import Cartesian3 from '../Core/Cartesian3.js';
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import Color from '../Core/Color.js';
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import ComponentDatatype from '../Core/ComponentDatatype.js';
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import defaultValue from '../Core/defaultValue.js';
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import defined from '../Core/defined.js';
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import deprecationWarning from '../Core/deprecationWarning.js';
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import destroyObject from '../Core/destroyObject.js';
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import DeveloperError from '../Core/DeveloperError.js';
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import getStringFromTypedArray from '../Core/getStringFromTypedArray.js';
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import Matrix4 from '../Core/Matrix4.js';
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import RequestType from '../Core/RequestType.js';
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import RuntimeError from '../Core/RuntimeError.js';
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import Pass from '../Renderer/Pass.js';
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import Axis from './Axis.js';
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import Cesium3DTileBatchTable from './Cesium3DTileBatchTable.js';
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import Cesium3DTileFeature from './Cesium3DTileFeature.js';
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import Cesium3DTileFeatureTable from './Cesium3DTileFeatureTable.js';
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import ClassificationModel from './ClassificationModel.js';
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import Model from './Model.js';
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import ModelUtility from './ModelUtility.js';
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/**
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* Represents the contents of a
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* {@link https://github.com/CesiumGS/3d-tiles/tree/master/specification/TileFormats/Batched3DModel|Batched 3D Model}
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* tile in a {@link https://github.com/CesiumGS/3d-tiles/tree/master/specification|3D Tiles} tileset.
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* <p>
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* Implements the {@link Cesium3DTileContent} interface.
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* </p>
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*
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* @alias Batched3DModel3DTileContent
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* @constructor
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*
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* @private
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*/
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function Batched3DModel3DTileContent(tileset, tile, resource, arrayBuffer, byteOffset) {
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this._tileset = tileset;
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this._tile = tile;
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this._resource = resource;
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this._model = undefined;
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this._batchTable = undefined;
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this._features = undefined;
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// Populate from gltf when available
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this._batchIdAttributeName = undefined;
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this._diffuseAttributeOrUniformName = {};
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this._rtcCenterTransform = undefined;
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this._contentModelMatrix = undefined;
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this.featurePropertiesDirty = false;
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initialize(this, arrayBuffer, byteOffset);
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}
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// This can be overridden for testing purposes
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Batched3DModel3DTileContent._deprecationWarning = deprecationWarning;
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Object.defineProperties(Batched3DModel3DTileContent.prototype, {
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featuresLength : {
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get : function() {
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return this._batchTable.featuresLength;
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}
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},
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pointsLength : {
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get : function() {
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return 0;
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}
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},
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trianglesLength : {
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get : function() {
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return this._model.trianglesLength;
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}
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},
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geometryByteLength : {
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get : function() {
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return this._model.geometryByteLength;
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}
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},
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texturesByteLength : {
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get : function() {
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return this._model.texturesByteLength;
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}
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},
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batchTableByteLength : {
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get : function() {
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return this._batchTable.memorySizeInBytes;
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}
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},
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innerContents : {
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get : function() {
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return undefined;
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}
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},
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readyPromise : {
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get : function() {
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return this._model.readyPromise;
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}
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},
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tileset : {
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get : function() {
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return this._tileset;
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}
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},
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tile : {
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get : function() {
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return this._tile;
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}
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},
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url: {
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get: function() {
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return this._resource.getUrlComponent(true);
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}
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},
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batchTable : {
