@loaders.gl/tiles 3.1.7 → 3.2.0-alpha.2

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 (73) hide show
  1. package/dist/dist.min.js +302 -318
  2. package/dist/es5/tileset/helpers/frame-state.js +79 -0
  3. package/dist/es5/tileset/helpers/frame-state.js.map +1 -1
  4. package/dist/es5/tileset/helpers/i3s-lod.js +17 -26
  5. package/dist/es5/tileset/helpers/i3s-lod.js.map +1 -1
  6. package/dist/es5/tileset/helpers/zoom.js +32 -0
  7. package/dist/es5/tileset/helpers/zoom.js.map +1 -1
  8. package/dist/es5/tileset/tile-3d.js +5 -0
  9. package/dist/es5/tileset/tile-3d.js.map +1 -1
  10. package/dist/es5/tileset/tileset-3d.js +244 -85
  11. package/dist/es5/tileset/tileset-3d.js.map +1 -1
  12. package/dist/es5/tileset/traversers/i3s-frame-counter.js +45 -0
  13. package/dist/es5/tileset/traversers/i3s-frame-counter.js.map +1 -0
  14. package/dist/es5/tileset/traversers/i3s-tile-manager.js +17 -0
  15. package/dist/es5/tileset/traversers/i3s-tile-manager.js.map +1 -1
  16. package/dist/es5/tileset/traversers/i3s-tileset-traverser.js +6 -1
  17. package/dist/es5/tileset/traversers/i3s-tileset-traverser.js.map +1 -1
  18. package/dist/es5/tileset/traversers/tileset-traverser.js +13 -1
  19. package/dist/es5/tileset/traversers/tileset-traverser.js.map +1 -1
  20. package/dist/esm/tileset/helpers/frame-state.js +52 -0
  21. package/dist/esm/tileset/helpers/frame-state.js.map +1 -1
  22. package/dist/esm/tileset/helpers/i3s-lod.js +17 -27
  23. package/dist/esm/tileset/helpers/i3s-lod.js.map +1 -1
  24. package/dist/esm/tileset/helpers/zoom.js +17 -0
  25. package/dist/esm/tileset/helpers/zoom.js.map +1 -1
  26. package/dist/esm/tileset/tile-3d.js +4 -0
  27. package/dist/esm/tileset/tile-3d.js.map +1 -1
  28. package/dist/esm/tileset/tileset-3d.js +95 -17
  29. package/dist/esm/tileset/tileset-3d.js.map +1 -1
  30. package/dist/esm/tileset/traversers/i3s-frame-counter.js +23 -0
  31. package/dist/esm/tileset/traversers/i3s-frame-counter.js.map +1 -0
  32. package/dist/esm/tileset/traversers/i3s-tile-manager.js +15 -0
  33. package/dist/esm/tileset/traversers/i3s-tile-manager.js.map +1 -1
  34. package/dist/esm/tileset/traversers/i3s-tileset-traverser.js +5 -1
  35. package/dist/esm/tileset/traversers/i3s-tileset-traverser.js.map +1 -1
  36. package/dist/esm/tileset/traversers/tileset-traverser.js +14 -1
  37. package/dist/esm/tileset/traversers/tileset-traverser.js.map +1 -1
  38. package/dist/tileset/helpers/frame-state.d.ts +14 -0
  39. package/dist/tileset/helpers/frame-state.d.ts.map +1 -1
  40. package/dist/tileset/helpers/frame-state.js +49 -1
  41. package/dist/tileset/helpers/i3s-lod.d.ts.map +1 -1
  42. package/dist/tileset/helpers/i3s-lod.js +17 -16
  43. package/dist/tileset/helpers/zoom.d.ts +35 -0
  44. package/dist/tileset/helpers/zoom.d.ts.map +1 -1
  45. package/dist/tileset/helpers/zoom.js +41 -1
  46. package/dist/tileset/tile-3d.d.ts +5 -0
  47. package/dist/tileset/tile-3d.d.ts.map +1 -1
  48. package/dist/tileset/tile-3d.js +7 -0
  49. package/dist/tileset/tileset-3d.d.ts +36 -4
  50. package/dist/tileset/tileset-3d.d.ts.map +1 -1
  51. package/dist/tileset/tileset-3d.js +99 -20
  52. package/dist/tileset/traversers/i3s-frame-counter.d.ts +24 -0
  53. package/dist/tileset/traversers/i3s-frame-counter.d.ts.map +1 -0
  54. package/dist/tileset/traversers/i3s-frame-counter.js +37 -0
  55. package/dist/tileset/traversers/i3s-tile-manager.d.ts +10 -2
  56. package/dist/tileset/traversers/i3s-tile-manager.d.ts.map +1 -1
  57. package/dist/tileset/traversers/i3s-tile-manager.js +24 -0
  58. package/dist/tileset/traversers/i3s-tileset-traverser.d.ts +9 -2
  59. package/dist/tileset/traversers/i3s-tileset-traverser.d.ts.map +1 -1
  60. package/dist/tileset/traversers/i3s-tileset-traverser.js +10 -1
  61. package/dist/tileset/traversers/tileset-traverser.d.ts +5 -1
  62. package/dist/tileset/traversers/tileset-traverser.d.ts.map +1 -1
  63. package/dist/tileset/traversers/tileset-traverser.js +10 -1
  64. package/package.json +5 -5
  65. package/src/tileset/helpers/frame-state.ts +56 -0
  66. package/src/tileset/helpers/i3s-lod.ts +18 -19
  67. package/src/tileset/helpers/zoom.ts +64 -0
  68. package/src/tileset/tile-3d.ts +8 -0
  69. package/src/tileset/tileset-3d.ts +123 -21
  70. package/src/tileset/traversers/i3s-frame-counter.ts +35 -0
  71. package/src/tileset/traversers/i3s-tile-manager.ts +26 -2
  72. package/src/tileset/traversers/i3s-tileset-traverser.ts +16 -3
  73. package/src/tileset/traversers/tileset-traverser.ts +13 -2
@@ -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, this.cartographicCenter);\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, limitSelectedTiles} from './helpers/frame-state';\nimport {getZoomFromBoundingVolume, getZoomFromExtent, getZoomFromFullExtent} 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 maximumTilesSelected?: number;\n debounceTime?: 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 maximumTilesSelected: number;\n debounceTime: 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 /** Maximum number limit of tiles selected for show. 0 means no limit */\n maximumTilesSelected: 0,\n /** Delay time before the tileset traversal. It prevents traversal requests spam.