting.
- *
- * @private
- */
- ModelSceneGraph.prototype.updateBackFaceCulling = function (backFaceCulling) {
- const backFaceCullingOptions = scratchBackFaceCullingOptions;
- backFaceCullingOptions.backFaceCulling = backFaceCulling;
- forEachRuntimePrimitive(
- this,
- false,
- updatePrimitiveBackFaceCulling,
- backFaceCullingOptions
- );
- };
- // Callback is defined here to avoid allocating a closure in the render loop
- function updatePrimitiveBackFaceCulling(runtimePrimitive, options) {
- const drawCommand = runtimePrimitive.drawCommand;
- drawCommand.backFaceCulling = options.backFaceCulling;
- }
- const scratchShadowOptions = {
- shadowMode: undefined,
- };
- /**
- * Traverses through all draw commands and changes the shadow settings.
- *
- * @param {ShadowMode} shadowMode The new shadow settings.
- *
- * @private
- */
- ModelSceneGraph.prototype.updateShadows = function (shadowMode) {
- const shadowOptions = scratchShadowOptions;
- shadowOptions.shadowMode = shadowMode;
- forEachRuntimePrimitive(this, false, updatePrimitiveShadows, shadowOptions);
- };
- // Callback is defined here to avoid allocating a closure in the render loop
- function updatePrimitiveShadows(runtimePrimitive, options) {
- const drawCommand = runtimePrimitive.drawCommand;
- drawCommand.shadows = options.shadowMode;
- }
- const scratchShowBoundingVolumeOptions = {
- debugShowBoundingVolume: undefined,
- };
- /**
- * Traverses through all draw commands and changes whether to show the debug bounding volume.
- *
- * @param {boolean} debugShowBoundingVolume The new value for showing the debug bounding volume.
- *
- * @private
- */
- ModelSceneGraph.prototype.updateShowBoundingVolume = function (
- debugShowBoundingVolume
- ) {
- const showBoundingVolumeOptions = scratchShowBoundingVolumeOptions;
- showBoundingVolumeOptions.debugShowBoundingVolume = debugShowBoundingVolume;
- forEachRuntimePrimitive(
- this,
- false,
- updatePrimitiveShowBoundingVolume,
- showBoundingVolumeOptions
- );
- };
- // Callback is defined here to avoid allocating a closure in the render loop
- function updatePrimitiveShowBoundingVolume(runtimePrimitive, options) {
- const drawCommand = runtimePrimitive.drawCommand;
- drawCommand.debugShowBoundingVolume = options.debugShowBoundingVolume;
- }
- const scratchSilhouetteCommands = [];
- const scratchPushDrawCommandOptions = {
- frameState: undefined,
- hasSilhouette: undefined,
- };
- /**
- * Traverses through the scene graph and pushes the draw commands associated
- * with each primitive to the frame state's command list.
- *
- * @param {FrameState} frameState The frame state.
- *
- * @private
- */
- ModelSceneGraph.prototype.pushDrawCommands = function (frameState) {
- // If a model has silhouettes, the commands that draw the silhouettes for
- // each primitive can only be invoked after the entire model has drawn.
- // Otherwise, the silhouette may draw on top of the model. This requires
- // gathering the original commands and the silhouette commands separately.
- const silhouetteCommands = scratchSilhouetteCommands;
- silhouetteCommands.length = 0;
- // Since this function is called each frame, the options object is
- // preallocated in a scratch variable
- const pushDrawCommandOptions = scratchPushDrawCommandOptions;
- pushDrawCommandOptions.hasSilhouette = this._model.hasSilhouette(frameState);
- pushDrawCommandOptions.frameState = frameState;
- forEachRuntimePrimitive(
- this,
- true,
- pushPrimitiveDrawCommands,
- pushDrawCommandOptions
- );
- frameState.commandList.push.apply(frameState.commandList, silhouetteCommands);
- };
- // Callback is defined here to avoid allocating a closure in the render loop
- function pushPrimitiveDrawCommands(runtimePrimitive, options) {
- const frameState = options.frameState;
- const hasSilhouette = options.hasSilhouette;
- const passes = frameState.passes;
- const silhouetteCommands = scratchSilhouetteCommands;
- const primitiveDrawCommand = runtimePrimitive.drawCommand;
- primitiveDrawCommand.pushCommands(frameState, frameState.commandList);
- // If a model has silhouettes, the commands that draw the silhouettes for
- // each primitive can only be invoked after the entire model has drawn.
- // Otherwise, the silhouette may draw on top of the model. This requires
- // gathering the original commands and the silhouette commands separately.
- if (hasSilhouette && !passes.pick) {
- primitiveDrawCommand.pushSilhouetteCommands(frameState, silhouetteCommands);
- }
- }
- /**
- * Sets the current value of an articulation stage.
- *
- * @param {string} articulationStageKey The name of the articulation, a space, and the name of the stage.
- * @param {number} value The numeric value of this stage of the articulation.
- *
- * @private
- */
- ModelSceneGraph.prototype.setArticulationStage = function (
- articulationStageKey,
- value
- ) {
- const names = articulationStageKey.split(" ");
- if (names.length !== 2) {
- return;
- }
- const articulationName = names[0];
- const stageName = names[1];
- const runtimeArticulation = this._runtimeArticulations[articulationName];
- if (defined(runtimeArticulation)) {
- runtimeArticulation.setArticulationStage(stageName, value);
- }
- };
- /**
- * Applies any modified articulation stages to the matrix of each node that participates
- * in any articulation. Note that this will overwrite any nodeTransformations on participating nodes.
- *
- * @private
- */
- ModelSceneGraph.prototype.applyArticulations = function () {
- const runtimeArticulations = this._runtimeArticulations;
- for (const articulationName in runtimeArticulations) {
- if (runtimeArticulations.hasOwnProperty(articulationName)) {
- const articulation = runtimeArticulations[articulationName];
- articulation.apply();
- }
- }
- };
- export default ModelSceneGraph;
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