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RectanglePrimitive.js
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RectanglePrimitive.js
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/*global define*/
define([
'../Core/Color',
'../Core/defaultValue',
'../Core/defined',
'../Core/destroyObject',
'../Core/DeveloperError',
'../Core/Ellipsoid',
'../Core/GeometryInstance',
'../Core/Math',
'../Core/Rectangle',
'../Core/RectangleGeometry',
'./EllipsoidSurfaceAppearance',
'./Material',
'./Primitive'
], function(
Color,
defaultValue,
defined,
destroyObject,
DeveloperError,
Ellipsoid,
GeometryInstance,
CesiumMath,
Rectangle,
RectangleGeometry,
EllipsoidSurfaceAppearance,
Material,
Primitive) {
"use strict";
/**
* A renderable rectangle.
*
* @alias RectanglePrimitive
* @constructor
*
* @param {Object} [options] Object with the following properties:
* @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid that the rectangle is drawn on.
* @param {Rectangle} [options.rectangle] The rectangle, which defines the rectangular region to draw.
* @param {Number} [options.granularity=CesiumMath.RADIANS_PER_DEGREE] The distance, in radians, between each latitude and longitude in the underlying geometry.
* @param {Number} [options.height=0.0] The height, in meters, that the rectangle is raised above the {@link RectanglePrimitive#ellipsoid}.
* @param {Number} [options.rotation=0.0] The angle, in radians, relative to north that the rectangle is rotated. Positive angles rotate counter-clockwise.
* @param {Number} [options.textureRotationAngle=0.0] The rotation of the texture coordinates, in radians. A positive rotation is counter-clockwise.
* @param {Boolean} [options.show=true] Determines if this primitive will be shown.
* @param {Material} [options.material] The surface appearance of the primitive.
* @param {Object} [options.id] A user-defined object to return when the instance is picked with {@link Scene#pick}
* @param {Boolean} [options.asynchronous=true] Determines if the rectangle will be created asynchronously or block until ready.
* @param {Boolean} [options.debugShowBoundingVolume=false] For debugging only. Determines if the primitive's commands' bounding spheres are shown.
*
* @example
* var rectanglePrimitive = new Cesium.RectanglePrimitive({
* rectangle : Cesium.Rectangle.fromDegrees(0.0, 20.0, 10.0, 30.0)
* });
* primitives.add(rectanglePrimitive);
*/
var RectanglePrimitive = function(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
/**
* The ellipsoid that the rectangle is drawn on.
*
* @type Ellipsoid
*
* @default Ellipsoid.WGS84
*/
this.ellipsoid = defaultValue(options.ellipsoid, Ellipsoid.WGS84);
this._ellipsoid = undefined;
/**
* The rectangle, which defines the rectangular region to draw.
*
* @type Rectangle
*
* @default undefined
*/
this.rectangle = Rectangle.clone(options.rectangle);
this._rectangle = undefined;
/**
* The distance, in radians, between each latitude and longitude in the underlying geometry.
* A lower granularity fits the curvature of the {@link RectanglePrimitive#ellipsoid} better,
* but uses more triangles.
*
* @type Number
*
* @default CesiumMath.RADIANS_PER_DEGREE
*/
this.granularity = defaultValue(options.granularity, CesiumMath.RADIANS_PER_DEGREE);
this._granularity = undefined;
/**
* The height, in meters, that the rectangle is raised above the {@link RectanglePrimitive#ellipsoid}.
*
* @type Number
*
* @default 0.0
*/
this.height = defaultValue(options.height, 0.0);
this._height = undefined;
/**
* The angle, in radians, relative to north that the rectangle is rotated.
* Positive angles rotate counter-clockwise.
*
* @type Number
*
* @default 0.0
*/
this.rotation = defaultValue(options.rotation, 0.0);
this._rotation = undefined;
/**
* The angle, in radians, relative to north that the primitive's texture is rotated.
* Positive angles rotate counter-clockwise.
*
* @type Number
*
* @default 0.0
*/
this.textureRotationAngle = defaultValue(options.textureRotationAngle, 0.0);
this._textureRotationAngle = undefined;
/**
* Determines if this primitive will be shown.
*
* @type Boolean
*
* @default true
*/
this.show = defaultValue(options.show, true);
var material = Material.fromType(Material.ColorType, {
color : new Color(1.0, 1.0, 0.0, 0.5)
});
/**
* The surface appearance of the primitive. This can be one of several built-in {@link Material} objects or a custom material, scripted with
* {@link https://github.com/AnalyticalGraphicsInc/cesium/wiki/Fabric|Fabric}.
