All files / engine/Source/Scene Cesium3DTileFeature.js

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import Color from "../Core/Color.js";
import defined from "../Core/defined.js";
 
/**
 * A feature of a {@link Cesium3DTileset}.
 * <p>
 * Provides access to a feature's properties stored in the tile's batch table, as well
 * as the ability to show/hide a feature and change its highlight color via
 * {@link Cesium3DTileFeature#show} and {@link Cesium3DTileFeature#color}, respectively.
 * </p>
 * <p>
 * Modifications to a <code>Cesium3DTileFeature</code> object have the lifetime of the tile's
 * content.  If the tile's content is unloaded, e.g., due to it going out of view and needing
 * to free space in the cache for visible tiles, listen to the {@link Cesium3DTileset#tileUnload} event to save any
 * modifications. Also listen to the {@link Cesium3DTileset#tileVisible} event to reapply any modifications.
 * </p>
 * <p>
 * Do not construct this directly.  Access it through {@link Cesium3DTileContent#getFeature}
 * or picking using {@link Scene#pick}.
 * </p>
 *
 * @alias Cesium3DTileFeature
 * @constructor
 *
 * @example
 * // On mouse over, display all the properties for a feature in the console log.
 * handler.setInputAction(function(movement) {
 *     const feature = scene.pick(movement.endPosition);
 *     if (feature instanceof Cesium.Cesium3DTileFeature) {
 *         const propertyIds = feature.getPropertyIds();
 *         const length = propertyIds.length;
 *         for (let i = 0; i < length; ++i) {
 *             const propertyId = propertyIds[i];
 *             console.log(`{propertyId}: ${feature.getProperty(propertyId)}`);
 *         }
 *     }
 * }, Cesium.ScreenSpaceEventType.MOUSE_MOVE);
 */
function Cesium3DTileFeature(content, batchId) {
  this._content = content;
  this._batchId = batchId;
  this._color = undefined; // for calling getColor
}
 
Object.defineProperties(Cesium3DTileFeature.prototype, {
  /**
   * Gets or sets if the feature will be shown. This is set for all features
   * when a style's show is evaluated.
   *
   * @memberof Cesium3DTileFeature.prototype
   *
   * @type {boolean}
   *
   * @default true
   */
  show: {
    get: function () {
      return this._content.batchTable.getShow(this._batchId);
    },
    set: function (value) {
      this._content.batchTable.setShow(this._batchId, value);
    },
  },
 
  /**
   * Gets or sets the highlight color multiplied with the feature's color.  When
   * this is white, the feature's color is not changed. This is set for all features
   * when a style's color is evaluated.
   *
   * @memberof Cesium3DTileFeature.prototype
   *
   * @type {Color}
   *
   * @default {@link Color.WHITE}
   */
  color: {
    get: function () {
      if (!defined(this._color)) {
        this._color = new Color();
      }
      return this._content.batchTable.getColor(this._batchId, this._color);
    },
    set: function (value) {
      this._content.batchTable.setColor(this._batchId, value);
    },
  },
 
  /**
   * Gets a typed array containing the ECEF positions of the polyline.
   * Returns undefined if {@link Cesium3DTileset#vectorKeepDecodedPositions} is false
   * or the feature is not a polyline in a vector tile.
   *
   * @memberof Cesium3DTileFeature.prototype
   *
   * @experimental This feature is using part of the 3D Tiles spec that is not final and is subject to change without Cesium's standard deprecation policy.
   *
   * @type {Float64Array}
   */
  polylinePositions: {
    get: function () {
      if (!defined(this._content.getPolylinePositions)) {
        return undefined;
      }
 
      return this._content.getPolylinePositions(this._batchId);
    },
  },
 
  /**
   * Gets the content of the tile containing the feature.
   *
   * @memberof Cesium3DTileFeature.prototype
   *
   * @type {Cesium3DTileContent}
   *
   * @readonly
   * @private
   */
  content: {
    get: function () {
      return this._content;
    },
  },
 
  /**
   * Gets the tileset containing the feature.
   *
   * @memberof Cesium3DTileFeature.prototype
   *
   * @type {Cesium3DTileset}
   *
   * @readonly
   */
  tileset: {
    get: function () {
      return this._content.tileset;
    },
  },
 
  /**
   * All objects returned by {@link Scene#pick} have a <code>primitive</code> property. This returns
   * the tileset containing the feature.
   *
   * @memberof Cesium3DTileFeature.prototype
   *
   * @type {Cesium3DTileset}
   *
   * @readonly
   */
  primitive: {
    get: function () {
      return this._content.tileset;
    },
  },
 
  /**
   * Get the feature ID associated with this feature. For 3D Tiles 1.0, the
   * batch ID is returned. For EXT_mesh_features, this is the feature ID from
   * the selected feature ID set.
   *
   * @memberof Cesium3DTileFeature.prototype
   *
   * @type {number}
   *
   * @readonly
   * @experimental This feature is using part of the 3D Tiles spec that is not final and is subject to change without Cesium's standard deprecation policy.
   */
  featureId: {
    get: function () {
      return this._batchId;
    },
  },
 
