Add existing to tracked
This commit is contained in:
Generated
Vendored
+459
@@ -0,0 +1,459 @@
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import AssociativeArray from "../Core/AssociativeArray.js";
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import defined from "../Core/defined.js";
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import DistanceDisplayCondition from "../Core/DistanceDisplayCondition.js";
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import DistanceDisplayConditionGeometryInstanceAttribute from "../Core/DistanceDisplayConditionGeometryInstanceAttribute.js";
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import RectangleCollisionChecker from "../Core/RectangleCollisionChecker.js";
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import ShowGeometryInstanceAttribute from "../Core/ShowGeometryInstanceAttribute.js";
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import GroundPrimitive from "../Scene/GroundPrimitive.js";
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import ShadowVolumeAppearance from "../Scene/ShadowVolumeAppearance.js";
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import BoundingSphereState from "./BoundingSphereState.js";
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import ColorMaterialProperty from "./ColorMaterialProperty.js";
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import MaterialProperty from "./MaterialProperty.js";
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import Property from "./Property.js";
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const distanceDisplayConditionScratch = new DistanceDisplayCondition();
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const defaultDistanceDisplayCondition = new DistanceDisplayCondition();
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// Encapsulates a Primitive and all the entities that it represents.
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function Batch(
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primitives,
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classificationType,
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appearanceType,
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materialProperty,
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usingSphericalTextureCoordinates,
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zIndex,
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) {
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this.primitives = primitives; // scene level primitive collection (each Batch manages its own Primitive from this collection)
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this.classificationType = classificationType;
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this.appearanceType = appearanceType;
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this.materialProperty = materialProperty;
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this.updaters = new AssociativeArray(); // GeometryUpdaters that manage the visual representation of the primitive.
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this.createPrimitive = true;
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this.primitive = undefined; // a GroundPrimitive encapsulating all the entities
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this.oldPrimitive = undefined; // a GroundPrimitive that is being replaced by the current primitive, but will still be shown until the current primitive is ready.
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this.geometry = new AssociativeArray();
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this.material = undefined;
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this.updatersWithAttributes = new AssociativeArray();
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this.attributes = new AssociativeArray();
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this.subscriptions = new AssociativeArray();
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this.showsUpdated = new AssociativeArray();
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this.usingSphericalTextureCoordinates = usingSphericalTextureCoordinates;
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this.zIndex = zIndex;
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this.rectangleCollisionCheck = new RectangleCollisionChecker();
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}
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Batch.prototype.overlapping = function (rectangle) {
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return this.rectangleCollisionCheck.collides(rectangle);
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};
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// Check if the given updater's material is compatible with this batch
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Batch.prototype.isMaterial = function (updater) {
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const material = this.materialProperty;
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const updaterMaterial = updater.fillMaterialProperty;
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if (
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updaterMaterial === material ||
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(updaterMaterial instanceof ColorMaterialProperty &&
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material instanceof ColorMaterialProperty)
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) {
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return true;
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}
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return defined(material) && material.equals(updaterMaterial);
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};
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/**
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* Adds an updater to the Batch, and signals for a new Primitive to be created on the next update.
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* @param {JulianDate} time
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* @param {GeometryUpdater} updater
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* @param {GeometryInstance} geometryInstance
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* @private
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*/
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Batch.prototype.add = function (time, updater, geometryInstance) {
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const id = updater.id;
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this.updaters.set(id, updater);
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this.geometry.set(id, geometryInstance);
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this.rectangleCollisionCheck.insert(id, geometryInstance.geometry.rectangle);
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// Updaters with dynamic attributes must be tracked separately, may exit the batch
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if (
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!updater.hasConstantFill ||
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!updater.fillMaterialProperty.isConstant ||
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!Property.isConstant(updater.distanceDisplayConditionProperty)
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) {
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this.updatersWithAttributes.set(id, updater);
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} else {
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const that = this;
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// Listen for show changes. These will be synchronized in updateShows.
