@itwin/core-frontend 4.0.0-dev.72 → 4.0.0-dev.75

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (133) hide show
  1. package/lib/cjs/DisplayStyleState.d.ts +35 -53
  2. package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
  3. package/lib/cjs/DisplayStyleState.js +51 -101
  4. package/lib/cjs/DisplayStyleState.js.map +1 -1
  5. package/lib/cjs/DrawingViewState.d.ts.map +1 -1
  6. package/lib/cjs/DrawingViewState.js +1 -2
  7. package/lib/cjs/DrawingViewState.js.map +1 -1
  8. package/lib/cjs/IModelApp.d.ts +1 -3
  9. package/lib/cjs/IModelApp.d.ts.map +1 -1
  10. package/lib/cjs/IModelApp.js +1 -3
  11. package/lib/cjs/IModelApp.js.map +1 -1
  12. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  13. package/lib/cjs/IModelConnection.js +4 -6
  14. package/lib/cjs/IModelConnection.js.map +1 -1
  15. package/lib/cjs/SheetViewState.d.ts.map +1 -1
  16. package/lib/cjs/SheetViewState.js +1 -2
  17. package/lib/cjs/SheetViewState.js.map +1 -1
  18. package/lib/cjs/ViewCreator2d.d.ts.map +1 -1
  19. package/lib/cjs/ViewCreator2d.js +2 -4
  20. package/lib/cjs/ViewCreator2d.js.map +1 -1
  21. package/lib/cjs/ViewCreator3d.d.ts.map +1 -1
  22. package/lib/cjs/ViewCreator3d.js +1 -2
  23. package/lib/cjs/ViewCreator3d.js.map +1 -1
  24. package/lib/cjs/Viewport.d.ts +22 -11
  25. package/lib/cjs/Viewport.d.ts.map +1 -1
  26. package/lib/cjs/Viewport.js +60 -12
  27. package/lib/cjs/Viewport.js.map +1 -1
  28. package/lib/cjs/tile/RealityTile.d.ts +12 -5
  29. package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
  30. package/lib/cjs/tile/RealityTile.js +149 -57
  31. package/lib/cjs/tile/RealityTile.js.map +1 -1
  32. package/lib/cjs/tile/RealityTileTree.d.ts +1 -3
  33. package/lib/cjs/tile/RealityTileTree.d.ts.map +1 -1
  34. package/lib/cjs/tile/RealityTileTree.js +8 -21
  35. package/lib/cjs/tile/RealityTileTree.js.map +1 -1
  36. package/lib/cjs/tile/TileUsageMarker.d.ts +4 -0
  37. package/lib/cjs/tile/TileUsageMarker.d.ts.map +1 -1
  38. package/lib/cjs/tile/TileUsageMarker.js +9 -1
  39. package/lib/cjs/tile/TileUsageMarker.js.map +1 -1
  40. package/lib/cjs/tile/map/MapFeatureInfo.d.ts.map +1 -1
  41. package/lib/cjs/tile/map/MapFeatureInfo.js.map +1 -1
  42. package/lib/cjs/tile/map/MapLayerAuthentication.d.ts.map +1 -1
  43. package/lib/cjs/tile/map/MapLayerAuthentication.js.map +1 -1
  44. package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts +15 -8
  45. package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts.map +1 -1
  46. package/lib/cjs/tile/map/MapLayerFormatRegistry.js +12 -7
  47. package/lib/cjs/tile/map/MapLayerFormatRegistry.js.map +1 -1
  48. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts +23 -6
  49. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  50. package/lib/cjs/tile/map/MapLayerImageryProvider.js +24 -8
  51. package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
  52. package/lib/cjs/tile/map/MapLayerSources.d.ts +4 -5
  53. package/lib/cjs/tile/map/MapLayerSources.d.ts.map +1 -1
  54. package/lib/cjs/tile/map/MapLayerSources.js +3 -4
  55. package/lib/cjs/tile/map/MapLayerSources.js.map +1 -1
  56. package/lib/cjs/tile/map/MapTile.d.ts +3 -1
  57. package/lib/cjs/tile/map/MapTile.d.ts.map +1 -1
  58. package/lib/cjs/tile/map/MapTile.js +4 -0
  59. package/lib/cjs/tile/map/MapTile.js.map +1 -1
  60. package/lib/cjs/tile/map/MapTiledGraphicsProvider.d.ts +4 -3
  61. package/lib/cjs/tile/map/MapTiledGraphicsProvider.d.ts.map +1 -1
  62. package/lib/cjs/tile/map/MapTiledGraphicsProvider.js +4 -4
  63. package/lib/cjs/tile/map/MapTiledGraphicsProvider.js.map +1 -1
  64. package/lib/cjs/tools/ElementSetTool.d.ts.map +1 -1
  65. package/lib/cjs/tools/ElementSetTool.js +1 -2
  66. package/lib/cjs/tools/ElementSetTool.js.map +1 -1
  67. package/lib/esm/DisplayStyleState.d.ts +35 -53
  68. package/lib/esm/DisplayStyleState.d.ts.map +1 -1
  69. package/lib/esm/DisplayStyleState.js +54 -104
  70. package/lib/esm/DisplayStyleState.js.map +1 -1
  71. package/lib/esm/DrawingViewState.d.ts.map +1 -1
  72. package/lib/esm/DrawingViewState.js +1 -2
  73. package/lib/esm/DrawingViewState.js.map +1 -1
  74. package/lib/esm/IModelApp.d.ts +1 -3
  75. package/lib/esm/IModelApp.d.ts.map +1 -1
  76. package/lib/esm/IModelApp.js +1 -3
  77. package/lib/esm/IModelApp.js.map +1 -1
  78. package/lib/esm/IModelConnection.d.ts.map +1 -1
  79. package/lib/esm/IModelConnection.js +4 -6
  80. package/lib/esm/IModelConnection.js.map +1 -1
  81. package/lib/esm/SheetViewState.d.ts.map +1 -1
  82. package/lib/esm/SheetViewState.js +1 -2
  83. package/lib/esm/SheetViewState.js.map +1 -1
  84. package/lib/esm/ViewCreator2d.d.ts.map +1 -1
  85. package/lib/esm/ViewCreator2d.js +2 -4
  86. package/lib/esm/ViewCreator2d.js.map +1 -1
  87. package/lib/esm/ViewCreator3d.d.ts.map +1 -1
  88. package/lib/esm/ViewCreator3d.js +1 -2
  89. package/lib/esm/ViewCreator3d.js.map +1 -1
  90. package/lib/esm/Viewport.d.ts +22 -11
  91. package/lib/esm/Viewport.d.ts.map +1 -1
  92. package/lib/esm/Viewport.js +63 -15
  93. package/lib/esm/Viewport.js.map +1 -1
  94. package/lib/esm/tile/RealityTile.d.ts +12 -5
  95. package/lib/esm/tile/RealityTile.d.ts.map +1 -1
  96. package/lib/esm/tile/RealityTile.js +149 -57
  97. package/lib/esm/tile/RealityTile.js.map +1 -1
  98. package/lib/esm/tile/RealityTileTree.d.ts +1 -3
  99. package/lib/esm/tile/RealityTileTree.d.ts.map +1 -1
  100. package/lib/esm/tile/RealityTileTree.js +11 -24
  101. package/lib/esm/tile/RealityTileTree.js.map +1 -1
  102. package/lib/esm/tile/TileUsageMarker.d.ts +4 -0
  103. package/lib/esm/tile/TileUsageMarker.d.ts.map +1 -1
  104. package/lib/esm/tile/TileUsageMarker.js +9 -1
  105. package/lib/esm/tile/TileUsageMarker.js.map +1 -1
  106. package/lib/esm/tile/map/MapFeatureInfo.d.ts.map +1 -1
  107. package/lib/esm/tile/map/MapFeatureInfo.js.map +1 -1
  108. package/lib/esm/tile/map/MapLayerAuthentication.d.ts.map +1 -1
  109. package/lib/esm/tile/map/MapLayerAuthentication.js.map +1 -1
  110. package/lib/esm/tile/map/MapLayerFormatRegistry.d.ts +15 -8
  111. package/lib/esm/tile/map/MapLayerFormatRegistry.d.ts.map +1 -1
  112. package/lib/esm/tile/map/MapLayerFormatRegistry.js +12 -7
  113. package/lib/esm/tile/map/MapLayerFormatRegistry.js.map +1 -1
  114. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts +23 -6
  115. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  116. package/lib/esm/tile/map/MapLayerImageryProvider.js +24 -8
  117. package/lib/esm/tile/map/MapLayerImageryProvider.js.map +1 -1
  118. package/lib/esm/tile/map/MapLayerSources.d.ts +4 -5
  119. package/lib/esm/tile/map/MapLayerSources.d.ts.map +1 -1
  120. package/lib/esm/tile/map/MapLayerSources.js +3 -4
  121. package/lib/esm/tile/map/MapLayerSources.js.map +1 -1
  122. package/lib/esm/tile/map/MapTile.d.ts +3 -1
  123. package/lib/esm/tile/map/MapTile.d.ts.map +1 -1
  124. package/lib/esm/tile/map/MapTile.js +4 -0
  125. package/lib/esm/tile/map/MapTile.js.map +1 -1
  126. package/lib/esm/tile/map/MapTiledGraphicsProvider.d.ts +4 -3
  127. package/lib/esm/tile/map/MapTiledGraphicsProvider.d.ts.map +1 -1
  128. package/lib/esm/tile/map/MapTiledGraphicsProvider.js +4 -4
  129. package/lib/esm/tile/map/MapTiledGraphicsProvider.js.map +1 -1
  130. package/lib/esm/tools/ElementSetTool.d.ts.map +1 -1
  131. package/lib/esm/tools/ElementSetTool.js +1 -2
  132. package/lib/esm/tools/ElementSetTool.js.map +1 -1
  133. package/package.json +19 -19
@@ -103,7 +103,7 @@ export declare class RealityTile extends Tile {
103
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  /** @internal */
104
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  preloadRealityTilesAtDepth(depth: number, context: TraversalSelectionContext, args: TileDrawArgs): void;
105
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  /** @internal */
106
- protected selectRealityChildren(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails): void;
