@itwin/core-frontend 4.6.0-dev.16 → 4.6.0-dev.18
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.
- package/lib/cjs/tile/LRUTileList.d.ts +2 -1
- package/lib/cjs/tile/LRUTileList.d.ts.map +1 -1
- package/lib/cjs/tile/LRUTileList.js +13 -3
- package/lib/cjs/tile/LRUTileList.js.map +1 -1
- package/lib/cjs/tile/RealityTile.d.ts +2 -0
- package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTile.js +8 -0
- package/lib/cjs/tile/RealityTile.js.map +1 -1
- package/lib/esm/tile/LRUTileList.d.ts +2 -1
- package/lib/esm/tile/LRUTileList.d.ts.map +1 -1
- package/lib/esm/tile/LRUTileList.js +13 -3
- package/lib/esm/tile/LRUTileList.js.map +1 -1
- package/lib/esm/tile/RealityTile.d.ts +2 -0
- package/lib/esm/tile/RealityTile.d.ts.map +1 -1
- package/lib/esm/tile/RealityTile.js +8 -0
- package/lib/esm/tile/RealityTile.js.map +1 -1
- package/package.json +18 -18
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@@ -89,7 +89,7 @@ export declare class LRUTileList {
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get totalBytesUsed(): number;
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constructor();
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dispose(): void;
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-
/** Compute the amount of GPU memory allocated to the tile's content and, if greater than zero, add the tile to the
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+
/** Compute the amount of GPU memory allocated to the tile's content and, if greater than zero, add the tile to the beginning of the "selected" partition.
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* Invoked by TileAdmin whenever a tile's content is set to a valid RenderGraphic.
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*/
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add(tile: Tile): void;
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@@ -117,5 +117,6 @@ export declare class LRUTileList {
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protected unlink(tile: Tile): void;
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protected moveToEnd(tile: Tile): void;
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protected moveBeforeSentinel(tile: Tile): void;
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+
protected moveAfterSentinel(tile: Tile): void;
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}
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//# sourceMappingURL=LRUTileList.d.ts.map
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@@ -1 +1 @@
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1
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-
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{"version":3,"file":"LRUTileList.d.ts","sourceRoot":"","sources":["../../../src/tile/LRUTileList.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAU,mBAAmB,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAC;AAC/E,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AACtD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAElC;;;;GAIG;AACH,qBAAa,aAAc,SAAQ,mBAAmB,CAAC,MAAM,CAAC;gBACzC,MAAM,CAAC,EAAE,MAAM;IAM3B,MAAM,CAAC,GAAG,EAAE,aAAa,GAAG,OAAO;IAWnC,GAAG,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAIzB,IAAI,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAI1B,KAAK,IAAI,IAAI;IAIb,QAAQ,CAAC,GAAG,EAAE,aAAa,GAAG,IAAI;IAOlC,KAAK,IAAI,aAAa;CAK9B;AAED;;;;GAIG;AACH,qBAAa,cAAe,SAAQ,WAAW,CAAC,aAAa,CAAC;IAC5D,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAuB;;IAuBhD,0FAA0F;IACnF,IAAI,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAsBjC,gGAAgG;IACzF,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE,aAAa,GAAG,aAAa;IAMnE,kKAAkK;IAC3J,KAAK,CAAC,MAAM,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE,aAAa,GAAG,aAAa,GAAG,SAAS;IAMhF,OAAO,CAAC,OAAO;IAUf,OAAO,CAAC,aAAa;CAWtB;AAED;;;GAGG;AACH,MAAM,WAAW,eAAe;IAC9B,QAAQ,CAAC,EAAE,eAAe,CAAC;IAC3B,IAAI,CAAC,EAAE,eAAe,CAAC;IACvB,+JAA+J;IAC/J,SAAS,EAAE,MAAM,CAAC;IAClB;;OAEG;IACH,WAAW,CAAC,EAAE,aAAa,GAAG,SAAS,CAAC;CACzC;AAeD;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,qBAAa,WAAW;IACtB,SAAS,CAAC,QAAQ,CAAC,SAAS,EAAE,eAAe,CAAC;IAC9C,SAAS,CAAC,QAAQ,CAAC,MAAM,0BAAiC;IAC1D,SAAS,CAAC,QAAQ,CAAC,WAAW,iBAAwB;IACtD,SAAS,CAAC,KAAK,EAAE,eAAe,CAAC;IACjC,SAAS,CAAC,KAAK,EAAE,eAAe,CAAC;IACjC,SAAS,CAAC,eAAe,SAAK;IAE9B,8EAA8E;IAC9E,IAAW,cAAc,IAAI,MAAM,CAElC;;IAMM,OAAO,IAAI,IAAI;IAgBtB;;OAEG;IACI,GAAG,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAuB5B;;OAEG;IACI,IAAI,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAgB7B,iHAAiH;IAC1G,QAAQ,CAAC,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,QAAQ,CAAC,IAAI,CAAC,GAAG,IAAI;IAc5D;;OAEG;IACI,SAAS,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IActC;;OAEG;IACI,UAAU,CAAC,QAAQ,EAAE,MAAM,GAAG,IAAI;IAczC,iEAAiE;IACjE,IAAW,eAAe,IAAI,QAAQ,CAAC,IAAI,CAAC,CAK3C;IAED,+DAA+D;IAC/D,IAAW,aAAa,IAAI,QAAQ,CAAC,IAAI,CAAC,CAIzC;IAED,SAAS,CAAC,gBAAgB,CAAC,IAAI,EAAE,IAAI,GAAG,MAAM;IAM9C,SAAS,CAAC,UAAU,IAAI,IAAI;IAK5B,SAAS,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAUlC,SAAS,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAiClC,SAAS,CAAC,SAAS,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAKrC,SAAS,CAAC,kBAAkB,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAY9C,SAAS,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;CAW9C"}
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@@ -193,7 +193,7 @@ class LRUTileList {
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this._totalBytesUsed = 0;
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this._userIdSets.clear();
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}
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/** Compute the amount of GPU memory allocated to the tile's content and, if greater than zero, add the tile to the
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/** Compute the amount of GPU memory allocated to the tile's content and, if greater than zero, add the tile to the beginning of the "selected" partition.
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* Invoked by TileAdmin whenever a tile's content is set to a valid RenderGraphic.
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*/
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add(tile) {
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@@ -209,10 +209,10 @@ class LRUTileList {
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(0, core_bentley_1.assert)(tile.bytesUsed === Math.floor(tile.bytesUsed));
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if (tile.bytesUsed <= 0)
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return;
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// Insert just
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// Insert just after the sentinel, indicating this is the least-recently-used selected tile.
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this._totalBytesUsed += tile.bytesUsed;
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this.append(tile);
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this.
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this.moveAfterSentinel(tile);
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}
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/** Remove the tile from the list and deduct its previously-used GPU memory from the list's running total.
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* Invoked by TileAdmin when a tile's content is unloaded, including when the list itself disposes of the content in its `freeMemory` method.
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@@ -345,6 +345,16 @@ class LRUTileList {
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else
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tile.previous.next = tile;
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}
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moveAfterSentinel(tile) {
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this.unlink(tile);
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tile.next = this._sentinel.next;
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this._sentinel.next = tile;
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tile.previous = this._sentinel;
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if (!tile.next)
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this._tail = tile;
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else
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tile.next.previous = tile;
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}
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}
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exports.LRUTileList = LRUTileList;
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//# sourceMappingURL=LRUTileList.js.map
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@@ -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 { assert, ReadonlySortedArray, SortedArray } from \"@itwin/core-bentley\";\r\nimport { RenderMemory } from \"../render/RenderMemory\";\r\nimport { Tile } from \"./internal\";\r\n\r\n/** Maintains in sorted order a set of [[TileUser]] Ids for which a given tile has been selected for display. The number of users in a set is expected to be very small - often only 1 for a typical application.\r\n * Strictly for use by LRUTileList.\r\n * @see TileUserIdSets.\r\n * @internal\r\n */\r\nexport class TileUserIdSet extends ReadonlySortedArray<number> {\r\n public constructor(userId?: number) {\r\n super((lhs, rhs) => lhs - rhs);\r\n if (undefined !== userId)\r\n this._array.push(userId);\r\n }\r\n\r\n public equals(set: TileUserIdSet): boolean {\r\n if (this.length !== set.length)\r\n return false;\r\n\r\n for (let i = 0; i < this.length; i++)\r\n if (this._array[i] !== set._array[i])\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n public add(userId: number): void {\r\n this._insert(userId);\r\n }\r\n\r\n public drop(userId: number): void {\r\n this._remove(userId);\r\n }\r\n\r\n public clear(): void {\r\n this._clear();\r\n }\r\n\r\n public copyFrom(src: TileUserIdSet): void {\r\n this._array.length = src.length;\r\n let i = 0;\r\n for (const userId of src)\r\n this._array[i++] = userId;\r\n }\r\n\r\n public clone(): TileUserIdSet {\r\n const clone = new TileUserIdSet();\r\n clone.copyFrom(this);\r\n return clone;\r\n }\r\n}\r\n\r\n/** Maintains a set of TileUserIdSets such that each set represents a unique combination of TileUser ids and each set contains at least one TileUser id.\r\n * Exported strictly for tests.\r\n * @see LRUTileList.\r\n * @internal\r\n */\r\nexport class TileUserIdSets extends SortedArray<TileUserIdSet> {\r\n private readonly _scratch = new TileUserIdSet();\r\n\r\n public constructor() {\r\n super((lhs, rhs) => {\r\n if (lhs === rhs)\r\n return 0;\r\n\r\n let diff = lhs.length - rhs.length;\r\n if (0 !