*/\n debounceTime: 0,\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 // 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 private updatePromise: Promise<number> | null = null;\n tilesetInitializationPromise: Promise<void>;\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.tilesetInitializationPromise = 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 * @deprecated\n */\n update(viewports: any[] | null = null) {\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\n this.tilesetInitializationPromise.then(() => {\n if (!viewports && this.lastUpdatedVieports) {\n viewports = this.lastUpdatedVieports;\n } else {\n this.lastUpdatedVieports = viewports;\n }\n this.doUpdate(viewports);\n });\n }\n\n /**\n * Update visible tiles relying on a list of viewports.\n * Do it with debounce delay to prevent update spam\n * @param viewports viewports\n * @returns Promise of new frameNumber\n */\n async selectTiles(viewports: any[] | null = null): Promise<number> {\n await this.tilesetInitializationPromise;\n if (viewports) {\n this.lastUpdatedVieports = viewports;\n }\n if (!this.updatePromise) {\n this.updatePromise = new Promise<number>((resolve) => {\n setTimeout(() => {\n this.doUpdate(this.lastUpdatedVieports);\n resolve(this._frameNumber);\n this.updatePromise = null;\n }, this.options.debounceTime);\n });\n }\n return this.updatePromise;\n }\n\n /**\n * Update visible tiles relying on a list of viewports\n * @param viewports viewports\n */\n // eslint-disable-next-line max-statements, complexity\n private doUpdate(viewports: any[] | null = null): void {\n if ('loadTiles' in this.options && !this.options.loadTiles) {\n return;\n }\n if (this.traverseCounter > 0) {\n return;\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 const [filteredSelectedTiles, unselectedTiles] = limitSelectedTiles(\n selectedTiles,\n frameState,\n this.options.maximumTilesSelected\n );\n currentFrameStateData.selectedTiles = filteredSelectedTiles;\n for (const tile of unselectedTiles) {\n tile.unselect();\n }\n\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 async _initializeTileSet(tilesetJson) {\n if (this.type === TILESET_TYPE.I3S) {\n this.calculateViewPropsI3S();\n tilesetJson.root = await tilesetJson.root;\n }\n this.root = this._initializeTileHeaders(tilesetJson, null);\n\n if (this.type === TILESET_TYPE.TILES3D) {\n this._initializeTiles3DTileset(tilesetJson);\n this.calculateViewPropsTiles3D();\n }\n\n if (this.type === TILESET_TYPE.I3S) {\n this._initializeI3STileset();\n }\n }\n\n /**\n * Called during initialize Tileset to initialize the tileset's cartographic center (longitude, latitude) and zoom.\n * These metrics help apps center view on tileset\n * For I3S there is extent (<1.8 version) or fullExtent (>=1.8 version) to calculate view props\n * @returns\n */\n private calculateViewPropsI3S() {\n // for I3S 1.8 try to calculate with fullExtent\n const fullExtent = this.tileset.fullExtent;\n if (fullExtent) {\n const {xmin, xmax, ymin, ymax, zmin, zmax} = fullExtent;\n this.cartographicCenter = new Vector3(\n xmin + (xmax - xmin) / 2,\n ymin + (ymax - ymin) / 2,\n zmin + (zmax - zmin) / 2\n );\n this.cartesianCenter = Ellipsoid.WGS84.cartographicToCartesian(\n this.cartographicCenter,\n new Vector3()\n );\n this.zoom = getZoomFromFullExtent(fullExtent, this.cartographicCenter, this.cartesianCenter);\n return;\n }\n // for I3S 1.6-1.7 try to calculate with extent\n const extent = this.tileset.store?.extent;\n if (extent) {\n const [xmin, ymin, xmax, ymax] = extent;\n this.cartographicCenter = new Vector3(xmin + (xmax - xmin) / 2, ymin + (ymax - ymin) / 2, 0);\n this.cartesianCenter = Ellipsoid.WGS84.cartographicToCartesian(\n this.cartographicCenter,\n new Vector3()\n );\n this.zoom = getZoomFromExtent(extent, this.cartographicCenter, this.cartesianCenter);\n return;\n }\n // eslint-disable-next-line no-console\n console.warn('Extent is not defined in the tileset header');\n this.cartographicCenter = new Vector3();\n this.zoom = 1;\n return;\n }\n\n /**\n * Called during initialize Tileset to initialize the tileset's cartographic center (longitude, latitude) and zoom.\n * These metrics help apps center view on tileset.\n * For 3DTiles the root tile data is used to calculate view props.\n * @returns\n */\n private calculateViewPropsTiles3D() {\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 no-console\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, this.cartographicCenter);\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 // 3DTiles 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 _initializeTiles3DTileset(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"}
@@ -0,0 +1,45 @@
1
+ "use strict";
2
+
3
+ var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault");
4
+
5
+ Object.defineProperty(exports, "__esModule", {
6
+ value: true
7
+ });
8
+ exports.default = void 0;
9
+
10
+ var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
11
+
12
+ var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
13
+
14
+ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
15
+
16
+ var I3SPendingTilesRegister = function () {
17
+ function I3SPendingTilesRegister() {
18
+ (0, _classCallCheck2.default)(this, I3SPendingTilesRegister);
19
+ (0, _defineProperty2.default)(this, "frameNumberMap", new Map());
20
+ }
21
+
22
+ (0, _createClass2.default)(I3SPendingTilesRegister, [{
23
+ key: "register",
24
+ value: function register(frameNumber) {
25
+ var oldCount = this.frameNumberMap.get(frameNumber) || 0;
26
+ this.frameNumberMap.set(frameNumber, (oldCount || 0) + 1);
27
+ }
28
+ }, {
29
+ key: "deregister",
30
+ value: function deregister(frameNumber) {
31
+ var oldCount = this.frameNumberMap.get(frameNumber) || 1;
32
+ this.frameNumberMap.set(frameNumber, (oldCount || 0) - 1);
33
+ }
34
+ }, {
35
+ key: "isZero",
