How can I remove just geometry instances added to primitives in Cesium - cesiumjs

I saw some similar questions like how to remove all primitives and so, but none of the answers help me. I am loading several CZML files on my cesium, and at the same time I need to add some geometry instances, like the code that I provided here to my cesium file, using data from my CZML.
There are two situation in my model, in one of them I want to delete all of my primitives, data sources and entities, for which I used following reset() method. When I tried to remove primitives and entities, I've got DeveloperError: This object was destroyed, i.e., destroy() was called.Error and when I just delete primitive, it said some of entities already exist on the collection, which means it cannot delete all of entities.
In the second case, I just want to delete those geometry instances that I created but I want to keep other entities and data sources. If I delete all the primitives, I will lose some entities that I need.
I have a method when I am loading CZML for creating geometry instances as follows:
function createMap(West,East,South,North,hNumber,VNumber){
var baseSouth=South;
var vdivid=(North-South)/VNumber;
var hdivid=(East-West)/hNumber;
for (var i=0;i<hNumber;i++){
for(var j=0;j<vNumber;j++){
var rectangleInstance = new Cesium.GeometryInstance({
geometry : new Cesium.RectangleGeometry({
rectangle : Cesium.Rectangle.fromDegrees((West+j*vdivid), baseSouth,(West+(j+1)*vdivid) , baseSouth+hdivid)
}),
id : 'rectangle'+i+'.'+j,
attributes : {
color : new Cesium.ColorGeometryInstanceAttribute.fromColor(getRandomColor(0.2))
}
});
scene.primitives.add(new Cesium.GroundPrimitive({
geometryInstance : rectangleInstance
}));
baseSouth=baseSouth+hdivid;
}
};
My reset method is as follows,
function reset(){
clock.multiplier = 1.0;
var primitives = scene.primitives.removeAll();
viewer.dataSources.removeAll();
viewer.entities.removeAll();
};
getRandomColor is a function for generating some specific Cesium colors randomly. I define this method because I want to generate some specific random colors (for example just GREEN, YELLOW, BLUE and RED)

Thanks for posting the reset function. I believe the problem here is that your call to scene.primitives.removeAll() is removing primitives that belong to a dataSource. But in this case, I think it's safe to simply re-order the removals.
Give this a try:
function reset() {
clock.multiplier = 1.0;
// First, remove all dataSources. Removing a dataSource will
// automatically remove its associated entities & primitives.
viewer.dataSources.removeAll();
// Next, remove any remaining entities that weren't part of a dataSource.
viewer.entities.removeAll();
// Finally, it is safe to remove any remaining primitives, as we can
// now be certain they did not belong to any dataSource or entity.
scene.primitives.removeAll();
};

Related

AS3 MovieClip name ambiguity

Summary: I create instances of various MovieClips via AS3, using MovieClip class objects that are defined in the library.
As each MC is instantiated, I push it into an array for later reference.
Finally I create an XML file that contains data related to each MC, including its name. This is the problematic part – the name has to be able to identify the respective MC when the XML is read back in. I don’t want “instance17” etc, which I assume will be meaningless in another session.
Background: I am not a career OO programmer and this is a temporary assignment, forming only a very small part of my long-term interests. It will probably be a couple of years before my next Flash project.
Create instance
Library object
Type: MovieClip, linkage _brakepipe
Instantiation
var brakepipe: _brakepipe = new _brakepipe();
shapes.push(brakepipe);
Then later
var clip: MovieClip = shapes(i);
Trace (clip);
This yields
[object _breakpipe]
So it is giving me the class name, not the MC instance name. What property or method of MC would yield “breakpipe”? (Or even "_breakpipe" - without the "object" prefix?)
You can use an associative array. It could look like this:
var shapes:Array = new Array();
and then
shapes.push({item:_brakepipe,_name:"brakepipe"};
Essentially the curly brackets create an Object instance and the name before the colon (:) is the name you create that you want associated with the value after the colon.
so now you can do this in a loop
trace(shapes[i]._name+"\n"+shapes[i].item);
// output:
// brakepipe
// [object _brakepipe]
The nice thing about this method is you can extend it for any number of properties you want to associate with your array element, like this:
shapes.push({item:_brakepipe,_name:"brakepipe",urlLink:"http://www.sierra.com",_status:"used",_flagged:"false"};
and now
shapes[i]._status
would return the string "used". And you could change that value at runtime to "new" by doing
shapes[i]._status = "new";
The Instantiation / Then later / This yields... Seems to be unclear for me, but you may try this and change the code...
Because I'm not sure not sure about the instance name you want to store...
In your loop you may do this if clip is a MovieClip! :
var clip: MovieClip = shapes(i);
clip.name = "breakpipe_" + i
trace (clip.name);
// will output : breakpipe_1 - > breakpipe_n...
You may deal with the clip.name later by removing the extra "_number" if you want.
If i == 13
var clip: MovieClip = new MovieClip();
clip.name = "breakpipe_" + 13
trace(clip.name);
// output breakpipe_13
var pattern:RegExp = /_\d*/g;
trace(clip.name.replace(pattern,""));
//output :
//breakpipe
So here, you may push your Array or Vector with the instance name.
Am I wrong?