== diff)\r\n return diff;\r\n\r\n for (let i = 0; i < lhs.length; i++) {\r\n const lhId = lhs.get(i)!;\r\n const rhId = rhs.get(i)!;\r\n diff = lhId - rhId;\r\n if (0 !== diff)\r\n return diff;\r\n }\r\n\r\n return 0;\r\n });\r\n }\r\n\r\n /** Remove the specified TileUser Id from all sets and remove empty and duplicate sets. */\r\n public drop(userId: number): void {\r\n // Remove from all sets, and delete empty sets.\r\n let i = 0;\r\n for (/* */; i < this._array.length; i++) {\r\n const set = this._array[i];\r\n set.drop(userId);\r\n if (set.length === 0)\r\n this._array.splice(i, 1);\r\n }\r\n\r\n // Collapse equivalent sets.\r\n i = 0;\r\n for (let j = 1; j < this._array.length; /* */) {\r\n if (this._array[i].equals(this._array[j])) {\r\n this._array.splice(i, 1);\r\n } else {\r\n i++;\r\n j++;\r\n }\r\n }\r\n }\r\n\r\n /** Obtain a TileUserIdSet owned by this object containing userId and (if specified) userIds. */\r\n public plus(userId: number, userIds?: TileUserIdSet): TileUserIdSet {\r\n const scratch = this.scratch(userIds);\r\n scratch.add(userId);\r\n return this.getEquivalent(scratch);\r\n }\r\n\r\n /** Obtain a TileUserIdSet owned by this object containing all of userIds (if specified) but not userId. Returns undefined if the resultant set would be empty. */\r\n public minus(userId: number, userIds?: TileUserIdSet): TileUserIdSet | undefined {\r\n const scratch = this.scratch(userIds);\r\n scratch.drop(userId);\r\n return scratch.length > 0 ? this.getEquivalent(scratch) : undefined;\r\n }\r\n\r\n private scratch(userIds?: TileUserIdSet): TileUserIdSet {\r\n const scratch = this._scratch;\r\n if (userIds)\r\n scratch.copyFrom(userIds);\r\n else\r\n scratch.clear();\r\n\r\n return scratch;\r\n }\r\n\r\n private getEquivalent(sought: TileUserIdSet): TileUserIdSet {\r\n assert(sought.length > 0);\r\n\r\n for (const set of this)\r\n if (set.equals(sought))\r\n return set;\r\n\r\n const newSet = sought.clone();\r\n this.insert(newSet);\r\n return newSet;\r\n }\r\n}\r\n\r\n/** A node in an LRUTileList. It is either a [[Tile]], or a sentinel node used to partition the list.\r\n * Strictly for use by LRUTileList.\r\n * @internal\r\n */\r\nexport interface LRUTileListNode {\r\n previous?: LRUTileListNode;\r\n next?: LRUTileListNode;\r\n /** The number of bytes of GPU memory allocated to the tile's content. The only node in a LRUTileListNode with `bytesUsed` less than 1 is the sentinel node. */\r\n bytesUsed: number;\r\n /** For a tile, the Ids of all of the TileUsers for which the tile is currently in use. The TileUserIdSet is owned by the LRUTileList's TileUserIdSets member.\r\n * Undefined if the tile is not in use by any TileUser.\r\n */\r\n tileUserIds?: TileUserIdSet | undefined;\r\n}\r\n\r\nfunction isLinked(node: LRUTileListNode): boolean {\r\n return undefined !== node.previous || undefined !== node.next;\r\n}\r\n\r\nfunction* lruListIterator(start: Tile | undefined, end: LRUTileListNode | undefined): Iterator<Tile> {\r\n let cur = start;\r\n while (cur && cur !== end) {\r\n const prev = cur;\r\n cur = cur.next as Tile | undefined;\r\n yield prev;\r\n }\r\n}\r\n\r\n/** An intrusive doubly-linked list of LRUTileListNodes, containing Tiles partitioned by a singleton sentinel node into two partitions and ordered from least-recently- to most-recently-used by any TileUser.\r\n * Used by TileAdmin to keep track of and impose limits upon the total amount of GPU memory allocated to tile content.\r\n *\r\n * Illustration of the structure of the list:\r\n *\r\n * ```\r\n * v------------- Not selected --------------v v----------------- Selected ------------------v\r\n * ______ ______ __________ ______ ______\r\n * | head |.next => | |.next => ... | sentinel |.next => ... | |.next => | tail |\r\n * | 12kb | | 8kb | | 0kb | | 19kb | | 23kb |\r\n * |______| <= previous.|______| ... <= previous.|__________| ... <= previous.|______| <= previous.|______|\r\n *\r\n * least-recently-selected --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> most-recently-selected\r\n * ```\r\n *\r\n * The sentinel node is always present and floats freely as the contents of each partition change. Note that the `next` and `previous` pointers are stored directly on the tiles - no link nodes are allocated to hold the entries in the list. This of course means that a Tile can only ever belong to one LRUTileList - the one owned by the TileAdmin.\r\n *\r\n * The list contains only those tiles whose content has been loaded. Each node records the amount of GPU memory allocated for the tile's content. The list keeps track of the total amount of GPU memory allocated by all tiles. The list's contents are updated as follows:\r\n *\r\n * - When a tile's content is loaded, it is added to the end of the \"not selected\" partition. Its memory usage is computed and added to the list's total.\r\n * - When a tile's content is unloaded, it is removed from the list. Its memory usage is deducted from the list's totla.\r\n * - Just before a TileUser selects tiles for use (e.g., Viewport selects tiles for display), it is removed from each tile's set of viewports in which they are selected. If a tile's set of users becomes empty as a result, it is moved to the end of the \"not selected\" partition.\r\n * - When a tile becomes selected for use by a TileUser, the user is added to its user set and the tile is moved to the end of the \"selected\" partition.\r\n *\r\n * When the system determines that GPU memory should be freed up, it can simply pop nodes off the beginning of the \"not selected\" partition, freeing their content, until the target memory usage is reached or no more non-selected nodes exist.\r\n *\r\n * Strictly for use by [[TileAdmin]].\r\n * @internal\r\n */\r\nexport class LRUTileList {\r\n protected readonly _sentinel: LRUTileListNode;\r\n protected readonly _stats = new RenderMemory.Statistics();\r\n protected readonly _userIdSets = new TileUserIdSets();\r\n protected _head: LRUTileListNode;\r\n protected _tail: LRUTileListNode;\r\n protected _totalBytesUsed = 0;\r\n\r\n /** The amount of GPU memory, in bytes, allocated to all tiles in the list. */\r\n public get totalBytesUsed(): number {\r\n return this._totalBytesUsed;\r\n }\r\n\r\n public constructor() {\r\n this._head = this._tail = this._sentinel = { bytesUsed: 0 };\r\n }\r\n\r\n public dispose(): void {\r\n let node: LRUTileListNode | undefined = this._head;\r\n let next: LRUTileListNode | undefined;\r\n while (node) {\r\n next = node.next;\r\n node.previous = node.next = undefined;\r\n node.bytesUsed = 0;\r\n node.tileUserIds = undefined;\r\n node = next;\r\n }\r\n\r\n this._head = this._tail = this._sentinel;\r\n this._totalBytesUsed = 0;\r\n this._userIdSets.clear();\r\n }\r\n\r\n /** Compute the amount of GPU memory allocated to the tile's content and, if greater than zero, add the tile to the end of the \"not selected\" partition.\r\n * Invoked by TileAdmin whenever a tile's content is set to a valid RenderGraphic.\r\n */\r\n public add(tile: Tile): void {\r\n assert(!isLinked(tile));\r\n if (isLinked(tile))\r\n return;\r\n\r\n assert(tile.bytesUsed === 0);\r\n assert(tile.tileUserIds === undefined);\r\n\r\n this._stats.clear();\r\n tile.collectStatistics(this._stats, false);\r\n tile.bytesUsed = this.computeBytesUsed(tile);\r\n assert(tile.bytesUsed >= 0);\r\n assert(tile.bytesUsed === Math.floor(tile.bytesUsed));\r\n\r\n if (tile.bytesUsed <= 0)\r\n return;\r\n\r\n // Insert just before the sentinel, indicating this is the most-recently-used non-selected tile.\r\n this._totalBytesUsed += tile.bytesUsed;\r\n this.append(tile);\r\n this.moveBeforeSentinel(tile);\r\n }\r\n\r\n /** Remove the tile from the list and deduct its previously-used GPU memory from the list's running total.\r\n * Invoked by TileAdmin when a tile's content is unloaded, including when the list itself disposes of the content in its `freeMemory` method.\r\n */\r\n public drop(tile: Tile): void {\r\n assert(isLinked(tile) || tile.bytesUsed === 0);\r\n if (!isLinked(tile))\r\n return;\r\n\r\n assert(tile.bytesUsed > 0);\r\n this._totalBytesUsed -= tile.bytesUsed;\r\n assert(this._totalBytesUsed >= 0);\r\n\r\n this.unlink(tile);\r\n tile.tileUserIds = undefined;\r\n tile.bytesUsed = 0;\r\n\r\n this.assertList();\r\n }\r\n\r\n /** Mark the tiles as in use by the specified TileUser. They are moved to the end of the \"selected\" partition. */\r\n public markUsed(userId: number, tiles: Iterable<Tile>): void {\r\n for (const tile of tiles) {\r\n if (tile.bytesUsed <= 0)\r\n continue;\r\n\r\n assert(isLinked(tile));\r\n\r\n if (isLinked(tile)) {\r\n tile.tileUserIds = this._userIdSets.plus(userId, tile.tileUserIds);\r\n this.moveToEnd(tile);\r\n }\r\n }\r\n }\r\n\r\n /** Mark the tiles as no longer in user by the specified TileUser.\r\n * If this results in a tile being no longer selected for any user, it is moved to the end of the \"not selected\" partition.\r\n */\r\n public clearUsed(userId: number): void {\r\n this._userIdSets.drop(userId);\r\n let prev: LRUTileListNode | undefined = this._sentinel;\r\n while (prev && prev.next) {\r\n const tile = prev.next as Tile;\r\n assert(tile !== this._sentinel);\r\n tile.tileUserIds = this._userIdSets.minus(userId, tile.tileUserIds);\r\n if (undefined === tile.tileUserIds)\r\n this.moveBeforeSentinel(tile);\r\n else\r\n prev = tile;\r\n }\r\n }\r\n\r\n /** Dispose of the contents of tiles currently not selected for display until the total amount of memory consumed is no more than `maxBytes`\r\n * or until the contents of all un-selected tiles have been disposed.\r\n */\r\n public freeMemory(maxBytes: number): void {\r\n let prev: LRUTileListNode | undefined = this._head;\r\n while (prev && prev !== this._sentinel && this.totalBytesUsed > maxBytes) {\r\n const tile = prev as Tile;\r\n prev = tile.next;\r\n tile.freeMemory();\r\n\r\n // Some tiles (ImageryMapTile) use reference-counting, in which case freeMemory() may not actually free the contents.\r\n // If the contents *were* disposed, then `this.drop` will have been called, and `tile` is no longer in the list.\r\n // Otherwise, `tile` remains in the list. Either way, we proceed to the next entry in the list.\r\n assert((this.computeBytesUsed(tile) > 0) === isLinked(tile));\r\n }\r\n }\r\n\r\n /** Iterate over all of the tiles in the unselected partition. */\r\n public get unselectedTiles(): Iterable<Tile> {\r\n const start = this._head === this._sentinel ? undefined : this._head as Tile | undefined;\r\n return {\r\n [Symbol.iterator]: () => lruListIterator(start, this._sentinel),\r\n };\r\n }\r\n\r\n /** Iterate over all of the tiles in the selected partition. */\r\n public get selectedTiles(): Iterable<Tile> {\r\n return {\r\n [Symbol.iterator]: () => lruListIterator(this._sentinel.next as Tile | undefined, undefined),\r\n };\r\n }\r\n\r\n protected computeBytesUsed(tile: Tile): number {\r\n this._stats.clear();\r\n tile.collectStatistics(this._stats, false);\r\n return this._stats.totalBytes;\r\n }\r\n\r\n protected assertList(): void {\r\n assert(this._head !