@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 +1,1282 @@
1
+ import Cartesian3 from "../Core/Cartesian3.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 IndexDatatype from "../Core/IndexDatatype.js";
8
+ import Matrix4 from "../Core/Matrix4.js";
9
+ import PrimitiveType from "../Core/PrimitiveType.js";
10
+ import Buffer from "../Renderer/Buffer.js";
11
+ import BufferUsage from "../Renderer/BufferUsage.js";
12
+ import DrawCommand from "../Renderer/DrawCommand.js";
13
+ import Pass from "../Renderer/Pass.js";
14
+ import RenderState from "../Renderer/RenderState.js";
15
+ import ShaderProgram from "../Renderer/ShaderProgram.js";
16
+ import ShaderSource from "../Renderer/ShaderSource.js";
17
+ import VertexArray from "../Renderer/VertexArray.js";
18
+ import ShadowVolumeFS from "../Shaders/ShadowVolumeFS.js";
19
+ import VectorTileVS from "../Shaders/VectorTileVS.js";
20
+ import BlendingState from "./BlendingState.js";
21
+ import Cesium3DTileFeature from "./Cesium3DTileFeature.js";
22
+ import ClassificationType from "./ClassificationType.js";
23
+ import DepthFunction from "./DepthFunction.js";
24
+ import Expression from "./Expression.js";
25
+ import StencilConstants from "./StencilConstants.js";
26
+ import StencilFunction from "./StencilFunction.js";
27
+ import StencilOperation from "./StencilOperation.js";
28
+ import Vector3DTileBatch from "./Vector3DTileBatch.js";
29
+
30
+ /**
31
+ * Creates a batch of classification meshes.
32
+ *
33
+ * @alias Vector3DTilePrimitive
34
+ * @constructor
35
+ *
36
+ * @param {Object} options An object with following properties:
37
+ * @param {Float32Array} options.positions The positions of the meshes.
38
+ * @param {Uint16Array|Uint32Array} options.indices The indices of the triangulated meshes. The indices must be contiguous so that
39
+ * the indices for mesh n are in [i, i + indexCounts[n]] where i = sum{indexCounts[0], indexCounts[n - 1]}.
40
+ * @param {Uint32Array} options.indexCounts The number of indices for each mesh.
41
+ * @param {Uint32Array} options.indexOffsets The offset into the index buffer for each mesh.
42
+ * @param {Vector3DTileBatch[]} options.batchedIndices The index offset and count for each batch with the same color.
43
+ * @param {Cartesian3} [options.center=Cartesian3.ZERO] The RTC center.
44
+ * @param {Cesium3DTileBatchTable} options.batchTable The batch table for the tile containing the batched meshes.
45
+ * @param {Uint16Array} options.batchIds The batch ids for each mesh.
46
+ * @param {Uint16Array} options.vertexBatchIds The batch id for each vertex.
47
+ * @param {BoundingSphere} options.boundingVolume The bounding volume for the entire batch of meshes.
48
+ * @param {BoundingSphere[]} options.boundingVolumes The bounding volume for each mesh.
49
+ * @param {ClassificationType} [options.classificationType] What this tile will classify.
50
+ *
51
+ * @private
52
+ */
53
+ function Vector3DTilePrimitive(options) {
54
+ options = defaultValue(options, defaultValue.EMPTY_OBJECT);
55
+
56
+ this._batchTable = options.batchTable;
57
+ this._batchIds = options.batchIds;
58
+
59
+ // These arrays are released after VAO creation.
60
+ this._positions = options.positions;
61
+ this._vertexBatchIds = options.vertexBatchIds;
62
+
63
+ // These arrays are kept for re-batching indices based on colors.
64
+ // If WebGL 2 is supported, indices will be released and re-batching uses buffer-to-buffer copies.
65
+ this._indices = options.indices;
66
+ this._indexCounts = options.indexCounts;
67
+ this._indexOffsets = options.indexOffsets;
68
+ this._batchedIndices = options.batchedIndices;
69
+
70
+ this._boundingVolume = options.boundingVolume;
71
+ this._boundingVolumes = options.boundingVolumes;
72
+
73
+ this._center = defaultValue(options.center, Cartesian3.ZERO);
74
+
75
+ this._va = undefined;
76
+ this._sp = undefined;
77
+ this._spStencil = undefined;
78
+ this._spPick = undefined;
79
+ this._uniformMap = undefined;
80
+
81
+ // Only used with WebGL 2 to ping-pong ibos after copy.
82
+ this._vaSwap = undefined;
83
+
84
+ this._rsStencilDepthPass = undefined;
85
+ this._rsStencilDepthPass3DTiles = undefined;
86
+ this._rsColorPass = undefined;
87
+ this._rsPickPass = undefined;
88
+ this._rsWireframe = undefined;
89
+
90
+ this._commands = [];
91
+ this._commandsIgnoreShow = [];
92
+ this._pickCommands = [];
93
+
94
+ this._constantColor = Color.clone(Color.WHITE);
95
+ this._highlightColor = this._constantColor;
96
+
97
+ this._batchDirty = true;
98
+ this._pickCommandsDirty = true;
99
+ this._framesSinceLastRebatch = 0;
100
+
101
+ this._updatingAllCommands = false;
102
+
103
+ this._trianglesLength = this._indices.length / 3;
104
+ this._geometryByteLength =
105
+ this._indices.byteLength +
106
+ this._positions.byteLength +
107
+ this._vertexBatchIds.byteLength;
108
+
109
+ /**
110
+ * Draw the wireframe of the classification meshes.
111
+ * @type {Boolean}
112
+ * @default false
113
+ */
114
+ this.debugWireframe = false;
115
+ this._debugWireframe = this.debugWireframe;
116
+ this._wireframeDirty = false;
117
+
118
+ /**
119
+ * Forces a re-batch instead of waiting after a number of frames have been rendered. For testing only.
120
+ * @type {Boolean}
121
+ * @default false
122
+ */
123
+ this.forceRebatch = false;
124
+
125
+ /**
126
+ * What this tile will classify.
