import defaultValue from '../Core/defaultValue.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 DeveloperError from '../Core/DeveloperError.js';
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import Event from '../Core/Event.js';
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import CesiumMath from '../Core/Math.js';
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import Rectangle from '../Core/Rectangle.js';
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import when from '../ThirdParty/when.js';
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import ImageryLayer from './ImageryLayer.js';
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/**
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* An ordered collection of imagery layers.
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*
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* @alias ImageryLayerCollection
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* @constructor
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*
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* @demo {@link https://sandcastle.cesium.com/index.html?src=Imagery%20Adjustment.html|Cesium Sandcastle Imagery Adjustment Demo}
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* @demo {@link https://sandcastle.cesium.com/index.html?src=Imagery%20Layers%20Manipulation.html|Cesium Sandcastle Imagery Manipulation Demo}
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*/
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function ImageryLayerCollection() {
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this._layers = [];
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/**
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* An event that is raised when a layer is added to the collection. Event handlers are passed the layer that
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* was added and the index at which it was added.
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* @type {Event}
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* @default Event()
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*/
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this.layerAdded = new Event();
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/**
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* An event that is raised when a layer is removed from the collection. Event handlers are passed the layer that
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* was removed and the index from which it was removed.
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* @type {Event}
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* @default Event()
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*/
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this.layerRemoved = new Event();
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/**
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* An event that is raised when a layer changes position in the collection. Event handlers are passed the layer that
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* was moved, its new index after the move, and its old index prior to the move.
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* @type {Event}
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* @default Event()
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*/
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this.layerMoved = new Event();
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/**
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* An event that is raised when a layer is shown or hidden by setting the
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* {@link ImageryLayer#show} property. Event handlers are passed a reference to this layer,
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* the index of the layer in the collection, and a flag that is true if the layer is now
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* shown or false if it is now hidden.
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*
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* @type {Event}
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* @default Event()
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*/
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this.layerShownOrHidden = new Event();
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}
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Object.defineProperties(ImageryLayerCollection.prototype, {
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/**
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* Gets the number of layers in this collection.
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* @memberof ImageryLayerCollection.prototype
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* @type {Number}
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*/
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length : {
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get : function() {
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return this._layers.length;
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}
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}
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});
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/**
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* Adds a layer to the collection.
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*
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* @param {ImageryLayer} layer the layer to add.
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* @param {Number} [index] the index to add the layer at. If omitted, the layer will
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* added on top of all existing layers.
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*
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* @exception {DeveloperError} index, if supplied, must be greater than or equal to zero and less than or equal to the number of the layers.
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*/
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ImageryLayerCollection.prototype.add = function(layer, index) {
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var hasIndex = defined(index);
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//>>includeStart('debug', pragmas.debug);
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if (!defined(layer)) {
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throw new DeveloperError('layer is required.');
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}
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if (hasIndex) {
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if (index < 0) {
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throw new DeveloperError('index must be greater than or equal to zero.');
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} else if (index > this._layers.length) {
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throw new DeveloperError('index must be less than or equal to the number of layers.');
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}
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}
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//>>includeEnd('debug');
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if (!hasIndex) {
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index = this._layers.length;
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this._layers.push(layer);
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} else {
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this._layers.splice(index, 0, layer);
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}
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this._update();
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this.layerAdded.raiseEvent(layer, index);
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};
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/**
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* Creates a new layer using the given ImageryProvider and adds it to the collection.
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*
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* @param {ImageryProvider} imageryProvider the imagery provider to create a new layer for.
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* @param {Number} [index] the index to add the layer at. If omitted, the layer will
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* added on top of all existing layers.
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* @returns {ImageryLayer} The newly created layer.
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*/
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ImageryLayerCollection.prototype.addImageryProvider = function(imageryProvider, index) {
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//>>includeStart('debug', pragmas.debug);
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if (!defined(imageryProvider)) {
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throw new DeveloperError('imageryProvider is required.');
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}
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//>>includeEnd('debug');
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var layer = new ImageryLayer(imageryProvider);
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this.add(layer, index);
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return layer;
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};
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/**
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* Removes a layer from this collection, if present.
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*
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* @param {ImageryLayer} layer The layer to remove.
