@itwin/core-frontend 4.6.0-dev.27 → 4.6.0-dev.28
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/extension/ExtensionRuntime.js +0 -10
- package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
- package/lib/cjs/render/RealityMeshParams.d.ts +2 -2
- package/lib/cjs/render/RealityMeshParams.d.ts.map +1 -1
- package/lib/cjs/render/RealityMeshParams.js.map +1 -1
- package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
- package/lib/cjs/tile/GltfReader.js.map +1 -1
- package/lib/cjs/tile/RealityTile.d.ts +2 -2
- package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTile.js.map +1 -1
- package/lib/cjs/tile/TileGeometryCollector.d.ts +2 -2
- package/lib/cjs/tile/TileGeometryCollector.d.ts.map +1 -1
- package/lib/cjs/tile/TileGeometryCollector.js.map +1 -1
- package/lib/cjs/tile/map/CesiumTerrainProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/CesiumTerrainProvider.js +7 -1
- package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
- package/lib/cjs/tile/map/MapTileTree.js +1 -0
- package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
- package/lib/cjs/tile/map/TerrainMeshProvider.d.ts +4 -0
- package/lib/cjs/tile/map/TerrainMeshProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/TerrainMeshProvider.js.map +1 -1
- package/lib/esm/extension/ExtensionRuntime.js +0 -12
- package/lib/esm/extension/ExtensionRuntime.js.map +1 -1
- package/lib/esm/render/RealityMeshParams.d.ts +2 -2
- package/lib/esm/render/RealityMeshParams.d.ts.map +1 -1
- package/lib/esm/render/RealityMeshParams.js.map +1 -1
- package/lib/esm/tile/GltfReader.d.ts.map +1 -1
- package/lib/esm/tile/GltfReader.js.map +1 -1
- package/lib/esm/tile/RealityTile.d.ts +2 -2
- package/lib/esm/tile/RealityTile.d.ts.map +1 -1
- package/lib/esm/tile/RealityTile.js.map +1 -1
- package/lib/esm/tile/TileGeometryCollector.d.ts +2 -2
- package/lib/esm/tile/TileGeometryCollector.d.ts.map +1 -1
- package/lib/esm/tile/TileGeometryCollector.js.map +1 -1
- package/lib/esm/tile/map/CesiumTerrainProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/CesiumTerrainProvider.js +7 -1
- package/lib/esm/tile/map/CesiumTerrainProvider.js.map +1 -1
- package/lib/esm/tile/map/MapTileTree.js +1 -0
- package/lib/esm/tile/map/MapTileTree.js.map +1 -1
- package/lib/esm/tile/map/TerrainMeshProvider.d.ts +4 -0
- package/lib/esm/tile/map/TerrainMeshProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/TerrainMeshProvider.js.map +1 -1
- package/package.json +19 -19
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@@ -2,7 +2,7 @@
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* @module Tiles
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*/
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import { BeTimePoint } from "@itwin/core-bentley";
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5
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-
import { ClipVector,
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5
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+
import { ClipVector, IndexedPolyface, Point3d, Transform } from "@itwin/core-geometry";
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import { ColorDef } from "@itwin/core-common";
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import { GraphicBuilder } from "../render/GraphicBuilder";
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import { RenderGraphic } from "../render/RenderGraphic";
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@@ -25,7 +25,7 @@ export interface RealityTileParams extends TileParams {
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*/
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export interface RealityTileGeometry {
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/** Polyfaces representing the tile's geometry. */
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-
polyfaces?:
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+
polyfaces?: IndexedPolyface[];
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}
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/** @internal */
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export interface RealityTileContent extends TileContent {
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@@ -1 +1 @@
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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,
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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,eAAe,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAC1H,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,eAAe,EAAE,CAAC;CAC/B;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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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Tiles\n */\n\nimport { BeTimePoint, dispose } from \"@itwin/core-bentley\";\nimport { ClipMaskXYZRangePlanes, ClipShape, ClipVector, Point3d, Polyface, Transform } from \"@itwin/core-geometry\";\nimport { ColorDef, Frustum } from \"@itwin/core-common\";\nimport { IModelApp } from \"../IModelApp\";\nimport { GraphicBranch, GraphicBranchOptions } from \"../render/GraphicBranch\";\nimport { GraphicBuilder } from \"../render/GraphicBuilder\";\nimport { RenderGraphic } from \"../render/RenderGraphic\";\nimport { RenderSystem } from \"../render/RenderSystem\";\nimport { ViewingSpace } from \"../ViewingSpace\";\nimport { Viewport } from \"../Viewport\";\nimport {\n RealityTileRegion, RealityTileTree, Tile, TileContent, TileDrawArgs, TileGeometryCollector, TileGraphicType, TileLoadStatus, TileParams, TileRequest, TileRequestChannel,\n TileTreeLoadStatus, TileUser, TraversalDetails, TraversalSelectionContext,\n} from \"./internal\";\n\n/** @internal */\nexport interface RealityTileParams extends TileParams {\n readonly transformToRoot?: Transform;\n readonly additiveRefinement?: boolean;\n readonly noContentButTerminateOnSelection?: boolean;\n readonly rangeCorners?: Point3d[];\n readonly region?: RealityTileRegion;\n readonly geometricError?: number;\n}\n\n/** The geometry representing the contents of a reality tile. Currently only polyfaces are returned\n * @beta\n * @see [[RealityTile.geometry]] to access a particular tile's geometry.\n */\nexport interface RealityTileGeometry {\n /** Polyfaces representing the tile's geometry. */\n polyfaces?: Polyface[];\n}\n\n/** @internal */\nexport interface RealityTileContent extends TileContent {\n geometry?: RealityTileGeometry;\n}\n\nconst scratchLoadedChildren = new Array<RealityTile>();\nconst scratchCorners = [Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero()];\nconst additiveRefinementThreshold = 10000; // Additive tiles (Cesium OSM tileset) are subdivided until their range diagonal falls below this threshold to ensure accurate reprojection.\nconst additiveRefinementDepthLimit = 20;\nconst scratchFrustum = new Frustum();\n\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.\n * @public\n */\nexport class RealityTile extends Tile {\n /** @internal */\n public readonly transformToRoot?: Transform;\n /** @internal */\n public readonly additiveRefinement?: boolean;\n /** @internal */\n public readonly noContentButTerminateOnSelection?: boolean;\n /** @internal */\n public readonly rangeCorners?: Point3d[];\n /** @internal */\n public readonly region?: RealityTileRegion;\n /** @internal */\n protected _geometry?: RealityTileGeometry;\n private _everDisplayed = false;\n /** @internal */\n protected _reprojectionTransform?: Transform;\n private _reprojectedGraphic?: RenderGraphic;\n private readonly _geometricError?: number;\n\n /** @internal */\n public constructor(props: RealityTileParams, tree: RealityTileTree) {\n super(props, tree);\n this.transformToRoot = props.transformToRoot;\n this.additiveRefinement = props.additiveRefinement ?? this.realityParent?.additiveRefinement;\n this.noContentButTerminateOnSelection = props.noContentButTerminateOnSelection;\n this.rangeCorners = props.rangeCorners;\n this.region = props.region;\n this._geometricError = props.geometricError;\n\n if (undefined === this.transformToRoot)\n return;\n\n // Can transform be non-rigid?? -- if so would have to handle (readonly) radius.\n this.boundingSphere.transformBy(this.transformToRoot, this.boundingSphere);\n this.transformToRoot.multiplyRange(this.range, this.range);\n\n if (this.rangeCorners)\n this.transformToRoot.multiplyPoint3dArrayInPlace(this.rangeCorners);\n\n if (undefined !== this._contentRange)\n this.transformToRoot.multiplyRange(this._contentRange, this._contentRange);\n }\n\n /** @internal */\n public override setContent(content: RealityTileContent): void {\n super.setContent(content);\n this._geometry = content.geometry;\n }\n\n /** @internal */\n public override freeMemory(): void {\n // Prevent freeing if AdditiveRefinementStepChildren are present, since they depend on the parent tile to draw.\n // This assumes at least one of the step children is currently selected, which is not necessarily the case. Eventually the\n // normal periodic pruning of expired tiles will clean up that case, but it could be held them in memory longer than necessary.\n if (!this.realityChildren?.some((child) => child.isStepChild))\n super.freeMemory();\n }\n\n /** @internal */\n public get realityChildren(): RealityTile[] | undefined { return this.children as RealityTile[] | undefined; }\n /** @internal */\n public get realityParent(): RealityTile { return this.parent as RealityTile; }\n /** @internal */\n public get realityRoot(): RealityTileTree { return this.tree as RealityTileTree; }\n /** @internal */\n public get graphicType(): TileGraphicType | undefined { return undefined; } // If undefined, use tree type.\n /** @internal */\n public get maxDepth(): number { return this.realityRoot.loader.maxDepth; }\n /** @internal */\n public get isPointCloud() { return this.realityRoot.loader.containsPointClouds; }\n /** @internal */\n public get isLoaded() { return this.loadStatus === TileLoadStatus.Ready; } // Reality tiles may depend on secondary tiles (maps) so can ge loaded but not ready.\n /** A representation of the tile's geometry.\n * This property is only available when using [[TileGeometryCollector]].\n * @beta\n */\n public get geometry(): RealityTileGeometry | undefined { return this._geometry; }\n\n /** @internal */\n public override get isDisplayable(): boolean {\n if (this.noContentButTerminateOnSelection)\n return false;\n else\n return super.isDisplayable;\n }\n\n /** @internal */\n public markUsed(args: TileDrawArgs): void {\n args.markUsed(this);\n }\n\n /** @internal */\n public markDisplayed(): void {\n this._everDisplayed = true;\n }\n\n /** @internal */\n public isOccluded(_viewingSpace: ViewingSpace): boolean {\n return false;\n }\n\n /** @internal */\n public get channel(): TileRequestChannel {\n return this.realityRoot.loader.getRequestChannel(this);\n }\n\n /** @internal */\n public async requestContent(isCanceled: () => boolean): Promise<TileRequest.Response> {\n return this.realityRoot.loader.requestTileContent(this, isCanceled);\n }\n\n /** @internal */\n private useAdditiveRefinementStepchildren() {\n // Create additive stepchildren only if we are this tile is additive and we are re-projecting and the radius exceeds the additiveRefinementThreshold.\n // This criteria is currently only met by the Cesium OSM tileset.\n const rangeDiagonal = this.rangeCorners ? this.rangeCorners[0].distance(this.rangeCorners[3]) : 0;\n return this.additiveRefinement && this.isDisplayable && rangeDiagonal > additiveRefinementThreshold && this.depth < additiveRefinementDepthLimit && this.realityRoot.doReprojectChildren(this);\n }\n\n /** @internal */\n protected _loadChildren(resolve: (children: Tile[] | undefined) => void, reject: (error: Error) => void): void {\n this.realityRoot.loader.loadChildren(this).then((children: Tile[] | undefined) => {\n\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\n tile cannot be reprojected accurately. */\n if (this.useAdditiveRefinementStepchildren())\n this.loadAdditiveRefinementChildren((stepChildren: Tile[]) => { children = children ? children?.concat(stepChildren) : stepChildren; });\n\n if (children)\n this.realityRoot.reprojectAndResolveChildren(this, children, resolve); /* Potentially reproject and resolve these children */\n\n }).catch((err) => {\n reject(err);\n });\n }\n\n /** @internal */\n public async readContent(data: TileRequest.ResponseData, system: RenderSystem, isCanceled?: () => boolean): Promise<TileContent> {\n return this.realityRoot.loader.loadTileContent(this, data, system, isCanceled);\n }\n\n /** @internal */\n public override computeLoadPriority(viewports: Iterable<Viewport>, users: Iterable<TileUser>): number {\n return this.realityRoot.loader.computeTilePriority(this, viewports, users);\n }\n\n /** @internal */\n public getContentClip(): ClipVector | undefined {\n return ClipVector.createCapture([ClipShape.createBlock(this.contentRange, ClipMaskXYZRangePlanes.All)]);\n }\n\n /** Allow tile to select additional tiles (Terrain Imagery...)\n * @internal\n */\n public selectSecondaryTiles(_args: TileDrawArgs, _context: TraversalSelectionContext) { }\n\n /** An upsampled tile is not loadable - will override to return loadable parent.\n * @internal\n */\n public get loadableTile(): RealityTile { return this; }\n\n /** @internal */\n public preloadRealityTilesAtDepth(depth: number, context: TraversalSelectionContext, args: TileDrawArgs) {\n if (this.depth === depth) {\n context.preload(this, args);\n return;\n }\n\n this.loadChildren();\n\n if (undefined !== this.realityChildren) {\n for (const child of this.realityChildren)\n child.preloadRealityTilesAtDepth(depth, context, args);\n }\n }\n\n // Preload tiles that are protected:\n // * used tiles (where \"used\" may mean: selected/preloaded for display or content requested);\n // * parents and siblings of other protected tiles.