587 lines
17 KiB
JavaScript
587 lines
17 KiB
JavaScript
// @ts-check
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import DeveloperError from "../Core/DeveloperError.js";
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import BufferPoint from "./BufferPoint.js";
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import BufferPointCollection from "./BufferPointCollection.js";
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import BufferPointMaterial from "./BufferPointMaterial.js";
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import BufferPolygon from "./BufferPolygon.js";
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import BufferPolygonCollection from "./BufferPolygonCollection.js";
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import BufferPolygonMaterial from "./BufferPolygonMaterial.js";
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import BufferPolyline from "./BufferPolyline.js";
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import BufferPolylineCollection from "./BufferPolylineCollection.js";
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import BufferPolylineMaterial from "./BufferPolylineMaterial.js";
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import Cesium3DTileFeature from "./Cesium3DTileFeature.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 BufferPrimitive from "./BufferPrimitive.js"; */
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/** @import BufferPrimitiveMaterial from "./BufferPrimitiveMaterial.js"; */
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/** @import Cesium3DTileBatchTable from "./Cesium3DTileBatchTable.js"; */
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/** @import Cesium3DTileContent from "./Cesium3DTileContent.js"; */
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/** @import Cesium3DTileset from "./Cesium3DTileset.js"; */
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/** @import VectorGltf3DTileContent from "./VectorGltf3DTileContent.js"; */
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const point = new BufferPoint();
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const polyline = new BufferPolyline();
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const polygon = new BufferPolygon();
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const pointMaterial = new BufferPointMaterial();
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const polylineMaterial = new BufferPolylineMaterial();
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const polygonMaterial = new BufferPolygonMaterial();
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/**
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* A vector feature of a {@link Cesium3DTileset}.
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* <p>
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* Provides access to a feature's properties stored in the tile's batch table, as well
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* as the ability to show/hide and style the feature
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* </p>
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* <p>
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* Modifications to a <code>Cesium3DTileVectorFeature</code> object have the lifetime of the tile's
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* content. If the tile's content is unloaded, e.g., due to it going out of view and needing
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* to free space in the cache for visible tiles, listen to the {@link Cesium3DTileset#tileUnload} event to save any
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* modifications. Also listen to the {@link Cesium3DTileset#tileVisible} event to reapply any modifications.
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* </p>
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* <p>
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* Do not construct this directly. Access it through {@link Cesium3DTileContent#getFeature}
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* or picking using {@link Scene#pick} and {@link Scene#pickPosition}.
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* </p>
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*
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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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* @example
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* // On mouse over, display all the properties for a feature in the console log.
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* handler.setInputAction(function(movement) {
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* const feature = scene.pick(movement.endPosition);
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* if (feature instanceof Cesium.Cesium3DTileVectorFeature) {
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* const propertyIds = feature.getPropertyIds();
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* const length = propertyIds.length;
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* for (let i = 0; i < length; ++i) {
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* const propertyId = propertyIds[i];
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* console.log(`{propertyId}: ${feature.getProperty(propertyId)}`);
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* }
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* }
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* }, Cesium.ScreenSpaceEventType.MOUSE_MOVE);
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*
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* @ignore
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*/
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class Cesium3DTileVectorFeature {
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/** @private */
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_color = new Color();
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/** @private */
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_outlineColor = new Color();
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/**
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* @param {VectorGltf3DTileContent} content
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* @param {number} batchId
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* @param {number} [batchTableId=0]
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*/
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constructor(content, batchId, batchTableId = 0) {
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this._content = content;
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this._batchId = batchId;
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this._batchTableId = batchTableId;
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/**
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* For each collection index N, this map returns the indices of all
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* primitive in the collection associated with this feature.
