Add existing to tracked
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import BatchTexture from "../BatchTexture.js";
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import Cesium3DTileFeature from "../Cesium3DTileFeature.js";
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import Check from "../../Core/Check.js";
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import Color from "../../Core/Color.js";
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import defined from "../../Core/defined.js";
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import destroyObject from "../../Core/destroyObject.js";
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import ModelFeature from "./ModelFeature.js";
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import StyleCommandsNeeded from "./StyleCommandsNeeded.js";
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import ModelType from "./ModelType.js";
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/**
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* Manages the {@link ModelFeature}s in a {@link Model}.
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* Extracts the properties from a {@link PropertyTable}.
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*
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* @param {object} options An object containing the following options:
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* @param {Model} options.model The model that owns this feature table.
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* @param {PropertyTable} options.propertyTable The property table from the model used to initialize the model.
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*
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* @alias ModelFeatureTable
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* @constructor
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*
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* @private
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* @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.
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*/
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function ModelFeatureTable(options) {
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const model = options.model;
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const propertyTable = options.propertyTable;
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.object("propertyTable", propertyTable);
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Check.typeOf.object("model", model);
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//>>includeEnd('debug');
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this._propertyTable = propertyTable;
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this._model = model;
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this._features = undefined;
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this._featuresLength = 0;
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this._batchTexture = undefined;
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this._styleCommandsNeededDirty = false;
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this._styleCommandsNeeded = StyleCommandsNeeded.ALL_OPAQUE;
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initialize(this);
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}
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Object.defineProperties(ModelFeatureTable.prototype, {
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/**
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* The batch texture created for the features in this table.
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*
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* @memberof ModelFeatureTable.prototype
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*
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* @type {BatchTexture}
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* @readonly
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*
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* @private
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*/
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batchTexture: {
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get: function () {
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return this._batchTexture;
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},
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},
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/**
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* The number of features in this table.
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*
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* @memberof ModelFeatureTable.prototype
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*
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* @type {number}
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* @readonly
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*
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* @private
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*/
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featuresLength: {
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get: function () {
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return this._featuresLength;
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},
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},
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/**
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* Size of the batch texture. This does not count the property table size
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* as that is counted separately through StructuralMetadata.
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*
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* @memberof ModelFeatureTable.prototype
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*
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* @type {number}
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* @readonly
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*
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* @private
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*/
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batchTextureByteLength: {
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get: function () {
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if (defined(this._batchTexture)) {
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return this._batchTexture.byteLength;
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}
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return 0;
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},
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},
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/**
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* A flag to indicate whether or not the types of style commands needed by this feature table have changed.
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*
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* @memberof ModelFeatureTable.prototype
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*
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* @type {boolean}
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* @readonly
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*
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* @private
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*/
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styleCommandsNeededDirty: {
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get: function () {
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return this._styleCommandsNeededDirty;
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},
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},
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});
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function initialize(modelFeatureTable) {
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const model = modelFeatureTable._model;
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const is3DTiles = ModelType.is3DTiles(model.type);
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const featuresLength = modelFeatureTable._propertyTable.count;
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if (featuresLength === 0) {
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return;
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}
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let i;
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const features = new Array(featuresLength);
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if (is3DTiles) {
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const content = model.content;
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for (i = 0; i < featuresLength; i++) {
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features[i] = new Cesium3DTileFeature(content, i);
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}
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} else {
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for (i = 0; i < featuresLength; i++) {
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features[i] = new ModelFeature({
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model: model,
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featureId: i,
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featureTable: modelFeatureTable,
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});
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}
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}
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modelFeatureTable._features = features;
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modelFeatureTable._featuresLength = featuresLength;
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modelFeatureTable._batchTexture = new BatchTexture({
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featuresLength: featuresLength,
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owner: modelFeatureTable,
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statistics: is3DTiles ? model.content.tileset.statistics : undefined,
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});
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}
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/**
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* Creates/updates the batch texture.
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*
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* @param {FrameState} frameState The frame state.
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*
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* @private
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*/
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ModelFeatureTable.prototype.update = function (frameState) {
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// Assume the number of translucent features has not changed.
