@cesium/engine 0.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1731) hide show
  1. package/Build/ThirdParty/Workers/basis_transcoder.js +2233 -0
  2. package/Build/ThirdParty/Workers/draco_decoder_nodejs.js +1872 -0
  3. package/Build/ThirdParty/Workers/package.json +1 -0
  4. package/Build/ThirdParty/Workers/pako_deflate.min.js +589 -0
  5. package/Build/ThirdParty/Workers/pako_inflate.min.js +798 -0
  6. package/Build/ThirdParty/Workers/z-worker-pako.js +503 -0
  7. package/Build/ThirdParty/basis_transcoder.wasm +0 -0
  8. package/Build/ThirdParty/draco_decoder.wasm +0 -0
  9. package/Build/ThirdParty/google-earth-dbroot-parser.js +8019 -0
  10. package/Build/Widget/CesiumWidget.css +120 -0
  11. package/Build/Widget/lighter.css +13 -0
  12. package/Build/Workers/ArcType-ce2e50ab.js +37 -0
  13. package/Build/Workers/AttributeCompression-4589338a.js +716 -0
  14. package/Build/Workers/AxisAlignedBoundingBox-bfb1234f.js +258 -0
  15. package/Build/Workers/BoundingRectangle-7ffc2153.js +369 -0
  16. package/Build/Workers/BoxGeometry-93f344a3.js +884 -0
  17. package/Build/Workers/Check-666ab1a0.js +290 -0
  18. package/Build/Workers/Color-0c5aaf47.js +2262 -0
  19. package/Build/Workers/ComponentDatatype-f7b11d02.js +341 -0
  20. package/Build/Workers/CoplanarPolygonGeometryLibrary-6597982a.js +132 -0
  21. package/Build/Workers/CorridorGeometryLibrary-2119580e.js +498 -0
  22. package/Build/Workers/CylinderGeometry-f9503c6d.js +467 -0
  23. package/Build/Workers/CylinderGeometryLibrary-372c07d8.js +63 -0
  24. package/Build/Workers/EllipseGeometry-fedf72d5.js +1304 -0
  25. package/Build/Workers/EllipseGeometryLibrary-4ea68687.js +366 -0
  26. package/Build/Workers/EllipseOutlineGeometry-e2ae6a35.js +443 -0
  27. package/Build/Workers/EllipsoidGeodesic-16de63ea.js +520 -0
  28. package/Build/Workers/EllipsoidGeometry-95c0330e.js +637 -0
  29. package/Build/Workers/EllipsoidOutlineGeometry-d6d2ceec.js +454 -0
  30. package/Build/Workers/EllipsoidRhumbLine-ae5e65e0.js +741 -0
  31. package/Build/Workers/EllipsoidTangentPlane-bfc674bf.js +373 -0
  32. package/Build/Workers/EncodedCartesian3-f473ea18.js +171 -0
  33. package/Build/Workers/FrustumGeometry-3bf2e4eb.js +2512 -0
  34. package/Build/Workers/GeometryAttribute-df5f473e.js +619 -0
  35. package/Build/Workers/GeometryAttributes-f06a2792.js +91 -0
  36. package/Build/Workers/GeometryInstance-aa75b4cf.js +121 -0
  37. package/Build/Workers/GeometryOffsetAttribute-04332ce7.js +16 -0
  38. package/Build/Workers/GeometryPipeline-f0e46c42.js +3690 -0
  39. package/Build/Workers/IndexDatatype-a55ceaa1.js +200 -0
  40. package/Build/Workers/IntersectionTests-9de29d51.js +1836 -0
  41. package/Build/Workers/Math-2dbd6b93.js +1330 -0
  42. package/Build/Workers/Matrix2-ce637455.js +7084 -0
  43. package/Build/Workers/Matrix3-4f4df527.js +4282 -0
  44. package/Build/Workers/OrientedBoundingBox-d3ff3d4d.js +1257 -0
  45. package/Build/Workers/Plane-b81241c2.js +309 -0
  46. package/Build/Workers/PolygonGeometryLibrary-6f4937bb.js +1074 -0
  47. package/Build/Workers/PolygonPipeline-774a8aaf.js +1341 -0
  48. package/Build/Workers/PolylinePipeline-2e2b015c.js +573 -0
  49. package/Build/Workers/PolylineVolumeGeometryLibrary-7ee1d449.js +781 -0
  50. package/Build/Workers/PrimitivePipeline-a9b7aae0.js +966 -0
  51. package/Build/Workers/RectangleGeometryLibrary-9aa6c8f6.js +280 -0
  52. package/Build/Workers/RuntimeError-06c93819.js +68 -0
  53. package/Build/Workers/TerrainEncoding-b52dcfc5.js +1227 -0
  54. package/Build/Workers/Transforms-2f755df8.js +14683 -0
  55. package/Build/Workers/VertexFormat-6b480673.js +312 -0
  56. package/Build/Workers/WallGeometryLibrary-ab19a93d.js +211 -0
  57. package/Build/Workers/WebGLConstants-a8cc3e8c.js +620 -0
  58. package/Build/Workers/WebMercatorProjection-9f25de49.js +151 -0
  59. package/Build/Workers/arrayRemoveDuplicates-c2038105.js +129 -0
  60. package/Build/Workers/cesiumWorkerBootstrapper.js +1273 -0
  61. package/Build/Workers/combine-ca22a614.js +82 -0
  62. package/Build/Workers/combineGeometry.js +17 -0
  63. package/Build/Workers/createBoxGeometry.js +12 -0
  64. package/Build/Workers/createBoxOutlineGeometry.js +313 -0
  65. package/Build/Workers/createCircleGeometry.js +213 -0
  66. package/Build/Workers/createCircleOutlineGeometry.js +160 -0
  67. package/Build/Workers/createCoplanarPolygonGeometry.js +586 -0
  68. package/Build/Workers/createCoplanarPolygonOutlineGeometry.js +236 -0
  69. package/Build/Workers/createCorridorGeometry.js +1407 -0
  70. package/Build/Workers/createCorridorOutlineGeometry.js +603 -0
  71. package/Build/Workers/createCylinderGeometry.js +12 -0
  72. package/Build/Workers/createCylinderOutlineGeometry.js +265 -0
  73. package/Build/Workers/createEllipseGeometry.js +14 -0
  74. package/Build/Workers/createEllipseOutlineGeometry.js +14 -0
  75. package/Build/Workers/createEllipsoidGeometry.js +12 -0
  76. package/Build/Workers/createEllipsoidOutlineGeometry.js +15 -0
  77. package/Build/Workers/createFrustumGeometry.js +12 -0
  78. package/Build/Workers/createFrustumOutlineGeometry.js +251 -0
  79. package/Build/Workers/createGeometry.js +55 -0
  80. package/Build/Workers/createGroundPolylineGeometry.js +2134 -0
  81. package/Build/Workers/createPlaneGeometry.js +250 -0
  82. package/Build/Workers/createPlaneOutlineGeometry.js +115 -0
  83. package/Build/Workers/createPolygonGeometry.js +1420 -0
  84. package/Build/Workers/createPolygonOutlineGeometry.js +683 -0
  85. package/Build/Workers/createPolylineGeometry.js +571 -0
  86. package/Build/Workers/createPolylineVolumeGeometry.js +411 -0
  87. package/Build/Workers/createPolylineVolumeOutlineGeometry.js +301 -0
  88. package/Build/Workers/createRectangleGeometry.js +1476 -0
  89. package/Build/Workers/createRectangleOutlineGeometry.js +535 -0
  90. package/Build/Workers/createSimplePolylineGeometry.js +458 -0
  91. package/Build/Workers/createSphereGeometry.js +123 -0
  92. package/Build/Workers/createSphereOutlineGeometry.js +126 -0
  93. package/Build/Workers/createTaskProcessorWorker.js +127 -0
  94. package/Build/Workers/createVectorTileClampedPolylines.js +535 -0
  95. package/Build/Workers/createVectorTileGeometries.js +445 -0
  96. package/Build/Workers/createVectorTilePoints.js +79 -0
  97. package/Build/Workers/createVectorTilePolygons.js +406 -0
  98. package/Build/Workers/createVectorTilePolylines.js +254 -0
  99. package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +640 -0
  100. package/Build/Workers/createVerticesFromHeightmap.js +2707 -0
  101. package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +994 -0
  102. package/Build/Workers/createWallGeometry.js +623 -0
  103. package/Build/Workers/createWallOutlineGeometry.js +432 -0
  104. package/Build/Workers/decodeDraco.js +381 -0
  105. package/Build/Workers/decodeGoogleEarthEnterprisePacket.js +3668 -0
  106. package/Build/Workers/decodeI3S.js +1040 -0
  107. package/Build/Workers/defaultValue-0a909f67.js +51 -0
  108. package/Build/Workers/package.js +2 -0
  109. package/Build/Workers/transcodeKTX2.js +1516 -0
  110. package/Build/Workers/transferTypedArrayTest.js +18 -0
  111. package/Build/Workers/upsampleQuantizedTerrainMesh.js +1023 -0
  112. package/LICENSE.md +933 -0
  113. package/README.md +58 -0
  114. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_0.json +1 -0
  115. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_1.json +1 -0
  116. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_10.json +1 -0
  117. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_11.json +1 -0
  118. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_12.json +1 -0
  119. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_13.json +1 -0
  120. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_14.json +1 -0
  121. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_15.json +1 -0