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* @type {Map<number, number[]>}
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* @private
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*/
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this._primitivesByCollection = new Map();
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}
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/**
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* @param {number} collectionIndex
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* @param {number} primitiveIndex
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*/
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addPrimitiveByCollection(collectionIndex, primitiveIndex) {
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let primitiveIndices = this._primitivesByCollection.get(collectionIndex);
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if (!primitiveIndices) {
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primitiveIndices = [];
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this._primitivesByCollection.set(collectionIndex, primitiveIndices);
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}
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primitiveIndices.push(primitiveIndex);
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}
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/**
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* @type {boolean}
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* @default true
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*/
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get show() {
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for (const prim of this._iteratePrimitives()) {
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if (prim.show) {
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return true;
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}
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}
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return false;
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}
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set show(value) {
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for (const prim of this._iteratePrimitives()) {
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prim.show = value;
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}
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}
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/**
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* @type {Color}
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* @default Color.WHITE
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*/
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get color() {
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for (const material of this._iterateMaterials()) {
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return Color.clone(material.color, this._color);
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}
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return Color.clone(Color.WHITE, this._color);
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}
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set color(value) {
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for (const material of this._iterateMaterials()) {
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Color.clone(value, material.color);
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}
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}
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/**
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* @type {number}
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* @default 1
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*/
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get pointSize() {
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for (const material of this._iteratePointMaterials()) {
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return material.size;
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}
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return 1;
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}
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set pointSize(value) {
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for (const material of this._iteratePointMaterials()) {
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material.size = value;
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}
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}
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/**
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* @type {Color}
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* @default Color.WHITE
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*/
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get pointOutlineColor() {
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for (const material of this._iteratePointMaterials()) {
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return Color.clone(material.outlineColor, this._outlineColor);
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}
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return Color.clone(Color.WHITE, this._outlineColor);
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}
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set pointOutlineColor(value) {
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for (const material of this._iteratePointMaterials()) {
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Color.clone(value, material.outlineColor);
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}
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}
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/**
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* @type {number}
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* @default 0
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*/
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get pointOutlineWidth() {
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for (const material of this._iteratePointMaterials()) {
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return material.outlineWidth;
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}
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return 0;
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}
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set pointOutlineWidth(value) {
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for (const material of this._iteratePointMaterials()) {
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material.outlineWidth = value;
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}
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}
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/**
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* @type {number}
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* @default 1
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*/
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get lineWidth() {
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for (const material of this._iteratePolylineMaterials()) {
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return material.width;
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}
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return 1;
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}
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set lineWidth(value) {
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for (const material of this._iteratePolylineMaterials()) {
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material.width = value;
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}
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}
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/**
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* @type {Color}
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* @default Color.WHITE
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*/
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get lineOutlineColor() {
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for (const material of this._iteratePolylineMaterials()) {
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return Color.clone(material.outlineColor, this._outlineColor);
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}
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return Color.clone(Color.WHITE, this._outlineColor);
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}
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set lineOutlineColor(value) {
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for (const material of this._iteratePolylineMaterials()) {
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Color.clone(value, material.outlineColor);
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}
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}
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/**
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* @type {number}
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* @default 0
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*/
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get lineOutlineWidth() {
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for (const material of this._iteratePolylineMaterials()) {
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return material.outlineWidth;
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}
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return 0;
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}
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set lineOutlineWidth(value) {
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for (const material of this._iteratePolylineMaterials()) {
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material.outlineWidth = value;
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}
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}
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/**
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* @type {Color}
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* @default Color.WHITE
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*/
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get polygonOutlineColor() {
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for (const material of this._iteratePolygonMaterials()) {
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return Color.clone(material.outlineColor, this._outlineColor);
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}
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return Color.clone(Color.WHITE, this._outlineColor);
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}
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set polygonOutlineColor(value) {
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for (const material of this._iteratePolygonMaterials()) {
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Color.clone(value, material.outlineColor);
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}
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}
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/**
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* @type {number}
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* @default 0
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*/
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get polygonOutlineWidth() {
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for (const material of this._iteratePolygonMaterials()) {
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return material.outlineWidth;
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}
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return 0;
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}
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set polygonOutlineWidth(value) {
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for (const material of this._iteratePolygonMaterials()) {
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material.outlineWidth = value;
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}
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}
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/**
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* Gets the content of the tile containing the feature.
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*
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* @type {VectorGltf3DTileContent}
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*
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* @ignore
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*/
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get content() {
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return this._content;
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}
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/**
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* Gets the tileset containing the feature.
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*
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* @type {Cesium3DTileset}
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*/
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get tileset() {
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return this._content.tileset;
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}
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/**
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* All objects returned by {@link Scene#pick} have a <code>primitive</code> property. This returns
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* the tileset containing the feature.
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*
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* @type {Cesium3DTileset}
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*/
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get primitive() {
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return this._content.tileset;
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}
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/**
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* Get the feature ID associated with this feature. Using EXT_mesh_features,
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* this is the feature ID from the selected feature ID set.
