@loaders.gl/tiles 3.1.0-alpha.4 → 3.1.0-alpha.5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (78) hide show
  1. package/dist/bundle.d.ts +1 -0
  2. package/dist/constants.d.ts +31 -0
  3. package/dist/dist.min.js +1 -1
  4. package/dist/dist.min.js.map +1 -1
  5. package/dist/es5/bundle.js +1 -1
  6. package/dist/es5/bundle.js.map +1 -1
  7. package/dist/es5/constants.js +6 -6
  8. package/dist/es5/constants.js.map +1 -1
  9. package/dist/es5/index.js +20 -12
  10. package/dist/es5/index.js.map +1 -1
  11. package/dist/es5/tileset/helpers/bounding-volume.js +25 -37
  12. package/dist/es5/tileset/helpers/bounding-volume.js.map +1 -1
  13. package/dist/es5/tileset/helpers/frame-state.js +29 -25
  14. package/dist/es5/tileset/helpers/frame-state.js.map +1 -1
  15. package/dist/es5/tileset/helpers/i3s-lod.js +57 -106
  16. package/dist/es5/tileset/helpers/i3s-lod.js.map +1 -1
  17. package/dist/es5/tileset/helpers/tiles-3d-lod.js +51 -47
  18. package/dist/es5/tileset/helpers/tiles-3d-lod.js.map +1 -1
  19. package/dist/es5/tileset/helpers/transform-utils.js +21 -12
  20. package/dist/es5/tileset/helpers/transform-utils.js.map +1 -1
  21. package/dist/es5/tileset/helpers/zoom.js +17 -15
  22. package/dist/es5/tileset/helpers/zoom.js.map +1 -1
  23. package/dist/es5/tileset/tile-3d.js +328 -421
  24. package/dist/es5/tileset/tile-3d.js.map +1 -1
  25. package/dist/es5/tileset/tileset-3d.js +381 -563
  26. package/dist/es5/tileset/tileset-3d.js.map +1 -1
  27. package/dist/es5/tileset/tileset-cache.js +50 -63
  28. package/dist/es5/tileset/tileset-cache.js.map +1 -1
  29. package/dist/es5/tileset/traversers/i3s-tile-manager.js +32 -44
  30. package/dist/es5/tileset/traversers/i3s-tile-manager.js.map +1 -1
  31. package/dist/es5/tileset/traversers/i3s-tileset-traverser.js +53 -143
  32. package/dist/es5/tileset/traversers/i3s-tileset-traverser.js.map +1 -1
  33. package/dist/es5/tileset/traversers/tileset-3d-traverser.js +34 -62
  34. package/dist/es5/tileset/traversers/tileset-3d-traverser.js.map +1 -1
  35. package/dist/es5/tileset/traversers/tileset-traverser.js +209 -282
  36. package/dist/es5/tileset/traversers/tileset-traverser.js.map +1 -1
  37. package/dist/es5/utils/doubly-linked-list-node.js +7 -9
  38. package/dist/es5/utils/doubly-linked-list-node.js.map +1 -1
  39. package/dist/es5/utils/doubly-linked-list.js +64 -76
  40. package/dist/es5/utils/doubly-linked-list.js.map +1 -1
  41. package/dist/es5/utils/managed-array.js +86 -108
  42. package/dist/es5/utils/managed-array.js.map +1 -1
  43. package/dist/esm/index.js +1 -0
  44. package/dist/esm/index.js.map +1 -1
  45. package/dist/esm/tileset/helpers/i3s-lod.js +45 -86
  46. package/dist/esm/tileset/helpers/i3s-lod.js.map +1 -1
  47. package/dist/esm/tileset/helpers/transform-utils.js +4 -1
  48. package/dist/esm/tileset/helpers/transform-utils.js.map +1 -1
  49. package/dist/esm/tileset/tile-3d.js +3 -3
  50. package/dist/esm/tileset/tile-3d.js.map +1 -1
  51. package/dist/esm/tileset/tileset-3d.js +5 -5
  52. package/dist/esm/tileset/tileset-3d.js.map +1 -1
  53. package/dist/esm/tileset/traversers/i3s-tileset-traverser.js +4 -4
  54. package/dist/esm/tileset/traversers/i3s-tileset-traverser.js.map +1 -1
  55. package/dist/index.d.ts +10 -0
  56. package/dist/tileset/helpers/3d-tiles-options.d.ts +3 -0
  57. package/dist/tileset/helpers/bounding-volume.d.ts +8 -0
  58. package/dist/tileset/helpers/frame-state.d.ts +16 -0
  59. package/dist/tileset/helpers/i3s-lod.d.ts +19 -0
  60. package/dist/tileset/helpers/tiles-3d-lod.d.ts +7 -0
  61. package/dist/tileset/helpers/transform-utils.d.ts +1 -0
  62. package/dist/tileset/helpers/zoom.d.ts +6 -0
  63. package/dist/tileset/tile-3d.d.ts +173 -0
  64. package/dist/tileset/tileset-3d.d.ts +171 -0
  65. package/dist/tileset/tileset-cache.d.ts +17 -0
  66. package/dist/tileset/traversers/i3s-tile-manager.d.ts +7 -0
  67. package/dist/tileset/traversers/i3s-tileset-traverser.d.ts +17 -0
  68. package/dist/tileset/traversers/tileset-3d-traverser.d.ts +6 -0
  69. package/dist/tileset/traversers/tileset-traverser.d.ts +51 -0
  70. package/dist/utils/doubly-linked-list-node.d.ts +11 -0
  71. package/dist/utils/doubly-linked-list.d.ts +30 -0
  72. package/dist/utils/managed-array.d.ts +84 -0
  73. package/package.json +9 -6
  74. package/src/index.ts +1 -0
  75. package/src/tileset/helpers/i3s-lod.ts +72 -96
  76. package/src/tileset/helpers/transform-utils.ts +3 -1
  77. package/src/tileset/tile-3d.ts +2 -2
  78. package/src/tileset/traversers/i3s-tileset-traverser.ts +2 -3
@@ -1 +1 @@
1
- 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This file is derived from the Cesium code base under Apache 2 license\n// See LICENSE.md and https://github.com/AnalyticalGraphicsInc/cesium/blob/master/LICENSE.md\n\n/*\n\n The Tileset loading and rendering flow is as below,\n A rendered (i.e. deck.gl `Tile3DLayer`) triggers `tileset.update()` after a `tileset` is loaded\n `tileset` starts traversing the tile tree and update `requestTiles` (tiles of which content need\n to be fetched) and `selectedTiles` (tiles ready for rendering under the current viewport).\n `Tile3DLayer` will update rendering based on `selectedTiles`.\n `Tile3DLayer` also listens to `onTileLoad` callback and trigger another round of `update and then traversal`\n when new tiles are loaded.\n\n As I3S tileset have stored `tileHeader` file (metadata) and tile content files (geometry, texture, ...) separately.\n During each traversal, it issues `tilHeader` requests if that `tileHeader` is not yet fetched,\n after the tile header is fulfilled, it will resume the traversal starting from the tile just fetched (not root).\n\n Tile3DLayer\n |\n await load(tileset)\n |\n tileset.update()\n | async load tileHeader\n tileset.traverse() -------------------------- Queued\n | resume traversal after fetched |\n |----------------------------------------|\n |\n | async load tile content\n tilset.requestedTiles ----------------------------- RequestScheduler\n |\n tilset.selectedTiles (ready for rendering) |\n | Listen to |\n Tile3DLayer ----------- onTileLoad ----------------------|\n | | notify new tile is available\n updateLayers |\n tileset.update // trigger another round of update\n*/\n\nimport {Matrix4, Vector3} from '@math.gl/core';\nimport {Ellipsoid} from '@math.gl/geospatial';\nimport {Stats} from '@probe.gl/stats';\nimport {\n RequestScheduler,\n assert,\n path,\n LoaderWithParser,\n LoaderOptions\n} from '@loaders.gl/loader-utils';\nimport TilesetCache from './tileset-cache';\nimport {calculateTransformProps} from './helpers/transform-utils';\nimport {FrameState, getFrameState} from './helpers/frame-state';\nimport {getZoomFromBoundingVolume} from './helpers/zoom';\nimport Tile3D from './tile-3d';\nimport Tileset3DTraverser from './traversers/tileset-3d-traverser';\nimport TilesetTraverser from './traversers/tileset-traverser';\nimport I3SetTraverser from './traversers/i3s-tileset-traverser';\nimport {TILESET_TYPE} from '../constants';\n\nexport type Tileset3DProps = {\n // loading\n throttleRequests?: boolean;\n maxRequests?: number;\n loadOptions?: LoaderOptions;\n loadTiles?: boolean;\n basePath?: string;\n maximumMemoryUsage?: number;\n\n // Metadata\n description?: string;\n attributions?: string[];\n\n // Transforms\n ellipsoid?: object;\n modelMatrix?: Matrix4;\n\n // Traversal\n maximumScreenSpaceError?: number;\n viewportTraversersMap?: any;\n updateTransforms?: boolean;\n viewDistanceScale?: number;\n\n // Callbacks\n onTileLoad?: (tile: Tile3D) => any;\n onTileUnload?: (tile: Tile3D) => any;\n onTileError?: (tile: Tile3D, message: string, url: string) => any;\n contentLoader?: (tile: Tile3D) => Promise<void>;\n onTraversalComplete?: (selectedTiles: Tile3D[]) => Tile3D[];\n};\n\ntype Props = {\n description: string;\n ellipsoid: object;\n modelMatrix: Matrix4;\n throttleRequests: boolean;\n maximumMemoryUsage: number;\n onTileLoad: (tile: Tile3D) => any;\n onTileUnload: (tile: Tile3D) => any;\n onTileError: (tile: Tile3D, message: string, url: string) => any;\n onTraversalComplete: (selectedTiles: Tile3D[]) => Tile3D[];\n maximumScreenSpaceError: number;\n viewportTraversersMap: any;\n attributions: string[];\n maxRequests: number;\n loadTiles: boolean;\n loadOptions: LoaderOptions;\n updateTransforms: boolean;\n viewDistanceScale: number;\n basePath: string;\n contentLoader?: (tile: Tile3D) => Promise<void>;\n i3s: {[key: string]: any};\n};\n\nconst DEFAULT_PROPS: Props = {\n description: '',\n\n ellipsoid: Ellipsoid.WGS84,\n // A 4x4 transformation matrix this transforms the entire tileset.