  122. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_16.json +1 -0
  123. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_17.json +1 -0
  124. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_18.json +1 -0
  125. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_19.json +1 -0
  126. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_2.json +1 -0
  127. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_20.json +1 -0
  128. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_21.json +1 -0
  129. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_22.json +1 -0
  130. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_23.json +1 -0
  131. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_24.json +1 -0
  132. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_25.json +1 -0
  133. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_26.json +1 -0
  134. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_27.json +1 -0
  135. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_3.json +1 -0
  136. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_4.json +1 -0
  137. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_5.json +1 -0
  138. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_6.json +1 -0
  139. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_7.json +1 -0
  140. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_8.json +1 -0
  141. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_9.json +1 -0
  142. package/Source/Assets/Images/bing_maps_credit.png +0 -0
  143. package/Source/Assets/Images/cesium_credit.png +0 -0
  144. package/Source/Assets/Images/google_earth_credit.png +0 -0
  145. package/Source/Assets/Images/ion-credit.png +0 -0
  146. package/Source/Assets/Textures/LensFlare/DirtMask.jpg +0 -0
  147. package/Source/Assets/Textures/LensFlare/StarBurst.jpg +0 -0
  148. package/Source/Assets/Textures/NaturalEarthII/0/0/0.jpg +0 -0
  149. package/Source/Assets/Textures/NaturalEarthII/0/1/0.jpg +0 -0
  150. package/Source/Assets/Textures/NaturalEarthII/1/0/0.jpg +0 -0
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  190. package/Source/Assets/Textures/NaturalEarthII/tilemapresource.xml +14 -0
  191. package/Source/Assets/Textures/SkyBox/tycho2t3_80_mx.jpg +0 -0
  192. package/Source/Assets/Textures/SkyBox/tycho2t3_80_my.jpg +0 -0
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  197. package/Source/Assets/Textures/maki/airfield.png +0 -0
  198. package/Source/Assets/Textures/maki/airport.png +0 -0
  199. package/Source/Assets/Textures/maki/alcohol-shop.png +0 -0
  200. package/Source/Assets/Textures/maki/america-football.png +0 -0
  201. package/Source/Assets/Textures/maki/art-gallery.png +0 -0
  202. package/Source/Assets/Textures/maki/bakery.png +0 -0
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  204. package/Source/Assets/Textures/maki/bar.png +0 -0
  205. package/Source/Assets/Textures/maki/baseball.png +0 -0
  206. package/Source/Assets/Textures/maki/basketball.png +0 -0
  207. package/Source/Assets/Textures/maki/beer.png +0 -0
  208. package/Source/Assets/Textures/maki/bicycle.png +0 -0
  209. package/Source/Assets/Textures/maki/building.png +0 -0
  210. package/Source/Assets/Textures/maki/bus.png +0 -0
  211. package/Source/Assets/Textures/maki/cafe.png +0 -0
  212. package/Source/Assets/Textures/maki/camera.png +0 -0
  213. package/Source/Assets/Textures/maki/campsite.png +0 -0
  214. package/Source/Assets/Textures/maki/car.png +0 -0
  215. package/Source/Assets/Textures/maki/cemetery.png +0 -0
  216. package/Source/Assets/Textures/maki/cesium.png +0 -0
  217. package/Source/Assets/Textures/maki/chemist.png +0 -0
  218. package/Source/Assets/Textures/maki/cinema.png +0 -0
  219. package/Source/Assets/Textures/maki/circle-stroked.png +0 -0
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  221. package/Source/Assets/Textures/maki/city.png +0 -0
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  223. package/Source/Assets/Textures/maki/college.png +0 -0
  224. package/Source/Assets/Textures/maki/commercial.png +0 -0
  225. package/Source/Assets/Textures/maki/cricket.png +0 -0
  226. package/Source/Assets/Textures/maki/cross.png +0 -0
  227. package/Source/Assets/Textures/maki/dam.png +0 -0
  228. package/Source/Assets/Textures/maki/danger.png +0 -0
  229. package/Source/Assets/Textures/maki/disability.png +0 -0
  230. package/Source/Assets/Textures/maki/dog-park.png +0 -0
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  232. package/Source/Assets/Textures/maki/emergency-telephone.png +0 -0
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  237. package/Source/Assets/Textures/maki/fire-station.png +0 -0
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  1658. package/Source/Shaders/Vector3DTileClampedPolylinesVS.js +87 -0
  1659. package/Source/Shaders/Vector3DTilePolylinesVS.glsl +22 -0
  1660. package/Source/Shaders/Vector3DTilePolylinesVS.js +24 -0
  1661. package/Source/Shaders/VectorTileVS.glsl +9 -0
  1662. package/Source/Shaders/VectorTileVS.js +11 -0
  1663. package/Source/Shaders/ViewportQuadFS.glsl +16 -0
  1664. package/Source/Shaders/ViewportQuadFS.js +18 -0
  1665. package/Source/Shaders/ViewportQuadVS.glsl +10 -0
  1666. package/Source/Shaders/ViewportQuadVS.js +12 -0
  1667. package/Source/ThirdParty/Workers/basis_transcoder.js +21 -0
  1668. package/Source/ThirdParty/Workers/draco_decoder_nodejs.js +118 -0
  1669. package/Source/ThirdParty/Workers/package.json +1 -0
  1670. package/Source/ThirdParty/Workers/pako_deflate.min.js +2 -0
  1671. package/Source/ThirdParty/Workers/pako_inflate.min.js +2 -0
  1672. package/Source/ThirdParty/Workers/z-worker-pako.js +1 -0
  1673. package/Source/ThirdParty/basis_transcoder.wasm +0 -0
  1674. package/Source/ThirdParty/draco_decoder.wasm +0 -0
  1675. package/Source/ThirdParty/google-earth-dbroot-parser.js +8337 -0
  1676. package/Source/Widget/CesiumWidget.css +124 -0
  1677. package/Source/Widget/CesiumWidget.js +807 -0
  1678. package/Source/Widget/lighter.css +14 -0
  1679. package/Source/Workers/cesiumWorkerBootstrapper.js +2290 -0
  1680. package/Source/Workers/package.json +1 -0
  1681. package/Source/Workers/transferTypedArrayTest.js +22 -0
  1682. package/Source/WorkersES6/combineGeometry.js +14 -0
  1683. package/Source/WorkersES6/createBoxGeometry.js +10 -0
  1684. package/Source/WorkersES6/createBoxOutlineGeometry.js +10 -0
  1685. package/Source/WorkersES6/createCircleGeometry.js +18 -0
  1686. package/Source/WorkersES6/createCircleOutlineGeometry.js +18 -0
  1687. package/Source/WorkersES6/createCoplanarPolygonGeometry.js +10 -0
  1688. package/Source/WorkersES6/createCoplanarPolygonOutlineGeometry.js +15 -0
  1689. package/Source/WorkersES6/createCorridorGeometry.js +12 -0
  1690. package/Source/WorkersES6/createCorridorOutlineGeometry.js +17 -0
  1691. package/Source/WorkersES6/createCylinderGeometry.js +10 -0
  1692. package/Source/WorkersES6/createCylinderOutlineGeometry.js +10 -0
  1693. package/Source/WorkersES6/createEllipseGeometry.js +14 -0
  1694. package/Source/WorkersES6/createEllipseOutlineGeometry.js +14 -0
  1695. package/Source/WorkersES6/createEllipsoidGeometry.js +10 -0
  1696. package/Source/WorkersES6/createEllipsoidOutlineGeometry.js +13 -0
  1697. package/Source/WorkersES6/createFrustumGeometry.js +10 -0
  1698. package/Source/WorkersES6/createFrustumOutlineGeometry.js +10 -0
  1699. package/Source/WorkersES6/createGeometry.js +52 -0
  1700. package/Source/WorkersES6/createGroundPolylineGeometry.js +16 -0
  1701. package/Source/WorkersES6/createPlaneGeometry.js +10 -0
  1702. package/Source/WorkersES6/createPlaneOutlineGeometry.js +10 -0
  1703. package/Source/WorkersES6/createPolygonGeometry.js +12 -0
  1704. package/Source/WorkersES6/createPolygonOutlineGeometry.js +12 -0
  1705. package/Source/WorkersES6/createPolylineGeometry.js +12 -0
  1706. package/Source/WorkersES6/createPolylineVolumeGeometry.js +17 -0