36
+ value: function isZero(frameNumber) {
37
+ var count = this.frameNumberMap.get(frameNumber) || 0;
38
+ return count === 0;
39
+ }
40
+ }]);
41
+ return I3SPendingTilesRegister;
42
+ }();
43
+
44
+ exports.default = I3SPendingTilesRegister;
45
+ //# sourceMappingURL=i3s-frame-counter.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../../../../src/tileset/traversers/i3s-frame-counter.ts"],"names":["I3SPendingTilesRegister","Map","frameNumber","oldCount","frameNumberMap","get","set","count"],"mappings":";;;;;;;;;;;;;;;IAIqBA,uB;;;0DAC2B,IAAIC,GAAJ,E;;;;;WAM9C,kBAASC,WAAT,EAA8B;AAC5B,UAAMC,QAAQ,GAAG,KAAKC,cAAL,CAAoBC,GAApB,CAAwBH,WAAxB,KAAwC,CAAzD;AACA,WAAKE,cAAL,CAAoBE,GAApB,CAAwBJ,WAAxB,EAAqC,CAACC,QAAQ,IAAI,CAAb,IAAkB,CAAvD;AACD;;;WAMD,oBAAWD,WAAX,EAAgC;AAC9B,UAAMC,QAAQ,GAAG,KAAKC,cAAL,CAAoBC,GAApB,CAAwBH,WAAxB,KAAwC,CAAzD;AACA,WAAKE,cAAL,CAAoBE,GAApB,CAAwBJ,WAAxB,EAAqC,CAACC,QAAQ,IAAI,CAAb,IAAkB,CAAvD;AACD;;;WAOD,gBAAOD,WAAP,EAA4B;AAC1B,UAAMK,KAAK,GAAG,KAAKH,cAAL,CAAoBC,GAApB,CAAwBH,WAAxB,KAAwC,CAAtD;AACA,aAAOK,KAAK,KAAK,CAAjB;AACD","sourcesContent":["/**\n * Counter to register pending tile headers for the particular frameNumber\n * Until all tiles are loaded we won't call `onTraversalEnd` callback\n */\nexport default class I3SPendingTilesRegister {\n private frameNumberMap: Map<number, number> = new Map();\n\n /**\n * Register a new pending tile header for the particular frameNumber\n * @param frameNumber\n */\n register(frameNumber: number) {\n const oldCount = this.frameNumberMap.get(frameNumber) || 0;\n this.frameNumberMap.set(frameNumber, (oldCount || 0) + 1);\n }\n\n /**\n * Deregister a pending tile header for the particular frameNumber\n * @param frameNumber\n */\n deregister(frameNumber: number) {\n const oldCount = this.frameNumberMap.get(frameNumber) || 1;\n this.frameNumberMap.set(frameNumber, (oldCount || 0) - 1);\n }\n\n /**\n * Check is there are no pending tile headers registered for the particular frameNumber\n * @param frameNumber\n * @returns\n */\n isZero(frameNumber: number) {\n const count = this.frameNumberMap.get(frameNumber) || 0;\n return count === 0;\n }\n}\n"],"file":"i3s-frame-counter.js"}
@@ -13,6 +13,8 @@ var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/creat
13
13
 
14
14
  var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
15
15
 
16
+ var _i3sFrameCounter = _interopRequireDefault(require("./i3s-frame-counter"));
17
+
16
18
  var STATUS = {
17
19
  REQUESTED: 'REQUESTED',
18
20
  COMPLETED: 'COMPLETED',
@@ -23,6 +25,7 @@ var I3STileManager = function () {
23
25
  function I3STileManager() {
24
26
  (0, _classCallCheck2.default)(this, I3STileManager);
25
27
  (0, _defineProperty2.default)(this, "_statusMap", void 0);
28
+ (0, _defineProperty2.default)(this, "pendingTilesRegister", new _i3sFrameCounter.default());
26
29
  this._statusMap = {};
27
30
  }
28
31
 
@@ -32,6 +35,7 @@ var I3STileManager = function () {
32
35
  var _this = this;
33
36
 
34
37
  if (!this._statusMap[key]) {
38
+ var frameNumber = frameState.frameNumber;
35
39
  this._statusMap[key] = {
36
40
  request: request,
37
41
  callback: callback,
@@ -39,12 +43,18 @@ var I3STileManager = function () {
39
43
  frameState: frameState,
40
44
  status: STATUS.REQUESTED
41
45
  };
46
+ this.pendingTilesRegister.register(frameNumber);
42
47
  request().then(function (data) {
43
48
  _this._statusMap[key].status = STATUS.COMPLETED;
44
49
 
50
+ _this.pendingTilesRegister.deregister(frameNumber);
51
+
45
52
  _this._statusMap[key].callback(data, frameState);
46
53
  }).catch(function (error) {
47
54
  _this._statusMap[key].status = STATUS.ERROR;
55
+
56
+ _this.pendingTilesRegister.deregister(frameNumber);
57
+
48
58
  callback(error);
49
59
  });
50
60
  }
@@ -53,6 +63,8 @@ var I3STileManager = function () {
53
63
  key: "update",
54
64
  value: function update(key, frameState) {
55
65
  if (this._statusMap[key]) {
66
+ this.pendingTilesRegister.deregister(this._statusMap[key].frameState.frameNumber);
67
+ this.pendingTilesRegister.register(frameState.frameNumber);
56
68
  this._statusMap[key].frameState = frameState;
57
69
  }
58
70
  }
@@ -61,6 +73,11 @@ var I3STileManager = function () {
61
73
  value: function find(key) {
62
74
  return this._statusMap[key];
63
75
  }
76
+ }, {
77
+ key: "hasPendingTiles",
78
+ value: function hasPendingTiles(frameNumber) {
79
+ return !this.pendingTilesRegister.isZero(frameNumber);
80
+ }
64
81
  }]);
65
82
  return I3STileManager;
66
83
  }();
@@ -1 +1 @@
1
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1
+ {"version":3,"sources":["../../../../src/tileset/traversers/i3s-tile-manager.ts"],"names":["STATUS","REQUESTED","COMPLETED","ERROR","I3STileManager","I3SPendingTilesRegister","_statusMap","request","key","callback","frameState","frameNumber","status","pendingTilesRegister","register","then","data","deregister","catch","error","isZero"],"mappings":";;;;;;;;;;;;;;;AACA;;AAEA,IAAMA,MAAM,GAAG;AACbC,EAAAA,SAAS,EAAE,WADE;AAEbC,EAAAA,SAAS,EAAE,WAFE;AAGbC,EAAAA,KAAK,EAAE;AAHM,CAAf;;IAOqBC,c;AAInB,4BAAc;AAAA;AAAA;AAAA,gEAFiB,IAAIC,wBAAJ,EAEjB;AACZ,SAAKC,UAAL,GAAkB,EAAlB;AACD;;;;WAED,aAAIC,OAAJ,EAAaC,GAAb,EAAkBC,QAAlB,EAA4BC,UAA5B,EAAoD;AAAA;;AAClD,UAAI,CAAC,KAAKJ,UAAL,CAAgBE,GAAhB,CAAL,EAA2B;AACzB,YAAOG,WAAP,GAAsBD,UAAtB,CAAOC,WAAP;AACA,aAAKL,UAAL,CAAgBE,GAAhB,IAAuB;AAACD,UAAAA,OAAO,EAAPA,OAAD;AAAUE,UAAAA,QAAQ,EAARA,QAAV;AAAoBD,UAAAA,GAAG,EAAHA,GAApB;AAAyBE,UAAAA,UAAU,EAAVA,UAAzB;AAAqCE,UAAAA,MAAM,EAAEZ,MAAM,CAACC;AAApD,SAAvB;AAEA,aAAKY,oBAAL,CAA0BC,QAA1B,CAAmCH,WAAnC;AACAJ,QAAAA,OAAO,GACJQ,IADH,CACQ,UAACC,IAAD,EAAU;AACd,UAAA,KAAI,CAACV,UAAL,CAAgBE,GAAhB,EAAqBI,MAArB,GAA8BZ,MAAM,CAACE,SAArC;;AAEA,UAAA,KAAI,CAACW,oBAAL,CAA0BI,UAA1B,CAAqCN,WAArC;;AACA,UAAA,KAAI,CAACL,UAAL,CAAgBE,GAAhB,EAAqBC,QAArB,CAA8BO,IAA9B,EAAoCN,UAApC;AACD,SANH,EAOGQ,KAPH,CAOS,UAACC,KAAD,EAAW;AAChB,UAAA,KAAI,CAACb,UAAL,CAAgBE,GAAhB,EAAqBI,MAArB,GAA8BZ,MAAM,CAACG,KAArC;;AAEA,UAAA,KAAI,CAACU,oBAAL,CAA0BI,UAA1B,CAAqCN,WAArC;;AACAF,UAAAA,QAAQ,CAACU,KAAD,CAAR;AACD,SAZH;AAaD;AACF;;;WAED,gBAAOX,GAAP,EAAYE,UAAZ,EAAoC;AAClC,UAAI,KAAKJ,UAAL,CAAgBE,GAAhB,CAAJ,EAA0B;AAExB,aAAKK,oBAAL,CAA0BI,UAA1B,CAAqC,KAAKX,UAAL,CAAgBE,GAAhB,EAAqBE,UAArB,CAAgCC,WAArE;AAEA,aAAKE,oBAAL,CAA0BC,QAA1B,CAAmCJ,UAAU,CAACC,WAA9C;AACA,aAAKL,UAAL,CAAgBE,GAAhB,EAAqBE,UAArB,GAAkCA,UAAlC;AACD;AACF;;;WAED,cAAKF,GAAL,EAAU;AACR,aAAO,KAAKF,UAAL,CAAgBE,GAAhB,CAAP;AACD;;;WAOD,yBAAgBG,WAAhB,EAA8C;AAC5C,aAAO,CAAC,KAAKE,oBAAL,CAA0BO,MAA1B,CAAiCT,WAAjC,CAAR;AACD","sourcesContent":["import {FrameState} from '../helpers/frame-state';\nimport I3SPendingTilesRegister from './i3s-frame-counter';\n\nconst STATUS = {\n REQUESTED: 'REQUESTED',\n COMPLETED: 'COMPLETED',\n ERROR: 'ERROR'\n};\n\n// A helper class to manage tile metadata fetching\nexport default class I3STileManager {\n private _statusMap: object;\n private pendingTilesRegister = new I3SPendingTilesRegister();\n\n constructor() {\n this._statusMap = {};\n }\n\n add(request, key, callback, frameState: FrameState) {\n if (!this._statusMap[key]) {\n const {frameNumber} = frameState;\n this._statusMap[key] = {request, callback, key, frameState, status: STATUS.REQUESTED};\n // Register pending request for the frameNumber\n this.pendingTilesRegister.register(frameNumber);\n request()\n .then((data) => {\n this._statusMap[key].status = STATUS.COMPLETED;\n // Deregister pending request for the frameNumber\n this.pendingTilesRegister.deregister(frameNumber);\n this._statusMap[key].callback(data, frameState);\n })\n .catch((error) => {\n this._statusMap[key].status = STATUS.ERROR;\n // Deregister pending request for the frameNumber\n this.pendingTilesRegister.deregister(frameNumber);\n callback(error);\n });\n }\n }\n\n update(key, frameState: FrameState) {\n if (this._statusMap[key]) {\n // Deregister pending request for the old frameNumber\n this.pendingTilesRegister.deregister(this._statusMap[key].frameState.frameNumber);\n // Register pending request for the new frameNumber\n this.pendingTilesRegister.register(frameState.frameNumber);\n this._statusMap[key].frameState = frameState;\n }\n }\n\n find(key) {\n return this._statusMap[key];\n }\n\n /**\n * Check it there are pending tile headers for the particular frameNumber\n * @param frameNumber\n * @returns\n */\n hasPendingTiles(frameNumber: number): boolean {\n return !this.pendingTilesRegister.isZero(frameNumber);\n }\n}\n"],"file":"i3s-tile-manager.js"}
@@ -65,6 +65,11 @@ var I3STilesetTraverser = function (_TilesetTraverser) {
65
65
  }
66
66
 
67
67
  (0, _createClass2.default)(I3STilesetTraverser, [{
68
+ key: "traversalFinished",
69
+ get: function get() {
70
+ return !this._tileManager.hasPendingTiles(this._frameNumber || 0);
71
+ }
72
+ }, {
68
73
  key: "shouldRefine",
69
74
  value: function shouldRefine(tile, frameState) {
70
75
  tile._lodJudge = (0, _i3sLod.getLodStatus)(tile, frameState);
@@ -173,7 +178,7 @@ var I3STilesetTraverser = function (_TilesetTraverser) {
173
178
 
174
179
  this.updateTile(childTile, frameState);
175
180
 
176
- if (this._frameNumber === frameState.frameNumber) {
181
+ if (this._frameNumber === frameState.frameNumber && (this.traversalFinished || new Date().getTime() - this.lastUpdate > this.updateDebounceTime)) {
177
182
  this.executeTraversal(childTile, frameState);
178
183
  }
179
184
  }
@@ -1 +1 @@
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"}
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';\nimport {FrameState} from '../helpers/frame-state';\n\nexport default class I3STilesetTraverser extends TilesetTraverser {\n private _tileManager: I3STileManager;\n\n /**\n * Check if there are no penging tile header requests,\n * that means the traversal is finished and we can call\n * following-up callbacks.\n */\n protected get traversalFinished(): boolean {\n return !this._tileManager.hasPendingTiles(this._frameNumber || 0);\n }\n\n constructor(options) {\n super(options);\n this._tileManager = new I3STileManager();\n }\n\n shouldRefine(tile, frameState: FrameState) {\n tile._lodJudge = getLodStatus(tile, frameState);\n return tile._lodJudge === 'DIG';\n }\n\n updateChildTiles(tile, frameState: 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 (\n this._frameNumber === frameState.frameNumber &&\n (this.traversalFinished || new Date().getTime() - this.lastUpdate > this.updateDebounceTime)\n ) {\n this.executeTraversal(childTile, frameState);\n }\n }\n}\n"],"file":"i3s-tileset-traverser.js"}
@@ -46,6 +46,8 @@ var TilesetTraverser = function () {
46
46
  (0, _defineProperty2.default)(this, "requestedTiles", void 0);
47
47
  (0, _defineProperty2.default)(this, "selectedTiles", void 0);
48
48
  (0, _defineProperty2.default)(this, "emptyTiles", void 0);
49
+ (0, _defineProperty2.default)(this, "lastUpdate", new Date().getTime());
50
+ (0, _defineProperty2.default)(this, "updateDebounceTime", 1000);
49
51
  (0, _defineProperty2.default)(this, "_traversalStack", void 0);
50
52
  (0, _defineProperty2.default)(this, "_emptyTraversalStack", void 0);
51
53
  (0, _defineProperty2.default)(this, "_frameNumber", void 0);