\n modelMatrix: new Matrix4(),\n\n // Set to false to disable network request throttling\n throttleRequests: true,\n\n // Number of simultaneous requsts, if throttleRequests is true\n maxRequests: 64,\n\n maximumMemoryUsage: 32,\n\n /**\n * Callback. Indicates this a tile's content was loaded\n * @param tile {TileHeader}\n */\n onTileLoad: () => {},\n /**\n * Callback. Indicates this a tile's content was unloaded\n * @param tile {TileHeader}\n */\n onTileUnload: () => {},\n onTileError: () => {},\n /**\n * Callback. Allows post-process selectedTiles right after traversal.\n * @param selectedTiles {TileHeader[]}\n * @returns TileHeader[] - output array of tiles to return to deck.gl\n */\n onTraversalComplete: (selectedTiles: Tile3D[]) => selectedTiles,\n\n // Optional async tile content loader\n contentLoader: undefined,\n\n // View distance scale modifier\n viewDistanceScale: 1.0,\n\n // TODO CESIUM\n // The maximum screen space error used to drive level of detail refinement.\n maximumScreenSpaceError: 8,\n\n loadTiles: true,\n updateTransforms: true,\n viewportTraversersMap: null,\n\n loadOptions: {fetch: {}},\n\n attributions: [],\n basePath: '',\n\n i3s: {}\n};\n\n// Tracked Stats\nconst TILES_TOTAL = 'Tiles In Tileset(s)';\nconst TILES_IN_MEMORY = 'Tiles In Memory';\nconst TILES_IN_VIEW = 'Tiles In View';\nconst TILES_RENDERABLE = 'Tiles To Render';\nconst TILES_LOADED = 'Tiles Loaded';\nconst TILES_LOADING = 'Tiles Loading';\nconst TILES_UNLOADED = 'Tiles Unloaded';\nconst TILES_LOAD_FAILED = 'Failed Tile Loads';\nconst POINTS_COUNT = 'Points';\nconst TILES_GPU_MEMORY = 'Tile Memory Use';\n\nexport default class Tileset3D {\n // props: Tileset3DProps;\n options: Props;\n loadOptions: {[key: string]: any};\n\n type: string;\n tileset: {[key: string]: any};\n loader: LoaderWithParser;\n url: string;\n basePath: string;\n modelMatrix: Matrix4;\n ellipsoid: any;\n lodMetricType: string;\n lodMetricValue: number;\n refine: string;\n root: Tile3D | null;\n roots: {[key: string]: Tile3D};\n asset: {[key: string]: any};\n\n description: string;\n properties: any;\n extras: any;\n attributions: any;\n credits: any;\n\n stats: Stats;\n\n traverseCounter: number;\n geometricError: number;\n selectedTiles: Tile3D[];\n\n cartographicCenter: Vector3 | null;\n cartesianCenter: Vector3 | null;\n zoom: number;\n boundingVolume: any;\n\n // METRICS\n // The maximum amount of GPU memory (in MB) that may be used to cache tiles.\n // Tiles not in view are unloaded to enforce private\n // The total amount of GPU memory in bytes used by the tileset.\n gpuMemoryUsageInBytes: any;\n dynamicScreenSpaceErrorComputedDensity: any;\n\n // TRAVERSAL\n _traverser: TilesetTraverser;\n private _cache: TilesetCache;\n _requestScheduler: RequestScheduler;\n\n _frameNumber: number;\n private _queryParamsString: string;\n private _queryParams: any;\n private _extensionsUsed: any;\n private _tiles: {[id: string]: Tile3D};\n\n // counter for tracking tiles requests\n private _pendingCount: any;\n\n // HOLD TRAVERSAL RESULTS\n private lastUpdatedVieports: any[] | null;\n private _requestedTiles: any;\n private _emptyTiles: any;\n private frameStateData: any;\n\n maximumMemoryUsage: number;\n\n /**\n * Create a new Tileset3D\n * @param json\n * @param props\n */\n // eslint-disable-next-line max-statements\n constructor(json: any, options?: Tileset3DProps) {\n assert(json);\n\n // PUBLIC MEMBERS\n this.options = {...DEFAULT_PROPS, ...options};\n // raw data\n this.tileset = json;\n this.loader = json.loader;\n // could be 3d tiles, i3s\n this.type = json.type;\n // The url to a tileset JSON file.\n this.url = json.url;\n this.basePath = json.basePath || path.dirname(this.url);\n this.modelMatrix = this.options.modelMatrix;\n this.ellipsoid = this.options.ellipsoid;\n\n // Geometric error when the tree is not rendered at all\n this.lodMetricType = json.lodMetricType;\n this.lodMetricValue = json.lodMetricValue;\n this.refine = json.root.refine;\n\n this.loadOptions = this.options.loadOptions || {};\n\n this.root = null;\n this.roots = {};\n // view props\n this.cartographicCenter = null;\n this.cartesianCenter = null;\n this.zoom = 1;\n this.boundingVolume = null;\n\n // TRAVERSAL\n this.traverseCounter = 0;\n this.geometricError = 0;\n this._traverser = this._initializeTraverser();\n this._cache = new TilesetCache();\n this._requestScheduler = new RequestScheduler({\n throttleRequests: this.options.throttleRequests,\n maxRequests: this.options.maxRequests\n });\n // update tracker\n // increase in each update cycle\n this._frameNumber = 0;\n\n // counter for tracking tiles requests\n this._pendingCount = 0;\n\n // HOLD TRAVERSAL RESULTS\n this._tiles = {};\n this.selectedTiles = [];\n this._emptyTiles = [];\n this._requestedTiles = [];\n this.frameStateData = {};\n this.lastUpdatedVieports = null;\n\n this._queryParams = {};\n this._queryParamsString = '';\n\n // METRICS\n // The maximum amount of GPU memory (in MB) that may be used to cache tiles.\n // Tiles not in view are unloaded to enforce this.\n this.maximumMemoryUsage = this.options.maximumMemoryUsage || 32;\n // The total amount of GPU memory in bytes used by the tileset.\n this.gpuMemoryUsageInBytes = 0;\n this.stats = new Stats({id: this.url});\n this._initializeStats();\n\n // EXTRACTED FROM TILESET\n this._extensionsUsed = undefined;\n this.dynamicScreenSpaceErrorComputedDensity = 0.0; // Updated based on the camera position and direction\n // Metadata for the entire tileset\n this.extras = null;\n this.asset = {};\n this.credits = {};\n this.description = this.options.description || '';\n\n this._initializeTileSet(json);\n }\n\n /** Release resources */\n destroy(): void {\n this._destroy();\n }\n\n /** Is the tileset loaded (update needs to have been called at least once) */\n isLoaded(): boolean {\n // Check that `_frameNumber !== 0` which means that update was called at least once\n return this._pendingCount === 0 && this._frameNumber !== 0;\n }\n\n get tiles(): object[] {\n return Object.values(this._tiles);\n }\n\n get frameNumber(): number {\n return this._frameNumber;\n }\n\n get queryParams(): string {\n if (!this._queryParamsString) {\n this._queryParamsString = getQueryParamString(this._queryParams);\n }\n return this._queryParamsString;\n }\n\n setProps(props: Tileset3DProps): void {\n this.options = {...this.options, ...props};\n }\n\n /** @deprecated */\n setOptions(options: Tileset3DProps): void {\n this.options = {...this.options, ...options};\n }\n\n /**\n * Return a loadable tile url for a specific tile subpath\n * @param tilePath a tile subpath\n */\n getTileUrl(tilePath: string): string {\n const isDataUrl = tilePath.startsWith('data:');\n if (isDataUrl) {\n return tilePath;\n }\n return `${tilePath}${this.queryParams}`;\n }\n\n // TODO CESIUM specific\n hasExtension(extensionName: string): boolean {\n return Boolean(this._extensionsUsed && this._extensionsUsed.indexOf(extensionName) > -1);\n }\n\n /**\n * Update visible tiles relying on a list of viewports\n * @param viewports - list of viewports\n */\n // eslint-disable-next-line max-statements, complexity\n update(viewports: any[]): void {\n if ('loadTiles' in this.options && !this.options.loadTiles) {\n return;\n }\n if (this.traverseCounter > 0) {\n return;\n }\n if (!viewports && this.lastUpdatedVieports) {\n viewports = this.lastUpdatedVieports;\n } else {\n this.lastUpdatedVieports = viewports;\n }\n if (!(viewports instanceof Array)) {\n viewports = [viewports];\n }\n\n this._cache.reset();\n this._frameNumber++;\n this.traverseCounter = viewports.length;\n const viewportsToTraverse: string[] = [];\n // First loop to decrement traverseCounter\n for (const viewport of viewports) {\n const id = viewport.id as string;\n if (this._needTraverse(id)) {\n viewportsToTraverse.push(id);\n } else {\n this.traverseCounter--;\n }\n }\n\n // Second loop to traverse\n for (const viewport of viewports) {\n const id = viewport.id as string;\n if (!this.roots[id]) {\n this.roots[id] = this._initializeTileHeaders(this.tileset, null);\n }\n\n if (!viewportsToTraverse.includes(id)) {\n continue; // eslint-disable-line no-continue\n }\n const frameState = getFrameState(viewport, this._frameNumber);\n this._traverser.traverse(this.roots[id], frameState, this.options);\n }\n }\n\n /**\n * Check if traversal is needed for particular viewport\n * @param {string} viewportId - id of a viewport\n * @return {boolean}\n */\n _needTraverse(viewportId: string): boolean {\n let traverserId = viewportId;\n if (this.options.viewportTraversersMap) {\n traverserId = this.options.viewportTraversersMap[viewportId];\n }\n if (traverserId !