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get : function() {
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return this._batchTable;
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}
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}
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});
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var sizeOfUint32 = Uint32Array.BYTES_PER_ELEMENT;
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function getBatchIdAttributeName(gltf) {
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var batchIdAttributeName = ModelUtility.getAttributeOrUniformBySemantic(gltf, '_BATCHID');
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if (!defined(batchIdAttributeName)) {
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batchIdAttributeName = ModelUtility.getAttributeOrUniformBySemantic(gltf, 'BATCHID');
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if (defined(batchIdAttributeName)) {
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Batched3DModel3DTileContent._deprecationWarning('b3dm-legacy-batchid', 'The glTF in this b3dm uses the semantic `BATCHID`. Application-specific semantics should be prefixed with an underscore: `_BATCHID`.');
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}
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}
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return batchIdAttributeName;
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}
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function getVertexShaderCallback(content) {
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return function(vs, programId) {
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var batchTable = content._batchTable;
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var handleTranslucent = !defined(content._tileset.classificationType);
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var gltf = content._model.gltf;
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if (defined(gltf)) {
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content._batchIdAttributeName = getBatchIdAttributeName(gltf);
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content._diffuseAttributeOrUniformName[programId] = ModelUtility.getDiffuseAttributeOrUniform(gltf, programId);
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}
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var callback = batchTable.getVertexShaderCallback(handleTranslucent, content._batchIdAttributeName, content._diffuseAttributeOrUniformName[programId]);
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return defined(callback) ? callback(vs) : vs;
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};
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}
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function getFragmentShaderCallback(content) {
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return function(fs, programId) {
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var batchTable = content._batchTable;
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var handleTranslucent = !defined(content._tileset.classificationType);
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var gltf = content._model.gltf;
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if (defined(gltf)) {
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content._diffuseAttributeOrUniformName[programId] = ModelUtility.getDiffuseAttributeOrUniform(gltf, programId);
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}
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var callback = batchTable.getFragmentShaderCallback(handleTranslucent, content._diffuseAttributeOrUniformName[programId]);
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return defined(callback) ? callback(fs) : fs;
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};
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}
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function getPickIdCallback(content) {
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return function() {
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return content._batchTable.getPickId();
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};
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}
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function getClassificationFragmentShaderCallback(content) {
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return function(fs) {
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var batchTable = content._batchTable;
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var callback = batchTable.getClassificationFragmentShaderCallback();
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return defined(callback) ? callback(fs) : fs;
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};
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}
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function createColorChangedCallback(content) {
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return function(batchId, color) {
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content._model.updateCommands(batchId, color);
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};
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}
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function initialize(content, arrayBuffer, byteOffset) {
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var tileset = content._tileset;
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var tile = content._tile;
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var resource = content._resource;
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var byteStart = defaultValue(byteOffset, 0);
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byteOffset = byteStart;
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var uint8Array = new Uint8Array(arrayBuffer);
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var view = new DataView(arrayBuffer);
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byteOffset += sizeOfUint32; // Skip magic
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var version = view.getUint32(byteOffset, true);
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if (version !== 1) {
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throw new RuntimeError('Only Batched 3D Model version 1 is supported. Version ' + version + ' is not.');
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}
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byteOffset += sizeOfUint32;
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var byteLength = view.getUint32(byteOffset, true);
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byteOffset += sizeOfUint32;
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var featureTableJsonByteLength = view.getUint32(byteOffset, true);
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byteOffset += sizeOfUint32;
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var featureTableBinaryByteLength = view.getUint32(byteOffset, true);
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byteOffset += sizeOfUint32;
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var batchTableJsonByteLength = view.getUint32(byteOffset, true);
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byteOffset += sizeOfUint32;
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var batchTableBinaryByteLength = view.getUint32(byteOffset, true);
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byteOffset += sizeOfUint32;
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var batchLength;
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// Legacy header #1: [batchLength] [batchTableByteLength]
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// Legacy header #2: [batchTableJsonByteLength] [batchTableBinaryByteLength] [batchLength]
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// Current header: [featureTableJsonByteLength] [featureTableBinaryByteLength] [batchTableJsonByteLength] [batchTableBinaryByteLength]
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// If the header is in the first legacy format 'batchTableJsonByteLength' will be the start of the JSON string (a quotation mark) or the glTF magic.
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// Accordingly its first byte will be either 0x22 or 0x67, and so the minimum uint32 expected is 0x22000000 = 570425344 = 570MB. It is unlikely that the feature table JSON will exceed this length.