Access a AS3 instance dynamically by iterating with variables

I want to be able to access a instance on the stage dynamically by looping through an array containing Strings that describes the path.
private var clockKeeper:Array = new Array("LB.anim.clock.lbclock");
trace(stage.LB.anim.clock.lbclock.text);
for (var key in clockKeeper) {
trace(stage[clockKeeper[key]].text);
}
When i access it manually with the first trace statement, it works.
When i do it dynamically it seems like Flash tries to find an object named "LB.anim.clock.lbclock" not LB.anim....
How can i change this behaviour and make it work?
You should try splitting the "path" which should then consist of locally available names, and address each object in order. "Locally available names" means there should be stage.LB, and that object should have a property anim, etc etc.
function getObjectByPath(theRoot:DisplayObjectContainer,
thePath:String,separator:String='.'):DisplayObject
{
var current:DisplayObjectContainer=theRoot;
var splitPath:Array=thePath.split(separator);
while (splitPath.length>0) {
var named:DisplayObject = current.getChildByName(splitPath[0]);
var addressed:DisplayObject=current[splitPath[0]];
// either named or addressed should resolve! Otherwise panic
if (!addressed) addressed=named; else named=addressed;
if (!named) return null; // not found at some position
splitPath.shift();
if (splitPath.length==0) return named; // found, and last
current=named as DisplayObjectContainer;
if (!current) return null; // not a container in the middle of the list
}
// should never reach here, but if anything, just let em
return current;
}
This provides two ways of resolving the path, by name or by property name, and property name takes precedence. You should then typecast the result to proper type.
Yes, call this as follows:
trace((getObjectByPath(stage,clockKeeper[key]) as TextField).text);