== viewportId) {\n return false;\n }\n\n return true;\n }\n\n /**\n * The callback to post-process tiles after traversal procedure\n * @param frameState - frame state for tile culling\n */\n _onTraversalEnd(frameState: FrameState): void {\n const id = frameState.viewport.id;\n if (!this.frameStateData[id]) {\n this.frameStateData[id] = {selectedTiles: [], _requestedTiles: [], _emptyTiles: []};\n }\n const currentFrameStateData = this.frameStateData[id];\n const selectedTiles = Object.values(this._traverser.selectedTiles);\n currentFrameStateData.selectedTiles = selectedTiles;\n currentFrameStateData._requestedTiles = Object.values(this._traverser.requestedTiles);\n currentFrameStateData._emptyTiles = Object.values(this._traverser.emptyTiles);\n\n this.traverseCounter--;\n if (this.traverseCounter > 0) {\n return;\n }\n\n this._updateTiles();\n }\n\n /**\n * Update tiles relying on data from all traversers\n */\n _updateTiles(): void {\n this.selectedTiles = [];\n this._requestedTiles = [];\n this._emptyTiles = [];\n\n for (const frameStateKey in this.frameStateData) {\n const frameStateDataValue = this.frameStateData[frameStateKey];\n this.selectedTiles = this.selectedTiles.concat(frameStateDataValue.selectedTiles);\n this._requestedTiles = this._requestedTiles.concat(frameStateDataValue._requestedTiles);\n this._emptyTiles = this._emptyTiles.concat(frameStateDataValue._emptyTiles);\n }\n\n this.selectedTiles = this.options.onTraversalComplete(this.selectedTiles);\n\n for (const tile of this.selectedTiles) {\n this._tiles[tile.id] = tile;\n }\n\n this._loadTiles();\n this._unloadTiles();\n this._updateStats();\n }\n\n _tilesChanged(oldSelectedTiles, selectedTiles) {\n if (oldSelectedTiles.length !== selectedTiles.length) {\n return true;\n }\n const set1 = new Set(oldSelectedTiles.map((t) => t.id));\n const set2 = new Set(selectedTiles.map((t) => t.id));\n let changed = oldSelectedTiles.filter((x) => !set2.has(x.id)).length > 0;\n changed = changed || selectedTiles.filter((x) => !set1.has(x.id)).length > 0;\n return changed;\n }\n\n _loadTiles() {\n // Sort requests by priority before making any requests.\n // This makes it less likely this requests will be cancelled after being issued.\n // requestedTiles.sort((a, b) => a._priority - b._priority);\n for (const tile of this._requestedTiles) {\n if (tile.contentUnloaded) {\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\n this._loadTile(tile);\n }\n }\n }\n\n _unloadTiles() {\n // unload tiles from cache when hit maximumMemoryUsage\n this._cache.unloadTiles(this, (tileset, tile) => tileset._unloadTile(tile));\n }\n\n _updateStats() {\n let tilesRenderable = 0;\n let pointsRenderable = 0;\n for (const tile of this.selectedTiles) {\n if (tile.contentAvailable && tile.content) {\n tilesRenderable++;\n if (tile.content.pointCount) {\n pointsRenderable += tile.content.pointCount;\n }\n }\n }\n\n this.stats.get(TILES_IN_VIEW).count = this.selectedTiles.length;\n this.stats.get(TILES_RENDERABLE).count = tilesRenderable;\n this.stats.get(POINTS_COUNT).count = pointsRenderable;\n }\n\n _initializeTileSet(tilesetJson) {\n this.root = this._initializeTileHeaders(tilesetJson, null);\n\n // TODO CESIUM Specific\n if (this.type === TILESET_TYPE.TILES3D) {\n this._initializeCesiumTileset(tilesetJson);\n }\n\n if (this.type === TILESET_TYPE.I3S) {\n this._initializeI3STileset();\n }\n // Calculate cartographicCenter & zoom props to help apps center view on tileset\n this._calculateViewProps();\n }\n\n // Called during initialize Tileset to initialize the tileset's cartographic center (longitude, latitude) and zoom.\n _calculateViewProps() {\n const root = this.root as Tile3D;\n assert(root);\n const {center} = root.boundingVolume;\n // TODO - handle all cases\n if (!center) {\n // eslint-disable-next-line\n console.warn('center was not pre-calculated for the root tile');\n this.cartographicCenter = new Vector3();\n this.zoom = 1;\n return;\n }\n this.cartographicCenter = Ellipsoid.WGS84.cartesianToCartographic(center, new Vector3());\n this.cartesianCenter = center;\n this.zoom = getZoomFromBoundingVolume(root.boundingVolume);\n }\n\n _initializeStats() {\n this.stats.get(TILES_TOTAL);\n this.stats.get(TILES_LOADING);\n this.stats.get(TILES_IN_MEMORY);\n this.stats.get(TILES_IN_VIEW);\n this.stats.get(TILES_RENDERABLE);\n this.stats.get(TILES_LOADED);\n this.stats.get(TILES_UNLOADED);\n this.stats.get(TILES_LOAD_FAILED);\n this.stats.get(POINTS_COUNT, 'memory');\n this.stats.get(TILES_GPU_MEMORY, 'memory');\n }\n\n // Installs the main tileset JSON file or a tileset JSON file referenced from a tile.\n // eslint-disable-next-line max-statements\n _initializeTileHeaders(tilesetJson, parentTileHeader) {\n // A tileset JSON file referenced from a tile may exist in a different directory than the root tileset.\n // Get the basePath relative to the external tileset.\n const rootTile = new Tile3D(this, tilesetJson.root, parentTileHeader); // resource\n\n // If there is a parentTileHeader, add the root of the currently loading tileset\n // to parentTileHeader's children, and update its depth.\n if (parentTileHeader) {\n parentTileHeader.children.push(rootTile);\n rootTile.depth = parentTileHeader.depth + 1;\n }\n\n // Cesium 3d tiles knows the hierarchy beforehand\n if (this.type === TILESET_TYPE.TILES3D) {\n const stack: Tile3D[] = [];\n stack.push(rootTile);\n\n while (stack.length > 0) {\n const tile = stack.pop() as Tile3D;\n this.stats.get(TILES_TOTAL).incrementCount();\n const children = tile.header.children || [];\n for (const childHeader of children) {\n const childTile = new Tile3D(this, childHeader, tile);\n tile.children.push(childTile);\n childTile.depth = tile.depth + 1;\n stack.push(childTile);\n }\n }\n }\n\n return rootTile;\n }\n\n _initializeTraverser() {\n let TraverserClass;\n const type = this.type;\n switch (type) {\n case TILESET_TYPE.TILES3D:\n TraverserClass = Tileset3DTraverser;\n break;\n case TILESET_TYPE.I3S:\n TraverserClass = I3SetTraverser;\n break;\n default:\n TraverserClass = TilesetTraverser;\n }\n\n return new TraverserClass({\n basePath: this.basePath,\n onTraversalEnd: this._onTraversalEnd.bind(this)\n });\n }\n\n _destroyTileHeaders(parentTile) {\n this._destroySubtree(parentTile);\n }\n\n async _loadTile(tile) {\n let loaded;\n try {\n this._onStartTileLoading();\n loaded = await tile.loadContent();\n } catch (error) {\n this._onTileLoadError(tile, error);\n } finally {\n this._onEndTileLoading();\n this._onTileLoad(tile, loaded);\n }\n }\n\n _onTileLoadError(tile, error) {\n this.stats.get(TILES_LOAD_FAILED).incrementCount();\n\n const message = error.message || error.toString();\n const url = tile.url;\n // TODO - Allow for probe log to be injected instead of console?\n console.error(`A 3D tile failed to load: ${tile.url} ${message}`); // eslint-disable-line\n this.options.onTileError(tile, message, url);\n }\n\n _onTileLoad(tile, loaded) {\n if (!loaded) {\n return;\n }\n\n // add coordinateOrigin and modelMatrix to tile\n if (tile && tile.content) {\n calculateTransformProps(tile, tile.content);\n }\n\n this._addTileToCache(tile);\n this.options.onTileLoad(tile);\n }\n\n _onStartTileLoading() {\n this._pendingCount++;\n this.stats.get(TILES_LOADING).incrementCount();\n }\n\n _onEndTileLoading() {\n this._pendingCount--;\n this.stats.get(TILES_LOADING).decrementCount();\n }\n\n _addTileToCache(tile) {\n this._cache.add(this, tile, (tileset) => tileset._updateCacheStats(tile));\n }\n\n _updateCacheStats(tile) {\n this.stats.get(TILES_LOADED).incrementCount();\n this.stats.get(TILES_IN_MEMORY).incrementCount();\n\n // Good enough? Just use the raw binary ArrayBuffer's byte length.\n this.gpuMemoryUsageInBytes += tile.content.byteLength || 0;\n this.stats.get(TILES_GPU_MEMORY).count = this.gpuMemoryUsageInBytes;\n }\n\n _unloadTile(tile) {\n this.gpuMemoryUsageInBytes -= (tile.content && tile.content.byteLength) || 0;\n\n this.stats.get(TILES_IN_MEMORY).decrementCount();\n this.stats.get(TILES_UNLOADED).incrementCount();\n this.stats.get(TILES_GPU_MEMORY).count = this.gpuMemoryUsageInBytes;\n\n this.options.onTileUnload(tile);\n tile.unloadContent();\n }\n\n // Traverse the tree and destroy all tiles\n _destroy() {\n const stack: Tile3D[] = [];\n\n if (this.root) {\n stack.push(this.root);\n }\n\n while (stack.length > 0) {\n const tile: Tile3D = stack.pop() as Tile3D;\n\n for (const child of tile.children) {\n stack.push(child);\n }\n\n this._destroyTile(tile);\n }\n this.root = null;\n }\n\n // Traverse the tree and destroy all sub tiles\n _destroySubtree(tile) {\n const root = tile;\n const stack: Tile3D[] = [];\n stack.push(root);\n while (stack.length > 0) {\n tile = stack.pop();\n for (const child of tile.children) {\n stack.push(child);\n }\n if (tile !