  1707. package/Source/WorkersES6/createPolylineVolumeOutlineGeometry.js +22 -0
  1708. package/Source/WorkersES6/createRectangleGeometry.js +14 -0
  1709. package/Source/WorkersES6/createRectangleOutlineGeometry.js +17 -0
  1710. package/Source/WorkersES6/createSimplePolylineGeometry.js +17 -0
  1711. package/Source/WorkersES6/createSphereGeometry.js +10 -0
  1712. package/Source/WorkersES6/createSphereOutlineGeometry.js +10 -0
  1713. package/Source/WorkersES6/createTaskProcessorWorker.js +129 -0
  1714. package/Source/WorkersES6/createVectorTileClampedPolylines.js +541 -0
  1715. package/Source/WorkersES6/createVectorTileGeometries.js +414 -0
  1716. package/Source/WorkersES6/createVectorTilePoints.js +81 -0
  1717. package/Source/WorkersES6/createVectorTilePolygons.js +412 -0
  1718. package/Source/WorkersES6/createVectorTilePolylines.js +210 -0
  1719. package/Source/WorkersES6/createVerticesFromGoogleEarthEnterpriseBuffer.js +653 -0
  1720. package/Source/WorkersES6/createVerticesFromHeightmap.js +53 -0
  1721. package/Source/WorkersES6/createVerticesFromQuantizedTerrainMesh.js +549 -0
  1722. package/Source/WorkersES6/createWallGeometry.js +12 -0
  1723. package/Source/WorkersES6/createWallOutlineGeometry.js +12 -0
  1724. package/Source/WorkersES6/decodeDraco.js +381 -0
  1725. package/Source/WorkersES6/decodeGoogleEarthEnterprisePacket.js +268 -0
  1726. package/Source/WorkersES6/decodeI3S.js +1044 -0
  1727. package/Source/WorkersES6/transcodeKTX2.js +316 -0
  1728. package/Source/WorkersES6/upsampleQuantizedTerrainMesh.js +680 -0
  1729. package/index.d.ts +41767 -0
  1730. package/index.js +1085 -0
  1731. package/package.json +73 -0
@@ -0,0 +1,1217 @@
1
+ import BoundingSphere from "../Core/BoundingSphere.js";
2
+ import Color from "../Core/Color.js";
3
+ import ComponentDatatype from "../Core/ComponentDatatype.js";
4
+ import defaultValue from "../Core/defaultValue.js";
5
+ import defined from "../Core/defined.js";
6
+ import destroyObject from "../Core/destroyObject.js";
7
+ import DeveloperError from "../Core/DeveloperError.js";
8
+ import EncodedCartesian3 from "../Core/EncodedCartesian3.js";
9
+ import CesiumMath from "../Core/Math.js";
10
+ import Matrix4 from "../Core/Matrix4.js";
11
+ import PrimitiveType from "../Core/PrimitiveType.js";
12
+ import WebGLConstants from "../Core/WebGLConstants.js";
13
+ import BufferUsage from "../Renderer/BufferUsage.js";
14
+ import ContextLimits from "../Renderer/ContextLimits.js";
15
+ import DrawCommand from "../Renderer/DrawCommand.js";
16
+ import Pass from "../Renderer/Pass.js";
17
+ import RenderState from "../Renderer/RenderState.js";
18
+ import ShaderProgram from "../Renderer/ShaderProgram.js";
19
+ import ShaderSource from "../Renderer/ShaderSource.js";
20
+ import VertexArrayFacade from "../Renderer/VertexArrayFacade.js";
21
+ import PointPrimitiveCollectionFS from "../Shaders/PointPrimitiveCollectionFS.js";
22
+ import PointPrimitiveCollectionVS from "../Shaders/PointPrimitiveCollectionVS.js";
23
+ import BlendingState from "./BlendingState.js";
24
+ import BlendOption from "./BlendOption.js";
25
+ import PointPrimitive from "./PointPrimitive.js";
26
+ import SceneMode from "./SceneMode.js";
27
+
28
+ const SHOW_INDEX = PointPrimitive.SHOW_INDEX;
29
+ const POSITION_INDEX = PointPrimitive.POSITION_INDEX;
30
+ const COLOR_INDEX = PointPrimitive.COLOR_INDEX;
31
+ const OUTLINE_COLOR_INDEX = PointPrimitive.OUTLINE_COLOR_INDEX;
32
+ const OUTLINE_WIDTH_INDEX = PointPrimitive.OUTLINE_WIDTH_INDEX;
33
+ const PIXEL_SIZE_INDEX = PointPrimitive.PIXEL_SIZE_INDEX;
34
+ const SCALE_BY_DISTANCE_INDEX = PointPrimitive.SCALE_BY_DISTANCE_INDEX;
35
+ const TRANSLUCENCY_BY_DISTANCE_INDEX =
36
+ PointPrimitive.TRANSLUCENCY_BY_DISTANCE_INDEX;
37
+ const DISTANCE_DISPLAY_CONDITION_INDEX =
38
+ PointPrimitive.DISTANCE_DISPLAY_CONDITION_INDEX;
39
+ const DISABLE_DEPTH_DISTANCE_INDEX =
40
+ PointPrimitive.DISABLE_DEPTH_DISTANCE_INDEX;
41
+ const NUMBER_OF_PROPERTIES = PointPrimitive.NUMBER_OF_PROPERTIES;
42
+
43
+ const attributeLocations = {
44
+ positionHighAndSize: 0,
45
+ positionLowAndOutline: 1,
46
+ compressedAttribute0: 2, // color, outlineColor, pick color
47
+ compressedAttribute1: 3, // show, translucency by distance, some free space
48
+ scaleByDistance: 4,
49
+ distanceDisplayConditionAndDisableDepth: 5,
50
+ };
51
+
52
+ /**
53
+ * A renderable collection of points.
54
+ * <br /><br />
55
+ * Points are added and removed from the collection using {@link PointPrimitiveCollection#add}
56
+ * and {@link PointPrimitiveCollection#remove}.
57
+ *
58
+ * @alias PointPrimitiveCollection
59
+ * @constructor
60
+ *
61
+ * @param {Object} [options] Object with the following properties:
62
+ * @param {Matrix4} [options.modelMatrix=Matrix4.IDENTITY] The 4x4 transformation matrix that transforms each point from model to world coordinates.
63
+ * @param {Boolean} [options.debugShowBoundingVolume=false] For debugging only. Determines if this primitive's commands' bounding spheres are shown.
64
+ * @param {BlendOption} [options.blendOption=BlendOption.OPAQUE_AND_TRANSLUCENT] The point blending option. The default
65
+ * is used for rendering both opaque and translucent points. However, if either all of the points are completely opaque or all are completely translucent,
66
+ * setting the technique to BlendOption.OPAQUE or BlendOption.TRANSLUCENT can improve performance by up to 2x.
67
+ * @param {Boolean} [options.show=true] Determines if the primitives in the collection will be shown.
68
+ *
69
+ * @performance For best performance, prefer a few collections, each with many points, to
70
+ * many collections with only a few points each. Organize collections so that points
71
+ * with the same update frequency are in the same collection, i.e., points that do not
72
+ * change should be in one collection; points that change every frame should be in another
73
+ * collection; and so on.
74
+ *
75
+ *
76
+ * @example
77
+ * // Create a pointPrimitive collection with two points
78
+ * const points = scene.primitives.add(new Cesium.PointPrimitiveCollection());
79
+ * points.add({
80
+ * position : new Cesium.Cartesian3(1.0, 2.0, 3.0),
81
+ * color : Cesium.Color.YELLOW
82
+ * });
83
+ * points.add({
84
+ * position : new Cesium.Cartesian3(4.0, 5.0, 6.0),
85
+ * color : Cesium.Color.CYAN
86
+ * });
87
+ *
88
+ * @see PointPrimitiveCollection#add
89
+ * @see PointPrimitiveCollection#remove
90
+ * @see PointPrimitive
91
+ */
92
+ function PointPrimitiveCollection(options) {
93
+ options = defaultValue(options, defaultValue.EMPTY_OBJECT);
94
+
95
+ this._sp = undefined;
96
+ this._spTranslucent = undefined;
97
+ this._rsOpaque = undefined;
98
+ this._rsTranslucent = undefined;
99
+ this._vaf = undefined;
100
+
101
+ this._pointPrimitives = [];
102
+ this._pointPrimitivesToUpdate = [];
103
+ this._pointPrimitivesToUpdateIndex = 0;
104
+ this._pointPrimitivesRemoved = false;
105
+ this._createVertexArray = false;
106
+
107
+ this._shaderScaleByDistance = false;
108
+ this._compiledShaderScaleByDistance = false;
109
+
110
+ this._shaderTranslucencyByDistance = false;
111
+ this._compiledShaderTranslucencyByDistance = false;
112
+
113
+ this._shaderDistanceDisplayCondition = false;
114
+ this._compiledShaderDistanceDisplayCondition = false;
115
+
116
+ this._shaderDisableDepthDistance = false;
117
+ this._compiledShaderDisableDepthDistance = false;
118
+
119
+ this._propertiesChanged = new Uint32Array(NUMBER_OF_PROPERTIES);
120
+
121
+ this._maxPixelSize = 1.0;
122
+
123
+ this._baseVolume = new BoundingSphere();
124
+ this._baseVolumeWC = new BoundingSphere();
125
+ this._baseVolume2D = new BoundingSphere();
126
+ this._boundingVolume = new BoundingSphere();
127
+ this._boundingVolumeDirty = false;
128
+
129
+ this._colorCommands = [];
130
+
131
+ /**
132
+ * Determines if primitives in this collection will be shown.