== undefined);\r\n assert(this._tail !== undefined);\r\n }\r\n\r\n protected append(tile: Tile): void {\r\n assert(!isLinked(tile));\r\n if (isLinked(tile))\r\n this.unlink(tile);\r\n\r\n this._tail.next = tile;\r\n tile.previous = this._tail;\r\n this._tail = tile;\r\n }\r\n\r\n protected unlink(tile: Tile): void {\r\n assert(isLinked(tile));\r\n if (!isLinked(tile))\r\n return;\r\n\r\n if (tile.next && tile.previous) {\r\n assert(tile !== this._head);\r\n assert(tile !== this._tail);\r\n assert(tile.previous.next === tile);\r\n assert(tile.next.previous === tile);\r\n\r\n tile.previous.next = tile.next;\r\n tile.next.previous = tile.previous;\r\n } else if (tile.previous) {\r\n assert(tile === this._tail);\r\n assert(undefined === tile.next);\r\n assert(tile.previous.next === tile);\r\n\r\n tile.previous.next = undefined;\r\n this._tail = tile.previous;\r\n } else {\r\n assert(tile === this._head);\r\n assert(undefined !== tile.next);\r\n assert(tile.next.previous === tile);\r\n\r\n tile.next.previous = undefined;\r\n this._head = tile.next;\r\n }\r\n\r\n tile.next = tile.previous = undefined;\r\n this.assertList();\r\n }\r\n\r\n protected moveToEnd(tile: Tile): void {\r\n this.unlink(tile);\r\n this.append(tile);\r\n }\r\n\r\n protected moveBeforeSentinel(tile: Tile): void {\r\n this.unlink(tile);\r\n tile.previous = this._sentinel.previous;\r\n this._sentinel.previous = tile;\r\n tile.next = this._sentinel;\r\n\r\n if (!tile.previous)\r\n this._head = tile;\r\n else\r\n tile.previous.next = tile;\r\n }\r\n}\r\n"]}
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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 { assert, ReadonlySortedArray, SortedArray } from \"@itwin/core-bentley\";\r\nimport { RenderMemory } from \"../render/RenderMemory\";\r\nimport { Tile } from \"./internal\";\r\n\r\n/** Maintains in sorted order a set of [[TileUser]] Ids for which a given tile has been selected for display. The number of users in a set is expected to be very small - often only 1 for a typical application.\r\n * Strictly for use by LRUTileList.\r\n * @see TileUserIdSets.\r\n * @internal\r\n */\r\nexport class TileUserIdSet extends ReadonlySortedArray<number> {\r\n public constructor(userId?: number) {\r\n super((lhs, rhs) => lhs - rhs);\r\n if (undefined !== userId)\r\n this._array.push(userId);\r\n }\r\n\r\n public equals(set: TileUserIdSet): boolean {\r\n if (this.length !== set.length)\r\n return false;\r\n\r\n for (let i = 0; i < this.length; i++)\r\n if (this._array[i] !== set._array[i])\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n public add(userId: number): void {\r\n this._insert(userId);\r\n }\r\n\r\n public drop(userId: number): void {\r\n this._remove(userId);\r\n }\r\n\r\n public clear(): void {\r\n this._clear();\r\n }\r\n\r\n public copyFrom(src: TileUserIdSet): void {\r\n this._array.length = src.length;\r\n let i = 0;\r\n for (const userId of src)\r\n this._array[i++] = userId;\r\n }\r\n\r\n public clone(): TileUserIdSet {\r\n const clone = new TileUserIdSet();\r\n clone.copyFrom(this);\r\n return clone;\r\n }\r\n}\r\n\r\n/** Maintains a set of TileUserIdSets such that each set represents a unique combination of TileUser ids and each set contains at least one TileUser id.\r\n * Exported strictly for tests.\r\n * @see LRUTileList.\r\n * @internal\r\n */\r\nexport class TileUserIdSets extends SortedArray<TileUserIdSet> {\r\n private readonly _scratch = new TileUserIdSet();\r\n\r\n public constructor() {\r\n super((lhs, rhs) => {\r\n if (lhs === rhs)\r\n return 0;\r\n\r\n let diff = lhs.length - rhs.length;\r\n if (0 !== diff)\r\n return diff;\r\n\r\n for (let i = 0; i < lhs.length; i++) {\r\n const lhId = lhs.get(i)!;\r\n const rhId = rhs.get(i)!;\r\n diff = lhId - rhId;\r\n if (0 !== diff)\r\n return diff;\r\n }\r\n\r\n return 0;\r\n });\r\n }\r\n\r\n /** Remove the specified TileUser Id from all sets and remove empty and duplicate sets. */\r\n public drop(userId: number): void {\r\n // Remove from all sets, and delete empty sets.\r\n let i = 0;\r\n for (/* */; i < this._array.length; i++) {\r\n const set = this._array[i];\r\n set.drop(userId);\r\n if (set.length === 0)\r\n this._array.splice(i, 1);\r\n }\r\n\r\n // Collapse equivalent sets.\r\n i = 0;\r\n for (let j = 1; j < this._array.length; /* */) {\r\n if (this._array[i].equals(this._array[j])) {\r\n this._array.splice(i, 1);\r\n } else {\r\n i++;\r\n j++;\r\n }\r\n }\r\n }\r\n\r\n /** Obtain a TileUserIdSet owned by this object containing userId and (if specified) userIds. */\r\n public plus(userId: number, userIds?: TileUserIdSet): TileUserIdSet {\r\n const scratch = this.scratch(userIds);\r\n scratch.add(userId);\r\n return this.getEquivalent(scratch);\r\n }\r\n\r\n /** Obtain a TileUserIdSet owned by this object containing all of userIds (if specified) but not userId. Returns undefined if the resultant set would be empty. */\r\n public minus(userId: number, userIds?: TileUserIdSet): TileUserIdSet | undefined {\r\n const scratch = this.scratch(userIds);\r\n scratch.drop(userId);\r\n return scratch.length > 0 ? this.getEquivalent(scratch) : undefined;\r\n }\r\n\r\n private scratch(userIds?: TileUserIdSet): TileUserIdSet {\r\n const scratch = this._scratch;\r\n if (userIds)\r\n scratch.copyFrom(userIds);\r\n else\r\n scratch.clear();\r\n\r\n return scratch;\r\n }\r\n\r\n private getEquivalent(sought: TileUserIdSet): TileUserIdSet {\r\n assert(sought.length > 0);\r\n\r\n for (const set of this)\r\n if (set.equals(sought))\r\n return set;\r\n\r\n const newSet = sought.clone();\r\n this.insert(newSet);\r\n return newSet;\r\n }\r\n}\r\n\r\n/** A node in an LRUTileList. It is either a [[Tile]], or a sentinel node used to partition the list.\r\n * Strictly for use by LRUTileList.\r\n * @internal\r\n */\r\nexport interface LRUTileListNode {\r\n previous?: LRUTileListNode;\r\n next?: LRUTileListNode;\r\n /** The number of bytes of GPU memory allocated to the tile's content. The only node in a LRUTileListNode with `bytesUsed` less than 1 is the sentinel node. */\r\n bytesUsed: number;\r\n /** For a tile, the Ids of all of the TileUsers for which the tile is currently in use. The TileUserIdSet is owned by the LRUTileList's TileUserIdSets member.\r\n * Undefined if the tile is not in use by any TileUser.\r\n */\r\n tileUserIds?: TileUserIdSet | undefined;\r\n}\r\n\r\nfunction isLinked(node: LRUTileListNode): boolean {\r\n return undefined !== node.previous || undefined !== node.next;\r\n}\r\n\r\nfunction* lruListIterator(start: Tile | undefined, end: LRUTileListNode | undefined): Iterator<Tile> {\r\n let cur = start;\r\n while (cur && cur !== end) {\r\n const prev = cur;\r\n cur = cur.next as Tile | undefined;\r\n yield prev;\r\n }\r\n}\r\n\r\n/** An intrusive doubly-linked list of LRUTileListNodes, containing Tiles partitioned by a singleton sentinel node into two partitions and ordered from least-recently- to most-recently-used by any TileUser.\r\n * Used by TileAdmin to keep track of and impose limits upon the total amount of GPU memory allocated to tile content.\r\n *\r\n * Illustration of the structure of the list:\r\n *\r\n * ```\r\n * v------------- Not selected --------------v v----------------- Selected ------------------v\r\n * ______ ______ __________ ______ ______\r\n * | head |.next => | |.next => ... | sentinel |.next => ... | |.next => | tail |\r\n * | 12kb | | 8kb | | 0kb | | 19kb | | 23kb |\r\n * |______| <= previous.|______| ... <= previous.|__________| ... <= previous.|______| <= previous.|______|\r\n *\r\n * least-recently-selected --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> most-recently-selected\r\n * ```\r\n *\r\n * The sentinel node is always present and floats freely as the contents of each partition change. Note that the `next` and `previous` pointers are stored directly on the tiles - no link nodes are allocated to hold the entries in the list. This of course means that a Tile can only ever belong to one LRUTileList - the one owned by the TileAdmin.\r\n *\r\n * The list contains only those tiles whose content has been loaded. Each node records the amount of GPU memory allocated for the tile's content. The list keeps track of the total amount of GPU memory allocated by all tiles. The list's contents are updated as follows:\r\n *\r\n * - When a tile's content is loaded, it is added to the end of the \"not selected\" partition. Its memory usage is computed and added to the list's total.\r\n * - When a tile's content is unloaded, it is removed from the list. Its memory usage is deducted from the list's totla.\r\n * - Just before a TileUser selects tiles for use (e.g., Viewport selects tiles for display), it is removed from each tile's set of viewports in which they are selected. If a tile's set of users becomes empty as a result, it is moved to the end of the \"not selected\" partition.\r\n * - When a tile becomes selected for use by a TileUser, the user is added to its user set and the tile is moved to the end of the \"selected\" partition.\r\n *\r\n * When the system determines that GPU memory should be freed up, it can simply pop nodes off the beginning of the \"not selected\" partition, freeing their content, until the target memory usage is reached or no more non-selected nodes exist.\r\n *\r\n * Strictly for use by [[TileAdmin]].\r\n * @internal\r\n */\r\nexport class LRUTileList {\r\n protected readonly _sentinel: LRUTileListNode;\r\n protected readonly _stats = new RenderMemory.Statistics();\r\n protected readonly _userIdSets = new TileUserIdSets();\r\n protected _head: LRUTileListNode;\r\n protected _tail: LRUTileListNode;\r\n protected _totalBytesUsed = 0;\r\n\r\n /** The amount of GPU memory, in bytes, allocated to all tiles in the list. */\r\n public get totalBytesUsed(): number {\r\n return this._totalBytesUsed;\r\n }\r\n\r\n public constructor() {\r\n this._head = this._tail = this._sentinel = { bytesUsed: 0 };\r\n }\r\n\r\n public dispose(): void {\r\n let node: LRUTileListNode | undefined = this._head;\r\n let next: LRUTileListNode | undefined;\r\n while (node) {\r\n next = node.next;\r\n node.previous = node.next = undefined;\r\n node.bytesUsed = 0;\r\n node.tileUserIds = undefined;\r\n node = next;\r\n }\r\n\r\n this._head = this._tail = this._sentinel;\r\n this._totalBytesUsed = 0;\r\n this._userIdSets.clear();\r\n }\r\n\r\n /** Compute the amount of GPU memory allocated to the tile's content and, if greater than zero, add the tile to the beginning of the \"selected\" partition.