\n /** @internal */\n public preloadProtectedTiles(args: TileDrawArgs, context: TraversalSelectionContext): boolean {\n const children = this.realityChildren;\n let hasProtectedChildren = false;\n\n if (children && !this.additiveRefinement) {\n for (const child of children) {\n hasProtectedChildren = child.preloadProtectedTiles(args, context) || hasProtectedChildren;\n }\n }\n\n if (children && hasProtectedChildren) {\n for (const child of children) {\n if (child.isDisplayable && !child.isLoaded)\n context.preload(child, args);\n }\n\n return true; // Parents of protected tiles are protected\n }\n\n // Special case of the root tile\n if (this === this.realityRoot.rootTile) {\n context.preload(this, args);\n return true;\n }\n\n return context.selected.find((tile) => tile === this) !== undefined;\n }\n\n /** @internal */\n public addBoundingGraphic(builder: GraphicBuilder, color: ColorDef) {\n builder.setSymbology(color, color, 3);\n let corners = this.rangeCorners ? this.rangeCorners : this.range.corners();\n if (this._reprojectionTransform)\n corners = this._reprojectionTransform.multiplyPoint3dArray(corners);\n builder.addRangeBoxFromCorners(corners);\n }\n\n /** @internal */\n public reproject(rootReprojection: Transform) {\n this._reprojectionTransform = rootReprojection;\n rootReprojection.multiplyRange(this.range, this.range);\n this.boundingSphere.transformBy(rootReprojection, this.boundingSphere);\n if (this.contentRange)\n rootReprojection.multiplyRange(this.contentRange, this.contentRange);\n if (this.rangeCorners)\n rootReprojection.multiplyPoint3dArrayInPlace(this.rangeCorners);\n }\n\n /** @internal */\n public allChildrenIncluded(tiles: Tile[]) {\n if (this.children === undefined || tiles.length !== this.children.length)\n return false;\n for (const tile of tiles)\n if (tile.parent !== this)\n return false;\n return true;\n }\n\n /** @internal */\n protected getLoadedRealityChildren(args: TileDrawArgs): boolean {\n if (this._childrenLoadStatus !== TileTreeLoadStatus.Loaded || this.realityChildren === undefined)\n return false;\n\n for (const child of this.realityChildren) {\n if (child.isReady && child.computeVisibilityFactor(args) > 0) {\n scratchLoadedChildren.push(child);\n } else if (!child.getLoadedRealityChildren(args)) {\n return false;\n }\n }\n return true;\n }\n /** @internal */\n protected forceSelectRealityTile(): boolean { return false; }\n /** @internal */\n protected minimumVisibleFactor(): number {\n if (this.additiveRefinement)\n return 0.25;\n else\n return 0;\n }\n\n /** @internal */\n public selectRealityTiles(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails) {\n const visibility = this.computeVisibilityFactor(args);\n\n const isNotVisible = visibility < 0;\n\n if (isNotVisible)\n return;\n\n // Force loading if loader requires this tile. (cesium terrain visibility).\n if (this.realityRoot.loader.forceTileLoad(this) && !this.isReady) {\n context.selectOrQueue(this, args, traversalDetails);\n return;\n }\n\n // Force to return early without selecting\n if (visibility >= 1 && this.noContentButTerminateOnSelection)\n return;\n\n const shouldSelectThisTile = visibility >= 1 || this._anyChildNotFound || this.forceSelectRealityTile() || context.selectionCountExceeded;\n if (shouldSelectThisTile && this.isDisplayable) { // Select this tile\n\n // Return early if tile is totally occluded\n if (this.isOccluded(args.viewingSpace))\n return;\n\n // Attempt to select this tile. If not ready, queue it\n context.selectOrQueue(this, args, traversalDetails);\n\n // This tile is visible but not loaded - Use higher resolution children if present\n if (!this.isReady)\n this.selectRealityChildrenAsFallback(context, args, traversalDetails);\n\n } else { // Select children instead of this tile\n\n // With additive refinement it is necessary to display this tile along with any displayed children\n if (this.additiveRefinement && this.isDisplayable && !this.useAdditiveRefinementStepchildren())\n context.selectOrQueue(this, args, traversalDetails);\n\n this.selectRealityChildren(context, args, traversalDetails);\n\n // Children are not ready: use this tile to avoid leaving a hole\n traversalDetails.shouldSelectParent = traversalDetails.shouldSelectParent || traversalDetails.queuedChildren.length !== 0;\n\n if (traversalDetails.shouldSelectParent) {\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)\n if (visibility > this.minimumVisibleFactor() || this._everDisplayed) {\n context.selectOrQueue(this, args, traversalDetails);\n }\n }\n }\n }\n\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.\n /** @internal */\n protected selectRealityChildrenAsFallback(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails) {\n const childrenReady = this.getLoadedRealityChildren(args);\n\n if (childrenReady) {\n context.select(scratchLoadedChildren, args);\n traversalDetails.shouldSelectParent = false;\n }\n\n scratchLoadedChildren.length = 0;\n }\n\n // Recurse through children to select them normally\n /** @internal */\n protected selectRealityChildren(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails) {\n\n // Load children if not yet requested\n const childrenLoadStatus = this.loadChildren(); // NB: asynchronous\n\n // Children are not ready yet\n if (childrenLoadStatus === TileTreeLoadStatus.Loading) {\n args.markChildrenLoading();\n traversalDetails.shouldSelectParent = true;\n return;\n }\n\n if (this.realityChildren !== undefined) {\n // Attempt to select the children\n const traversalChildren = this.realityRoot.getTraversalChildren(this.depth);\n traversalChildren.initialize();\n\n for (let i = 0; i < this.children!.length; i++)\n this.realityChildren[i].selectRealityTiles(context, args, traversalChildren.getChildDetail(i));\n\n traversalChildren.combine(traversalDetails);\n }\n }\n\n /** @internal */\n public purgeContents(olderThan: BeTimePoint, useProtectedTiles: boolean): void {\n const tilesToPurge = new Set<RealityTile>();\n\n // Get the list of tiles to purge\n if (useProtectedTiles && !this.additiveRefinement)\n this.getTilesToPurge(olderThan, tilesToPurge);\n else\n this.getTilesToPurgeWithoutProtection(olderThan, tilesToPurge);\n\n // Discard contents of tiles that have been marked.\n // Note we do not discard the child Tile objects themselves.\n for (const tile of tilesToPurge)\n tile.disposeContents();\n }\n\n // Populate a set with tiles that should be disposed. Prevent some tiles to be disposed to avoid holes when moving.\n // Return true if the current tile is \"protected\".\n private getTilesToPurge(olderThan: BeTimePoint, tilesToPurge: Set<RealityTile>): boolean {\n const children = this.realityChildren;\n\n // Protected tiles cannot be purged. They are:\n // * used tiles (where \"used\" may mean: selected/preloaded for display or content requested);\n // * parents and siblings of other protected tiles.\n let hasProtectedChildren = false;\n\n if (children) {\n for (const child of children) {\n hasProtectedChildren = child.getTilesToPurge(olderThan, tilesToPurge) || hasProtectedChildren;\n }\n\n if (hasProtectedChildren) {\n // Siblings of protected tiles are protected too. We need to remove them from it\n for (const child of children) {\n // Because the current tile can be invisible, relying on its children to display geometry,\n // we have to recurse in order to remove the first children that has geometry, otherwise,\n // some holes might appear\n child.removeFirstDisplayableChildrenFromSet(tilesToPurge);\n }\n\n return true; // Parents of protected tiles are protected\n }\n }\n\n const isInUse = this.usageMarker.getIsTileInUse();\n\n if (!isInUse && this.usageMarker.isTimestampExpired(olderThan)) {\n tilesToPurge.add(this);\n }\n\n return isInUse;\n }\n\n // Populate a set with tiles that should be disposed. Does not prevent some tiles to be disposed to avoid holes when moving.\n // This method is simpler and more fitting for devices that has a bigger memory constraint, such as mobiles.\n // However, it causes the apparition of holes by letting important tiles to be purged.\n private getTilesToPurgeWithoutProtection(olderThan: BeTimePoint, tilesToPurge: Set<RealityTile>): void {\n const children = this.realityChildren;\n\n if (children) {\n for (const child of children) {\n child.getTilesToPurgeWithoutProtection(olderThan, tilesToPurge);\n }\n }\n\n if (this.usageMarker.isExpired(olderThan))\n tilesToPurge.add(this);\n }\n\n private removeFirstDisplayableChildrenFromSet(set: Set<RealityTile>): void {\n if (set.size === 0)\n return;\n\n if (this.isDisplayable) {\n set.delete(this);\n return;\n }\n\n if (this.realityChildren !== undefined) {\n for (const child of this.realityChildren)\n child.removeFirstDisplayableChildrenFromSet(set);\n }\n }\n\n /** @internal */\n public computeVisibilityFactor(args: TileDrawArgs): number {\n if (this.isEmpty)\n return -1;\n\n if (this.rangeCorners)\n scratchFrustum.setFromCorners(this.rangeCorners);\n else\n Frustum.fromRange(this.range, scratchFrustum);\n\n if (this.isFrustumCulled(scratchFrustum, args, true, this.boundingSphere))\n return -1;\n\n // some nodes are merely for structure and don't have any geometry\n if (0 === this.maximumSize)\n return 0;\n\n if (this.isLeaf)\n return this.hasContentRange && this.isContentCulled(args) ? -1 : 1;\n\n if (undefined !== this._geometricError) {\n const radius = args.getTileRadius(this);\n const center = args.getTileCenter(this);\n const pixelSize = args.computePixelSizeInMetersAtClosestPoint(center, radius);\n\n const sse = this._geometricError / pixelSize;\n return args.maximumScreenSpaceError / sse;\n }\n\n return this.maximumSize / args.getPixelSize(this);\n }\n\n /** @internal */\n protected get _anyChildNotFound(): boolean {\n if (undefined !== this.children)\n for (const child of this.children)\n if (child.isNotFound)\n return true;\n\n return this._childrenLoadStatus === TileTreeLoadStatus.NotFound;\n }\n\n /** @internal */\n public override getSizeProjectionCorners(): Point3d[] | undefined {\n if (!this.tree.isContentUnbounded)\n return undefined; // For a non-global tree use the standard size algorithm.\n\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.\n if (!this.rangeCorners)\n return this.range.corners(scratchCorners);\n\n return this.region ? this.rangeCorners.slice(4) : this.rangeCorners;\n }\n\n /** @internal */\n public get isStepChild() { return false; }\n\n /** @internal */\n protected loadAdditiveRefinementChildren(resolve: (children: Tile[]) => void): void {\n const region = this.region;\n const corners = this.rangeCorners;\n if (!region || !corners)\n return;\n\n const maximumSize = this.maximumSize;\n const rangeDiagonal = corners[0].distance(corners[3]);\n const isLeaf = rangeDiagonal < additiveRefinementThreshold || this.depth > additiveRefinementDepthLimit;\n\n const stepChildren = new Array<AdditiveRefinementStepChild>();\n const latitudeDelta = (region.maxLatitude - region.minLatitude) / 2;\n const longitudeDelta = (region.maxLongitude - region.minLongitude) / 2;\n const minHeight = region.minHeight;\n const maxHeight = region.maxHeight;\n\n for (let i = 0, minLongitude = region.minLongitude, step = 0; i < 2; i++, minLongitude += longitudeDelta, step++) {\n for (let j = 0, minLatitude = region.minLatitude; j < 2; j++, minLatitude += latitudeDelta) {\n const childRegion = new RealityTileRegion({ minLatitude, maxLatitude: minLatitude + latitudeDelta, minLongitude, maxLongitude: minLongitude + longitudeDelta, minHeight, maxHeight });\n const childRange = childRegion.getRange();\n\n const contentId = `${this.contentId}_S${step++}`;\n const childParams: RealityTileParams = { rangeCorners: childRange.corners, contentId, range: childRange.range, maximumSize, parent: this, additiveRefinement: false, isLeaf, region: childRegion };\n\n stepChildren.push(new AdditiveRefinementStepChild(childParams, this.realityRoot));\n }\n }\n resolve(stepChildren);\n }\n\n /** @internal */\n public override produceGraphics(): RenderGraphic | undefined {\n if (undefined === this._reprojectionTransform)\n return super.produceGraphics();\n\n if (undefined === this._reprojectedGraphic && undefined !== this._graphic) {\n const branch = new GraphicBranch(false);\n branch.add(this._graphic);\n this._reprojectedGraphic = IModelApp.renderSystem.createGraphicBranch(branch, this._reprojectionTransform);\n }\n return this._reprojectedGraphic;\n }\n\n /** @internal */\n public get unprojectedGraphic(): RenderGraphic | undefined {\n return this._graphic;\n }\n\n /** @internal */\n public override disposeContents(): void {\n super.disposeContents();\n this._reprojectedGraphic = dispose(this._reprojectedGraphic);\n }\n\n /** @internal */\n public collectTileGeometry(collector: TileGeometryCollector): void {\n const status = collector.collectTile(this);\n\n switch (status) {\n case \"reject\":\n return;\n\n case \"continue\":\n if (!this.isLeaf && !this._anyChildNotFound) {\n const childrenLoadStatus = this.loadChildren();\n if (TileTreeLoadStatus.Loading === childrenLoadStatus) {\n collector.markLoading();\n } else if (undefined !== this.realityChildren && !this._anyChildNotFound) {\n for (const child of this.realityChildren)\n child.collectTileGeometry(collector);\n }\n\n break;\n } // else fall through to \"accept\"\n // eslint-disable-next-line no-fallthrough\n case \"accept\":\n if (!this.isReady)\n collector.addMissingTile(this.loadableTile);\n else if (this.geometry?.polyfaces)\n collector.polyfaces.push(...this.geometry.polyfaces);\n\n break;\n }\n }\n}\n\n/** When additive refinement is used (as in the Cesium OSM tileset) it is not possible to accurately reproject very large, low level tiles\n * In this case we create additional \"step\" children (grandchildren etc. ) that will clipped portions display the their ancestor's additive geometry.\n * These step children are subdivided until they are small enough to be accurately reprojected - this is controlled by the additiveRefinementThreshold (currently 2KM).\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.\n */\nclass AdditiveRefinementStepChild extends RealityTile {\n public override get isStepChild() { return true; }\n private _loadableTile: RealityTile;\n\n public constructor(props: RealityTileParams, tree: RealityTileTree) {\n super(props, tree);\n this._loadableTile = this.realityParent;\n for (; this._loadableTile && this._loadableTile.isStepChild; this._loadableTile = this._loadableTile.realityParent)\n ;\n }\n public override get loadableTile(): RealityTile {\n return this._loadableTile;\n }\n public override get isLoading(): boolean { return this._loadableTile.isLoading; }\n public override get isQueued(): boolean { return this._loadableTile.isQueued; }\n public override get isNotFound(): boolean { return this._loadableTile.isNotFound; }\n public override get isReady(): boolean { return this._loadableTile.isReady; }\n public override get isLoaded(): boolean { return this._loadableTile.isLoaded; }\n public override get isEmpty() { return false; }\n public override produceGraphics(): RenderGraphic | undefined {\n if (undefined === this._graphic) {\n const parentGraphics = this._loadableTile.unprojectedGraphic;\n\n if (!parentGraphics || !this._reprojectionTransform)\n return undefined;\n\n const branch = new GraphicBranch(false);\n branch.add(parentGraphics);\n const renderSystem = IModelApp.renderSystem;\n const branchOptions: GraphicBranchOptions = {};\n if (this.rangeCorners) {\n const clipPolygon = [this.rangeCorners[0], this.rangeCorners[1], this.rangeCorners[3], this.rangeCorners[2]];\n branchOptions.clipVolume = renderSystem.createClipVolume(ClipVector.create([ClipShape.createShape(clipPolygon, undefined, undefined, this.tree.iModelTransform)!]));\n }\n this._graphic = renderSystem.createGraphicBranch(branch, this._reprojectionTransform, branchOptions);\n }\n return this._graphic;\n }\n\n public override markUsed(args: TileDrawArgs): void {\n args.markUsed(this);\n args.markUsed(this._loadableTile);\n }\n protected override _loadChildren(resolve: (children: Tile[] | undefined) => void, _reject: (error: Error) => void): void {\n this.loadAdditiveRefinementChildren((stepChildren: Tile[]) => {\n if (stepChildren)\n this.realityRoot.reprojectAndResolveChildren(this, stepChildren, resolve);\n });\n }\n}\n"]}