127
+ * @type {ClassificationType}
128
+ * @default ClassificationType.BOTH
129
+ */
130
+ this.classificationType = defaultValue(
131
+ options.classificationType,
132
+ ClassificationType.BOTH
133
+ );
134
+
135
+ // Hidden options
136
+ this._vertexShaderSource = options._vertexShaderSource;
137
+ this._fragmentShaderSource = options._fragmentShaderSource;
138
+ this._attributeLocations = options._attributeLocations;
139
+ this._uniformMap = options._uniformMap;
140
+ this._pickId = options._pickId;
141
+ this._modelMatrix = options._modelMatrix;
142
+ this._boundingSphere = options._boundingSphere;
143
+
144
+ this._batchIdLookUp = {};
145
+
146
+ const length = this._batchIds.length;
147
+ for (let i = 0; i < length; ++i) {
148
+ const batchId = this._batchIds[i];
149
+ this._batchIdLookUp[batchId] = i;
150
+ }
151
+ }
152
+
153
+ Object.defineProperties(Vector3DTilePrimitive.prototype, {
154
+ /**
155
+ * Gets the number of triangles.
156
+ *
157
+ * @memberof Vector3DTilePrimitive.prototype
158
+ *
159
+ * @type {Number}
160
+ * @readonly
161
+ */
162
+ trianglesLength: {
163
+ get: function () {
164
+ return this._trianglesLength;
165
+ },
166
+ },
167
+
168
+ /**
169
+ * Gets the geometry memory in bytes.
170
+ *
171
+ * @memberof Vector3DTilePrimitive.prototype
172
+ *
173
+ * @type {Number}
174
+ * @readonly
175
+ */
176
+ geometryByteLength: {
177
+ get: function () {
178
+ return this._geometryByteLength;
179
+ },
180
+ },
181
+ });
182
+
183
+ const defaultAttributeLocations = {
184
+ position: 0,
185
+ a_batchId: 1,
186
+ };
187
+
188
+ function createVertexArray(primitive, context) {
189
+ if (defined(primitive._va)) {
190
+ return;
191
+ }
192
+
193
+ const positionBuffer = Buffer.createVertexBuffer({
194
+ context: context,
195
+ typedArray: primitive._positions,
196
+ usage: BufferUsage.STATIC_DRAW,
197
+ });
198
+ const idBuffer = Buffer.createVertexBuffer({
199
+ context: context,
200
+ typedArray: primitive._vertexBatchIds,
201
+ usage: BufferUsage.STATIC_DRAW,
202
+ });
203
+ const indexBuffer = Buffer.createIndexBuffer({
204
+ context: context,
205
+ typedArray: primitive._indices,
206
+ usage: BufferUsage.DYNAMIC_DRAW,
207
+ indexDatatype:
208
+ primitive._indices.BYTES_PER_ELEMENT === 2
209
+ ? IndexDatatype.UNSIGNED_SHORT
210
+ : IndexDatatype.UNSIGNED_INT,
211
+ });
212
+
213
+ const vertexAttributes = [
214
+ {
215
+ index: 0,
216
+ vertexBuffer: positionBuffer,
217
+ componentDatatype: ComponentDatatype.fromTypedArray(primitive._positions),
218
+ componentsPerAttribute: 3,
219
+ },
220
+ {
221
+ index: 1,
222
+ vertexBuffer: idBuffer,
223
+ componentDatatype: ComponentDatatype.fromTypedArray(
224
+ primitive._vertexBatchIds
225
+ ),
226
+ componentsPerAttribute: 1,
227
+ },
228
+ ];
229
+
230
+ primitive._va = new VertexArray({
231
+ context: context,
232
+ attributes: vertexAttributes,
233
+ indexBuffer: indexBuffer,
234
+ });
235
+
236
+ if (context.webgl2) {
237
+ primitive._vaSwap = new VertexArray({
238
+ context: context,
239
+ attributes: vertexAttributes,
240
+ indexBuffer: Buffer.createIndexBuffer({
241
+ context: context,
242
+ sizeInBytes: indexBuffer.sizeInBytes,
243
+ usage: BufferUsage.DYNAMIC_DRAW,
244
+ indexDatatype: indexBuffer.indexDatatype,
245
+ }),
246
+ });
247
+ }
248
+
249
+ primitive._batchedPositions = undefined;
250
+ primitive._transferrableBatchIds = undefined;
251
+ primitive._vertexBatchIds = undefined;
252
+ primitive._verticesPromise = undefined;
253
+ }
254
+
255
+ function createShaders(primitive, context) {
256
+ if (defined(primitive._sp)) {
257
+ return;
258
+ }
259
+
260
+ const batchTable = primitive._batchTable;
261
+ const attributeLocations = defaultValue(
262
+ primitive._attributeLocations,
263
+ defaultAttributeLocations
264
+ );
265
+
266
+ let pickId = primitive._pickId;
267
+ const vertexShaderSource = primitive._vertexShaderSource;
268
+ let fragmentShaderSource = primitive._fragmentShaderSource;
269
+ if (defined(vertexShaderSource)) {
270
+ primitive._sp = ShaderProgram.fromCache({
271
+ context: context,
272
+ vertexShaderSource: vertexShaderSource,
273
+ fragmentShaderSource: fragmentShaderSource,
274
+ attributeLocations: attributeLocations,
275
+ });
276
+ primitive._spStencil = primitive._sp;
277
+
278
+ fragmentShaderSource = ShaderSource.replaceMain(
279
+ fragmentShaderSource,
280
+ "czm_non_pick_main"
281
+ );
282
+ fragmentShaderSource =
283
+ `${fragmentShaderSource}void main() \n` +
284
+ `{ \n` +
285
+ ` czm_non_pick_main(); \n` +
286
+ ` gl_FragColor = ${pickId}; \n` +
287
+ `} \n`;
288
+ primitive._spPick = ShaderProgram.fromCache({
289
+ context: context,
290
+ vertexShaderSource: vertexShaderSource,
291
+ fragmentShaderSource: fragmentShaderSource,
292
+ attributeLocations: attributeLocations,
293
+ });
294
+ return;
295
+ }
296
+
297
+ const vsSource = batchTable.getVertexShaderCallback(
298
+ false,
299
+ "a_batchId",
300
+ undefined
301
+ )(VectorTileVS);
302
+ let fsSource = batchTable.getFragmentShaderCallback(
303
+ false,
304
+ undefined,
305
+ true
306
+ )(ShadowVolumeFS);
307
+
308
+ pickId = batchTable.getPickId();
309
+
310
+ let vs = new ShaderSource({
311
+ sources: [vsSource],
312
+ });
313
+ let fs = new ShaderSource({
