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Coding Guide

CesiumJS is one of the largest JavaScript codebases in the world. Since its start, we have maintained a high standard for code quality, which has made the codebase easier to work with for both new and experienced contributors. We hope you find the codebase to be clean and consistent.

In addition to describing typical coding conventions, this guide also covers best practices for design, maintainability, and performance. It is the cumulative advice of many developers after years of production development, research, and experimentation.

This guide applies to CesiumJS and all parts of the Cesium ecosystem written in JavaScript.

🎨 The color palette icon indicates a design tip.

🏠 The house icon indicates a maintainability tip. The whole guide is, of course, about writing maintainable code.

🚤 The speedboat indicates a performance tip.

To some extent, this guide can be summarized as make new code similar to existing code.

Naming

  • Directory names are PascalCase, e.g., Source/Scene.
  • Constructor functions are PascalCase, e.g., Cartesian3.
  • Functions are camelCase, e.g., defaultValue(), Cartesian3.equalsEpsilon().
  • Files end in .js and have the same name as the JavaScript identifier, e.g., Cartesian3.js and defaultValue.js.
  • Variables, including class properties, are camelCase, e.g.,
this.minimumPixelSize = 1.0; // Class property

var bufferViews = gltf.bufferViews; // Local variable
  • Private (by convention) members start with an underscore, e.g.,
this._canvas = canvas;
  • Constants are in uppercase with underscores, e.g.,
Cartesian3.UNIT_X = Object.freeze(new Cartesian3(1.0, 0.0, 0.0));
  • Avoid abbreviations in public identifiers unless the full name is prohibitively cumbersome and has a widely accepted abbreviation, e.g.,
Cartesian3.maximumComponent() // Not Cartesian3.maxComponent()

Ellipsoid.WGS84 // Not Ellipsoid.WORLD_GEODETIC_SYSTEM_1984
  • Prefer short and descriptive names for local variables, e.g., if a function has only one length variable,
var primitivesLength = primitives.length;

is better written as

var length = primitives.length;
  • When accessing an outer-scope's this in a closure, name the variable that, e.g.,
var that = this;
this._showTouch = createCommand(function() {
    that._touch = true;
});

A few more naming conventions are introduced below along with their design pattern, e.g., options parameters, result parameters and scratch variables, and from constructors.

Formatting

In general, format new code in the same way as the existing code.

  • Use four spaces for indentation. Do not use tab characters.
  • Do not include trailing whitespace.
  • Put { on the same line as the previous statement:
function defaultValue(a, b) {
   // ...
}

if (!defined(result)) {
   // ...
}
  • Use curly braces even for single line if, for, and while blocks, e.g.,
if (!defined(result))
    result = new Cartesian3();

is better written as

if (!defined(result)) {
    result = new Cartesian3();
}
  • Use parenthesis judiciously, e.g.,
var foo = x > 0.0 && y !== 0.0;

is better written as

var foo = (x > 0.0) && (y !== 0.0);
  • Use vertical whitespace to separate functions and to group related statements within a function, e.g.,
function Model(options) {
    // ...
    this._allowPicking = defaultValue(options.allowPicking, true);

    this._ready = false;
    this._readyPromise = when.defer();
    // ...
};
  • In JavaScript code, use single quotes, ', instead of double quotes, ". In HTML, use double quotes.

  • Text files, including JavaScript files, end with a newline to minimize the noise in diffs.

Linting

For syntax and style guidelines, we use the ESLint recommended settings (the list of rules can be found here) as a base and extend it with additional rules via a shared config Node module, eslint-config-cesium. This package is maintained as a part of the Cesium repository and is also used throughout the Cesium ecosystem. For a list of which rules are enabled, look in index.js, browser.js, and node.js.