\r\n * Invoked by TileAdmin whenever a tile's content is set to a valid RenderGraphic.\r\n */\r\n public add(tile: Tile): void {\r\n assert(!isLinked(tile));\r\n if (isLinked(tile))\r\n return;\r\n\r\n assert(tile.bytesUsed === 0);\r\n assert(tile.tileUserIds === undefined);\r\n\r\n this._stats.clear();\r\n tile.collectStatistics(this._stats, false);\r\n tile.bytesUsed = this.computeBytesUsed(tile);\r\n assert(tile.bytesUsed >= 0);\r\n assert(tile.bytesUsed === Math.floor(tile.bytesUsed));\r\n\r\n if (tile.bytesUsed <= 0)\r\n return;\r\n\r\n // Insert just after the sentinel, indicating this is the least-recently-used selected tile.\r\n this._totalBytesUsed += tile.bytesUsed;\r\n this.append(tile);\r\n this.moveAfterSentinel(tile);\r\n }\r\n\r\n /** Remove the tile from the list and deduct its previously-used GPU memory from the list's running total.\r\n * Invoked by TileAdmin when a tile's content is unloaded, including when the list itself disposes of the content in its `freeMemory` method.\r\n */\r\n public drop(tile: Tile): void {\r\n assert(isLinked(tile) || tile.bytesUsed === 0);\r\n if (!isLinked(tile))\r\n return;\r\n\r\n assert(tile.bytesUsed > 0);\r\n this._totalBytesUsed -= tile.bytesUsed;\r\n assert(this._totalBytesUsed >= 0);\r\n\r\n this.unlink(tile);\r\n tile.tileUserIds = undefined;\r\n tile.bytesUsed = 0;\r\n\r\n this.assertList();\r\n }\r\n\r\n /** Mark the tiles as in use by the specified TileUser. They are moved to the end of the \"selected\" partition. */\r\n public markUsed(userId: number, tiles: Iterable<Tile>): void {\r\n for (const tile of tiles) {\r\n if (tile.bytesUsed <= 0)\r\n continue;\r\n\r\n assert(isLinked(tile));\r\n\r\n if (isLinked(tile)) {\r\n tile.tileUserIds = this._userIdSets.plus(userId, tile.tileUserIds);\r\n this.moveToEnd(tile);\r\n }\r\n }\r\n }\r\n\r\n /** Mark the tiles as no longer in user by the specified TileUser.\r\n * If this results in a tile being no longer selected for any user, it is moved to the end of the \"not selected\" partition.\r\n */\r\n public clearUsed(userId: number): void {\r\n this._userIdSets.drop(userId);\r\n let prev: LRUTileListNode | undefined = this._sentinel;\r\n while (prev && prev.next) {\r\n const tile = prev.next as Tile;\r\n assert(tile !== this._sentinel);\r\n tile.tileUserIds = this._userIdSets.minus(userId, tile.tileUserIds);\r\n if (undefined === tile.tileUserIds)\r\n this.moveBeforeSentinel(tile);\r\n else\r\n prev = tile;\r\n }\r\n }\r\n\r\n /** Dispose of the contents of tiles currently not selected for display until the total amount of memory consumed is no more than `maxBytes`\r\n * or until the contents of all un-selected tiles have been disposed.\r\n */\r\n public freeMemory(maxBytes: number): void {\r\n let prev: LRUTileListNode | undefined = this._head;\r\n while (prev && prev !== this._sentinel && this.totalBytesUsed > maxBytes) {\r\n const tile = prev as Tile;\r\n prev = tile.next;\r\n tile.freeMemory();\r\n\r\n // Some tiles (ImageryMapTile) use reference-counting, in which case freeMemory() may not actually free the contents.\r\n // If the contents *were* disposed, then `this.drop` will have been called, and `tile` is no longer in the list.\r\n // Otherwise, `tile` remains in the list. Either way, we proceed to the next entry in the list.\r\n assert((this.computeBytesUsed(tile) > 0) === isLinked(tile));\r\n }\r\n }\r\n\r\n /** Iterate over all of the tiles in the unselected partition. */\r\n public get unselectedTiles(): Iterable<Tile> {\r\n const start = this._head === this._sentinel ? undefined : this._head as Tile | undefined;\r\n return {\r\n [Symbol.iterator]: () => lruListIterator(start, this._sentinel),\r\n };\r\n }\r\n\r\n /** Iterate over all of the tiles in the selected partition. */\r\n public get selectedTiles(): Iterable<Tile> {\r\n return {\r\n [Symbol.iterator]: () => lruListIterator(this._sentinel.next as Tile | undefined, undefined),\r\n };\r\n }\r\n\r\n protected computeBytesUsed(tile: Tile): number {\r\n this._stats.clear();\r\n tile.collectStatistics(this._stats, false);\r\n return this._stats.totalBytes;\r\n }\r\n\r\n protected assertList(): void {\r\n assert(this._head !== undefined);\r\n assert(this._tail !== undefined);\r\n }\r\n\r\n protected append(tile: Tile): void {\r\n assert(!isLinked(tile));\r\n if (isLinked(tile))\r\n this.unlink(tile);\r\n\r\n this._tail.next = tile;\r\n tile.previous = this._tail;\r\n this._tail = tile;\r\n }\r\n\r\n protected unlink(tile: Tile): void {\r\n assert(isLinked(tile));\r\n if (!isLinked(tile))\r\n return;\r\n\r\n if (tile.next && tile.previous) {\r\n assert(tile !== this._head);\r\n assert(tile !== this._tail);\r\n assert(tile.previous.next === tile);\r\n assert(tile.next.previous === tile);\r\n\r\n tile.previous.next = tile.next;\r\n tile.next.previous = tile.previous;\r\n } else if (tile.previous) {\r\n assert(tile === this._tail);\r\n assert(undefined === tile.next);\r\n assert(tile.previous.next === tile);\r\n\r\n tile.previous.next = undefined;\r\n this._tail = tile.previous;\r\n } else {\r\n assert(tile === this._head);\r\n assert(undefined !== tile.next);\r\n assert(tile.next.previous === tile);\r\n\r\n tile.next.previous = undefined;\r\n this._head = tile.next;\r\n }\r\n\r\n tile.next = tile.previous = undefined;\r\n this.assertList();\r\n }\r\n\r\n protected moveToEnd(tile: Tile): void {\r\n this.unlink(tile);\r\n this.append(tile);\r\n }\r\n\r\n protected moveBeforeSentinel(tile: Tile): void {\r\n this.unlink(tile);\r\n tile.previous = this._sentinel.previous;\r\n this._sentinel.previous = tile;\r\n tile.next = this._sentinel;\r\n\r\n if (!tile.previous)\r\n this._head = tile;\r\n else\r\n tile.previous.next = tile;\r\n }\r\n\r\n protected moveAfterSentinel(tile: Tile): void {\r\n this.unlink(tile);\r\n tile.next = this._sentinel.next;\r\n this._sentinel.next = tile;\r\n tile.previous = this._sentinel;\r\n\r\n if (!tile.next)\r\n this._tail = tile;\r\n else\r\n tile.next.previous = tile;\r\n }\r\n}\r\n"]}
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@@ -57,6 +57,8 @@ export declare class RealityTile extends Tile {
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/** @internal */
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setContent(content: RealityTileContent): void;
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/** @internal */
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freeMemory(): void;
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/** @internal */
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get realityChildren(): RealityTile[] | undefined;
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/** @internal */
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get realityParent(): RealityTile;
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@@ -1 +1 @@
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-
{"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;;;GAGG;AACH,MAAM,WAAW,mBAAmB;IAClC,kDAAkD;IAClD,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;;;OAGG;IACH,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"}
|
|
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;;;GAGG;AACH,MAAM,WAAW,mBAAmB;IAClC,kDAAkD;IAClD,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;IACA,UAAU,IAAI,IAAI;IAQlC,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;;;OAGG;IACH,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"}
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@@ -49,6 +49,14 @@ class RealityTile extends internal_1.Tile {
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|
49
49
|
this._geometry = content.geometry;
|
|
50
50
|
}
|
|
51
51
|
/** @internal */
|
|
52
|
+
freeMemory() {
|
|
53
|
+
// Prevent freeing if AdditiveRefinementStepChildren are present, since they depend on the parent tile to draw.
|
|
54
|
+
// This assumes at least one of the step children is currently selected, which is not necessarily the case. Eventually the
|
|
55
|
+
// normal periodic pruning of expired tiles will clean up that case, but it could be held them in memory longer than necessary.
|
|
56
|
+
if (!this.realityChildren?.some((child) => child.isStepChild))
|
|
57
|
+
super.freeMemory();
|
|
58
|
+
}
|
|
59
|
+
/** @internal */
|
|
52
60
|
get realityChildren() { return this.children; }
|
|
53
61
|
/** @internal */
|
|
54
62
|
get realityParent() { return this.parent; }
|
|
@@ -1 +1 @@
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1
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-
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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 * @beta\r\n * @see [[RealityTile.geometry]] to access a particular tile's geometry.\r\n */\r\nexport interface RealityTileGeometry {\r\n /** Polyfaces representing the tile's geometry. */\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 /** A representation of the tile's geometry.\r\n * This property is only available when using [[TileGeometryCollector]].\r\n * @beta\r\n */\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"]}
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1
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+
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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 * @beta\r\n * @see [[RealityTile.geometry]] to access a particular tile's geometry.\r\n */\r\nexport interface RealityTileGeometry {\r\n /** Polyfaces representing the tile's geometry. */\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 override freeMemory(): void {\r\n // Prevent freeing if AdditiveRefinementStepChildren are present, since they depend on the parent tile to draw.\r\n // This assumes at least one of the step children is currently selected, which is not necessarily the case. Eventually the\r\n // normal periodic pruning of expired tiles will clean up that case, but it could be held them in memory longer than necessary.\r\n if (!this.realityChildren?.some((child) => child.isStepChild))\r\n super.freeMemory();\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 /** A representation of the tile's geometry.\r\n * This property is only available when using [[TileGeometryCollector]].\r\n * @beta\r\n */\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"]}
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get totalBytesUsed(): number;
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constructor();
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/** Compute the amount of GPU memory allocated to the tile's content and, if greater than zero, add the tile to the
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/** Compute the amount of GPU memory allocated to the tile's content and, if greater than zero, add the tile to the beginning of the "selected" partition.
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add(tile: Tile): void;
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protected unlink(tile: Tile): void;
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{"version":3,"file":"LRUTileList.d.ts","sourceRoot":"","sources":["../../../src/tile/LRUTileList.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAU,mBAAmB,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAC;AAC/E,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AACtD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAElC;;;;GAIG;AACH,qBAAa,aAAc,SAAQ,mBAAmB,CAAC,MAAM,CAAC;gBACzC,MAAM,CAAC,EAAE,MAAM;IAM3B,MAAM,CAAC,GAAG,EAAE,aAAa,GAAG,OAAO;IAWnC,GAAG,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAIzB,IAAI,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAI1B,KAAK,IAAI,IAAI;IAIb,QAAQ,CAAC,GAAG,EAAE,aAAa,GAAG,IAAI;IAOlC,KAAK,IAAI,aAAa;CAK9B;AAED;;;;GAIG;AACH,qBAAa,cAAe,SAAQ,WAAW,CAAC,aAAa,CAAC;IAC5D,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAuB;;IAuBhD,0FAA0F;IACnF,IAAI,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAsBjC,gGAAgG;IACzF,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE,aAAa,GAAG,aAAa;IAMnE,kKAAkK;IAC3J,KAAK,CAAC,MAAM,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE,aAAa,GAAG,aAAa,GAAG,SAAS;IAMhF,OAAO,CAAC,OAAO;IAUf,OAAO,CAAC,aAAa;CAWtB;AAED;;;GAGG;AACH,MAAM,WAAW,eAAe;IAC9B,QAAQ,CAAC,EAAE,eAAe,CAAC;IAC3B,IAAI,CAAC,EAAE,eAAe,CAAC;IACvB,+JAA+J;IAC/J,SAAS,EAAE,MAAM,CAAC;IAClB;;OAEG;IACH,WAAW,CAAC,EAAE,aAAa,GAAG,SAAS,CAAC;CACzC;AAeD;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,qBAAa,WAAW;IACtB,SAAS,CAAC,QAAQ,CAAC,SAAS,EAAE,eAAe,CAAC;IAC9C,SAAS,CAAC,QAAQ,CAAC,MAAM,0BAAiC;IAC1D,SAAS,CAAC,QAAQ,CAAC,WAAW,iBAAwB;IACtD,SAAS,CAAC,KAAK,EAAE,eAAe,CAAC;IACjC,SAAS,CAAC,KAAK,EAAE,eAAe,CAAC;IACjC,SAAS,CAAC,eAAe,SAAK;IAE9B,8EAA8E;IAC9E,IAAW,cAAc,IAAI,MAAM,CAElC;;IAMM,OAAO,IAAI,IAAI;IAgBtB;;OAEG;IACI,GAAG,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAuB5B;;OAEG;IACI,IAAI,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAgB7B,iHAAiH;IAC1G,QAAQ,CAAC,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,QAAQ,CAAC,IAAI,CAAC,GAAG,IAAI;IAc5D;;OAEG;IACI,SAAS,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IActC;;OAEG;IACI,UAAU,CAAC,QAAQ,EAAE,MAAM,GAAG,IAAI;IAczC,iEAAiE;IACjE,IAAW,eAAe,IAAI,QAAQ,CAAC,IAAI,CAAC,CAK3C;IAED,+DAA+D;IAC/D,IAAW,aAAa,IAAI,QAAQ,CAAC,IAAI,CAAC,CAIzC;IAED,SAAS,CAAC,gBAAgB,CAAC,IAAI,EAAE,IAAI,GAAG,MAAM;IAM9C,SAAS,CAAC,UAAU,IAAI,IAAI;IAK5B,SAAS,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAUlC,SAAS,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAiClC,SAAS,CAAC,SAAS,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAKrC,SAAS,CAAC,kBAAkB,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAY9C,SAAS,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;CAW9C"}
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@@ -188,7 +188,7 @@ export class LRUTileList {
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this._totalBytesUsed = 0;
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this._userIdSets.clear();
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}
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/** Compute the amount of GPU memory allocated to the tile's content and, if greater than zero, add the tile to the
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/** Compute the amount of GPU memory allocated to the tile's content and, if greater than zero, add the tile to the beginning of the "selected" partition.
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* Invoked by TileAdmin whenever a tile's content is set to a valid RenderGraphic.
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*/
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add(tile) {
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@@ -204,10 +204,10 @@ export class LRUTileList {
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assert(tile.bytesUsed === Math.floor(tile.bytesUsed));
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if (tile.bytesUsed <= 0)
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return;
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// Insert just
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// Insert just after the sentinel, indicating this is the least-recently-used selected tile.
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this._totalBytesUsed += tile.bytesUsed;
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this.append(tile);
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this.
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this.moveAfterSentinel(tile);
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/** Remove the tile from the list and deduct its previously-used GPU memory from the list's running total.
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* Invoked by TileAdmin when a tile's content is unloaded, including when the list itself disposes of the content in its `freeMemory` method.
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@@ -340,5 +340,15 @@ export class LRUTileList {
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else
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tile.previous.next = tile;
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}
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moveAfterSentinel(tile) {
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this.unlink(tile);
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tile.next = this._sentinel.next;
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this._sentinel.next = tile;
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tile.previous = this._sentinel;
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if (!tile.next)
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this._tail = tile;
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else
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tile.next.previous = tile;
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}
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}
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//# sourceMappingURL=LRUTileList.js.map
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@@ -1 +1 @@
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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 { assert, ReadonlySortedArray, SortedArray } from \"@itwin/core-bentley\";\r\nimport { RenderMemory } from \"../render/RenderMemory\";\r\nimport { Tile } from \"./internal\";\r\n\r\n/** Maintains in sorted order a set of [[TileUser]] Ids for which a given tile has been selected for display. The number of users in a set is expected to be very small - often only 1 for a typical application.\r\n * Strictly for use by LRUTileList.\r\n * @see TileUserIdSets.\r\n * @internal\r\n */\r\nexport class TileUserIdSet extends ReadonlySortedArray<number> {\r\n public constructor(userId?: number) {\r\n super((lhs, rhs) => lhs - rhs);\r\n if (undefined !== userId)\r\n this._array.push(userId);\r\n }\r\n\r\n public equals(set: TileUserIdSet): boolean {\r\n if (this.length !== set.length)\r\n return false;\r\n\r\n for (let i = 0; i < this.length; i++)\r\n if (this._array[i] !== set._array[i])\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n public add(userId: number): void {\r\n this._insert(userId);\r\n }\r\n\r\n public drop(userId: number): void {\r\n this._remove(userId);\r\n }\r\n\r\n public clear(): void {\r\n this._clear();\r\n }\r\n\r\n public copyFrom(src: TileUserIdSet): void {\r\n this._array.length = src.length;\r\n let i = 0;\r\n for (const userId of src)\r\n this._array[i++] = userId;\r\n }\r\n\r\n public clone(): TileUserIdSet {\r\n const clone = new TileUserIdSet();\r\n clone.copyFrom(this);\r\n return clone;\r\n }\r\n}\r\n\r\n/** Maintains a set of TileUserIdSets such that each set represents a unique combination of TileUser ids and each set contains at least one TileUser id.\r\n * Exported strictly for tests.\r\n * @see LRUTileList.\r\n * @internal\r\n */\r\nexport class TileUserIdSets extends SortedArray<TileUserIdSet> {\r\n private readonly _scratch = new TileUserIdSet();\r\n\r\n public constructor() {\r\n super((lhs, rhs) => {\r\n if (lhs === rhs)\r\n return 0;\r\n\r\n let diff = lhs.length - rhs.length;\r\n if (0 !== diff)\r\n return diff;\r\n\r\n for (let i = 0; i < lhs.length; i++) {\r\n const lhId = lhs.get(i)!;\r\n const rhId = rhs.get(i)!;\r\n diff = lhId - rhId;\r\n if (0 !== diff)\r\n return diff;\r\n }\r\n\r\n return 0;\r\n });\r\n }\r\n\r\n /** Remove the specified TileUser Id from all sets and remove empty and duplicate sets. */\r\n public drop(userId: number): void {\r\n // Remove from all sets, and delete empty sets.\r\n let i = 0;\r\n for (/* */; i < this._array.length; i++) {\r\n const set = this._array[i];\r\n set.drop(userId);\r\n if (set.length === 0)\r\n this._array.splice(i, 1);\r\n }\r\n\r\n // Collapse equivalent sets.\r\n i = 0;\r\n for (let j = 1; j < this._array.length; /* */) {\r\n if (this._array[i].equals(this._array[j])) {\r\n this._array.splice(i, 1);\r\n } else {\r\n i++;\r\n j++;\r\n }\r\n }\r\n }\r\n\r\n /** Obtain a TileUserIdSet owned by this object containing userId and (if specified) userIds. */\r\n public plus(userId: number, userIds?: TileUserIdSet): TileUserIdSet {\r\n const scratch = this.scratch(userIds);\r\n scratch.add(userId);\r\n return this.getEquivalent(scratch);\r\n }\r\n\r\n /** Obtain a TileUserIdSet owned by this object containing all of userIds (if specified) but not userId. Returns undefined if the resultant set would be empty. */\r\n public minus(userId: number, userIds?: TileUserIdSet): TileUserIdSet | undefined {\r\n const scratch = this.scratch(userIds);\r\n scratch.drop(userId);\r\n return scratch.length > 0 ? this.getEquivalent(scratch) : undefined;\r\n }\r\n\r\n private scratch(userIds?: TileUserIdSet): TileUserIdSet {\r\n const scratch = this._scratch;\r\n if (userIds)\r\n scratch.copyFrom(userIds);\r\n else\r\n scratch.clear();\r\n\r\n return scratch;\r\n }\r\n\r\n private getEquivalent(sought: TileUserIdSet): TileUserIdSet {\r\n assert(sought.length > 0);\r\n\r\n for (const set of this)\r\n if (set.equals(sought))\r\n return set;\r\n\r\n const newSet = sought.clone();\r\n this.insert(newSet);\r\n return newSet;\r\n }\r\n}\r\n\r\n/** A node in an LRUTileList. It is either a [[Tile]], or a sentinel node used to partition the list.\r\n * Strictly for use by LRUTileList.\r\n * @internal\r\n */\r\nexport interface LRUTileListNode {\r\n previous?: LRUTileListNode;\r\n next?: LRUTileListNode;\r\n /** The number of bytes of GPU memory allocated to the tile's content. The only node in a LRUTileListNode with `bytesUsed` less than 1 is the sentinel node. */\r\n bytesUsed: number;\r\n /** For a tile, the Ids of all of the TileUsers for which the tile is currently in use. The TileUserIdSet is owned by the LRUTileList's TileUserIdSets member.\r\n * Undefined if the tile is not in use by any TileUser.\r\n */\r\n tileUserIds?: TileUserIdSet | undefined;\r\n}\r\n\r\nfunction isLinked(node: LRUTileListNode): boolean {\r\n return undefined !== node.previous || undefined !== node.next;\r\n}\r\n\r\nfunction* lruListIterator(start: Tile | undefined, end: LRUTileListNode | undefined): Iterator<Tile> {\r\n let cur = start;\r\n while (cur && cur !