== root) {\n this._destroyTile(tile);\n }\n }\n root.children = [];\n }\n\n _destroyTile(tile) {\n this._cache.unloadTile(this, tile);\n this._unloadTile(tile);\n tile.destroy();\n }\n\n _initializeCesiumTileset(tilesetJson) {\n this.asset = tilesetJson.asset;\n if (!this.asset) {\n throw new Error('Tileset must have an asset property.');\n }\n if (this.asset.version !== '0.0' && this.asset.version !== '1.0') {\n throw new Error('The tileset must be 3D Tiles version 0.0 or 1.0.');\n }\n\n // Note: `asset.tilesetVersion` is version of the tileset itself (not the version of the 3D TILES standard)\n // We add this version as a `v=1.0` query param to fetch the right version and not get an older cached version\n if ('tilesetVersion' in this.asset) {\n this._queryParams.v = this.asset.tilesetVersion;\n }\n\n // TODO - ion resources have a credits property we can use for additional attribution.\n this.credits = {\n attributions: this.options.attributions || []\n };\n this.description = this.options.description || '';\n\n // Gets the tileset's properties dictionary object, which contains metadata about per-feature properties.\n this.properties = tilesetJson.properties;\n this.geometricError = tilesetJson.geometricError;\n this._extensionsUsed = tilesetJson.extensionsUsed;\n // Returns the extras property at the top of the tileset JSON (application specific metadata).\n this.extras = tilesetJson.extras;\n }\n\n _initializeI3STileset() {\n if (this.loadOptions.i3s && 'token' in this.loadOptions.i3s) {\n this._queryParams.token = this.loadOptions.i3s.token;\n }\n }\n}\n\nfunction getQueryParamString(queryParams): string {\n const queryParamStrings: string[] = [];\n for (const key of Object.keys(queryParams)) {\n queryParamStrings.push(`${key}=${queryParams[key]}`);\n }\n switch (queryParamStrings.length) {\n case 0:\n return '';\n case 1:\n return `?${queryParamStrings[0]}`;\n default:\n return `?${queryParamStrings.join('&')}`;\n }\n}\n"],"file":"tileset-3d.js"}
1
+ 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This file is derived from the Cesium code base under Apache 2 license\n// See LICENSE.md and https://github.com/AnalyticalGraphicsInc/cesium/blob/master/LICENSE.md\n\n/*\n\n The Tileset loading and rendering flow is as below,\n A rendered (i.e. deck.gl `Tile3DLayer`) triggers `tileset.update()` after a `tileset` is loaded\n `tileset` starts traversing the tile tree and update `requestTiles` (tiles of which content need\n to be fetched) and `selectedTiles` (tiles ready for rendering under the current viewport).\n `Tile3DLayer` will update rendering based on `selectedTiles`.\n `Tile3DLayer` also listens to `onTileLoad` callback and trigger another round of `update and then traversal`\n when new tiles are loaded.\n\n As I3S tileset have stored `tileHeader` file (metadata) and tile content files (geometry, texture, ...) separately.\n During each traversal, it issues `tilHeader` requests if that `tileHeader` is not yet fetched,\n after the tile header is fulfilled, it will resume the traversal starting from the tile just fetched (not root).\n\n Tile3DLayer\n |\n await load(tileset)\n |\n tileset.update()\n | async load tileHeader\n tileset.traverse() -------------------------- Queued\n | resume traversal after fetched |\n |----------------------------------------|\n |\n | async load tile content\n tilset.requestedTiles ----------------------------- RequestScheduler\n |\n tilset.selectedTiles (ready for rendering) |\n | Listen to |\n Tile3DLayer ----------- onTileLoad ----------------------|\n | | notify new tile is available\n updateLayers |\n tileset.update // trigger another round of update\n*/\n\nimport {Matrix4, Vector3} from '@math.gl/core';\nimport {Ellipsoid} from '@math.gl/geospatial';\nimport {Stats} from '@probe.gl/stats';\nimport {\n RequestScheduler,\n assert,\n path,\n LoaderWithParser,\n LoaderOptions\n} from '@loaders.gl/loader-utils';\nimport TilesetCache from './tileset-cache';\nimport {calculateTransformProps} from './helpers/transform-utils';\nimport {FrameState, getFrameState} from './helpers/frame-state';\nimport {getZoomFromBoundingVolume} from './helpers/zoom';\nimport Tile3D from './tile-3d';\nimport Tileset3DTraverser from './traversers/tileset-3d-traverser';\nimport TilesetTraverser from './traversers/tileset-traverser';\nimport I3SetTraverser from './traversers/i3s-tileset-traverser';\nimport {TILESET_TYPE} from '../constants';\n\nexport type Tileset3DProps = {\n // loading\n throttleRequests?: boolean;\n maxRequests?: number;\n loadOptions?: LoaderOptions;\n loadTiles?: boolean;\n basePath?: string;\n maximumMemoryUsage?: number;\n\n // Metadata\n description?: string;\n attributions?: string[];\n\n // Transforms\n ellipsoid?: object;\n modelMatrix?: Matrix4;\n\n // Traversal\n maximumScreenSpaceError?: number;\n viewportTraversersMap?: any;\n updateTransforms?: boolean;\n viewDistanceScale?: number;\n\n // Callbacks\n onTileLoad?: (tile: Tile3D) => any;\n onTileUnload?: (tile: Tile3D) => any;\n onTileError?: (tile: Tile3D, message: string, url: string) => any;\n contentLoader?: (tile: Tile3D) => Promise<void>;\n onTraversalComplete?: (selectedTiles: Tile3D[]) => Tile3D[];\n};\n\ntype Props = {\n description: string;\n ellipsoid: object;\n modelMatrix: Matrix4;\n throttleRequests: boolean;\n maximumMemoryUsage: number;\n onTileLoad: (tile: Tile3D) => any;\n onTileUnload: (tile: Tile3D) => any;\n onTileError: (tile: Tile3D, message: string, url: string) => any;\n onTraversalComplete: (selectedTiles: Tile3D[]) => Tile3D[];\n maximumScreenSpaceError: number;\n viewportTraversersMap: any;\n attributions: string[];\n maxRequests: number;\n loadTiles: boolean;\n loadOptions: LoaderOptions;\n updateTransforms: boolean;\n viewDistanceScale: number;\n basePath: string;\n contentLoader?: (tile: Tile3D) => Promise<void>;\n i3s: {[key: string]: any};\n};\n\nconst DEFAULT_PROPS: Props = {\n description: '',\n\n ellipsoid: Ellipsoid.WGS84,\n // A 4x4 transformation matrix this transforms the entire tileset.\n modelMatrix: new Matrix4(),\n\n // Set to false to disable network request throttling\n throttleRequests: true,\n\n // Number of simultaneous requsts, if throttleRequests is true\n maxRequests: 64,\n\n maximumMemoryUsage: 32,\n\n /**\n * Callback. Indicates this a tile's content was loaded\n * @param tile {TileHeader}\n */\n onTileLoad: () => {},\n /**\n * Callback. Indicates this a tile's content was unloaded\n * @param tile {TileHeader}\n */\n onTileUnload: () => {},\n onTileError: () => {},\n /**\n * Callback. Allows post-process selectedTiles right after traversal.\n * @param selectedTiles {TileHeader[]}\n * @returns TileHeader[] - output array of tiles to return to deck.gl\n */\n onTraversalComplete: (selectedTiles: Tile3D[]) => selectedTiles,\n\n // Optional async tile content loader\n contentLoader: undefined,\n\n // View distance scale modifier\n viewDistanceScale: 1.0,\n\n // TODO CESIUM\n // The maximum screen space error used to drive level of detail refinement.\n maximumScreenSpaceError: 8,\n\n loadTiles: true,\n updateTransforms: true,\n viewportTraversersMap: null,\n\n loadOptions: {fetch: {}},\n\n attributions: [],\n basePath: '',\n\n i3s: {}\n};\n\n// Tracked Stats\nconst TILES_TOTAL = 'Tiles In Tileset(s)';\nconst TILES_IN_MEMORY = 'Tiles In Memory';\nconst TILES_IN_VIEW = 'Tiles In View';\nconst TILES_RENDERABLE = 'Tiles To Render';\nconst TILES_LOADED = 'Tiles Loaded';\nconst TILES_LOADING = 'Tiles Loading';\nconst TILES_UNLOADED = 'Tiles Unloaded';\nconst TILES_LOAD_FAILED = 'Failed Tile Loads';\nconst POINTS_COUNT = 'Points';\nconst TILES_GPU_MEMORY = 'Tile Memory Use';\n\nexport default class Tileset3D {\n // props: Tileset3DProps;\n options: Props;\n loadOptions: {[key: string]: any};\n\n type: string;\n tileset: {[key: string]: any};\n loader: LoaderWithParser;\n url: string;\n basePath: string;\n modelMatrix: Matrix4;\n ellipsoid: any;\n lodMetricType: string;\n lodMetricValue: number;\n refine: string;\n root: Tile3D | null;\n roots: {[key: string]: Tile3D};\n asset: {[key: string]: any};\n\n description: string;\n properties: any;\n extras: any;\n attributions: any;\n credits: any;\n\n stats: Stats;\n\n traverseCounter: number;\n geometricError: number;\n selectedTiles: Tile3D[];\n\n cartographicCenter: Vector3 | null;\n cartesianCenter: Vector3 | null;\n zoom: number;\n boundingVolume: any;\n\n // METRICS\n // The maximum amount of GPU memory (in MB) that may be used to cache tiles.\n // Tiles not in view are unloaded to enforce private\n // The total amount of GPU memory in bytes used by the tileset.