Commit Graph

33 Commits

Author SHA1 Message Date
jjspace 09a719b8fb
run prettier v3 2024-09-20 11:24:24 -04:00
Gabby Getz 48529bf0cd Update terrain async Sandcastles 2023-02-14 13:18:05 -05:00
Gabby Getz 3f6608f66e Use top level await in Sandcastle 2023-02-03 11:38:55 -05:00
Gabby Getz e175431d74 Sandcastle tweaks 2023-01-20 10:08:56 -05:00
Gabby Getz f956e6eb60 Cleanup async terrain handling 2023-01-19 16:14:11 -05:00
Gabby Getz 7bd1fc268b Deprecate ready and readyPromise for terrainProviders 2023-01-11 13:55:48 -05:00
Sanjeet Suhag a4a3b783d8 Sets the Sandcastle startup function as a property to the window 2022-05-23 15:14:50 -04:00
Gabby Getz 8143df4436 var -> const/let 2022-01-21 11:26:25 -05:00
Matthew Amato 2fd0e8f7e4 Format all code with prettier 2020-04-16 20:31:36 -04:00
Sanjeet Suhag cfcc265201 Clamps Cesium_Man and GroundVehicle to ground in Shadows Sandcastle 2020-01-23 16:23:34 -05:00
Sanjeet Suhag e66ca62a80 Updates Shadow_Tester models to glTF2.0 2020-01-14 13:15:22 -05:00
Sanjeet Suhag c49c75958a Updates URLs to Wood_Tower model 2020-01-14 10:22:47 -05:00
Matthew Amato 1aba1bb2fb Fix typo 2019-11-20 15:14:43 -05:00
Matthew Amato aabd27a760 Migrate Cesium to ES6 Modules
See https://github.com/AnalyticalGraphicsInc/cesium/pull/8224 for details.

eslint
There are a handful of new .eslintrc.json files, mostly to identify the files that are still AMD modules (Sandcastle/Workers). These are needed because you can't change the parser type with a comment directive (since the parser is the thing reading the file). We can finally detect unusued modules! So those have all been cleaned up as well.

requirejs -> rollup & clean-css
requirejs, almond, and karma-requirejs have all been removed. We now use rollup for building and minifying (via uglify) JS code and clean-css for css. These changes are fairly straight-forward and just involve calling rollup instead of requirejs in the build process.

Overall build time is significantly faster. CI is ~11 minutes compared to ~17 in master. Running makeZipFile on my machine takes 69 seconds compared to 112 seconds in master. There's probably plenty of room for additional optimization here too.

We wrote an published a small npm module, rollup-plugin-strip-pragma, for stripping the requirejs pragmas we use out of the release builds. This is maintained in the Tools/rollup-plugin-strip-pragma directory.

As for what we produce. The built version of Cesium is now a UMD module. So it should work anywhere that hasn't made the jump to ES6 yet. For users that were already using the "legacy" combined/minified approach, nothing changes.

One awesome thing about roll-up is that it compiles all of the workers at once and automatically detects shared codes and generates separate bundles under the hood. This means the size of our worker modules shrink dramatically and Cesium itself will load them much faster. The total minified/gzipped size of all workers in master is 2.6 MB compared to 225 KB in this branch! This should be most noticeable on demos like Geometry & Appearances which load lots of workers for the various geometry typs.

roll-up is also used to build Cesium Viewer, which is now an ES6 app.

We use clean-css via gulp and it is also a straightforward change from requirejs that requires no special mention.

Workers
While the spec allows for ES6 Web Workers, no browser actually supports them yet. That means we needed a way to get our workers into non-ES6 form. Thankfully, roll-up can generate AMD modules, which means we now have a build step to compile our Worker source code back into AMD and use the existing TaskProcessor to load and execute them. This build step is part of the standard build task and is called createWorkers. During development, these "built" workers are un-optimized so you can still debug them and read the code.

Since there is a build step, that means if you are changing code that affects a worker, you need to re-run build, or you can use the build-watch task to do it automatically.

The ES6 versions of Worker code has moved into Source/WorkersES6 and we build the workers into their "old home" of Source/Workers. cesiumWorkerBootstrapper and transferTypedArrayTest which were already non-AMD ES5 scripts remain living in the Workers directory.

Surprisingly little was changed about TaskProcessor or the worker system in general, especially considering that I thought this would be one of the major hurdles.

ThirdParty
A lot of our ThirdParty either already had a hand-written wrapper for AMD (which I updated to ES6) or had UMD which created problems when importing the same code in both Node and the browser. I basically had to update the wrapper of every third-party library to fix these problems. In some cases I updated the library version itself (Autolinker, topojson). Nothing to be too concerned about, but future clean-up would be using npm versions of these libraries and auto-generating the wrappers as needed so we don't hand-edit things.

Sandcastle
Sandcastle is eternal and manages to live another day in it's ancient requirejs/dojo 1.x form. Sandcastle now automatically uses the ES6 version of Cesium if it is available and fallsback to the ES5 unminified version if it is now. The built version of Sandcastle always uses CesiumUnminified, just like master. This means Sandcastle still works in IE11 if you run the combine step first (or use the relase zip)

Removed Cesium usage from Sandcastle proper, since it wasn't really needed
Generate a VERSION propertyin the gallery index since Cesium is no longer being included.
Remove requirejs from Sandcastle bucket
Update bucket to use the built version of Cesium if it is available by fallbackto the ES6 version during development.
Standalone.html was also updated
There's a bit of room for further clean-up here, but I think this gets us into master. I did not rename bucket-requirejs.html because I'm pretty sure it would break previously shared demos. We can put in some backwards compatible code later on if we want. (But I'd rather just see a full Sandcastle rewrite).