133
+ *
134
+ * @type {Boolean}
135
+ * @default true
136
+ */
137
+ this.show = defaultValue(options.show, true);
138
+
139
+ /**
140
+ * The 4x4 transformation matrix that transforms each point in this collection from model to world coordinates.
141
+ * When this is the identity matrix, the pointPrimitives are drawn in world coordinates, i.e., Earth's WGS84 coordinates.
142
+ * Local reference frames can be used by providing a different transformation matrix, like that returned
143
+ * by {@link Transforms.eastNorthUpToFixedFrame}.
144
+ *
145
+ * @type {Matrix4}
146
+ * @default {@link Matrix4.IDENTITY}
147
+ *
148
+ *
149
+ * @example
150
+ * const center = Cesium.Cartesian3.fromDegrees(-75.59777, 40.03883);
151
+ * pointPrimitives.modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(center);
152
+ * pointPrimitives.add({
153
+ * color : Cesium.Color.ORANGE,
154
+ * position : new Cesium.Cartesian3(0.0, 0.0, 0.0) // center
155
+ * });
156
+ * pointPrimitives.add({
157
+ * color : Cesium.Color.YELLOW,
158
+ * position : new Cesium.Cartesian3(1000000.0, 0.0, 0.0) // east
159
+ * });
160
+ * pointPrimitives.add({
161
+ * color : Cesium.Color.GREEN,
162
+ * position : new Cesium.Cartesian3(0.0, 1000000.0, 0.0) // north
163
+ * });
164
+ * pointPrimitives.add({
165
+ * color : Cesium.Color.CYAN,
166
+ * position : new Cesium.Cartesian3(0.0, 0.0, 1000000.0) // up
167
+ * });
168
+ *
169
+ * @see Transforms.eastNorthUpToFixedFrame
170
+ */
171
+ this.modelMatrix = Matrix4.clone(
172
+ defaultValue(options.modelMatrix, Matrix4.IDENTITY)
173
+ );
174
+ this._modelMatrix = Matrix4.clone(Matrix4.IDENTITY);
175
+
176
+ /**
177
+ * This property is for debugging only; it is not for production use nor is it optimized.
178
+ * <p>
179
+ * Draws the bounding sphere for each draw command in the primitive.
180
+ * </p>
181
+ *
182
+ * @type {Boolean}
183
+ *
184
+ * @default false
185
+ */
186
+ this.debugShowBoundingVolume = defaultValue(
187
+ options.debugShowBoundingVolume,
188
+ false
189
+ );
190
+
191
+ /**
192
+ * The point blending option. The default is used for rendering both opaque and translucent points.
193
+ * However, if either all of the points are completely opaque or all are completely translucent,
194
+ * setting the technique to BlendOption.OPAQUE or BlendOption.TRANSLUCENT can improve
195
+ * performance by up to 2x.
196
+ * @type {BlendOption}
197
+ * @default BlendOption.OPAQUE_AND_TRANSLUCENT
198
+ */
199
+ this.blendOption = defaultValue(
200
+ options.blendOption,
201
+ BlendOption.OPAQUE_AND_TRANSLUCENT
202
+ );
203
+ this._blendOption = undefined;
204
+
205
+ this._mode = SceneMode.SCENE3D;
206
+ this._maxTotalPointSize = 1;
207
+
208
+ // The buffer usage for each attribute is determined based on the usage of the attribute over time.
209
+ this._buffersUsage = [
210
+ BufferUsage.STATIC_DRAW, // SHOW_INDEX
211
+ BufferUsage.STATIC_DRAW, // POSITION_INDEX
212
+ BufferUsage.STATIC_DRAW, // COLOR_INDEX
213
+ BufferUsage.STATIC_DRAW, // OUTLINE_COLOR_INDEX
214
+ BufferUsage.STATIC_DRAW, // OUTLINE_WIDTH_INDEX
215
+ BufferUsage.STATIC_DRAW, // PIXEL_SIZE_INDEX
216
+ BufferUsage.STATIC_DRAW, // SCALE_BY_DISTANCE_INDEX
217
+ BufferUsage.STATIC_DRAW, // TRANSLUCENCY_BY_DISTANCE_INDEX
218
+ BufferUsage.STATIC_DRAW, // DISTANCE_DISPLAY_CONDITION_INDEX
219
+ ];
220
+
221
+ const that = this;
222
+ this._uniforms = {
223
+ u_maxTotalPointSize: function () {
224
+ return that._maxTotalPointSize;
225
+ },
226
+ };
227
+ }
228
+
229
+ Object.defineProperties(PointPrimitiveCollection.prototype, {
230
+ /**
231
+ * Returns the number of points in this collection. This is commonly used with
232
+ * {@link PointPrimitiveCollection#get} to iterate over all the points
233
+ * in the collection.
234
+ * @memberof PointPrimitiveCollection.prototype
235
+ * @type {Number}
236
+ */
237
+ length: {
238
+ get: function () {
239
+ removePointPrimitives(this);
240
+ return this._pointPrimitives.length;
241
+ },
242
+ },
243
+ });
244
+
245
+ function destroyPointPrimitives(pointPrimitives) {
246
+ const length = pointPrimitives.length;
247
+ for (let i = 0; i < length; ++i) {
248
+ if (pointPrimitives[i]) {
249
+ pointPrimitives[i]._destroy();
250
+ }
251
+ }
252
+ }
253
+
254
+ /**
255
+ * Creates and adds a point with the specified initial properties to the collection.
256
+ * The added point is returned so it can be modified or removed from the collection later.
257
+ *
258
+ * @param {Object}[options] A template describing the point's properties as shown in Example 1.
259
+ * @returns {PointPrimitive} The point that was added to the collection.
260
+ *
261
+ * @performance Calling <code>add</code> is expected constant time. However, the collection's vertex buffer
262
+ * is rewritten - an <code>O(n)</code> operation that also incurs CPU to GPU overhead. For
263
+ * best performance, add as many pointPrimitives as possible before calling <code>update</code>.
264
+ *
265
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
266
+ *
267
+ *
268
+ * @example
269
+ * // Example 1: Add a point, specifying all the default values.
270
+ * const p = pointPrimitives.add({
271
+ * show : true,
272
+ * position : Cesium.Cartesian3.ZERO,
273
+ * pixelSize : 10.0,
274
+ * color : Cesium.Color.WHITE,
275
+ * outlineColor : Cesium.Color.TRANSPARENT,
276
+ * outlineWidth : 0.0,
277
+ * id : undefined
278
+ * });
279
+ *
280
+ * @example
281
+ * // Example 2: Specify only the point's cartographic position.
282
+ * const p = pointPrimitives.add({
283
+ * position : Cesium.Cartesian3.fromDegrees(longitude, latitude, height)
284
+ * });
285
+ *
286
+ * @see PointPrimitiveCollection#remove
287
+ * @see PointPrimitiveCollection#removeAll
288
+ */
289
+ PointPrimitiveCollection.prototype.add = function (options) {
290
+ const p = new PointPrimitive(options, this);
291
+ p._index = this._pointPrimitives.length;
292
+
293
+ this._pointPrimitives.push(p);
294
+ this._createVertexArray = true;
295
+
296
+ return p;
297
+ };
298
+
299
+ /**
300
+ * Removes a point from the collection.
301
+ *
302
+ * @param {PointPrimitive} pointPrimitive The point to remove.
303
+ * @returns {Boolean} <code>true</code> if the point was removed; <code>false</code> if the point was not found in the collection.
304
+ *
305
+ * @performance Calling <code>remove</code> is expected constant time. However, the collection's vertex buffer
306
+ * is rewritten - an <code>O(n)</code> operation that also incurs CPU to GPU overhead. For
307
+ * best performance, remove as many points as possible before calling <code>update</code>.
308
+ * If you intend to temporarily hide a point, it is usually more efficient to call
309
+ * {@link PointPrimitive#show} instead of removing and re-adding the point.
310
+ *
311
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
312
+ *
313
+ *
314
+ * @example
315
+ * const p = pointPrimitives.add(...);
316
+ * pointPrimitives.remove(p); // Returns true
317
+ *
318
+ * @see PointPrimitiveCollection#add
319
+ * @see PointPrimitiveCollection#removeAll
320
+ * @see PointPrimitive#show
321
+ */
322
+ PointPrimitiveCollection.prototype.remove = function (pointPrimitive) {
323
+ if (this.contains(pointPrimitive)) {
324
+ this._pointPrimitives[pointPrimitive._index] = null; // Removed later
325
+ this._pointPrimitivesRemoved = true;
326
+ this._createVertexArray = true;
327
+ pointPrimitive._destroy();
328
+ return true;
329
+ }
330
+
331
+ return false;
332
+ };
333
+
334
+ /**
335
+ * Removes all points from the collection.