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*
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* @type {number}
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*
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* @readonly
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*/
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get featureId() {
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return this._batchId;
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}
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/**
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* @type {Cesium3DTileBatchTable|undefined}
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* @private
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*/
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get _batchTable() {
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return this._content.batchTables[this._batchTableId];
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}
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/**
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* @type {number[]}
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* @ignore
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*/
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get pickIds() {
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const pickIds = [];
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for (const prim of this._iteratePrimitives()) {
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pickIds.push(prim._pickId);
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}
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return pickIds;
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}
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/**
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* Returns whether the feature contains this property. This includes properties from this feature's
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* class and inherited classes when using a batch table hierarchy.
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*
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* @see {@link https://github.com/CesiumGS/3d-tiles/tree/main/extensions/3DTILES_batch_table_hierarchy}
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*
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* @param {string} name The case-sensitive name of the property.
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* @returns {boolean} Whether the feature contains this property.
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*/
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hasProperty(name) {
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if (!defined(this._batchTable)) {
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return false;
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}
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return this._batchTable.hasProperty(this._batchId, name);
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}
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/**
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* Returns an array of property IDs for the feature. This includes properties from this feature's
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* class and inherited classes when using a batch table hierarchy.
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*
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* @see {@link https://github.com/CesiumGS/3d-tiles/tree/main/extensions/3DTILES_batch_table_hierarchy}
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*
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* @param {string[]} [results] An array into which to store the results.
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* @returns {string[]} The IDs of the feature's properties.
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*/
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getPropertyIds(results) {
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if (!defined(this._batchTable)) {
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return [];
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}
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return this._batchTable.getPropertyIds(this._batchId, results);
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}
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/**
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* Returns a copy of the value of the feature's property with the given name. This includes properties from this feature's
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* class and inherited classes when using a batch table hierarchy.
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*
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* @see {@link https://github.com/CesiumGS/3d-tiles/tree/main/extensions/3DTILES_batch_table_hierarchy}
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*
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* @param {string} name The case-sensitive name of the property.
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* @returns {*} The value of the property or <code>undefined</code> if the feature does not have this property.
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*
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* @example
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* // Display all the properties for a feature in the console log.
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* const propertyIds = feature.getPropertyIds();
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* const length = propertyIds.length;
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* for (let i = 0; i < length; ++i) {
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* const propertyId = propertyIds[i];
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* console.log(`{propertyId} : ${feature.getProperty(propertyId)}`);
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* }
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*/
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getProperty(name) {
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if (!defined(this._batchTable)) {
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return undefined;
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}
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return this._batchTable.getProperty(this._batchId, name);
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}
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/**
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* Returns a copy of the value of the feature's property with the given name.
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* If the feature is contained within a tileset that has metadata (3D Tiles 1.1)
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* or uses the <code>3DTILES_metadata</code> extension, tileset, group and tile metadata is
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* inherited.
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* <p>
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* To resolve name conflicts, this method resolves names from most specific to
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* least specific by metadata granularity in the order: feature, tile, group,
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* tileset. Within each granularity, semantics are resolved first, then other
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* properties.
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* </p>
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* @param {string} name The case-sensitive name of the property.
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* @returns {*} The value of the property or <code>undefined</code> if the feature does not have this property.
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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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getPropertyInherited(name) {
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return Cesium3DTileFeature.getPropertyInherited(
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// @ts-expect-error Requires type checking in Cesium3DTileContent.
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this._content,
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this._batchId,
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name,
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this._batchTable,
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);
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}
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/**
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* Sets the value of the feature's property with the given name.
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* <p>
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* If a property with the given name doesn't exist, it is created.
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* </p>
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*
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* @param {string} name The case-sensitive name of the property.
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* @param {*} value The value of the property that will be copied.
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*
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* @exception {DeveloperError} Inherited batch table hierarchy property is read only.
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*
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* @example
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* const height = feature.getProperty('Height'); // e.g., the height of a building
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*
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* @example
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* const name = 'clicked';
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* if (feature.getProperty(name)) {
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* console.log('already clicked');
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* } else {
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* feature.setProperty(name, true);
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* console.log('first click');
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* }
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*/
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setProperty(name, value) {
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throw new DeveloperError("Not implemented");
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}
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/**
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* Returns whether the feature's class name equals <code>className</code>. Unlike {@link Cesium3DTileVectorFeature#isClass}
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* this function only checks the feature's exact class and not inherited classes.