  /**
   * @private
   */
  pickId: {
    get: function () {
      return this._content.batchTable.getPickColor(this._batchId);
    },
  },
});
 
/**
 * Returns whether the feature contains this property. This includes properties from this feature's
 * class and inherited classes when using a batch table hierarchy.
 *
 * @see {@link https://github.com/CesiumGS/3d-tiles/tree/main/extensions/3DTILES_batch_table_hierarchy}
 *
 * @param {string} name The case-sensitive name of the property.
 * @returns {boolean} Whether the feature contains this property.
 */
Cesium3DTileFeature.prototype.hasProperty = function (name) {
  return this._content.batchTable.hasProperty(this._batchId, name);
};
 
/**
 * Returns an array of property IDs for the feature. This includes properties from this feature's
 * class and inherited classes when using a batch table hierarchy.
 *
 * @see {@link https://github.com/CesiumGS/3d-tiles/tree/main/extensions/3DTILES_batch_table_hierarchy}
 *
 * @param {string[]} [results] An array into which to store the results.
 * @returns {string[]} The IDs of the feature's properties.
 */
Cesium3DTileFeature.prototype.getPropertyIds = function (results) {
  return this._content.batchTable.getPropertyIds(this._batchId, results);
};
 
/**
 * Returns a copy of the value of the feature's property with the given name. This includes properties from this feature's
 * class and inherited classes when using a batch table hierarchy.
 *
 * @see {@link https://github.com/CesiumGS/3d-tiles/tree/main/extensions/3DTILES_batch_table_hierarchy}
 *
 * @param {string} name The case-sensitive name of the property.
 * @returns {*} The value of the property or <code>undefined</code> if the feature does not have this property.
 *
 * @example
 * // Display all the properties for a feature in the console log.
 * const propertyIds = feature.getPropertyIds();
 * const length = propertyIds.length;
 * for (let i = 0; i < length; ++i) {
 *     const propertyId = propertyIds[i];
 *     console.log(`{propertyId}: ${feature.getProperty(propertyId)}`);
 * }
 */
Cesium3DTileFeature.prototype.getProperty = function (name) {
  return this._content.batchTable.getProperty(this._batchId, name);
};
 
/**
 * Returns a copy of the feature's property with the given name, examining all
 * the metadata from 3D Tiles 1.0 formats, the EXT_structural_metadata and legacy
 * EXT_feature_metadata glTF extensions, and the metadata present either in the
 * tileset JSON (3D Tiles 1.1) or in the 3DTILES_metadata 3D Tiles extension.
 * Metadata is checked against name from most specific to most general and the
 * first match is returned. Metadata is checked in this order:
 *
 * <ol>
 *   <li>Batch table (structural metadata) property by semantic</li>
 *   <li>Batch table (structural metadata) property by property ID</li>
 *   <li>Content metadata property by semantic</li>
 *   <li>Content metadata property by property</li>
 *   <li>Tile metadata property by semantic</li>
 *   <li>Tile metadata property by property ID</li>
 *   <li>Subtree metadata property by semantic</li>
 *   <li>Subtree metadata property by property ID</li>
 *   <li>Group metadata property by semantic</li>
 *   <li>Group metadata property by property ID</li>
 *   <li>Tileset metadata property by semantic</li>
 *   <li>Tileset metadata property by property ID</li>
 *   <li>Otherwise, return undefined</li>
 * </ol>
 * <p>
 * For 3D Tiles Next details, see the {@link https://github.com/CesiumGS/3d-tiles/tree/main/extensions/3DTILES_metadata|3DTILES_metadata Extension}
 * for 3D Tiles, as well as the {@link https://github.com/CesiumGS/glTF/tree/3d-tiles-next/extensions/2.0/Vendor/EXT_structural_metadata|EXT_structural_metadata Extension}
 * for glTF. For the legacy glTF extension, see {@link https://github.com/CesiumGS/glTF/tree/3d-tiles-next/extensions/2.0/Vendor/EXT_feature_metadata|EXT_feature_metadata Extension}
 * </p>
 *
 * @param {Cesium3DTileContent} content The content for accessing the metadata
 * @param {number} batchId The batch ID (or feature ID) of the feature to get a property for
 * @param {string} name The semantic or property ID of the feature. Semantics are checked before property IDs in each granularity of metadata.
 * @return {*} The value of the property or <code>undefined</code> if the feature does not have this property.
 *
 * @experimental This feature is using part of the 3D Tiles spec that is not final and is subject to change without Cesium's standard deprecation policy.
 */
Cesium3DTileFeature.getPropertyInherited = function (content, batchId, name) {
  const batchTable = content.batchTable;
  Eif (defined(batchTable)) {
    Iif (batchTable.hasPropertyBySemantic(batchId, name)) {
      return batchTable.getPropertyBySemantic(batchId, name);
    }
 
    if (batchTable.hasProperty(batchId, name)) {
      return batchTable.getProperty(batchId, name);
    }
  }
 
  const contentMetadata = content.metadata;
  if (defined(contentMetadata)) {
    if (contentMetadata.hasPropertyBySemantic(name)) {
      return contentMetadata.getPropertyBySemantic(name);
    }
 
