@loaders.gl/tiles 3.3.0-alpha.1 → 3.3.0-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 (70) hide show
  1. package/dist/dist.min.js +96 -50
  2. package/dist/es5/tileset/helpers/frame-state.js +26 -11
  3. package/dist/es5/tileset/helpers/frame-state.js.map +1 -1
  4. package/dist/es5/tileset/helpers/i3s-lod.js.map +1 -1
  5. package/dist/es5/tileset/tile-3d.js +11 -2
  6. package/dist/es5/tileset/tile-3d.js.map +1 -1
  7. package/dist/es5/tileset/tileset-3d.js +11 -11
  8. package/dist/es5/tileset/tileset-3d.js.map +1 -1
  9. package/dist/es5/tileset/traversers/{i3s-frame-counter.js → i3s-pending-tiles-register.js} +19 -9
  10. package/dist/es5/tileset/traversers/i3s-pending-tiles-register.js.map +1 -0
  11. package/dist/es5/tileset/traversers/i3s-tile-manager.js +22 -12
  12. package/dist/es5/tileset/traversers/i3s-tile-manager.js.map +1 -1
  13. package/dist/es5/tileset/traversers/i3s-tileset-traverser.js +4 -5
  14. package/dist/es5/tileset/traversers/i3s-tileset-traverser.js.map +1 -1
  15. package/dist/es5/tileset/traversers/tileset-traverser.js +2 -2
  16. package/dist/es5/tileset/traversers/tileset-traverser.js.map +1 -1
  17. package/dist/esm/tileset/helpers/frame-state.js +25 -9
  18. package/dist/esm/tileset/helpers/frame-state.js.map +1 -1
  19. package/dist/esm/tileset/helpers/i3s-lod.js.map +1 -1
  20. package/dist/esm/tileset/tile-3d.js +11 -2
  21. package/dist/esm/tileset/tile-3d.js.map +1 -1
  22. package/dist/esm/tileset/tileset-3d.js +12 -9
  23. package/dist/esm/tileset/tileset-3d.js.map +1 -1
  24. package/dist/esm/tileset/traversers/i3s-pending-tiles-register.js +33 -0
  25. package/dist/esm/tileset/traversers/i3s-pending-tiles-register.js.map +1 -0
  26. package/dist/esm/tileset/traversers/i3s-tile-manager.js +32 -11
  27. package/dist/esm/tileset/traversers/i3s-tile-manager.js.map +1 -1
  28. package/dist/esm/tileset/traversers/i3s-tileset-traverser.js +4 -5
  29. package/dist/esm/tileset/traversers/i3s-tileset-traverser.js.map +1 -1
  30. package/dist/esm/tileset/traversers/tileset-traverser.js +2 -2
  31. package/dist/esm/tileset/traversers/tileset-traverser.js.map +1 -1
  32. package/dist/tileset/helpers/frame-state.d.ts +4 -7
  33. package/dist/tileset/helpers/frame-state.d.ts.map +1 -1
  34. package/dist/tileset/helpers/frame-state.js +26 -12
  35. package/dist/tileset/helpers/i3s-lod.d.ts.map +1 -1
  36. package/dist/tileset/tile-3d.d.ts +10 -3
  37. package/dist/tileset/tile-3d.d.ts.map +1 -1
  38. package/dist/tileset/tile-3d.js +11 -2
  39. package/dist/tileset/tileset-3d.d.ts +3 -2
  40. package/dist/tileset/tileset-3d.d.ts.map +1 -1
  41. package/dist/tileset/tileset-3d.js +11 -9
  42. package/dist/tileset/traversers/{i3s-frame-counter.d.ts → i3s-pending-tiles-register.d.ts} +7 -4
  43. package/dist/tileset/traversers/i3s-pending-tiles-register.d.ts.map +1 -0
  44. package/dist/tileset/traversers/{i3s-frame-counter.js → i3s-pending-tiles-register.js} +17 -8
  45. package/dist/tileset/traversers/i3s-tile-manager.d.ts +19 -1
  46. package/dist/tileset/traversers/i3s-tile-manager.d.ts.map +1 -1
  47. package/dist/tileset/traversers/i3s-tile-manager.js +32 -12
  48. package/dist/tileset/traversers/i3s-tileset-traverser.d.ts +1 -1
  49. package/dist/tileset/traversers/i3s-tileset-traverser.d.ts.map +1 -1
  50. package/dist/tileset/traversers/i3s-tileset-traverser.js +5 -5
  51. package/dist/tileset/traversers/tileset-traverser.d.ts +1 -1
  52. package/dist/tileset/traversers/tileset-traverser.d.ts.map +1 -1
  53. package/dist/tileset/traversers/tileset-traverser.js +2 -2
  54. package/dist/types.d.ts +21 -0
  55. package/dist/types.d.ts.map +1 -1
  56. package/package.json +4 -4
  57. package/src/tileset/helpers/frame-state.ts +46 -19
  58. package/src/tileset/helpers/i3s-lod.ts +3 -1
  59. package/src/tileset/tile-3d.ts +11 -2
  60. package/src/tileset/tileset-3d.ts +17 -14
  61. package/src/tileset/traversers/i3s-pending-tiles-register.ts +44 -0
  62. package/src/tileset/traversers/i3s-tile-manager.ts +47 -11
  63. package/src/tileset/traversers/i3s-tileset-traverser.ts +5 -5
  64. package/src/tileset/traversers/tileset-traverser.ts +2 -2
  65. package/src/types.ts +23 -0
  66. package/dist/es5/tileset/traversers/i3s-frame-counter.js.map +0 -1
  67. package/dist/esm/tileset/traversers/i3s-frame-counter.js +0 -23
  68. package/dist/esm/tileset/traversers/i3s-frame-counter.js.map +0 -1
  69. package/dist/tileset/traversers/i3s-frame-counter.d.ts.map +0 -1
  70. package/src/tileset/traversers/i3s-frame-counter.ts +0 -35
@@ -13,7 +13,7 @@ var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/creat
13
13
 
