Press n or j to go to the next uncovered block, b, p or k for the previous block.
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 | 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x | import AssociativeArray from "../Core/AssociativeArray.js"; import defined from "../Core/defined.js"; import DistanceDisplayCondition from "../Core/DistanceDisplayCondition.js"; import DistanceDisplayConditionGeometryInstanceAttribute from "../Core/DistanceDisplayConditionGeometryInstanceAttribute.js"; import RectangleCollisionChecker from "../Core/RectangleCollisionChecker.js"; import ShowGeometryInstanceAttribute from "../Core/ShowGeometryInstanceAttribute.js"; import GroundPrimitive from "../Scene/GroundPrimitive.js"; import ShadowVolumeAppearance from "../Scene/ShadowVolumeAppearance.js"; import BoundingSphereState from "./BoundingSphereState.js"; import ColorMaterialProperty from "./ColorMaterialProperty.js"; import MaterialProperty from "./MaterialProperty.js"; import Property from "./Property.js"; const distanceDisplayConditionScratch = new DistanceDisplayCondition(); const defaultDistanceDisplayCondition = new DistanceDisplayCondition(); // Encapsulates a Primitive and all the entities that it represents. function Batch( primitives, classificationType, appearanceType, materialProperty, usingSphericalTextureCoordinates, zIndex, ) { this.primitives = primitives; // scene level primitive collection (each Batch manages its own Primitive from this collection) this.classificationType = classificationType; this.appearanceType = appearanceType; this.materialProperty = materialProperty; this.updaters = new AssociativeArray(); // GeometryUpdaters that manage the visual representation of the primitive. this.createPrimitive = true; this.primitive = undefined; // a GroundPrimitive encapsulating all the entities this.oldPrimitive = undefined; // a GroundPrimitive that is being replaced by the current primitive, but will still be shown until the current primitive is ready. this.geometry = new AssociativeArray(); this.material = undefined; this.updatersWithAttributes = new AssociativeArray(); this.attributes = new AssociativeArray(); this.subscriptions = new AssociativeArray(); this.showsUpdated = new AssociativeArray(); this.usingSphericalTextureCoordinates = usingSphericalTextureCoordinates; this.zIndex = zIndex; this.rectangleCollisionCheck = new RectangleCollisionChecker(); } Batch.prototype.overlapping = function (rectangle) { return this.rectangleCollisionCheck.collides(rectangle); }; // Check if the given updater's material is compatible with this batch Batch.prototype.isMaterial = function (updater) { const material = this.materialProperty; const updaterMaterial = updater.fillMaterialProperty; if ( updaterMaterial === material || (updaterMaterial instanceof ColorMaterialProperty && material instanceof ColorMaterialProperty) ) { return true; } return defined(material) && material.equals(updaterMaterial); }; /** * Adds an updater to the Batch, and signals for a new Primitive to be created on the next update. * @param {JulianDate} time * @param {GeometryUpdater} updater * @param {GeometryInstance} geometryInstance * @private */ Batch.prototype.add = function (time, updater, geometryInstance) { const id = updater.id; this.updaters.set(id, updater); this.geometry.set(id, geometryInstance); this.rectangleCollisionCheck.insert(id, geometryInstance.geometry.rectangle); // Updaters with dynamic attributes must be tracked separately, may exit the batch if ( !updater.hasConstantFill || !updater.fillMaterialProperty.isConstant || !Property.isConstant(updater.distanceDisplayConditionProperty) ) { this.updatersWithAttributes.set(id, updater); } else { const that = this; // Listen for show changes. These will be synchronized in updateShows. this.subscriptions.set( id, updater.entity.definitionChanged.addEventListener( function (entity, propertyName, newValue, oldValue) { if (propertyName === "isShowing") { that.showsUpdated.set(updater.id, updater); } }, ), ); } this.createPrimitive = true; }; /** * Remove an updater from the Batch, and potentially signals for a new Primitive to be created * on the next update. * @param {GeometryUpdater} updater * @returns true if the updater was removed, false if it was not found. * @private */ Batch.prototype.remove = function (updater) { const id = updater.id; const geometryInstance = this.geometry.get(id); this.createPrimitive = this.geometry.remove(id) || this.createPrimitive; if (this.updaters.remove(id)) { this.rectangleCollisionCheck.remove( id, geometryInstance.geometry.rectangle, ); this.updatersWithAttributes.remove(id); const unsubscribe = this.subscriptions.get(id); if (defined(unsubscribe)) { unsubscribe(); this.subscriptions.remove(id); } return true; } return false; }; /** * Update a Batch, creating a new primitive, if necessary, or swapping out an old primitive for a new one that's ready. * A new primitive is created whenever an updater is added to or removed from a Batch. * @param {JulianDate} time * @returns a boolean indicating whether the Batch was updated. * @private */ Batch.prototype.update = function (time) { let isUpdated = true; let primitive = this.primitive; const primitives = this.primitives; const geometries = this.geometry.values; let i; if (this.createPrimitive) { const geometriesLength = geometries.length; if (geometriesLength > 0) { if (defined(primitive)) { // Keep a handle to the old primitive so it can be removed when the updated version is ready. if (!defined(this.oldPrimitive)) { this.oldPrimitive = primitive; } else { // For if the new primitive changes again before it is ready. primitives.remove(primitive); } } this.material = MaterialProperty.getValue( time, this.materialProperty, this.material, ); primitive = new GroundPrimitive({ show: false, asynchronous: true, geometryInstances: geometries.slice(), appearance: new this.appearanceType({ material: this.material, // translucent and closed properties overridden }), classificationType: this.classificationType, }); primitives.add(primitive, this.zIndex); isUpdated = false; } else { if (defined(primitive)) { primitives.remove(primitive); primitive = undefined; } const oldPrimitive = this.oldPrimitive; if (defined(oldPrimitive)) { primitives.remove(oldPrimitive); this.oldPrimitive = undefined; } } this.attributes.removeAll(); this.primitive = primitive; this.createPrimitive = false; } else if (defined(primitive) && primitive.ready) { primitive.show = true; if (defined(this.oldPrimitive)) { primitives.remove(this.oldPrimitive); this.oldPrimitive = undefined; } this.material = MaterialProperty.getValue( time, this.materialProperty, this.material, ); this.primitive.appearance.material = this.material; const updatersWithAttributes = this.updatersWithAttributes.values; const length = updatersWithAttributes.length; for (i = 0; i < length; i++) { const updater = updatersWithAttributes[i]; const entity = updater.entity; const instance = this.geometry.get(updater.id); let attributes = this.attributes.get(instance.id.id); if (!defined(attributes)) { attributes = primitive.getGeometryInstanceAttributes(instance.id); this.attributes.set(instance.id.id, attributes); } const show = entity.isShowing && (updater.hasConstantFill || updater.isFilled(time)); const currentShow = attributes.show[0] === 1; if (show !== currentShow) { attributes.show = ShowGeometryInstanceAttribute.toValue( show, attributes.show, ); } const distanceDisplayConditionProperty = updater.distanceDisplayConditionProperty; if (!Property.isConstant(distanceDisplayConditionProperty)) { const distanceDisplayCondition = Property.getValueOrDefault( distanceDisplayConditionProperty, time, defaultDistanceDisplayCondition, distanceDisplayConditionScratch, ); if ( !DistanceDisplayCondition.equals( distanceDisplayCondition, attributes._lastDistanceDisplayCondition, ) ) { attributes._lastDistanceDisplayCondition = DistanceDisplayCondition.clone( distanceDisplayCondition, attributes._lastDistanceDisplayCondition, ); attributes.distanceDisplayCondition = DistanceDisplayConditionGeometryInstanceAttribute.toValue( distanceDisplayCondition, attributes.distanceDisplayCondition, ); } } } this.updateShows(primitive); } else if (defined(primitive) && !primitive.ready) { isUpdated = false; } return isUpdated; }; Batch.prototype.updateShows = function (primitive) { const showsUpdated = this.showsUpdated.values; const length = showsUpdated.length; for (let i = 0; i < length; i++) { const updater = showsUpdated[i]; const entity = updater.entity; const instance = this.geometry.get(updater.id); let attributes = this.attributes.get(instance.id.id); if (!defined(attributes)) { attributes = primitive.getGeometryInstanceAttributes(instance.id); this.attributes.set(instance.id.id, attributes); } const show = entity.isShowing; const currentShow = attributes.show[0] === 1; if (show !