314
+ defines: ["VECTOR_TILE"],
315
+ sources: [fsSource],
316
+ });
317
+
318
+ primitive._sp = ShaderProgram.fromCache({
319
+ context: context,
320
+ vertexShaderSource: vs,
321
+ fragmentShaderSource: fs,
322
+ attributeLocations: attributeLocations,
323
+ });
324
+
325
+ vs = new ShaderSource({
326
+ sources: [VectorTileVS],
327
+ });
328
+ fs = new ShaderSource({
329
+ defines: ["VECTOR_TILE"],
330
+ sources: [ShadowVolumeFS],
331
+ });
332
+
333
+ primitive._spStencil = ShaderProgram.fromCache({
334
+ context: context,
335
+ vertexShaderSource: vs,
336
+ fragmentShaderSource: fs,
337
+ attributeLocations: attributeLocations,
338
+ });
339
+
340
+ fsSource = ShaderSource.replaceMain(fsSource, "czm_non_pick_main");
341
+ fsSource =
342
+ `${fsSource}\n` +
343
+ `void main() \n` +
344
+ `{ \n` +
345
+ ` czm_non_pick_main(); \n` +
346
+ ` gl_FragColor = ${pickId}; \n` +
347
+ `} \n`;
348
+
349
+ const pickVS = new ShaderSource({
350
+ sources: [vsSource],
351
+ });
352
+ const pickFS = new ShaderSource({
353
+ defines: ["VECTOR_TILE"],
354
+ sources: [fsSource],
355
+ });
356
+ primitive._spPick = ShaderProgram.fromCache({
357
+ context: context,
358
+ vertexShaderSource: pickVS,
359
+ fragmentShaderSource: pickFS,
360
+ attributeLocations: attributeLocations,
361
+ });
362
+ }
363
+
364
+ function getStencilDepthRenderState(mask3DTiles) {
365
+ const stencilFunction = mask3DTiles
366
+ ? StencilFunction.EQUAL
367
+ : StencilFunction.ALWAYS;
368
+ return {
369
+ colorMask: {
370
+ red: false,
371
+ green: false,
372
+ blue: false,
373
+ alpha: false,
374
+ },
375
+ stencilTest: {
376
+ enabled: true,
377
+ frontFunction: stencilFunction,
378
+ frontOperation: {
379
+ fail: StencilOperation.KEEP,
380
+ zFail: StencilOperation.DECREMENT_WRAP,
381
+ zPass: StencilOperation.KEEP,
382
+ },
383
+ backFunction: stencilFunction,
384
+ backOperation: {
385
+ fail: StencilOperation.KEEP,
386
+ zFail: StencilOperation.INCREMENT_WRAP,
387
+ zPass: StencilOperation.KEEP,
388
+ },
389
+ reference: StencilConstants.CESIUM_3D_TILE_MASK,
390
+ mask: StencilConstants.CESIUM_3D_TILE_MASK,
391
+ },
392
+ stencilMask: StencilConstants.CLASSIFICATION_MASK,
393
+ depthTest: {
394
+ enabled: true,
395
+ func: DepthFunction.LESS_OR_EQUAL,
396
+ },
397
+ depthMask: false,
398
+ };
399
+ }
400
+
401
+ const colorRenderState = {
402
+ stencilTest: {
403
+ enabled: true,
404
+ frontFunction: StencilFunction.NOT_EQUAL,
405
+ frontOperation: {
406
+ fail: StencilOperation.ZERO,
407
+ zFail: StencilOperation.ZERO,
408
+ zPass: StencilOperation.ZERO,
409
+ },
410
+ backFunction: StencilFunction.NOT_EQUAL,
411
+ backOperation: {
412
+ fail: StencilOperation.ZERO,
413
+ zFail: StencilOperation.ZERO,
414
+ zPass: StencilOperation.ZERO,
415
+ },
416
+ reference: 0,
417
+ mask: StencilConstants.CLASSIFICATION_MASK,
418
+ },
419
+ stencilMask: StencilConstants.CLASSIFICATION_MASK,
420
+ depthTest: {
421
+ enabled: false,
422
+ },
423
+ depthMask: false,
424
+ blending: BlendingState.PRE_MULTIPLIED_ALPHA_BLEND,
425
+ };
426
+
427
+ const pickRenderState = {
428
+ stencilTest: {
429
+ enabled: true,
430
+ frontFunction: StencilFunction.NOT_EQUAL,
431
+ frontOperation: {
432
+ fail: StencilOperation.ZERO,
433
+ zFail: StencilOperation.ZERO,
434
+ zPass: StencilOperation.ZERO,
435
+ },
436
+ backFunction: StencilFunction.NOT_EQUAL,
437
+ backOperation: {
438
+ fail: StencilOperation.ZERO,
439
+ zFail: StencilOperation.ZERO,
440
+ zPass: StencilOperation.ZERO,
441
+ },
442
+ reference: 0,
443
+ mask: StencilConstants.CLASSIFICATION_MASK,
444
+ },
445
+ stencilMask: StencilConstants.CLASSIFICATION_MASK,
446
+ depthTest: {
447
+ enabled: false,
448
+ },
449
+ depthMask: false,
450
+ };
451
+
452
+ function createRenderStates(primitive) {
453
+ if (defined(primitive._rsStencilDepthPass)) {
454
+ return;
455
+ }
456
+
457
+ primitive._rsStencilDepthPass = RenderState.fromCache(
458
+ getStencilDepthRenderState(false)
459
+ );
460
+ primitive._rsStencilDepthPass3DTiles = RenderState.fromCache(
461
+ getStencilDepthRenderState(true)
462
+ );
463
+ primitive._rsColorPass = RenderState.fromCache(colorRenderState);
464
+ primitive._rsPickPass = RenderState.fromCache(pickRenderState);
465
+ }
466
+
467
+ const modifiedModelViewScratch = new Matrix4();
468
+ const rtcScratch = new Cartesian3();
469
+
470
+ function createUniformMap(primitive, context) {
471
+ if (defined(primitive._uniformMap)) {
472
+ return;
473
+ }
474
+
475
+ const uniformMap = {
476
+ u_modifiedModelViewProjection: function () {
477
+ const viewMatrix = context.uniformState.view;
478
+ const projectionMatrix = context.uniformState.projection;
479
+ Matrix4.clone(viewMatrix, modifiedModelViewScratch);
480
+ Matrix4.multiplyByPoint(
481
+ modifiedModelViewScratch,
482
+ primitive._center,
483
+ rtcScratch
484
+ );
485
+ Matrix4.setTranslation(
486
+ modifiedModelViewScratch,
487
+ rtcScratch,
488
+ modifiedModelViewScratch
489
+ );
490
+ Matrix4.multiply(
491
+ projectionMatrix,
492
+ modifiedModelViewScratch,
493
+ modifiedModelViewScratch
494
+ );
495
+ return modifiedModelViewScratch;
496
+ },
497
+ u_highlightColor: function () {
498
+ return primitive._highlightColor;
499
+ },
500
+ };
501
+