14
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  var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
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- var _i3sFrameCounter = _interopRequireDefault(require("./i3s-frame-counter"));
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+ var _i3sPendingTilesRegister = _interopRequireDefault(require("./i3s-pending-tiles-register"));
17
17
 
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  var STATUS = {
19
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  REQUESTED: 'REQUESTED',
@@ -25,7 +25,7 @@ var I3STileManager = function () {
25
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  function I3STileManager() {
26
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  (0, _classCallCheck2.default)(this, I3STileManager);
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  (0, _defineProperty2.default)(this, "_statusMap", void 0);
28
- (0, _defineProperty2.default)(this, "pendingTilesRegister", new _i3sFrameCounter.default());
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+ (0, _defineProperty2.default)(this, "pendingTilesRegister", new _i3sPendingTilesRegister.default());
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  this._statusMap = {};
30
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  }
31
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@@ -35,7 +35,8 @@ var I3STileManager = function () {
35
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  var _this = this;
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  if (!this._statusMap[key]) {
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- var frameNumber = frameState.frameNumber;
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+ var frameNumber = frameState.frameNumber,
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+ id = frameState.viewport.id;
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  this._statusMap[key] = {
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  request: request,
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  callback: callback,
@@ -43,19 +44,23 @@ var I3STileManager = function () {
43
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  frameState: frameState,
44
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  status: STATUS.REQUESTED
45
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  };
46
- this.pendingTilesRegister.register(frameNumber);
47
+ this.pendingTilesRegister.register(id, frameNumber);
47
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  request().then(function (data) {
48
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  _this._statusMap[key].status = STATUS.COMPLETED;
49
- var actualFrameNumber = _this._statusMap[key].frameState.frameNumber;
50
+ var _this$_statusMap$key$ = _this._statusMap[key].frameState,
51
+ actualFrameNumber = _this$_statusMap$key$.frameNumber,
52
+ id = _this$_statusMap$key$.viewport.id;
50
53
 
51
- _this.pendingTilesRegister.deregister(actualFrameNumber);
54
+ _this.pendingTilesRegister.deregister(id, actualFrameNumber);
52
55
 
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  _this._statusMap[key].callback(data, frameState);
54
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  }).catch(function (error) {
55
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  _this._statusMap[key].status = STATUS.ERROR;
56
- var actualFrameNumber = _this._statusMap[key].frameState.frameNumber;
59
+ var _this$_statusMap$key$2 = _this._statusMap[key].frameState,
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+ actualFrameNumber = _this$_statusMap$key$2.frameNumber,
61
+ id = _this$_statusMap$key$2.viewport.id;
57
62
 