* <p>
* The default material is <code>Material.ColorType</code>.
* </p>
*
* @type Material
*
* @see {@link https://github.com/AnalyticalGraphicsInc/cesium/wiki/Fabric|Fabric}
*
* @example
* // 1. Change the color of the default material to yellow
* rectangle.material.uniforms.color = new Cesium.Color(1.0, 1.0, 0.0, 1.0);
*
* // 2. Change material to horizontal stripes
* rectangle.material = Cesium.Material.fromType(Material.StripeType);
*/
this.material = defaultValue(options.material, material);
/**
* User-defined object returned when the rectangle is picked.
*
* @type Object
*
* @default undefined
*
* @see Scene#pick
*/
this.id = options.id;
this._id = undefined;
/**
* Determines if the geometry instances will be created and batched on
* a web worker.
*
* @type Boolean
*
* @default true
*/
this.asynchronous = defaultValue(options.asynchronous, true);
/**
* This property is for debugging only; it is not for production use nor is it optimized.
* <p>
* Draws the bounding sphere for each draw command in the primitive.
* </p>
*
* @type {Boolean}
*
* @default false
*/
this.debugShowBoundingVolume = defaultValue(options.debugShowBoundingVolume, false);
this._primitive = undefined;
};
/**
* Called when {@link Viewer} or {@link CesiumWidget} render the scene to
* get the draw commands needed to render this primitive.
* <p>
* Do not call this function directly. This is documented just to
* list the exceptions that may be propagated when the scene is rendered:
* </p>
*
* @exception {DeveloperError} this.ellipsoid must be defined.
* @exception {DeveloperError} this.material must be defined.
* @exception {DeveloperError} this.granularity must be defined.
*/
RectanglePrimitive.prototype.update = function(context, frameState, commandList) {
//>>includeStart('debug', pragmas.debug);
if (!defined(this.ellipsoid)) {
throw new DeveloperError('this.ellipsoid must be defined.');
}
if (!defined(this.material)) {
throw new DeveloperError('this.material must be defined.');
}
if (this.granularity < 0.0) {
throw new DeveloperError('this.granularity must be greater than zero.');
}
//>>includeEnd('debug');
if (!this.show || (!defined(this.rectangle))) {
return;
}
if (!Rectangle.equals(this._rectangle, this.rectangle) ||
(this._ellipsoid !== this.ellipsoid) ||
(this._granularity !== this.granularity) ||
(this._height !== this.height) ||
(this._rotation !== this.rotation) ||
(this._textureRotationAngle !== this.textureRotationAngle) ||
(this._id !== this.id)) {
this._rectangle = Rectangle.clone(this.rectangle, this._rectangle);
this._ellipsoid = this.ellipsoid;
this._granularity = this.granularity;
this._height = this.height;
this._rotation = this.rotation;
this._textureRotationAngle = this.textureRotationAngle;
this._id = this.id;
var instance = new GeometryInstance({
geometry : new RectangleGeometry({
rectangle : this.rectangle,
vertexFormat : EllipsoidSurfaceAppearance.VERTEX_FORMAT,
ellipsoid : this.ellipsoid,
granularity : this.granularity,
height : this.height,
rotation : this.rotation,
stRotation : this.textureRotationAngle
}),
id : this.id,
pickPrimitive : this
});
if (defined(this._primitive)) {
this._primitive.destroy();
}
this._primitive = new Primitive({
geometryInstances : instance,
appearance : new EllipsoidSurfaceAppearance({
aboveGround : (this.height > 0.0)
}),
asynchronous : this.asynchronous
});
}
var primitive = this._primitive;
primitive.appearance.material = this.material;
primitive.debugShowBoundingVolume = this.debugShowBoundingVolume;
primitive.update(context, frameState, commandList);
};
/**
* Returns true if this object was destroyed; otherwise, false.
* <br /><br />
* If this object was destroyed, it should not be used; calling any function other than
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
*
* @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
*
* @see Rectangle#destroy
*/
RectanglePrimitive.prototype.isDestroyed = function() {
return false;
};
/**
* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
* <br /><br />
* Once an object is destroyed, it should not be used; calling any function other than
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
* assign the return value (<code>undefined</code>) to the object as done in the example.
*
* @returns {undefined}
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
* @example
* rectangle = rectangle && rectangle.destroy();
*
* @see Rectangle#isDestroyed
*/
RectanglePrimitive.prototype.destroy = function() {
this._primitive = this._primitive && this._primitive.destroy();
return destroyObject(this);
};
return RectanglePrimitive;
});