General rules:

Node-specific rules:

Disabling Rules with Inline Comments

  • When disabling linting for one line, use //eslint-disable-line:
function exit(warningMessage) {
    window.alert('Cannot exit: ' + warningMessage); //eslint-disable-line no-alert
}
  • When disabling linting for blocks of code, place eslint-disable comments on new lines and as close to the associated code as possible:
/*eslint-disable no-empty*/
try {
    lineNumber = parseInt(stack.substring(lineStart + 1, lineEnd1), 10);
} catch(ex) {
}
/*eslint-enable no-empty*/

Units

  • Cesium uses SI units:
    • meters for distances,
    • radians for angles, and
    • seconds for time durations.
  • If a function has a parameter with a non-standard unit, such as degrees, put the unit in the function name, e.g.,
Cartesian3.fromDegrees = function(longitude, latitude, height, ellipsoid, result) { /* ... */ }

Basic Code Construction

  • Cesium uses JavaScript's strict mode so each module (file) contains
'use strict';
  • 🚤 To avoid type coercion (implicit type conversion), test for equality with === and !==, e.g.,
var i = 1;

if (i === 1) {
    // ...
}

if (i !== 1) {
    // ...
}
  • To aid the human reader, append .0 to whole numbers intended to be floating-point values, e.g., unless f is an integer,
var f = 1;

is better written as

var f = 1.0;
  • Declare variables where they are first used. For example,
var i;
var m;
var models = [ /* ... */ ];
var length = models.length;
for (i = 0; i < length; ++i) {
    m = models[i];
    // Use m
}

is better written as

var models = [ /* ... */ ];
var length = models.length;
for (var i = 0; i < length; ++i) {
    var m = models[i];
    // Use m
}
  • Variables have function-level, not block-level scope. Do not rely on variable hoisting, i.e., using a variable before it is declared, e.g.,
console.log(i); // i is undefined here.  Never use a variable before it is declared.
var i = 0.0;
  • 🚤 Avoid redundant nested property access. This
scene.environmentState.isSkyAtmosphereVisible = true
scene.environmentState.isSunVisible = true;
scene.environmentState.isMoonVisible = false;

is better written as

var environmentState = scene.environmentState;
environmentState.isSkyAtmosphereVisible = true
environmentState.isSunVisible = true;
environmentState.isMoonVisible = false;
  • Do not create a local variable that is used only once unless it significantly improves readability, e.g.,
function radiiEquals(left, right) {
    var leftRadius = left.radius;
    var rightRadius = right.radius;
    return (leftRadius === rightRadius);
}

is better written as

function radiiEquals(left, right) {
    return (left.radius === right.radius);
}
  • Use undefined instead of null.
  • Test if a variable is defined using Cesium's defined function, e.g.,
var v = undefined;
if (defined(v)) {
    // False
}

var u = {};
if (defined(u)) {
    // True
}
  • Use Object.freeze function to create enums, e.g.,
    var ModelAnimationState = {
        STOPPED : 0,
        ANIMATING : 1
    };

    return Object.freeze(ModelAnimationState);
});
  • Use descriptive comments for non-obvious code, e.g.,
byteOffset += sizeOfUint32; // Add 4 to byteOffset

is better written as

byteOffset += sizeOfUint32; // Skip length field
  • TODO comments need to be removed or addressed before the code is merged into master. Used sparingly, PERFORMANCE_IDEA, can be handy later when profiling.
  • Remove commented out code before merging into master.

Functions

  • 🎨 Functions should be cohesive; they should only do one task.
  • Statements in a function should be at a similar level of abstraction. If a code block is much lower level than the rest of the statements, it is a good candidate to move to a helper function, e.g.,
Cesium3DTileset.prototype.update = function(frameState) {
    var tiles = this._processingQueue;
    var length = tiles.length;

    for (var i = length - 1; i >= 0; --i) {
        tiles[i].process(this, frameState);
    }

    selectTiles(this, frameState);
    updateTiles(this, frameState);
};

is better written as

Cesium3DTileset.prototype.update = function(frameState) {
    processTiles(this, frameState);
    selectTiles(this, frameState);
    updateTiles(this, frameState);
};

function processTiles(tileset, frameState) {
    var tiles = tileset._processingQueue;
    var length = tiles.length;

    for (var i = length - 1; i >= 0; --i) {
        tiles[i].process(tileset, frameState);
    }
}
  • Do not use an unnecessary else block at the end of a function, e.g.,
function getTransform(node) {
    if (defined(node.matrix)) {
        return Matrix4.fromArray(node.matrix);
    } else {
        return Matrix4.fromTranslationQuaternionRotationScale(node.translation, node.rotation, node.scale);
    }
}

is better written as

function getTransform(node) {
    if (defined(node.matrix)) {
        return Matrix4.fromArray(node.matrix);
    }

    return Matrix4.fromTranslationQuaternionRotationScale(node.translation, node.rotation, node.scale);
}
  • 🚤 Smaller functions are more likely to be optimized by JavaScript engines. Consider this for code that is likely to be a hot spot.