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+
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Tiles\n */\n\nimport { BeTimePoint, dispose } from \"@itwin/core-bentley\";\nimport { ClipMaskXYZRangePlanes, ClipShape, ClipVector, IndexedPolyface, Point3d, Transform } from \"@itwin/core-geometry\";\nimport { ColorDef, Frustum } from \"@itwin/core-common\";\nimport { IModelApp } from \"../IModelApp\";\nimport { GraphicBranch, GraphicBranchOptions } from \"../render/GraphicBranch\";\nimport { GraphicBuilder } from \"../render/GraphicBuilder\";\nimport { RenderGraphic } from \"../render/RenderGraphic\";\nimport { RenderSystem } from \"../render/RenderSystem\";\nimport { ViewingSpace } from \"../ViewingSpace\";\nimport { Viewport } from \"../Viewport\";\nimport {\n RealityTileRegion, RealityTileTree, Tile, TileContent, TileDrawArgs, TileGeometryCollector, TileGraphicType, TileLoadStatus, TileParams, TileRequest, TileRequestChannel,\n TileTreeLoadStatus, TileUser, TraversalDetails, TraversalSelectionContext,\n} from \"./internal\";\n\n/** @internal */\nexport interface RealityTileParams extends TileParams {\n readonly transformToRoot?: Transform;\n readonly additiveRefinement?: boolean;\n readonly noContentButTerminateOnSelection?: boolean;\n readonly rangeCorners?: Point3d[];\n readonly region?: RealityTileRegion;\n readonly geometricError?: number;\n}\n\n/** The geometry representing the contents of a reality tile. Currently only polyfaces are returned\n * @beta\n * @see [[RealityTile.geometry]] to access a particular tile's geometry.\n */\nexport interface RealityTileGeometry {\n /** Polyfaces representing the tile's geometry. */\n polyfaces?: IndexedPolyface[];\n}\n\n/** @internal */\nexport interface RealityTileContent extends TileContent {\n geometry?: RealityTileGeometry;\n}\n\nconst scratchLoadedChildren = new Array<RealityTile>();\nconst scratchCorners = [Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero(), Point3d.createZero()];\nconst additiveRefinementThreshold = 10000; // Additive tiles (Cesium OSM tileset) are subdivided until their range diagonal falls below this threshold to ensure accurate reprojection.\nconst additiveRefinementDepthLimit = 20;\nconst scratchFrustum = new Frustum();\n\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.\n * @public\n */\nexport class RealityTile extends Tile {\n /** @internal */\n public readonly transformToRoot?: Transform;\n /** @internal */\n public readonly additiveRefinement?: boolean;\n /** @internal */\n public readonly noContentButTerminateOnSelection?: boolean;\n /** @internal */\n public readonly rangeCorners?: Point3d[];\n /** @internal */\n public readonly region?: RealityTileRegion;\n /** @internal */\n protected _geometry?: RealityTileGeometry;\n private _everDisplayed = false;\n /** @internal */\n protected _reprojectionTransform?: Transform;\n private _reprojectedGraphic?: RenderGraphic;\n private readonly _geometricError?: number;\n\n /** @internal */\n public constructor(props: RealityTileParams, tree: RealityTileTree) {\n super(props, tree);\n this.transformToRoot = props.transformToRoot;\n this.additiveRefinement = props.additiveRefinement ?? this.realityParent?.additiveRefinement;\n this.noContentButTerminateOnSelection = props.noContentButTerminateOnSelection;\n this.rangeCorners = props.rangeCorners;\n this.region = props.region;\n this._geometricError = props.geometricError;\n\n if (undefined === this.transformToRoot)\n return;\n\n // Can transform be non-rigid?? -- if so would have to handle (readonly) radius.\n this.boundingSphere.transformBy(this.transformToRoot, this.boundingSphere);\n this.transformToRoot.multiplyRange(this.range, this.range);\n\n if (this.rangeCorners)\n this.transformToRoot.multiplyPoint3dArrayInPlace(this.rangeCorners);\n\n if (undefined !== this._contentRange)\n this.transformToRoot.multiplyRange(this._contentRange, this._contentRange);\n }\n\n /** @internal */\n public override setContent(content: RealityTileContent): void {\n super.setContent(content);\n this._geometry = content.geometry;\n }\n\n /** @internal */\n public override freeMemory(): void {\n // Prevent freeing if AdditiveRefinementStepChildren are present, since they depend on the parent tile to draw.\n // This assumes at least one of the step children is currently selected, which is not necessarily the case. Eventually the\n // normal periodic pruning of expired tiles will clean up that case, but it could be held them in memory longer than necessary.\n if (!this.realityChildren?.some((child) => child.isStepChild))\n super.freeMemory();\n }\n\n /** @internal */\n public get realityChildren(): RealityTile[] | undefined { return this.children as RealityTile[] | undefined; }\n /** @internal */\n public get realityParent(): RealityTile { return this.parent as RealityTile; }\n /** @internal */\n public get realityRoot(): RealityTileTree { return this.tree as RealityTileTree; }\n /** @internal */\n public get graphicType(): TileGraphicType | undefined { return undefined; } // If undefined, use tree type.\n /** @internal */\n public get maxDepth(): number { return this.realityRoot.loader.maxDepth; }\n /** @internal */\n public get isPointCloud() { return this.realityRoot.loader.containsPointClouds; }\n /** @internal */\n public get isLoaded() { return this.loadStatus === TileLoadStatus.Ready; } // Reality tiles may depend on secondary tiles (maps) so can ge loaded but not ready.\n /** A representation of the tile's geometry.\n * This property is only available when using [[TileGeometryCollector]].\n * @beta\n */\n public get geometry(): RealityTileGeometry | undefined { return this._geometry; }\n\n /** @internal */\n public override get isDisplayable(): boolean {\n if (this.noContentButTerminateOnSelection)\n return false;\n else\n return super.isDisplayable;\n }\n\n /** @internal */\n public markUsed(args: TileDrawArgs): void {\n args.markUsed(this);\n }\n\n /** @internal */\n public markDisplayed(): void {\n this._everDisplayed = true;\n }\n\n /** @internal */\n public isOccluded(_viewingSpace: ViewingSpace): boolean {\n return false;\n }\n\n /** @internal */\n public get channel(): TileRequestChannel {\n return this.realityRoot.loader.getRequestChannel(this);\n }\n\n /** @internal */\n public async requestContent(isCanceled: () => boolean): Promise<TileRequest.Response> {\n return this.realityRoot.loader.requestTileContent(this, isCanceled);\n }\n\n /** @internal */\n private useAdditiveRefinementStepchildren() {\n // Create additive stepchildren only if we are this tile is additive and we are re-projecting and the radius exceeds the additiveRefinementThreshold.\n // This criteria is currently only met by the Cesium OSM tileset.\n const rangeDiagonal = this.rangeCorners ? this.rangeCorners[0].distance(this.rangeCorners[3]) : 0;\n return this.additiveRefinement && this.isDisplayable && rangeDiagonal > additiveRefinementThreshold && this.depth < additiveRefinementDepthLimit && this.realityRoot.doReprojectChildren(this);\n }\n\n /** @internal */\n protected _loadChildren(resolve: (children: Tile[] | undefined) => void, reject: (error: Error) => void): void {\n this.realityRoot.loader.loadChildren(this).then((children: Tile[] | undefined) => {\n\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\n tile cannot be reprojected accurately. */\n if (this.useAdditiveRefinementStepchildren())\n this.loadAdditiveRefinementChildren((stepChildren: Tile[]) => { children = children ? children?.concat(stepChildren) : stepChildren; });\n\n if (children)\n this.realityRoot.reprojectAndResolveChildren(this, children, resolve); /* Potentially reproject and resolve these children */\n\n }).catch((err) => {\n reject(err);\n });\n }\n\n /** @internal */\n public async readContent(data: TileRequest.ResponseData, system: RenderSystem, isCanceled?: () => boolean): Promise<TileContent> {\n return this.realityRoot.loader.loadTileContent(this, data, system, isCanceled);\n }\n\n /** @internal */\n public override computeLoadPriority(viewports: Iterable<Viewport>, users: Iterable<TileUser>): number {\n return this.realityRoot.loader.computeTilePriority(this, viewports, users);\n }\n\n /** @internal */\n public getContentClip(): ClipVector | undefined {\n return ClipVector.createCapture([ClipShape.createBlock(this.contentRange, ClipMaskXYZRangePlanes.All)]);\n }\n\n /** Allow tile to select additional tiles (Terrain Imagery...)\n * @internal\n */\n public selectSecondaryTiles(_args: TileDrawArgs, _context: TraversalSelectionContext) { }\n\n /** An upsampled tile is not loadable - will override to return loadable parent.\n * @internal\n */\n public get loadableTile(): RealityTile { return this; }\n\n /** @internal */\n public preloadRealityTilesAtDepth(depth: number, context: TraversalSelectionContext, args: TileDrawArgs) {\n if (this.depth === depth) {\n context.preload(this, args);\n return;\n }\n\n this.loadChildren();\n\n if (undefined !== this.realityChildren) {\n for (const child of this.realityChildren)\n child.preloadRealityTilesAtDepth(depth, context, args);\n }\n }\n\n // Preload tiles that are protected:\n // * used tiles (where \"used\" may mean: selected/preloaded for display or content requested);\n // * parents and siblings of other protected tiles.\n /** @internal */\n public preloadProtectedTiles(args: TileDrawArgs, context: TraversalSelectionContext): boolean {\n const children = this.realityChildren;\n let hasProtectedChildren = false;\n\n if (children && !this.additiveRefinement) {\n for (const child of children) {\n hasProtectedChildren = child.preloadProtectedTiles(args, context) || hasProtectedChildren;\n }\n }\n\n if (children && hasProtectedChildren) {\n for (const child of children) {\n if (child.isDisplayable && !child.isLoaded)\n context.preload(child, args);\n }\n\n return true; // Parents of protected tiles are protected\n }\n\n // Special case of the root tile\n if (this === this.realityRoot.rootTile) {\n context.preload(this, args);\n return true;\n }\n\n return context.selected.find((tile) => tile === this) !== undefined;\n }\n\n /** @internal */\n public addBoundingGraphic(builder: GraphicBuilder, color: ColorDef) {\n builder.setSymbology(color, color, 3);\n let corners = this.rangeCorners ? this.rangeCorners : this.range.corners();\n if (this._reprojectionTransform)\n corners = this._reprojectionTransform.multiplyPoint3dArray(corners);\n builder.addRangeBoxFromCorners(corners);\n }\n\n /** @internal */\n public reproject(rootReprojection: Transform) {\n this._reprojectionTransform = rootReprojection;\n rootReprojection.multiplyRange(this.range, this.range);\n this.boundingSphere.transformBy(rootReprojection, this.boundingSphere);\n if (this.contentRange)\n rootReprojection.multiplyRange(this.contentRange, this.contentRange);\n if (this.rangeCorners)\n rootReprojection.multiplyPoint3dArrayInPlace(this.rangeCorners);\n }\n\n /** @internal */\n public allChildrenIncluded(tiles: Tile[]) {\n if (this.children === undefined || tiles.length !== this.children.length)\n return false;\n for (const tile of tiles)\n if (tile.parent !== this)\n return false;\n return true;\n }\n\n /** @internal */\n protected getLoadedRealityChildren(args: TileDrawArgs): boolean {\n if (this._childrenLoadStatus !== TileTreeLoadStatus.Loaded || this.realityChildren === undefined)\n return false;\n\n for (const child of this.realityChildren) {\n if (child.isReady && child.computeVisibilityFactor(args) > 0) {\n scratchLoadedChildren.push(child);\n } else if (!child.getLoadedRealityChildren(args)) {\n return false;\n }\n }\n return true;\n }\n /** @internal */\n protected forceSelectRealityTile(): boolean { return false; }\n /** @internal */\n protected minimumVisibleFactor(): number {\n if (this.additiveRefinement)\n return 0.25;\n else\n return 0;\n }\n\n /** @internal */\n public selectRealityTiles(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails) {\n const visibility = this.computeVisibilityFactor(args);\n\n const isNotVisible = visibility < 0;\n\n if (isNotVisible)\n return;\n\n // Force loading if loader requires this tile. (cesium terrain visibility).