@@ -60,6 +62,11 @@ var TilesetTraverser = function () {
60
62
  }
61
63
 
62
64
  (0, _createClass2.default)(TilesetTraverser, [{
65
+ key: "traversalFinished",
66
+ get: function get() {
67
+ return true;
68
+ }
69
+ }, {
63
70
  key: "traverse",
64
71
  value: function traverse(root, frameState, options) {
65
72
  this.root = root;
@@ -122,7 +129,12 @@ var TilesetTraverser = function () {
122
129
  tile._shouldRefine = shouldRefine && parentRefines;
123
130
  }
124
131
 
125
- this.options.onTraversalEnd(frameState);
132
+ var newTime = new Date().getTime();
133
+
134
+ if (this.traversalFinished || newTime - this.lastUpdate > this.updateDebounceTime) {
135
+ this.lastUpdate = newTime;
136
+ this.options.onTraversalEnd(frameState);
137
+ }
126
138
  }
127
139
  }, {
128
140
  key: "updateChildTiles",
@@ -1 +1 @@
1
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ManagedArray from '../../utils/managed-array';\nimport {TILE_REFINEMENT} from '../../constants';\n\nexport type TilesetTraverserProps = {\n loadSiblings?: boolean;\n skipLevelOfDetail?: boolean;\n maximumScreenSpaceError?: number;\n onTraversalEnd?: (frameState) => any;\n viewportTraversersMap?: {[key: string]: any};\n basePath?: string;\n};\n\nexport type Props = {\n loadSiblings: boolean;\n skipLevelOfDetail: boolean;\n updateTransforms: boolean;\n maximumScreenSpaceError: number;\n onTraversalEnd: (frameState) => any;\n viewportTraversersMap: {[key: string]: any};\n basePath: string;\n};\n\nexport const DEFAULT_PROPS: Props = {\n loadSiblings: false,\n skipLevelOfDetail: false,\n maximumScreenSpaceError: 2,\n updateTransforms: true,\n onTraversalEnd: () => {},\n viewportTraversersMap: {},\n basePath: ''\n};\n\nexport default class TilesetTraverser {\n options: Props;\n\n root: any;\n requestedTiles: object;\n selectedTiles: object;\n emptyTiles: object;\n\n protected _traversalStack: ManagedArray;\n protected _emptyTraversalStack: ManagedArray;\n protected _frameNumber: number | null;\n\n // TODO nested props\n constructor(options: TilesetTraverserProps) {\n this.options = {...DEFAULT_PROPS, ...options};\n // TRAVERSAL\n // temporary storage to hold the traversed tiles during a traversal\n this._traversalStack = new ManagedArray();\n this._emptyTraversalStack = new ManagedArray();\n\n // set in every traverse cycle\n this._frameNumber = null;\n\n // fulfill in traverse call\n this.root = null;\n\n // RESULT\n // tiles should be rendered\n this.selectedTiles = {};\n // tiles should be loaded from server\n this.requestedTiles = {};\n // tiles does not have render content\n this.emptyTiles = {};\n }\n\n // tiles should be visible\n traverse(root, frameState, options) {\n this.root = root; // for root screen space error\n this.options = {...this.options, ...options};\n\n // reset result\n this.reset();\n\n // update tile (visibility and expiration)\n this.updateTile(root, frameState);\n\n this._frameNumber = frameState.frameNumber;\n this.executeTraversal(root, frameState);\n }\n\n reset() {\n this.requestedTiles = {};\n this.selectedTiles = {};\n this.emptyTiles = {};\n this._traversalStack.reset();\n this._emptyTraversalStack.reset();\n }\n\n // execute traverse\n // Depth-first traversal that traverses all visible tiles and marks tiles for selection.\n // If skipLevelOfDetail is off then a tile does not refine until all children are loaded.\n // This is the traditional replacement refinement approach and is called the base traversal.\n // Tiles that have a greater screen space error than the base screen space error are part of the base traversal,\n // all other tiles are part of the skip traversal. 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not have render content\n // - tile has render content and tile is `add` type (pointcloud)\n // - tile has render content and tile is `replace` type (photogrammetry) and can't refine any further\n const parent = tile.parent;\n const parentRefines = Boolean(!parent || parent._shouldRefine);\n const stoppedRefining = !shouldRefine;\n\n if (!tile.hasRenderContent) {\n this.emptyTiles[tile.id] = tile;\n this.loadTile(tile, frameState);\n if (stoppedRefining) {\n this.selectTile(tile, frameState);\n }\n // additive tiles\n } else if (tile.refine === TILE_REFINEMENT.ADD) {\n // Additive tiles are always loaded and selected\n this.loadTile(tile, frameState);\n this.selectTile(tile, frameState);\n\n // replace tiles\n } else if (tile.refine === TILE_REFINEMENT.REPLACE) {\n // Always load tiles in the base traversal\n // Select tiles that can't refine further\n this.loadTile(tile, frameState);\n if (stoppedRefining) {\n this.selectTile(tile, frameState);\n }\n }\n\n // 3. update cache, most recent touched tiles have higher priority to be fetched from server\n this.touchTile(tile, frameState);\n\n // 4. update tile refine prop and parent refinement status to trickle down to the descendants\n tile._shouldRefine = shouldRefine && parentRefines;\n }\n\n this.options.onTraversalEnd(frameState);\n }\n\n updateChildTiles(tile, frameState) {\n const children = tile.children;\n for (const child of children) {\n this.updateTile(child, frameState);\n }\n return true;\n }\n\n /* eslint-disable complexity, max-statements */\n updateAndPushChildren(tile, frameState, stack, depth) {\n const {loadSiblings, skipLevelOfDetail} = this.options;\n\n const children = tile.children;\n\n // sort children tiles\n children.sort(this.compareDistanceToCamera.bind(this));\n\n // For traditional replacement refinement only refine if all children are loaded.