\n gpuMemoryUsageInBytes: any;\n dynamicScreenSpaceErrorComputedDensity: any;\n\n // TRAVERSAL\n _traverser: TilesetTraverser;\n private _cache: TilesetCache;\n _requestScheduler: RequestScheduler;\n\n _frameNumber: number;\n private _queryParamsString: string;\n private _queryParams: any;\n private _extensionsUsed: any;\n private _tiles: {[id: string]: Tile3D};\n\n // counter for tracking tiles requests\n private _pendingCount: any;\n\n // HOLD TRAVERSAL RESULTS\n private lastUpdatedVieports: any[] | null;\n private _requestedTiles: any;\n private _emptyTiles: any;\n private frameStateData: any;\n\n maximumMemoryUsage: number;\n\n /**\n * Create a new Tileset3D\n * @param json\n * @param props\n */\n // eslint-disable-next-line max-statements\n constructor(json: any, options?: Tileset3DProps) {\n assert(json);\n\n // PUBLIC MEMBERS\n this.options = {...DEFAULT_PROPS, ...options};\n // raw data\n this.tileset = json;\n this.loader = json.loader;\n // could be 3d tiles, i3s\n this.type = json.type;\n // The url to a tileset JSON file.\n this.url = json.url;\n this.basePath = json.basePath || path.dirname(this.url);\n this.modelMatrix = this.options.modelMatrix;\n this.ellipsoid = this.options.ellipsoid;\n\n // Geometric error when the tree is not rendered at all\n this.lodMetricType = json.lodMetricType;\n this.lodMetricValue = json.lodMetricValue;\n this.refine = json.root.refine;\n\n this.loadOptions = this.options.loadOptions || {};\n\n this.root = null;\n this.roots = {};\n // view props\n this.cartographicCenter = null;\n this.cartesianCenter = null;\n this.zoom = 1;\n this.boundingVolume = null;\n\n // TRAVERSAL\n this.traverseCounter = 0;\n this.geometricError = 0;\n this._traverser = this._initializeTraverser();\n this._cache = new TilesetCache();\n this._requestScheduler = new RequestScheduler({\n throttleRequests: this.options.throttleRequests,\n maxRequests: this.options.maxRequests\n });\n // update tracker\n // increase in each update cycle\n this._frameNumber = 0;\n\n // counter for tracking tiles requests\n this._pendingCount = 0;\n\n // HOLD TRAVERSAL RESULTS\n this._tiles = {};\n this.selectedTiles = [];\n this._emptyTiles = [];\n this._requestedTiles = [];\n this.frameStateData = {};\n this.lastUpdatedVieports = null;\n\n this._queryParams = {};\n this._queryParamsString = '';\n\n // METRICS\n // The maximum amount of GPU memory (in MB) that may be used to cache tiles.\n // Tiles not in view are unloaded to enforce this.\n this.maximumMemoryUsage = this.options.maximumMemoryUsage || 32;\n // The total amount of GPU memory in bytes used by the tileset.\n this.gpuMemoryUsageInBytes = 0;\n this.stats = new Stats({id: this.url});\n this._initializeStats();\n\n // EXTRACTED FROM TILESET\n this._extensionsUsed = undefined;\n this.dynamicScreenSpaceErrorComputedDensity = 0.0; // Updated based on the camera position and direction\n // Metadata for the entire tileset\n this.extras = null;\n this.asset = {};\n this.credits = {};\n this.description = this.options.description || '';\n\n this._initializeTileSet(json);\n }\n\n /** Release resources */\n destroy(): void {\n this._destroy();\n }\n\n /** Is the tileset loaded (update needs to have been called at least once) */\n isLoaded(): boolean {\n // Check that `_frameNumber !== 0` which means that update was called at least once\n return this._pendingCount === 0 && this._frameNumber !== 0;\n }\n\n get tiles(): object[] {\n return Object.values(this._tiles);\n }\n\n get frameNumber(): number {\n return this._frameNumber;\n }\n\n get queryParams(): string {\n if (!this._queryParamsString) {\n this._queryParamsString = getQueryParamString(this._queryParams);\n }\n return this._queryParamsString;\n }\n\n setProps(props: Tileset3DProps): void {\n this.options = {...this.options, ...props};\n }\n\n /** @deprecated */\n setOptions(options: Tileset3DProps): void {\n this.options = {...this.options, ...options};\n }\n\n /**\n * Return a loadable tile url for a specific tile subpath\n * @param tilePath a tile subpath\n */\n getTileUrl(tilePath: string): string {\n const isDataUrl = tilePath.startsWith('data:');\n if (isDataUrl) {\n return tilePath;\n }\n return `${tilePath}${this.queryParams}`;\n }\n\n // TODO CESIUM specific\n hasExtension(extensionName: string): boolean {\n return Boolean(this._extensionsUsed && this._extensionsUsed.indexOf(extensionName) > -1);\n }\n\n /**\n * Update visible tiles relying on a list of viewports\n * @param viewports - list of viewports\n */\n // eslint-disable-next-line max-statements, complexity\n update(viewports: any[]): void {\n if ('loadTiles' in this.options && !this.options.loadTiles) {\n return;\n }\n if (this.traverseCounter > 0) {\n return;\n }\n if (!viewports && this.lastUpdatedVieports) {\n viewports = this.lastUpdatedVieports;\n } else {\n this.lastUpdatedVieports = viewports;\n }\n if (!(viewports instanceof Array)) {\n viewports = [viewports];\n }\n\n this._cache.reset();\n this._frameNumber++;\n this.traverseCounter = viewports.length;\n const viewportsToTraverse: string[] = [];\n // First loop to decrement traverseCounter\n for (const viewport of viewports) {\n const id = viewport.id as string;\n if (this._needTraverse(id)) {\n viewportsToTraverse.push(id);\n } else {\n this.traverseCounter--;\n }\n }\n\n // Second loop to traverse\n for (const viewport of viewports) {\n const id = viewport.id as string;\n if (!this.roots[id]) {\n this.roots[id] = this._initializeTileHeaders(this.tileset, null);\n }\n\n if (!viewportsToTraverse.includes(id)) {\n continue; // eslint-disable-line no-continue\n }\n const frameState = getFrameState(viewport, this._frameNumber);\n this._traverser.traverse(this.roots[id], frameState, this.options);\n }\n }\n\n /**\n * Check if traversal is needed for particular viewport\n * @param {string} viewportId - id of a viewport\n * @return {boolean}\n */\n _needTraverse(viewportId: string): boolean {\n let traverserId = viewportId;\n if (this.options.viewportTraversersMap) {\n traverserId = this.options.viewportTraversersMap[viewportId];\n }\n if (traverserId !== viewportId) {\n return false;\n }\n\n return true;\n }\n\n /**\n * The callback to post-process tiles after traversal procedure\n * @param frameState - frame state for tile culling\n */\n _onTraversalEnd(frameState: FrameState): void {\n const id = frameState.viewport.id;\n if (!this.frameStateData[id]) {\n this.frameStateData[id] = {selectedTiles: [], _requestedTiles: [], _emptyTiles: []};\n }\n const currentFrameStateData = this.frameStateData[id];\n const selectedTiles = Object.values(this._traverser.selectedTiles);\n currentFrameStateData.selectedTiles = selectedTiles;\n currentFrameStateData._requestedTiles = Object.values(this._traverser.requestedTiles);\n currentFrameStateData._emptyTiles = Object.values(this._traverser.emptyTiles);\n\n this.traverseCounter--;\n if (this.traverseCounter > 0) {\n return;\n }\n\n this._updateTiles();\n }\n\n /**\n * Update tiles relying on data from all traversers\n */\n _updateTiles(): void {\n this.selectedTiles = [];\n this._requestedTiles = [];\n this._emptyTiles = [];\n\n for (const frameStateKey in this.frameStateData) {\n const frameStateDataValue = this.frameStateData[frameStateKey];\n this.selectedTiles = this.selectedTiles.concat(frameStateDataValue.selectedTiles);\n this._requestedTiles = this._requestedTiles.concat(frameStateDataValue._requestedTiles);\n this._emptyTiles = this._emptyTiles.concat(frameStateDataValue._emptyTiles);\n }\n\n this.selectedTiles = this.options.onTraversalComplete(this.selectedTiles);\n\n for (const tile of this.selectedTiles) {\n this._tiles[tile.id] = tile;\n }\n\n this._loadTiles();\n this._unloadTiles();\n this._updateStats();\n }\n\n _tilesChanged(oldSelectedTiles, selectedTiles) {\n if (oldSelectedTiles.length !== selectedTiles.length) {\n return true;\n }\n const set1 = new Set(oldSelectedTiles.map((t) => t.id));\n const set2 = new Set(selectedTiles.map((t) => t.id));\n let changed = oldSelectedTiles.filter((x) => !set2.has(x.id)).length > 0;\n changed = changed || selectedTiles.filter((x) => !set1.has(x.id)).length > 0;\n return changed;\n }\n\n _loadTiles() {\n // Sort requests by priority before making any requests.\n // This makes it less likely this requests will be cancelled after being issued.