\n if (this.realityRoot.loader.forceTileLoad(this) && !this.isReady) {\n context.selectOrQueue(this, args, traversalDetails);\n return;\n }\n\n // Force to return early without selecting\n if (visibility >= 1 && this.noContentButTerminateOnSelection)\n return;\n\n const shouldSelectThisTile = visibility >= 1 || this._anyChildNotFound || this.forceSelectRealityTile() || context.selectionCountExceeded;\n if (shouldSelectThisTile && this.isDisplayable) { // Select this tile\n\n // Return early if tile is totally occluded\n if (this.isOccluded(args.viewingSpace))\n return;\n\n // Attempt to select this tile. If not ready, queue it\n context.selectOrQueue(this, args, traversalDetails);\n\n // This tile is visible but not loaded - Use higher resolution children if present\n if (!this.isReady)\n this.selectRealityChildrenAsFallback(context, args, traversalDetails);\n\n } else { // Select children instead of this tile\n\n // With additive refinement it is necessary to display this tile along with any displayed children\n if (this.additiveRefinement && this.isDisplayable && !this.useAdditiveRefinementStepchildren())\n context.selectOrQueue(this, args, traversalDetails);\n\n this.selectRealityChildren(context, args, traversalDetails);\n\n // Children are not ready: use this tile to avoid leaving a hole\n traversalDetails.shouldSelectParent = traversalDetails.shouldSelectParent || traversalDetails.queuedChildren.length !== 0;\n\n if (traversalDetails.shouldSelectParent) {\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)\n if (visibility > this.minimumVisibleFactor() || this._everDisplayed) {\n context.selectOrQueue(this, args, traversalDetails);\n }\n }\n }\n }\n\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.\n /** @internal */\n protected selectRealityChildrenAsFallback(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails) {\n const childrenReady = this.getLoadedRealityChildren(args);\n\n if (childrenReady) {\n context.select(scratchLoadedChildren, args);\n traversalDetails.shouldSelectParent = false;\n }\n\n scratchLoadedChildren.length = 0;\n }\n\n // Recurse through children to select them normally\n /** @internal */\n protected selectRealityChildren(context: TraversalSelectionContext, args: TileDrawArgs, traversalDetails: TraversalDetails) {\n\n // Load children if not yet requested\n const childrenLoadStatus = this.loadChildren(); // NB: asynchronous\n\n // Children are not ready yet\n if (childrenLoadStatus === TileTreeLoadStatus.Loading) {\n args.markChildrenLoading();\n traversalDetails.shouldSelectParent = true;\n return;\n }\n\n if (this.realityChildren !== undefined) {\n // Attempt to select the children\n const traversalChildren = this.realityRoot.getTraversalChildren(this.depth);\n traversalChildren.initialize();\n\n for (let i = 0; i < this.children!.length; i++)\n this.realityChildren[i].selectRealityTiles(context, args, traversalChildren.getChildDetail(i));\n\n traversalChildren.combine(traversalDetails);\n }\n }\n\n /** @internal */\n public purgeContents(olderThan: BeTimePoint, useProtectedTiles: boolean): void {\n const tilesToPurge = new Set<RealityTile>();\n\n // Get the list of tiles to purge\n if (useProtectedTiles && !this.additiveRefinement)\n this.getTilesToPurge(olderThan, tilesToPurge);\n else\n this.getTilesToPurgeWithoutProtection(olderThan, tilesToPurge);\n\n // Discard contents of tiles that have been marked.\n // Note we do not discard the child Tile objects themselves.\n for (const tile of tilesToPurge)\n tile.disposeContents();\n }\n\n // Populate a set with tiles that should be disposed. Prevent some tiles to be disposed to avoid holes when moving.\n // Return true if the current tile is \"protected\".\n private getTilesToPurge(olderThan: BeTimePoint, tilesToPurge: Set<RealityTile>): boolean {\n const children = this.realityChildren;\n\n // Protected tiles cannot be purged. They are:\n // * used tiles (where \"used\" may mean: selected/preloaded for display or content requested);\n // * parents and siblings of other protected tiles.\n let hasProtectedChildren = false;\n\n if (children) {\n for (const child of children) {\n hasProtectedChildren = child.getTilesToPurge(olderThan, tilesToPurge) || hasProtectedChildren;\n }\n\n if (hasProtectedChildren) {\n // Siblings of protected tiles are protected too. We need to remove them from it\n for (const child of children) {\n // Because the current tile can be invisible, relying on its children to display geometry,\n // we have to recurse in order to remove the first children that has geometry, otherwise,\n // some holes might appear\n child.removeFirstDisplayableChildrenFromSet(tilesToPurge);\n }\n\n return true; // Parents of protected tiles are protected\n }\n }\n\n const isInUse = this.usageMarker.getIsTileInUse();\n\n if (!isInUse && this.usageMarker.isTimestampExpired(olderThan)) {\n tilesToPurge.add(this);\n }\n\n return isInUse;\n }\n\n // Populate a set with tiles that should be disposed. Does not prevent some tiles to be disposed to avoid holes when moving.\n // This method is simpler and more fitting for devices that has a bigger memory constraint, such as mobiles.\n // However, it causes the apparition of holes by letting important tiles to be purged.\n private getTilesToPurgeWithoutProtection(olderThan: BeTimePoint, tilesToPurge: Set<RealityTile>): void {\n const children = this.realityChildren;\n\n if (children) {\n for (const child of children) {\n child.getTilesToPurgeWithoutProtection(olderThan, tilesToPurge);\n }\n }\n\n if (this.usageMarker.isExpired(olderThan))\n tilesToPurge.add(this);\n }\n\n private removeFirstDisplayableChildrenFromSet(set: Set<RealityTile>): void {\n if (set.size === 0)\n return;\n\n if (this.isDisplayable) {\n set.delete(this);\n return;\n }\n\n if (this.realityChildren !== undefined) {\n for (const child of this.realityChildren)\n child.removeFirstDisplayableChildrenFromSet(set);\n }\n }\n\n /** @internal */\n public computeVisibilityFactor(args: TileDrawArgs): number {\n if (this.isEmpty)\n return -1;\n\n if (this.rangeCorners)\n scratchFrustum.setFromCorners(this.rangeCorners);\n else\n Frustum.fromRange(this.range, scratchFrustum);\n\n if (this.isFrustumCulled(scratchFrustum, args, true, this.boundingSphere))\n return -1;\n\n // some nodes are merely for structure and don't have any geometry\n if (0 === this.maximumSize)\n return 0;\n\n if (this.isLeaf)\n return this.hasContentRange && this.isContentCulled(args) ? -1 : 1;\n\n if (undefined !== this._geometricError) {\n const radius = args.getTileRadius(this);\n const center = args.getTileCenter(this);\n const pixelSize = args.computePixelSizeInMetersAtClosestPoint(center, radius);\n\n const sse = this._geometricError / pixelSize;\n return args.maximumScreenSpaceError / sse;\n }\n\n return this.maximumSize / args.getPixelSize(this);\n }\n\n /** @internal */\n protected get _anyChildNotFound(): boolean {\n if (undefined !== this.children)\n for (const child of this.children)\n if (child.isNotFound)\n return true;\n\n return this._childrenLoadStatus === TileTreeLoadStatus.NotFound;\n }\n\n /** @internal */\n public override getSizeProjectionCorners(): Point3d[] | undefined {\n if (!this.tree.isContentUnbounded)\n return undefined; // For a non-global tree use the standard size algorithm.\n\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.\n if (!this.rangeCorners)\n return this.range.corners(scratchCorners);\n\n return this.region ? this.rangeCorners.slice(4) : this.rangeCorners;\n }\n\n /** @internal */\n public get isStepChild() { return false; }\n\n /** @internal */\n protected loadAdditiveRefinementChildren(resolve: (children: Tile[]) => void): void {\n const region = this.region;\n const corners = this.rangeCorners;\n if (!region || !corners)\n return;\n\n const maximumSize = this.maximumSize;\n const rangeDiagonal = corners[0].distance(corners[3]);\n const isLeaf = rangeDiagonal < additiveRefinementThreshold || this.depth > additiveRefinementDepthLimit;\n\n const stepChildren = new Array<AdditiveRefinementStepChild>();\n const latitudeDelta = (region.maxLatitude - region.minLatitude) / 2;\n const longitudeDelta = (region.maxLongitude - region.minLongitude) / 2;\n const minHeight = region.minHeight;\n const maxHeight = region.maxHeight;\n\n for (let i = 0, minLongitude = region.minLongitude, step = 0; i < 2; i++, minLongitude += longitudeDelta, step++) {\n for (let j = 0, minLatitude = region.minLatitude; j < 2; j++, minLatitude += latitudeDelta) {\n const childRegion = new RealityTileRegion({ minLatitude, maxLatitude: minLatitude + latitudeDelta, minLongitude, maxLongitude: minLongitude + longitudeDelta, minHeight, maxHeight });\n const childRange = childRegion.getRange();\n\n const contentId = `${this.contentId}_S${step++}`;\n const childParams: RealityTileParams = { rangeCorners: childRange.corners, contentId, range: childRange.range, maximumSize, parent: this, additiveRefinement: false, isLeaf, region: childRegion };\n\n stepChildren.push(new AdditiveRefinementStepChild(childParams, this.realityRoot));\n }\n }\n resolve(stepChildren);\n }\n\n /** @internal */\n public override produceGraphics(): RenderGraphic | undefined {\n if (undefined === this._reprojectionTransform)\n return super.produceGraphics();\n\n if (undefined === this._reprojectedGraphic && undefined !== this._graphic) {\n const branch = new GraphicBranch(false);\n branch.add(this._graphic);\n this._reprojectedGraphic = IModelApp.renderSystem.createGraphicBranch(branch, this._reprojectionTransform);\n }\n return this._reprojectedGraphic;\n }\n\n /** @internal */\n public get unprojectedGraphic(): RenderGraphic | undefined {\n return this._graphic;\n }\n\n /** @internal */\n public override disposeContents(): void {\n super.disposeContents();\n this._reprojectedGraphic = dispose(this._reprojectedGraphic);\n }\n\n /** @internal */\n public collectTileGeometry(collector: TileGeometryCollector): void {\n const status = collector.collectTile(this);\n\n switch (status) {\n case \"reject\":\n return;\n\n case \"continue\":\n if (!this.isLeaf && !this._anyChildNotFound) {\n const childrenLoadStatus = this.loadChildren();\n if (TileTreeLoadStatus.Loading === childrenLoadStatus) {\n collector.markLoading();\n } else if (undefined !== this.realityChildren && !this._anyChildNotFound) {\n for (const child of this.realityChildren)\n child.collectTileGeometry(collector);\n }\n\n break;\n } // else fall through to \"accept\"\n // eslint-disable-next-line no-fallthrough\n case \"accept\":\n if (!this.isReady)\n collector.addMissingTile(this.loadableTile);\n else if (this.geometry?.polyfaces)\n collector.polyfaces.push(...this.geometry.polyfaces);\n\n break;\n }\n }\n}\n\n/** When additive refinement is used (as in the Cesium OSM tileset) it is not possible to accurately reproject very large, low level tiles\n * In this case we create additional \"step\" children (grandchildren etc. ) that will clipped portions display the their ancestor's additive geometry.\n * These step children are subdivided until they are small enough to be accurately reprojected - this is controlled by the additiveRefinementThreshold (currently 2KM).\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.\n */\nclass AdditiveRefinementStepChild extends RealityTile {\n public override get isStepChild() { return true; }\n private _loadableTile: RealityTile;\n\n public constructor(props: RealityTileParams, tree: RealityTileTree) {\n super(props, tree);\n this._loadableTile = this.realityParent;\n for (; this._loadableTile && this._loadableTile.isStepChild; this._loadableTile = this._loadableTile.realityParent)\n ;\n }\n public override get loadableTile(): RealityTile {\n return this._loadableTile;\n }\n public override get isLoading(): boolean { return this._loadableTile.isLoading; }\n public override get isQueued(): boolean { return this._loadableTile.isQueued; }\n public override get isNotFound(): boolean { return this._loadableTile.isNotFound; }\n public override get isReady(): boolean { return this._loadableTile.isReady; }\n public override get isLoaded(): boolean { return this._loadableTile.isLoaded; }\n public override get isEmpty() { return false; }\n public override produceGraphics(): RenderGraphic | undefined {\n if (undefined === this._graphic) {\n const parentGraphics = this._loadableTile.unprojectedGraphic;\n\n if (!parentGraphics || !this._reprojectionTransform)\n return undefined;\n\n const branch = new GraphicBranch(false);\n branch.add(parentGraphics);\n const renderSystem = IModelApp.renderSystem;\n const branchOptions: GraphicBranchOptions = {};\n if (this.rangeCorners) {\n const clipPolygon = [this.rangeCorners[0], this.rangeCorners[1], this.rangeCorners[3], this.rangeCorners[2]];\n branchOptions.clipVolume = renderSystem.createClipVolume(ClipVector.create([ClipShape.createShape(clipPolygon, undefined, undefined, this.tree.iModelTransform)!]));\n }\n this._graphic = renderSystem.createGraphicBranch(branch, this._reprojectionTransform, branchOptions);\n }\n return this._graphic;\n }\n\n public override markUsed(args: TileDrawArgs): void {\n args.markUsed(this);\n args.markUsed(this._loadableTile);\n }\n protected override _loadChildren(resolve: (children: Tile[] | undefined) => void, _reject: (error: Error) => void): void {\n this.loadAdditiveRefinementChildren((stepChildren: Tile[]) => {\n if (stepChildren)\n this.realityRoot.reprojectAndResolveChildren(this, stepChildren, resolve);\n });\n }\n}\n"]}
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@@ -1,7 +1,7 @@
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/** @packageDocumentation
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* @module Tiles
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*/
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import {
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import { IndexedPolyface, Range3d, Transform } from "@itwin/core-geometry";
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import { Tile, TileTreeReference, TileUser } from "./internal";
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/** Enumerates the statuses returned by [[TileGeometryCollector.collectTile]].
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* - "accept": The tile's geometry should be collected.
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@@ -34,7 +34,7 @@ export declare class TileGeometryCollector {
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* The polyfaces belong to the [[Tile]]s - they should not be modified.
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* If [[isAllGeometryLoaded]] is `false`, then this list is incomplete - another geometry collection should be performed with a new collector on a subsequent frame.