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* @param {Boolean} [destroy=true] whether to destroy the layers in addition to removing them.
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* @returns {Boolean} true if the layer was in the collection and was removed,
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* false if the layer was not in the collection.
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*/
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ImageryLayerCollection.prototype.remove = function(layer, destroy) {
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destroy = defaultValue(destroy, true);
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var index = this._layers.indexOf(layer);
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if (index !== -1) {
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this._layers.splice(index, 1);
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this._update();
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this.layerRemoved.raiseEvent(layer, index);
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if (destroy) {
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layer.destroy();
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}
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return true;
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}
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return false;
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};
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/**
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* Removes all layers from this collection.
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*
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* @param {Boolean} [destroy=true] whether to destroy the layers in addition to removing them.
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*/
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ImageryLayerCollection.prototype.removeAll = function(destroy) {
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destroy = defaultValue(destroy, true);
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var layers = this._layers;
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for (var i = 0, len = layers.length; i < len; i++) {
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var layer = layers[i];
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this.layerRemoved.raiseEvent(layer, i);
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if (destroy) {
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layer.destroy();
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}
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}
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this._layers = [];
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};
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/**
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* Checks to see if the collection contains a given layer.
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*
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* @param {ImageryLayer} layer the layer to check for.
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*
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* @returns {Boolean} true if the collection contains the layer, false otherwise.
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*/
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ImageryLayerCollection.prototype.contains = function(layer) {
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return this.indexOf(layer) !== -1;
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};
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/**
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* Determines the index of a given layer in the collection.
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*
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* @param {ImageryLayer} layer The layer to find the index of.
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*
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* @returns {Number} The index of the layer in the collection, or -1 if the layer does not exist in the collection.
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*/
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ImageryLayerCollection.prototype.indexOf = function(layer) {
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return this._layers.indexOf(layer);
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};
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/**
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* Gets a layer by index from the collection.
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*
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* @param {Number} index the index to retrieve.
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*
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* @returns {ImageryLayer} The imagery layer at the given index.
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*/
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ImageryLayerCollection.prototype.get = function(index) {
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//>>includeStart('debug', pragmas.debug);
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if (!defined(index)) {
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throw new DeveloperError('index is required.', 'index');
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}
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//>>includeEnd('debug');
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return this._layers[index];
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};
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function getLayerIndex(layers, layer) {
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//>>includeStart('debug', pragmas.debug);
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if (!defined(layer)) {
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throw new DeveloperError('layer is required.');
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}
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//>>includeEnd('debug');
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var index = layers.indexOf(layer);
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//>>includeStart('debug', pragmas.debug);
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if (index === -1) {
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throw new DeveloperError('layer is not in this collection.');
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}
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//>>includeEnd('debug');
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return index;
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}
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function swapLayers(collection, i, j) {
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var arr = collection._layers;
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i = CesiumMath.clamp(i, 0, arr.length - 1);
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j = CesiumMath.clamp(j, 0, arr.length - 1);
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if (i === j) {
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return;
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}
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var temp = arr[i];
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arr[i] = arr[j];
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arr[j] = temp;
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collection._update();
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collection.layerMoved.raiseEvent(temp, j, i);
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}
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/**
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* Raises a layer up one position in the collection.
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*
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* @param {ImageryLayer} layer the layer to move.
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*
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* @exception {DeveloperError} layer is not in this collection.
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* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
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*/
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ImageryLayerCollection.prototype.raise = function(layer) {
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var index = getLayerIndex(this._layers, layer);
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swapLayers(this, index, index + 1);
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};
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/**
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* Lowers a layer down one position in the collection.
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*
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* @param {ImageryLayer} layer the layer to move.
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*
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* @exception {DeveloperError} layer is not in this collection.
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* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
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*/
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ImageryLayerCollection.prototype.lower = function(layer) {
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var index = getLayerIndex(this._layers, layer);
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swapLayers(this, index, index - 1);
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};
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/**
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* Raises a layer to the top of the collection.
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*
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* @param {ImageryLayer} layer the layer to move.
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*
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* @exception {DeveloperError} layer is not in this collection.