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// The check for the second legacy format is similar, except it checks 'batchTableBinaryByteLength' instead
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if (batchTableJsonByteLength >= 570425344) {
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// First legacy check
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byteOffset -= sizeOfUint32 * 2;
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batchLength = featureTableJsonByteLength;
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batchTableJsonByteLength = featureTableBinaryByteLength;
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batchTableBinaryByteLength = 0;
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featureTableJsonByteLength = 0;
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featureTableBinaryByteLength = 0;
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Batched3DModel3DTileContent._deprecationWarning('b3dm-legacy-header', 'This b3dm header is using the legacy format [batchLength] [batchTableByteLength]. The new format is [featureTableJsonByteLength] [featureTableBinaryByteLength] [batchTableJsonByteLength] [batchTableBinaryByteLength] from https://github.com/CesiumGS/3d-tiles/tree/master/specification/TileFormats/Batched3DModel.');
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} else if (batchTableBinaryByteLength >= 570425344) {
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// Second legacy check
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byteOffset -= sizeOfUint32;
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batchLength = batchTableJsonByteLength;
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batchTableJsonByteLength = featureTableJsonByteLength;
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batchTableBinaryByteLength = featureTableBinaryByteLength;
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featureTableJsonByteLength = 0;
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featureTableBinaryByteLength = 0;
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Batched3DModel3DTileContent._deprecationWarning('b3dm-legacy-header', 'This b3dm header is using the legacy format [batchTableJsonByteLength] [batchTableBinaryByteLength] [batchLength]. The new format is [featureTableJsonByteLength] [featureTableBinaryByteLength] [batchTableJsonByteLength] [batchTableBinaryByteLength] from https://github.com/CesiumGS/3d-tiles/tree/master/specification/TileFormats/Batched3DModel.');
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}
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var featureTableJson;
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if (featureTableJsonByteLength === 0) {
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featureTableJson = {
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BATCH_LENGTH : defaultValue(batchLength, 0)
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};
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} else {
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var featureTableString = getStringFromTypedArray(uint8Array, byteOffset, featureTableJsonByteLength);
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featureTableJson = JSON.parse(featureTableString);
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byteOffset += featureTableJsonByteLength;
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}
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var featureTableBinary = new Uint8Array(arrayBuffer, byteOffset, featureTableBinaryByteLength);
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byteOffset += featureTableBinaryByteLength;
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var featureTable = new Cesium3DTileFeatureTable(featureTableJson, featureTableBinary);
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batchLength = featureTable.getGlobalProperty('BATCH_LENGTH');
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featureTable.featuresLength = batchLength;
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var batchTableJson;
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var batchTableBinary;
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if (batchTableJsonByteLength > 0) {
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// PERFORMANCE_IDEA: is it possible to allocate this on-demand? Perhaps keep the
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// arraybuffer/string compressed in memory and then decompress it when it is first accessed.
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//
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// We could also make another request for it, but that would make the property set/get
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// API async, and would double the number of numbers in some cases.
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var batchTableString = getStringFromTypedArray(uint8Array, byteOffset, batchTableJsonByteLength);
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batchTableJson = JSON.parse(batchTableString);
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byteOffset += batchTableJsonByteLength;
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if (batchTableBinaryByteLength > 0) {
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// Has a batch table binary
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batchTableBinary = new Uint8Array(arrayBuffer, byteOffset, batchTableBinaryByteLength);
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// Copy the batchTableBinary section and let the underlying ArrayBuffer be freed
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batchTableBinary = new Uint8Array(batchTableBinary);
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byteOffset += batchTableBinaryByteLength;
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}
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}
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var colorChangedCallback;
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if (defined(tileset.classificationType)) {
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colorChangedCallback = createColorChangedCallback(content);
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}
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var batchTable = new Cesium3DTileBatchTable(content, batchLength, batchTableJson, batchTableBinary, colorChangedCallback);
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content._batchTable = batchTable;
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var gltfByteLength = byteStart + byteLength - byteOffset;
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if (gltfByteLength === 0) {
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throw new RuntimeError('glTF byte length must be greater than 0.');
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}
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var gltfView;
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if (byteOffset % 4 === 0) {
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gltfView = new Uint8Array(arrayBuffer, byteOffset, gltfByteLength);
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} else {
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// Create a copy of the glb so that it is 4-byte aligned
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Batched3DModel3DTileContent._deprecationWarning('b3dm-glb-unaligned', 'The embedded glb is not aligned to a 4-byte boundary.');
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gltfView = new Uint8Array(uint8Array.subarray(byteOffset, byteOffset + gltfByteLength));
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}
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var pickObject = {
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content : content,
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primitive : tileset
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};
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content._rtcCenterTransform = Matrix4.IDENTITY;
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var rtcCenter = featureTable.getGlobalProperty('RTC_CENTER', ComponentDatatype.FLOAT, 3);
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if (defined(rtcCenter)) {
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content._rtcCenterTransform = Matrix4.fromTranslation(Cartesian3.fromArray(rtcCenter));
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}
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content._contentModelMatrix = Matrix4.multiply(tile.computedTransform, content._rtcCenterTransform, new Matrix4());
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if (!defined(tileset.classificationType)) {
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// PERFORMANCE_IDEA: patch the shader on demand, e.g., the first time show/color changes.