106
+ preloadProtectedTiles(args: TileDrawArgs, context: TraversalSelectionContext): boolean;
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  /** @internal */
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  addBoundingGraphic(builder: GraphicBuilder, color: ColorDef): void;
109
109
  /** @internal */
@@ -113,15 +113,22 @@ export declare class RealityTile extends Tile {
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  /** @internal */
114
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  protected getLoadedRealityChildren(args: TileDrawArgs): boolean;
115
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  /** @internal */
116
- forceSelectRealityTile(): boolean;
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+ protected forceSelectRealityTile(): boolean;
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+ /** @internal */
118
+ protected minimumVisibleFactor(): number;
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  /** @internal */
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  selectRealityTiles(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails): void;
119
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  /** @internal */
120
- purgeContents(olderThan: BeTimePoint): void;
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+ protected selectRealityChildrenAsFallback(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails): void;
121
123
  /** @internal */
122
- computeVisibilityFactor(args: TileDrawArgs): number;
124
+ protected selectRealityChildren(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails): void;
125
+ /** @internal */
126
+ purgeContents(olderThan: BeTimePoint, useProtectedTiles: boolean): void;
127
+ private getTilesToPurge;
128
+ private getTilesToPurgeWithoutProtection;
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+ private removeFirstDisplayableChildrenFromSet;
123
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  /** @internal */
124
- preloadTilesInFrustum(args: TileDrawArgs, context: TraversalSelectionContext, preloadSizeModifier: number): void;
131
+ computeVisibilityFactor(args: TileDrawArgs): number;
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  /** @internal */
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  protected get _anyChildNotFound(): boolean;
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  /** @internal */
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"RealityTile.d.ts","sourceRoot":"","sources":["../../../src/tile/RealityTile.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,WAAW,EAAW,MAAM,qBAAqB,CAAC;AAC3D,OAAO,EAAqC,UAAU,EAAE,OAAO,EAAE,QAAQ,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACnH,OAAO,EAAE,QAAQ,EAAW,MAAM,oBAAoB,CAAC;AAGvD,OAAO,EAAE,cAAc,EAAE,MAAM,0BAA0B,CAAC;AAC1D,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AACtD,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAC;AACvC,OAAO,EACL,iBAAiB,EAAE,eAAe,EAAE,IAAI,EAAE,WAAW,EAAE,YAAY,EAAE,qBAAqB,EAAE,eAAe,EAAkB,UAAU,EAAE,WAAW,EAAE,kBAAkB,EACpJ,QAAQ,EAAE,gBAAgB,EAAE,yBAAyB,EAC1E,MAAM,YAAY,CAAC;AAEpB,gBAAgB;AAChB,MAAM,WAAW,iBAAkB,SAAQ,UAAU;IACnD,QAAQ,CAAC,eAAe,CAAC,EAAE,SAAS,CAAC;IACrC,QAAQ,CAAC,kBAAkB,CAAC,EAAE,OAAO,CAAC;IACtC,QAAQ,CAAC,gCAAgC,CAAC,EAAE,OAAO,CAAC;IACpD,QAAQ,CAAC,YAAY,CAAC,EAAE,OAAO,EAAE,CAAC;IAClC,QAAQ,CAAC,MAAM,CAAC,EAAE,iBAAiB,CAAC;IACpC,QAAQ,CAAC,cAAc,CAAC,EAAE,MAAM,CAAC;CAClC;AAED;;GAEG;AACH,MAAM,WAAW,mBAAmB;IAClC,SAAS,CAAC,EAAE,QAAQ,EAAE,CAAC;CACxB;AAED,gBAAgB;AAChB,MAAM,WAAW,kBAAmB,SAAQ,WAAW;IACrD,QAAQ,CAAC,EAAE,mBAAmB,CAAC;CAChC;AAQD;;GAEG;AACH,qBAAa,WAAY,SAAQ,IAAI;IACnC,gBAAgB;IAChB,SAAgB,eAAe,CAAC,EAAE,SAAS,CAAC;IAC5C,gBAAgB;IAChB,SAAgB,kBAAkB,CAAC,EAAE,OAAO,CAAC;IAC7C,gBAAgB;IAChB,SAAgB,gCAAgC,CAAC,EAAE,OAAO,CAAC;IAC3D,gBAAgB;IAChB,SAAgB,YAAY,CAAC,EAAE,OAAO,EAAE,CAAC;IACzC,gBAAgB;IAChB,SAAgB,MAAM,CAAC,EAAE,iBAAiB,CAAC;IAC3C,gBAAgB;IAChB,SAAS,CAAC,SAAS,CAAC,EAAE,mBAAmB,CAAC;IAC1C,OAAO,CAAC,cAAc,CAAS;IAC/B,gBAAgB;IAChB,SAAS,CAAC,sBAAsB,CAAC,EAAE,SAAS,CAAC;IAC7C,OAAO,CAAC,mBAAmB,CAAC,CAAgB;IAC5C,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAC,CAAS;IAE1C,gBAAgB;gBACG,KAAK,EAAE,iBAAiB,EAAE,IAAI,EAAE,eAAe;IAuBlE,gBAAgB;IACA,UAAU,CAAC,OAAO,EAAE,kBAAkB,GAAG,IAAI;IAK7D,gBAAgB;IAChB,IAAW,eAAe,IAAI,WAAW,EAAE,GAAG,SAAS,CAAuD;IAC9G,gBAAgB;IAChB,IAAW,aAAa,IAAI,WAAW,CAAuC;IAC9E,gBAAgB;IAChB,IAAW,WAAW,IAAI,eAAe,CAAyC;IAClF,gBAAgB;IAChB,IAAW,WAAW,IAAI,eAAe,GAAG,SAAS,CAAsB;IAC3E,gBAAgB;IAChB,IAAW,QAAQ,IAAI,MAAM,CAA6C;IAC1E,gBAAgB;IAChB,IAAW,YAAY,YAA0D;IACjF,gBAAgB;IAChB,IAAW,QAAQ,YAAuD;IAC1E,gBAAgB;IAChB,IAAW,QAAQ,IAAI,mBAAmB,GAAG,SAAS,CAA2B;IAEjF,gBAAgB;IAChB,IAAoB,aAAa,IAAI,OAAO,CAK3C;IAED,gBAAgB;IACT,QAAQ,CAAC,IAAI,EAAE,YAAY,GAAG,IAAI;IAIzC,gBAAgB;IACT,aAAa,IAAI,IAAI;IAI5B,gBAAgB;IACT,UAAU,CAAC,aAAa,EAAE,YAAY,GAAG,OAAO;IAIvD,gBAAgB;IAChB,IAAW,OAAO,IAAI,kBAAkB,CAEvC;IAED,gBAAgB;IACH,cAAc,CAAC,UAAU,EAAE,MAAM,OAAO,GAAG,OAAO,CAAC,WAAW,CAAC,QAAQ,CAAC;IAIrF,gBAAgB;IAChB,OAAO,CAAC,iCAAiC;IAOzC,gBAAgB;IAChB,SAAS,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG,SAAS,KAAK,IAAI,EAAE,MAAM,EAAE,CAAC,KAAK,EAAE,KAAK,KAAK,IAAI,GAAG,IAAI;IAgB9G,gBAAgB;IACH,WAAW,CAAC,IAAI,EAAE,WAAW,CAAC,YAAY,EAAE,MAAM,EAAE,YAAY,EAAE,UAAU,CAAC,EAAE,MAAM,OAAO,GAAG,OAAO,CAAC,WAAW,CAAC;IAIhI,gBAAgB;IACA,mBAAmB,CAAC,SAAS,EAAE,QAAQ,CAAC,QAAQ,CAAC,EAAE,KAAK,EAAE,QAAQ,CAAC,QAAQ,CAAC,GAAG,MAAM;IAIrG,gBAAgB;IACT,cAAc,IAAI,UAAU,GAAG,SAAS;IAI/C;;OAEG;IACI,oBAAoB,CAAC,KAAK,EAAE,YAAY,EAAE,QAAQ,EAAE,yBAAyB;IAEpF;;OAEG;IACH,IAAW,YAAY,IAAI,WAAW,CAAiB;IAEvD,gBAAgB;IACT,0BAA0B,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,yBAAyB,EAAE,IAAI,EAAE,YAAY;IAiBvG,gBAAgB;IACT,qBAAqB,CAAC,IAAI,EAAE,YAAY,EAAE,OAAO,EAAE,yBAAyB,GAAG,OAAO;IA4B7F,gBAAgB;IACT,kBAAkB,CAAC,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,QAAQ;IAQlE,gBAAgB;IACT,SAAS,CAAC,gBAAgB,EAAE,SAAS;IAU5C,gBAAgB;IACT,mBAAmB,CAAC,KAAK,EAAE,IAAI,EAAE;IASxC,gBAAgB;IAChB,SAAS,CAAC,wBAAwB,CAAC,IAAI,EAAE,YAAY,GAAG,OAAO;IAa/D,gBAAgB;IAChB,SAAS,CAAC,sBAAsB,IAAI,OAAO;IAC3C,gBAAgB;IAChB,SAAS,CAAC,oBAAoB,IAAI,MAAM;IAOxC,gBAAgB;IACT,kBAAkB,CAAC,OAAO,EAAE,yBAAyB,EAAE,IAAI,EAAE,YAAY,EAAE,gBAAgB,EAAE,gBAAgB;IAqDpH,gBAAgB;IAChB,SAAS,CAAC,+BAA+B,CAAC,OAAO,EAAE,yBAAyB,EAAE,IAAI,EAAE,YAAY,EAAE,gBAAgB,EAAE,gBAAgB;IAYpI,gBAAgB;IAChB,SAAS,CAAC,qBAAqB,CAAC,OAAO,EAAE,yBAAyB,EAAE,IAAI,EAAE,YAAY,EAAE,gBAAgB,EAAE,gBAAgB;IAwB1H,gBAAgB;IACT,aAAa,CAAC,SAAS,EAAE,WAAW,EAAE,iBAAiB,EAAE,OAAO,GAAG,IAAI;IAiB9E,OAAO,CAAC,eAAe;IAsCvB,OAAO,CAAC,gCAAgC;IAaxC,OAAO,CAAC,qCAAqC;IAe7C,gBAAgB;IACT,uBAAuB,CAAC,IAAI,EAAE,YAAY,GAAG,MAAM;IA+B1D,gBAAgB;IAChB,SAAS,KAAK,iBAAiB,IAAI,OAAO,CAOzC;IAED,gBAAgB;IACA,wBAAwB,IAAI,OAAO,EAAE,GAAG,SAAS;IAWjE,gBAAgB;IAChB,IAAW,WAAW,YAAoB;IAE1C,gBAAgB;IAChB,SAAS,CAAC,8BAA8B,CAAC,OAAO,EAAE,CAAC,QAAQ,EAAE,IAAI,EAAE,KAAK,IAAI,GAAG,IAAI;IA8BnF,gBAAgB;IACA,eAAe,IAAI,aAAa,GAAG,SAAS;IAY5D,gBAAgB;IAChB,IAAW,kBAAkB,IAAI,aAAa,GAAG,SAAS,CAEzD;IAED,gBAAgB;IACA,eAAe,IAAI,IAAI;IAKvC,gBAAgB;IACT,mBAAmB,CAAC,SAAS,EAAE,qBAAqB,GAAG,IAAI;CA6BnE"}
@@ -28,7 +28,7 @@ class RealityTile extends internal_1.Tile {
28
28
  super(props, tree);
29
29
  this._everDisplayed = false;
30
30
  this.transformToRoot = props.transformToRoot;
31
- this.additiveRefinement = (undefined === props.additiveRefinement) ? this.realityParent?.additiveRefinement : props.additiveRefinement;
31
+ this.additiveRefinement = props.additiveRefinement ?? this.realityParent?.additiveRefinement;
32
32
  this.noContentButTerminateOnSelection = props.noContentButTerminateOnSelection;
33
33
  this.rangeCorners = props.rangeCorners;
34
34
  this.region = props.region;
@@ -143,21 +143,31 @@ class RealityTile extends internal_1.Tile {
143
143
  child.preloadRealityTilesAtDepth(depth, context, args);
144
144
  }
145
145
  }
146
+ // Preload tiles that are protected:
147
+ // * used tiles (where "used" may mean: selected/preloaded for display or content requested);
148
+ // * parents and siblings of other protected tiles.