\n // requestedTiles.sort((a, b) => a._priority - b._priority);\n for (const tile of this._requestedTiles) {\n if (tile.contentUnloaded) {\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\n this._loadTile(tile);\n }\n }\n }\n\n _unloadTiles() {\n // unload tiles from cache when hit maximumMemoryUsage\n this._cache.unloadTiles(this, (tileset, tile) => tileset._unloadTile(tile));\n }\n\n _updateStats() {\n let tilesRenderable = 0;\n let pointsRenderable = 0;\n for (const tile of this.selectedTiles) {\n if (tile.contentAvailable && tile.content) {\n tilesRenderable++;\n if (tile.content.pointCount) {\n pointsRenderable += tile.content.pointCount;\n }\n }\n }\n\n this.stats.get(TILES_IN_VIEW).count = this.selectedTiles.length;\n this.stats.get(TILES_RENDERABLE).count = tilesRenderable;\n this.stats.get(POINTS_COUNT).count = pointsRenderable;\n }\n\n _initializeTileSet(tilesetJson) {\n this.root = this._initializeTileHeaders(tilesetJson, null);\n\n // TODO CESIUM Specific\n if (this.type === TILESET_TYPE.TILES3D) {\n this._initializeCesiumTileset(tilesetJson);\n }\n\n if (this.type === TILESET_TYPE.I3S) {\n this._initializeI3STileset();\n }\n // Calculate cartographicCenter & zoom props to help apps center view on tileset\n this._calculateViewProps();\n }\n\n // Called during initialize Tileset to initialize the tileset's cartographic center (longitude, latitude) and zoom.\n _calculateViewProps() {\n const root = this.root as Tile3D;\n assert(root);\n const {center} = root.boundingVolume;\n // TODO - handle all cases\n if (!center) {\n // eslint-disable-next-line\n console.warn('center was not pre-calculated for the root tile');\n this.cartographicCenter = new Vector3();\n this.zoom = 1;\n return;\n }\n this.cartographicCenter = Ellipsoid.WGS84.cartesianToCartographic(center, new Vector3());\n this.cartesianCenter = center;\n this.zoom = getZoomFromBoundingVolume(root.boundingVolume);\n }\n\n _initializeStats() {\n this.stats.get(TILES_TOTAL);\n this.stats.get(TILES_LOADING);\n this.stats.get(TILES_IN_MEMORY);\n this.stats.get(TILES_IN_VIEW);\n this.stats.get(TILES_RENDERABLE);\n this.stats.get(TILES_LOADED);\n this.stats.get(TILES_UNLOADED);\n this.stats.get(TILES_LOAD_FAILED);\n this.stats.get(POINTS_COUNT, 'memory');\n this.stats.get(TILES_GPU_MEMORY, 'memory');\n }\n\n // Installs the main tileset JSON file or a tileset JSON file referenced from a tile.\n // eslint-disable-next-line max-statements\n _initializeTileHeaders(tilesetJson, parentTileHeader) {\n // A tileset JSON file referenced from a tile may exist in a different directory than the root tileset.\n // Get the basePath relative to the external tileset.\n const rootTile = new Tile3D(this, tilesetJson.root, parentTileHeader); // resource\n\n // If there is a parentTileHeader, add the root of the currently loading tileset\n // to parentTileHeader's children, and update its depth.\n if (parentTileHeader) {\n parentTileHeader.children.push(rootTile);\n rootTile.depth = parentTileHeader.depth + 1;\n }\n\n // Cesium 3d tiles knows the hierarchy beforehand\n if (this.type === TILESET_TYPE.TILES3D) {\n const stack: Tile3D[] = [];\n stack.push(rootTile);\n\n while (stack.length > 0) {\n const tile = stack.pop() as Tile3D;\n this.stats.get(TILES_TOTAL).incrementCount();\n const children = tile.header.children || [];\n for (const childHeader of children) {\n const childTile = new Tile3D(this, childHeader, tile);\n tile.children.push(childTile);\n childTile.depth = tile.depth + 1;\n stack.push(childTile);\n }\n }\n }\n\n return rootTile;\n }\n\n _initializeTraverser() {\n let TraverserClass;\n const type = this.type;\n switch (type) {\n case TILESET_TYPE.TILES3D:\n TraverserClass = Tileset3DTraverser;\n break;\n case TILESET_TYPE.I3S:\n TraverserClass = I3SetTraverser;\n break;\n default:\n TraverserClass = TilesetTraverser;\n }\n\n return new TraverserClass({\n basePath: this.basePath,\n onTraversalEnd: this._onTraversalEnd.bind(this)\n });\n }\n\n _destroyTileHeaders(parentTile) {\n this._destroySubtree(parentTile);\n }\n\n async _loadTile(tile) {\n let loaded;\n try {\n this._onStartTileLoading();\n loaded = await tile.loadContent();\n } catch (error) {\n this._onTileLoadError(tile, error);\n } finally {\n this._onEndTileLoading();\n this._onTileLoad(tile, loaded);\n }\n }\n\n _onTileLoadError(tile, error) {\n this.stats.get(TILES_LOAD_FAILED).incrementCount();\n\n const message = error.message || error.toString();\n const url = tile.url;\n // TODO - Allow for probe log to be injected instead of console?\n console.error(`A 3D tile failed to load: ${tile.url} ${message}`); // eslint-disable-line\n this.options.onTileError(tile, message, url);\n }\n\n _onTileLoad(tile, loaded) {\n if (!loaded) {\n return;\n }\n\n // add coordinateOrigin and modelMatrix to tile\n if (tile && tile.content) {\n calculateTransformProps(tile, tile.content);\n }\n\n this._addTileToCache(tile);\n this.options.onTileLoad(tile);\n }\n\n _onStartTileLoading() {\n this._pendingCount++;\n this.stats.get(TILES_LOADING).incrementCount();\n }\n\n _onEndTileLoading() {\n this._pendingCount--;\n this.stats.get(TILES_LOADING).decrementCount();\n }\n\n _addTileToCache(tile) {\n this._cache.add(this, tile, (tileset) => tileset._updateCacheStats(tile));\n }\n\n _updateCacheStats(tile) {\n this.stats.get(TILES_LOADED).incrementCount();\n this.stats.get(TILES_IN_MEMORY).incrementCount();\n\n // Good enough? Just use the raw binary ArrayBuffer's byte length.\n this.gpuMemoryUsageInBytes += tile.content.byteLength || 0;\n this.stats.get(TILES_GPU_MEMORY).count = this.gpuMemoryUsageInBytes;\n }\n\n _unloadTile(tile) {\n this.gpuMemoryUsageInBytes -= (tile.content && tile.content.byteLength) || 0;\n\n this.stats.get(TILES_IN_MEMORY).decrementCount();\n this.stats.get(TILES_UNLOADED).incrementCount();\n this.stats.get(TILES_GPU_MEMORY).count = this.gpuMemoryUsageInBytes;\n\n this.options.onTileUnload(tile);\n tile.unloadContent();\n }\n\n // Traverse the tree and destroy all tiles\n _destroy() {\n const stack: Tile3D[] = [];\n\n if (this.root) {\n stack.push(this.root);\n }\n\n while (stack.length > 0) {\n const tile: Tile3D = stack.pop() as Tile3D;\n\n for (const child of tile.children) {\n stack.push(child);\n }\n\n this._destroyTile(tile);\n }\n this.root = null;\n }\n\n // Traverse the tree and destroy all sub tiles\n _destroySubtree(tile) {\n const root = tile;\n const stack: Tile3D[] = [];\n stack.push(root);\n while (stack.length > 0) {\n tile = stack.pop();\n for (const child of tile.children) {\n stack.push(child);\n }\n if (tile !== root) {\n this._destroyTile(tile);\n }\n }\n root.children = [];\n }\n\n _destroyTile(tile) {\n this._cache.unloadTile(this, tile);\n this._unloadTile(tile);\n tile.destroy();\n }\n\n _initializeCesiumTileset(tilesetJson) {\n this.asset = tilesetJson.asset;\n if (!this.asset) {\n throw new Error('Tileset must have an asset property.');\n }\n if (this.asset.version !== '0.0' && this.asset.version !== '1.0') {\n throw new Error('The tileset must be 3D Tiles version 0.0 or 1.0.');\n }\n\n // Note: `asset.tilesetVersion` is version of the tileset itself (not the version of the 3D TILES standard)\n // We add this version as a `v=1.0` query param to fetch the right version and not get an older cached version\n if ('tilesetVersion' in this.asset) {\n this._queryParams.v = this.asset.tilesetVersion;\n }\n\n // TODO - ion resources have a credits property we can use for additional attribution.\n this.credits = {\n attributions: this.options.attributions || []\n };\n this.description = this.options.description || '';\n\n // Gets the tileset's properties dictionary object, which contains metadata about per-feature properties.\n this.properties = tilesetJson.properties;\n this.geometricError = tilesetJson.geometricError;\n this._extensionsUsed = tilesetJson.extensionsUsed;\n // Returns the extras property at the top of the tileset JSON (application specific metadata).\n this.extras = tilesetJson.extras;\n }\n\n _initializeI3STileset() {\n if (this.loadOptions.i3s && 'token' in this.loadOptions.i3s) {\n this._queryParams.token = this.loadOptions.i3s.token;\n }\n }\n}\n\nfunction getQueryParamString(queryParams): string {\n const queryParamStrings: string[] = [];\n for (const key of Object.keys(queryParams)) {\n queryParamStrings.push(`${key}=${queryParams[key]}`);\n }\n switch (queryParamStrings.length) {\n case 0:\n return '';\n case 1:\n return `?${queryParamStrings[0]}`;\n default:\n return `?${queryParamStrings.join('&')}`;\n }\n}\n"],"file":"tileset-3d.js"}
@@ -1,7 +1,7 @@
1
1
  import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
2
2
  import { load } from '@loaders.gl/core';
3
3
  import TilesetTraverser from './tileset-traverser';
4
- import { lodJudge } from '../helpers/i3s-lod';
4
+ import { getLodStatus } from '../helpers/i3s-lod';
5
5
  import TileHeader from '../tile-3d';
6
6
  import I3STileManager from './i3s-tile-manager';
7
7