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// The pick shader still needs to be patched.
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content._model = new Model({
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gltf : gltfView,
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cull : false, // The model is already culled by 3D Tiles
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releaseGltfJson : true, // Models are unique and will not benefit from caching so save memory
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opaquePass : Pass.CESIUM_3D_TILE, // Draw opaque portions of the model during the 3D Tiles pass
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basePath : resource,
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requestType : RequestType.TILES3D,
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modelMatrix: content._contentModelMatrix,
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upAxis : tileset._gltfUpAxis,
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forwardAxis : Axis.X,
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shadows: tileset.shadows,
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debugWireframe: tileset.debugWireframe,
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incrementallyLoadTextures : false,
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vertexShaderLoaded : getVertexShaderCallback(content),
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fragmentShaderLoaded : getFragmentShaderCallback(content),
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uniformMapLoaded : batchTable.getUniformMapCallback(),
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pickIdLoaded : getPickIdCallback(content),
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addBatchIdToGeneratedShaders : (batchLength > 0), // If the batch table has values in it, generated shaders will need a batchId attribute
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pickObject : pickObject,
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imageBasedLightingFactor : tileset.imageBasedLightingFactor,
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lightColor : tileset.lightColor,
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luminanceAtZenith : tileset.luminanceAtZenith,
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sphericalHarmonicCoefficients : tileset.sphericalHarmonicCoefficients,
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specularEnvironmentMaps : tileset.specularEnvironmentMaps
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});
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} else {
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// This transcodes glTF to an internal representation for geometry so we can take advantage of the re-batching of vector data.
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// For a list of limitations on the input glTF, see the documentation for classificationType of Cesium3DTileset.
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content._model = new ClassificationModel({
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gltf : gltfView,
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cull : false, // The model is already culled by 3D Tiles
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basePath : resource,
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requestType : RequestType.TILES3D,
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modelMatrix: content._contentModelMatrix,
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upAxis : tileset._gltfUpAxis,
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forwardAxis : Axis.X,
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debugWireframe : tileset.debugWireframe,
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vertexShaderLoaded : getVertexShaderCallback(content),
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classificationShaderLoaded : getClassificationFragmentShaderCallback(content),
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uniformMapLoaded : batchTable.getUniformMapCallback(),
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pickIdLoaded : getPickIdCallback(content),
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classificationType : tileset._classificationType,
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batchTable : batchTable
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});
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}
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}
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function createFeatures(content) {
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var featuresLength = content.featuresLength;
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if (!defined(content._features) && (featuresLength > 0)) {
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var features = new Array(featuresLength);
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for (var i = 0; i < featuresLength; ++i) {
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features[i] = new Cesium3DTileFeature(content, i);
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}
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content._features = features;
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}
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}
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Batched3DModel3DTileContent.prototype.hasProperty = function(batchId, name) {
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return this._batchTable.hasProperty(batchId, name);
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};
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Batched3DModel3DTileContent.prototype.getFeature = function(batchId) {
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//>>includeStart('debug', pragmas.debug);
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var featuresLength = this.featuresLength;
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if (!defined(batchId) || (batchId < 0) || (batchId >= featuresLength)) {
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throw new DeveloperError('batchId is required and between zero and featuresLength - 1 (' + (featuresLength - 1) + ').');
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}
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//>>includeEnd('debug');
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createFeatures(this);
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return this._features[batchId];
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};