502
+ primitive._uniformMap = primitive._batchTable.getUniformMapCallback()(
503
+ uniformMap
504
+ );
505
+ }
506
+
507
+ function copyIndicesCPU(
508
+ indices,
509
+ newIndices,
510
+ currentOffset,
511
+ offsets,
512
+ counts,
513
+ batchIds,
514
+ batchIdLookUp
515
+ ) {
516
+ const sizeInBytes = indices.constructor.BYTES_PER_ELEMENT;
517
+
518
+ const batchedIdsLength = batchIds.length;
519
+ for (let j = 0; j < batchedIdsLength; ++j) {
520
+ const batchedId = batchIds[j];
521
+ const index = batchIdLookUp[batchedId];
522
+ const offset = offsets[index];
523
+ const count = counts[index];
524
+
525
+ const subarray = new indices.constructor(
526
+ indices.buffer,
527
+ sizeInBytes * offset,
528
+ count
529
+ );
530
+ newIndices.set(subarray, currentOffset);
531
+
532
+ offsets[index] = currentOffset;
533
+ currentOffset += count;
534
+ }
535
+
536
+ return currentOffset;
537
+ }
538
+
539
+ function rebatchCPU(primitive, batchedIndices) {
540
+ const indices = primitive._indices;
541
+ const indexOffsets = primitive._indexOffsets;
542
+ const indexCounts = primitive._indexCounts;
543
+ const batchIdLookUp = primitive._batchIdLookUp;
544
+
545
+ const newIndices = new indices.constructor(indices.length);
546
+
547
+ let current = batchedIndices.pop();
548
+ const newBatchedIndices = [current];
549
+
550
+ let currentOffset = copyIndicesCPU(
551
+ indices,
552
+ newIndices,
553
+ 0,
554
+ indexOffsets,
555
+ indexCounts,
556
+ current.batchIds,
557
+ batchIdLookUp
558
+ );
559
+
560
+ current.offset = 0;
561
+ current.count = currentOffset;
562
+
563
+ while (batchedIndices.length > 0) {
564
+ const next = batchedIndices.pop();
565
+ if (Color.equals(next.color, current.color)) {
566
+ currentOffset = copyIndicesCPU(
567
+ indices,
568
+ newIndices,
569
+ currentOffset,
570
+ indexOffsets,
571
+ indexCounts,
572
+ next.batchIds,
573
+ batchIdLookUp
574
+ );
575
+ current.batchIds = current.batchIds.concat(next.batchIds);
576
+ current.count = currentOffset - current.offset;
577
+ } else {
578
+ const offset = currentOffset;
579
+ currentOffset = copyIndicesCPU(
580
+ indices,
581
+ newIndices,
582
+ currentOffset,
583
+ indexOffsets,
584
+ indexCounts,
585
+ next.batchIds,
586
+ batchIdLookUp
587
+ );
588
+
589
+ next.offset = offset;
590
+ next.count = currentOffset - offset;
591
+ newBatchedIndices.push(next);
592
+ current = next;
593
+ }
594
+ }
595
+
596
+ primitive._va.indexBuffer.copyFromArrayView(newIndices);
597
+
598
+ primitive._indices = newIndices;
599
+ primitive._batchedIndices = newBatchedIndices;
600
+ }
601
+
602
+ function copyIndicesGPU(
603
+ readBuffer,
604
+ writeBuffer,
605
+ currentOffset,
606
+ offsets,
607
+ counts,
608
+ batchIds,
609
+ batchIdLookUp
610
+ ) {
611
+ const sizeInBytes = readBuffer.bytesPerIndex;
612
+
613
+ const batchedIdsLength = batchIds.length;
614
+ for (let j = 0; j < batchedIdsLength; ++j) {
615
+ const batchedId = batchIds[j];
616
+ const index = batchIdLookUp[batchedId];
617
+ const offset = offsets[index];
618
+ const count = counts[index];
619
+
620
+ writeBuffer.copyFromBuffer(
621
+ readBuffer,
622
+ offset * sizeInBytes,
623
+ currentOffset * sizeInBytes,
624
+ count * sizeInBytes
625
+ );
626
+
627
+ offsets[index] = currentOffset;
628
+ currentOffset += count;
629
+ }
630
+
631
+ return currentOffset;
632
+ }
633
+
634
+ function rebatchGPU(primitive, batchedIndices) {
635
+ const indexOffsets = primitive._indexOffsets;
636
+ const indexCounts = primitive._indexCounts;
637
+ const batchIdLookUp = primitive._batchIdLookUp;
638
+
639
+ let current = batchedIndices.pop();
640
+ const newBatchedIndices = [current];
641
+
642
+ const readBuffer = primitive._va.indexBuffer;
643
+ const writeBuffer = primitive._vaSwap.indexBuffer;
644
+
645
+ let currentOffset = copyIndicesGPU(
646
+ readBuffer,
647
+ writeBuffer,
648
+ 0,
649
+ indexOffsets,
650
+ indexCounts,
651
+ current.batchIds,
652
+ batchIdLookUp
653
+ );
654
+
655
+ current.offset = 0;
656
+ current.count = currentOffset;
657
+
658
+ while (batchedIndices.length > 0) {
659
+ const next = batchedIndices.pop();
660
+ if (Color.equals(next.color, current.color)) {
661
+ currentOffset = copyIndicesGPU(
662
+ readBuffer,
663
+ writeBuffer,
664
+ currentOffset,
665
+ indexOffsets,
666
+ indexCounts,
667
+ next.batchIds,
668
+ batchIdLookUp
669
+ );
670
+ current.batchIds = current.batchIds.concat(next.batchIds);
671
+ current.count = currentOffset - current.offset;
672
+ } else {
673
+ const offset = currentOffset;
674
+ currentOffset = copyIndicesGPU(
675
+ readBuffer,
676
+ writeBuffer,
677
+ currentOffset,
678
+ indexOffsets,
679
+ indexCounts,
680
+ next.batchIds,
681
+ batchIdLookUp
682
+ );
683
+ next.offset = offset;
684
+ next.count = currentOffset - offset;
685
+ newBatchedIndices.push(next);
686
+ current = next;
687
+ }
688
+ }
689
+
690
+ const temp = primitive._va;
691
+ primitive._va = primitive._vaSwap;
692
+ primitive._vaSwap = temp;
693
+
694
+ primitive._batchedIndices = newBatchedIndices;
695
+ }
696
+
697
+ function compareColors(a, b) {
698
+ return b.color.toRgba() - a.color.toRgba();
699
+ }
700
+
701
+ // PERFORMANCE_IDEA: For WebGL 2, we can use copyBufferSubData for buffer-to-buffer copies.