146
149
  /** @internal */
147
- selectRealityChildren(context, args, traversalDetails) {
148
- const childrenLoadStatus = this.loadChildren(); // NB: asynchronous
149
- if (internal_1.TileTreeLoadStatus.Loading === childrenLoadStatus) {
150
- args.markChildrenLoading();
151
- traversalDetails.childrenLoading = true;
152
- return;
150
+ preloadProtectedTiles(args, context) {
151
+ const children = this.realityChildren;
152
+ let hasProtectedChildren = false;
153
+ if (children && !this.additiveRefinement) {
154
+ for (const child of children) {
155
+ hasProtectedChildren = child.preloadProtectedTiles(args, context) || hasProtectedChildren;
156
+ }
153
157
  }
154
- if (undefined !== this.realityChildren) {
155
- const traversalChildren = this.realityRoot.getTraversalChildren(this.depth);
156
- traversalChildren.initialize();
157
- for (let i = 0; i < this.children.length; i++)
158
- this.realityChildren[i].selectRealityTiles(context, args, traversalChildren.getChildDetail(i));
159
- traversalChildren.combine(traversalDetails);
158
+ if (children && hasProtectedChildren) {
159
+ for (const child of children) {
160
+ if (child.isDisplayable && !child.isLoaded)
161
+ context.preload(child, args);
162
+ }
163
+ return true; // Parents of protected tiles are protected
160
164
  }
165
+ // Special case of the root tile
166
+ if (this === this.realityRoot.rootTile) {
167
+ context.preload(this, args);
168
+ return true;
169
+ }
170
+ return context.selected.find((tile) => tile === this) !== undefined;
161
171
  }
162
172
  /** @internal */
163
173
  addBoundingGraphic(builder, color) {
@@ -194,55 +204,157 @@ class RealityTile extends internal_1.Tile {
194
204
  if (child.isReady && child.computeVisibilityFactor(args) > 0) {
195
205
  scratchLoadedChildren.push(child);
196
206
  }
197
- else if (!child.getLoadedRealityChildren(args))
207
+ else if (!child.getLoadedRealityChildren(args)) {
198
208
  return false;
209
+ }
199
210
  }
200
211
  return true;
201
212
  }
202
213
  /** @internal */
203
214
  forceSelectRealityTile() { return false; }
204
215
  /** @internal */
216
+ minimumVisibleFactor() {
217
+ if (this.additiveRefinement)
218
+ return 0.25;
219
+ else
220
+ return 0;
221
+ }
222
+ /** @internal */
205
223
  selectRealityTiles(context, args, traversalDetails) {
206
224
  const visibility = this.computeVisibilityFactor(args);
207
- if (visibility < 0)
225
+ const isNotVisible = visibility < 0;
226
+ if (isNotVisible)
208
227
  return;
228
+ // Force loading if loader requires this tile. (cesium terrain visibility).
209
229
  if (this.realityRoot.loader.forceTileLoad(this) && !this.isReady) {
210
- context.selectOrQueue(this, args, traversalDetails); // Force loading if loader requires this tile. (cesium terrain visibility).
230
+ context.selectOrQueue(this, args, traversalDetails);
211
231
  return;
212
232
  }
233
+ // Force to return early without selecting
213
234
  if (visibility >= 1 && this.noContentButTerminateOnSelection)
214
235
  return;
215
- if (this.isDisplayable && (visibility >= 1 || this._anyChildNotFound || this.forceSelectRealityTile() || context.selectionCountExceeded)) {
216
- if (!this.isOccluded(args.viewingSpace)) {
217
- context.selectOrQueue(this, args, traversalDetails);
218
- if (!this.isReady) { // This tile is visible but not loaded - Use higher resolution children if present
219
- if (this.getLoadedRealityChildren(args))
220
- context.select(scratchLoadedChildren, args);
221
- scratchLoadedChildren.length = 0;
222
- }
223
- }
236
+ const shouldSelectThisTile = visibility >= 1 || this._anyChildNotFound || this.forceSelectRealityTile() || context.selectionCountExceeded;
237
+ if (shouldSelectThisTile && this.isDisplayable) { // Select this tile
238
+ // Return early if tile is totally occluded
239
+ if (this.isOccluded(args.viewingSpace))
240
+ return;
241
+ // Attempt to select this tile. If not ready, queue it
242
+ context.selectOrQueue(this, args, traversalDetails);
243
+ // This tile is visible but not loaded - Use higher resolution children if present
244
+ if (!this.isReady)
245
+ this.selectRealityChildrenAsFallback(context, args, traversalDetails);
224
246
  }
225
- else {
247
+ else { // Select children instead of this tile
248
+ // With additive refinement it is necessary to display this tile along with any displayed children
226
249
  if (this.additiveRefinement && this.isDisplayable && !this.useAdditiveRefinementStepchildren())
227
- context.selectOrQueue(this, args, traversalDetails); // With additive refinement it is necessary to display this tile along with any displayed children.
250
+ context.selectOrQueue(this, args, traversalDetails);
228
251
  this.selectRealityChildren(context, args, traversalDetails);
229
- if (this.isReady && (traversalDetails.childrenLoading || 0 !== traversalDetails.queuedChildren.length)) {
230
- const minimumVisibleFactor = .25; // If the tile has not yet been displayed in this viewport -- display only if it is within 25% of visible. Avoid overly tiles popping into view unexpectedly (terrain)
231
- if (visibility > minimumVisibleFactor || this._everDisplayed)
252
+ // Children are not ready: use this tile to avoid leaving a hole
253
+ traversalDetails.shouldSelectParent = traversalDetails.shouldSelectParent || traversalDetails.queuedChildren.length !== 0;
254
+ if (traversalDetails.shouldSelectParent) {
255
+ // If the tile has not yet been displayed in this viewport -- display only if it is visible enough. Avoid overly tiles popping into view unexpectedly (terrain)
256
+ if (visibility > this.minimumVisibleFactor() || this._everDisplayed) {
232
257
  context.selectOrQueue(this, args, traversalDetails);
258
+ }
233
259
  }
234
260
  }
235
261
  }
262
+ // Attempt to select the children of a tile in case they could be displayed while this tile is loading. This does not take into account visibility.
236
263
  /** @internal */
237
- purgeContents(olderThan) {
238
- // Discard contents of tiles that have not been "used" recently, where "used" may mean: selected/preloaded for display or content requested.
264
+ selectRealityChildrenAsFallback(context, args, traversalDetails) {
265
+ const childrenReady = this.getLoadedRealityChildren(args);
266
+ if (childrenReady) {
267
+ context.select(scratchLoadedChildren, args);
268
+ traversalDetails.shouldSelectParent = false;
269
+ }
270
+ scratchLoadedChildren.length = 0;
271
+ }
272
+ // Recurse through children to select them normally
273
+ /** @internal */
274
+ selectRealityChildren(context, args, traversalDetails) {
275
+ // Load children if not yet requested
276
+ const childrenLoadStatus = this.loadChildren(); // NB: asynchronous
277
+ // Children are not ready yet
278
+ if (childrenLoadStatus === internal_1.TileTreeLoadStatus.Loading) {
279
+ args.markChildrenLoading();
280
+ traversalDetails.shouldSelectParent = true;
281
+ return;
282
+ }
283
+ if (this.realityChildren !== undefined) {
284
+ // Attempt to select the children
285
+ const traversalChildren = this.realityRoot.getTraversalChildren(this.depth);
286
+ traversalChildren.initialize();
287
+ for (let i = 0; i < this.children.length; i++)
288
+ this.realityChildren[i].selectRealityTiles(context, args, traversalChildren.getChildDetail(i));
289
+ traversalChildren.combine(traversalDetails);
290
+ }
291
+ }
292
+ /** @internal */
293
+ purgeContents(olderThan, useProtectedTiles) {
294
+ const tilesToPurge = new Set();
295
+ // Get the list of tiles to purge
296
+ if (useProtectedTiles && !this.additiveRefinement)
297
+ this.getTilesToPurge(olderThan, tilesToPurge);
298
+ else
299
+ this.getTilesToPurgeWithoutProtection(olderThan, tilesToPurge);
300
+ // Discard contents of tiles that have been marked.
239
301
  // Note we do not discard the child Tile objects themselves.
240
- if (this.usageMarker.isExpired(olderThan))
241
- this.disposeContents();
302
+ for (const tile of tilesToPurge)
303
+ tile.disposeContents();
304
+ }
305
+ // Populate a set with tiles that should be disposed. Prevent some tiles to be disposed to avoid holes when moving.
306
+ // Return true if the current tile is "protected".
307
+ getTilesToPurge(olderThan, tilesToPurge) {
308
+ const children = this.realityChildren;
309
+ // Protected tiles cannot be purged. They are:
310
+ // * used tiles (where "used" may mean: selected/preloaded for display or content requested);
311
+ // * parents and siblings of other protected tiles.
312
+ let hasProtectedChildren = false;
313
+ if (children) {
314
+ for (const child of children) {
315
+ hasProtectedChildren = child.getTilesToPurge(olderThan, tilesToPurge) || hasProtectedChildren;
316
+ }
317
+ if (hasProtectedChildren) {
318
+ // Siblings of protected tiles are protected too. We need to remove them from it
319
+ for (const child of children) {
320
+ // Because the current tile can be invisible, relying on its children to display geometry,
321
+ // we have to recurse in order to remove the first children that has geometry, otherwise,
322
+ // some holes might appear
323
+ child.removeFirstDisplayableChildrenFromSet(tilesToPurge);
324
+ }
325
+ return true; // Parents of protected tiles are protected
326
+ }
327
+ }
328
+ const isInUse = this.usageMarker.getIsTileInUse();
329
+ if (!isInUse && this.usageMarker.isTimestampExpired(olderThan)) {
330
+ tilesToPurge.add(this);
331
+ }
332
+ return isInUse;
333
+ }
334
+ // Populate a set with tiles that should be disposed. Does not prevent some tiles to be disposed to avoid holes when moving.
335
+ // This method is simpler and more fitting for devices that has a bigger memory constraint, such as mobiles.
336
+ // However, it causes the apparition of holes by letting important tiles to be purged.