options Parameters

🎨 Many Cesium functions take an options parameter to support optional parameters, self-documenting code, and forward compatibility. For example, consider:

var sphere = new SphereGeometry(10.0, 32, 16, VertexFormat.POSITION_ONLY);

It is not clear what the numeric values represent, and the caller needs to know the order of parameters. If this took an options parameter, it would look like this:

var sphere = new SphereGeometry({
    radius : 10.0,
    stackPartitions : 32,
    slicePartitions : 16,
    vertexFormat : VertexFormat.POSITION_ONLY
});
  • 🚤 Using { /* ... */ } creates an object literal, which is a memory allocation. Avoid designing functions that use an options parameter if the function is likely to be a hot spot; otherwise, callers will have to use a scratch variable (see below) for performance. Constructor functions for non-math classes are good candidates for options parameters since Cesium avoids constructing objects in hot spots. For example,
var p = new Cartesian3({
    x : 1.0,
    y : 2.0,
    z : 3.0
});

is a bad design for the Cartesian3 constructor function since its performance is not as good as that of

var p = new Cartesian3(1.0, 2.0, 3.0);

Default Parameter Values

If a sensible default exists for a function parameter or class property, don't require the user to provide it. Use Cesium's defaultValue to assign a default value. For example, height defaults to zero in Cartesian3.fromRadians:

Cartesian3.fromRadians = function(longitude, latitude, height) {
    height = defaultValue(height, 0.0);
    // ...
};
  • 🚤 Don't use defaultValue if it could cause an unnecessary function call or memory allocation, e.g.,
this._mapProjection = defaultValue(options.mapProjection, new GeographicProjection());

is better written as

this._mapProjection = defined(options.mapProjection) ? options.mapProjection : new GeographicProjection();
  • If an options parameter is optional, use defaultValue.EMPTY_OBJECT, e.g.,
function DebugModelMatrixPrimitive(options) {
    options = defaultValue(options, defaultValue.EMPTY_OBJECT);
    this.length = defaultValue(options.length, 10000000.0);
    this.width = defaultValue(options.width, 2.0);
    // ...
}

Some common sensible defaults are

  • height: 0.0
  • ellipsoid: Ellipsoid.WGS84
  • show: true

Throwing Exceptions

Use the functions of Cesium's Check class to throw a DeveloperError when the user has a coding error. The most common errors are parameters that are missing, have the wrong type or are out of rangers of the wrong type or are out of range.

  • For example, to check that a parameter is defined and is an object:
Cartesian3.maximumComponent = function(cartesian) {
    //>>includeStart('debug', pragmas.debug);
    Check.typeOf.object('cartesian', cartesian);
    //>>includeEnd('debug');

    return Math.max(cartesian.x, cartesian.y, cartesian.z);
};
  • For more complicated parameter checks, manually check the parameter and then throw a DeveloperError. Example:
Cartesian3.unpackArray = function(array, result) {
    //>>includeStart('debug', pragmas.debug);
    Check.defined('array', array);
    Check.typeOf.number.greaterThanOrEquals('array.length', array.length, 3);
    if (array.length % 3 !== 0) {
        throw new DeveloperError('array length must be a multiple of 3.');
    }
    //>>includeEnd('debug');

    // ...
};
  • To check for DeveloperError, surround code in includeStart/includeEnd comments, as shown above, so developer error checks can be optimized out of release builds. Do not include required side effects inside includeStart/includeEnd, e.g.,
Cartesian3.maximumComponent = function(cartesian) {
    //>>includeStart('debug', pragmas.debug);
    var c = cartesian;
    Check.typeOf.object('cartesian', cartesian);
    //>>includeEnd('debug');

    // Works in debug. Fails in release since c is optimized out!
    return Math.max(c.x, c.y, c.z);
};
  • Throw Cesium's RuntimeError for an error that will not be known until runtime. Unlike developer errors, runtime error checks are not optimized out of release builds.
if (typeof WebGLRenderingContext === 'undefined') {
    throw new RuntimeError('The browser does not support WebGL.');
}
  • 🎨 Exceptions are exceptional. Avoid throwing exceptions, e.g., if a polyline is only provided one position, instead of two or more, instead of throwing an exception just don't render it.

result Parameters and Scratch Variables

🚤 In JavaScript, user-defined classes such as Cartesian3 are reference types and are therefore allocated on the heap. Frequently allocating these types causes a significant performance problem because it creates GC pressure, which causes the Garbage Collector to run longer and more frequently.