702
+ // PERFORMANCE_IDEA: Not supported, but we could use glMultiDrawElements here.
703
+ function rebatchCommands(primitive, context) {
704
+ if (!primitive._batchDirty) {
705
+ return false;
706
+ }
707
+
708
+ const batchedIndices = primitive._batchedIndices;
709
+ const length = batchedIndices.length;
710
+
711
+ let needToRebatch = false;
712
+ const colorCounts = {};
713
+
714
+ for (let i = 0; i < length; ++i) {
715
+ const color = batchedIndices[i].color;
716
+ const rgba = color.toRgba();
717
+ if (defined(colorCounts[rgba])) {
718
+ needToRebatch = true;
719
+ break;
720
+ } else {
721
+ colorCounts[rgba] = true;
722
+ }
723
+ }
724
+
725
+ if (!needToRebatch) {
726
+ primitive._batchDirty = false;
727
+ return false;
728
+ }
729
+
730
+ if (
731
+ needToRebatch &&
732
+ !primitive.forceRebatch &&
733
+ primitive._framesSinceLastRebatch < 120
734
+ ) {
735
+ ++primitive._framesSinceLastRebatch;
736
+ return;
737
+ }
738
+
739
+ batchedIndices.sort(compareColors);
740
+
741
+ if (context.webgl2) {
742
+ rebatchGPU(primitive, batchedIndices);
743
+ } else {
744
+ rebatchCPU(primitive, batchedIndices);
745
+ }
746
+
747
+ primitive._framesSinceLastRebatch = 0;
748
+ primitive._batchDirty = false;
749
+ primitive._pickCommandsDirty = true;
750
+ primitive._wireframeDirty = true;
751
+ return true;
752
+ }
753
+
754
+ function createColorCommands(primitive, context) {
755
+ const needsRebatch = rebatchCommands(primitive, context);
756
+
757
+ const commands = primitive._commands;
758
+ const batchedIndices = primitive._batchedIndices;
759
+ const length = batchedIndices.length;
760
+ const commandsLength = length * 2;
761
+
762
+ if (
763
+ defined(commands) &&
764
+ !needsRebatch &&
765
+ commands.length === commandsLength
766
+ ) {
767
+ return;
768
+ }
769
+
770
+ commands.length = commandsLength;
771
+
772
+ const vertexArray = primitive._va;
773
+ const sp = primitive._sp;
774
+ const modelMatrix = defaultValue(primitive._modelMatrix, Matrix4.IDENTITY);
775
+ const uniformMap = primitive._uniformMap;
776
+ const bv = primitive._boundingVolume;
777
+
778
+ for (let j = 0; j < length; ++j) {
779
+ const offset = batchedIndices[j].offset;
780
+ const count = batchedIndices[j].count;
781
+
782
+ let stencilDepthCommand = commands[j * 2];
783
+ if (!defined(stencilDepthCommand)) {
784
+ stencilDepthCommand = commands[j * 2] = new DrawCommand({
785
+ owner: primitive,
786
+ });
787
+ }
788
+
789
+ stencilDepthCommand.vertexArray = vertexArray;
790
+ stencilDepthCommand.modelMatrix = modelMatrix;
791
+ stencilDepthCommand.offset = offset;
792
+ stencilDepthCommand.count = count;
793
+ stencilDepthCommand.renderState = primitive._rsStencilDepthPass;
794
+ stencilDepthCommand.shaderProgram = sp;
795
+ stencilDepthCommand.uniformMap = uniformMap;
796
+ stencilDepthCommand.boundingVolume = bv;
797
+ stencilDepthCommand.cull = false;
798
+ stencilDepthCommand.pass = Pass.TERRAIN_CLASSIFICATION;
799
+
800
+ const stencilDepthDerivedCommand = DrawCommand.shallowClone(
801
+ stencilDepthCommand,
802
+ stencilDepthCommand.derivedCommands.tileset
803
+ );
804
+ stencilDepthDerivedCommand.renderState =
805
+ primitive._rsStencilDepthPass3DTiles;
806
+ stencilDepthDerivedCommand.pass = Pass.CESIUM_3D_TILE_CLASSIFICATION;
807
+ stencilDepthCommand.derivedCommands.tileset = stencilDepthDerivedCommand;
808
+
809
+ let colorCommand = commands[j * 2 + 1];
810
+ if (!defined(colorCommand)) {
811
+ colorCommand = commands[j * 2 + 1] = new DrawCommand({
812
+ owner: primitive,
813
+ });
814
+ }
815
+
816
+ colorCommand.vertexArray = vertexArray;
817
+ colorCommand.modelMatrix = modelMatrix;
818
+ colorCommand.offset = offset;
819
+ colorCommand.count = count;
820
+ colorCommand.renderState = primitive._rsColorPass;
821
+ colorCommand.shaderProgram = sp;
822
+ colorCommand.uniformMap = uniformMap;
823
+ colorCommand.boundingVolume = bv;
824
+ colorCommand.cull = false;
825
+ colorCommand.pass = Pass.TERRAIN_CLASSIFICATION;
826
+
827
+ const colorDerivedCommand = DrawCommand.shallowClone(
828
+ colorCommand,
829
+ colorCommand.derivedCommands.tileset
830
+ );
831
+ colorDerivedCommand.pass = Pass.CESIUM_3D_TILE_CLASSIFICATION;
832
+ colorCommand.derivedCommands.tileset = colorDerivedCommand;
833
+ }
834
