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Merge pull request #3 from CesiumGS/master
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update fork
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dennisadams authored Apr 22, 2020
2 parents 41172c0 + 0e3ea0c commit 21333a0
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1 change: 1 addition & 0 deletions CHANGES.md
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Expand Up @@ -5,6 +5,7 @@
##### Breaking Changes :mega:

- The property `Scene.sunColor` has been removed. Use `scene.light.color` and `scene.light.intensity` instead. [#8774](https://github.com/CesiumGS/cesium/pull/8774)
- Removed `isArray`. Use the native `Array.isArray` function instead. [#8779](https://github.com/CesiumGS/cesium/pull/8779)

##### Additions :tada:

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2 changes: 1 addition & 1 deletion Source/Core/WallGeometryLibrary.js
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Expand Up @@ -7,7 +7,7 @@ import PolylinePipeline from "./PolylinePipeline.js";
import WindingOrder from "./WindingOrder.js";

/**
* private
* @private
*/
var WallGeometryLibrary = {};

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27 changes: 0 additions & 27 deletions Source/Core/isArray.js

This file was deleted.

1 change: 1 addition & 0 deletions Source/Renderer/ClearCommand.js
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Expand Up @@ -5,6 +5,7 @@ import defaultValue from "../Core/defaultValue.js";
* Represents a command to the renderer for clearing a framebuffer.
*
* @private
* @constructor
*/
function ClearCommand(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
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1 change: 1 addition & 0 deletions Source/Renderer/ComputeCommand.js
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Expand Up @@ -5,6 +5,7 @@ import Pass from "./Pass.js";
* Represents a command to the renderer for GPU Compute (using old-school GPGPU).
*
* @private
* @constructor
*/
function ComputeCommand(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
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1 change: 1 addition & 0 deletions Source/Renderer/Context.js
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Expand Up @@ -145,6 +145,7 @@ function getExtension(gl, names) {

/**
* @private
* @constructor
*/
function Context(canvas, options) {
// this check must use typeof, not defined, because defined doesn't work with undeclared variables.
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1 change: 1 addition & 0 deletions Source/Renderer/Framebuffer.js
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Expand Up @@ -70,6 +70,7 @@ function attachRenderbuffer(framebuffer, attachment, renderbuffer) {
* });
*
* @private
* @constructor
*/
function Framebuffer(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
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1 change: 1 addition & 0 deletions Source/Renderer/PassState.js
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Expand Up @@ -3,6 +3,7 @@
* in a command being executed.
*
* @private
* @constructor
*/
function PassState(context) {
/**
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1 change: 1 addition & 0 deletions Source/Renderer/UniformState.js
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Expand Up @@ -19,6 +19,7 @@ import SunLight from "../Scene/SunLight.js";

/**
* @private
* @constructor
*/
function UniformState() {
/**
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13 changes: 13 additions & 0 deletions Source/Renderer/createUniform.js
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Expand Up @@ -11,6 +11,7 @@ import RuntimeError from "../Core/RuntimeError.js";

/**
* @private
* @constructor
*/
function createUniform(gl, activeUniform, uniformName, location) {
switch (activeUniform.type) {
Expand Down Expand Up @@ -56,6 +57,7 @@ function createUniform(gl, activeUniform, uniformName, location) {

/**
* @private
* @constructor
*/
function UniformFloat(gl, activeUniform, uniformName, location) {
/**
Expand All @@ -82,6 +84,7 @@ UniformFloat.prototype.set = function () {

/**
* @private
* @constructor
*/
function UniformFloatVec2(gl, activeUniform, uniformName, location) {
/**
Expand Down Expand Up @@ -109,6 +112,7 @@ UniformFloatVec2.prototype.set = function () {

/**
* @private
* @constructor
*/
function UniformFloatVec3(gl, activeUniform, uniformName, location) {
/**
Expand Down Expand Up @@ -150,6 +154,7 @@ UniformFloatVec3.prototype.set = function () {

/**
* @private
* @constructor
*/
function UniformFloatVec4(gl, activeUniform, uniformName, location) {
/**
Expand Down Expand Up @@ -191,6 +196,7 @@ UniformFloatVec4.prototype.set = function () {

/**
* @private
* @constructor
*/
function UniformSampler(gl, activeUniform, uniformName, location) {
/**
Expand Down Expand Up @@ -225,6 +231,7 @@ UniformSampler.prototype._setSampler = function (textureUnitIndex) {

