Skip to content

KBE3D / KBCore / Cesium / CompositeEntityCollection

类: CompositeEntityCollection

Non-destructively composites multiple EntityCollection instances into a single collection. If a Entity with the same ID exists in multiple collections, it is non-destructively merged into a single new entity instance. If an entity has the same property in multiple collections, the property of the Entity in the last collection of the list it belongs to is used. CompositeEntityCollection can be used almost anywhere that a EntityCollection is used.

参数

The initial list of EntityCollection instances to merge.

参数

The data source (or composite entity collection) which created this collection.

属性

collectionChanged

readonly collectionChanged: Event

Gets the event that is fired when entities are added or removed from the collection. The generated event is a EntityCollection.collectionChangedEventCallback.


id

readonly id: string

Gets a globally unique identifier for this collection.


values

readonly values: Entity[]

Gets the array of Entity instances in the collection. This array should not be modified directly.


owner

readonly owner: DataSource | CompositeEntityCollection

Gets the owner of this composite entity collection, ie. the data source or composite entity collection which created it.

方法

addCollection()

addCollection(collection: EntityCollection, index?: number): void

Adds a collection to the composite.

参数

collection

EntityCollection

the collection to add.

index?

number

the index to add the collection at. If omitted, the collection will added on top of all existing collections.

返回

void


removeCollection()

removeCollection(collection: EntityCollection): boolean

Removes a collection from this composite, if present.

参数

collection

EntityCollection

The collection to remove.

返回

boolean

true if the collection was in the composite and was removed, false if the collection was not in the composite.


removeAllCollections()

removeAllCollections(): void

Removes all collections from this composite.

返回

void


containsCollection()

containsCollection(collection: EntityCollection): boolean

Checks to see if the composite contains a given collection.

参数

collection

EntityCollection

the collection to check for.

返回

boolean

true if the composite contains the collection, false otherwise.


contains()

contains(entity: Entity): boolean

Returns true if the provided entity is in this collection, false otherwise.

参数

entity

Entity

The entity.

返回

boolean

true if the provided entity is in this collection, false otherwise.


indexOfCollection()

indexOfCollection(collection: EntityCollection): number

Determines the index of a given collection in the composite.

参数

collection

EntityCollection

The collection to find the index of.

返回

number

The index of the collection in the composite, or -1 if the collection does not exist in the composite.


getCollection()

getCollection(index: number): void

Gets a collection by index from the composite.

参数

index

number

the index to retrieve.

返回

void


getCollectionsLength()

getCollectionsLength(): void

Gets the number of collections in this composite.

返回

void


raiseCollection()

raiseCollection(collection: EntityCollection): void

Raises a collection up one position in the composite.

参数

collection

EntityCollection

the collection to move.

返回

void


lowerCollection()

lowerCollection(collection: EntityCollection): void

Lowers a collection down one position in the composite.

参数

collection

EntityCollection

the collection to move.

返回

void


raiseCollectionToTop()

raiseCollectionToTop(collection: EntityCollection): void

Raises a collection to the top of the composite.

参数

collection

EntityCollection

the collection to move.

返回

void


lowerCollectionToBottom()

lowerCollectionToBottom(collection: EntityCollection): void

Lowers a collection to the bottom of the composite.

参数

collection

EntityCollection

the collection to move.

返回

void


suspendEvents()

suspendEvents(): void

Prevents EntityCollection#collectionChanged events from being raised until a corresponding call is made to EntityCollection#resumeEvents, at which point a single event will be raised that covers all suspended operations. This allows for many items to be added and removed efficiently. While events are suspended, recompositing of the collections will also be suspended, as this can be a costly operation. This function can be safely called multiple times as long as there are corresponding calls to EntityCollection#resumeEvents.

返回

void


resumeEvents()

resumeEvents(): void

Resumes raising EntityCollection#collectionChanged events immediately when an item is added or removed. Any modifications made while while events were suspended will be triggered as a single event when this function is called. This function also ensures the collection is recomposited if events are also resumed. This function is reference counted and can safely be called multiple times as long as there are corresponding calls to EntityCollection#resumeEvents.

返回

void


computeAvailability()

computeAvailability(): TimeInterval

Computes the maximum availability of the entities in the collection. If the collection contains a mix of infinitely available data and non-infinite data, It will return the interval pertaining to the non-infinite data only. If all data is infinite, an infinite interval will be returned.

返回

TimeInterval

The availability of entities in the collection.


getById()

getById(id: string): Entity | undefined

Gets an entity with the specified id.

参数

id

string

The id of the entity to retrieve.

返回

Entity | undefined

The entity with the provided id or undefined if the id did not exist in the collection.

构造函数

构造函数

new CompositeEntityCollection(collections?: EntityCollection[], owner?: DataSource | CompositeEntityCollection): CompositeEntityCollection

参数

collections?

EntityCollection[]

owner?

DataSource | CompositeEntityCollection

返回

CompositeEntityCollection

KBE3D @3.0.0 Copyright © 2024-present KBE3D