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* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
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*/
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ImageryLayerCollection.prototype.raiseToTop = function(layer) {
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var index = getLayerIndex(this._layers, layer);
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if (index === this._layers.length - 1) {
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return;
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}
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this._layers.splice(index, 1);
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this._layers.push(layer);
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this._update();
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this.layerMoved.raiseEvent(layer, this._layers.length - 1, index);
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};
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/**
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* Lowers a layer to the bottom of the collection.
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*
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* @param {ImageryLayer} layer the layer to move.
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*
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* @exception {DeveloperError} layer is not in this collection.
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* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
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*/
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ImageryLayerCollection.prototype.lowerToBottom = function(layer) {
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var index = getLayerIndex(this._layers, layer);
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if (index === 0) {
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return;
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}
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this._layers.splice(index, 1);
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this._layers.splice(0, 0, layer);
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this._update();
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this.layerMoved.raiseEvent(layer, 0, index);
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};
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var applicableRectangleScratch = new Rectangle();
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/**
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* Asynchronously determines the imagery layer features that are intersected by a pick ray. The intersected imagery
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* layer features are found by invoking {@link ImageryProvider#pickFeatures} for each imagery layer tile intersected
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* by the pick ray. To compute a pick ray from a location on the screen, use {@link Camera.getPickRay}.
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*
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* @param {Ray} ray The ray to test for intersection.
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* @param {Scene} scene The scene.
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* @return {Promise.<ImageryLayerFeatureInfo[]>|undefined} A promise that resolves to an array of features intersected by the pick ray.
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* If it can be quickly determined that no features are intersected (for example,
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* because no active imagery providers support {@link ImageryProvider#pickFeatures}
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* or because the pick ray does not intersect the surface), this function will
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* return undefined.
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*
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* @example
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* var pickRay = viewer.camera.getPickRay(windowPosition);
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* var featuresPromise = viewer.imageryLayers.pickImageryLayerFeatures(pickRay, viewer.scene);
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* if (!Cesium.defined(featuresPromise)) {
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* console.log('No features picked.');
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* } else {
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* Cesium.when(featuresPromise, function(features) {
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* // This function is called asynchronously when the list if picked features is available.
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* console.log('Number of features: ' + features.length);
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* if (features.length > 0) {
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* console.log('First feature name: ' + features[0].name);
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* }
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* });
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* }
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*/
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ImageryLayerCollection.prototype.pickImageryLayerFeatures = function(ray, scene) {
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// Find the picked location on the globe.
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var pickedPosition = scene.globe.pick(ray, scene);
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if (!defined(pickedPosition)) {
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return undefined;
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}
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var pickedLocation = scene.globe.ellipsoid.cartesianToCartographic(pickedPosition);
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// Find the terrain tile containing the picked location.
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var tilesToRender = scene.globe._surface._tilesToRender;
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var pickedTile;
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for (var textureIndex = 0; !defined(pickedTile) && textureIndex < tilesToRender.length; ++textureIndex) {
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var tile = tilesToRender[textureIndex];
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if (Rectangle.contains(tile.rectangle, pickedLocation)) {
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pickedTile = tile;
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}
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}
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if (!defined(pickedTile)) {
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return undefined;
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}
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// Pick against all attached imagery tiles containing the pickedLocation.
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var imageryTiles = pickedTile.data.imagery;
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var promises = [];
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var imageryLayers = [];
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for (var i = imageryTiles.length - 1; i >= 0; --i) {
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var terrainImagery = imageryTiles[i];
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var imagery = terrainImagery.readyImagery;
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if (!defined(imagery)) {
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continue;
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}
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var provider = imagery.imageryLayer.imageryProvider;
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if (!defined(provider.pickFeatures)) {
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continue;
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}
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if (!Rectangle.contains(imagery.rectangle, pickedLocation)) {
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continue;
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}
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// If this imagery came from a parent, it may not be applicable to its entire rectangle.
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// Check the textureCoordinateRectangle.
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var applicableRectangle = applicableRectangleScratch;
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var epsilon = 1 / 1024; // 1/4 of a pixel in a typical 256x256 tile.
