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