+
835
+ primitive._commandsDirty = true;
836
+ }
837
+
838
+ function createColorCommandsIgnoreShow(primitive, frameState) {
839
+ if (
840
+ primitive.classificationType === ClassificationType.TERRAIN ||
841
+ !frameState.invertClassification ||
842
+ (defined(primitive._commandsIgnoreShow) && !primitive._commandsDirty)
843
+ ) {
844
+ return;
845
+ }
846
+
847
+ const commands = primitive._commands;
848
+ const commandsIgnoreShow = primitive._commandsIgnoreShow;
849
+ const spStencil = primitive._spStencil;
850
+
851
+ const commandsLength = commands.length;
852
+ const length = (commandsIgnoreShow.length = commandsLength / 2);
853
+
854
+ let commandIndex = 0;
855
+ for (let j = 0; j < length; ++j) {
856
+ const commandIgnoreShow = (commandsIgnoreShow[j] = DrawCommand.shallowClone(
857
+ commands[commandIndex],
858
+ commandsIgnoreShow[j]
859
+ ));
860
+ commandIgnoreShow.shaderProgram = spStencil;
861
+ commandIgnoreShow.pass = Pass.CESIUM_3D_TILE_CLASSIFICATION_IGNORE_SHOW;
862
+
863
+ commandIndex += 2;
864
+ }
865
+
866
+ primitive._commandsDirty = false;
867
+ }
868
+
869
+ function createPickCommands(primitive) {
870
+ if (!primitive._pickCommandsDirty) {
871
+ return;
872
+ }
873
+
874
+ const length = primitive._indexOffsets.length;
875
+ const pickCommands = primitive._pickCommands;
876
+ pickCommands.length = length * 2;
877
+
878
+ const vertexArray = primitive._va;
879
+ const spStencil = primitive._spStencil;
880
+ const spPick = primitive._spPick;
881
+ const modelMatrix = defaultValue(primitive._modelMatrix, Matrix4.IDENTITY);
882
+ const uniformMap = primitive._uniformMap;
883
+
884
+ for (let j = 0; j < length; ++j) {
885
+ const offset = primitive._indexOffsets[j];
886
+ const count = primitive._indexCounts[j];
887
+ const bv = defined(primitive._boundingVolumes)
888
+ ? primitive._boundingVolumes[j]
889
+ : primitive.boundingVolume;
890
+
891
+ let stencilDepthCommand = pickCommands[j * 2];
892
+ if (!defined(stencilDepthCommand)) {
893
+ stencilDepthCommand = pickCommands[j * 2] = new DrawCommand({
894
+ owner: primitive,
895
+ pickOnly: true,
896
+ });
897
+ }
898
+
899
+ stencilDepthCommand.vertexArray = vertexArray;
900
+ stencilDepthCommand.modelMatrix = modelMatrix;
901
+ stencilDepthCommand.offset = offset;
902
+ stencilDepthCommand.count = count;
903
+ stencilDepthCommand.renderState = primitive._rsStencilDepthPass;
904
+ stencilDepthCommand.shaderProgram = spStencil;
905
+ stencilDepthCommand.uniformMap = uniformMap;
906
+ stencilDepthCommand.boundingVolume = bv;
907
+ stencilDepthCommand.pass = Pass.TERRAIN_CLASSIFICATION;
908
+
909
+ const stencilDepthDerivedCommand = DrawCommand.shallowClone(
910
+ stencilDepthCommand,
911
+ stencilDepthCommand.derivedCommands.tileset
912
+ );
913
+ stencilDepthDerivedCommand.renderState =
914
+ primitive._rsStencilDepthPass3DTiles;
915
+ stencilDepthDerivedCommand.pass = Pass.CESIUM_3D_TILE_CLASSIFICATION;
916
+ stencilDepthCommand.derivedCommands.tileset = stencilDepthDerivedCommand;
917
+
918
+ let colorCommand = pickCommands[j * 2 + 1];
919
+ if (!defined(colorCommand)) {
920
+ colorCommand = pickCommands[j * 2 + 1] = new DrawCommand({
921
+ owner: primitive,
922
+ pickOnly: true,
923
+ });
924
+ }
925
+
926
+ colorCommand.vertexArray = vertexArray;
927
+ colorCommand.modelMatrix = modelMatrix;
928
+ colorCommand.offset = offset;
929
+ colorCommand.count = count;
930
+ colorCommand.renderState = primitive._rsPickPass;
931
+ colorCommand.shaderProgram = spPick;
932
+ colorCommand.uniformMap = uniformMap;
933
+ colorCommand.boundingVolume = bv;
934
+ colorCommand.pass = Pass.TERRAIN_CLASSIFICATION;
935
+
936
+ const colorDerivedCommand = DrawCommand.shallowClone(
937
+ colorCommand,
938
+ colorCommand.derivedCommands.tileset
939
+ );
940
+ colorDerivedCommand.pass = Pass.CESIUM_3D_TILE_CLASSIFICATION;
941
+ colorCommand.derivedCommands.tileset = colorDerivedCommand;
942
+ }
943
+
944
+ primitive._pickCommandsDirty = false;
945
+ }
946
+
947
+ /**
948
+ * Creates features for each mesh and places it at the batch id index of features.
949
+ *
950
+ * @param {Vector3DTileContent} content The vector tile content.
951
+ * @param {Cesium3DTileFeature[]} features An array of features where the polygon features will be placed.