/**
* @private
* @constructor
*/
function UniformInt(gl, activeUniform, uniformName, location) {
/**
Expand All @@ -250,6 +257,7 @@ UniformInt.prototype.set = function () {
///////////////////////////////////////////////////////////////////////////
/**
* @private
* @constructor
*/
function UniformIntVec2(gl, activeUniform, uniformName, location) {
/**
Expand All @@ -276,6 +284,7 @@ UniformIntVec2.prototype.set = function () {
///////////////////////////////////////////////////////////////////////////
/**
* @private
* @constructor
*/
function UniformIntVec3(gl, activeUniform, uniformName, location) {
/**
Expand All @@ -302,6 +311,7 @@ UniformIntVec3.prototype.set = function () {
///////////////////////////////////////////////////////////////////////////
/**
* @private
* @constructor
*/
function UniformIntVec4(gl, activeUniform, uniformName, location) {
/**
Expand Down Expand Up @@ -330,6 +340,7 @@ UniformIntVec4.prototype.set = function () {
var scratchUniformArray = new Float32Array(4);
/**
* @private
* @constructor
*/
function UniformMat2(gl, activeUniform, uniformName, location) {
/**
Expand Down Expand Up @@ -359,6 +370,7 @@ UniformMat2.prototype.set = function () {
var scratchMat3Array = new Float32Array(9);
/**
* @private
* @constructor
*/
function UniformMat3(gl, activeUniform, uniformName, location) {
/**
Expand Down Expand Up @@ -388,6 +400,7 @@ UniformMat3.prototype.set = function () {
var scratchMat4Array = new Float32Array(16);
/**
* @private
* @constructor
*/
function UniformMat4(gl, activeUniform, uniformName, location) {
/**
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13 changes: 13 additions & 0 deletions Source/Renderer/createUniformArray.js
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Expand Up @@ -11,6 +11,7 @@ import RuntimeError from "../Core/RuntimeError.js";

/**
* @private
* @constructor
*/
function createUniformArray(gl, activeUniform, uniformName, locations) {
switch (activeUniform.type) {
Expand Down Expand Up @@ -71,6 +72,7 @@ function createUniformArray(gl, activeUniform, uniformName, locations) {

/**
* @private
* @constructor
*/
function UniformArrayFloat(gl, activeUniform, uniformName, locations) {
var length = locations.length;
Expand Down Expand Up @@ -112,6 +114,7 @@ UniformArrayFloat.prototype.set = function () {

/**
* @private
* @constructor
*/
function UniformArrayFloatVec2(gl, activeUniform, uniformName, locations) {
var length = locations.length;
Expand Down Expand Up @@ -155,6 +158,7 @@ UniformArrayFloatVec2.prototype.set = function () {

/**
* @private
* @constructor
*/
function UniformArrayFloatVec3(gl, activeUniform, uniformName, locations) {
var length = locations.length;
Expand Down Expand Up @@ -216,6 +220,7 @@ UniformArrayFloatVec3.prototype.set = function () {

/**
* @private
* @constructor
*/
function UniformArrayFloatVec4(gl, activeUniform, uniformName, locations) {
var length = locations.length;
Expand Down Expand Up @@ -282,6 +287,7 @@ UniformArrayFloatVec4.prototype.set = function () {

/**
* @private
* @constructor
*/
function UniformArraySampler(gl, activeUniform, uniformName, locations) {
var length = locations.length;
Expand Down Expand Up @@ -331,6 +337,7 @@ UniformArraySampler.prototype._setSampler = function (textureUnitIndex) {

/**
* @private
* @constructor
*/
function UniformArrayInt(gl, activeUniform, uniformName, locations) {
var length = locations.length;
Expand Down Expand Up @@ -372,6 +379,7 @@ UniformArrayInt.prototype.set = function () {

/**
* @private
* @constructor
*/
function UniformArrayIntVec2(gl, activeUniform, uniformName, locations) {
var length = locations.length;
Expand Down Expand Up @@ -415,6 +423,7 @@ UniformArrayIntVec2.prototype.set = function () {

/**
* @private
* @constructor
*/
function UniformArrayIntVec3(gl, activeUniform, uniformName, locations) {
var length = locations.length;
Expand Down Expand Up @@ -458,6 +467,7 @@ UniformArrayIntVec3.prototype.set = function () {

/**
* @private
* @constructor
*/
function UniformArrayIntVec4(gl, activeUniform, uniformName, locations) {
var length = locations.length;
Expand Down Expand Up @@ -501,6 +511,7 @@ UniformArrayIntVec4.prototype.set = function () {

/**
* @private
* @constructor
*/
function UniformArrayMat2(gl, activeUniform, uniformName, locations) {
var length = locations.length;
Expand Down Expand Up @@ -544,6 +555,7 @@ UniformArrayMat2.prototype.set = function () {

/**
* @private
* @constructor
*/
function UniformArrayMat3(gl, activeUniform, uniformName, locations) {
var length = locations.length;
Expand Down Expand Up @@ -587,6 +599,7 @@ UniformArrayMat3.prototype.set = function () {