How to clone an object without knowing the exact type in AIR for iOS

I am writing an iOS game in Flash and I need a way to clone polymorphic objects.
I have BaseClass, SubClass1, SubClass2 (and so on...) and I need a clone() method in BaseClass, that will create a copy of the current object, without a conditional such as
var obj:BaseClass;
if(this is SubClass1) {
obj = new SubClass1();
}else if(this is SubClass2) {
obj = new SubClass2();
}else...
I need a way to create an object and create the exact bytes (yes, a shallow copy is enough for my purpose) of the object. I've looked at:
AS3 - Clone an object
As3 Copy object
http://actionscripthowto.com/how-to-clone-objects-in-as3/
But none seem to work. Probably not available in AIR 3.3 for iOS SDK. (they compile, but the code doesn't work in my case)
Is there any other way, or did anybody achieve to clone an object in AIR for iOS?
Thanks,
Can.
Bit-by-bit cloning cannot be done with ActionScript, unless your class only contains primitive values (i.e. a simple data structure). That's what the ByteArray approach you've linked to in this question's answer is used for - but when you're dealing with complex types, especially display objects, you'll soon come to the limits (as, I gather, you have already realized).
So this more or less leaves you with two options:
Create a new object and copy all of its fields and properties.
This is the way to go if you're going to need behavior and field values, and you didn't use any drawing methods (i.e., you can not copy vector graphics this way). Creating a new class instance without knowing its exact type can be done in a generalized way using reflections, getQualifiedClassName() and getDefinitionByName() will help you there, and if you need more than just the name, describeType(). This does have limits, too, though:private fields will not be available (they don't appear in the information provided by describeType()), and in order to not run into performance problems, you will have to use some sort of cacheing. Luckily, as3commons-reflect has already solved this, so implementing the rest of what you need for a fully functional shallow copy mechanism is not too complex.
Create a new instance like this:
var newObject:* = new Type.forInstance( myObject ).clazz();
Then iterate over all accessors, variables and dynamic properties and assign the old instance's values.
I have implemented a method like this myself, for an open source framework I am working on. You can download or fork it at github. There isn't any documentation yet, but its use is as simple as writing:
var myCopy:* = shallowCopy( myObject );
I also have a copy() method there, which creates a true deep copy. This, however, has not been tested with anything but data structures (albeit large ones), so use at your own risk ;)
Create a bitmap copy.
If you do have vector graphics in place, this is often easier than recreating an image: Simply draw the content of the object's graphics to a new Bitmap.
function bitmapCopy( source:Sprite ):Bitmap {
source.cacheAsBitmap = true;
var bitmapData:BitmapData = new BitmapData( source.width, source.height, true, 0xFFFFFF );
bitmapData.draw( source, new Matrix(), null, null, null, true );
return new Bitmap( bitmapData, PixelSnapping.AUTO, true );
}
You need to create an abstract clone method in the base class and implement it for each subclass. In the specific implementations, you would copy all of the properties of the object to the new one.
public class BaseClass {
public function clone():BaseClass
{
// throw an error so you quickly see the places where you forgot to override it
throw new Error("clone() should be overridden in subclasses!");
return null;
}
}
public class Subclass1 extends BaseClass {
public override function clone():BaseClass
{
var copy:Subclass1 = new Subclass1();
copy.prop1 = prop1;
copy.prop2 = prop2;
// .. etc
return copy;
}
}
If you wanted to create a generic default implementation of clone, you could use describeType to access the properties and copy them over:
public function clone():BaseClass
{
var defn:XML = describeType(this);
var clsName:String = defn.#name;
var cls:Class = getDefinitionByName(clsName) as Class;
var inst:* = new cls();
for each(var prop:String in (defn.variable + defn.accessor.(#access == 'readwrite')).#name )
{
inst[prop] = this[prop];
}
return inst;
}
The main issue with this is that the describeType XML can get quite large - especially if you are dealing with objects that extend DisplayObject. That could use a lot of memory and be slow on iOS.

I can't seem to access automatically named objects (instance##) placed on the stage in AS3, am I missing something?