337
+ getTilesToPurgeWithoutProtection(olderThan, tilesToPurge) {
242
338
  const children = this.realityChildren;
243
- if (children)
244
- for (const child of children)
245
- child.purgeContents(olderThan);
339
+ if (children) {
340
+ for (const child of children) {
341
+ child.getTilesToPurgeWithoutProtection(olderThan, tilesToPurge);
342
+ }
343
+ }
344
+ if (this.usageMarker.isExpired(olderThan))
345
+ tilesToPurge.add(this);
346
+ }
347
+ removeFirstDisplayableChildrenFromSet(set) {
348
+ if (set.size === 0)
349
+ return;
350
+ if (this.isDisplayable) {
351
+ set.delete(this);
352
+ return;
353
+ }
354
+ if (this.realityChildren !== undefined) {
355
+ for (const child of this.realityChildren)
356
+ child.removeFirstDisplayableChildrenFromSet(set);
357
+ }
246
358
  }
247
359
  /** @internal */
248
360
  computeVisibilityFactor(args) {
@@ -269,26 +381,6 @@ class RealityTile extends internal_1.Tile {
269
381
  return this.maximumSize / args.getPixelSize(this);
270
382
  }
271
383
  /** @internal */
272
- preloadTilesInFrustum(args, context, preloadSizeModifier) {
273
- const visibility = this.computeVisibilityFactor(args);
274
- if (visibility < 0)
275
- return;
276
- if (visibility * preloadSizeModifier > 1) {
277
- if (this.isDisplayable)
278
- context.preload(this, args);
279
- }
280
- else {
281
- const childrenLoadStatus = this.loadChildren(); // NB: asynchronous
282
- if (internal_1.TileTreeLoadStatus.Loading === childrenLoadStatus) {
283
- args.markChildrenLoading();
284
- }
285
- else if (undefined !== this.realityChildren) {
286
- for (const child of this.realityChildren)
287
- child.preloadTilesInFrustum(args, context, preloadSizeModifier);
288
- }
289
- }
290
- }
291
- /** @internal */
292
384
  get _anyChildNotFound() {
293
385
  if (undefined !== this.children)
294
386
  for (const child of this.children)
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Tiles\r\n */\r\n\r\nimport { BeTimePoint, dispose } from \"@itwin/core-bentley\";\r\nimport { ClipMaskXYZRangePlanes, ClipShape, ClipVector, Point3d, Polyface, Transform } from \"@itwin/core-geometry\";\r\nimport { ColorDef, Frustum } from \"@itwin/core-common\";\r\nimport { IModelApp } from \"../IModelApp\";\r\nimport { GraphicBranch, GraphicBranchOptions } from \"../render/GraphicBranch\";\r\nimport { GraphicBuilder } from \"../render/GraphicBuilder\";\r\nimport { RenderGraphic } from \"../render/RenderGraphic\";\r\nimport { RenderSystem } from \"../render/RenderSystem\";\r\nimport { ViewingSpace } from \"../ViewingSpace\";\r\nimport { Viewport } from \"../Viewport\";\r\nimport {\r\n RealityTileRegion, RealityTileTree, Tile, TileContent, TileDrawArgs, TileGeometryCollector, TileGraphicType, TileLoadStatus, TileParams, TileRequest, TileRequestChannel,\r\n TileTreeLoadStatus, TileUser, TraversalDetails, TraversalSelectionContext,\r\n} from \"./internal\";\r\n\r\n/** @internal */\r\nexport interface RealityTileParams extends TileParams {\r\n readonly transformToRoot?: Transform;\r\n readonly additiveRefinement?: boolean;\r\n readonly noContentButTerminateOnSelection?: boolean;\r\n readonly rangeCorners?: Point3d[];\r\n readonly region?: RealityTileRegion;\r\n readonly geometricError?: number;\r\n}\r\n\r\n/** The geometry representing the contents of a reality tile. Currently only polyfaces are returned\r\n * @alpha\r\n */\r\nexport interface RealityTileGeometry {\r\n polyfaces?: Polyface[];\r\n}\r\n\r\n/** @internal */\r\nexport interface RealityTileContent extends TileContent {\r\n geometry?: RealityTileGeometry;\r\n}\r\n\r\nconst scratchLoadedChildren = new Array<RealityTile>();\r\nconst scratchCorners = [Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero()];\r\nconst additiveRefinementThreshold = 10000; // Additive tiles (Cesium OSM tileset) are subdivided until their range diagonal falls below this threshold to ensure accurate reprojection.\r\nconst additiveRefinementDepthLimit = 20;\r\nconst scratchFrustum = new Frustum();\r\n\r\n/** A [[Tile]] within a [[RealityTileTree]], representing part of a reality model (e.g., a point cloud or photogrammetry mesh) or 3d terrain with map imagery.\r\n * @public\r\n */\r\nexport class RealityTile extends Tile {\r\n /** @internal */\r\n public readonly transformToRoot?: Transform;\r\n /** @internal */\r\n public readonly additiveRefinement?: boolean;\r\n /** @internal */\r\n public readonly noContentButTerminateOnSelection?: boolean;\r\n /** @internal */\r\n public readonly rangeCorners?: Point3d[];\r\n /** @internal */\r\n public readonly region?: RealityTileRegion;\r\n /** @internal */\r\n protected _geometry?: RealityTileGeometry;\r\n private _everDisplayed = false;\r\n /** @internal */\r\n protected _reprojectionTransform?: Transform;\r\n private _reprojectedGraphic?: RenderGraphic;\r\n private readonly _geometricError?: number;\r\n\r\n /** @internal */\r\n public constructor(props: RealityTileParams, tree: RealityTileTree) {\r\n super(props, tree);\r\n this.transformToRoot = props.transformToRoot;\r\n this.additiveRefinement = (undefined === props.additiveRefinement) ? this.realityParent?.additiveRefinement : props.additiveRefinement;\r\n this.noContentButTerminateOnSelection = props.noContentButTerminateOnSelection;\r\n this.rangeCorners = props.rangeCorners;\r\n this.region = props.region;\r\n this._geometricError = props.geometricError;\r\n\r\n if (undefined === this.transformToRoot)\r\n return;\r\n\r\n // Can transform be non-rigid?? -- if so would have to handle (readonly) radius.\r\n this.boundingSphere.transformBy(this.transformToRoot, this.boundingSphere);\r\n this.transformToRoot.multiplyRange(this.range, this.range);\r\n\r\n if (this.rangeCorners)\r\n this.transformToRoot.multiplyPoint3dArrayInPlace(this.rangeCorners);\r\n\r\n if (undefined !== this._contentRange)\r\n this.transformToRoot.multiplyRange(this._contentRange, this._contentRange);\r\n }\r\n\r\n /** @internal */\r\n public override setContent(content: RealityTileContent): void {\r\n super.setContent(content);\r\n this._geometry = content.geometry;\r\n }\r\n\r\n /** @internal */\r\n public get realityChildren(): RealityTile[] | undefined { return this.children as RealityTile[] | undefined; }\r\n /** @internal */\r\n public get realityParent(): RealityTile { return this.parent as RealityTile; }\r\n /** @internal */\r\n public get realityRoot(): RealityTileTree { return this.tree as RealityTileTree; }\r\n /** @internal */\r\n public get graphicType(): TileGraphicType | undefined { return undefined; } // If undefined, use tree type.\r\n /** @internal */\r\n public get maxDepth(): number { return this.realityRoot.loader.maxDepth; }\r\n /** @internal */\r\n public get isPointCloud() { return this.realityRoot.loader.containsPointClouds; }\r\n /** @internal */\r\n public get isLoaded() { return this.loadStatus === TileLoadStatus.Ready; } // Reality tiles may depend on secondary tiles (maps) so can ge loaded but not ready.\r\n /** @internal */\r\n public get geometry(): RealityTileGeometry | undefined { return this._geometry; }\r\n\r\n /** @internal */\r\n public override get isDisplayable(): boolean {\r\n if (this.noContentButTerminateOnSelection)\r\n return false;\r\n else\r\n return super.isDisplayable;\r\n }\r\n\r\n /** @internal */\r\n public markUsed(args: TileDrawArgs): void {\r\n args.markUsed(this);\r\n }\r\n\r\n /** @internal */\r\n public markDisplayed(): void {\r\n this._everDisplayed = true;\r\n }\r\n\r\n /** @internal */\r\n public isOccluded(_viewingSpace: ViewingSpace): boolean {\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public get channel(): TileRequestChannel {\r\n return this.realityRoot.loader.getRequestChannel(this);\r\n }\r\n\r\n /** @internal */\r\n public async requestContent(isCanceled: () => boolean): Promise<TileRequest.Response> {\r\n return this.realityRoot.loader.requestTileContent(this, isCanceled);\r\n }\r\n\r\n /** @internal */\r\n private useAdditiveRefinementStepchildren() {\r\n // Create additive stepchildren only if we are this tile is additive and we are re-projecting and the radius exceeds the additiveRefinementThreshold.\r\n // This criteria is currently only met by the Cesium OSM tileset.\r\n const rangeDiagonal = this.rangeCorners ? this.rangeCorners[0].distance(this.rangeCorners[3]) : 0;\r\n return this.additiveRefinement && this.isDisplayable && rangeDiagonal > additiveRefinementThreshold && this.depth < additiveRefinementDepthLimit && this.realityRoot.doReprojectChildren(this);\r\n }\r\n\r\n /** @internal */\r\n protected _loadChildren(resolve: (children: Tile[] | undefined) => void, reject: (error: Error) => void): void {\r\n this.realityRoot.loader.loadChildren(this).then((children: Tile[] | undefined) => {\r\n\r\n /* If this is a large tile is to be included additively, but we are re-projecting (Cesium OSM) then we must add step-children to display the geometry as an overly large\r\n tile cannot be reprojected accurately. */\r\n if (this.useAdditiveRefinementStepchildren())\r\n this.loadAdditiveRefinementChildren((stepChildren: Tile[]) => { children = children ? children?.concat(stepChildren) : stepChildren; });\r\n\r\n if (children)\r\n this.realityRoot.reprojectAndResolveChildren(this, children, resolve); /* Potentially reproject and resolve these children */\r\n\r\n }).catch((err) => {\r\n reject(err);\r\n });\r\n }\r\n\r\n /** @internal */\r\n public async readContent(data: TileRequest.ResponseData, system: RenderSystem, isCanceled?: () => boolean): Promise<TileContent> {\r\n return this.realityRoot.loader.loadTileContent(this, data, system, isCanceled);\r\n }\r\n\r\n /** @internal */\r\n public override computeLoadPriority(viewports: Iterable<Viewport>, users: Iterable<TileUser>): number {\r\n return this.realityRoot.loader.computeTilePriority(this, viewports, users);\r\n }\r\n\r\n /** @internal */\r\n public getContentClip(): ClipVector | undefined {\r\n return ClipVector.createCapture([ClipShape.createBlock(this.contentRange, ClipMaskXYZRangePlanes.All)]);\r\n }\r\n\r\n /** Allow tile to select additional tiles (Terrain Imagery...)\r\n * @internal\r\n */\r\n public selectSecondaryTiles(_args: TileDrawArgs, _context: TraversalSelectionContext) { }\r\n\r\n /** An upsampled tile is not loadable - will override to return loadable parent.\r\n * @internal\r\n */\r\n public get loadableTile(): RealityTile { return this; }\r\n\r\n /** @internal */\r\n public preloadRealityTilesAtDepth(depth: number, context: TraversalSelectionContext, args: TileDrawArgs) {\r\n if (this.depth === depth) {\r\n context.preload(this, args);\r\n return;\r\n }\r\n\r\n this.loadChildren();\r\n\r\n if (undefined !