336
+ *
337
+ * @performance <code>O(n)</code>. It is more efficient to remove all the points
338
+ * from a collection and then add new ones than to create a new collection entirely.
339
+ *
340
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
341
+ *
342
+ *
343
+ * @example
344
+ * pointPrimitives.add(...);
345
+ * pointPrimitives.add(...);
346
+ * pointPrimitives.removeAll();
347
+ *
348
+ * @see PointPrimitiveCollection#add
349
+ * @see PointPrimitiveCollection#remove
350
+ */
351
+ PointPrimitiveCollection.prototype.removeAll = function () {
352
+ destroyPointPrimitives(this._pointPrimitives);
353
+ this._pointPrimitives = [];
354
+ this._pointPrimitivesToUpdate = [];
355
+ this._pointPrimitivesToUpdateIndex = 0;
356
+ this._pointPrimitivesRemoved = false;
357
+
358
+ this._createVertexArray = true;
359
+ };
360
+
361
+ function removePointPrimitives(pointPrimitiveCollection) {
362
+ if (pointPrimitiveCollection._pointPrimitivesRemoved) {
363
+ pointPrimitiveCollection._pointPrimitivesRemoved = false;
364
+
365
+ const newPointPrimitives = [];
366
+ const pointPrimitives = pointPrimitiveCollection._pointPrimitives;
367
+ const length = pointPrimitives.length;
368
+ for (let i = 0, j = 0; i < length; ++i) {
369
+ const pointPrimitive = pointPrimitives[i];
370
+ if (pointPrimitive) {
371
+ pointPrimitive._index = j++;
372
+ newPointPrimitives.push(pointPrimitive);
373
+ }
374
+ }
375
+
376
+ pointPrimitiveCollection._pointPrimitives = newPointPrimitives;
377
+ }
378
+ }
379
+
380
+ PointPrimitiveCollection.prototype._updatePointPrimitive = function (
381
+ pointPrimitive,
382
+ propertyChanged
383
+ ) {
384
+ if (!pointPrimitive._dirty) {
385
+ this._pointPrimitivesToUpdate[
386
+ this._pointPrimitivesToUpdateIndex++
387
+ ] = pointPrimitive;
388
+ }
389
+
390
+ ++this._propertiesChanged[propertyChanged];
391
+ };
392
+
393
+ /**
394
+ * Check whether this collection contains a given point.
395
+ *
396
+ * @param {PointPrimitive} [pointPrimitive] The point to check for.
397
+ * @returns {Boolean} true if this collection contains the point, false otherwise.
398
+ *
399
+ * @see PointPrimitiveCollection#get
400
+ */
401
+ PointPrimitiveCollection.prototype.contains = function (pointPrimitive) {
402
+ return (
403
+ defined(pointPrimitive) && pointPrimitive._pointPrimitiveCollection === this
404
+ );
405
+ };
406
+
407
+ /**
408
+ * Returns the point in the collection at the specified index. Indices are zero-based
409
+ * and increase as points are added. Removing a point shifts all points after
410
+ * it to the left, changing their indices. This function is commonly used with
411
+ * {@link PointPrimitiveCollection#length} to iterate over all the points
412
+ * in the collection.
413
+ *
414
+ * @param {Number} index The zero-based index of the point.
415
+ * @returns {PointPrimitive} The point at the specified index.
416
+ *
417
+ * @performance Expected constant time. If points were removed from the collection and
418
+ * {@link PointPrimitiveCollection#update} was not called, an implicit <code>O(n)</code>
419
+ * operation is performed.
420
+ *
421
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
422
+ *
423
+ *
424
+ * @example
425
+ * // Toggle the show property of every point in the collection
426
+ * const len = pointPrimitives.length;
427
+ * for (let i = 0; i < len; ++i) {
428
+ * const p = pointPrimitives.get(i);
429
+ * p.show = !p.show;
430
+ * }
431
+ *
432
+ * @see PointPrimitiveCollection#length
433
+ */
434
+ PointPrimitiveCollection.prototype.get = function (index) {
435
+ //>>includeStart('debug', pragmas.debug);
436
+ if (!defined(index)) {
437
+ throw new DeveloperError("index is required.");
438
+ }
439
+ //>>includeEnd('debug');
440
+
441
+ removePointPrimitives(this);
442
+ return this._pointPrimitives[index];
443
+ };
444
+
445
+ PointPrimitiveCollection.prototype.computeNewBuffersUsage = function () {
446
+ const buffersUsage = this._buffersUsage;
447
+ let usageChanged = false;
448
+
449
+ const properties = this._propertiesChanged;
450
+ for (let k = 0; k < NUMBER_OF_PROPERTIES; ++k) {
451
+ const newUsage =
452
+ properties[k] === 0 ? BufferUsage.STATIC_DRAW : BufferUsage.STREAM_DRAW;
453
+ usageChanged = usageChanged || buffersUsage[k] !== newUsage;
454
+ buffersUsage[k] = newUsage;
455
+ }
456
+
457
+ return usageChanged;
458
+ };
459
+
460
+ function createVAF(context, numberOfPointPrimitives, buffersUsage) {
461
+ return new VertexArrayFacade(
462
+ context,
463
+ [
464
+ {
465
+ index: attributeLocations.positionHighAndSize,
466
+ componentsPerAttribute: 4,
467
+ componentDatatype: ComponentDatatype.FLOAT,
468
+ usage: buffersUsage[POSITION_INDEX],
469
+ },
470
+ {
471
+ index: attributeLocations.positionLowAndShow,
472
+ componentsPerAttribute: 4,
473
+ componentDatatype: ComponentDatatype.FLOAT,
474
+ usage: buffersUsage[POSITION_INDEX],
475
+ },
476
+ {
477
+ index: attributeLocations.compressedAttribute0,
478
+ componentsPerAttribute: 4,
479
+ componentDatatype: ComponentDatatype.FLOAT,
480
+ usage: buffersUsage[COLOR_INDEX],
481
+ },
482
+ {
483
+ index: attributeLocations.compressedAttribute1,
484
+ componentsPerAttribute: 4,
485
+ componentDatatype: ComponentDatatype.FLOAT,
486
+ usage: buffersUsage[TRANSLUCENCY_BY_DISTANCE_INDEX],
487
+ },
488
+ {
489
+ index: attributeLocations.scaleByDistance,
490
+ componentsPerAttribute: 4,
491
+ componentDatatype: ComponentDatatype.FLOAT,
492
+ usage: buffersUsage[SCALE_BY_DISTANCE_INDEX],
493
+ },
494
+ {
495
+ index: attributeLocations.distanceDisplayConditionAndDisableDepth,
496
+ componentsPerAttribute: 3,
497
+ componentDatatype: ComponentDatatype.FLOAT,
498
+ usage: buffersUsage[DISTANCE_DISPLAY_CONDITION_INDEX],
499
+ },
500
+ ],
501
+ numberOfPointPrimitives
502
+ ); // 1 vertex per pointPrimitive
503
+ }
504
+
505
+ ///////////////////////////////////////////////////////////////////////////
506
+
507
+ // PERFORMANCE_IDEA: Save memory if a property is the same for all pointPrimitives, use a latched attribute state,
508
+ // instead of storing it in a vertex buffer.