  export default class I3STilesetTraverser extends TilesetTraverser {
@@ -14,7 +14,7 @@ export default class I3STilesetTraverser extends TilesetTraverser {
14
14
  }
15
15
 
16
16
  shouldRefine(tile, frameState) {
17
- tile._lodJudge = lodJudge(tile, frameState);
17
+ tile._lodJudge = getLodStatus(tile, frameState);
18
18
  return tile._lodJudge === 'DIG';
19
19
  }
20
20
 
@@ -24,7 +24,7 @@ export default class I3STilesetTraverser extends TilesetTraverser {
24
24
  const tileset = tile.tileset;
25
25
 
26
26
  for (const child of children) {
27
- const extendedId = `${child.id}-${frameState.viewport.id}`;
27
+ const extendedId = "".concat(child.id, "-").concat(frameState.viewport.id);
28
28
  const childTile = childTiles && childTiles.find(t => t.id === extendedId);
29
29
 
30
30
  if (!childTile) {
@@ -53,7 +53,7 @@ export default class I3STilesetTraverser extends TilesetTraverser {
53
53
  const {
54
54
  loader
55
55
  } = tileset;
56
- const nodeUrl = tileset.getTileUrl(`${tileset.url}/nodes/${nodeId}`);
56
+ const nodeUrl = tileset.getTileUrl("".concat(tileset.url, "/nodes/").concat(nodeId));
57
57
  const options = { ...tileset.loadOptions,
58
58
  i3s: { ...tileset.loadOptions.i3s,
59
59
  isTileHeader: true,
@@ -1 +1 @@
1
- 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{load} from '@loaders.gl/core';\nimport TilesetTraverser from './tileset-traverser';\n\nimport {lodJudge} from '../helpers/i3s-lod';\nimport TileHeader from '../tile-3d';\nimport I3STileManager from './i3s-tile-manager';\n\nexport default class I3STilesetTraverser extends TilesetTraverser {\n private _tileManager: I3STileManager;\n\n constructor(options) {\n super(options);\n this._tileManager = new I3STileManager();\n }\n\n shouldRefine(tile, frameState) {\n // TODO refactor loaJudge\n tile._lodJudge = lodJudge(tile, frameState);\n return tile._lodJudge === 'DIG';\n }\n\n updateChildTiles(tile, frameState): boolean {\n const children = tile.header.children || [];\n // children which are already fetched and constructed as Tile3D instances\n const childTiles = tile.children;\n const tileset = tile.tileset;\n\n for (const child of children) {\n const extendedId = `${child.id}-${frameState.viewport.id}`;\n // if child tile is not fetched\n const childTile = childTiles && childTiles.find((t) => t.id === extendedId);\n if (!childTile) {\n let request = () => this._loadTile(child.id, tileset);\n const cachedRequest = this._tileManager.find(extendedId);\n if (!cachedRequest) {\n // eslint-disable-next-line max-depth\n if (tileset.tileset.nodePages) {\n request = () => tileset.tileset.nodePagesTile.formTileFromNodePages(child.id);\n }\n this._tileManager.add(\n request,\n extendedId,\n (header) => this._onTileLoad(header, tile, extendedId),\n frameState\n );\n } else {\n // update frameNumber since it is still needed in current frame\n this._tileManager.update(extendedId, frameState);\n }\n } else if (childTile) {\n // if child tile is fetched and available\n this.updateTile(childTile, frameState);\n }\n }\n return false;\n }\n\n async _loadTile(nodeId, tileset) {\n const {loader} = tileset;\n const nodeUrl = tileset.getTileUrl(`${tileset.url}/nodes/${nodeId}`);\n // load metadata\n const options = {\n ...tileset.loadOptions,\n i3s: {\n ...tileset.loadOptions.i3s,\n isTileHeader: true,\n loadContent: false\n }\n };\n\n return await load(nodeUrl, loader, options);\n }\n\n /**\n * The callback to init TileHeader instance after loading the tile JSON\n * @param {Object} header - the tile JSON from a dataset\n * @param {TileHeader} tile - the parent TileHeader instance\n * @param {string} extendedId - optional ID to separate copies of a tile for different viewports.\n * const extendedId = `${tile.id}-${frameState.viewport.id}`;\n * @return {void}\n */\n _onTileLoad(header, tile, extendedId) {\n // after child tile is fetched\n const childTile = new TileHeader(tile.tileset, header, tile, extendedId);\n tile.children.push(childTile);\n const frameState = this._tileManager.find(childTile.id).frameState;\n this.updateTile(childTile, frameState);\n\n // after tile fetched, resume traversal if still in current update/traversal frame\n if (this._frameNumber === frameState.frameNumber) {\n this.executeTraversal(childTile, frameState);\n }\n }\n}\n"],"file":"i3s-tileset-traverser.js"}
1
+ 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{load} from '@loaders.gl/core';\nimport TilesetTraverser from './tileset-traverser';\n\nimport {getLodStatus} from '../helpers/i3s-lod';\nimport TileHeader from '../tile-3d';\nimport I3STileManager from './i3s-tile-manager';\n\nexport default class I3STilesetTraverser extends TilesetTraverser {\n private _tileManager: I3STileManager;\n\n constructor(options) {\n super(options);\n this._tileManager = new I3STileManager();\n }\n\n shouldRefine(tile, frameState) {\n tile._lodJudge = getLodStatus(tile, frameState);\n return tile._lodJudge === 'DIG';\n }\n\n updateChildTiles(tile, frameState): boolean {\n const children = tile.header.children || [];\n // children which are already fetched and constructed as Tile3D instances\n const childTiles = tile.children;\n const tileset = tile.tileset;\n\n for (const child of children) {\n const extendedId = `${child.id}-${frameState.viewport.id}`;\n // if child tile is not fetched\n const childTile = childTiles && childTiles.find((t) => t.id === extendedId);\n if (!childTile) {\n let request = () => this._loadTile(child.id, tileset);\n const cachedRequest = this._tileManager.find(extendedId);\n if (!cachedRequest) {\n // eslint-disable-next-line max-depth\n if (tileset.tileset.nodePages) {\n request = () => tileset.tileset.nodePagesTile.formTileFromNodePages(child.id);\n }\n this._tileManager.add(\n request,\n extendedId,\n (header) => this._onTileLoad(header, tile, extendedId),\n frameState\n );\n } else {\n // update frameNumber since it is still needed in current frame\n this._tileManager.update(extendedId, frameState);\n }\n } else if (childTile) {\n // if child tile is fetched and available\n this.updateTile(childTile, frameState);\n }\n }\n return false;\n }\n\n async _loadTile(nodeId, tileset) {\n const {loader} = tileset;\n const nodeUrl = tileset.getTileUrl(`${tileset.url}/nodes/${nodeId}`);\n // load metadata\n const options = {\n ...tileset.loadOptions,\n i3s: {\n ...tileset.loadOptions.i3s,\n isTileHeader: true,\n loadContent: false\n }\n };\n\n return await load(nodeUrl, loader, options);\n }\n\n /**\n * The callback to init TileHeader instance after loading the tile JSON\n * @param {Object} header - the tile JSON from a dataset\n * @param {TileHeader} tile - the parent TileHeader instance\n * @param {string} extendedId - optional ID to separate copies of a tile for different viewports.\n * const extendedId = `${tile.id}-${frameState.viewport.id}`;\n * @return {void}\n */\n _onTileLoad(header, tile, extendedId) {\n // after child tile is fetched\n const childTile = new TileHeader(tile.tileset, header, tile, extendedId);\n tile.children.push(childTile);\n const frameState = this._tileManager.find(childTile.id).frameState;\n this.updateTile(childTile, frameState);\n\n // after tile fetched, resume traversal if still in current update/traversal frame\n if (this._frameNumber === frameState.frameNumber) {\n this.executeTraversal(childTile, frameState);\n }\n }\n}\n"],"file":"i3s-tileset-traverser.js"}
@@ -0,0 +1,10 @@
1
+ export type { Tileset3DProps } from './tileset/tileset-3d';
2
+ export { default as Tileset3D } from './tileset/tileset-3d';
3
+ export { default as Tile3D } from './tileset/tile-3d';
4
+ export { default as TilesetTraverser } from './tileset/traversers/tileset-traverser';
5
+ export { default as TilesetCache } from './tileset/tileset-cache';
6
+ export { createBoundingVolume } from './tileset/helpers/bounding-volume';
7
+ export { calculateTransformProps } from './tileset/helpers/transform-utils';
8
+ export { getFrameState } from './tileset/helpers/frame-state';
9
+ export { getLodStatus } from './tileset/helpers/i3s-lod';
10
+ export { TILE_CONTENT_STATE, TILE_REFINEMENT, TILE_TYPE, TILESET_TYPE, LOD_METRIC_TYPE } from './constants';
@@ -0,0 +1,3 @@
1
+ export declare function get3dTilesOptions(tileset: any): {
2
+ assetGltfUpAxis: any;
3
+ };
@@ -0,0 +1,8 @@
1
+ /**
2
+ * Create a bounding volume from the tile's bounding volume header.
3
+ * @param {Object} boundingVolumeHeader The tile's bounding volume header.
4
+ * @param {Matrix4} transform The transform to apply to the bounding volume.
5
+ * @param [result] The object onto which to store the result.
6
+ * @returns The modified result parameter or a new TileBoundingVolume instance if none was provided.