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*/
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readonly polyfaces:
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readonly polyfaces: IndexedPolyface[];
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private readonly _missing;
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private _loading;
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/** The options used to construct this collector. */
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{"version":3,"file":"TileGeometryCollector.d.ts","sourceRoot":"","sources":["../../../src/tile/TileGeometryCollector.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,
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+
{"version":3,"file":"TileGeometryCollector.d.ts","sourceRoot":"","sources":["../../../src/tile/TileGeometryCollector.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,eAAe,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAE3E,OAAO,EACL,IAAI,EAAE,iBAAiB,EAAE,QAAQ,EAClC,MAAM,YAAY,CAAC;AAEpB;;;;;GAKG;AACH,MAAM,MAAM,iBAAiB,GAAG,QAAQ,GAAG,QAAQ,GAAG,UAAU,CAAC;AAEjE;;GAEG;AACH,MAAM,WAAW,4BAA4B;IAC3C,yGAAyG;IACzG,cAAc,EAAE,MAAM,CAAC;IACvB,uHAAuH;IACvH,KAAK,EAAE,OAAO,CAAC;IACf,wDAAwD;IACxD,IAAI,EAAE,QAAQ,CAAC;IACf,uKAAuK;IACvK,SAAS,CAAC,EAAE,SAAS,CAAC;CACvB;AAED;;;;;GAKG;AACH,qBAAa,qBAAqB;IAChC;;;OAGG;IACH,SAAgB,SAAS,EAAE,eAAe,EAAE,CAAM;IAClD,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAmB;IAC5C,OAAO,CAAC,QAAQ,CAAS;IACzB,oDAAoD;IACpD,SAAS,CAAC,QAAQ,CAAC,QAAQ,EAAE,4BAA4B,CAAC;IAE1D,8BAA8B;gBACX,OAAO,EAAE,4BAA4B;IAIxD;;;OAGG;IACI,WAAW,IAAI,IAAI;IAI1B;;OAEG;IACI,mBAAmB,IAAI,IAAI;IAIlC;;;OAGG;IACI,cAAc,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAIvC;;OAEG;IACH,IAAW,mBAAmB,IAAI,OAAO,CAExC;IAED;;;OAGG;IACI,WAAW,CAAC,IAAI,EAAE,IAAI,GAAG,iBAAiB;CAWlD;AAED;;;;GAIG;AACH,MAAM,WAAW,yBAA0B,SAAQ,iBAAiB;IAClE;;;OAGG;IACH,mBAAmB,EAAE,CAAC,SAAS,EAAE,qBAAqB,KAAK,IAAI,CAAC;CACjE"}
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{"version":3,"file":"TileGeometryCollector.js","sourceRoot":"","sources":["../../../src/tile/TileGeometryCollector.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAGH,4CAAyC;AA2BzC;;;;;GAKG;AACH,MAAa,qBAAqB;IAWhC,8BAA8B;IAC9B,YAAmB,OAAqC;QAXxD;;;WAGG;QACa,cAAS,
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{"version":3,"file":"TileGeometryCollector.js","sourceRoot":"","sources":["../../../src/tile/TileGeometryCollector.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAGH,4CAAyC;AA2BzC;;;;;GAKG;AACH,MAAa,qBAAqB;IAWhC,8BAA8B;IAC9B,YAAmB,OAAqC;QAXxD;;;WAGG;QACa,cAAS,GAAsB,EAAE,CAAC;QACjC,aAAQ,GAAG,IAAI,GAAG,EAAQ,CAAC;QACpC,aAAQ,GAAG,KAAK,CAAC;QAMvB,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;IAC1B,CAAC;IAED;;;OAGG;IACI,WAAW;QAChB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,mBAAmB;QACxB,qBAAS,CAAC,SAAS,CAAC,YAAY,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;IACtE,CAAC;IAED;;;OAGG;IACI,cAAc,CAAC,IAAU;QAC9B,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;IAC1B,CAAC;IAED;;OAEG;IACH,IAAW,mBAAmB;QAC5B,OAAO,CAAC,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,IAAI,KAAK,CAAC,CAAC;IACpD,CAAC;IAED;;;OAGG;IACI,WAAW,CAAC,IAAU;QAC3B,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,aAAa,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC;QACvG,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC;YAC7C,OAAO,QAAQ,CAAC;QAElB,IAAI,IAAI,CAAC,WAAW,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,aAAa;YAC/C,OAAO,UAAU,CAAC;QAEpB,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC;QACjD,OAAO,SAAS,GAAG,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,UAAU,CAAC;IAC1E,CAAC;CACF;AA7DD,sDA6DC","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Tiles\n */\n\nimport { IndexedPolyface, Range3d, Transform } from \"@itwin/core-geometry\";\nimport { IModelApp } from \"../IModelApp\";\nimport {\n Tile, TileTreeReference, TileUser,\n} from \"./internal\";\n\n/** Enumerates the statuses returned by [[TileGeometryCollector.collectTile]].\n * - \"accept\": The tile's geometry should be collected.\n * - \"reject\": The tile's geometry (and that of all of its child tiles) should be omitted.\n * - \"continue\": The tile's geometry should be omitted, but that of its child tiles should be evaluated for collection.\n * @beta\n */\nexport type CollectTileStatus = \"accept\" | \"reject\" | \"continue\";\n\n/** Options for creating a [[TileGeometryCollector]].\n * @beta\n */\nexport interface TileGeometryCollectorOptions {\n /** The chord tolerance in meters describing the minimum level of detail desired of the tile geometry. */\n chordTolerance: number;\n /** The volume in which to collect tiles. Geometry of tiles that do not intersect this volume will not be collected. */\n range: Range3d;\n /** The [[TileUser]] that will make use of the tiles. */\n user: TileUser;\n /** An optional transform to be applied to the tile ranges before testing intersection with [[range]]. Typically this is obtained from [[TileTree.iModelTransform]]. */\n transform?: Transform;\n}\n\n/** Collects geoemtry from a [[GeometryTileTreeReference]] within a specified volume at a specified level of detail.\n * Subclasses can refine the collection criterion.\n * The tile geometry is obtained asynchronously, so successive collections over multiple frames may be required before all of the geometry\n * is collected.\n * @beta\n */\nexport class TileGeometryCollector {\n /** The list of accumulated polyfaces, populated during [[GeometryTileTreeReference.collectTileGeometry]].\n * The polyfaces belong to the [[Tile]]s - they should not be modified.\n * If [[isAllGeometryLoaded]] is `false`, then this list is incomplete - another geometry collection should be performed with a new collector on a subsequent frame.\n */\n public readonly polyfaces: IndexedPolyface[] = [];\n private readonly _missing = new Set<Tile>();\n private _loading = false;\n /** The options used to construct this collector. */\n protected readonly _options: TileGeometryCollectorOptions;\n\n /** Create a new collector. */\n public constructor(options: TileGeometryCollectorOptions) {\n this._options = options;\n }\n\n /** Allows an implementation of [[GeometryTileTreeReference.collectTileGeoemtry]] to indicate that further loading is required before\n * the collection can be completed.\n * This will cause [[isAllGeometryLoaded]] to return `false`.\n */\n public markLoading(): void {\n this._loading = true;\n }\n\n /** Enqueues requests to obtain the content of any tiles whose content is required to complete the geometry collection.\n * @see [[isAllGeometryLoaded]] to determine if geometry collection is complete.\n */\n public requestMissingTiles(): void {\n IModelApp.tileAdmin.requestTiles(this._options.user, this._missing);\n }\n\n /** Allows an implementation of [[GeometryTileTreeReference.collectTileGeometry]] to indicate that the specified tile's content must be loaded\n * before geometry collection can be completed.\n * This will cause [[isAllGeometryLoaded]] to return `false`.\n */\n public addMissingTile(tile: Tile): void {\n this._missing.add(tile);\n }\n\n /** Returns true if [[polyfaces]] has been fully populated with all the geometry satisfying this collector's criteria.\n * If it returns false, another collection using a new collector should be performed on a subsequent frame to load more geometry.\n */\n public get isAllGeometryLoaded(): boolean {\n return !this._loading && this._missing.size === 0;\n }\n\n /** Determine whether to collect the specified tile's geometry, reject it, or to evaluate the geometry of its child tiles for collection.\n * This base implementation makes that determination based on the collector's range and chord tolerance. Subclasses should typically call `super.collectTile` and, if\n * it returns \"accept\" or \"continue\", apply their own criteria to the tile.\n */\n public collectTile(tile: Tile): CollectTileStatus {\n const range = this._options.transform ? this._options.transform.multiplyRange(tile.range) : tile.range;\n if (!range.intersectsRange(this._options.range))\n return \"reject\";\n\n if (tile.maximumSize === 0 || !tile.isDisplayable)\n return \"continue\";\n\n const tolerance = tile.radius / tile.maximumSize;\n return tolerance < this._options.chordTolerance ? \"accept\" : \"continue\";\n }\n}\n\n/** A [[TileTreeReference]] that can supply geometry in the form of [Polyface]($core-geometry)s from [[Tile]]s belonging to its [[TileTree]] and satisfying the criteria defined\n * by a [[TileGeometryCollector]].\n * Use [[TileTreeReference.createGeometryTreeReference]] to obtain a GeometryTileTreeReference from an existing TileTreeReference.\n * @beta\n */\nexport interface GeometryTileTreeReference extends TileTreeReference {\n /** Populate [[TileGeometryCollector.polyfaces]] with geometry satisfying `collector`'s criteria.\n * Because tile geometry is obtained asynchronously, successive collections over multiple frames may be required before the list of polyfaces is fully populated.\n * @see [[TileGeometryCollector.isAllGeometryLoaded]] to determine if the list of polyfaces is fully populated.\n */\n collectTileGeometry: (collector: TileGeometryCollector) => void;\n}\n"]}
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@@ -1 +1 @@
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1
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-
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1
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+
{"version":3,"file":"CesiumTerrainProvider.d.ts","sourceRoot":"","sources":["../../../../src/tile/map/CesiumTerrainProvider.ts"],"names":[],"mappings":"AAgBA,OAAO,EACwF,mBAAmB,EAChH,0BAA0B,EAC3B,MAAM,aAAa,CAAC;AASrB;;GAEG;AACH,wBAAgB,iBAAiB,CAAC,UAAU,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,GAAG,MAAM,CAEhF;AACD,gBAAgB;AAChB,wBAAgB,wBAAwB,IAAI,MAAM,GAAG,SAAS,CAO7D;AAED,gBAAgB;AAChB,wBAAsB,kCAAkC,CAAC,OAAO,EAAE,MAAM,EAAE,UAAU,CAAC,EAAE,MAAM,GAAG,OAAO,CAAC;IAAE,KAAK,CAAC,EAAE,MAAM,CAAC;IAAC,GAAG,CAAC,EAAE,MAAM,CAAA;CAAE,CAAC,CAqBxI;AAaD,gBAAgB;AAChB,wBAAsB,wBAAwB,CAAC,IAAI,EAAE,0BAA0B,GAAG,OAAO,CAAC,mBAAmB,GAAG,SAAS,CAAC,CAiDzH"}
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@@ -94,7 +94,13 @@ async function getCesiumTerrainProvider(opts) {
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}
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const tilingScheme = new internal_1.GeographicTilingScheme();
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96
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let tileAvailability;
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-
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97
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// When collecting tiles, only the highest resolution tiles are downloaded.
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// Because of that, the tile availability is often only populated by the
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// "layer" metadata. (i.e. not from higher resolution tiles metadata).
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// Unfortunately the "layer" metadata only cover the first 16 levels,
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// preventing the geometry collector from accessing to higher resolution tiles.
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// For now, the solution is to turn off tile availability check when collecting geometries.