Cesium uses required result parameters to avoid implicit memory allocation. For example,

var sum = Cartesian3.add(v0, v1);

would have to implicitly allocate a new Cartesian3 object for the returned sum. Instead, Cartesian3.add requires a result parameter:

var result = new Cartesian3();
var sum = Cartesian3.add(v0, v1, result); // Result and sum reference the same object

This makes allocations explicit to the caller, which allows the caller to, for example, reuse the result object in a file-scoped scratch variable:

var scratchDistance = new Cartesian3();

Cartesian3.distance = function(left, right) {
    Cartesian3.subtract(left, right, scratchDistance);
    return Cartesian3.magnitude(scratchDistance);
};

The code is not as clean, but the performance improvement is often dramatic.

As described below, from constructors also use optional result parameters.

Because result parameters aren't always required or returned, don't strictly rely on the result parameter you passed in to be modified. For example:

Cartesian3.add(v0, v1, result);
Cartesian3.add(result, v2, result);

is better written as

result = Cartesian3.add(v0, v1, result);
result = Cartesian3.add(result, v2, result);

Classes

  • 🎨 Classes should be cohesive. A class should represent one abstraction.
  • 🎨 Classes should be loosely coupled. Two classes should not be entangled and rely on each other's implementation details; they should communicate through well-defined interfaces.

Constructor Functions

  • Create a class by creating a constructor function:
function Cartesian3(x, y, z) {
    this.x = defaultValue(x, 0.0);
    this.y = defaultValue(y, 0.0);
    this.z = defaultValue(z, 0.0);
};
  • Create an instance of a class (an object) by calling the constructor function with new:
var p = new Cartesian3(1.0, 2.0, 3.0);
  • 🚤 Assign to all the property members of a class in the constructor function. This allows JavaScript engines to use a hidden class and avoid entering dictionary mode. Assign undefined if no initial value makes sense. Do not add properties to an object, e.g.,
var p = new Cartesian3(1.0, 2.0, 3.0);
p.w = 4.0; // Adds the w property to p, slows down property access since the object enters dictionary mode
  • 🚤 For the same reason, do not change the type of a property, e.g., assign a string to a number, e.g.,
var p = new Cartesian3(1.0, 2.0, 3.0);
p.x = 'Cesium'; // Changes x to a string, slows down property access
  • In a constructor function, consider properties as write once; do not write to them or read them multiple times. Create a local variable if they need to be ready. For example:

    Instead of

    this._x = 2;
    this._xSquared = this._x * this._x;

    prefer

    var x = 2;
    this._x = x;
    this._xSquared = x * x;

from Constructors

🎨 Constructor functions should take the basic components of the class as parameters. For example, Cartesian3 takes x, y, and z.

It is often convenient to construct objects from other parameters. Since JavaScript doesn't have function overloading, Cesium uses static functions prefixed with from to construct objects in this way. For example:

var p = Cartesian3.fromRadians(-2.007, 0.645); // Construct a Cartesian3 object using longitude and latitude

These are implemented with an optional result parameter, which allows callers to pass in a scratch variable:

Cartesian3.fromRadians = function(longitude, latitude, height, result) {
    // Compute x, y, z using longitude, latitude, height

    if (!defined(result)) {
        result = new Cartesian3();
    }

    result.x = x;
    result.y = y;
    result.z = z;
    return result;
};

Since calling a from constructor should not require an existing object, the function is assigned to Cartesian3.fromRadians, not Cartesian3.prototype.fromRadians.

to Functions

Functions that start with to return a new type of object, e.g.,

Cartesian3.prototype.toString = function() {
    return '(' + this.x + ', ' + this.y + ', ' + this.z + ')';
};