7
+ */
8
+ export declare function createBoundingVolume(boundingVolumeHeader: any, transform: any, result: any): any;
@@ -0,0 +1,16 @@
1
+ import { CullingVolume } from '@math.gl/culling';
2
+ export declare type FrameState = {
3
+ camera: {
4
+ position: number[];
5
+ direction: number[];
6
+ up: number[];
7
+ };
8
+ viewport: {
9
+ [key: string]: any;
10
+ };
11
+ height: number;
12
+ cullingVolume: CullingVolume;
13
+ frameNumber: number;
14
+ sseDenominator: number;
15
+ };
16
+ export declare function getFrameState(viewport: any, frameNumber: number): FrameState;
@@ -0,0 +1,19 @@
1
+ import { Tile3D } from '../..';
2
+ import { FrameState } from './frame-state';
3
+ /**
4
+ * For the maxScreenThreshold error metric, maxError means that you should replace the node with it's children
5
+ as soon as the nodes bounding sphere has a screen radius larger than maxError pixels.
6
+ In this sense a value of 0 means you should always load it's children,
7
+ or if it's a leaf node, you should always display it.
8
+ * @param tile
9
+ * @param frameState
10
+ * @returns
11
+ */
12
+ export declare function getLodStatus(tile: Tile3D, frameState: FrameState): 'DIG' | 'OUT' | 'DRAW';
13
+ /**
14
+ * Calculate size of MBS radius projected on the screen plane
15
+ * @param tile
16
+ * @param frameState
17
+ * @returns
18
+ */
19
+ export declare function getProjectedRadius(tile: Tile3D, frameState: FrameState): number;
@@ -0,0 +1,7 @@
1
+ export declare function calculateDynamicScreenSpaceError(root: any, { camera, mapProjection }: {
2
+ camera: any;
3
+ mapProjection: any;
4
+ }, options?: {}): number;
5
+ export declare function fog(distanceToCamera: any, density: any): number;
6
+ export declare function getDynamicScreenSpaceError(tileset: any, distanceToCamera: any): number;
7
+ export declare function getTiles3DScreenSpaceError(tile: any, frameState: any, useParentLodMetric: any): number;
@@ -0,0 +1 @@
1
+ export declare function calculateTransformProps(tileHeader: any, tile: any): void;
@@ -0,0 +1,6 @@
1
+ /**
2
+ * Calculate appropriate zoom value for a particular boundingVolume
3
+ * @param {BoundingSphere, OrientedBoundingBox} boundingVolume - the instance of bounding volume
4
+ * @returns {number} - zoom value
5
+ */
6
+ export declare function getZoomFromBoundingVolume(boundingVolume: any): number;
@@ -0,0 +1,173 @@
1
+ import { Matrix4 } from '@math.gl/core';
2
+ import { FrameState } from './helpers/frame-state';
3
+ import type Tileset3D from './tileset-3d';
4
+ /**
5
+ * @param tileset - Tileset3D instance
6
+ * @param header - tile header - JSON loaded from a dataset
7
+ * @param parentHeader - parent TileHeader instance
8
+ * @param extendedId - optional ID to separate copies of a tile for different viewports.
9
+ * const extendedId = `${tile.id}-${frameState.viewport.id}`;
10
+ */
11
+ export declare type TileHeaderProps = {
12
+ tileset: Tileset3D;
13
+ header: Object;
14
+ parentHeader: TileHeader;
15
+ extendedId: string;
16
+ };
17
+ /**
18
+ * A Tile3DHeader represents a tile as Tileset3D. When a tile is first created, its content is not loaded;
19
+ * the content is loaded on-demand when needed based on the view.
20
+ * Do not construct this directly, instead access tiles through {@link Tileset3D#tileVisible}.
21
+ */
22
+ export default class TileHeader {
23
+ tileset: Tileset3D;
24
+ header: any;
25
+ id: string;
26
+ url: string;
27
+ parent: TileHeader;
28
+ refine: number;
29
+ type: string;
30
+ contentUrl: string;
31
+ lodMetricType: string;
32
+ lodMetricValue: number;
33
+ boundingVolume: any;
34
+ content: any;
35
+ contentState: any;
36
+ gpuMemoryUsageInBytes: number;
37
+ children: TileHeader[];
38
+ depth: number;
39
+ viewportIds: any[];
40
+ transform: Matrix4;
41
+ userData: {
42
+ [key: string]: any;
43
+ };
44
+ computedTransform: any;
45
+ hasEmptyContent: boolean;
46
+ hasTilesetContent: boolean;
47
+ traverser: object;
48
+ private _cacheNode;
49
+ private _frameNumber;
50
+ private _lodJudge;
51
+ private _expireDate;
52
+ private _expiredContent;
53
+ private _shouldRefine;
54
+ private _distanceToCamera;
55
+ private _centerZDepth;
56
+ private _screenSpaceError;
57
+ private _visibilityPlaneMask;
58
+ private _visible?;
59
+ private _inRequestVolume;
60
+ private _stackLength;
61
+ private _selectionDepth;
62
+ private _touchedFrame;
63
+ private _visitedFrame;
64
+ private _selectedFrame;
65
+ private _requestedFrame;
66
+ private _priority;
67
+ private _contentBoundingVolume;
68
+ private _viewerRequestVolume;
69
+ _initialTransform: Matrix4;
70
+ /**
71
+ * @constructs
72
+ * Create a TileHeader instance
73
+ * @param tileset - Tileset3D instance
74
+ * @param header - tile header - JSON loaded from a dataset
75
+ * @param parentHeader - parent TileHeader instance
76
+ * @param extendedId - optional ID to separate copies of a tile for different viewports.
77
+ * const extendedId = `${tile.id}-${frameState.viewport.id}`;
78
+ */
79
+ constructor(tileset: Tileset3D, header: {
80
+ [key: string]: any;
81
+ }, parentHeader?: TileHeader, extendedId?: string);
82
+ destroy(): void;
83
+ isDestroyed(): boolean;
84
+ get selected(): boolean;
85
+ get isVisible(): boolean | undefined;
86
+ get isVisibleAndInRequestVolume(): boolean | undefined;
87
+ /** Returns true if tile is not an empty tile and not an external tileset */
88
+ get hasRenderContent(): boolean;
89
+ /** Returns true if tile has children */
90
+ get hasChildren(): any;
91
+ /**
92
+ * Determines if the tile's content is ready. This is automatically `true` for
93
+ * tiles with empty content.
94
+ */
95
+ get contentReady(): boolean;
96
+ /**
97
+ * Determines if the tile has available content to render. `true` if the tile's
98
+ * content is ready or if it has expired content this renders while new content loads; otherwise,
99
+ */
100
+ get contentAvailable(): boolean;
101
+ /** Returns true if tile has renderable content but it's unloaded */
102
+ get hasUnloadedContent(): boolean;
103
+ /**
104
+ * Determines if the tile's content has not be requested. `true` if tile's
105
+ * content has not be requested; otherwise, `false`.
106
+ */
107
+ get contentUnloaded(): boolean;
108
+ /**
109
+ * Determines if the tile's content is expired. `true` if tile's
110
+ * content is expired; otherwise, `false`.
111
+ */
112
+ get contentExpired(): boolean;
113
+ get contentFailed(): boolean;
114
+ /** Get the tile's screen space error. */
115
+ getScreenSpaceError(frameState: any, useParentLodMetric: any): number;
116
+ _getPriority(): number;
117
+ /**
118
+ * Requests the tile's content.
119
+ * The request may not be made if the Request Scheduler can't prioritize it.
120
+ */
121
+ loadContent(): Promise<boolean>;
122
+ unloadContent(): boolean;
123
+ /**
124
+ * Update the tile's visibility
125
+ * @param {Object} frameState - frame state for tile culling
126
+ * @param {string[]} viewportIds - a list of viewport ids that show this tile
127
+ * @return {void}
128
+ */
129
+ updateVisibility(frameState: any, viewportIds: any): void;
130
+ visibility(frameState: any, parentVisibilityPlaneMask: any): any;
131
+ contentVisibility(): boolean;
132
+ /**
133
+ * Computes the (potentially approximate) distance from the closest point of the tile's bounding volume to the camera.
134
+ * @param frameState The frame state.
135
+ * @returns {Number} The distance, in meters, or zero if the camera is inside the bounding volume.
136
+ */
137
+ distanceToTile(frameState: FrameState): number;
138
+ /**
139
+ * Computes the tile's camera-space z-depth.
140
+ * @param frameState The frame state.
141
+ * @returns The distance, in meters.
142
+ */
143
+ cameraSpaceZDepth({ camera }: {
144
+ camera: any;
145
+ }): number;
146
+ /**
147
+ * Checks if the camera is inside the viewer request volume.
148
+ * @param {FrameState} frameState The frame state.
149
+ * @returns {Boolean} Whether the camera is inside the volume.
150
+ */
151
+ insideViewerRequestVolume(frameState: FrameState): boolean;
152
+ updateExpiration(): void;
153
+ get extras(): any;
154
+ _initializeLodMetric(header: any): void;
155
+ _initializeTransforms(tileHeader: any): void;
156
+ _initializeBoundingVolumes(tileHeader: any): void;
157
+ _initializeContent(tileHeader: any): void;
158
+ _initializeRenderingState(header: any): void;
159
+ _getRefine(refine: any): any;
160
+ _isTileset(): boolean;
161
+ _onContentLoaded(): void;
162
+ _updateBoundingVolume(header: any): void;
163
+ _updateTransform(parentTransform?: Matrix4): void;
164
+ _getLoaderSpecificOptions(loaderId: any): {
165
+ assetGltfUpAxis: any;
166
+ } | {
167
+ tile: any;
168
+ tileset: {
169
+ [key: string]: any;
170
+ };
171
+ isTileHeader: boolean;
172
+ };
173
+ }