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this._styleCommandsNeededDirty = false;
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this._batchTexture.update(undefined, frameState);
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const currentStyleCommandsNeeded = StyleCommandsNeeded.getStyleCommandsNeeded(
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this._featuresLength,
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this._batchTexture.translucentFeaturesLength,
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);
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if (this._styleCommandsNeeded !== currentStyleCommandsNeeded) {
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this._styleCommandsNeededDirty = true;
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this._styleCommandsNeeded = currentStyleCommandsNeeded;
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}
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};
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ModelFeatureTable.prototype.setShow = function (featureId, show) {
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this._batchTexture.setShow(featureId, show);
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};
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ModelFeatureTable.prototype.setAllShow = function (show) {
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this._batchTexture.setAllShow(show);
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};
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ModelFeatureTable.prototype.getShow = function (featureId) {
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return this._batchTexture.getShow(featureId);
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};
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ModelFeatureTable.prototype.setColor = function (featureId, color) {
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this._batchTexture.setColor(featureId, color);
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};
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ModelFeatureTable.prototype.setAllColor = function (color) {
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this._batchTexture.setAllColor(color);
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};
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ModelFeatureTable.prototype.getColor = function (featureId, result) {
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return this._batchTexture.getColor(featureId, result);
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};
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ModelFeatureTable.prototype.getPickColor = function (featureId) {
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return this._batchTexture.getPickColor(featureId);
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};
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ModelFeatureTable.prototype.getFeature = function (featureId) {
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return this._features[featureId];
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};
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ModelFeatureTable.prototype.hasProperty = function (featureId, propertyName) {
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return this._propertyTable.hasProperty(featureId, propertyName);
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};
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ModelFeatureTable.prototype.hasPropertyBySemantic = function (
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featureId,
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propertyName,
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) {
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return this._propertyTable.hasPropertyBySemantic(featureId, propertyName);
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};
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ModelFeatureTable.prototype.getProperty = function (featureId, name) {
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return this._propertyTable.getProperty(featureId, name);
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};
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ModelFeatureTable.prototype.getPropertyBySemantic = function (
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featureId,
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semantic,
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) {
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return this._propertyTable.getPropertyBySemantic(featureId, semantic);
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};
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ModelFeatureTable.prototype.getPropertyIds = function (results) {
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return this._propertyTable.getPropertyIds(results);
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};
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ModelFeatureTable.prototype.setProperty = function (featureId, name, value) {
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return this._propertyTable.setProperty(featureId, name, value);
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};
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ModelFeatureTable.prototype.isClass = function (featureId, className) {
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return this._propertyTable.isClass(featureId, className);
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};
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ModelFeatureTable.prototype.isExactClass = function (featureId, className) {
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return this._propertyTable.isExactClass(featureId, className);
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};
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ModelFeatureTable.prototype.getExactClassName = function (featureId) {
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return this._propertyTable.getExactClassName(featureId);
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};
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const scratchColor = new Color();
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/**
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* @private
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*/
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ModelFeatureTable.prototype.applyStyle = function (style) {
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if (!defined(style)) {
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this.setAllColor(BatchTexture.DEFAULT_COLOR_VALUE);
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this.setAllShow(BatchTexture.DEFAULT_SHOW_VALUE);
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return;
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}
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for (let i = 0; i < this._featuresLength; i++) {
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const feature = this.getFeature(i);
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const color = defined(style.color)
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? (style.color.evaluateColor(feature, scratchColor) ??
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BatchTexture.DEFAULT_COLOR_VALUE)
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: BatchTexture.DEFAULT_COLOR_VALUE;
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const show = defined(style.show)
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? (style.show.evaluate(feature) ?? BatchTexture.DEFAULT_SHOW_VALUE)
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: BatchTexture.DEFAULT_SHOW_VALUE;
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this.setColor(i, color);
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this.setShow(i, show);
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}
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};
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/**
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* Returns true if this object was destroyed; otherwise, false.
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* <p>
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* If this object was destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
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* </p>
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*
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* @returns {boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
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*
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* @see ModelFeatureTable#destroy
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* @private
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*/
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ModelFeatureTable.prototype.isDestroyed = function () {
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return false;
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};
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/**
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* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
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* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
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* <p>
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* Once an object is destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
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* assign the return value (<code>undefined</code>) to the object as done in the example.
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* </p>
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*
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* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
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*
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* @example
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* e = e && e.destroy();
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*
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* @see ModelFeatureTable#isDestroyed
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* @private
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*/
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ModelFeatureTable.prototype.destroy = function (frameState) {
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this._batchTexture = this._batchTexture && this._batchTexture.destroy();
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destroyObject(this);
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};
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export default ModelFeatureTable;
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