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this.subscriptions.set(
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id,
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updater.entity.definitionChanged.addEventListener(
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function (entity, propertyName, newValue, oldValue) {
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if (propertyName === "isShowing") {
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that.showsUpdated.set(updater.id, updater);
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}
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},
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),
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);
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}
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this.createPrimitive = true;
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};
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/**
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* Remove an updater from the Batch, and potentially signals for a new Primitive to be created
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* on the next update.
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* @param {GeometryUpdater} updater
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* @returns true if the updater was removed, false if it was not found.
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* @private
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*/
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Batch.prototype.remove = function (updater) {
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const id = updater.id;
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const geometryInstance = this.geometry.get(id);
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this.createPrimitive = this.geometry.remove(id) || this.createPrimitive;
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if (this.updaters.remove(id)) {
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this.rectangleCollisionCheck.remove(
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id,
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geometryInstance.geometry.rectangle,
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);
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this.updatersWithAttributes.remove(id);
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const unsubscribe = this.subscriptions.get(id);
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if (defined(unsubscribe)) {
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unsubscribe();
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this.subscriptions.remove(id);
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this.showsUpdated.remove(id);
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}
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return true;
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}
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return false;
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};
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/**
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* Update a Batch, creating a new primitive, if necessary, or swapping out an old primitive for a new one that's ready.
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* A new primitive is created whenever an updater is added to or removed from a Batch.
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* @param {JulianDate} time
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* @returns a boolean indicating whether the Batch was updated.
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* @private
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*/
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Batch.prototype.update = function (time) {
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let isUpdated = true;
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let primitive = this.primitive;
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const primitives = this.primitives;
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const geometries = this.geometry.values;
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let i;
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if (this.createPrimitive) {
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const geometriesLength = geometries.length;
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if (geometriesLength > 0) {
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if (defined(primitive)) {
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// Keep a handle to the old primitive so it can be removed when the updated version is ready.
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if (!defined(this.oldPrimitive)) {
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this.oldPrimitive = primitive;
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} else {
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// For if the new primitive changes again before it is ready.
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primitives.remove(primitive);
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}
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}
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this.material = MaterialProperty.getValue(
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time,
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this.materialProperty,
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this.material,
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);
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const AppearanceType = this.appearanceType;
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primitive = new GroundPrimitive({
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show: false,
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asynchronous: true,
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geometryInstances: geometries.slice(),
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appearance: new AppearanceType({
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material: this.material,
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// translucent and closed properties overridden
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}),
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classificationType: this.classificationType,
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});
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primitives.add(primitive, this.zIndex);
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isUpdated = false;
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} else {
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if (defined(primitive)) {
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primitives.remove(primitive);
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primitive = undefined;
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}
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const oldPrimitive = this.oldPrimitive;
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if (defined(oldPrimitive)) {
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primitives.remove(oldPrimitive);
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this.oldPrimitive = undefined;
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}
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}
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this.attributes.removeAll();
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this.primitive = primitive;
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this.createPrimitive = false;
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} else if (defined(primitive) && primitive.ready) {
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primitive.show = true;
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if (defined(this.oldPrimitive)) {
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primitives.remove(this.oldPrimitive);
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this.oldPrimitive = undefined;
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}
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this.material = MaterialProperty.getValue(
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time,
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this.materialProperty,
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this.material,
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);
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this.primitive.appearance.material = this.material;
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const updatersWithAttributes = this.updatersWithAttributes.values;
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const length = updatersWithAttributes.length;
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for (i = 0; i < length; i++) {
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const updater = updatersWithAttributes[i];
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const entity = updater.entity;
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const instance = this.geometry.get(updater.id);
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let attributes = this.attributes.get(instance.id.id);