== end) {\r\n const prev = cur;\r\n cur = cur.next as Tile | undefined;\r\n yield prev;\r\n }\r\n}\r\n\r\n/** An intrusive doubly-linked list of LRUTileListNodes, containing Tiles partitioned by a singleton sentinel node into two partitions and ordered from least-recently- to most-recently-used by any TileUser.\r\n * Used by TileAdmin to keep track of and impose limits upon the total amount of GPU memory allocated to tile content.\r\n *\r\n * Illustration of the structure of the list:\r\n *\r\n * ```\r\n * v------------- Not selected --------------v v----------------- Selected ------------------v\r\n * ______ ______ __________ ______ ______\r\n * | head |.next => | |.next => ... | sentinel |.next => ... | |.next => | tail |\r\n * | 12kb | | 8kb | | 0kb | | 19kb | | 23kb |\r\n * |______| <= previous.|______| ... <= previous.|__________| ... <= previous.|______| <= previous.|______|\r\n *\r\n * least-recently-selected --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> most-recently-selected\r\n * ```\r\n *\r\n * The sentinel node is always present and floats freely as the contents of each partition change. Note that the `next` and `previous` pointers are stored directly on the tiles - no link nodes are allocated to hold the entries in the list. This of course means that a Tile can only ever belong to one LRUTileList - the one owned by the TileAdmin.\r\n *\r\n * The list contains only those tiles whose content has been loaded. Each node records the amount of GPU memory allocated for the tile's content. The list keeps track of the total amount of GPU memory allocated by all tiles. The list's contents are updated as follows:\r\n *\r\n * - When a tile's content is loaded, it is added to the end of the \"not selected\" partition. Its memory usage is computed and added to the list's total.\r\n * - When a tile's content is unloaded, it is removed from the list. Its memory usage is deducted from the list's totla.\r\n * - Just before a TileUser selects tiles for use (e.g., Viewport selects tiles for display), it is removed from each tile's set of viewports in which they are selected. If a tile's set of users becomes empty as a result, it is moved to the end of the \"not selected\" partition.\r\n * - When a tile becomes selected for use by a TileUser, the user is added to its user set and the tile is moved to the end of the \"selected\" partition.\r\n *\r\n * When the system determines that GPU memory should be freed up, it can simply pop nodes off the beginning of the \"not selected\" partition, freeing their content, until the target memory usage is reached or no more non-selected nodes exist.\r\n *\r\n * Strictly for use by [[TileAdmin]].\r\n * @internal\r\n */\r\nexport class LRUTileList {\r\n protected readonly _sentinel: LRUTileListNode;\r\n protected readonly _stats = new RenderMemory.Statistics();\r\n protected readonly _userIdSets = new TileUserIdSets();\r\n protected _head: LRUTileListNode;\r\n protected _tail: LRUTileListNode;\r\n protected _totalBytesUsed = 0;\r\n\r\n /** The amount of GPU memory, in bytes, allocated to all tiles in the list. */\r\n public get totalBytesUsed(): number {\r\n return this._totalBytesUsed;\r\n }\r\n\r\n public constructor() {\r\n this._head = this._tail = this._sentinel = { bytesUsed: 0 };\r\n }\r\n\r\n public dispose(): void {\r\n let node: LRUTileListNode | undefined = this._head;\r\n let next: LRUTileListNode | undefined;\r\n while (node) {\r\n next = node.next;\r\n node.previous = node.next = undefined;\r\n node.bytesUsed = 0;\r\n node.tileUserIds = undefined;\r\n node = next;\r\n }\r\n\r\n this._head = this._tail = this._sentinel;\r\n this._totalBytesUsed = 0;\r\n this._userIdSets.clear();\r\n }\r\n\r\n /** Compute the amount of GPU memory allocated to the tile's content and, if greater than zero, add the tile to the end of the \"not selected\" partition.\r\n * Invoked by TileAdmin whenever a tile's content is set to a valid RenderGraphic.\r\n */\r\n public add(tile: Tile): void {\r\n assert(!isLinked(tile));\r\n if (isLinked(tile))\r\n return;\r\n\r\n assert(tile.bytesUsed === 0);\r\n assert(tile.tileUserIds === undefined);\r\n\r\n this._stats.clear();\r\n tile.collectStatistics(this._stats, false);\r\n tile.bytesUsed = this.computeBytesUsed(tile);\r\n assert(tile.bytesUsed >= 0);\r\n assert(tile.bytesUsed === Math.floor(tile.bytesUsed));\r\n\r\n if (tile.bytesUsed <= 0)\r\n return;\r\n\r\n // Insert just before the sentinel, indicating this is the most-recently-used non-selected tile.\r\n this._totalBytesUsed += tile.bytesUsed;\r\n this.append(tile);\r\n this.moveBeforeSentinel(tile);\r\n }\r\n\r\n /** Remove the tile from the list and deduct its previously-used GPU memory from the list's running total.\r\n * Invoked by TileAdmin when a tile's content is unloaded, including when the list itself disposes of the content in its `freeMemory` method.\r\n */\r\n public drop(tile: Tile): void {\r\n assert(isLinked(tile) || tile.bytesUsed === 0);\r\n if (!isLinked(tile))\r\n return;\r\n\r\n assert(tile.bytesUsed > 0);\r\n this._totalBytesUsed -= tile.bytesUsed;\r\n assert(this._totalBytesUsed >= 0);\r\n\r\n this.unlink(tile);\r\n tile.tileUserIds = undefined;\r\n tile.bytesUsed = 0;\r\n\r\n this.assertList();\r\n }\r\n\r\n /** Mark the tiles as in use by the specified TileUser. They are moved to the end of the \"selected\" partition. */\r\n public markUsed(userId: number, tiles: Iterable<Tile>): void {\r\n for (const tile of tiles) {\r\n if (tile.bytesUsed <= 0)\r\n continue;\r\n\r\n assert(isLinked(tile));\r\n\r\n if (isLinked(tile)) {\r\n tile.tileUserIds = this._userIdSets.plus(userId, tile.tileUserIds);\r\n this.moveToEnd(tile);\r\n }\r\n }\r\n }\r\n\r\n /** Mark the tiles as no longer in user by the specified TileUser.\r\n * If this results in a tile being no longer selected for any user, it is moved to the end of the \"not selected\" partition.\r\n */\r\n public clearUsed(userId: number): void {\r\n this._userIdSets.drop(userId);\r\n let prev: LRUTileListNode | undefined = this._sentinel;\r\n while (prev && prev.next) {\r\n const tile = prev.next as Tile;\r\n assert(tile !== this._sentinel);\r\n tile.tileUserIds = this._userIdSets.minus(userId, tile.tileUserIds);\r\n if (undefined === tile.tileUserIds)\r\n this.moveBeforeSentinel(tile);\r\n else\r\n prev = tile;\r\n }\r\n }\r\n\r\n /** Dispose of the contents of tiles currently not selected for display until the total amount of memory consumed is no more than `maxBytes`\r\n * or until the contents of all un-selected tiles have been disposed.\r\n */\r\n public freeMemory(maxBytes: number): void {\r\n let prev: LRUTileListNode | undefined = this._head;\r\n while (prev && prev !== this._sentinel && this.totalBytesUsed > maxBytes) {\r\n const tile = prev as Tile;\r\n prev = tile.next;\r\n tile.freeMemory();\r\n\r\n // Some tiles (ImageryMapTile) use reference-counting, in which case freeMemory() may not actually free the contents.\r\n // If the contents *were* disposed, then `this.drop` will have been called, and `tile` is no longer in the list.\r\n // Otherwise, `tile` remains in the list. Either way, we proceed to the next entry in the list.\r\n assert((this.computeBytesUsed(tile) > 0) === isLinked(tile));\r\n }\r\n }\r\n\r\n /** Iterate over all of the tiles in the unselected partition. */\r\n public get unselectedTiles(): Iterable<Tile> {\r\n const start = this._head === this._sentinel ? undefined : this._head as Tile | undefined;\r\n return {\r\n [Symbol.iterator]: () => lruListIterator(start, this._sentinel),\r\n };\r\n }\r\n\r\n /** Iterate over all of the tiles in the selected partition. */\r\n public get selectedTiles(): Iterable<Tile> {\r\n return {\r\n [Symbol.iterator]: () => lruListIterator(this._sentinel.next as Tile | undefined, undefined),\r\n };\r\n }\r\n\r\n protected computeBytesUsed(tile: Tile): number {\r\n this._stats.clear();\r\n tile.collectStatistics(this._stats, false);\r\n return this._stats.totalBytes;\r\n }\r\n\r\n protected assertList(): void {\r\n assert(this._head !== undefined);\r\n assert(this._tail !== undefined);\r\n }\r\n\r\n protected append(tile: Tile): void {\r\n assert(!isLinked(tile));\r\n if (isLinked(tile))\r\n this.unlink(tile);\r\n\r\n this._tail.next = tile;\r\n tile.previous = this._tail;\r\n this._tail = tile;\r\n }\r\n\r\n protected unlink(tile: Tile): void {\r\n assert(isLinked(tile));\r\n if (!isLinked(tile))\r\n return;\r\n\r\n if (tile.next && tile.previous) {\r\n assert(tile !== this._head);\r\n assert(tile !== this._tail);\r\n assert(tile.previous.next === tile);\r\n assert(tile.next.previous === tile);\r\n\r\n tile.previous.next = tile.next;\r\n tile.next.previous = tile.previous;\r\n } else if (tile.previous) {\r\n assert(tile === this._tail);\r\n assert(undefined === tile.next);\r\n assert(tile.previous.next === tile);\r\n\r\n tile.previous.next = undefined;\r\n this._tail = tile.previous;\r\n } else {\r\n assert(tile === this._head);\r\n assert(undefined !== tile.next);\r\n assert(tile.next.previous === tile);\r\n\r\n tile.next.previous = undefined;\r\n this._head = tile.next;\r\n }\r\n\r\n tile.next = tile.previous = undefined;\r\n this.assertList();\r\n }\r\n\r\n protected moveToEnd(tile: Tile): void {\r\n this.unlink(tile);\r\n this.append(tile);\r\n }\r\n\r\n protected moveBeforeSentinel(tile: Tile): void {\r\n this.unlink(tile);\r\n tile.previous = this._sentinel.previous;\r\n this._sentinel.previous = tile;\r\n tile.next = this._sentinel;\r\n\r\n if (!tile.previous)\r\n this._head = tile;\r\n else\r\n tile.previous.next = tile;\r\n }\r\n}\r\n"]}
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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 { assert, ReadonlySortedArray, SortedArray } from \"@itwin/core-bentley\";\r\nimport { RenderMemory } from \"../render/RenderMemory\";\r\nimport { Tile } from \"./internal\";\r\n\r\n/** Maintains in sorted order a set of [[TileUser]] Ids for which a given tile has been selected for display. The number of users in a set is expected to be very small - often only 1 for a typical application.\r\n * Strictly for use by LRUTileList.\r\n * @see TileUserIdSets.\r\n * @internal\r\n */\r\nexport class TileUserIdSet extends ReadonlySortedArray<number> {\r\n public constructor(userId?: number) {\r\n super((lhs, rhs) => lhs - rhs);\r\n if (undefined !== userId)\r\n this._array.push(userId);\r\n }\r\n\r\n public equals(set: TileUserIdSet): boolean {\r\n if (this.length !== set.length)\r\n return false;\r\n\r\n for (let i = 0; i < this.length; i++)\r\n if (this._array[i] !== set._array[i])\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n public add(userId: number): void {\r\n this._insert(userId);\r\n }\r\n\r\n public drop(userId: number): void {\r\n this._remove(userId);\r\n }\r\n\r\n public clear(): void {\r\n this._clear();\r\n }\r\n\r\n public copyFrom(src: TileUserIdSet): void {\r\n this._array.length = src.length;\r\n let i = 0;\r\n for (const userId of src)\r\n this._array[i++] = userId;\r\n }\r\n\r\n public clone(): TileUserIdSet {\r\n const clone = new TileUserIdSet();\r\n clone.copyFrom(this);\r\n return clone;\r\n }\r\n}\r\n\r\n/** Maintains a set of TileUserIdSets such that each set represents a unique combination of TileUser ids and each set contains at least one TileUser id.\r\n * Exported strictly for tests.\r\n * @see LRUTileList.\r\n * @internal\r\n */\r\nexport class TileUserIdSets extends SortedArray<TileUserIdSet> {\r\n private readonly _scratch = new TileUserIdSet();\r\n\r\n public constructor() {\r\n super((lhs, rhs) => {\r\n if (lhs === rhs)\r\n return 0;\r\n\r\n let diff = lhs.length - rhs.length;\r\n if (0 !