Specs
Specs are now all ES6, except for TestWorkers, which remain standard JS worker modules. This means you can no longer run the unbuilt unit tests in IE11. No changes for Chrome and Firefox.

Since the specs use ES6 modules and built Cesium is an ES5 UMD, I added a build-specs build step which generates a combined ES5 version of the specs which rely on Cesium as a global variable. We then inject these files into jasmine instead of the standard specs and everything works exactly as it did before. SpecRunner.html has been updated to inject the correct version of the script depending on the build/release query parameters.

The Specs must always use Cesium by importing Source/Cesium.js, this is so we can replace it with the built Cesium as describe above.

There's a bunch of room for clean-up here, such as unifying our two copies of jasmine into a single helper file, but I didn't want to start doing that clean-up as part of this already overly big PR. The important thing is that we can still test the built version and still test on IE/Edge as needed.

I also found and fixed two bugs that were causing failing unit tests, one in BingMapsImageryProviderSpec.js (which was overwriting createImage andnot setting it back) and ShadowVolumeAppearance.js (which had a module level caching bug). I think these may have been the cause of random CI failures in master as well, but only time will tell.

For coverage, we had to switch to karma-coverage-istanbul-instrumenter for native ES6 support, but that's it.

Finally, I updated appveryor to build Cesium and run the built tests under IE. We still don't fail the build for IE, but we should probably fix that if we want to keep it going.

NodeJS
When NODE_ENV is production, we now require in the minified CesiumJS directly, which works great because it's now a UMD module. Otherwise, we use the excellant esmpackage to load individual modules, it was a fairly straightforward swap from our old requirejs usage. We could probably drop esm too if we don't care about debugging or if we provie source maps at some point.
2019-10-03 11:51:23 -04:00
Matthew Amato 6e0911e110 Remove all double quote usage from JS code
99% of this PR was automatically fixed with eslint, I simply removed the
`"quotes": "off"` from Sandcastle and Specs which was ignoring the
standard rule of using single quotes.

Also added some Sandcastle generated files to .eslintignore.
2018-07-24 13:28:31 -04:00
Ed Mackey d5d781704e Update ground vehicle to glTF 2.0 final. 2018-05-15 17:06:24 -04:00
Matthew Amato 7844a5f0c3 STK World Terrain -> Cesium World Terrain
1. Remove all `STK World Terrain` usage/references and replace them with
`Cesium World Terrain`.
2. Add new `createWorldTerrain` helper function for creating the world
terrain. Same defaults for extensions as CesiumTerrainProvider(no normals
or water).
3. Replace all World Terrain examples and doc with `createWorldTerrain`.
We were needlessly setting `requestWaterMask` and `requestVertexNormals`
to true in most examples, so I just changed it to use the default behavior
to simplify the code.
4. Add a deprecation warning and deprecation Credit when `assets.agi.com`
is detected. Note that this includes ArcticDEM and PAMap, which are still
being used in this PR but will be replaced in a follow-up PR after this
is merged.
2018-02-26 15:05:04 -05:00
Matthew Amato 5101f5a961 Allow Viewer imageryProvider or terrainProvider with BaseLayerPicker
We've had a check in Viewer forever to see if the baseLayer picker was
being used when a terrainProvider or imageryProvider was specified.  This
lead to a tone of code where we create the viewer and then just specify
viewer.terrainProvider anyway. Basically, this check was pointless and
just made the code more verbose.  The check also prevented devs from
specifing a terrainProvider but still using BaseLayerPicker for imagery
(and vice versa). Now we just let the user do what they want, which was
probably the right call from the beginning.
2018-02-22 21:47:01 -05:00
ggetz e8ef9c7e6c Added viewer option for shouldAnimate 2018-01-25 12:11:21 -05:00
ggetz 7d197e61df clockViewModel.shouldAnimate -> clock.shouldAnimate 2018-01-24 16:56:45 -05:00
ggetz b540746a6f Clock does not animate by default 2018-01-24 16:06:45 -05:00
Rachel Hwang 96f8601a49 mend 2017-05-01 12:01:40 -04:00
Frederic Junod 4578a3f7f3 Add Sandcastle.addToggleButton function 2016-11-04 17:04:34 +01:00
Sean Lilley 0e9894f3d1 Change // to https:// 2016-09-08 17:25:44 -04:00
Sean Lilley fc4f7cfb58 Simplify 2016-07-08 17:34:27 -04:00
Sean Lilley 958cde101d Revert "Only change shadows for the current entity to avoid crash in #4096"
This reverts commit a3bc2cc16a.
2016-07-07 15:56:43 -04:00
Sean Lilley a3bc2cc16a Only change shadows for the current entity to avoid crash in #4096 2016-07-07 11:12:14 -04:00
Sean Lilley 9b20891d2b Updated entity and primitive layers to use shadow enums 2016-06-26 12:31:59 -04:00
Sean Lilley c38d1b9742 Updated Shadows Sandcastle with more entities 2016-06-08 13:35:37 -04:00
Sean Lilley 4fb23b95d0 Added shadows property to entities 2016-06-08 13:35:14 -04:00
Sean Lilley 2e92beb05e Vertically align buttons 2016-05-18 17:36:10 -04:00
Sean Lilley a93f0192af Update Sandcastle 2016-05-18 17:07:56 -04:00
Sean Lilley 32f25f3e48 Added simple shadows sandcastle 2016-05-18 17:07:56 -04:00