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if (!defined(attributes)) {
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attributes = primitive.getGeometryInstanceAttributes(instance.id);
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this.attributes.set(instance.id.id, attributes);
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}
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const show =
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entity.isShowing && (updater.hasConstantFill || updater.isFilled(time));
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const currentShow = attributes.show[0] === 1;
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if (show !== currentShow) {
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attributes.show = ShowGeometryInstanceAttribute.toValue(
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show,
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attributes.show,
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);
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}
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const distanceDisplayConditionProperty =
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updater.distanceDisplayConditionProperty;
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if (!Property.isConstant(distanceDisplayConditionProperty)) {
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const distanceDisplayCondition = Property.getValueOrDefault(
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distanceDisplayConditionProperty,
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time,
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defaultDistanceDisplayCondition,
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distanceDisplayConditionScratch,
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);
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if (
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!DistanceDisplayCondition.equals(
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distanceDisplayCondition,
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attributes._lastDistanceDisplayCondition,
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)
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) {
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attributes._lastDistanceDisplayCondition =
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DistanceDisplayCondition.clone(
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distanceDisplayCondition,
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attributes._lastDistanceDisplayCondition,
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);
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attributes.distanceDisplayCondition =
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DistanceDisplayConditionGeometryInstanceAttribute.toValue(
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distanceDisplayCondition,
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attributes.distanceDisplayCondition,
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);
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}
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}
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}
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this.updateShows(primitive);
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} else if (defined(primitive) && !primitive.ready) {
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isUpdated = false;
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}
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return isUpdated;
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};
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Batch.prototype.updateShows = function (primitive) {
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const showsUpdated = this.showsUpdated.values;
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const length = showsUpdated.length;
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for (let i = 0; i < length; i++) {
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const updater = showsUpdated[i];
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const entity = updater.entity;
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const instance = this.geometry.get(updater.id);
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let attributes = this.attributes.get(instance.id.id);
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if (!defined(attributes)) {
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attributes = primitive.getGeometryInstanceAttributes(instance.id);
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this.attributes.set(instance.id.id, attributes);
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}
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const show = entity.isShowing;
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const currentShow = attributes.show[0] === 1;
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if (show !== currentShow) {
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attributes.show = ShowGeometryInstanceAttribute.toValue(
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show,
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attributes.show,
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);
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instance.attributes.show.value[0] = attributes.show[0];
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}
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}
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this.showsUpdated.removeAll();
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};
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Batch.prototype.contains = function (updater) {
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return this.updaters.contains(updater.id);
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};
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Batch.prototype.getBoundingSphere = function (updater, result) {
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const primitive = this.primitive;
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if (!primitive.ready) {
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return BoundingSphereState.PENDING;
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}
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const attributes = primitive.getGeometryInstanceAttributes(updater.entity);
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if (
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!defined(attributes) ||
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!defined(attributes.boundingSphere) ||
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(defined(attributes.show) && attributes.show[0] === 0)
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) {
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return BoundingSphereState.FAILED;
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}
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attributes.boundingSphere.clone(result);
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return BoundingSphereState.DONE;
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};
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/**
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* Removes a Batch's primitive (and oldPrimitive, if it exists).
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* @private
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*/
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Batch.prototype.destroy = function () {
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const primitive = this.primitive;
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const primitives = this.primitives;
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if (defined(primitive)) {
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primitives.remove(primitive);
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}
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const oldPrimitive = this.oldPrimitive;
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if (defined(oldPrimitive)) {
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primitives.remove(oldPrimitive);
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}
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};
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/**
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* A container of Batch objects of ground geometry primitives, where a Batch is grouped by material,
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* texture coordinate type, and spatial overlap.
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* @private
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*/
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function StaticGroundGeometryPerMaterialBatch(
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primitives,
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classificationType,
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appearanceType,
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) {
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this._items = []; // array of Batch objects, each containing representing a primitive and a set of updaters that manage the visual representation of the primitive.