== diff)\r\n return diff;\r\n\r\n for (let i = 0; i < lhs.length; i++) {\r\n const lhId = lhs.get(i)!;\r\n const rhId = rhs.get(i)!;\r\n diff = lhId - rhId;\r\n if (0 !== diff)\r\n return diff;\r\n }\r\n\r\n return 0;\r\n });\r\n }\r\n\r\n /** Remove the specified TileUser Id from all sets and remove empty and duplicate sets. */\r\n public drop(userId: number): void {\r\n // Remove from all sets, and delete empty sets.\r\n let i = 0;\r\n for (/* */; i < this._array.length; i++) {\r\n const set = this._array[i];\r\n set.drop(userId);\r\n if (set.length === 0)\r\n this._array.splice(i, 1);\r\n }\r\n\r\n // Collapse equivalent sets.\r\n i = 0;\r\n for (let j = 1; j < this._array.length; /* */) {\r\n if (this._array[i].equals(this._array[j])) {\r\n this._array.splice(i, 1);\r\n } else {\r\n i++;\r\n j++;\r\n }\r\n }\r\n }\r\n\r\n /** Obtain a TileUserIdSet owned by this object containing userId and (if specified) userIds. */\r\n public plus(userId: number, userIds?: TileUserIdSet): TileUserIdSet {\r\n const scratch = this.scratch(userIds);\r\n scratch.add(userId);\r\n return this.getEquivalent(scratch);\r\n }\r\n\r\n /** Obtain a TileUserIdSet owned by this object containing all of userIds (if specified) but not userId. Returns undefined if the resultant set would be empty. */\r\n public minus(userId: number, userIds?: TileUserIdSet): TileUserIdSet | undefined {\r\n const scratch = this.scratch(userIds);\r\n scratch.drop(userId);\r\n return scratch.length > 0 ? this.getEquivalent(scratch) : undefined;\r\n }\r\n\r\n private scratch(userIds?: TileUserIdSet): TileUserIdSet {\r\n const scratch = this._scratch;\r\n if (userIds)\r\n scratch.copyFrom(userIds);\r\n else\r\n scratch.clear();\r\n\r\n return scratch;\r\n }\r\n\r\n private getEquivalent(sought: TileUserIdSet): TileUserIdSet {\r\n assert(sought.length > 0);\r\n\r\n for (const set of this)\r\n if (set.equals(sought))\r\n return set;\r\n\r\n const newSet = sought.clone();\r\n this.insert(newSet);\r\n return newSet;\r\n }\r\n}\r\n\r\n/** A node in an LRUTileList. It is either a [[Tile]], or a sentinel node used to partition the list.\r\n * Strictly for use by LRUTileList.\r\n * @internal\r\n */\r\nexport interface LRUTileListNode {\r\n previous?: LRUTileListNode;\r\n next?: LRUTileListNode;\r\n /** The number of bytes of GPU memory allocated to the tile's content. The only node in a LRUTileListNode with `bytesUsed` less than 1 is the sentinel node. */\r\n bytesUsed: number;\r\n /** For a tile, the Ids of all of the TileUsers for which the tile is currently in use. The TileUserIdSet is owned by the LRUTileList's TileUserIdSets member.\r\n * Undefined if the tile is not in use by any TileUser.\r\n */\r\n tileUserIds?: TileUserIdSet | undefined;\r\n}\r\n\r\nfunction isLinked(node: LRUTileListNode): boolean {\r\n return undefined !== node.previous || undefined !== node.next;\r\n}\r\n\r\nfunction* lruListIterator(start: Tile | undefined, end: LRUTileListNode | undefined): Iterator<Tile> {\r\n let cur = start;\r\n while (cur && cur !== end) {\r\n const prev = cur;\r\n cur = cur.next as Tile | undefined;\r\n yield prev;\r\n }\r\n}\r\n\r\n/** An intrusive doubly-linked list of LRUTileListNodes, containing Tiles partitioned by a singleton sentinel node into two partitions and ordered from least-recently- to most-recently-used by any TileUser.\r\n * Used by TileAdmin to keep track of and impose limits upon the total amount of GPU memory allocated to tile content.\r\n *\r\n * Illustration of the structure of the list:\r\n *\r\n * ```\r\n * v------------- Not selected --------------v v----------------- Selected ------------------v\r\n * ______ ______ __________ ______ ______\r\n * | head |.next => | |.next => ... | sentinel |.next => ... | |.next => | tail |\r\n * | 12kb | | 8kb | | 0kb | | 19kb | | 23kb |\r\n * |______| <= previous.|______| ... <= previous.|__________| ... <= previous.|______| <= previous.|______|\r\n *\r\n * least-recently-selected --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> --> most-recently-selected\r\n * ```\r\n *\r\n * The sentinel node is always present and floats freely as the contents of each partition change. Note that the `next` and `previous` pointers are stored directly on the tiles - no link nodes are allocated to hold the entries in the list. This of course means that a Tile can only ever belong to one LRUTileList - the one owned by the TileAdmin.\r\n *\r\n * The list contains only those tiles whose content has been loaded. Each node records the amount of GPU memory allocated for the tile's content. The list keeps track of the total amount of GPU memory allocated by all tiles. The list's contents are updated as follows:\r\n *\r\n * - When a tile's content is loaded, it is added to the end of the \"not selected\" partition. Its memory usage is computed and added to the list's total.\r\n * - When a tile's content is unloaded, it is removed from the list. Its memory usage is deducted from the list's totla.\r\n * - Just before a TileUser selects tiles for use (e.g., Viewport selects tiles for display), it is removed from each tile's set of viewports in which they are selected. If a tile's set of users becomes empty as a result, it is moved to the end of the \"not selected\" partition.\r\n * - When a tile becomes selected for use by a TileUser, the user is added to its user set and the tile is moved to the end of the \"selected\" partition.\r\n *\r\n * When the system determines that GPU memory should be freed up, it can simply pop nodes off the beginning of the \"not selected\" partition, freeing their content, until the target memory usage is reached or no more non-selected nodes exist.\r\n *\r\n * Strictly for use by [[TileAdmin]].\r\n * @internal\r\n */\r\nexport class LRUTileList {\r\n protected readonly _sentinel: LRUTileListNode;\r\n protected readonly _stats = new RenderMemory.Statistics();\r\n protected readonly _userIdSets = new TileUserIdSets();\r\n protected _head: LRUTileListNode;\r\n protected _tail: LRUTileListNode;\r\n protected _totalBytesUsed = 0;\r\n\r\n /** The amount of GPU memory, in bytes, allocated to all tiles in the list. */\r\n public get totalBytesUsed(): number {\r\n return this._totalBytesUsed;\r\n }\r\n\r\n public constructor() {\r\n this._head = this._tail = this._sentinel = { bytesUsed: 0 };\r\n }\r\n\r\n public dispose(): void {\r\n let node: LRUTileListNode | undefined = this._head;\r\n let next: LRUTileListNode | undefined;\r\n while (node) {\r\n next = node.next;\r\n node.previous = node.next = undefined;\r\n node.bytesUsed = 0;\r\n node.tileUserIds = undefined;\r\n node = next;\r\n }\r\n\r\n this._head = this._tail = this._sentinel;\r\n this._totalBytesUsed = 0;\r\n this._userIdSets.clear();\r\n }\r\n\r\n /** Compute the amount of GPU memory allocated to the tile's content and, if greater than zero, add the tile to the beginning of the \"selected\" partition.\r\n * Invoked by TileAdmin whenever a tile's content is set to a valid RenderGraphic.\r\n */\r\n public add(tile: Tile): void {\r\n assert(!isLinked(tile));\r\n if (isLinked(tile))\r\n return;\r\n\r\n assert(tile.bytesUsed === 0);\r\n assert(tile.tileUserIds === undefined);\r\n\r\n this._stats.clear();\r\n tile.collectStatistics(this._stats, false);\r\n tile.bytesUsed = this.computeBytesUsed(tile);\r\n assert(tile.bytesUsed >= 0);\r\n assert(tile.bytesUsed === Math.floor(tile.bytesUsed));\r\n\r\n if (tile.bytesUsed <= 0)\r\n return;\r\n\r\n // Insert just after the sentinel, indicating this is the least-recently-used selected tile.\r\n this._totalBytesUsed += tile.bytesUsed;\r\n this.append(tile);\r\n this.moveAfterSentinel(tile);\r\n }\r\n\r\n /** Remove the tile from the list and deduct its previously-used GPU memory from the list's running total.\r\n * Invoked by TileAdmin when a tile's content is unloaded, including when the list itself disposes of the content in its `freeMemory` method.\r\n */\r\n public drop(tile: Tile): void {\r\n assert(isLinked(tile) || tile.bytesUsed === 0);\r\n if (!isLinked(tile))\r\n return;\r\n\r\n assert(tile.bytesUsed > 0);\r\n this._totalBytesUsed -= tile.bytesUsed;\r\n assert(this._totalBytesUsed >= 0);\r\n\r\n this.unlink(tile);\r\n tile.tileUserIds = undefined;\r\n tile.bytesUsed = 0;\r\n\r\n this.assertList();\r\n }\r\n\r\n /** Mark the tiles as in use by the specified TileUser. They are moved to the end of the \"selected\" partition. */\r\n public markUsed(userId: number, tiles: Iterable<Tile>): void {\r\n for (const tile of tiles) {\r\n if (tile.bytesUsed <= 0)\r\n continue;\r\n\r\n assert(isLinked(tile));\r\n\r\n if (isLinked(tile)) {\r\n tile.tileUserIds = this._userIdSets.plus(userId, tile.tileUserIds);\r\n this.moveToEnd(tile);\r\n }\r\n }\r\n }\r\n\r\n /** Mark the tiles as no longer in user by the specified TileUser.\r\n * If this results in a tile being no longer selected for any user, it is moved to the end of the \"not selected\" partition.\r\n */\r\n public clearUsed(userId: number): void {\r\n this._userIdSets.drop(userId);\r\n let prev: LRUTileListNode | undefined = this._sentinel;\r\n while (prev && prev.next) {\r\n const tile = prev.next as Tile;\r\n assert(tile !== this._sentinel);\r\n tile.tileUserIds = this._userIdSets.minus(userId, tile.tileUserIds);\r\n if (undefined === tile.tileUserIds)\r\n this.moveBeforeSentinel(tile);\r\n else\r\n prev = tile;\r\n }\r\n }\r\n\r\n /** Dispose of the contents of tiles currently not selected for display until the total amount of memory consumed is no more than `maxBytes`\r\n * or until the contents of all un-selected tiles have been disposed.\r\n */\r\n public freeMemory(maxBytes: number): void {\r\n let prev: LRUTileListNode | undefined = this._head;\r\n while (prev && prev !== this._sentinel && this.totalBytesUsed > maxBytes) {\r\n const tile = prev as Tile;\r\n prev = tile.next;\r\n tile.freeMemory();\r\n\r\n // Some tiles (ImageryMapTile) use reference-counting, in which case freeMemory() may not actually free the contents.\r\n // If the contents *were* disposed, then `this.drop` will have been called, and `tile` is no longer in the list.\r\n // Otherwise, `tile` remains in the list. Either way, we proceed to the next entry in the list.\r\n assert((this.computeBytesUsed(tile) > 0) === isLinked(tile));\r\n }\r\n }\r\n\r\n /** Iterate over all of the tiles in the unselected partition. */\r\n public get unselectedTiles(): Iterable<Tile> {\r\n const start = this._head === this._sentinel ? undefined : this._head as Tile | undefined;\r\n return {\r\n [Symbol.iterator]: () => lruListIterator(start, this._sentinel),\r\n };\r\n }\r\n\r\n /** Iterate over all of the tiles in the selected partition. */\r\n public get selectedTiles(): Iterable<Tile> {\r\n return {\r\n [Symbol.iterator]: () => lruListIterator(this._sentinel.next as Tile | undefined, undefined),\r\n };\r\n }\r\n\r\n protected computeBytesUsed(tile: Tile): number {\r\n this._stats.clear();\r\n tile.collectStatistics(this._stats, false);\r\n return this._stats.totalBytes;\r\n }\r\n\r\n protected assertList(): void {\r\n assert(this._head !== undefined);\r\n assert(this._tail !== undefined);\r\n }\r\n\r\n protected append(tile: Tile): void {\r\n assert(!isLinked(tile));\r\n if (isLinked(tile))\r\n this.unlink(tile);\r\n\r\n this._tail.next = tile;\r\n tile.previous = this._tail;\r\n this._tail = tile;\r\n }\r\n\r\n protected unlink(tile: Tile): void {\r\n assert(isLinked(tile));\r\n if (!isLinked(tile))\r\n return;\r\n\r\n if (tile.next && tile.previous) {\r\n assert(tile !== this._head);\r\n assert(tile !== this._tail);\r\n assert(tile.previous.next === tile);\r\n assert(tile.next.previous === tile);\r\n\r\n tile.previous.next = tile.next;\r\n tile.next.previous = tile.previous;\r\n } else if (tile.previous) {\r\n assert(tile === this._tail);\r\n assert(undefined === tile.next);\r\n assert(tile.previous.next === tile);\r\n\r\n tile.previous.next = undefined;\r\n this._tail = tile.previous;\r\n } else {\r\n assert(tile === this._head);\r\n assert(undefined !== tile.next);\r\n assert(tile.next.previous === tile);\r\n\r\n tile.next.previous = undefined;\r\n this._head = tile.next;\r\n }\r\n\r\n tile.next = tile.previous = undefined;\r\n this.assertList();\r\n }\r\n\r\n protected moveToEnd(tile: Tile): void {\r\n this.unlink(tile);\r\n this.append(tile);\r\n }\r\n\r\n protected moveBeforeSentinel(tile: Tile): void {\r\n this.unlink(tile);\r\n tile.previous = this._sentinel.previous;\r\n this._sentinel.previous = tile;\r\n tile.next = this._sentinel;\r\n\r\n if (!tile.previous)\r\n this._head = tile;\r\n else\r\n tile.previous.next = tile;\r\n }\r\n\r\n protected moveAfterSentinel(tile: Tile): void {\r\n this.unlink(tile);\r\n tile.next = this._sentinel.next;\r\n this._sentinel.next = tile;\r\n tile.previous = this._sentinel;\r\n\r\n if (!tile.next)\r\n this._tail = tile;\r\n else\r\n tile.next.previous = tile;\r\n }\r\n}\r\n"]}