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* <p>
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* This function returns <code>false</code> if no batch table hierarchy is present.
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* </p>
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*
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* @param {string} className The name to check against.
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* @returns {boolean} Whether the feature's class name equals <code>className</code>
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*
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* @private
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*/
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isExactClass(className) {
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if (!defined(this._batchTable)) {
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return false;
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}
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return this._batchTable.isExactClass(this._batchId, className);
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}
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/**
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* Returns whether the feature's class or any inherited classes are named <code>className</code>.
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* <p>
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* This function returns <code>false</code> if no batch table hierarchy is present.
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* </p>
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*
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* @param {string} className The name to check against.
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* @returns {boolean} Whether the feature's class or inherited classes are named <code>className</code>
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*
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* @private
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*/
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isClass(className) {
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if (!defined(this._batchTable)) {
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return false;
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}
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return this._batchTable.isClass(this._batchId, className);
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}
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/**
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* Returns the feature's class name.
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* <p>
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* This function returns <code>undefined</code> if no batch table hierarchy is present.
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* </p>
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*
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* @returns {string} The feature's class name.
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*
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* @private
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*/
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getExactClassName() {
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if (!defined(this._batchTable)) {
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return undefined;
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}
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return this._batchTable.getExactClassName(this._batchId);
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}
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/////////////////////////////////////////////////////////////////////////////
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// INTERNAL ITERATORS
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/**
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* @returns {Iterable<BufferPrimitive>}
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*/
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*_iteratePrimitives() {
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yield* this._iteratePrimitivesWith(BufferPointCollection, point);
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yield* this._iteratePrimitivesWith(BufferPolylineCollection, polyline);
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yield* this._iteratePrimitivesWith(BufferPolygonCollection, polygon);
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}
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/**
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* @param {*} CollectionType
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* @param {BufferPrimitive} result
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* @returns {Iterable<BufferPrimitive>}
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*/
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*_iteratePrimitivesWith(CollectionType, result) {
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const collections = this._content._collections;
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for (let i = 0; i < collections.length; i++) {
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const collection = collections[i];
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const primitiveIndices = this._primitivesByCollection.get(i);
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if (primitiveIndices && collection instanceof CollectionType) {
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for (const primitiveIndex of primitiveIndices) {
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collection.get(primitiveIndex, result);
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yield result;
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}
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}
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}
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}
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/** @returns {Iterable<BufferPrimitiveMaterial>} */
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*_iterateMaterials() {
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yield* this._iteratePointMaterials();
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yield* this._iteratePolylineMaterials();
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yield* this._iteratePolygonMaterials();
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}
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/** @returns {Iterable<BufferPointMaterial>} */
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*_iteratePointMaterials() {
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yield* /** @type {Iterable<BufferPointMaterial>} */ (
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this._iterateMaterialsWith(BufferPointCollection, point, pointMaterial)
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);
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}
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/** @returns {Iterable<BufferPolylineMaterial>} */
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*_iteratePolylineMaterials() {
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yield* /** @type {Iterable<BufferPolylineMaterial>} */ (
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this._iterateMaterialsWith(
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BufferPolylineCollection,
|
|
polyline,
|
|
polylineMaterial,
|
|
)
|
|
);
|
|
}
|
|
|
|
/** @returns {Iterable<BufferPolygonMaterial>} */
|
|
*_iteratePolygonMaterials() {
|
|
yield* /** @type {Iterable<BufferPolygonMaterial>} */ (
|
|
this._iterateMaterialsWith(
|
|
BufferPolygonCollection,
|
|
polygon,
|
|
polygonMaterial,
|
|
)
|
|
);
|
|
}
|
|
|
|
/**
|
|
* @param {*} CollectionType
|
|
* @param {BufferPrimitive} primitive
|
|
* @param {BufferPrimitiveMaterial} result
|
|
* @returns {Iterable<BufferPrimitiveMaterial>}
|
|
*/
|
|
*_iterateMaterialsWith(CollectionType, primitive, result) {
|
|
for (const prim of this._iteratePrimitivesWith(CollectionType, primitive)) {
|
|
prim.getMaterial(result);
|
|
yield result;
|
|
prim.setMaterial(result);
|
|
}
|
|
}
|
|
}
|
|
|
|
export default Cesium3DTileVectorFeature;
|