I have a movieclip in the library that is added to the stage dynamically in the document class's actionscript. This movieclip contains many many child images that were imported directly from photoshop at their original positions (which must be preserved).
I do not want to manually name every single image instance, as there are dozens upon dozens.
I have already gone through and manually converted the images to symbols, as apparently flash won't recognize the "bitmap" objects as children of a parent movieclip in AS3 (numChildren doesn't see the bitmaps, but it sees the symbols).
I have an array filled with references to the dozens of children, and I loop through it, checking if each one is under the mouse when clicked. However, somehow, it is not detecting when I click over the items unless I manually name the child symbols (I tested by manually naming a few of them -- those ones became click-sensitive.)
I have already done trace() debugging all throughout the code, verifying that my array is full of data, that the data is, in fact, the names of the instances (automatically named, IE instance45, instance46, instance47, etc.), verifying that the function is running on click, verifying that the code works properly if I manually name the symbols.
Can any one see what's going wrong, or what aspect of flash I am failing to understand?
Here is the code:
//check each animal to see if it was clicked on
private function check_animal_hits():void
{
var i:int = 0;
var animal:Object = this.animal_container;
for (i=0; i<animal.mussels.length; i++)
{
if (this.instance_under_cursor(animal.mussels[i].name))
{
var animal_data = new Object();
animal_data.animal = "mussel";
this.send_data(animal_data);
}
}
}
Here is the code for the instance_under_cursor() method:
// Used for finding out if a certain instance is underneath the cursor the instance name is a string
private function instance_under_cursor(instance_name)
{
var i:Number;
var pt:Point = new Point(mouseX,mouseY);
var objects:Array = stage.getObjectsUnderPoint(pt);
var buttons:Array = new Array ;
var o:DisplayObject;
var myMovieClip:MovieClip;
// add items under mouseclick to an array
for (i = 0; i < objects.length; i++)
{
o = objects[i];
while (! o.parent is MovieClip)
{
o = o.parent;
}
myMovieClip = o.parent as MovieClip;
buttons.push(myMovieClip.name);
}
if (buttons.indexOf(instance_name) >= 0)
{
return true;
}
return false;
}
Update:
I believe I have narrowed it down to a problem with getObjectsUnderPoint() not detecting the objects unless they are named manually.
That is the most bizarre way to find objects under mouse pointer... There is a built-in function that does exactly that. But, that aside, you shouldn't probably rely on instance names as they are irrelevant / can be changed / kept solely for historical reasons. The code that makes use of this property is a subject to refactoring.
However, what you have observed might be this: when you put images on the scene in Flash CS, Flash will try to optimize it by reducing them all to a shape with a bitmap fill. Once you convert them to symbols, it won't be able to do it (as it assumes you want to use them later), but it will create Bitmpas instead - Bitmap is not an interactive object - i.e. it doesn't register mouse events - no point in adding it into what's returned from getObjectsUnderPoint(). Obviously, what you want to do, is to make them something interactive - like Sprite for example. Thus, your testing for parent being a MovieClip misses the point - as the parent needs not be MovieClip (could be Sprite or SimpleButton or Loader).
But, if you could explain what did you need the instance_under_cursor function for, there may be a better way to do what it was meant to do.

Actionscript - Variable Assignment without reference?

Should be easy. I have an object. I want to modify it, but before i do I want to save a copy of it that I can go back to. I tried setting copy = original but when i modify the attributes of the original the copy also shows the changes. I am assuming this is because in actionscript any time you assign, it really just stores a reference to the original object. So whats the best way for me to store a copy of the original object for later use?
var newObj:Object = Object(ObjectUtil.copy(oldObj));
"Copies the specified Object and returns a reference to the copy. The copy is made using a native serialization technique. This means that custom serialization will be respected during the copy.
This method is designed for copying data objects, such as elements of a collection. It is not intended for copying a UIComponent object, such as a TextInput control. If you want to create copies of specific UIComponent objects, you can create a subclass of the component and implement a clone() method, or other method to perform the copy."
http://livedocs.adobe.com/flex/3/langref/mx/utils/ObjectUtil.html#copy()
What you are looking for is a deep copy of the object rather then passing by reference. I found the answer here which uses the new ByteArray class in AS3:
http://www.kirupa.com/forum/showthread.php?p=1897368
function clone(source:Object):* {
var copier:ByteArray = new ByteArray();
copier.writeObject(source);
copier.position = 0;
return(copier.readObject());
}
Which you then use like this:
newObjectCopy = clone(originalObject);
Cheers!
// duplicate any given Object (not MCs)
Object.prototype.copy = function()
{
ASSetPropFlags(Object.prototype,["copy"],1);
var _t = new this.__proto__.constructor(this) //
for(var i in this){
_t[i] = this[i].copy()
}
return _t
};
Usage
x = ["1","2","3",[4,5],[{a:1,b:2}]]
y = x.copy()
y[0] = 0
y[3][0]="d"
trace(x)
trace(y)