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Batched3DModel3DTileContent.prototype.applyDebugSettings = function(enabled, color) {
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color = enabled ? color : Color.WHITE;
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if (this.featuresLength === 0) {
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this._model.color = color;
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} else {
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this._batchTable.setAllColor(color);
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}
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};
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Batched3DModel3DTileContent.prototype.applyStyle = function(style) {
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if (this.featuresLength === 0) {
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var hasColorStyle = defined(style) && defined(style.color);
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var hasShowStyle = defined(style) && defined(style.show);
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this._model.color = hasColorStyle ? style.color.evaluateColor(undefined, this._model.color) : Color.clone(Color.WHITE, this._model.color);
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this._model.show = hasShowStyle ? style.show.evaluate(undefined) : true;
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} else {
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this._batchTable.applyStyle(style);
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}
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};
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Batched3DModel3DTileContent.prototype.update = function(tileset, frameState) {
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var commandStart = frameState.commandList.length;
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// In the PROCESSING state we may be calling update() to move forward
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// the content's resource loading. In the READY state, it will
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// actually generate commands.
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this._batchTable.update(tileset, frameState);
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this._contentModelMatrix = Matrix4.multiply(this._tile.computedTransform, this._rtcCenterTransform, this._contentModelMatrix);
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this._model.modelMatrix = this._contentModelMatrix;
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this._model.shadows = this._tileset.shadows;
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this._model.imageBasedLightingFactor = this._tileset.imageBasedLightingFactor;
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this._model.lightColor = this._tileset.lightColor;
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this._model.luminanceAtZenith = this._tileset.luminanceAtZenith;
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this._model.sphericalHarmonicCoefficients = this._tileset.sphericalHarmonicCoefficients;
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this._model.specularEnvironmentMaps = this._tileset.specularEnvironmentMaps;
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this._model.debugWireframe = this._tileset.debugWireframe;
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// Update clipping planes
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var tilesetClippingPlanes = this._tileset.clippingPlanes;
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this._model.clippingPlanesOriginMatrix = this._tileset.clippingPlanesOriginMatrix;
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if (defined(tilesetClippingPlanes) && this._tile.clippingPlanesDirty) {
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// Dereference the clipping planes from the model if they are irrelevant.
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// Link/Dereference directly to avoid ownership checks.
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// This will also trigger synchronous shader regeneration to remove or add the clipping plane and color blending code.
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this._model._clippingPlanes = (tilesetClippingPlanes.enabled && this._tile._isClipped) ? tilesetClippingPlanes : undefined;
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}
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// If the model references a different ClippingPlaneCollection due to the tileset's collection being replaced with a
|
// ClippingPlaneCollection that gives this tile the same clipping status, update the model to use the new ClippingPlaneCollection.
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if (defined(tilesetClippingPlanes) && defined(this._model._clippingPlanes) && this._model._clippingPlanes !== tilesetClippingPlanes) {
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this._model._clippingPlanes = tilesetClippingPlanes;
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}
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this._model.update(frameState);
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// If any commands were pushed, add derived commands
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var commandEnd = frameState.commandList.length;
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if ((commandStart < commandEnd) && (frameState.passes.render || frameState.passes.pick) && !defined(tileset.classificationType)) {
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this._batchTable.addDerivedCommands(frameState, commandStart);
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}
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};
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Batched3DModel3DTileContent.prototype.isDestroyed = function() {
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return false;
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};
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Batched3DModel3DTileContent.prototype.destroy = function() {
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this._model = this._model && this._model.destroy();
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this._batchTable = this._batchTable && this._batchTable.destroy();
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return destroyObject(this);
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};
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export default Batched3DModel3DTileContent;
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