952
+ */
953
+ Vector3DTilePrimitive.prototype.createFeatures = function (content, features) {
954
+ const batchIds = this._batchIds;
955
+ const length = batchIds.length;
956
+ for (let i = 0; i < length; ++i) {
957
+ const batchId = batchIds[i];
958
+ features[batchId] = new Cesium3DTileFeature(content, batchId);
959
+ }
960
+ };
961
+
962
+ /**
963
+ * Colors the entire tile when enabled is true. The resulting color will be (mesh batch table color * color).
964
+ *
965
+ * @param {Boolean} enabled Whether to enable debug coloring.
966
+ * @param {Color} color The debug color.
967
+ */
968
+ Vector3DTilePrimitive.prototype.applyDebugSettings = function (enabled, color) {
969
+ this._highlightColor = enabled ? color : this._constantColor;
970
+ };
971
+
972
+ function clearStyle(polygons, features) {
973
+ polygons._updatingAllCommands = true;
974
+
975
+ const batchIds = polygons._batchIds;
976
+ let length = batchIds.length;
977
+ let i;
978
+
979
+ for (i = 0; i < length; ++i) {
980
+ const batchId = batchIds[i];
981
+ const feature = features[batchId];
982
+
983
+ feature.show = true;
984
+ feature.color = Color.WHITE;
985
+ }
986
+
987
+ const batchedIndices = polygons._batchedIndices;
988
+ length = batchedIndices.length;
989
+
990
+ for (i = 0; i < length; ++i) {
991
+ batchedIndices[i].color = Color.clone(Color.WHITE);
992
+ }
993
+
994
+ polygons._updatingAllCommands = false;
995
+ polygons._batchDirty = true;
996
+ }
997
+
998
+ const scratchColor = new Color();
999
+
1000
+ const DEFAULT_COLOR_VALUE = Color.WHITE;
1001
+ const DEFAULT_SHOW_VALUE = true;
1002
+
1003
+ const complexExpressionReg = /\$/;
1004
+
1005
+ /**
1006
+ * Apply a style to the content.
1007
+ *
1008
+ * @param {Cesium3DTileStyle} style The style.
1009
+ * @param {Cesium3DTileFeature[]} features The array of features.
1010
+ */
1011
+ Vector3DTilePrimitive.prototype.applyStyle = function (style, features) {
1012
+ if (!defined(style)) {
1013
+ clearStyle(this, features);
1014
+ return;
1015
+ }
1016
+
1017
+ const colorExpression = style.color;
1018
+ const isSimpleStyle =
1019
+ colorExpression instanceof Expression &&
1020
+ !complexExpressionReg.test(colorExpression.expression);
1021
+ this._updatingAllCommands = isSimpleStyle;
1022
+
1023
+ const batchIds = this._batchIds;
1024
+ let length = batchIds.length;
1025
+ let i;
1026
+
1027
+ for (i = 0; i < length; ++i) {
1028
+ const batchId = batchIds[i];
1029
+ const feature = features[batchId];
1030
+
1031
+ feature.color = defined(style.color)
1032
+ ? style.color.evaluateColor(feature, scratchColor)
1033
+ : DEFAULT_COLOR_VALUE;
1034
+ feature.show = defined(style.show)
1035
+ ? style.show.evaluate(feature)
1036
+ : DEFAULT_SHOW_VALUE;
1037
+ }
1038
+
1039
+ if (isSimpleStyle) {
1040
+ const batchedIndices = this._batchedIndices;
1041
+ length = batchedIndices.length;
1042
+
1043
+ for (i = 0; i < length; ++i) {
1044
+ batchedIndices[i].color = Color.clone(Color.WHITE);
1045
+ }
1046
+
1047
+ this._updatingAllCommands = false;
1048
+ this._batchDirty = true;
1049
+ }
1050
+ };
1051
+
1052
+ /**
1053
+ * Call when updating the color of a mesh with batchId changes color. The meshes will need to be re-batched
1054
+ * on the next update.
1055
+ *
1056
+ * @param {Number} batchId The batch id of the meshes whose color has changed.
1057
+ * @param {Color} color The new polygon color.
1058
+ */
1059
+ Vector3DTilePrimitive.prototype.updateCommands = function (batchId, color) {
1060
+ if (this._updatingAllCommands) {
1061
+ return;
1062
+ }
1063
+
1064
+ const batchIdLookUp = this._batchIdLookUp;
1065
+ const index = batchIdLookUp[batchId];
1066
+ if (!defined(index)) {
1067
+ return;
1068
+ }
1069
+
1070
+ const indexOffsets = this._indexOffsets;
1071
+ const indexCounts = this._indexCounts;
1072
+
1073
+ const offset = indexOffsets[index];
1074
+ const count = indexCounts[index];
1075
+
1076
+ const batchedIndices = this._batchedIndices;
1077
+ const length = batchedIndices.length;
1078
+
1079
+ let i;
1080
+ for (i = 0; i < length; ++i) {
1081
+ const batchedOffset = batchedIndices[i].offset;
1082
+ const batchedCount = batchedIndices[i].count;
1083
+
1084
+ if (offset >= batchedOffset && offset < batchedOffset + batchedCount) {
1085
+ break;
1086
+ }
1087
+ }
1088
+
1089
+ batchedIndices.push(
1090
+ new Vector3DTileBatch({
1091
+ color: Color.clone(color),
1092
+ offset: offset,
1093
+ count: count,
1094
+ batchIds: [batchId],
1095
+ })
1096
+ );
1097
+
1098
+ const startIds = [];
1099
+ const endIds = [];
1100
+
1101
+ const batchIds = batchedIndices[i].batchIds;
1102
+ const batchIdsLength = batchIds.length;
1103
+
1104
+ for (let j = 0; j < batchIdsLength; ++j) {
1105
+ const id = batchIds[j];
1106
+ if (id === batchId) {
1107
+ continue;
1108
+ }
1109
+
1110
+ const offsetIndex = batchIdLookUp[id];
1111
+ if (indexOffsets[offsetIndex] < offset) {
1112
+ startIds.push(id);
1113
+ } else {
1114
+ endIds.push(id);
1115
+ }
1116
+ }
1117
+
1118
+ if (endIds.length !== 0) {
1119
+ batchedIndices.push(
1120
+ new Vector3DTileBatch({
1121
+ color: Color.clone(batchedIndices[i].color),
1122
+ offset: offset + count,
1123
+ count:
1124
+ batchedIndices[i].offset + batchedIndices[i].count - (offset + count),
1125