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this._primitives = primitives; // scene level primitive collection
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this._classificationType = classificationType;
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this._appearanceType = appearanceType;
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}
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/**
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* Adds an geometry updater to a Batch. Tries to find a preexisting compatible Batch, or else creates a new Batch.
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* Used by Visualizer classes to add and update (remove->add) a primitive's Updater set.
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*
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* @param {JulianDate} time
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* @param {GeometryUpdater} updater A GeometryUpdater that manages the visual representation of a primitive.
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* @private
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*/
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StaticGroundGeometryPerMaterialBatch.prototype.add = function (time, updater) {
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const items = this._items;
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const length = items.length;
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const geometryInstance = updater.createFillGeometryInstance(time);
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const usingSphericalTextureCoordinates =
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ShadowVolumeAppearance.shouldUseSphericalCoordinates(
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geometryInstance.geometry.rectangle,
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);
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const zIndex = Property.getValueOrDefault(updater.zIndex, 0);
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// Check if the Entity represented by the updater can be placed in an existing batch. Requirements:
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// * compatible material (same material or same color)
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// * same type of texture coordinates (spherical vs. planar)
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// * conservatively non-overlapping with any entities in the existing batch
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for (let i = 0; i < length; ++i) {
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const item = items[i];
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if (
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item.isMaterial(updater) &&
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item.usingSphericalTextureCoordinates ===
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usingSphericalTextureCoordinates &&
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item.zIndex === zIndex &&
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!item.overlapping(geometryInstance.geometry.rectangle)
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) {
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item.add(time, updater, geometryInstance);
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return;
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}
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}
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// If a compatible batch wasn't found, create a new batch.
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const batch = new Batch(
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this._primitives,
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this._classificationType,
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this._appearanceType,
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updater.fillMaterialProperty,
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usingSphericalTextureCoordinates,
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zIndex,
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);
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batch.add(time, updater, geometryInstance);
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items.push(batch);
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};
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/**
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* Removes an updater from a Batch. Defers potential deletion until the next update.
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* @param {GeometryUpdater} updater A GeometryUpdater that manages the visual representation of a primitive.
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* @private
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*/
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StaticGroundGeometryPerMaterialBatch.prototype.remove = function (updater) {
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const items = this._items;
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const length = items.length;
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for (let i = length - 1; i >= 0; i--) {
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const item = items[i];
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if (item.remove(updater)) {
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// If the item is now empty, delete it (deferred until the next update,
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// in case a new updater is added to the same item first).
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break;
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}
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}
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};
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/**
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* Updates all the items (Batches) in the collection, and deletes any that are empty.
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* @param {JulianDate} time
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* @returns a boolean indicating whether any of the items (Batches) were updated.
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* @private
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*/
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StaticGroundGeometryPerMaterialBatch.prototype.update = function (time) {
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let i;
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const items = this._items;
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const length = items.length;
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for (i = length - 1; i >= 0; i--) {
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const item = items[i];
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if (item.updaters.length === 0) {
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items.splice(i, 1);
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item.destroy();
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}
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}
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let isUpdated = true;
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for (i = 0; i < items.length; i++) {
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isUpdated = items[i].update(time) && isUpdated;
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}
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return isUpdated;
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};
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StaticGroundGeometryPerMaterialBatch.prototype.getBoundingSphere = function (
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updater,
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result,
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) {
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const items = this._items;
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const length = items.length;
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for (let i = 0; i < length; i++) {
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const item = items[i];
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if (item.contains(updater)) {
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return item.getBoundingSphere(updater, result);
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}
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}
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return BoundingSphereState.FAILED;
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};
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StaticGroundGeometryPerMaterialBatch.prototype.removeAllPrimitives =
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function () {
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const items = this._items;
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const length = items.length;
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for (let i = 0; i < length; i++) {
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items[i].destroy();
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}
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this._items.length = 0;
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};
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export default StaticGroundGeometryPerMaterialBatch;
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