Use Prototype Functions for Fundamental Classes Sparingly

🎨 Fundamental math classes such as Cartesian3, Quaternion, Matrix4, and JulianDate use prototype functions sparingly. For example, Cartesian3 does not have a prototype add function like this:

var v2 = v0.add(v1, result);

Instead, this is written as

var v2 = Cartesian3.add(v0, v1, result);

The only exceptions are

  • clone
  • equals
  • equalsEpsilon
  • toString

These prototype functions generally delegate to the non-prototype (static) version, e.g.,

Cartesian3.equals = function(left, right) {
    return (left === right) ||
           ((defined(left)) &&
            (defined(right)) &&
            (left.x === right.x) &&
            (left.y === right.y) &&
            (left.z === right.z));
};

Cartesian3.prototype.equals = function(right) {
    return Cartesian3.equals(this, right);
};

The prototype versions have the benefit of being able to be used polymorphically.

Static Constants

To create a static constant related to a class, use Object.freeze:

Cartesian3.ZERO = Object.freeze(new Cartesian3(0.0, 0.0, 0.0));

Private Functions

Like private properties, private functions start with an _. In practice, these are rarely used. Instead, for better encapsulation, a file-scoped function that takes this as the first parameter is used. For example,

Cesium3DTileset.prototype.update = function(frameState) {
    this._processTiles(frameState);
    // ...
};

Cesium3DTileset.prototype._processTiles(tileset, frameState) {
    var tiles = this._processingQueue;
    var length = tiles.length;

    for (var i = length - 1; i >= 0; --i) {
        tiles[i].process(tileset, frameState);
    }
}

is better written as

Cesium3DTileset.prototype.update = function(frameState) {
    processTiles(this, frameState);
    // ...
};

function processTiles(tileset, frameState) {
    var tiles = tileset._processingQueue;
    var length = tiles.length;

    for (var i = length - 1; i >= 0; --i) {
        tiles[i].process(tileset, frameState);
    }
}

Property Getter/Setters

Public properties that can be read or written without extra processing can simply be assigned in the constructor function, e.g.,

function Model(options) {
   this.show = defaultValue(options.show, true);
};

Read-only properties can be created with a private property and a getter using Object.defineProperties function, e.g.,

function Cesium3DTileset(options) {
    this._url = options.url;
};

Object.defineProperties(Cesium3DTileset.prototype, {
    url : {
        get : function() {
            return this._url;
        }
    }
});

Getters can perform any needed computation to return the property, but the performance expectation is that they execute quickly.

Setters can also perform computation before assigning to a private property, set a flag to delay computation, or both, for example:

Object.defineProperties(UniformState.prototype, {
    viewport : {
        get : function() {
            return this._viewport;
        },
        set : function(viewport) {
            if (!BoundingRectangle.equals(viewport, this._viewport)) {
                BoundingRectangle.clone(viewport, this._viewport);

                var v = this._viewport;
                var vc = this._viewportCartesian4;
                vc.x = v.x;
                vc.y = v.y;
                vc.z = v.width;
                vc.w = v.height;

                this._viewportDirty = true;
            }
        }
    }
});
  • 🚤 Calling the getter/setter function is slower than direct property access so functions internal to a class can use the private property directly when appropriate.

Shadowed Property

When the overhead of getter/setter functions is prohibitive or reference-type semantics are desired, e.g., the ability to pass a property as a result parameter so its properties can be modified, consider combining a public property with a private shadowed property, e.g.,

function Model(options) {
    this.modelMatrix = Matrix4.clone(defaultValue(options.modelMatrix, Matrix4.IDENTITY));
    this._modelMatrix = Matrix4.clone(this.modelMatrix);
};

Model.prototype.update = function(frameState) {
    if (!Matrix4.equals(this._modelMatrix, this.modelMatrix)) {
        // clone() is a deep copy. Not this._modelMatrix = this._modelMatrix
        Matrix4.clone(this.modelMatrix, this._modelMatrix);

        // Do slow operations that need to happen when the model matrix changes
    }
};

Put the Constructor Function at the Top of the File

It is convenient for the constructor function to be at the top of the file even if it requires that helper functions rely on hoisting, for example, Cesium3DTileset.js,

function loadTileset(tileset, tilesJson, done) {
    // ...
}

function Cesium3DTileset(options) {
    // ...
    loadTileset(this, options.url, function(data) {
       // ...
    });
};

is better written as

function Cesium3DTileset(options) {
    // ...
    loadTileset(this, options.url, function(data) {
       // ...
    });
};

function loadTileset(tileset, tilesJson, done) {
    // ...
}

even though it relies on implicitly hoisting the loadTileset function to the top of the file.