\n // Empty tiles are exempt since it looks better if children stream in as they are loaded to fill the empty space.\n const checkRefines =\n tile.refine === TILE_REFINEMENT.REPLACE && tile.hasRenderContent && !skipLevelOfDetail;\n\n let hasVisibleChild = false;\n let refines = true;\n\n for (const child of children) {\n child._selectionDepth = depth;\n if (child.isVisibleAndInRequestVolume) {\n if (stack.find(child)) {\n stack.delete(child);\n }\n stack.push(child);\n hasVisibleChild = true;\n } else if (checkRefines || loadSiblings) {\n // Keep non-visible children loaded since they are still needed before the parent can refine.\n // Or loadSiblings is true so always load tiles regardless of visibility.\n this.loadTile(child, frameState);\n this.touchTile(child, frameState);\n }\n\n if (checkRefines) {\n let childRefines;\n if (!child._inRequestVolume) {\n childRefines = false;\n } else if (!child.hasRenderContent) {\n childRefines = this.executeEmptyTraversal(child, frameState);\n } else {\n childRefines = child.contentAvailable;\n }\n refines = refines && childRefines;\n\n if (!refines) {\n return false;\n }\n }\n }\n\n if (!hasVisibleChild) {\n refines = false;\n }\n return refines;\n }\n /* eslint-enable complexity, max-statements */\n\n updateTile(tile, frameState) {\n this.updateTileVisibility(tile, frameState);\n }\n\n // tile to render in the browser\n selectTile(tile, frameState) {\n if (this.shouldSelectTile(tile)) {\n // The tile can be selected right away and does not require traverseAndSelect\n tile._selectedFrame = frameState.frameNumber;\n this.selectedTiles[tile.id] = tile;\n }\n }\n\n // tile to load from server\n loadTile(tile, frameState) {\n if (this.shouldLoadTile(tile)) {\n tile._requestedFrame = frameState.frameNumber;\n tile._priority = tile._getPriority();\n this.requestedTiles[tile.id] = tile;\n }\n }\n\n // cache tile\n touchTile(tile, frameState) {\n tile.tileset._cache.touch(tile);\n tile._touchedFrame = frameState.frameNumber;\n }\n\n // tile should be visible\n // tile should have children\n // tile LoD (level of detail) is not sufficient under current viewport\n canTraverse(tile, frameState, useParentMetric = false, ignoreVisibility = false) {\n if (!tile.hasChildren) {\n return false;\n }\n\n // cesium specific\n if (tile.hasTilesetContent) {\n // Traverse external this to visit its root tile\n // Don't traverse if the subtree is expired because it will be destroyed\n return !tile.contentExpired;\n }\n\n if (!ignoreVisibility && !tile.isVisibleAndInRequestVolume) {\n return false;\n }\n\n return this.shouldRefine(tile, frameState, useParentMetric);\n }\n\n shouldLoadTile(tile) {\n // if request tile is in current frame\n // and has unexpired render content\n return tile.hasUnloadedContent || tile.contentExpired;\n }\n\n shouldSelectTile(tile) {\n // if select tile is in current frame\n // and content available\n return tile.contentAvailable && !this.options.skipLevelOfDetail;\n }\n\n // Decide if tile LoD (level of detail) is not sufficient under current viewport\n shouldRefine(tile, frameState, useParentMetric) {\n let screenSpaceError = tile._screenSpaceError;\n if (useParentMetric) {\n screenSpaceError = tile.getScreenSpaceError(frameState, true);\n }\n\n return screenSpaceError > this.options.maximumScreenSpaceError;\n }\n\n updateTileVisibility(tile, frameState) {\n const viewportIds: string[] = [];\n if (this.options.viewportTraversersMap) {\n for (const key in this.options.viewportTraversersMap) {\n const value = this.options.viewportTraversersMap[key];\n if (value === frameState.viewport.id) {\n viewportIds.push(key);\n }\n }\n } else {\n viewportIds.push(frameState.viewport.id);\n }\n tile.updateVisibility(frameState, viewportIds);\n }\n\n // UTILITIES\n\n compareDistanceToCamera(b, a) {\n return b._distanceToCamera - a._distanceToCamera;\n }\n\n anyChildrenVisible(tile, frameState) {\n let anyVisible = false;\n for (const child of tile.children) {\n child.updateVisibility(frameState);\n anyVisible = anyVisible || child.isVisibleAndInRequestVolume;\n }\n return anyVisible;\n }\n\n // Depth-first traversal that checks if all nearest descendants with content are loaded.\n // Ignores visibility.\n executeEmptyTraversal(root, frameState) {\n let allDescendantsLoaded = true;\n const stack = this._emptyTraversalStack;\n\n stack.push(root);\n\n while (stack.length > 0 && allDescendantsLoaded) {\n const tile = stack.pop();\n\n this.updateTile(tile, frameState);\n\n if (!tile.isVisibleAndInRequestVolume) {\n // Load tiles that aren't visible since they are still needed for the parent to refine\n this.loadTile(tile, frameState);\n }\n\n this.touchTile(tile, frameState);\n\n // Only traverse if the tile is empty - traversal stop at descendants with content\n const traverse = !tile.hasRenderContent && this.canTraverse(tile, frameState, false, true);\n\n if (traverse) {\n const children = tile.children;\n for (const child of children) {\n // eslint-disable-next-line max-depth\n if (stack.find(child)) {\n stack.delete(child);\n }\n stack.push(child);\n }\n } else if (!tile.contentAvailable) {\n allDescendantsLoaded = false;\n }\n }\n\n return allDescendantsLoaded;\n }\n}\n\n// TODO\n// enable expiration\n// enable optimization hint\n"],"file":"tileset-traverser.js"}
1