== this.realityChildren) {\r\n for (const child of this.realityChildren)\r\n child.preloadRealityTilesAtDepth(depth, context, args);\r\n }\r\n }\r\n\r\n /** @internal */\r\n protected selectRealityChildren(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails) {\r\n const childrenLoadStatus = this.loadChildren(); // NB: asynchronous\r\n if (TileTreeLoadStatus.Loading === childrenLoadStatus) {\r\n args.markChildrenLoading();\r\n traversalDetails.childrenLoading = true;\r\n return;\r\n }\r\n\r\n if (undefined !== this.realityChildren) {\r\n const traversalChildren = this.realityRoot.getTraversalChildren(this.depth);\r\n traversalChildren.initialize();\r\n for (let i = 0; i < this.children!.length; i++)\r\n this.realityChildren[i].selectRealityTiles(context, args, traversalChildren.getChildDetail(i));\r\n\r\n traversalChildren.combine(traversalDetails);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public addBoundingGraphic(builder: GraphicBuilder, color: ColorDef) {\r\n builder.setSymbology(color, color, 3);\r\n let corners = this.rangeCorners ? this.rangeCorners : this.range.corners();\r\n if (this._reprojectionTransform)\r\n corners = this._reprojectionTransform.multiplyPoint3dArray(corners);\r\n builder.addRangeBoxFromCorners(corners);\r\n }\r\n\r\n /** @internal */\r\n public reproject(rootReprojection: Transform) {\r\n this._reprojectionTransform = rootReprojection;\r\n rootReprojection.multiplyRange(this.range, this.range);\r\n this.boundingSphere.transformBy(rootReprojection, this.boundingSphere);\r\n if (this.contentRange)\r\n rootReprojection.multiplyRange(this.contentRange, this.contentRange);\r\n if (this.rangeCorners)\r\n rootReprojection.multiplyPoint3dArrayInPlace(this.rangeCorners);\r\n }\r\n\r\n /** @internal */\r\n public allChildrenIncluded(tiles: Tile[]) {\r\n if (this.children === undefined || tiles.length !== this.children.length)\r\n return false;\r\n for (const tile of tiles)\r\n if (tile.parent !== this)\r\n return false;\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n protected getLoadedRealityChildren(args: TileDrawArgs): boolean {\r\n if (this._childrenLoadStatus !== TileTreeLoadStatus.Loaded || this.realityChildren === undefined)\r\n return false;\r\n\r\n for (const child of this.realityChildren) {\r\n if (child.isReady && child.computeVisibilityFactor(args) > 0) {\r\n scratchLoadedChildren.push(child);\r\n } else if (!child.getLoadedRealityChildren(args))\r\n return false;\r\n }\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public forceSelectRealityTile(): boolean { return false; }\r\n\r\n /** @internal */\r\n public selectRealityTiles(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails) {\r\n const visibility = this.computeVisibilityFactor(args);\r\n if (visibility < 0)\r\n return;\r\n\r\n if (this.realityRoot.loader.forceTileLoad(this) && !this.isReady) {\r\n context.selectOrQueue(this, args, traversalDetails); // Force loading if loader requires this tile. (cesium terrain visibility).\r\n return;\r\n }\r\n\r\n if (visibility >= 1 && this.noContentButTerminateOnSelection)\r\n return;\r\n\r\n if (this.isDisplayable && (visibility >= 1 || this._anyChildNotFound || this.forceSelectRealityTile() || context.selectionCountExceeded)) {\r\n if (!this.isOccluded(args.viewingSpace)) {\r\n context.selectOrQueue(this, args, traversalDetails);\r\n\r\n if (!this.isReady) { // This tile is visible but not loaded - Use higher resolution children if present\r\n if (this.getLoadedRealityChildren(args))\r\n context.select(scratchLoadedChildren, args);\r\n scratchLoadedChildren.length = 0;\r\n }\r\n }\r\n } else {\r\n if (this.additiveRefinement && this.isDisplayable && !this.useAdditiveRefinementStepchildren())\r\n context.selectOrQueue(this, args, traversalDetails); // With additive refinement it is necessary to display this tile along with any displayed children.\r\n\r\n this.selectRealityChildren(context, args, traversalDetails);\r\n if (this.isReady && (traversalDetails.childrenLoading || 0 !== traversalDetails.queuedChildren.length)) {\r\n const minimumVisibleFactor = .25; // If the tile has not yet been displayed in this viewport -- display only if it is within 25% of visible. Avoid overly tiles popping into view unexpectedly (terrain)\r\n\r\n if (visibility > minimumVisibleFactor || this._everDisplayed)\r\n context.selectOrQueue(this, args, traversalDetails);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public purgeContents(olderThan: BeTimePoint): void {\r\n // Discard contents of tiles that have not been \"used\" recently, where \"used\" may mean: selected/preloaded for display or content requested.\r\n // Note we do not discard the child Tile objects themselves.\r\n if (this.usageMarker.isExpired(olderThan))\r\n this.disposeContents();\r\n\r\n const children = this.realityChildren;\r\n if (children)\r\n for (const child of children)\r\n child.purgeContents(olderThan);\r\n }\r\n\r\n /** @internal */\r\n public computeVisibilityFactor(args: TileDrawArgs): number {\r\n if (this.isEmpty)\r\n return -1;\r\n\r\n if (this.rangeCorners)\r\n scratchFrustum.setFromCorners(this.rangeCorners);\r\n else\r\n Frustum.fromRange(this.range, scratchFrustum);\r\n\r\n if (this.isFrustumCulled(scratchFrustum, args, true, this.boundingSphere))\r\n return -1;\r\n\r\n // some nodes are merely for structure and don't have any geometry\r\n if (0 === this.maximumSize)\r\n return 0;\r\n\r\n if (this.isLeaf)\r\n return this.hasContentRange && this.isContentCulled(args) ? -1 : 1;\r\n\r\n if (undefined !== this._geometricError) {\r\n const radius = args.getTileRadius(this);\r\n const center = args.getTileCenter(this);\r\n const pixelSize = args.computePixelSizeInMetersAtClosestPoint(center, radius);\r\n\r\n const sse = this._geometricError / pixelSize;\r\n return args.maximumScreenSpaceError / sse;\r\n }\r\n\r\n return this.maximumSize / args.getPixelSize(this);\r\n }\r\n\r\n /** @internal */\r\n public preloadTilesInFrustum(args: TileDrawArgs, context: TraversalSelectionContext, preloadSizeModifier: number) {\r\n const visibility = this.computeVisibilityFactor(args);\r\n if (visibility < 0)\r\n return;\r\n\r\n if (visibility * preloadSizeModifier > 1) {\r\n if (this.isDisplayable)\r\n context.preload(this, args);\r\n } else {\r\n const childrenLoadStatus = this.loadChildren(); // NB: asynchronous\r\n if (TileTreeLoadStatus.Loading === childrenLoadStatus) {\r\n args.markChildrenLoading();\r\n } else if (undefined !== this.realityChildren) {\r\n for (const child of this.realityChildren)\r\n child.preloadTilesInFrustum(args, context, preloadSizeModifier);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n protected get _anyChildNotFound(): boolean {\r\n if (undefined !== this.children)\r\n for (const child of this.children)\r\n if (child.isNotFound)\r\n return true;\r\n\r\n return this._childrenLoadStatus === TileTreeLoadStatus.NotFound;\r\n }\r\n\r\n /** @internal */\r\n public override getSizeProjectionCorners(): Point3d[] | undefined {\r\n if (!this.tree.isContentUnbounded)\r\n return undefined; // For a non-global tree use the standard size algorithm.\r\n\r\n // For global tiles (as in OSM buildings) return the range corners or X-Y corners only if bounded by region- this allows an algorithm that uses the area of the projected corners to attenuate horizon tiles.\r\n if (!this.rangeCorners)\r\n return this.range.corners(scratchCorners);\r\n\r\n return this.region ? this.rangeCorners.slice(4) : this.rangeCorners;\r\n }\r\n\r\n /** @internal */\r\n public get isStepChild() { return false; }\r\n\r\n /** @internal */\r\n protected loadAdditiveRefinementChildren(resolve: (children: Tile[]) => void): void {\r\n const region = this.region;\r\n const corners = this.rangeCorners;\r\n if (!region || !corners)\r\n return;\r\n\r\n const maximumSize = this.maximumSize;\r\n const rangeDiagonal = corners[0].distance(corners[3]);\r\n const isLeaf = rangeDiagonal < additiveRefinementThreshold || this.depth > additiveRefinementDepthLimit;\r\n\r\n const stepChildren = new Array<AdditiveRefinementStepChild>();\r\n const latitudeDelta = (region.maxLatitude - region.minLatitude) / 2;\r\n const longitudeDelta = (region.maxLongitude - region.minLongitude) / 2;\r\n const minHeight = region.minHeight;\r\n const maxHeight = region.maxHeight;\r\n\r\n for (let i = 0, minLongitude = region.minLongitude, step = 0; i < 2; i++, minLongitude += longitudeDelta, step++) {\r\n for (let j = 0, minLatitude = region.minLatitude; j < 2; j++, minLatitude += latitudeDelta) {\r\n const childRegion = new RealityTileRegion({ minLatitude, maxLatitude: minLatitude + latitudeDelta, minLongitude, maxLongitude: minLongitude + longitudeDelta, minHeight, maxHeight });\r\n const childRange = childRegion.getRange();\r\n\r\n const contentId = `${this.contentId}_S${step++}`;\r\n const childParams: RealityTileParams = { rangeCorners: childRange.corners, contentId, range: childRange.range, maximumSize, parent: this, additiveRefinement: false, isLeaf, region: childRegion };\r\n\r\n stepChildren.push(new AdditiveRefinementStepChild(childParams, this.realityRoot));\r\n }\r\n }\r\n resolve(stepChildren);\r\n }\r\n\r\n /** @internal */\r\n public override produceGraphics(): RenderGraphic | undefined {\r\n if (undefined === this._reprojectionTransform)\r\n return super.produceGraphics();\r\n\r\n if (undefined === this._reprojectedGraphic && undefined !== this._graphic) {\r\n const branch = new GraphicBranch(false);\r\n branch.add(this._graphic);\r\n this._reprojectedGraphic = IModelApp.renderSystem.createGraphicBranch(branch, this._reprojectionTransform);\r\n }\r\n return this._reprojectedGraphic;\r\n }\r\n\r\n /** @internal */\r\n public get unprojectedGraphic(): RenderGraphic | undefined {\r\n return this._graphic;\r\n }\r\n\r\n /** @internal */\r\n public override disposeContents(): void {\r\n super.disposeContents();\r\n this._reprojectedGraphic = dispose(this._reprojectedGraphic);\r\n }\r\n\r\n /** @internal */\r\n public collectTileGeometry(collector: TileGeometryCollector): void {\r\n const status = collector.collectTile(this);\r\n\r\n switch(status) {\r\n case \"reject\":\r\n return;\r\n\r\n case \"continue\":\r\n if (!this.isLeaf && !this._anyChildNotFound) {\r\n const childrenLoadStatus = this.loadChildren();\r\n if (TileTreeLoadStatus.Loading === childrenLoadStatus) {\r\n collector.markLoading();\r\n } else if (undefined !