Design

  • 🏠 Make a class or function part of the Cesium API only if it will likely be useful to end users; avoid making an implementation detail part of the public API. When something is public, it makes the Cesium API bigger and harder to learn, is harder to change later, and requires more documentation work.
  • 🎨 Put new classes and functions in the right part of the Cesium stack (directory). From the bottom up:
    • Source/Core - Number crunching. Pure math such as Cartesian3. Pure geometry such as CylinderGeometry. Fundamental algorithms such as mergeSort. Request helper functions such as loadArrayBuffer.
    • Source/Renderer - WebGL abstractions such as ShaderProgram and WebGL-specific utilities such as ShaderCache. Identifiers in this directory are not part of the public Cesium API.
    • Source/Scene - The graphics engine, including primitives such as Model. Code in this directory often depends on Renderer.
    • Source/DataSources - Entity API, such as Entity, and data sources such as CzmlDataSource.
    • Source/Widgets - Widgets such as the main Cesium Viewer.

It is usually obvious what directory a file belongs in. When it isn't, the decision is usually between Core and another directory. Put the file in Core if it is pure number crunching or a utility that is expected to be generally useful to Cesium, e.g., Matrix4 belongs in Core since many parts of the Cesium stack use 4x4 matrices; on the other hand, BoundingSphereState is in DataSources because it is specific to data sources.

Modules (files) should only reference modules in the same level or a lower level of the stack. For example, a module in Scene can use modules in Scene, Renderer, and Core, but not in DataSources or Widgets.

  • Modules in define statements should be in alphabetical order. This can be done automatically with npm run sortRequires, see the Build Guide. For example, the modules required by Scene/ModelAnimation.js are:
define([
        '../Core/defaultValue',
        '../Core/Event',
        '../Core/JulianDate',
        './ModelAnimationLoop',
        './ModelAnimationState'
    ], function(
        defaultValue,
        Event,
        JulianDate,
        ModelAnimationLoop,
        ModelAnimationState) { /* ... */ });
  • WebGL resources need to be explicitly deleted so classes that contain them (and classes that contain these classes, and so on) have destroy and isDestroyed functions, e.g.,
var primitive = new Primitive(/* ... */);
expect(content.isDestroyed()).toEqual(false);
primitive.destroy();
expect(content.isDestroyed()).toEqual(true);

A destroy function is implemented with Cesium's destroyObject function, e.g.,

SkyBox.prototype.destroy = function() {
    this._vertexArray = this._vertexArray && this._vertexArray.destroy();
    return destroyObject(this);
};
  • Only destroy objects that you create; external objects given to a class should be destroyed by their owner, not the class.

Deprecation and Breaking Changes

From release to release, we strive to keep the public Cesium API stable but also maintain mobility for speedy development and to take the API in the right direction. As such, we sparingly deprecate and then remove or replace parts of the public API.

A @private API is considered a Cesium implementation detail and can be broken immediately without deprecation.

An @experimental API is subject to breaking changes in future Cesium releases without deprecation. It allows for new experimental features, for instance implementing draft formats.

A public identifier (class, function, property) should be deprecated before being removed. To do so:

  • Decide on which future version the deprecated API should be removed. This is on a case-by-case basis depending on how badly it impacts users and Cesium development. Most deprecated APIs will removed in 1-3 releases. This can be discussed in the pull request if needed.
  • Use deprecationWarning to warn users that the API is deprecated and what proactive changes they can take, e.g.,
function Foo() {
    deprecationWarning('Foo', 'Foo was deprecated in Cesium 1.01.  It will be removed in 1.03.  Use newFoo instead.');
    // ...
}
  • Add the @deprecated doc tag.
  • Remove all use of the deprecated API inside Cesium except for unit tests that specifically test the deprecated API.
  • Mention the deprecation in the Deprecated section of CHANGES.md. Include what Cesium version it will be removed in.
  • Create an issue to remove the API with the appropriate remove in [version] label.