    if (contentMetadata.hasProperty(name)) {
      return contentMetadata.getProperty(name);
    }
  }
 
  const tile = content.tile;
  const tileMetadata = tile.metadata;
  if (defined(tileMetadata)) {
    if (tileMetadata.hasPropertyBySemantic(name)) {
      return tileMetadata.getPropertyBySemantic(name);
    }
 
    if (tileMetadata.hasProperty(name)) {
      return tileMetadata.getProperty(name);
    }
  }
 
  let subtreeMetadata;
  if (defined(tile.implicitSubtree)) {
    subtreeMetadata = tile.implicitSubtree.metadata;
  }
 
  if (defined(subtreeMetadata)) {
    if (subtreeMetadata.hasPropertyBySemantic(name)) {
      return subtreeMetadata.getPropertyBySemantic(name);
    }
 
    Eif (subtreeMetadata.hasProperty(name)) {
      return subtreeMetadata.getProperty(name);
    }
  }
 
  const groupMetadata = defined(content.group)
    ? content.group.metadata
    : undefined;
  if (defined(groupMetadata)) {
    if (groupMetadata.hasPropertyBySemantic(name)) {
      return groupMetadata.getPropertyBySemantic(name);
    }
 
    if (groupMetadata.hasProperty(name)) {
      return groupMetadata.getProperty(name);
    }
  }
 
  const tilesetMetadata = content.tileset.metadata;
  Eif (defined(tilesetMetadata)) {
    if (tilesetMetadata.hasPropertyBySemantic(name)) {
      return tilesetMetadata.getPropertyBySemantic(name);
    }
 
    if (tilesetMetadata.hasProperty(name)) {
      return tilesetMetadata.getProperty(name);
    }
  }
 
  return undefined;
};
 
/**
 * Returns a copy of the value of the feature's property with the given name.
 * If the feature is contained within a tileset that has metadata (3D Tiles 1.1)
 * or uses the <code>3DTILES_metadata</code> extension, tileset, group and tile
 * metadata is inherited.
 * <p>
 * To resolve name conflicts, this method resolves names from most specific to
 * least specific by metadata granularity in the order: feature, tile, group,
 * tileset. Within each granularity, semantics are resolved first, then other
 * properties.
 * </p>
 * @param {string} name The case-sensitive name of the property.
 * @returns {*} The value of the property or <code>undefined</code> if the feature does not have this property.
 * @private
 */
Cesium3DTileFeature.prototype.getPropertyInherited = function (name) {
  return Cesium3DTileFeature.getPropertyInherited(
    this._content,
    this._batchId,
    name,
  );
};
 
/**
 * Sets the value of the feature's property with the given name.
 * <p>
 * If a property with the given name doesn't exist, it is created.
 * </p>
 *
 * @param {string} name The case-sensitive name of the property.
 * @param {*} value The value of the property that will be copied.
 *
 * @exception {DeveloperError} Inherited batch table hierarchy property is read only.
 *
 * @example
 * const height = feature.getProperty('Height'); // e.g., the height of a building
 *
 * @example
 * const name = 'clicked';
 * if (feature.getProperty(name)) {
 *     console.log('already clicked');
 * } else {
 *     feature.setProperty(name, true);
 *     console.log('first click');
 * }
 */
Cesium3DTileFeature.prototype.setProperty = function (name, value) {
  this._content.batchTable.setProperty(this._batchId, name, value);
 
  // PERFORMANCE_IDEA: Probably overkill, but maybe only mark the tile dirty if the
  // property is in one of the style's expressions or - if it can be done quickly -
  // if the new property value changed the result of an expression.
  this._content.featurePropertiesDirty = true;
};
 
/**
 * Returns whether the feature's class name equals <code>className</code>. Unlike {@link Cesium3DTileFeature#isClass}
 * this function only checks the feature's exact class and not inherited classes.
 * <p>
 * This function returns <code>false</code> if no batch table hierarchy is present.
 * </p>
 *
 * @param {string} className The name to check against.
 * @returns {boolean} Whether the feature's class name equals <code>className</code>
 *
 * @private
 */
Cesium3DTileFeature.prototype.isExactClass = function (className) {
  return this._content.batchTable.isExactClass(this._batchId, className);
};
 
/**
 * Returns whether the feature's class or any inherited classes are named <code>className</code>.
 * <p>
 * This function returns <code>false</code> if no batch table hierarchy is present.
 * </p>
 *
 * @param {string} className The name to check against.
 * @returns {boolean} Whether the feature's class or inherited classes are named <code>className</code>
 *
 * @private
 */
Cesium3DTileFeature.prototype.isClass = function (className) {
  return this._content.batchTable.isClass(this._batchId, className);
};
 
/**
 * Returns the feature's class name.
 * <p>
 * This function returns <code>undefined</code> if no batch table hierarchy is present.
 * </p>
 *
 * @returns {string} The feature's class name.
 *
 * @private
 */
Cesium3DTileFeature.prototype.getExactClassName = function () {
  return this._content.batchTable.getExactClassName(this._batchId);
};
export default Cesium3DTileFeature;