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if (undefined !== layers.available && !opts.produceGeometry) {
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const availableTiles = layers.available;
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tileAvailability = new internal_1.TileAvailability(tilingScheme, availableTiles.length);
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for (let level = 0; level < layers.available.length; level++) {
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Tiles\n */\nimport { assert, BeDuration, BeTimePoint, ByteStream, JsonUtils, utf8ToString } from \"@itwin/core-bentley\";\nimport { Point2d, Point3d, Range1d, Vector3d } from \"@itwin/core-geometry\";\nimport { CesiumTerrainAssetId, nextPoint3d64FromByteStream, OctEncodedNormal, QPoint2d } from \"@itwin/core-common\";\nimport { MessageSeverity } from \"@itwin/appui-abstract\";\nimport { request, RequestOptions } from \"../../request/Request\";\nimport { ApproximateTerrainHeights } from \"../../ApproximateTerrainHeights\";\nimport { IModelApp } from \"../../IModelApp\";\nimport { RealityMeshParams, RealityMeshParamsBuilder } from \"../../render/RealityMeshParams\";\nimport {\n GeographicTilingScheme, MapTile, MapTilingScheme, QuadId, ReadMeshArgs, RequestMeshDataArgs, TerrainMeshProvider,\n TerrainMeshProviderOptions, Tile, TileAvailability,\n} from \"../internal\";\n\n/** @internal */\nenum QuantizedMeshExtensionIds {\n OctEncodedNormals = 1,\n WaterMask = 2,\n Metadata = 4,\n}\n\n/** Return the URL for a Cesium ION asset from its asset ID and request Key.\n * @public\n */\nexport function getCesiumAssetUrl(osmAssetId: number, requestKey: string): string {\n return `$CesiumIonAsset=${osmAssetId}:${requestKey}`;\n}\n/** @internal */\nexport function getCesiumOSMBuildingsUrl(): string | undefined {\n const key = IModelApp.tileAdmin.cesiumIonKey;\n if (undefined === key)\n return undefined;\n\n const osmBuildingAssetId = 96188;\n return getCesiumAssetUrl(osmBuildingAssetId, key);\n}\n\n/** @internal */\nexport async function getCesiumAccessTokenAndEndpointUrl(assetId: string, requestKey?: string): Promise<{ token?: string, url?: string }> {\n if (undefined === requestKey) {\n requestKey = IModelApp.tileAdmin.cesiumIonKey;\n if (undefined === requestKey)\n return {};\n }\n\n const requestTemplate = `https://api.cesium.com/v1/assets/${assetId}/endpoint?access_token={CesiumRequestToken}`;\n const apiUrl: string = requestTemplate.replace(\"{CesiumRequestToken}\", requestKey);\n\n try {\n const apiResponse = await request(apiUrl, \"json\");\n if (undefined === apiResponse || undefined === apiResponse.url) {\n assert(false);\n return {};\n }\n return { token: apiResponse.accessToken, url: apiResponse.url };\n } catch (error) {\n assert(false);\n return {};\n }\n}\n\nlet notifiedTerrainError = false;\n\n// Notify - once per session - of failure to obtain Cesium terrain provider.\nfunction notifyTerrainError(detailedDescription?: string): void {\n if (notifiedTerrainError)\n return;\n\n notifiedTerrainError = true;\n IModelApp.notifications.displayMessage(MessageSeverity.Information, IModelApp.localization.getLocalizedString(`iModelJs:BackgroundMap.CannotObtainTerrain`), detailedDescription);\n}\n\n/** @internal */\nexport async function getCesiumTerrainProvider(opts: TerrainMeshProviderOptions): Promise<TerrainMeshProvider | undefined> {\n const accessTokenAndEndpointUrl = await getCesiumAccessTokenAndEndpointUrl(opts.dataSource || CesiumTerrainAssetId.Default);\n if (!accessTokenAndEndpointUrl.token || !accessTokenAndEndpointUrl.url) {\n notifyTerrainError(IModelApp.localization.getLocalizedString(`iModelJs:BackgroundMap.MissingCesiumToken`));\n return undefined;\n }\n\n let layers;\n try {\n const layerRequestOptions: RequestOptions = { headers: { authorization: `Bearer ${accessTokenAndEndpointUrl.token}` } };\n const layerUrl = `${accessTokenAndEndpointUrl.url}layer.json`;\n layers = await request(layerUrl, \"json\", layerRequestOptions);\n } catch (error) {\n notifyTerrainError();\n return undefined;\n }\n\n if (undefined === layers || undefined === layers.tiles || undefined === layers.version) {\n notifyTerrainError();\n return undefined;\n }\n\n const tilingScheme = new GeographicTilingScheme();\n let tileAvailability;\n if (undefined !== layers.available) {\n const availableTiles = layers.available;\n tileAvailability = new TileAvailability(tilingScheme, availableTiles.length);\n for (let level = 0; level < layers.available.length; level++) {\n const rangesAtLevel = availableTiles[level];\n for (const range of rangesAtLevel) {\n tileAvailability.addAvailableTileRange(level, range.startX, range.startY, range.endX, range.endY);\n }\n }\n }\n\n let tileUrlTemplate = accessTokenAndEndpointUrl.url + layers.tiles[0].replace(\"{version}\", layers.version);\n if (opts.wantNormals)\n tileUrlTemplate = tileUrlTemplate.replace(\"?\", \"?extensions=octvertexnormals-watermask-metadata&\");\n\n const maxDepth = JsonUtils.asInt(layers.maxzoom, 19);\n\n // TBD -- When we have an API extract the heights for the project from the terrain tiles - for use temporary Bing elevation.\n return new CesiumTerrainProvider(opts, accessTokenAndEndpointUrl.token, tileUrlTemplate, maxDepth, tilingScheme, tileAvailability, layers.metadataAvailability);\n}\n\nfunction zigZagDecode(value: number) {\n return (value >> 1) ^ (-(value & 1));\n}\n\n/**\n * Decodes delta and ZigZag encoded vertices. This modifies the buffers in place.\n *\n * @see {@link https://github.com/AnalyticalGraphicsInc/quantized-mesh|quantized-mesh-1.0 terrain format}\n */\nfunction zigZagDeltaDecode(uBuffer: Uint16Array, vBuffer: Uint16Array, heightBuffer: Uint16Array) {\n const count = uBuffer.length;\n let u = 0;\n let v = 0;\n let height = 0;\n\n for (let i = 0; i < count; ++i) {\n u += zigZagDecode(uBuffer[i]);\n v += zigZagDecode(vBuffer[i]);\n\n uBuffer[i] = u;\n vBuffer[i] = v;\n\n height += zigZagDecode(heightBuffer[i]);\n heightBuffer[i] = height;\n }\n}\n\n/** @internal */\nclass CesiumTerrainProvider extends TerrainMeshProvider {\n private _accessToken: string;\n private readonly _tileUrlTemplate: string;\n private readonly _maxDepth: number;\n private readonly _wantSkirts: boolean;\n private readonly _tilingScheme: MapTilingScheme;\n private readonly _tileAvailability?: TileAvailability;\n private readonly _metaDataAvailableLevel?: number;\n private readonly _exaggeration: number;\n private readonly _assetId: string;\n\n private static _scratchQPoint2d = QPoint2d.fromScalars(0, 0);\n private static _scratchPoint2d = Point2d.createZero();\n private static _scratchPoint = Point3d.createZero();\n private static _scratchNormal = Vector3d.createZero();\n private static _scratchHeightRange = Range1d.createNull();\n private static _tokenTimeoutInterval = BeDuration.fromSeconds(60 * 30); // Request a new access token every 30 minutes...\n private _tokenTimeOut: BeTimePoint;\n\n public override forceTileLoad(tile: Tile): boolean {\n // Force loading of the metadata availability tiles as these are required for determining the availability of descendants.\n const mapTile = tile as MapTile;\n return undefined !== this._metaDataAvailableLevel && mapTile.quadId.level === this._metaDataAvailableLevel && !mapTile.everLoaded;\n }\n\n constructor(opts: TerrainMeshProviderOptions, accessToken: string, tileUrlTemplate: string, maxDepth: number, tilingScheme: MapTilingScheme,\n tileAvailability: TileAvailability | undefined, metaDataAvailableLevel: number | undefined) {\n super();\n this._wantSkirts = opts.wantSkirts;\n this._exaggeration = opts.exaggeration;\n\n this._accessToken = accessToken;\n this._tileUrlTemplate = tileUrlTemplate;\n this._maxDepth = maxDepth;\n this._tilingScheme = tilingScheme;\n this._tileAvailability = tileAvailability;\n this._metaDataAvailableLevel = metaDataAvailableLevel;\n this._assetId = opts.dataSource || CesiumTerrainAssetId.Default;\n\n this._tokenTimeOut = BeTimePoint.now().plus(CesiumTerrainProvider._tokenTimeoutInterval);\n }\n\n public override addLogoCards(cards: HTMLTableElement): void {\n if (cards.dataset.cesiumIonLogoCard)\n return;\n\n cards.dataset.cesiumIonLogoCard = \"true\";\n let notice = IModelApp.localization.getLocalizedString(\"iModelJs:BackgroundMap.CesiumWorldTerrainAttribution\");\n if (this._assetId === CesiumTerrainAssetId.Bathymetry)\n notice = `${notice}\\n${IModelApp.localization.getLocalizedString(\"iModelJs:BackgroundMap.CesiumBathymetryAttribution\")}`;\n\n const card = IModelApp.makeLogoCard({ iconSrc: `${IModelApp.publicPath}images/cesium-ion.svg`, heading: \"Cesium Ion\", notice });\n cards.appendChild(card);\n }\n\n public get maxDepth(): number { return this._maxDepth; }\n public get tilingScheme(): MapTilingScheme { return this._tilingScheme; }\n\n public override isTileAvailable(quadId: QuadId) {\n if (quadId.level > this.maxDepth)\n return false;\n\n return this._tileAvailability ? this._tileAvailability.isTileAvailable(quadId.level, quadId.column, quadId.row) : true;\n }\n\n public override async requestMeshData(args: RequestMeshDataArgs): Promise<Uint8Array | undefined> {\n const tile = args.tile;\n const quadId = tile.quadId;\n const tileUrl = this.constructUrl(quadId.row, quadId.column, quadId.level);\n const requestOptions: RequestOptions = {\n headers: {\n authorization: `Bearer ${this._accessToken}`,\n accept: \"application/vnd.quantized-mesh;\" /* extensions=octvertexnormals, */ + \"application/octet-stream;q=0.9,*/*;q=0.01\",\n },\n };\n\n try {\n const response = await request(tileUrl, \"arraybuffer\", requestOptions);\n return new Uint8Array(response);\n } catch (_) {\n return undefined;\n }\n }\n\n public override async readMesh(args: ReadMeshArgs): Promise<RealityMeshParams | undefined> {\n // ###TODO why does he update the access token when reading the mesh instead of when requesting it?\n // This function only returns undefined if it fails to acquire token - but it doesn't need the token...\n if (BeTimePoint.now().milliseconds > this._tokenTimeOut.milliseconds) {\n const accessTokenAndEndpointUrl = await getCesiumAccessTokenAndEndpointUrl(this._assetId);\n if (!accessTokenAndEndpointUrl.token || args.isCanceled())\n return undefined;\n\n this._accessToken = accessTokenAndEndpointUrl.token;\n this._tokenTimeOut = BeTimePoint.now().plus(CesiumTerrainProvider._tokenTimeoutInterval);\n }\n\n const { data, tile } = args;\n assert(data instanceof Uint8Array);\n assert(tile instanceof MapTile);\n\n const blob = data;\n const streamBuffer = ByteStream.fromUint8Array(blob);\n const center = nextPoint3d64FromByteStream(streamBuffer);\n const quadId = QuadId.createFromContentId(tile.contentId);\n const skirtHeight = this.getLevelMaximumGeometricError(quadId.level + 1) * 10.0; // Add 1 to level to restore height calculation to before the quadId level was from root. (4326 unification)\n const minHeight = this._exaggeration * streamBuffer.readFloat32();\n const maxHeight = this._exaggeration * streamBuffer.readFloat32();\n const boundCenter = nextPoint3d64FromByteStream(streamBuffer);\n const boundRadius = streamBuffer.readFloat64();\n const horizonOcclusion = nextPoint3d64FromByteStream(streamBuffer);\n const terrainTile = tile;\n\n terrainTile.adjustHeights(minHeight, maxHeight);\n\n if (undefined === center || undefined === boundCenter || undefined === boundRadius || undefined === horizonOcclusion) { }\n const pointCount = streamBuffer.readUint32();\n const encodedVertexBuffer = new Uint16Array(blob.buffer, streamBuffer.curPos, pointCount * 3);\n streamBuffer.advance(pointCount * 6);\n\n const uBuffer = encodedVertexBuffer.subarray(0, pointCount);\n const vBuffer = encodedVertexBuffer.subarray(pointCount, 2 * pointCount);\n const heightBuffer = encodedVertexBuffer.subarray(pointCount * 2, 3 * pointCount);\n\n zigZagDeltaDecode(uBuffer, vBuffer, heightBuffer);\n\n // ###TODO: This alleges to handle 32-bit indices, but RealityMeshParams uses a Uint16Array to store indices...\n const typedArray = pointCount > 0xffff ? Uint32Array : Uint16Array;\n const bytesPerIndex = typedArray.BYTES_PER_ELEMENT;\n const triangleElements = 3;\n\n // skip over any additional padding that was added for 2/4 byte alignment\n if (streamBuffer.curPos % bytesPerIndex !== 0)\n streamBuffer.advance(bytesPerIndex - (streamBuffer.curPos % bytesPerIndex));\n\n const triangleCount = streamBuffer.readUint32();\n const indexCount = triangleCount * triangleElements;\n\n const getIndexArray = (numIndices: number) => {\n const indexArray = new typedArray(streamBuffer.arrayBuffer, streamBuffer.curPos, numIndices);\n streamBuffer.advance(numIndices * bytesPerIndex);\n return indexArray;\n };\n\n const indices = getIndexArray(indexCount);\n\n // High water mark decoding based on decompressIndices_ in webgl-loader's loader.js.\n // https://code.google.com/p/webgl-loader/source/browse/trunk/samples/loader.js?r=99#55\n // Copyright 2012 Google Inc., Apache 2.0 license.