Third-Party Libraries

🏠 Cesium uses third-party libraries sparingly. If you want to add a new one, please start a thread on the Cesium forum (example discussion). The library should

  • Have a compatible license such as MIT, BSD, or Apache 2.0.
  • Provide capabilities that Cesium truly needs and that the team doesn't have the time and/or expertise to develop.
  • Be lightweight, tested, maintained, and reasonably widely used.
  • Not pollute the global namespace.
  • Provide enough value to justify adding a third-party library whose integration needs to be maintained and has the potential to slightly count against Cesium when some users evaluate it (generally, fewer third-parties is better).

Widgets

Cesium includes a handful of standard widgets that are used in the Viewer, including animation and timeline controls, a base layer picker, and a geocoder. These widgets are all built using Knockout) for automatic UI refreshing. Knockout uses a Model View ViewModel (MVVM) design pattern. You can learn more about this design pattern in Understanding MVVM - A Guide For JavaScript Developers

To learn about using the Knockout library, see the Get started section of their home page. They also have a great interactive tutorial with step by step instructions.

Cesium also uses the Knockout-ES5 plugin to simplify knockout syntax. This lets us use knockout observables the same way we use other variables. Call knockout.track to create the observables. Here is an example from BaseLayerPickerViewModel that makes observables for tooltip, showInstructions and _touch properties.

knockout.track(this, ['tooltip', 'showInstructions', '_touch']);

Knockout subscriptions

Use a knockout subscription only when you are unable to accomplish what you need to do with a standard binding. For example, the Viewer subscribes to FullscreenButtonViewModel.isFullscreenEnabled because it needs to change the width of the timeline widget when that value changes. This cannot be done with binding because the value from FullscreenButtonViewModel is affecting a value not contained within that widget.

Cesium includes a subscribeAndEvaluate helper function for subscribing to knockout observable.

When using a subscription, always be sure to dispose the subscription when the viewmodel is no longer using it. Otherwise the listener will continue to be notified for the lifetime of the observable.

fullscreenSubscription = subscribeAndEvaluate(fullscreenButton.viewModel, 'isFullscreenEnabled', function(isFullscreenEnabled) { ... });
// ...then later...
fullscreenSubscription.dispose();

GLSL

Naming

  • GLSL files end with .glsl and are in the Shaders directory.
  • Files for vertex shaders have a VS suffix; fragment shaders have an FS suffix. For example: BillboardCollectionVS.glsl and BillboardCollectionFS.glsl.
  • Generally, identifiers, such as functions and variables, use camelCase.
  • Cesium built-in identifiers start with czm_, for example, czm_material. Files have the same name without the czm_ prefix, e.g., material.glsl.
  • Varyings start with v_, e.g.,
varying vec2 v_textureCoordinates;
  • Uniforms start with u_, e.g.,
uniform sampler2D u_atlas;
  • An EC suffix indicates the point or vector is in eye coordinates, e.g.,
varying vec3 v_positionEC;
// ...
v_positionEC = (czm_modelViewRelativeToEye * p).xyz;
  • When GPU RTE is used, High and Low suffixes define the high and low bits, respectively, e.g.,
attribute vec3 position3DHigh;
attribute vec3 position3DLow;
  • 2D texture coordinates are s and t, not u and v, e.g.,
attribute vec2 st;

Formatting

  • Use the same formatting as JavaScript, except put { on a new line, e.g.,
struct czm_ray
{
    vec3 origin;
    vec3 direction;
};

Performance

  • 🚤 Compute expensive values as infrequently as possible, e.g., prefer computing a value in JavaScript and passing it in a uniform instead of redundantly computing the same value per-vertex. Likewise, prefer to compute a value per-vertex and pass a varying, instead of computing per-fragment when possible.
  • 🚤 Use discard sparingly since it disables early-z GPU optimizations.

Resources

See Section 4.1 to 4.3 of Getting Serious with JavaScript by Cesium contributors Matthew Amato and Kevin Ring in WebGL Insights for deeper coverage of modules and performance.

Watch From Console to Chrome by Lilli Thompson for even deeper performance coverage.