+ batchIds: endIds,
1126
+ })
1127
+ );
1128
+ }
1129
+
1130
+ if (startIds.length !== 0) {
1131
+ batchedIndices[i].count = offset - batchedIndices[i].offset;
1132
+ batchedIndices[i].batchIds = startIds;
1133
+ } else {
1134
+ batchedIndices.splice(i, 1);
1135
+ }
1136
+
1137
+ this._batchDirty = true;
1138
+ };
1139
+
1140
+ function queueCommands(primitive, frameState, commands, commandsIgnoreShow) {
1141
+ const classificationType = primitive.classificationType;
1142
+ const queueTerrainCommands =
1143
+ classificationType !== ClassificationType.CESIUM_3D_TILE;
1144
+ const queue3DTilesCommands =
1145
+ classificationType !== ClassificationType.TERRAIN;
1146
+
1147
+ const commandList = frameState.commandList;
1148
+ let commandLength = commands.length;
1149
+ let command;
1150
+ let i;
1151
+ for (i = 0; i < commandLength; ++i) {
1152
+ if (queueTerrainCommands) {
1153
+ command = commands[i];
1154
+ command.pass = Pass.TERRAIN_CLASSIFICATION;
1155
+ commandList.push(command);
1156
+ }
1157
+ if (queue3DTilesCommands) {
1158
+ command = commands[i].derivedCommands.tileset;
1159
+ command.pass = Pass.CESIUM_3D_TILE_CLASSIFICATION;
1160
+ commandList.push(command);
1161
+ }
1162
+ }
1163
+
1164
+ if (!frameState.invertClassification || !defined(commandsIgnoreShow)) {
1165
+ return;
1166
+ }
1167
+
1168
+ commandLength = commandsIgnoreShow.length;
1169
+ for (i = 0; i < commandLength; ++i) {
1170
+ commandList.push(commandsIgnoreShow[i]);
1171
+ }
1172
+ }
1173
+
1174
+ function queueWireframeCommands(frameState, commands) {
1175
+ const commandList = frameState.commandList;
1176
+ const commandLength = commands.length;
1177
+ for (let i = 0; i < commandLength; i += 2) {
1178
+ const command = commands[i + 1];
1179
+ command.pass = Pass.OPAQUE;
1180
+ commandList.push(command);
1181
+ }
1182
+ }
1183
+
1184
+ function updateWireframe(primitive) {
1185
+ let earlyExit = primitive.debugWireframe === primitive._debugWireframe;
1186
+ earlyExit =
1187
+ earlyExit && !(primitive.debugWireframe && primitive._wireframeDirty);
1188
+ if (earlyExit) {
1189
+ return;
1190
+ }
1191
+
1192
+ if (!defined(primitive._rsWireframe)) {
1193
+ primitive._rsWireframe = RenderState.fromCache({});
1194
+ }
1195
+
1196
+ let rs;
1197
+ let type;
1198
+
1199
+ if (primitive.debugWireframe) {
1200
+ rs = primitive._rsWireframe;
1201
+ type = PrimitiveType.LINES;
1202
+ } else {
1203
+ rs = primitive._rsColorPass;
1204
+ type = PrimitiveType.TRIANGLES;
1205
+ }
1206
+
1207
+ const commands = primitive._commands;
1208
+ const commandLength = commands.length;
1209
+ for (let i = 0; i < commandLength; i += 2) {
1210
+ const command = commands[i + 1];
1211
+ command.renderState = rs;
1212
+ command.primitiveType = type;
1213
+ }
1214
+
1215
+ primitive._debugWireframe = primitive.debugWireframe;
1216
+ primitive._wireframeDirty = false;
1217
+ }
1218
+
1219
+ /**
1220
+ * Updates the batches and queues the commands for rendering.
1221
+ *
1222
+ * @param {FrameState} frameState The current frame state.
1223
+ */
1224
+ Vector3DTilePrimitive.prototype.update = function (frameState) {
1225
+ const context = frameState.context;
1226
+
1227
+ createVertexArray(this, context);
1228
+ createShaders(this, context);
1229
+ createRenderStates(this);
1230
+ createUniformMap(this, context);
1231
+
1232
+ const passes = frameState.passes;
1233
+ if (passes.render) {
1234
+ createColorCommands(this, context);
1235
+ createColorCommandsIgnoreShow(this, frameState);
1236
+ updateWireframe(this);
1237
+
1238
+ if (this._debugWireframe) {
1239
+ queueWireframeCommands(frameState, this._commands);
1240
+ } else {
1241
+ queueCommands(this, frameState, this._commands, this._commandsIgnoreShow);
1242
+ }
1243
+ }
1244
+
1245
+ if (passes.pick) {
1246
+ createPickCommands(this);
1247
+ queueCommands(this, frameState, this._pickCommands);
1248
+ }
1249
+ };
1250
+
1251
+ /**
1252
+ * Returns true if this object was destroyed; otherwise, false.
1253
+ * <p>
1254
+ * If this object was destroyed, it should not be used; calling any function other than
1255
+ * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
1256
+ * </p>
1257
+ *
1258
+ * @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
1259
+ */
1260
+ Vector3DTilePrimitive.prototype.isDestroyed = function () {
1261
+ return false;
1262
+ };
1263
+
1264
+ /**
1265
+ * Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
1266
+ * release of WebGL resources, instead of relying on the garbage collector to destroy this object.
1267
+ * <p>
1268
+ * Once an object is destroyed, it should not be used; calling any function other than
1269
+ * <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
1270
+ * assign the return value (<code>undefined</code>) to the object as done in the example.
1271
+ * </p>
1272
+ *
1273
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
1274
+ */
1275
+ Vector3DTilePrimitive.prototype.destroy = function () {
1276
+ this._va = this._va && this._va.destroy();
1277
+ this._sp = this._sp && this._sp.destroy();
1278
+ this._spPick = this._spPick && this._spPick.destroy();
1279
+ this._vaSwap = this._vaSwap && this._vaSwap.destroy();
1280
+ return destroyObject(this);
1281
+ };
1282
+ export default Vector3DTilePrimitive;