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applicableRectangle.west = CesiumMath.lerp(pickedTile.rectangle.west, pickedTile.rectangle.east, terrainImagery.textureCoordinateRectangle.x - epsilon);
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applicableRectangle.east = CesiumMath.lerp(pickedTile.rectangle.west, pickedTile.rectangle.east, terrainImagery.textureCoordinateRectangle.z + epsilon);
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applicableRectangle.south = CesiumMath.lerp(pickedTile.rectangle.south, pickedTile.rectangle.north, terrainImagery.textureCoordinateRectangle.y - epsilon);
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applicableRectangle.north = CesiumMath.lerp(pickedTile.rectangle.south, pickedTile.rectangle.north, terrainImagery.textureCoordinateRectangle.w + epsilon);
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if (!Rectangle.contains(applicableRectangle, pickedLocation)) {
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continue;
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}
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var promise = provider.pickFeatures(imagery.x, imagery.y, imagery.level, pickedLocation.longitude, pickedLocation.latitude);
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if (!defined(promise)) {
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continue;
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}
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promises.push(promise);
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imageryLayers.push(imagery.imageryLayer);
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}
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if (promises.length === 0) {
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return undefined;
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}
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return when.all(promises, function(results) {
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var features = [];
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for (var resultIndex = 0; resultIndex < results.length; ++resultIndex) {
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var result = results[resultIndex];
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var image = imageryLayers[resultIndex];
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if (defined(result) && result.length > 0) {
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for (var featureIndex = 0; featureIndex < result.length; ++featureIndex) {
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var feature = result[featureIndex];
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feature.imageryLayer = image;
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// For features without a position, use the picked location.
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if (!defined(feature.position)) {
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feature.position = pickedLocation;
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}
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features.push(feature);
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}
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}
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}
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return features;
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});
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};
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/**
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* Updates frame state to execute any queued texture re-projections.
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*
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* @private
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*
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* @param {FrameState} frameState The frameState.
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*/
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ImageryLayerCollection.prototype.queueReprojectionCommands = function(frameState) {
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var layers = this._layers;
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for (var i = 0, len = layers.length; i < len; ++i) {
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layers[i].queueReprojectionCommands(frameState);
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}
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};
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/**
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* Cancels re-projection commands queued for the next frame.
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*
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* @private
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*/
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ImageryLayerCollection.prototype.cancelReprojections = function() {
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var layers = this._layers;
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for (var i = 0, len = layers.length; i < len; ++i) {
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layers[i].cancelReprojections();
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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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* <br /><br />
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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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*
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* @returns {Boolean} true if this object was destroyed; otherwise, false.
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*
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* @see ImageryLayerCollection#destroy
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*/
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ImageryLayerCollection.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 all layers in this collection. Explicitly destroying this
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* object allows for deterministic release of WebGL resources, instead of relying on the garbage
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* collector.
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* <br /><br />
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* Once this 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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*
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* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
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*
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*
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* @example
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* layerCollection = layerCollection && layerCollection.destroy();
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*
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* @see ImageryLayerCollection#isDestroyed
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*/
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ImageryLayerCollection.prototype.destroy = function() {
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this.removeAll(true);
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return destroyObject(this);
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};
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ImageryLayerCollection.prototype._update = function() {
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var isBaseLayer = true;
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var layers = this._layers;
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var layersShownOrHidden;
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var layer;
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var i, len;
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for (i = 0, len = layers.length; i < len; ++i) {
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layer = layers[i];
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layer._layerIndex = i;
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if (layer.show) {
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layer._isBaseLayer = isBaseLayer;
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isBaseLayer = false;
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} else {
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layer._isBaseLayer = false;
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}
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if (layer.show !== layer._show) {
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if (defined(layer._show)) {
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if (!defined(layersShownOrHidden)) {
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layersShownOrHidden = [];
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}
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layersShownOrHidden.push(layer);
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}
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layer._show = layer.show;
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}
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}
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if (defined(layersShownOrHidden)) {
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for (i = 0, len = layersShownOrHidden.length; i < len; ++i) {
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layer = layersShownOrHidden[i];
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this.layerShownOrHidden.raiseEvent(layer, layer._layerIndex, layer.show);
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}
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}
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};
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export default ImageryLayerCollection;
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