\n let highest = 0;\n const length = indices.length;\n for (let i = 0; i < length; ++i) {\n const code = indices[i];\n indices[i] = highest - code;\n if (code === 0) {\n ++highest;\n }\n }\n\n CesiumTerrainProvider._scratchHeightRange.low = minHeight - skirtHeight;\n CesiumTerrainProvider._scratchHeightRange.high = maxHeight;\n const projection = terrainTile.getProjection(CesiumTerrainProvider._scratchHeightRange);\n const uvScale = 1.0 / 32767.0;\n const heightScale = uvScale * (maxHeight - minHeight);\n\n const westCount = streamBuffer.readUint32(),\n westIndices = getIndexArray(westCount),\n southCount = streamBuffer.readUint32(),\n southIndices = getIndexArray(southCount),\n eastCount = streamBuffer.readUint32(),\n eastIndices = getIndexArray(eastCount),\n northCount = streamBuffer.readUint32(),\n northIndices = getIndexArray(northCount);\n\n // Extensions...\n let encodedNormalsBuffer;\n while (streamBuffer.curPos < streamBuffer.length) {\n const extensionId = streamBuffer.readUint8();\n const extensionLength = streamBuffer.readUint32();\n switch (extensionId) {\n case QuantizedMeshExtensionIds.OctEncodedNormals:\n assert(pointCount * 2 === extensionLength);\n encodedNormalsBuffer = new Uint8Array(streamBuffer.arrayBuffer, streamBuffer.curPos, extensionLength);\n streamBuffer.advance(extensionLength);\n break;\n\n case QuantizedMeshExtensionIds.Metadata:\n const stringLength = streamBuffer.readUint32();\n if (stringLength > 0) {\n const strData = streamBuffer.nextBytes(stringLength);\n const str = utf8ToString(strData);\n if (undefined !== str) {\n const metaData = JSON.parse(str);\n if (undefined !== metaData.available && undefined !== this._tileAvailability) {\n const availableTiles = metaData.available;\n for (let offset = 0; offset < availableTiles.length; ++offset) {\n const availableLevel = tile.depth + offset; // Our depth is includes root (1 + cesium Depth)\n const rangesAtLevel = availableTiles[offset];\n\n for (const range of rangesAtLevel)\n this._tileAvailability.addAvailableTileRange(availableLevel, range.startX, range.startY, range.endX, range.endY);\n }\n }\n }\n }\n\n break;\n default:\n streamBuffer.advance(extensionLength);\n break;\n }\n }\n\n let initialIndexCapacity = indexCount;\n let initialVertexCapacity = pointCount;\n if (this._wantSkirts) {\n initialIndexCapacity += 6 * (Math.max(0, northCount - 1) + Math.max(0, southCount - 1) + Math.max(0, eastCount - 1) + Math.max(0, westCount - 1));\n initialVertexCapacity += (northCount + southCount + eastCount + westCount);\n }\n\n const wantNormals = undefined !== encodedNormalsBuffer;\n const builder = new RealityMeshParamsBuilder({\n positionRange: projection.localRange,\n initialIndexCapacity,\n initialVertexCapacity,\n wantNormals,\n });\n\n for (let i = 0; i < indexCount; i += 3)\n builder.addTriangle(indices[i], indices[i + 1], indices[i + 2]);\n\n const position = new Point3d();\n const uv = new QPoint2d();\n const normal = new Vector3d();\n const worldToEcef = tile.iModel.getEcefTransform().matrix;\n for (let i = 0; i < pointCount; i++) {\n const u = uBuffer[i];\n const v = vBuffer[i];\n projection.getPoint(uvScale * u, uvScale * v, minHeight + heightBuffer[i] * heightScale, position);\n uv.setFromScalars(u * 2, v * 2);\n let oen;\n if (encodedNormalsBuffer) {\n const normalIndex = i * 2;\n OctEncodedNormal.decodeValue(encodedNormalsBuffer[normalIndex + 1] << 8 | encodedNormalsBuffer[normalIndex], normal);\n worldToEcef.multiplyTransposeVector(normal, normal);\n oen = OctEncodedNormal.encode(normal);\n }\n\n builder.addVertex(position, uv, oen);\n }\n\n if (!this._wantSkirts)\n return builder.finish();\n\n westIndices.sort((a, b) => vBuffer[a] - vBuffer[b]);\n eastIndices.sort((a, b) => vBuffer[a] - vBuffer[b]);\n northIndices.sort((a, b) => uBuffer[a] - uBuffer[b]);\n southIndices.sort((a, b) => uBuffer[a] - uBuffer[b]);\n\n const generateSkirts = (indexes: Uint16Array | Uint32Array) => {\n const quv = new QPoint2d();\n const param = new Point2d();\n for (let i = 0; i < indexes.length; i++) {\n const index = indexes[i];\n const uvIndex = index * 2;\n const height = minHeight + heightBuffer[index] * heightScale;\n\n quv.setFromScalars(builder.uvs.buffer.at(uvIndex), builder.uvs.buffer.at(uvIndex + 1));\n builder.uvs.params.unquantize(quv.x, quv.y, param);\n\n const oen = wantNormals && builder.normals ? builder.normals.at(index) : undefined;\n builder.addVertex(projection.getPoint(param.x, param.y, height - skirtHeight), quv, oen);\n\n if (i !== 0) {\n const nextPointIndex = builder.positions.length;\n builder.addTriangle(index, indexes[i - 1], nextPointIndex - 2);\n builder.addTriangle(index, nextPointIndex - 2, nextPointIndex - 1);\n }\n }\n };\n\n generateSkirts(westIndices);\n generateSkirts(eastIndices);\n generateSkirts(southIndices);\n generateSkirts(northIndices);\n\n return builder.finish();\n }\n\n public constructUrl(row: number, column: number, zoomLevel: number): string {\n return this._tileUrlTemplate.replace(\"{z}\", zoomLevel.toString()).replace(\"{x}\", column.toString()).replace(\"{y}\", row.toString());\n }\n\n /**\n * Specifies the quality of terrain created from heightmaps. A value of 1.0 will\n * ensure that adjacent heightmap vertices are separated by no more than\n * screen pixels and will probably go very slowly.\n * A value of 0.5 will cut the estimated level zero geometric error in half, allowing twice the\n * screen pixels between adjacent heightmap vertices and thus rendering more quickly.\n * @type {Number}\n */\n public readonly heightmapTerrainQuality = 0.25;\n\n /**\n * Determines an appropriate geometric error estimate when the geometry comes from a heightmap.\n *\n * @param {Ellipsoid} ellipsoid The ellipsoid to which the terrain is attached.\n * @param {Number} tileImageWidth The width, in pixels, of the heightmap associated with a single tile.\n * @param {Number} numberOfTilesAtLevelZero The number of tiles in the horizontal direction at tile level zero.\n * @returns {Number} An estimated geometric error.\n */\n public getEstimatedLevelZeroGeometricErrorForAHeightmap(ellipsoidMaximumRadius = 6378137, tileImageWidth = 65, numberOfTilesAtLevelZero = 2) {\n return ellipsoidMaximumRadius * 2 * Math.PI * this.heightmapTerrainQuality / (tileImageWidth * numberOfTilesAtLevelZero);\n }\n\n public getLevelMaximumGeometricError(level: number) {\n return this.getEstimatedLevelZeroGeometricErrorForAHeightmap() / (1 << level);\n }\n\n public getHeightRange(parentRange: Range1d, quadId: QuadId): Range1d {\n const heightRange = quadId.level <= 6 ? ApproximateTerrainHeights.instance.getTileHeightRange(quadId) : undefined;\n\n return undefined === heightRange ? parentRange : heightRange;\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Tiles\n */\nimport { assert, BeDuration, BeTimePoint, ByteStream, JsonUtils, utf8ToString } from \"@itwin/core-bentley\";\nimport { Point2d, Point3d, Range1d, Vector3d } from \"@itwin/core-geometry\";\nimport { CesiumTerrainAssetId, nextPoint3d64FromByteStream, OctEncodedNormal, QPoint2d } from \"@itwin/core-common\";\nimport { MessageSeverity } from \"@itwin/appui-abstract\";\nimport { request, RequestOptions } from \"../../request/Request\";\nimport { ApproximateTerrainHeights } from \"../../ApproximateTerrainHeights\";\nimport { IModelApp } from \"../../IModelApp\";\nimport { RealityMeshParams, RealityMeshParamsBuilder } from \"../../render/RealityMeshParams\";\nimport {\n GeographicTilingScheme, MapTile, MapTilingScheme, QuadId, ReadMeshArgs, RequestMeshDataArgs, TerrainMeshProvider,\n TerrainMeshProviderOptions, Tile, TileAvailability,\n} from \"../internal\";\n\n/** @internal */\nenum QuantizedMeshExtensionIds {\n OctEncodedNormals = 1,\n WaterMask = 2,\n Metadata = 4,\n}\n\n/** Return the URL for a Cesium ION asset from its asset ID and request Key.\n * @public\n */\nexport function getCesiumAssetUrl(osmAssetId: number, requestKey: string): string {\n return `$CesiumIonAsset=${osmAssetId}:${requestKey}`;\n}\n/** @internal */\nexport function getCesiumOSMBuildingsUrl(): string | undefined {\n const key = IModelApp.tileAdmin.cesiumIonKey;\n if (undefined === key)\n return undefined;\n\n const osmBuildingAssetId = 96188;\n return getCesiumAssetUrl(osmBuildingAssetId, key);\n}\n\n/** @internal */\nexport async function getCesiumAccessTokenAndEndpointUrl(assetId: string, requestKey?: string): Promise<{ token?: string, url?: string }> {\n if (undefined === requestKey) {\n requestKey = IModelApp.tileAdmin.cesiumIonKey;\n if (undefined === requestKey)\n return {};\n }\n\n const requestTemplate = `https://api.cesium.com/v1/assets/${assetId}/endpoint?access_token={CesiumRequestToken}`;\n const apiUrl: string = requestTemplate.replace(\"{CesiumRequestToken}\", requestKey);\n\n try {\n const apiResponse = await request(apiUrl, \"json\");\n if (undefined === apiResponse || undefined === apiResponse.url) {\n assert(false);\n return {};\n }\n return { token: apiResponse.accessToken, url: apiResponse.url };\n } catch (error) {\n assert(false);\n return {};\n }\n}\n\nlet notifiedTerrainError = false;\n\n// Notify - once per session - of failure to obtain Cesium terrain provider.\nfunction notifyTerrainError(detailedDescription?: string): void {\n if (notifiedTerrainError)\n return;\n\n notifiedTerrainError = true;\n IModelApp.notifications.displayMessage(MessageSeverity.Information, IModelApp.localization.getLocalizedString(`iModelJs:BackgroundMap.CannotObtainTerrain`), detailedDescription);\n}\n\n/** @internal */\nexport async function getCesiumTerrainProvider(opts: TerrainMeshProviderOptions): Promise<TerrainMeshProvider | undefined> {\n const accessTokenAndEndpointUrl = await getCesiumAccessTokenAndEndpointUrl(opts.dataSource || CesiumTerrainAssetId.Default);\n if (!accessTokenAndEndpointUrl.token || !accessTokenAndEndpointUrl.url) {\n notifyTerrainError(IModelApp.localization.getLocalizedString(`iModelJs:BackgroundMap.MissingCesiumToken`));\n return undefined;\n }\n\n let layers;\n try {\n const layerRequestOptions: RequestOptions = { headers: { authorization: `Bearer ${accessTokenAndEndpointUrl.token}` } };\n const layerUrl = `${accessTokenAndEndpointUrl.url}layer.json`;\n layers = await request(layerUrl, \"json\", layerRequestOptions);\n } catch (error) {\n notifyTerrainError();\n return undefined;\n }\n\n if (undefined === layers || undefined === layers.tiles || undefined === layers.version) {\n notifyTerrainError();\n return undefined;\n }\n\n const tilingScheme = new GeographicTilingScheme();\n let tileAvailability;\n // When collecting tiles, only the highest resolution tiles are downloaded.\n // Because of that, the tile availability is often only populated by the\n // \"layer\" metadata. (i.e. not from higher resolution tiles metadata).\n // Unfortunately the \"layer\" metadata only cover the first 16 levels,\n // preventing the geometry collector from accessing to higher resolution tiles.\n // For now, the solution is to turn off tile availability check when collecting geometries.\n if (undefined !== layers.available && !opts.produceGeometry) {\n const availableTiles = layers.available;\n tileAvailability = new TileAvailability(tilingScheme, availableTiles.length);\n for (let level = 0; level < layers.available.length; level++) {\n const rangesAtLevel = availableTiles[level];\n for (const range of rangesAtLevel) {\n tileAvailability.addAvailableTileRange(level, range.startX, range.startY, range.endX, range.endY);\n }\n }\n }\n\n let tileUrlTemplate = accessTokenAndEndpointUrl.url + layers.tiles[0].replace(\"{version}\", layers.version);\n if (opts.wantNormals)\n tileUrlTemplate = tileUrlTemplate.replace(\"?\", \"?extensions=octvertexnormals-watermask-metadata&\");\n\n const maxDepth = JsonUtils.asInt(layers.maxzoom, 19);\n\n // TBD -- When we have an API extract the heights for the project from the terrain tiles - for use temporary Bing elevation.\n return new CesiumTerrainProvider(opts, accessTokenAndEndpointUrl.token, tileUrlTemplate, maxDepth, tilingScheme, tileAvailability, layers.metadataAvailability);\n}\n\nfunction zigZagDecode(value: number) {\n return (value >> 1) ^ (-(value & 1));\n}\n\n/**\n * Decodes delta and ZigZag encoded vertices. This modifies the buffers in place.\n *\n * @see {@link https://github.com/AnalyticalGraphicsInc/quantized-mesh|quantized-mesh-1.0 terrain format}\n */\nfunction zigZagDeltaDecode(uBuffer: Uint16Array, vBuffer: Uint16Array, heightBuffer: Uint16Array) {\n const count = uBuffer.length;\n let u = 0;\n let v = 0;\n let height = 0;\n\n for (let i = 0; i < count; ++i) {\n u += zigZagDecode(uBuffer[i]);\n v += zigZagDecode(vBuffer[i]);\n\n uBuffer[i] = u;\n vBuffer[i] = v;\n\n height += zigZagDecode(heightBuffer[i]);\n heightBuffer[i] = height;\n }\n}\n\n/** @internal */\nclass CesiumTerrainProvider extends TerrainMeshProvider {\n private _accessToken: string;\n private readonly _tileUrlTemplate: string;\n private readonly _maxDepth: number;\n private readonly _wantSkirts: boolean;\n private readonly _tilingScheme: MapTilingScheme;\n private readonly _tileAvailability?: TileAvailability;\n private readonly _metaDataAvailableLevel?: number;\n private readonly _exaggeration: number;\n private readonly _assetId: string;\n\n private static _scratchQPoint2d = QPoint2d.fromScalars(0, 0);\n private static _scratchPoint2d = Point2d.createZero();\n private static _scratchPoint = Point3d.createZero();\n private static _scratchNormal = Vector3d.createZero();\n private static _scratchHeightRange = Range1d.createNull();\n private static _tokenTimeoutInterval = BeDuration.fromSeconds(60 * 30); // Request a new access token every 30 minutes...\n private _tokenTimeOut: BeTimePoint;\n\n public override forceTileLoad(tile: Tile): boolean {\n // Force loading of the metadata availability tiles as these are required for determining the availability of descendants.