== this.realityChildren && !this._anyChildNotFound) {\r\n for (const child of this.realityChildren)\r\n child.collectTileGeometry(collector);\r\n }\r\n\r\n break;\r\n } // else fall through to \"accept\"\r\n // eslint-disable-next-line no-fallthrough\r\n case \"accept\":\r\n if (!this.isReady)\r\n collector.addMissingTile(this.loadableTile);\r\n else if (this.geometry?.polyfaces)\r\n collector.polyfaces.push(...this.geometry.polyfaces);\r\n\r\n break;\r\n }\r\n }\r\n}\r\n\r\n/** When additive refinement is used (as in the Cesium OSM tileset) it is not possible to accurately reproject very large, low level tiles\r\n * In this case we create additional \"step\" children (grandchildren etc. ) that will clipped portions display the their ancestor's additive geometry.\r\n * These step children are subdivided until they are small enough to be accurately reprojected - this is controlled by the additiveRefinementThreshold (currently 2KM).\r\n * The stepchildren do not contain any tile graphics - they just create a branch with clipping and reprojection to display their additive refinement ancestor graphics.\r\n */\r\nclass AdditiveRefinementStepChild extends RealityTile {\r\n public override get isStepChild() { return true; }\r\n private _loadableTile: RealityTile;\r\n\r\n public constructor(props: RealityTileParams, tree: RealityTileTree) {\r\n super(props, tree);\r\n this._loadableTile = this.realityParent;\r\n for (; this._loadableTile && this._loadableTile.isStepChild; this._loadableTile = this._loadableTile.realityParent)\r\n ;\r\n }\r\n public override get loadableTile(): RealityTile {\r\n return this._loadableTile;\r\n }\r\n public override get isLoading(): boolean { return this._loadableTile.isLoading; }\r\n public override get isQueued(): boolean { return this._loadableTile.isQueued; }\r\n public override get isNotFound(): boolean { return this._loadableTile.isNotFound; }\r\n public override get isReady(): boolean { return this._loadableTile.isReady; }\r\n public override get isLoaded(): boolean { return this._loadableTile.isLoaded; }\r\n public override get isEmpty() { return false; }\r\n public override produceGraphics(): RenderGraphic | undefined {\r\n if (undefined === this._graphic) {\r\n const parentGraphics = this._loadableTile.unprojectedGraphic;\r\n\r\n if (!parentGraphics || !this._reprojectionTransform)\r\n return undefined;\r\n\r\n const branch = new GraphicBranch(false);\r\n branch.add(parentGraphics);\r\n const renderSystem = IModelApp.renderSystem;\r\n const branchOptions: GraphicBranchOptions = {};\r\n if (this.rangeCorners) {\r\n const clipPolygon = [this.rangeCorners[0], this.rangeCorners[1], this.rangeCorners[3], this.rangeCorners[2]];\r\n branchOptions.clipVolume = renderSystem.createClipVolume(ClipVector.create([ClipShape.createShape(clipPolygon, undefined, undefined, this.tree.iModelTransform)!]));\r\n }\r\n this._graphic = renderSystem.createGraphicBranch(branch, this._reprojectionTransform, branchOptions);\r\n }\r\n return this._graphic;\r\n }\r\n\r\n public override markUsed(args: TileDrawArgs): void {\r\n args.markUsed(this);\r\n args.markUsed(this._loadableTile);\r\n }\r\n protected override _loadChildren(resolve: (children: Tile[] | undefined) => void, _reject: (error: Error) => void): void {\r\n this.loadAdditiveRefinementChildren((stepChildren: Tile[]) => {\r\n if (stepChildren)\r\n this.realityRoot.reprojectAndResolveChildren(this, stepChildren, resolve);\r\n });\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Tiles\r\n */\r\n\r\nimport { BeTimePoint, dispose } from \"@itwin/core-bentley\";\r\nimport { ClipMaskXYZRangePlanes, ClipShape, ClipVector, Point3d, Polyface, Transform } from \"@itwin/core-geometry\";\r\nimport { ColorDef, Frustum } from \"@itwin/core-common\";\r\nimport { IModelApp } from \"../IModelApp\";\r\nimport { GraphicBranch, GraphicBranchOptions } from \"../render/GraphicBranch\";\r\nimport { GraphicBuilder } from \"../render/GraphicBuilder\";\r\nimport { RenderGraphic } from \"../render/RenderGraphic\";\r\nimport { RenderSystem } from \"../render/RenderSystem\";\r\nimport { ViewingSpace } from \"../ViewingSpace\";\r\nimport { Viewport } from \"../Viewport\";\r\nimport {\r\n RealityTileRegion, RealityTileTree, Tile, TileContent, TileDrawArgs, TileGeometryCollector, TileGraphicType, TileLoadStatus, TileParams, TileRequest, TileRequestChannel,\r\n TileTreeLoadStatus, TileUser, TraversalDetails, TraversalSelectionContext,\r\n} from \"./internal\";\r\n\r\n/** @internal */\r\nexport interface RealityTileParams extends TileParams {\r\n readonly transformToRoot?: Transform;\r\n readonly additiveRefinement?: boolean;\r\n readonly noContentButTerminateOnSelection?: boolean;\r\n readonly rangeCorners?: Point3d[];\r\n readonly region?: RealityTileRegion;\r\n readonly geometricError?: number;\r\n}\r\n\r\n/** The geometry representing the contents of a reality tile. Currently only polyfaces are returned\r\n * @alpha\r\n */\r\nexport interface RealityTileGeometry {\r\n polyfaces?: Polyface[];\r\n}\r\n\r\n/** @internal */\r\nexport interface RealityTileContent extends TileContent {\r\n geometry?: RealityTileGeometry;\r\n}\r\n\r\nconst scratchLoadedChildren = new Array<RealityTile>();\r\nconst scratchCorners = [Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero()];\r\nconst additiveRefinementThreshold = 10000; // Additive tiles (Cesium OSM tileset) are subdivided until their range diagonal falls below this threshold to ensure accurate reprojection.\r\nconst additiveRefinementDepthLimit = 20;\r\nconst scratchFrustum = new Frustum();\r\n\r\n/** A [[Tile]] within a [[RealityTileTree]], representing part of a reality model (e.g., a point cloud or photogrammetry mesh) or 3d terrain with map imagery.\r\n * @public\r\n */\r\nexport class RealityTile extends Tile {\r\n /** @internal */\r\n public readonly transformToRoot?: Transform;\r\n /** @internal */\r\n public readonly additiveRefinement?: boolean;\r\n /** @internal */\r\n public readonly noContentButTerminateOnSelection?: boolean;\r\n /** @internal */\r\n public readonly rangeCorners?: Point3d[];\r\n /** @internal */\r\n public readonly region?: RealityTileRegion;\r\n /** @internal */\r\n protected _geometry?: RealityTileGeometry;\r\n private _everDisplayed = false;\r\n /** @internal */\r\n protected _reprojectionTransform?: Transform;\r\n private _reprojectedGraphic?: RenderGraphic;\r\n private readonly _geometricError?: number;\r\n\r\n /** @internal */\r\n public constructor(props: RealityTileParams, tree: RealityTileTree) {\r\n super(props, tree);\r\n this.transformToRoot = props.transformToRoot;\r\n this.additiveRefinement = props.additiveRefinement ?? this.realityParent?.additiveRefinement;\r\n this.noContentButTerminateOnSelection = props.noContentButTerminateOnSelection;\r\n this.rangeCorners = props.rangeCorners;\r\n this.region = props.region;\r\n this._geometricError = props.geometricError;\r\n\r\n if (undefined === this.transformToRoot)\r\n return;\r\n\r\n // Can transform be non-rigid?? -- if so would have to handle (readonly) radius.\r\n this.boundingSphere.transformBy(this.transformToRoot, this.boundingSphere);\r\n this.transformToRoot.multiplyRange(this.range, this.range);\r\n\r\n if (this.rangeCorners)\r\n this.transformToRoot.multiplyPoint3dArrayInPlace(this.rangeCorners);\r\n\r\n if (undefined !== this._contentRange)\r\n this.transformToRoot.multiplyRange(this._contentRange, this._contentRange);\r\n }\r\n\r\n /** @internal */\r\n public override setContent(content: RealityTileContent): void {\r\n super.setContent(content);\r\n this._geometry = content.geometry;\r\n }\r\n\r\n /** @internal */\r\n public get realityChildren(): RealityTile[] | undefined { return this.children as RealityTile[] | undefined; }\r\n /** @internal */\r\n public get realityParent(): RealityTile { return this.parent as RealityTile; }\r\n /** @internal */\r\n public get realityRoot(): RealityTileTree { return this.tree as RealityTileTree; }\r\n /** @internal */\r\n public get graphicType(): TileGraphicType | undefined { return undefined; } // If undefined, use tree type.\r\n /** @internal */\r\n public get maxDepth(): number { return this.realityRoot.loader.maxDepth; }\r\n /** @internal */\r\n public get isPointCloud() { return this.realityRoot.loader.containsPointClouds; }\r\n /** @internal */\r\n public get isLoaded() { return this.loadStatus === TileLoadStatus.Ready; } // Reality tiles may depend on secondary tiles (maps) so can ge loaded but not ready.\r\n /** @internal */\r\n public get geometry(): RealityTileGeometry | undefined { return this._geometry; }\r\n\r\n /** @internal */\r\n public override get isDisplayable(): boolean {\r\n if (this.noContentButTerminateOnSelection)\r\n return false;\r\n else\r\n return super.isDisplayable;\r\n }\r\n\r\n /** @internal */\r\n public markUsed(args: TileDrawArgs): void {\r\n args.markUsed(this);\r\n }\r\n\r\n /** @internal */\r\n public markDisplayed(): void {\r\n this._everDisplayed = true;\r\n }\r\n\r\n /** @internal */\r\n public isOccluded(_viewingSpace: ViewingSpace): boolean {\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public get channel(): TileRequestChannel {\r\n return this.realityRoot.loader.getRequestChannel(this);\r\n }\r\n\r\n /** @internal */\r\n public async requestContent(isCanceled: () => boolean): Promise<TileRequest.Response> {\r\n return this.realityRoot.loader.requestTileContent(this, isCanceled);\r\n }\r\n\r\n /** @internal */\r\n private useAdditiveRefinementStepchildren() {\r\n // Create additive stepchildren only if we are this tile is additive and we are re-projecting and the radius exceeds the additiveRefinementThreshold.\r\n // This criteria is currently only met by the Cesium OSM tileset.