509
+
510
+ const writePositionScratch = new EncodedCartesian3();
511
+
512
+ function writePositionSizeAndOutline(
513
+ pointPrimitiveCollection,
514
+ context,
515
+ vafWriters,
516
+ pointPrimitive
517
+ ) {
518
+ const i = pointPrimitive._index;
519
+ const position = pointPrimitive._getActualPosition();
520
+
521
+ if (pointPrimitiveCollection._mode === SceneMode.SCENE3D) {
522
+ BoundingSphere.expand(
523
+ pointPrimitiveCollection._baseVolume,
524
+ position,
525
+ pointPrimitiveCollection._baseVolume
526
+ );
527
+ pointPrimitiveCollection._boundingVolumeDirty = true;
528
+ }
529
+
530
+ EncodedCartesian3.fromCartesian(position, writePositionScratch);
531
+ const pixelSize = pointPrimitive.pixelSize;
532
+ const outlineWidth = pointPrimitive.outlineWidth;
533
+
534
+ pointPrimitiveCollection._maxPixelSize = Math.max(
535
+ pointPrimitiveCollection._maxPixelSize,
536
+ pixelSize + outlineWidth
537
+ );
538
+
539
+ const positionHighWriter = vafWriters[attributeLocations.positionHighAndSize];
540
+ const high = writePositionScratch.high;
541
+ positionHighWriter(i, high.x, high.y, high.z, pixelSize);
542
+
543
+ const positionLowWriter =
544
+ vafWriters[attributeLocations.positionLowAndOutline];
545
+ const low = writePositionScratch.low;
546
+ positionLowWriter(i, low.x, low.y, low.z, outlineWidth);
547
+ }
548
+
549
+ const LEFT_SHIFT16 = 65536.0; // 2^16
550
+ const LEFT_SHIFT8 = 256.0; // 2^8
551
+
552
+ function writeCompressedAttrib0(
553
+ pointPrimitiveCollection,
554
+ context,
555
+ vafWriters,
556
+ pointPrimitive
557
+ ) {
558
+ const i = pointPrimitive._index;
559
+
560
+ const color = pointPrimitive.color;
561
+ const pickColor = pointPrimitive.getPickId(context).color;
562
+ const outlineColor = pointPrimitive.outlineColor;
563
+
564
+ let red = Color.floatToByte(color.red);
565
+ let green = Color.floatToByte(color.green);
566
+ let blue = Color.floatToByte(color.blue);
567
+ const compressed0 = red * LEFT_SHIFT16 + green * LEFT_SHIFT8 + blue;
568
+
569
+ red = Color.floatToByte(outlineColor.red);
570
+ green = Color.floatToByte(outlineColor.green);
571
+ blue = Color.floatToByte(outlineColor.blue);
572
+ const compressed1 = red * LEFT_SHIFT16 + green * LEFT_SHIFT8 + blue;
573
+
574
+ red = Color.floatToByte(pickColor.red);
575
+ green = Color.floatToByte(pickColor.green);
576
+ blue = Color.floatToByte(pickColor.blue);
577
+ const compressed2 = red * LEFT_SHIFT16 + green * LEFT_SHIFT8 + blue;
578
+
579
+ const compressed3 =
580
+ Color.floatToByte(color.alpha) * LEFT_SHIFT16 +
581
+ Color.floatToByte(outlineColor.alpha) * LEFT_SHIFT8 +
582
+ Color.floatToByte(pickColor.alpha);
583
+
584
+ const writer = vafWriters[attributeLocations.compressedAttribute0];
585
+ writer(i, compressed0, compressed1, compressed2, compressed3);
586
+ }
587
+
588
+ function writeCompressedAttrib1(
589
+ pointPrimitiveCollection,
590
+ context,
591
+ vafWriters,
592
+ pointPrimitive
593
+ ) {
594
+ const i = pointPrimitive._index;
595
+
596
+ let near = 0.0;
597
+ let nearValue = 1.0;
598
+ let far = 1.0;
599
+ let farValue = 1.0;
600
+
601
+ const translucency = pointPrimitive.translucencyByDistance;
602
+ if (defined(translucency)) {
603
+ near = translucency.near;
604
+ nearValue = translucency.nearValue;
605
+ far = translucency.far;
606
+ farValue = translucency.farValue;
607
+
608
+ if (nearValue !== 1.0 || farValue !== 1.0) {
609
+ // translucency by distance calculation in shader need not be enabled
610
+ // until a pointPrimitive with near and far !== 1.0 is found
611
+ pointPrimitiveCollection._shaderTranslucencyByDistance = true;
612
+ }
613
+ }
614
+
615
+ let show = pointPrimitive.show && pointPrimitive.clusterShow;
616
+
617
+ // If the color alphas are zero, do not show this pointPrimitive. This lets us avoid providing
618
+ // color during the pick pass and also eliminates a discard in the fragment shader.
619
+ if (
620
+ pointPrimitive.color.alpha === 0.0 &&
621
+ pointPrimitive.outlineColor.alpha === 0.0
622
+ ) {
623
+ show = false;
624
+ }
625
+
626
+ nearValue = CesiumMath.clamp(nearValue, 0.0, 1.0);
627
+ nearValue = nearValue === 1.0 ? 255.0 : (nearValue * 255.0) | 0;
628
+ const compressed0 = (show ? 1.0 : 0.0) * LEFT_SHIFT8 + nearValue;
629
+
630
+ farValue = CesiumMath.clamp(farValue, 0.0, 1.0);
631
+ farValue = farValue === 1.0 ? 255.0 : (farValue * 255.0) | 0;
632
+ const compressed1 = farValue;
633
+
634
+ const writer = vafWriters[attributeLocations.compressedAttribute1];
635
+ writer(i, compressed0, compressed1, near, far);
636
+ }
637
+
638
+ function writeScaleByDistance(
639
+ pointPrimitiveCollection,
640
+ context,
641
+ vafWriters,
642
+ pointPrimitive
643
+ ) {
644
+ const i = pointPrimitive._index;
645
+ const writer = vafWriters[attributeLocations.scaleByDistance];
646
+ let near = 0.0;
647
+ let nearValue = 1.0;
648
+ let far = 1.0;
649
+ let farValue = 1.0;
650
+
651
+ const scale = pointPrimitive.scaleByDistance;
652
+ if (defined(scale)) {
653
+ near = scale.near;
654
+ nearValue = scale.nearValue;
655
+ far = scale.far;
656
+ farValue = scale.farValue;
657
+
658
+ if (nearValue !== 1.0 || farValue !== 1.0) {
659
+ // scale by distance calculation in shader need not be enabled
660
+ // until a pointPrimitive with near and far !== 1.0 is found
661
+ pointPrimitiveCollection._shaderScaleByDistance = true;
662
+ }
663
+ }
664
+
665
+ writer(i, near, nearValue, far, farValue);
666
+ }
667
+
668
+ function writeDistanceDisplayConditionAndDepthDisable(
669
+ pointPrimitiveCollection,
670
+ context,
671
+ vafWriters,
672
+ pointPrimitive
673
+ ) {
674
+ const i = pointPrimitive._index;
675
+ const writer =
676
+ vafWriters[attributeLocations.distanceDisplayConditionAndDisableDepth];
677
+ let near = 0.0;
678
+ let far = Number.MAX_VALUE;
679
+
680
+ const distanceDisplayCondition = pointPrimitive.distanceDisplayCondition;
681
+ if (defined(distanceDisplayCondition)) {
682
+ near = distanceDisplayCondition.near;
683
+ far = distanceDisplayCondition.far;
684
+
685
+ near *= near;
686
+ far *= far;
687
+
688
+ pointPrimitiveCollection._shaderDistanceDisplayCondition = true;
689
+ }
690
+
691
+ let disableDepthTestDistance = pointPrimitive.disableDepthTestDistance;
692
+ disableDepthTestDistance *= disableDepthTestDistance;
693
+ if (disableDepthTestDistance > 0.0) {
694
+ pointPrimitiveCollection._shaderDisableDepthDistance = true;
695
+ if (disableDepthTestDistance === Number.POSITIVE_INFINITY) {
696
+ disableDepthTestDistance = -1.0;
697
+ }
698
+ }
699
+
700
+ writer(i, near, far, disableDepthTestDistance);
701
+ }
702
+
703
+ function writePointPrimitive(
704
+ pointPrimitiveCollection,
705
+ context,
706
+ vafWriters,
707
+ pointPrimitive
708
+ ) {
709
+ writePositionSizeAndOutline(
710
+ pointPrimitiveCollection,
711
+ context,
712
+ vafWriters,
713
+ pointPrimitive
714
+ );
715
+ writeCompressedAttrib0(
716
+ pointPrimitiveCollection,
717
+ context,
718
+ vafWriters,
719
+ pointPrimitive
720
+ );
721
+ writeCompressedAttrib1(
722
+ pointPrimitiveCollection,
723
+ context,
724
+ vafWriters,
725
+ pointPrimitive
726
+ );
727
+ writeScaleByDistance(
728
+ pointPrimitiveCollection,
729
+ context,
730
+ vafWriters,
731
+ pointPrimitive
732
+ );
733
+ writeDistanceDisplayConditionAndDepthDisable(
734
+ pointPrimitiveCollection,