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ManagedArray from '../../utils/managed-array';\nimport {TILE_REFINEMENT} from '../../constants';\nimport {FrameState} from '../helpers/frame-state';\n\nexport type TilesetTraverserProps = {\n loadSiblings?: boolean;\n skipLevelOfDetail?: boolean;\n maximumScreenSpaceError?: number;\n onTraversalEnd?: (frameState) => any;\n viewportTraversersMap?: {[key: string]: any};\n basePath?: string;\n};\n\nexport type Props = {\n loadSiblings: boolean;\n skipLevelOfDetail: boolean;\n updateTransforms: boolean;\n maximumScreenSpaceError: number;\n onTraversalEnd: (frameState) => any;\n viewportTraversersMap: {[key: string]: any};\n basePath: string;\n};\n\nexport const DEFAULT_PROPS: Props = {\n loadSiblings: false,\n skipLevelOfDetail: false,\n maximumScreenSpaceError: 2,\n updateTransforms: true,\n onTraversalEnd: () => {},\n viewportTraversersMap: {},\n basePath: ''\n};\n\nexport default class TilesetTraverser {\n options: Props;\n\n root: any;\n requestedTiles: object;\n selectedTiles: object;\n emptyTiles: object;\n\n protected lastUpdate: number = new Date().getTime();\n protected readonly updateDebounceTime = 1000;\n protected _traversalStack: ManagedArray;\n protected _emptyTraversalStack: ManagedArray;\n protected _frameNumber: number | null;\n\n protected get traversalFinished(): boolean {\n return true;\n }\n\n // TODO nested props\n constructor(options: TilesetTraverserProps) {\n this.options = {...DEFAULT_PROPS, ...options};\n // TRAVERSAL\n // temporary storage to hold the traversed tiles during a traversal\n this._traversalStack = new ManagedArray();\n this._emptyTraversalStack = new ManagedArray();\n\n // set in every traverse cycle\n this._frameNumber = null;\n\n // fulfill in traverse call\n this.root = null;\n\n // RESULT\n // tiles should be rendered\n this.selectedTiles = {};\n // tiles should be loaded from server\n this.requestedTiles = {};\n // tiles does not have render content\n this.emptyTiles = {};\n }\n\n // tiles should be visible\n traverse(root, frameState, options) {\n this.root = root; // for root screen space error\n this.options = {...this.options, ...options};\n\n // reset result\n this.reset();\n\n // update tile (visibility and expiration)\n this.updateTile(root, frameState);\n\n this._frameNumber = frameState.frameNumber;\n this.executeTraversal(root, frameState);\n }\n\n reset() {\n this.requestedTiles = {};\n this.selectedTiles = {};\n this.emptyTiles = {};\n this._traversalStack.reset();\n this._emptyTraversalStack.reset();\n }\n\n // execute traverse\n // Depth-first traversal that traverses all visible tiles and marks tiles for selection.\n // If skipLevelOfDetail is off then a tile does not refine until all children are loaded.\n // This is the traditional replacement refinement approach and is called the base traversal.\n // Tiles that have a greater screen space error than the base screen space error are part of the base traversal,\n // all other tiles are part of the skip traversal. The skip traversal allows for skipping levels of the tree\n // and rendering children and parent tiles simultaneously.\n /* eslint-disable-next-line complexity, max-statements */\n executeTraversal(root, frameState: FrameState) {\n // stack to store traversed tiles, only visible tiles should be added to stack\n // visible: visible in the current view frustum\n const stack = this._traversalStack;\n root._selectionDepth = 1;\n\n stack.push(root);\n while (stack.length > 0) {\n // 1. pop tile\n const tile = stack.pop();\n\n // 2. check if tile needs to be refine, needs refine if a tile's LoD is not sufficient and tile has available children (available content)\n let shouldRefine = false;\n if (this.canTraverse(tile, frameState)) {\n this.updateChildTiles(tile, frameState);\n shouldRefine = this.updateAndPushChildren(\n tile,\n frameState,\n stack,\n tile.hasRenderContent ? tile._selectionDepth + 1 : tile._selectionDepth\n );\n }\n\n // 3. decide if should render (select) this tile\n // - tile does not have render content\n // - tile has render content and tile is `add` type (pointcloud)\n // - tile has render content and tile is `replace` type (photogrammetry) and can't refine any further\n const parent = tile.parent;\n const parentRefines = Boolean(!parent || parent._shouldRefine);\n const stoppedRefining = !shouldRefine;\n\n if (!tile.hasRenderContent) {\n this.emptyTiles[tile.id] = tile;\n this.loadTile(tile, frameState);\n if (stoppedRefining) {\n this.selectTile(tile, frameState);\n }\n // additive tiles\n } else if (tile.refine === TILE_REFINEMENT.ADD) {\n // Additive tiles are always loaded and selected\n this.loadTile(tile, frameState);\n this.selectTile(tile, frameState);\n\n // replace tiles\n } else if (tile.refine === TILE_REFINEMENT.REPLACE) {\n // Always load tiles in the base traversal\n // Select tiles that can't refine further\n this.loadTile(tile, frameState);\n if (stoppedRefining) {\n this.selectTile(tile, frameState);\n }\n }\n\n // 3. update cache, most recent touched tiles have higher priority to be fetched from server\n this.touchTile(tile, frameState);\n\n // 4. update tile refine prop and parent refinement status to trickle down to the descendants\n tile._shouldRefine = shouldRefine && parentRefines;\n }\n\n const newTime = new Date().getTime();\n if (this.traversalFinished || newTime - this.lastUpdate > this.updateDebounceTime) {\n this.lastUpdate = newTime;\n this.options.onTraversalEnd(frameState);\n }\n }\n\n updateChildTiles(tile, frameState) {\n const children = tile.children;\n for (const child of children) {\n this.updateTile(child, frameState);\n }\n return true;\n }\n\n /* eslint-disable complexity, max-statements */\n updateAndPushChildren(tile, frameState, stack, depth) {\n const {loadSiblings, skipLevelOfDetail} = this.options;\n\n const children = tile.children;\n\n // sort children tiles\n children.sort(this.compareDistanceToCamera.bind(this));\n\n // For traditional replacement refinement only refine if all children are loaded.