/**
* @private
* @constructor
*/
function UniformArrayMat4(gl, activeUniform, uniformName, locations) {
var length = locations.length;
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1 change: 1 addition & 0 deletions Source/Scene/Cesium3DTileBatchTable.js
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Expand Up @@ -36,6 +36,7 @@ var DEFAULT_SHOW_VALUE = true;

/**
* @private
* @constructor
*/
function Cesium3DTileBatchTable(
content,
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1 change: 1 addition & 0 deletions Source/Scene/Cesium3DTilePassState.js
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Expand Up @@ -4,6 +4,7 @@ import Check from "../Core/Check.js";
* The state for a 3D Tiles update pass.
*
* @private
* @constructor
*/
function Cesium3DTilePassState(options) {
//>>includeStart('debug', pragmas.debug);
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1 change: 1 addition & 0 deletions Source/Scene/Cesium3DTilesetHeatmap.js
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Expand Up @@ -35,6 +35,7 @@ function Cesium3DTilesetHeatmap(tilePropertyName) {

/**
* Convert to a usable heatmap value (i.e. a number). Ensures that tile values that aren't stored as numbers can be used for colorization.
* @private
*/
function getHeatmapValue(tileValue, tilePropertyName) {
var value;
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1 change: 1 addition & 0 deletions Source/Scene/Cesium3DTilesetTraversal.js
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Expand Up @@ -693,6 +693,7 @@ function executeEmptyTraversal(tileset, root, frameState) {
*
* NOTE: 3D Tiles uses 3 bits from the stencil buffer meaning this will not work when there is a chain of
* selected tiles that is deeper than 7. This is not very likely.
* @private
*/
function traverseAndSelect(tileset, root, frameState) {
var stack = selectionTraversal.stack;
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1 change: 1 addition & 0 deletions Source/Scene/ImageryLayer.js
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Expand Up @@ -1467,6 +1467,7 @@ function reprojectToGeographic(command, context, texture, rectangle) {
* @param {Number} texelSpacing The texel spacing for which to find a corresponding level.
* @param {Number} latitudeClosestToEquator The latitude closest to the equator that we're concerned with.
* @returns {Number} The level with the specified texel spacing or less.
* @private
*/
function getLevelWithMaximumTexelSpacing(
layer,
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5 changes: 5 additions & 0 deletions Source/Scene/JobScheduler.js
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Expand Up @@ -3,6 +3,11 @@ import DeveloperError from "../Core/DeveloperError.js";
import getTimestamp from "../Core/getTimestamp.js";
import JobType from "./JobType.js";

/**
*
* @private
* @constructor
*/
function JobTypeBudget(total) {
/**
* Total budget, in milliseconds, allowed for one frame
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1 change: 1 addition & 0 deletions Source/Scene/ModelLoadResources.js
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Expand Up @@ -41,6 +41,7 @@ function ModelLoadResources() {
/**
* This function differs from the normal subarray function
* because it takes offset and length, rather than begin and end.
* @private
*/
function getSubarray(array, offset, length) {
return array.subarray(offset, offset + length);
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1 change: 1 addition & 0 deletions Source/Scene/QuadtreePrimitive.js
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Expand Up @@ -378,6 +378,7 @@ QuadtreePrimitive.prototype.render = function (frameState) {
/**
* Checks if the load queue length has changed since the last time we raised a queue change event - if so, raises
* a new change event at the end of the render cycle.
* @private
*/
function updateTileLoadProgress(primitive, frameState) {
var currentLoadQueueLength =
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2 changes: 1 addition & 1 deletion Source/Scene/Scene.js
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Expand Up @@ -680,7 +680,7 @@ function Scene(options) {
* @see Scene#requestRenderMode
*
* @type {Number}
* @default 0.5
* @default 0.0
*/
this.maximumRenderTimeChange = defaultValue(
options.maximumRenderTimeChange,
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2 changes: 2 additions & 0 deletions Source/Scene/ShadowVolumeAppearance.js
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Expand Up @@ -670,6 +670,8 @@ var pointsCartographicScratch = [
* Flatten the ellipsoid-centered corners and edge-centers of the rectangle
* into the plane of the local ENU system, compute bounds in 2D, and
* project back to ellipsoid-centered.
*
* @private
*/
function computeRectangleBounds(
rectangle,
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1 change: 1 addition & 0 deletions Source/Scene/TileMapServiceImageryProvider.js
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Expand Up @@ -120,6 +120,7 @@ TileMapServiceImageryProvider.prototype._requestMetadata = function () {

/**
* Mutates the properties of a given rectangle so it does not extend outside of the given tiling scheme's rectangle
* @private
*/
function confineRectangleToTilingScheme(rectangle, tilingScheme) {
if (rectangle.west < tilingScheme.rectangle.west) {
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