\r\n const rangeDiagonal = this.rangeCorners ? this.rangeCorners[0].distance(this.rangeCorners[3]) : 0;\r\n return this.additiveRefinement && this.isDisplayable && rangeDiagonal > additiveRefinementThreshold && this.depth < additiveRefinementDepthLimit && this.realityRoot.doReprojectChildren(this);\r\n }\r\n\r\n /** @internal */\r\n protected _loadChildren(resolve: (children: Tile[] | undefined) => void, reject: (error: Error) => void): void {\r\n this.realityRoot.loader.loadChildren(this).then((children: Tile[] | undefined) => {\r\n\r\n /* If this is a large tile is to be included additively, but we are re-projecting (Cesium OSM) then we must add step-children to display the geometry as an overly large\r\n tile cannot be reprojected accurately. */\r\n if (this.useAdditiveRefinementStepchildren())\r\n this.loadAdditiveRefinementChildren((stepChildren: Tile[]) => { children = children ? children?.concat(stepChildren) : stepChildren; });\r\n\r\n if (children)\r\n this.realityRoot.reprojectAndResolveChildren(this, children, resolve); /* Potentially reproject and resolve these children */\r\n\r\n }).catch((err) => {\r\n reject(err);\r\n });\r\n }\r\n\r\n /** @internal */\r\n public async readContent(data: TileRequest.ResponseData, system: RenderSystem, isCanceled?: () => boolean): Promise<TileContent> {\r\n return this.realityRoot.loader.loadTileContent(this, data, system, isCanceled);\r\n }\r\n\r\n /** @internal */\r\n public override computeLoadPriority(viewports: Iterable<Viewport>, users: Iterable<TileUser>): number {\r\n return this.realityRoot.loader.computeTilePriority(this, viewports, users);\r\n }\r\n\r\n /** @internal */\r\n public getContentClip(): ClipVector | undefined {\r\n return ClipVector.createCapture([ClipShape.createBlock(this.contentRange, ClipMaskXYZRangePlanes.All)]);\r\n }\r\n\r\n /** Allow tile to select additional tiles (Terrain Imagery...)\r\n * @internal\r\n */\r\n public selectSecondaryTiles(_args: TileDrawArgs, _context: TraversalSelectionContext) { }\r\n\r\n /** An upsampled tile is not loadable - will override to return loadable parent.\r\n * @internal\r\n */\r\n public get loadableTile(): RealityTile { return this; }\r\n\r\n /** @internal */\r\n public preloadRealityTilesAtDepth(depth: number, context: TraversalSelectionContext, args: TileDrawArgs) {\r\n if (this.depth === depth) {\r\n context.preload(this, args);\r\n return;\r\n }\r\n\r\n this.loadChildren();\r\n\r\n if (undefined !== this.realityChildren) {\r\n for (const child of this.realityChildren)\r\n child.preloadRealityTilesAtDepth(depth, context, args);\r\n }\r\n }\r\n\r\n // Preload tiles that are protected:\r\n // * used tiles (where \"used\" may mean: selected/preloaded for display or content requested);\r\n // * parents and siblings of other protected tiles.\r\n /** @internal */\r\n public preloadProtectedTiles(args: TileDrawArgs, context: TraversalSelectionContext): boolean {\r\n const children = this.realityChildren;\r\n let hasProtectedChildren = false;\r\n\r\n if (children && !this.additiveRefinement) {\r\n for (const child of children) {\r\n hasProtectedChildren = child.preloadProtectedTiles(args, context) || hasProtectedChildren;\r\n }\r\n }\r\n\r\n if (children && hasProtectedChildren) {\r\n for (const child of children) {\r\n if (child.isDisplayable && !child.isLoaded)\r\n context.preload(child, args);\r\n }\r\n\r\n return true; // Parents of protected tiles are protected\r\n }\r\n\r\n // Special case of the root tile\r\n if (this === this.realityRoot.rootTile) {\r\n context.preload(this, args);\r\n return true;\r\n }\r\n\r\n return context.selected.find((tile) => tile === this) !== undefined;\r\n }\r\n\r\n /** @internal */\r\n public addBoundingGraphic(builder: GraphicBuilder, color: ColorDef) {\r\n builder.setSymbology(color, color, 3);\r\n let corners = this.rangeCorners ? this.rangeCorners : this.range.corners();\r\n if (this._reprojectionTransform)\r\n corners = this._reprojectionTransform.multiplyPoint3dArray(corners);\r\n builder.addRangeBoxFromCorners(corners);\r\n }\r\n\r\n /** @internal */\r\n public reproject(rootReprojection: Transform) {\r\n this._reprojectionTransform = rootReprojection;\r\n rootReprojection.multiplyRange(this.range, this.range);\r\n this.boundingSphere.transformBy(rootReprojection, this.boundingSphere);\r\n if (this.contentRange)\r\n rootReprojection.multiplyRange(this.contentRange, this.contentRange);\r\n if (this.rangeCorners)\r\n rootReprojection.multiplyPoint3dArrayInPlace(this.rangeCorners);\r\n }\r\n\r\n /** @internal */\r\n public allChildrenIncluded(tiles: Tile[]) {\r\n if (this.children === undefined || tiles.length !== this.children.length)\r\n return false;\r\n for (const tile of tiles)\r\n if (tile.parent !== this)\r\n return false;\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n protected getLoadedRealityChildren(args: TileDrawArgs): boolean {\r\n if (this._childrenLoadStatus !== TileTreeLoadStatus.Loaded || this.realityChildren === undefined)\r\n return false;\r\n\r\n for (const child of this.realityChildren) {\r\n if (child.isReady && child.computeVisibilityFactor(args) > 0) {\r\n scratchLoadedChildren.push(child);\r\n } else if (!child.getLoadedRealityChildren(args)) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n /** @internal */\r\n protected forceSelectRealityTile(): boolean { return false; }\r\n /** @internal */\r\n protected minimumVisibleFactor(): number {\r\n if (this.additiveRefinement)\r\n return 0.25;\r\n else\r\n return 0;\r\n }\r\n\r\n /** @internal */\r\n public selectRealityTiles(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails) {\r\n const visibility = this.computeVisibilityFactor(args);\r\n\r\n const isNotVisible = visibility < 0;\r\n\r\n if (isNotVisible)\r\n return;\r\n\r\n // Force loading if loader requires this tile. (cesium terrain visibility).\r\n if (this.realityRoot.loader.forceTileLoad(this) && !this.isReady) {\r\n context.selectOrQueue(this, args, traversalDetails);\r\n return;\r\n }\r\n\r\n // Force to return early without selecting\r\n if (visibility >= 1 && this.noContentButTerminateOnSelection)\r\n return;\r\n\r\n const shouldSelectThisTile = visibility >= 1 || this._anyChildNotFound || this.forceSelectRealityTile() || context.selectionCountExceeded;\r\n if (shouldSelectThisTile && this.isDisplayable) { // Select this tile\r\n\r\n // Return early if tile is totally occluded\r\n if (this.isOccluded(args.viewingSpace))\r\n return;\r\n\r\n // Attempt to select this tile. If not ready, queue it\r\n context.selectOrQueue(this, args, traversalDetails);\r\n\r\n // This tile is visible but not loaded - Use higher resolution children if present\r\n if (!this.isReady)\r\n this.selectRealityChildrenAsFallback(context, args, traversalDetails);\r\n\r\n } else { // Select children instead of this tile\r\n\r\n // With additive refinement it is necessary to display this tile along with any displayed children\r\n if (this.additiveRefinement && this.isDisplayable && !this.useAdditiveRefinementStepchildren())\r\n context.selectOrQueue(this, args, traversalDetails);\r\n\r\n this.selectRealityChildren(context, args, traversalDetails);\r\n\r\n // Children are not ready: use this tile to avoid leaving a hole\r\n traversalDetails.shouldSelectParent = traversalDetails.shouldSelectParent || traversalDetails.queuedChildren.length !== 0;\r\n\r\n if (traversalDetails.shouldSelectParent) {\r\n // If the tile has not yet been displayed in this viewport -- display only if it is visible enough. Avoid overly tiles popping into view unexpectedly (terrain)\r\n if (visibility > this.minimumVisibleFactor() || this._everDisplayed) {\r\n context.selectOrQueue(this, args, traversalDetails);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Attempt to select the children of a tile in case they could be displayed while this tile is loading. This does not take into account visibility.\r\n /** @internal */\r\n protected selectRealityChildrenAsFallback(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails) {\r\n const childrenReady = this.getLoadedRealityChildren(args);\r\n\r\n if (childrenReady) {\r\n context.select(scratchLoadedChildren, args);\r\n traversalDetails.shouldSelectParent = false;\r\n }\r\n\r\n scratchLoadedChildren.length = 0;\r\n }\r\n\r\n // Recurse through children to select them normally\r\n /** @internal */\r\n protected selectRealityChildren(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails) {\r\n\r\n // Load children if not yet requested\r\n const childrenLoadStatus = this.loadChildren(); // NB: asynchronous\r\n\r\n // Children are not ready yet\r\n if (childrenLoadStatus === TileTreeLoadStatus.Loading) {\r\n args.markChildrenLoading();\r\n traversalDetails.shouldSelectParent = true;\r\n return;\r\n }\r\n\r\n if (this.realityChildren !== undefined) {\r\n // Attempt to select the children\r\n const traversalChildren = this.realityRoot.getTraversalChildren(this.depth);\r\n traversalChildren.initialize();\r\n\r\n for (let i = 0; i < this.children!.length; i++)\r\n this.realityChildren[i].selectRealityTiles(context, args, traversalChildren.getChildDetail(i));\r\n\r\n traversalChildren.combine(traversalDetails);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public purgeContents(olderThan: BeTimePoint, useProtectedTiles: boolean): void {\r\n const tilesToPurge = new Set<RealityTile>();\r\n\r\n // Get the list of tiles to purge\r\n if (useProtectedTiles && !this.additiveRefinement)\r\n this.getTilesToPurge(olderThan, tilesToPurge);\r\n else\r\n this.getTilesToPurgeWithoutProtection(olderThan, tilesToPurge);\r\n\r\n // Discard contents of tiles that have been marked.\r\n // Note we do not discard the child Tile objects themselves.\r\n for (const tile of tilesToPurge)\r\n tile.disposeContents();\r\n }\r\n\r\n // Populate a set with tiles that should be disposed. Prevent some tiles to be disposed to avoid holes when moving.\r\n // Return true if the current tile is \"protected\".\r\n private getTilesToPurge(olderThan: BeTimePoint, tilesToPurge: Set<RealityTile>): boolean {\r\n const children = this.realityChildren;\r\n\r\n // Protected tiles cannot be purged. They are:\r\n // * used tiles (where \"used\" may mean: selected/preloaded for display or content requested);\r\n // * parents and siblings of other protected tiles.\r\n let hasProtectedChildren = false;\r\n\r\n if (children) {\r\n for (const child of children) {\r\n hasProtectedChildren = child.getTilesToPurge(olderThan, tilesToPurge) || hasProtectedChildren;\r\n }\r\n\r\n if (hasProtectedChildren) {\r\n // Siblings of protected tiles are protected too. We need to remove them from it\r\n for (const child of children) {\r\n // Because the current tile can be invisible, relying on its children to display geometry,\r\n // we have to recurse in order to remove the first children that has geometry, otherwise,\r\n // some holes might appear\r\n child.removeFirstDisplayableChildrenFromSet(tilesToPurge);\r\n }\r\n\r\n return true; // Parents of protected tiles are protected\r\n }\r\n }\r\n\r\n const isInUse = this.usageMarker.getIsTileInUse();\r\n\r\n if (!isInUse && this.usageMarker.isTimestampExpired(olderThan)) {\r\n tilesToPurge.add(this);\r\n }\r\n\r\n return isInUse;\r\n }\r\n\r\n // Populate a set with tiles that should be disposed. Does not prevent some tiles to be disposed to avoid holes when moving.