\n // Empty tiles are exempt since it looks better if children stream in as they are loaded to fill the empty space.\n const checkRefines =\n tile.refine === TILE_REFINEMENT.REPLACE && tile.hasRenderContent && !skipLevelOfDetail;\n\n let hasVisibleChild = false;\n let refines = true;\n\n for (const child of children) {\n child._selectionDepth = depth;\n if (child.isVisibleAndInRequestVolume) {\n if (stack.find(child)) {\n stack.delete(child);\n }\n stack.push(child);\n hasVisibleChild = true;\n } else if (checkRefines || loadSiblings) {\n // Keep non-visible children loaded since they are still needed before the parent can refine.\n // Or loadSiblings is true so always load tiles regardless of visibility.\n this.loadTile(child, frameState);\n this.touchTile(child, frameState);\n }\n\n if (checkRefines) {\n let childRefines;\n if (!child._inRequestVolume) {\n childRefines = false;\n } else if (!child.hasRenderContent) {\n childRefines = this.executeEmptyTraversal(child, frameState);\n } else {\n childRefines = child.contentAvailable;\n }\n refines = refines && childRefines;\n\n if (!refines) {\n return false;\n }\n }\n }\n\n if (!hasVisibleChild) {\n refines = false;\n }\n return refines;\n }\n /* eslint-enable complexity, max-statements */\n\n updateTile(tile, frameState) {\n this.updateTileVisibility(tile, frameState);\n }\n\n // tile to render in the browser\n selectTile(tile, frameState) {\n if (this.shouldSelectTile(tile)) {\n // The tile can be selected right away and does not require traverseAndSelect\n tile._selectedFrame = frameState.frameNumber;\n this.selectedTiles[tile.id] = tile;\n }\n }\n\n // tile to load from server\n loadTile(tile, frameState) {\n if (this.shouldLoadTile(tile)) {\n tile._requestedFrame = frameState.frameNumber;\n tile._priority = tile._getPriority();\n this.requestedTiles[tile.id] = tile;\n }\n }\n\n // cache tile\n touchTile(tile, frameState) {\n tile.tileset._cache.touch(tile);\n tile._touchedFrame = frameState.frameNumber;\n }\n\n // tile should be visible\n // tile should have children\n // tile LoD (level of detail) is not sufficient under current viewport\n canTraverse(tile, frameState, useParentMetric = false, ignoreVisibility = false) {\n if (!tile.hasChildren) {\n return false;\n }\n\n // cesium specific\n if (tile.hasTilesetContent) {\n // Traverse external this to visit its root tile\n // Don't traverse if the subtree is expired because it will be destroyed\n return !tile.contentExpired;\n }\n\n if (!ignoreVisibility && !tile.isVisibleAndInRequestVolume) {\n return false;\n }\n\n return this.shouldRefine(tile, frameState, useParentMetric);\n }\n\n shouldLoadTile(tile) {\n // if request tile is in current frame\n // and has unexpired render content\n return tile.hasUnloadedContent || tile.contentExpired;\n }\n\n shouldSelectTile(tile) {\n // if select tile is in current frame\n // and content available\n return tile.contentAvailable && !this.options.skipLevelOfDetail;\n }\n\n // Decide if tile LoD (level of detail) is not sufficient under current viewport\n shouldRefine(tile, frameState, useParentMetric) {\n let screenSpaceError = tile._screenSpaceError;\n if (useParentMetric) {\n screenSpaceError = tile.getScreenSpaceError(frameState, true);\n }\n\n return screenSpaceError > this.options.maximumScreenSpaceError;\n }\n\n updateTileVisibility(tile, frameState) {\n const viewportIds: string[] = [];\n if (this.options.viewportTraversersMap) {\n for (const key in this.options.viewportTraversersMap) {\n const value = this.options.viewportTraversersMap[key];\n if (value === frameState.viewport.id) {\n viewportIds.push(key);\n }\n }\n } else {\n viewportIds.push(frameState.viewport.id);\n }\n tile.updateVisibility(frameState, viewportIds);\n }\n\n // UTILITIES\n\n compareDistanceToCamera(b, a) {\n return b._distanceToCamera - a._distanceToCamera;\n }\n\n anyChildrenVisible(tile, frameState) {\n let anyVisible = false;\n for (const child of tile.children) {\n child.updateVisibility(frameState);\n anyVisible = anyVisible || child.isVisibleAndInRequestVolume;\n }\n return anyVisible;\n }\n\n // Depth-first traversal that checks if all nearest descendants with content are loaded.\n // Ignores visibility.\n executeEmptyTraversal(root, frameState) {\n let allDescendantsLoaded = true;\n const stack = this._emptyTraversalStack;\n\n stack.push(root);\n\n while (stack.length > 0 && allDescendantsLoaded) {\n const tile = stack.pop();\n\n this.updateTile(tile, frameState);\n\n if (!tile.isVisibleAndInRequestVolume) {\n // Load tiles that aren't visible since they are still needed for the parent to refine\n this.loadTile(tile, frameState);\n }\n\n this.touchTile(tile, frameState);\n\n // Only traverse if the tile is empty - traversal stop at descendants with content\n const traverse = !tile.hasRenderContent && this.canTraverse(tile, frameState, false, true);\n\n if (traverse) {\n const children = tile.children;\n for (const child of children) {\n // eslint-disable-next-line max-depth\n if (stack.find(child)) {\n stack.delete(child);\n }\n stack.push(child);\n }\n } else if (!tile.contentAvailable) {\n allDescendantsLoaded = false;\n }\n }\n\n return allDescendantsLoaded;\n }\n}\n\n// TODO\n// enable expiration\n// enable optimization hint\n"],"file":"tileset-traverser.js"}