\n const mapTile = tile as MapTile;\n return undefined !== this._metaDataAvailableLevel && mapTile.quadId.level === this._metaDataAvailableLevel && !mapTile.everLoaded;\n }\n\n constructor(opts: TerrainMeshProviderOptions, accessToken: string, tileUrlTemplate: string, maxDepth: number, tilingScheme: MapTilingScheme,\n tileAvailability: TileAvailability | undefined, metaDataAvailableLevel: number | undefined) {\n super();\n this._wantSkirts = opts.wantSkirts;\n this._exaggeration = opts.exaggeration;\n\n this._accessToken = accessToken;\n this._tileUrlTemplate = tileUrlTemplate;\n this._maxDepth = maxDepth;\n this._tilingScheme = tilingScheme;\n this._tileAvailability = tileAvailability;\n this._metaDataAvailableLevel = metaDataAvailableLevel;\n this._assetId = opts.dataSource || CesiumTerrainAssetId.Default;\n\n this._tokenTimeOut = BeTimePoint.now().plus(CesiumTerrainProvider._tokenTimeoutInterval);\n }\n\n public override addLogoCards(cards: HTMLTableElement): void {\n if (cards.dataset.cesiumIonLogoCard)\n return;\n\n cards.dataset.cesiumIonLogoCard = \"true\";\n let notice = IModelApp.localization.getLocalizedString(\"iModelJs:BackgroundMap.CesiumWorldTerrainAttribution\");\n if (this._assetId === CesiumTerrainAssetId.Bathymetry)\n notice = `${notice}\\n${IModelApp.localization.getLocalizedString(\"iModelJs:BackgroundMap.CesiumBathymetryAttribution\")}`;\n\n const card = IModelApp.makeLogoCard({ iconSrc: `${IModelApp.publicPath}images/cesium-ion.svg`, heading: \"Cesium Ion\", notice });\n cards.appendChild(card);\n }\n\n public get maxDepth(): number { return this._maxDepth; }\n public get tilingScheme(): MapTilingScheme { return this._tilingScheme; }\n\n public override isTileAvailable(quadId: QuadId) {\n if (quadId.level > this.maxDepth)\n return false;\n\n return this._tileAvailability ? this._tileAvailability.isTileAvailable(quadId.level, quadId.column, quadId.row) : true;\n }\n\n public override async requestMeshData(args: RequestMeshDataArgs): Promise<Uint8Array | undefined> {\n const tile = args.tile;\n const quadId = tile.quadId;\n const tileUrl = this.constructUrl(quadId.row, quadId.column, quadId.level);\n const requestOptions: RequestOptions = {\n headers: {\n authorization: `Bearer ${this._accessToken}`,\n accept: \"application/vnd.quantized-mesh;\" /* extensions=octvertexnormals, */ + \"application/octet-stream;q=0.9,*/*;q=0.01\",\n },\n };\n\n try {\n const response = await request(tileUrl, \"arraybuffer\", requestOptions);\n return new Uint8Array(response);\n } catch (_) {\n return undefined;\n }\n }\n\n public override async readMesh(args: ReadMeshArgs): Promise<RealityMeshParams | undefined> {\n // ###TODO why does he update the access token when reading the mesh instead of when requesting it?\n // This function only returns undefined if it fails to acquire token - but it doesn't need the token...\n if (BeTimePoint.now().milliseconds > this._tokenTimeOut.milliseconds) {\n const accessTokenAndEndpointUrl = await getCesiumAccessTokenAndEndpointUrl(this._assetId);\n if (!accessTokenAndEndpointUrl.token || args.isCanceled())\n return undefined;\n\n this._accessToken = accessTokenAndEndpointUrl.token;\n this._tokenTimeOut = BeTimePoint.now().plus(CesiumTerrainProvider._tokenTimeoutInterval);\n }\n\n const { data, tile } = args;\n assert(data instanceof Uint8Array);\n assert(tile instanceof MapTile);\n\n const blob = data;\n const streamBuffer = ByteStream.fromUint8Array(blob);\n const center = nextPoint3d64FromByteStream(streamBuffer);\n const quadId = QuadId.createFromContentId(tile.contentId);\n const skirtHeight = this.getLevelMaximumGeometricError(quadId.level + 1) * 10.0; // Add 1 to level to restore height calculation to before the quadId level was from root. (4326 unification)\n const minHeight = this._exaggeration * streamBuffer.readFloat32();\n const maxHeight = this._exaggeration * streamBuffer.readFloat32();\n const boundCenter = nextPoint3d64FromByteStream(streamBuffer);\n const boundRadius = streamBuffer.readFloat64();\n const horizonOcclusion = nextPoint3d64FromByteStream(streamBuffer);\n const terrainTile = tile;\n\n terrainTile.adjustHeights(minHeight, maxHeight);\n\n if (undefined === center || undefined === boundCenter || undefined === boundRadius || undefined === horizonOcclusion) { }\n const pointCount = streamBuffer.readUint32();\n const encodedVertexBuffer = new Uint16Array(blob.buffer, streamBuffer.curPos, pointCount * 3);\n streamBuffer.advance(pointCount * 6);\n\n const uBuffer = encodedVertexBuffer.subarray(0, pointCount);\n const vBuffer = encodedVertexBuffer.subarray(pointCount, 2 * pointCount);\n const heightBuffer = encodedVertexBuffer.subarray(pointCount * 2, 3 * pointCount);\n\n zigZagDeltaDecode(uBuffer, vBuffer, heightBuffer);\n\n // ###TODO: This alleges to handle 32-bit indices, but RealityMeshParams uses a Uint16Array to store indices...\n const typedArray = pointCount > 0xffff ? Uint32Array : Uint16Array;\n const bytesPerIndex = typedArray.BYTES_PER_ELEMENT;\n const triangleElements = 3;\n\n // skip over any additional padding that was added for 2/4 byte alignment\n if (streamBuffer.curPos % bytesPerIndex !== 0)\n streamBuffer.advance(bytesPerIndex - (streamBuffer.curPos % bytesPerIndex));\n\n const triangleCount = streamBuffer.readUint32();\n const indexCount = triangleCount * triangleElements;\n\n const getIndexArray = (numIndices: number) => {\n const indexArray = new typedArray(streamBuffer.arrayBuffer, streamBuffer.curPos, numIndices);\n streamBuffer.advance(numIndices * bytesPerIndex);\n return indexArray;\n };\n\n const indices = getIndexArray(indexCount);\n\n // High water mark decoding based on decompressIndices_ in webgl-loader's loader.js.\n // https://code.google.com/p/webgl-loader/source/browse/trunk/samples/loader.js?r=99#55\n // Copyright 2012 Google Inc., Apache 2.0 license.\n let highest = 0;\n const length = indices.length;\n for (let i = 0; i < length; ++i) {\n const code = indices[i];\n indices[i] = highest - code;\n if (code === 0) {\n ++highest;\n }\n }\n\n CesiumTerrainProvider._scratchHeightRange.low = minHeight - skirtHeight;\n CesiumTerrainProvider._scratchHeightRange.high = maxHeight;\n const projection = terrainTile.getProjection(CesiumTerrainProvider._scratchHeightRange);\n const uvScale = 1.0 / 32767.0;\n const heightScale = uvScale * (maxHeight - minHeight);\n\n const westCount = streamBuffer.readUint32(),\n westIndices = getIndexArray(westCount),\n southCount = streamBuffer.readUint32(),\n southIndices = getIndexArray(southCount),\n eastCount = streamBuffer.readUint32(),\n eastIndices = getIndexArray(eastCount),\n northCount = streamBuffer.readUint32(),\n northIndices = getIndexArray(northCount);\n\n // Extensions...\n let encodedNormalsBuffer;\n while (streamBuffer.curPos < streamBuffer.length) {\n const extensionId = streamBuffer.readUint8();\n const extensionLength = streamBuffer.readUint32();\n switch (extensionId) {\n case QuantizedMeshExtensionIds.OctEncodedNormals:\n assert(pointCount * 2 === extensionLength);\n encodedNormalsBuffer = new Uint8Array(streamBuffer.arrayBuffer, streamBuffer.curPos, extensionLength);\n streamBuffer.advance(extensionLength);\n break;\n\n case QuantizedMeshExtensionIds.Metadata:\n const stringLength = streamBuffer.readUint32();\n if (stringLength > 0) {\n const strData = streamBuffer.nextBytes(stringLength);\n const str = utf8ToString(strData);\n if (undefined !== str) {\n const metaData = JSON.parse(str);\n if (undefined !== metaData.available && undefined !== this._tileAvailability) {\n const availableTiles = metaData.available;\n for (let offset = 0; offset < availableTiles.length; ++offset) {\n const availableLevel = tile.depth + offset; // Our depth is includes root (1 + cesium Depth)\n const rangesAtLevel = availableTiles[offset];\n\n for (const range of rangesAtLevel)\n this._tileAvailability.addAvailableTileRange(availableLevel, range.startX, range.startY, range.endX, range.endY);\n }\n }\n }\n }\n\n break;\n default:\n streamBuffer.advance(extensionLength);\n break;\n }\n }\n\n let initialIndexCapacity = indexCount;\n let initialVertexCapacity = pointCount;\n if (this._wantSkirts) {\n initialIndexCapacity += 6 * (Math.max(0, northCount - 1) + Math.max(0, southCount - 1) + Math.max(0, eastCount - 1) + Math.max(0, westCount - 1));\n initialVertexCapacity += (northCount + southCount + eastCount + westCount);\n }\n\n const wantNormals = undefined !== encodedNormalsBuffer;\n const builder = new RealityMeshParamsBuilder({\n positionRange: projection.localRange,\n initialIndexCapacity,\n initialVertexCapacity,\n wantNormals,\n });\n\n for (let i = 0; i < indexCount; i += 3)\n builder.addTriangle(indices[i], indices[i + 1], indices[i + 2]);\n\n const position = new Point3d();\n const uv = new QPoint2d();\n const normal = new Vector3d();\n const worldToEcef = tile.iModel.getEcefTransform().matrix;\n for (let i = 0; i < pointCount; i++) {\n const u = uBuffer[i];\n const v = vBuffer[i];\n projection.getPoint(uvScale * u, uvScale * v, minHeight + heightBuffer[i] * heightScale, position);\n uv.setFromScalars(u * 2, v * 2);\n let oen;\n if (encodedNormalsBuffer) {\n const normalIndex = i * 2;\n OctEncodedNormal.decodeValue(encodedNormalsBuffer[normalIndex + 1] << 8 | encodedNormalsBuffer[normalIndex], normal);\n worldToEcef.multiplyTransposeVector(normal, normal);\n oen = OctEncodedNormal.encode(normal);\n }\n\n builder.addVertex(position, uv, oen);\n }\n\n if (!this._wantSkirts)\n return builder.finish();\n\n westIndices.sort((a, b) => vBuffer[a] - vBuffer[b]);\n eastIndices.sort((a, b) => vBuffer[a] - vBuffer[b]);\n northIndices.sort((a, b) => uBuffer[a] - uBuffer[b]);\n southIndices.sort((a, b) => uBuffer[a] - uBuffer[b]);\n\n const generateSkirts = (indexes: Uint16Array | Uint32Array) => {\n const quv = new QPoint2d();\n const param = new Point2d();\n for (let i = 0; i < indexes.length; i++) {\n const index = indexes[i];\n const uvIndex = index * 2;\n const height = minHeight + heightBuffer[index] * heightScale;\n\n quv.setFromScalars(builder.uvs.buffer.at(uvIndex), builder.uvs.buffer.at(uvIndex + 1));\n builder.uvs.params.unquantize(quv.x, quv.y, param);\n\n const oen = wantNormals && builder.normals ? builder.normals.at(index) : undefined;\n builder.addVertex(projection.getPoint(param.x, param.y, height - skirtHeight), quv, oen);\n\n if (i !== 0) {\n const nextPointIndex = builder.positions.length;\n builder.addTriangle(index, indexes[i - 1], nextPointIndex - 2);\n builder.addTriangle(index, nextPointIndex - 2, nextPointIndex - 1);\n }\n }\n };\n\n generateSkirts(westIndices);\n generateSkirts(eastIndices);\n generateSkirts(southIndices);\n generateSkirts(northIndices);\n\n return builder.finish();\n }\n\n public constructUrl(row: number, column: number, zoomLevel: number): string {\n return this._tileUrlTemplate.replace(\"{z}\", zoomLevel.toString()).replace(\"{x}\", column.toString()).replace(\"{y}\", row.toString());\n }\n\n /**\n * Specifies the quality of terrain created from heightmaps. A value of 1.0 will\n * ensure that adjacent heightmap vertices are separated by no more than\n * screen pixels and will probably go very slowly.\n * A value of 0.5 will cut the estimated level zero geometric error in half, allowing twice the\n * screen pixels between adjacent heightmap vertices and thus rendering more quickly.\n * @type {Number}\n */\n public readonly heightmapTerrainQuality = 0.25;\n\n /**\n * Determines an appropriate geometric error estimate when the geometry comes from a heightmap.\n *\n * @param {Ellipsoid} ellipsoid The ellipsoid to which the terrain is attached.\n * @param {Number} tileImageWidth The width, in pixels, of the heightmap associated with a single tile.\n * @param {Number} numberOfTilesAtLevelZero The number of tiles in the horizontal direction at tile level zero.\n * @returns {Number} An estimated geometric error.\n */\n public getEstimatedLevelZeroGeometricErrorForAHeightmap(ellipsoidMaximumRadius = 6378137, tileImageWidth = 65, numberOfTilesAtLevelZero = 2) {\n return ellipsoidMaximumRadius * 2 * Math.PI * this.heightmapTerrainQuality / (tileImageWidth * numberOfTilesAtLevelZero);\n }\n\n public getLevelMaximumGeometricError(level: number) {\n return this.getEstimatedLevelZeroGeometricErrorForAHeightmap() / (1 << level);\n }\n\n public getHeightRange(parentRange: Range1d, quadId: QuadId): Range1d {\n const heightRange = quadId.level <= 6 ? ApproximateTerrainHeights.instance.getTileHeightRange(quadId) : undefined;\n\n return undefined === heightRange ? parentRange : heightRange;\n }\n}\n"]}
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@@ -549,6 +549,7 @@ class MapTreeSupplier {
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exaggeration: id.terrainExaggeration,
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wantNormals: id.wantNormals,
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dataSource: id.terrainDataSource,
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+
produceGeometry: id.produceGeometry,
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};
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if (id.applyTerrain) {
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await ApproximateTerrainHeights_1.ApproximateTerrainHeights.instance.initialize();
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