\r\n // This method is simpler and more fitting for devices that has a bigger memory constraint, such as mobiles.\r\n // However, it causes the apparition of holes by letting important tiles to be purged.\r\n private getTilesToPurgeWithoutProtection(olderThan: BeTimePoint, tilesToPurge: Set<RealityTile>): void {\r\n const children = this.realityChildren;\r\n\r\n if (children) {\r\n for (const child of children) {\r\n child.getTilesToPurgeWithoutProtection(olderThan, tilesToPurge);\r\n }\r\n }\r\n\r\n if (this.usageMarker.isExpired(olderThan))\r\n tilesToPurge.add(this);\r\n }\r\n\r\n private removeFirstDisplayableChildrenFromSet(set: Set<RealityTile>): void {\r\n if (set.size === 0)\r\n return;\r\n\r\n if (this.isDisplayable) {\r\n set.delete(this);\r\n return;\r\n }\r\n\r\n if (this.realityChildren !== undefined) {\r\n for (const child of this.realityChildren)\r\n child.removeFirstDisplayableChildrenFromSet(set);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public computeVisibilityFactor(args: TileDrawArgs): number {\r\n if (this.isEmpty)\r\n return -1;\r\n\r\n if (this.rangeCorners)\r\n scratchFrustum.setFromCorners(this.rangeCorners);\r\n else\r\n Frustum.fromRange(this.range, scratchFrustum);\r\n\r\n if (this.isFrustumCulled(scratchFrustum, args, true, this.boundingSphere))\r\n return -1;\r\n\r\n // some nodes are merely for structure and don't have any geometry\r\n if (0 === this.maximumSize)\r\n return 0;\r\n\r\n if (this.isLeaf)\r\n return this.hasContentRange && this.isContentCulled(args) ? -1 : 1;\r\n\r\n if (undefined !== this._geometricError) {\r\n const radius = args.getTileRadius(this);\r\n const center = args.getTileCenter(this);\r\n const pixelSize = args.computePixelSizeInMetersAtClosestPoint(center, radius);\r\n\r\n const sse = this._geometricError / pixelSize;\r\n return args.maximumScreenSpaceError / sse;\r\n }\r\n\r\n return this.maximumSize / args.getPixelSize(this);\r\n }\r\n\r\n /** @internal */\r\n protected get _anyChildNotFound(): boolean {\r\n if (undefined !== this.children)\r\n for (const child of this.children)\r\n if (child.isNotFound)\r\n return true;\r\n\r\n return this._childrenLoadStatus === TileTreeLoadStatus.NotFound;\r\n }\r\n\r\n /** @internal */\r\n public override getSizeProjectionCorners(): Point3d[] | undefined {\r\n if (!this.tree.isContentUnbounded)\r\n return undefined; // For a non-global tree use the standard size algorithm.\r\n\r\n // For global tiles (as in OSM buildings) return the range corners or X-Y corners only if bounded by region- this allows an algorithm that uses the area of the projected corners to attenuate horizon tiles.\r\n if (!this.rangeCorners)\r\n return this.range.corners(scratchCorners);\r\n\r\n return this.region ? this.rangeCorners.slice(4) : this.rangeCorners;\r\n }\r\n\r\n /** @internal */\r\n public get isStepChild() { return false; }\r\n\r\n /** @internal */\r\n protected loadAdditiveRefinementChildren(resolve: (children: Tile[]) => void): void {\r\n const region = this.region;\r\n const corners = this.rangeCorners;\r\n if (!region || !corners)\r\n return;\r\n\r\n const maximumSize = this.maximumSize;\r\n const rangeDiagonal = corners[0].distance(corners[3]);\r\n const isLeaf = rangeDiagonal < additiveRefinementThreshold || this.depth > additiveRefinementDepthLimit;\r\n\r\n const stepChildren = new Array<AdditiveRefinementStepChild>();\r\n const latitudeDelta = (region.maxLatitude - region.minLatitude) / 2;\r\n const longitudeDelta = (region.maxLongitude - region.minLongitude) / 2;\r\n const minHeight = region.minHeight;\r\n const maxHeight = region.maxHeight;\r\n\r\n for (let i = 0, minLongitude = region.minLongitude, step = 0; i < 2; i++, minLongitude += longitudeDelta, step++) {\r\n for (let j = 0, minLatitude = region.minLatitude; j < 2; j++, minLatitude += latitudeDelta) {\r\n const childRegion = new RealityTileRegion({ minLatitude, maxLatitude: minLatitude + latitudeDelta, minLongitude, maxLongitude: minLongitude + longitudeDelta, minHeight, maxHeight });\r\n const childRange = childRegion.getRange();\r\n\r\n const contentId = `${this.contentId}_S${step++}`;\r\n const childParams: RealityTileParams = { rangeCorners: childRange.corners, contentId, range: childRange.range, maximumSize, parent: this, additiveRefinement: false, isLeaf, region: childRegion };\r\n\r\n stepChildren.push(new AdditiveRefinementStepChild(childParams, this.realityRoot));\r\n }\r\n }\r\n resolve(stepChildren);\r\n }\r\n\r\n /** @internal */\r\n public override produceGraphics(): RenderGraphic | undefined {\r\n if (undefined === this._reprojectionTransform)\r\n return super.produceGraphics();\r\n\r\n if (undefined === this._reprojectedGraphic && undefined !== this._graphic) {\r\n const branch = new GraphicBranch(false);\r\n branch.add(this._graphic);\r\n this._reprojectedGraphic = IModelApp.renderSystem.createGraphicBranch(branch, this._reprojectionTransform);\r\n }\r\n return this._reprojectedGraphic;\r\n }\r\n\r\n /** @internal */\r\n public get unprojectedGraphic(): RenderGraphic | undefined {\r\n return this._graphic;\r\n }\r\n\r\n /** @internal */\r\n public override disposeContents(): void {\r\n super.disposeContents();\r\n this._reprojectedGraphic = dispose(this._reprojectedGraphic);\r\n }\r\n\r\n /** @internal */\r\n public collectTileGeometry(collector: TileGeometryCollector): void {\r\n const status = collector.collectTile(this);\r\n\r\n switch (status) {\r\n case \"reject\":\r\n return;\r\n\r\n case \"continue\":\r\n if (!this.isLeaf && !this._anyChildNotFound) {\r\n const childrenLoadStatus = this.loadChildren();\r\n if (TileTreeLoadStatus.Loading === childrenLoadStatus) {\r\n collector.markLoading();\r\n } else if (undefined !== this.realityChildren && !this._anyChildNotFound) {\r\n for (const child of this.realityChildren)\r\n child.collectTileGeometry(collector);\r\n }\r\n\r\n break;\r\n } // else fall through to \"accept\"\r\n // eslint-disable-next-line no-fallthrough\r\n case \"accept\":\r\n if (!this.isReady)\r\n collector.addMissingTile(this.loadableTile);\r\n else if (this.geometry?.polyfaces)\r\n collector.polyfaces.push(...this.geometry.polyfaces);\r\n\r\n break;\r\n }\r\n }\r\n}\r\n\r\n/** When additive refinement is used (as in the Cesium OSM tileset) it is not possible to accurately reproject very large, low level tiles\r\n * In this case we create additional \"step\" children (grandchildren etc. ) that will clipped portions display the their ancestor's additive geometry.\r\n * These step children are subdivided until they are small enough to be accurately reprojected - this is controlled by the additiveRefinementThreshold (currently 2KM).\r\n * The stepchildren do not contain any tile graphics - they just create a branch with clipping and reprojection to display their additive refinement ancestor graphics.\r\n */\r\nclass AdditiveRefinementStepChild extends RealityTile {\r\n public override get isStepChild() { return true; }\r\n private _loadableTile: RealityTile;\r\n\r\n public constructor(props: RealityTileParams, tree: RealityTileTree) {\r\n super(props, tree);\r\n this._loadableTile = this.realityParent;\r\n for (; this._loadableTile && this._loadableTile.isStepChild; this._loadableTile = this._loadableTile.realityParent)\r\n ;\r\n }\r\n public override get loadableTile(): RealityTile {\r\n return this._loadableTile;\r\n }\r\n public override get isLoading(): boolean { return this._loadableTile.isLoading; }\r\n public override get isQueued(): boolean { return this._loadableTile.isQueued; }\r\n public override get isNotFound(): boolean { return this._loadableTile.isNotFound; }\r\n public override get isReady(): boolean { return this._loadableTile.isReady; }\r\n public override get isLoaded(): boolean { return this._loadableTile.isLoaded; }\r\n public override get isEmpty() { return false; }\r\n public override produceGraphics(): RenderGraphic | undefined {\r\n if (undefined === this._graphic) {\r\n const parentGraphics = this._loadableTile.unprojectedGraphic;\r\n\r\n if (!parentGraphics || !this._reprojectionTransform)\r\n return undefined;\r\n\r\n const branch = new GraphicBranch(false);\r\n branch.add(parentGraphics);\r\n const renderSystem = IModelApp.renderSystem;\r\n const branchOptions: GraphicBranchOptions = {};\r\n if (this.rangeCorners) {\r\n const clipPolygon = [this.rangeCorners[0], this.rangeCorners[1], this.rangeCorners[3], this.rangeCorners[2]];\r\n branchOptions.clipVolume = renderSystem.createClipVolume(ClipVector.create([ClipShape.createShape(clipPolygon, undefined, undefined, this.tree.iModelTransform)!]));\r\n }\r\n this._graphic = renderSystem.createGraphicBranch(branch, this._reprojectionTransform, branchOptions);\r\n }\r\n return this._graphic;\r\n }\r\n\r\n public override markUsed(args: TileDrawArgs): void {\r\n args.markUsed(this);\r\n args.markUsed(this._loadableTile);\r\n }\r\n protected override _loadChildren(resolve: (children: Tile[] | undefined) => void, _reject: (error: Error) => void): void {\r\n this.loadAdditiveRefinementChildren((stepChildren: Tile[]) => {\r\n if (stepChildren)\r\n this.realityRoot.reprojectAndResolveChildren(this, stepChildren, resolve);\r\n });\r\n }\r\n}\r\n"]}
@@ -10,8 +10,8 @@ import { RealityTile, RealityTileLoader, RealityTileParams, Tile, TileDrawArgs,
10
10
  /** @internal */
11
11
  export declare class TraversalDetails {
12
12
  queuedChildren: Tile[];
13
- childrenLoading: boolean;
14
13
  childrenSelected: boolean;
14
+ shouldSelectParent: boolean;
15
15
  initialize(): void;
16
16
  }
17
17
  /** @internal */
@@ -114,8 +114,6 @@ export declare class RealityTileTree extends TileTree {
114
114
  /** @internal */
115
115
  selectRealityTiles(args: TileDrawArgs, displayedDescendants: RealityTile[][], preloadDebugBuilder?: GraphicBuilder): RealityTile[];
116
116
  /** @internal */
117
- preloadTilesForScene(args: TileDrawArgs, context: TraversalSelectionContext, frustumTransform?: Transform): void;
118
- /** @internal */
119
117
  protected logTiles(label: string, tiles: IterableIterator<Tile>): void;
120
118
  }
121
119
  //# sourceMappingURL=RealityTileTree.d.ts.map
@@ -1 +1 @@
1
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1
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