735
+ context,
736
+ vafWriters,
737
+ pointPrimitive
738
+ );
739
+ }
740
+
741
+ function recomputeActualPositions(
742
+ pointPrimitiveCollection,
743
+ pointPrimitives,
744
+ length,
745
+ frameState,
746
+ modelMatrix,
747
+ recomputeBoundingVolume
748
+ ) {
749
+ let boundingVolume;
750
+ if (frameState.mode === SceneMode.SCENE3D) {
751
+ boundingVolume = pointPrimitiveCollection._baseVolume;
752
+ pointPrimitiveCollection._boundingVolumeDirty = true;
753
+ } else {
754
+ boundingVolume = pointPrimitiveCollection._baseVolume2D;
755
+ }
756
+
757
+ const positions = [];
758
+ for (let i = 0; i < length; ++i) {
759
+ const pointPrimitive = pointPrimitives[i];
760
+ const position = pointPrimitive.position;
761
+ const actualPosition = PointPrimitive._computeActualPosition(
762
+ position,
763
+ frameState,
764
+ modelMatrix
765
+ );
766
+ if (defined(actualPosition)) {
767
+ pointPrimitive._setActualPosition(actualPosition);
768
+
769
+ if (recomputeBoundingVolume) {
770
+ positions.push(actualPosition);
771
+ } else {
772
+ BoundingSphere.expand(boundingVolume, actualPosition, boundingVolume);
773
+ }
774
+ }
775
+ }
776
+
777
+ if (recomputeBoundingVolume) {
778
+ BoundingSphere.fromPoints(positions, boundingVolume);
779
+ }
780
+ }
781
+
782
+ function updateMode(pointPrimitiveCollection, frameState) {
783
+ const mode = frameState.mode;
784
+
785
+ const pointPrimitives = pointPrimitiveCollection._pointPrimitives;
786
+ const pointPrimitivesToUpdate =
787
+ pointPrimitiveCollection._pointPrimitivesToUpdate;
788
+ const modelMatrix = pointPrimitiveCollection._modelMatrix;
789
+
790
+ if (
791
+ pointPrimitiveCollection._createVertexArray ||
792
+ pointPrimitiveCollection._mode !== mode ||
793
+ (mode !== SceneMode.SCENE3D &&
794
+ !Matrix4.equals(modelMatrix, pointPrimitiveCollection.modelMatrix))
795
+ ) {
796
+ pointPrimitiveCollection._mode = mode;
797
+ Matrix4.clone(pointPrimitiveCollection.modelMatrix, modelMatrix);
798
+ pointPrimitiveCollection._createVertexArray = true;
799
+
800
+ if (
801
+ mode === SceneMode.SCENE3D ||
802
+ mode === SceneMode.SCENE2D ||
803
+ mode === SceneMode.COLUMBUS_VIEW
804
+ ) {
805
+ recomputeActualPositions(
806
+ pointPrimitiveCollection,
807
+ pointPrimitives,
808
+ pointPrimitives.length,
809
+ frameState,
810
+ modelMatrix,
811
+ true
812
+ );
813
+ }
814
+ } else if (mode === SceneMode.MORPHING) {
815
+ recomputeActualPositions(
816
+ pointPrimitiveCollection,
817
+ pointPrimitives,
818
+ pointPrimitives.length,
819
+ frameState,
820
+ modelMatrix,
821
+ true
822
+ );
823
+ } else if (mode === SceneMode.SCENE2D || mode === SceneMode.COLUMBUS_VIEW) {
824
+ recomputeActualPositions(
825
+ pointPrimitiveCollection,
826
+ pointPrimitivesToUpdate,
827
+ pointPrimitiveCollection._pointPrimitivesToUpdateIndex,
828
+ frameState,
829
+ modelMatrix,
830
+ false
831
+ );
832
+ }
833
+ }
834
+
835
+ function updateBoundingVolume(collection, frameState, boundingVolume) {
836
+ const pixelSize = frameState.camera.getPixelSize(
837
+ boundingVolume,
838
+ frameState.context.drawingBufferWidth,
839
+ frameState.context.drawingBufferHeight
840
+ );
841
+ const size = pixelSize * collection._maxPixelSize;
842
+ boundingVolume.radius += size;
843
+ }
844
+
845
+ const scratchWriterArray = [];
846
+
847
+ /**
848
+ * @private
849
+ */
850
+ PointPrimitiveCollection.prototype.update = function (frameState) {
851
+ removePointPrimitives(this);
852
+
853
+ if (!this.show) {
854
+ return;
855
+ }
856
+
857
+ this._maxTotalPointSize = ContextLimits.maximumAliasedPointSize;
858
+
859
+ updateMode(this, frameState);
860
+
861
+ const pointPrimitives = this._pointPrimitives;
862
+ const pointPrimitivesLength = pointPrimitives.length;
863
+ const pointPrimitivesToUpdate = this._pointPrimitivesToUpdate;
864
+ const pointPrimitivesToUpdateLength = this._pointPrimitivesToUpdateIndex;
865
+
866
+ const properties = this._propertiesChanged;
867
+
868
+ const createVertexArray = this._createVertexArray;
869
+
870
+ let vafWriters;
871
+ const context = frameState.context;
872
+ const pass = frameState.passes;
873
+ const picking = pass.pick;
874
+
875
+ // PERFORMANCE_IDEA: Round robin multiple buffers.
876
+ if (createVertexArray || (!picking && this.computeNewBuffersUsage())) {
877
+ this._createVertexArray = false;
878
+
879
+ for (let k = 0; k < NUMBER_OF_PROPERTIES; ++k) {
880
+ properties[k] = 0;
881
+ }
882
+
883
+ this._vaf = this._vaf && this._vaf.destroy();
884
+
885
+ if (pointPrimitivesLength > 0) {
886
+ // PERFORMANCE_IDEA: Instead of creating a new one, resize like std::vector.
887
+ this._vaf = createVAF(context, pointPrimitivesLength, this._buffersUsage);
888
+ vafWriters = this._vaf.writers;
889
+
890
+ // Rewrite entire buffer if pointPrimitives were added or removed.
891
+ for (let i = 0; i < pointPrimitivesLength; ++i) {
892
+ const pointPrimitive = this._pointPrimitives[i];
893
+ pointPrimitive._dirty = false; // In case it needed an update.
894
+ writePointPrimitive(this, context, vafWriters, pointPrimitive);
895
+ }
896
+
897
+ this._vaf.commit();
898
+ }
899
+
900
+ this._pointPrimitivesToUpdateIndex = 0;
901
+ } else if (pointPrimitivesToUpdateLength > 0) {
902
+ // PointPrimitives were modified, but none were added or removed.
903
+ const writers = scratchWriterArray;
904
+ writers.length = 0;
905
+
906
+ if (
907
+ properties[POSITION_INDEX] ||
908
+ properties[OUTLINE_WIDTH_INDEX] ||
909
+ properties[PIXEL_SIZE_INDEX]
910
+ ) {
911
+ writers.push(writePositionSizeAndOutline);
912
+ }
913
+
914
+ if (properties[COLOR_INDEX] || properties[OUTLINE_COLOR_INDEX]) {
915
+ writers.push(writeCompressedAttrib0);
916
+ }
917
+
918
+ if (properties[SHOW_INDEX] || properties[TRANSLUCENCY_BY_DISTANCE_INDEX]) {
919
+ writers.push(writeCompressedAttrib1);
920
+ }
921
+
922
+ if (properties[SCALE_BY_DISTANCE_INDEX]) {
923
+ writers.push(writeScaleByDistance);
924
+ }
925
+
926
+ if (
927
+ properties[DISTANCE_DISPLAY_CONDITION_INDEX] ||
928
+ properties[DISABLE_DEPTH_DISTANCE_INDEX]
929
+ ) {
930
+ writers.push(writeDistanceDisplayConditionAndDepthDisable);
931
+ }
932
+
933
+ const numWriters = writers.length;
934
+
935
+ vafWriters = this._vaf.writers;
936
+
937
+ if (pointPrimitivesToUpdateLength / pointPrimitivesLength > 0.1) {
938
+ // If more than 10% of pointPrimitive change, rewrite the entire buffer.
939
+
940
+ // PERFORMANCE_IDEA: I totally made up 10% :).
941
+
942
+ for (let m = 0; m < pointPrimitivesToUpdateLength; ++m) {
943
+ const b = pointPrimitivesToUpdate[m];
944
+ b._dirty = false;
945
+
946
+ for (let n = 0; n < numWriters; ++n) {
947
+ writers[n](this, context, vafWriters, b);
948
+ }
949
+ }
950
+ this._vaf.commit();
951
+ } else {
952
+ for (let h = 0; h < pointPrimitivesToUpdateLength; ++h) {
953
+ const bb = pointPrimitivesToUpdate[h];
954
+ bb._dirty = false;
955
+
956
+ for (let o = 0; o < numWriters; ++o) {
957
+ writers[o](this, context, vafWriters, bb);
958
+ }
959
+ this._vaf.subCommit(bb._index, 1);
960
+ }
961
+ this._vaf.endSubCommits();
962
+ }
963
+
964
+ this._pointPrimitivesToUpdateIndex = 0;
965
+ }
966
+
967
+ // If the number of total pointPrimitives ever shrinks considerably
968
+ // Truncate pointPrimitivesToUpdate so that we free memory that we're
969
+ // not going to be using.