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@@ -57,6 +57,8 @@ export declare class RealityTile extends Tile {
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/** @internal */
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setContent(content: RealityTileContent): void;
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/** @internal */
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freeMemory(): void;
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/** @internal */
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get realityChildren(): RealityTile[] | undefined;
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/** @internal */
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get realityParent(): RealityTile;
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@@ -1 +1 @@
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-
{"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;;;GAGG;AACH,MAAM,WAAW,mBAAmB;IAClC,kDAAkD;IAClD,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;;;OAGG;IACH,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"}
|
|
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;;;GAGG;AACH,MAAM,WAAW,mBAAmB;IAClC,kDAAkD;IAClD,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;IACA,UAAU,IAAI,IAAI;IAQlC,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;;;OAGG;IACH,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"}
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@@ -46,6 +46,14 @@ export class RealityTile extends Tile {
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46
46
|
this._geometry = content.geometry;
|
|
47
47
|
}
|
|
48
48
|
/** @internal */
|
|
49
|
+
freeMemory() {
|
|
50
|
+
// Prevent freeing if AdditiveRefinementStepChildren are present, since they depend on the parent tile to draw.
|
|
51
|
+
// This assumes at least one of the step children is currently selected, which is not necessarily the case. Eventually the
|
|
52
|
+
// normal periodic pruning of expired tiles will clean up that case, but it could be held them in memory longer than necessary.
|
|
53
|
+
if (!this.realityChildren?.some((child) => child.isStepChild))
|
|
54
|
+
super.freeMemory();
|
|
55
|
+
}
|
|
56
|
+
/** @internal */
|
|
49
57
|
get realityChildren() { return this.children; }
|
|
50
58
|
/** @internal */
|
|
51
59
|
get realityParent() { return this.parent; }
|
|
@@ -1 +1 @@
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|
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1
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-
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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 * @beta\r\n * @see [[RealityTile.geometry]] to access a particular tile's geometry.\r\n */\r\nexport interface RealityTileGeometry {\r\n /** Polyfaces representing the tile's geometry. */\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 /** A representation of the tile's geometry.\r\n * This property is only available when using [[TileGeometryCollector]].\r\n * @beta\r\n */\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"]}
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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 * @beta\r\n * @see [[RealityTile.geometry]] to access a particular tile's geometry.\r\n */\r\nexport interface RealityTileGeometry {\r\n /** Polyfaces representing the tile's geometry. */\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 override freeMemory(): void {\r\n // Prevent freeing if AdditiveRefinementStepChildren are present, since they depend on the parent tile to draw.\r\n // This assumes at least one of the step children is currently selected, which is not necessarily the case. Eventually the\r\n // normal periodic pruning of expired tiles will clean up that case, but it could be held them in memory longer than necessary.\r\n if (!this.realityChildren?.some((child) => child.isStepChild))\r\n super.freeMemory();\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 /** A representation of the tile's geometry.\r\n * This property is only available when using [[TileGeometryCollector]].\r\n * @beta\r\n */\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"]}
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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1
1
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{
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2
2
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"name": "@itwin/core-frontend",
|
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3
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-
"version": "4.6.0-dev.
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3
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+
"version": "4.6.0-dev.18",
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4
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"description": "iTwin.js frontend components",
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5
5
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"main": "lib/cjs/core-frontend.js",
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6
6
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"module": "lib/esm/core-frontend.js",
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@@ -23,12 +23,12 @@
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23
23
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"url": "http://www.bentley.com"
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24
24
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},
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25
25
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"peerDependencies": {
|
|
26
|
-
"@itwin/appui-abstract": "^4.6.0-dev.
|
|
27
|
-
"@itwin/core-bentley": "^4.6.0-dev.
|
|
28
|
-
"@itwin/core-common": "^4.6.0-dev.
|
|
29
|
-
"@itwin/core-geometry": "^4.6.0-dev.
|
|
30
|
-
"@itwin/core-orbitgt": "^4.6.0-dev.
|
|
31
|
-
"@itwin/core-quantity": "^4.6.0-dev.
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26
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+
"@itwin/appui-abstract": "^4.6.0-dev.18",
|
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27
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+
"@itwin/core-bentley": "^4.6.0-dev.18",
|
|
28
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+
"@itwin/core-common": "^4.6.0-dev.18",
|
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29
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+
"@itwin/core-geometry": "^4.6.0-dev.18",
|
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30
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+
"@itwin/core-orbitgt": "^4.6.0-dev.18",
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31
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+
"@itwin/core-quantity": "^4.6.0-dev.18"
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32
32
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},
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33
33
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"//devDependencies": [
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34
34
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"NOTE: All peerDependencies should also be listed as devDependencies since peerDependencies are not considered by npm install",
|
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@@ -55,14 +55,14 @@
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|
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55
55
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"typescript": "~5.0.2",
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56
56
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"typemoq": "^2.1.0",
|
|
57
57
|
"webpack": "^5.76.0",
|
|
58
|
-
"@itwin/appui-abstract": "4.6.0-dev.
|
|
59
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-
"@itwin/build-tools": "4.6.0-dev.
|
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60
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-
"@itwin/core-
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|
61
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-
"@itwin/core-common": "4.6.0-dev.
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62
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-
"@itwin/core-
|
|
63
|
-
"@itwin/core-geometry": "4.6.0-dev.
|
|
64
|
-
"@itwin/core-quantity": "4.6.0-dev.
|
|
65
|
-
"@itwin/certa": "4.6.0-dev.
|
|
58
|
+
"@itwin/appui-abstract": "4.6.0-dev.18",
|
|
59
|
+
"@itwin/build-tools": "4.6.0-dev.18",
|
|
60
|
+
"@itwin/core-bentley": "4.6.0-dev.18",
|
|
61
|
+
"@itwin/core-common": "4.6.0-dev.18",
|
|
62
|
+
"@itwin/core-orbitgt": "4.6.0-dev.18",
|
|
63
|
+
"@itwin/core-geometry": "4.6.0-dev.18",
|
|
64
|
+
"@itwin/core-quantity": "4.6.0-dev.18",
|
|
65
|
+
"@itwin/certa": "4.6.0-dev.18"
|
|
66
66
|
},
|
|
67
67
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"//dependencies": [
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|
68
68
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"NOTE: these dependencies should be only for things that DO NOT APPEAR IN THE API",
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@@ -76,9 +76,9 @@
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76
76
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"fuse.js": "^3.3.0",
|
|
77
77
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"meshoptimizer": "~0.20.0",
|
|
78
78
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"wms-capabilities": "0.4.0",
|
|
79
|
-
"@itwin/core-i18n": "4.6.0-dev.
|
|
80
|
-
"@itwin/webgl-compatibility": "4.6.0-dev.
|
|
81
|
-
"@itwin/core-telemetry": "4.6.0-dev.
|
|
79
|
+
"@itwin/core-i18n": "4.6.0-dev.18",
|
|
80
|
+
"@itwin/webgl-compatibility": "4.6.0-dev.18",
|
|
81
|
+
"@itwin/core-telemetry": "4.6.0-dev.18"
|
|
82
82
|
},
|
|
83
83
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"nyc": {
|
|
84
84
|
"extends": "./node_modules/@itwin/build-tools/.nycrc"
|