== currentShow) { attributes.show = ShowGeometryInstanceAttribute.toValue( show, attributes.show, ); instance.attributes.show.value[0] = attributes.show[0]; } } this.showsUpdated.removeAll(); }; Batch.prototype.contains = function (updater) { return this.updaters.contains(updater.id); }; Batch.prototype.getBoundingSphere = function (updater, result) { const primitive = this.primitive; if (!primitive.ready) { return BoundingSphereState.PENDING; } const attributes = primitive.getGeometryInstanceAttributes(updater.entity); if ( !defined(attributes) || !defined(attributes.boundingSphere) || (defined(attributes.show) && attributes.show[0] === 0) ) { return BoundingSphereState.FAILED; } attributes.boundingSphere.clone(result); return BoundingSphereState.DONE; }; /** * Removes a Batch's primitive (and oldPrimitive, if it exists). * @private */ Batch.prototype.destroy = function () { const primitive = this.primitive; const primitives = this.primitives; if (defined(primitive)) { primitives.remove(primitive); } const oldPrimitive = this.oldPrimitive; if (defined(oldPrimitive)) { primitives.remove(oldPrimitive); } }; /** * A container of Batch objects of ground geometry primitives, where a Batch is grouped by material, * texture coordinate type, and spatial overlap. * @private */ function StaticGroundGeometryPerMaterialBatch( primitives, classificationType, appearanceType, ) { this._items = []; // array of Batch objects, each containing representing a primitive and a set of updaters that manage the visual representation of the primitive. this._primitives = primitives; // scene level primitive collection this._classificationType = classificationType; this._appearanceType = appearanceType; } /** * Adds an geometry updater to a Batch. Tries to find a preexisting compatible Batch, or else creates a new Batch. * Used by Visualizer classes to add and update (remove->add) a primitive's Updater set. * * @param {JulianDate} time * @param {GeometryUpdater} updater A GeometryUpdater that manages the visual representation of a primitive. * @private */ StaticGroundGeometryPerMaterialBatch.prototype.add = function (time, updater) { const items = this._items; const length = items.length; const geometryInstance = updater.createFillGeometryInstance(time); const usingSphericalTextureCoordinates = ShadowVolumeAppearance.shouldUseSphericalCoordinates( geometryInstance.geometry.rectangle, ); const zIndex = Property.getValueOrDefault(updater.zIndex, 0); // Check if the Entity represented by the updater can be placed in an existing batch. Requirements: // * compatible material (same material or same color) // * same type of texture coordinates (spherical vs. planar) // * conservatively non-overlapping with any entities in the existing batch for (let i = 0; i < length; ++i) { const item = items[i]; if ( item.isMaterial(updater) && item.usingSphericalTextureCoordinates === usingSphericalTextureCoordinates && item.zIndex === zIndex && !item.overlapping(geometryInstance.geometry.rectangle) ) { item.add(time, updater, geometryInstance); return; } } // If a compatible batch wasn't found, create a new batch. const batch = new Batch( this._primitives, this._classificationType, this._appearanceType, updater.fillMaterialProperty, usingSphericalTextureCoordinates, zIndex, ); batch.add(time, updater, geometryInstance); items.push(batch); }; /** * Removes an updater from a Batch. Defers potential deletion until the next update. * @param {GeometryUpdater} updater A GeometryUpdater that manages the visual representation of a primitive. * @private */ StaticGroundGeometryPerMaterialBatch.prototype.remove = function (updater) { const items = this._items; const length = items.length; for (let i = length - 1; i >= 0; i--) { const item = items[i]; if (item.remove(updater)) { // If the item is now empty, delete it (deferred until the next update, // in case a new updater is added to the same item first). break; } } }; /** * Updates all the items (Batches) in the collection, and deletes any that are empty. * @param {JulianDate} time * @returns a boolean indicating whether any of the items (Batches) were updated. * @private */ StaticGroundGeometryPerMaterialBatch.prototype.update = function (time) { let i; const items = this._items; const length = items.length; for (i = length - 1; i >= 0; i--) { const item = items[i]; if (item.updaters.length === 0) { items.splice(i, 1); item.destroy(); } } let isUpdated = true; for (i = 0; i < items.length; i++) { isUpdated = items[i].update(time) && isUpdated; } return isUpdated; }; StaticGroundGeometryPerMaterialBatch.prototype.getBoundingSphere = function ( updater, result, ) { const items = this._items; const length = items.length; for (let i = 0; i < length; i++) { const item = items[i]; if (item.contains(updater)) { return item.getBoundingSphere(updater, result); } } return BoundingSphereState.FAILED; }; StaticGroundGeometryPerMaterialBatch.prototype.removeAllPrimitives = function () { const items = this._items; const length = items.length; for (let i = 0; i < length; i++) { items[i].destroy(); } this._items.length = 0; }; export default StaticGroundGeometryPerMaterialBatch; |