970
+ if (pointPrimitivesToUpdateLength > pointPrimitivesLength * 1.5) {
971
+ pointPrimitivesToUpdate.length = pointPrimitivesLength;
972
+ }
973
+
974
+ if (!defined(this._vaf) || !defined(this._vaf.va)) {
975
+ return;
976
+ }
977
+
978
+ if (this._boundingVolumeDirty) {
979
+ this._boundingVolumeDirty = false;
980
+ BoundingSphere.transform(
981
+ this._baseVolume,
982
+ this.modelMatrix,
983
+ this._baseVolumeWC
984
+ );
985
+ }
986
+
987
+ let boundingVolume;
988
+ let modelMatrix = Matrix4.IDENTITY;
989
+ if (frameState.mode === SceneMode.SCENE3D) {
990
+ modelMatrix = this.modelMatrix;
991
+ boundingVolume = BoundingSphere.clone(
992
+ this._baseVolumeWC,
993
+ this._boundingVolume
994
+ );
995
+ } else {
996
+ boundingVolume = BoundingSphere.clone(
997
+ this._baseVolume2D,
998
+ this._boundingVolume
999
+ );
1000
+ }
1001
+ updateBoundingVolume(this, frameState, boundingVolume);
1002
+
1003
+ const blendOptionChanged = this._blendOption !== this.blendOption;
1004
+ this._blendOption = this.blendOption;
1005
+
1006
+ if (blendOptionChanged) {
1007
+ if (
1008
+ this._blendOption === BlendOption.OPAQUE ||
1009
+ this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT
1010
+ ) {
1011
+ this._rsOpaque = RenderState.fromCache({
1012
+ depthTest: {
1013
+ enabled: true,
1014
+ func: WebGLConstants.LEQUAL,
1015
+ },
1016
+ depthMask: true,
1017
+ });
1018
+ } else {
1019
+ this._rsOpaque = undefined;
1020
+ }
1021
+
1022
+ if (
1023
+ this._blendOption === BlendOption.TRANSLUCENT ||
1024
+ this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT
1025
+ ) {
1026
+ this._rsTranslucent = RenderState.fromCache({
1027
+ depthTest: {
1028
+ enabled: true,
1029
+ func: WebGLConstants.LEQUAL,
1030
+ },
1031
+ depthMask: false,
1032
+ blending: BlendingState.ALPHA_BLEND,
1033
+ });
1034
+ } else {
1035
+ this._rsTranslucent = undefined;
1036
+ }
1037
+ }
1038
+
1039
+ this._shaderDisableDepthDistance =
1040
+ this._shaderDisableDepthDistance ||
1041
+ frameState.minimumDisableDepthTestDistance !== 0.0;
1042
+ let vs;
1043
+ let fs;
1044
+
1045
+ if (
1046
+ blendOptionChanged ||
1047
+ (this._shaderScaleByDistance && !this._compiledShaderScaleByDistance) ||
1048
+ (this._shaderTranslucencyByDistance &&
1049
+ !this._compiledShaderTranslucencyByDistance) ||
1050
+ (this._shaderDistanceDisplayCondition &&
1051
+ !this._compiledShaderDistanceDisplayCondition) ||
1052
+ this._shaderDisableDepthDistance !==
1053
+ this._compiledShaderDisableDepthDistance
1054
+ ) {
1055
+ vs = new ShaderSource({
1056
+ sources: [PointPrimitiveCollectionVS],
1057
+ });
1058
+ if (this._shaderScaleByDistance) {
1059
+ vs.defines.push("EYE_DISTANCE_SCALING");
1060
+ }
1061
+ if (this._shaderTranslucencyByDistance) {
1062
+ vs.defines.push("EYE_DISTANCE_TRANSLUCENCY");
1063
+ }
1064
+ if (this._shaderDistanceDisplayCondition) {
1065
+ vs.defines.push("DISTANCE_DISPLAY_CONDITION");
1066
+ }
1067
+ if (this._shaderDisableDepthDistance) {
1068
+ vs.defines.push("DISABLE_DEPTH_DISTANCE");
1069
+ }
1070
+
1071
+ if (this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT) {
1072
+ fs = new ShaderSource({
1073
+ defines: ["OPAQUE"],
1074
+ sources: [PointPrimitiveCollectionFS],
1075
+ });
1076
+ this._sp = ShaderProgram.replaceCache({
1077
+ context: context,
1078
+ shaderProgram: this._sp,
1079
+ vertexShaderSource: vs,
1080
+ fragmentShaderSource: fs,
1081
+ attributeLocations: attributeLocations,
1082
+ });
1083
+
1084
+ fs = new ShaderSource({
1085
+ defines: ["TRANSLUCENT"],
1086
+ sources: [PointPrimitiveCollectionFS],
1087
+ });
1088
+ this._spTranslucent = ShaderProgram.replaceCache({
1089
+ context: context,
1090
+ shaderProgram: this._spTranslucent,
1091
+ vertexShaderSource: vs,
1092
+ fragmentShaderSource: fs,
1093
+ attributeLocations: attributeLocations,
1094
+ });
1095
+ }
1096
+
1097
+ if (this._blendOption === BlendOption.OPAQUE) {
1098
+ fs = new ShaderSource({
1099
+ sources: [PointPrimitiveCollectionFS],
1100
+ });
1101
+ this._sp = ShaderProgram.replaceCache({
1102
+ context: context,
1103
+ shaderProgram: this._sp,
1104
+ vertexShaderSource: vs,
1105
+ fragmentShaderSource: fs,
1106
+ attributeLocations: attributeLocations,
1107
+ });
1108
+ }
1109
+
1110
+ if (this._blendOption === BlendOption.TRANSLUCENT) {
1111
+ fs = new ShaderSource({
1112
+ sources: [PointPrimitiveCollectionFS],
1113
+ });
1114
+ this._spTranslucent = ShaderProgram.replaceCache({
1115
+ context: context,
1116
+ shaderProgram: this._spTranslucent,
1117
+ vertexShaderSource: vs,
1118
+ fragmentShaderSource: fs,
1119
+ attributeLocations: attributeLocations,
1120
+ });
1121
+ }
1122
+
1123
+ this._compiledShaderScaleByDistance = this._shaderScaleByDistance;
1124
+ this._compiledShaderTranslucencyByDistance = this._shaderTranslucencyByDistance;
1125
+ this._compiledShaderDistanceDisplayCondition = this._shaderDistanceDisplayCondition;
1126
+ this._compiledShaderDisableDepthDistance = this._shaderDisableDepthDistance;
1127
+ }
1128
+
1129
+ let va;
1130
+ let vaLength;
1131
+ let command;
1132
+ let j;
1133
+
1134
+ const commandList = frameState.commandList;
1135
+
1136
+ if (pass.render || picking) {
1137
+ const colorList = this._colorCommands;
1138
+
1139
+ const opaque = this._blendOption === BlendOption.OPAQUE;
1140
+ const opaqueAndTranslucent =
1141
+ this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT;
1142
+
1143
+ va = this._vaf.va;
1144
+ vaLength = va.length;
1145
+
1146
+ colorList.length = vaLength;
1147
+ const totalLength = opaqueAndTranslucent ? vaLength * 2 : vaLength;
1148
+ for (j = 0; j < totalLength; ++j) {
1149
+ const opaqueCommand = opaque || (opaqueAndTranslucent && j % 2 === 0);
1150
+
1151
+ command = colorList[j];
1152
+ if (!defined(command)) {
1153
+ command = colorList[j] = new DrawCommand();
1154
+ }
1155
+
1156
+ command.primitiveType = PrimitiveType.POINTS;
1157
+ command.pass =
1158
+ opaqueCommand || !opaqueAndTranslucent ? Pass.OPAQUE : Pass.TRANSLUCENT;
1159
+ command.owner = this;
1160
+
1161
+ const index = opaqueAndTranslucent ? Math.floor(j / 2.0) : j;
1162
+ command.boundingVolume = boundingVolume;
1163
+ command.modelMatrix = modelMatrix;
1164
+ command.shaderProgram = opaqueCommand ? this._sp : this._spTranslucent;
1165
+ command.uniformMap = this._uniforms;
1166
+ command.vertexArray = va[index].va;
1167
+ command.renderState = opaqueCommand
1168
+ ? this._rsOpaque
1169
+ : this._rsTranslucent;
1170
+ command.debugShowBoundingVolume = this.debugShowBoundingVolume;
1171
+ command.pickId = "v_pickColor";
1172
+
1173
+ commandList.push(command);
1174
+ }
1175
+ }
1176
+ };
1177
+
1178
+ /**
1179
+ * Returns true if this object was destroyed; otherwise, false.
1180
+ * <br /><br />
1181
+ * If this object was destroyed, it should not be used; calling any function other than
1182
+ * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
1183
+ *
1184
+ * @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
1185
+ *
1186
+ * @see PointPrimitiveCollection#destroy
1187
+ */
1188
+ PointPrimitiveCollection.prototype.isDestroyed = function () {
1189
+ return false;
1190
+ };
1191
+
1192
+ /**
1193
+ * Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
1194
+ * release of WebGL resources, instead of relying on the garbage collector to destroy this object.
1195
+ * <br /><br />
1196
+ * Once an object is destroyed, it should not be used; calling any function other than
1197
+ * <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
1198
+ * assign the return value (<code>undefined</code>) to the object as done in the example.
1199
+ *
1200
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
1201
+ *
1202
+ *
1203
+ * @example
1204
+ * pointPrimitives = pointPrimitives && pointPrimitives.destroy();
1205
+ *
1206
+ * @see PointPrimitiveCollection#isDestroyed
1207
+ */
1208
+ PointPrimitiveCollection.prototype.destroy = function () {
1209
+ this._sp = this._sp && this._sp.destroy();
1210
+ this._spTranslucent = this._spTranslucent && this._spTranslucent.destroy();
1211
+ this._spPick = this._spPick && this._spPick.destroy();
1212
+ this._vaf = this._vaf && this._vaf.destroy();
1213
+ destroyPointPrimitives(this._pointPrimitives);
1214
+
1215
+ return destroyObject(this);
1216
+ };
1217
+ export default PointPrimitiveCollection;