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- _this.pendingTilesRegister.deregister(actualFrameNumber);
63
+ _this.pendingTilesRegister.deregister(id, actualFrameNumber);
59
64
 
60
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  callback(error);
61
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  });
@@ -65,8 +70,13 @@ var I3STileManager = function () {
65
70
  key: "update",
66
71
  value: function update(key, frameState) {
67
72
  if (this._statusMap[key]) {
68
- this.pendingTilesRegister.deregister(this._statusMap[key].frameState.frameNumber);
69
- this.pendingTilesRegister.register(frameState.frameNumber);
73
+ var _this$_statusMap$key$3 = this._statusMap[key].frameState,
74
+ frameNumber = _this$_statusMap$key$3.frameNumber,
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+ id = _this$_statusMap$key$3.viewport.id;
76
+ this.pendingTilesRegister.deregister(id, frameNumber);
77
+ var newFrameNumber = frameState.frameNumber,
78
+ newViewportId = frameState.viewport.id;
79
+ this.pendingTilesRegister.register(newViewportId, newFrameNumber);
70
80
  this._statusMap[key].frameState = frameState;
71
81
  }
72
82
  }
@@ -77,8 +87,8 @@ var I3STileManager = function () {
77
87
  }
78
88
  }, {
79
89
  key: "hasPendingTiles",
80
- value: function hasPendingTiles(frameNumber) {
81
- return !this.pendingTilesRegister.isZero(frameNumber);
90
+ value: function hasPendingTiles(viewportId, frameNumber) {
91
+ return !this.pendingTilesRegister.isZero(viewportId, frameNumber);
82
92
  }
83
93
  }]);
84
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  return I3STileManager;
@@ -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","id","viewport","status","pendingTilesRegister","register","then","data","actualFrameNumber","deregister","catch","error","newFrameNumber","newViewportId","viewportId","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,gCAAJ,EAEjB;AACZ,SAAKC,UAAL,GAAkB,EAAlB;AACD;;;;WASD,aAAIC,OAAJ,EAAaC,GAAb,EAAkBC,QAAlB,EAA4BC,UAA5B,EAAoD;AAAA;;AAClD,UAAI,CAAC,KAAKJ,UAAL,CAAgBE,GAAhB,CAAL,EAA2B;AACzB,YACEG,WADF,GAGID,UAHJ,CACEC,WADF;AAAA,YAEaC,EAFb,GAGIF,UAHJ,CAEEG,QAFF,CAEaD,EAFb;AAIA,aAAKN,UAAL,CAAgBE,GAAhB,IAAuB;AAACD,UAAAA,OAAO,EAAPA,OAAD;AAAUE,UAAAA,QAAQ,EAARA,QAAV;AAAoBD,UAAAA,GAAG,EAAHA,GAApB;AAAyBE,UAAAA,UAAU,EAAVA,UAAzB;AAAqCI,UAAAA,MAAM,EAAEd,MAAM,CAACC;AAApD,SAAvB;AAEA,aAAKc,oBAAL,CAA0BC,QAA1B,CAAmCJ,EAAnC,EAAuCD,WAAvC;AACAJ,QAAAA,OAAO,GACJU,IADH,CACQ,UAACC,IAAD,EAAU;AACd,UAAA,KAAI,CAACZ,UAAL,CAAgBE,GAAhB,EAAqBM,MAArB,GAA8Bd,MAAM,CAACE,SAArC;AACA,sCAGI,KAAI,CAACI,UAAL,CAAgBE,GAAhB,EAAqBE,UAHzB;AAAA,cACeS,iBADf,yBACER,WADF;AAAA,cAEaC,EAFb,yBAEEC,QAFF,CAEaD,EAFb;;AAKA,UAAA,KAAI,CAACG,oBAAL,CAA0BK,UAA1B,CAAqCR,EAArC,EAAyCO,iBAAzC;;AACA,UAAA,KAAI,CAACb,UAAL,CAAgBE,GAAhB,EAAqBC,QAArB,CAA8BS,IAA9B,EAAoCR,UAApC;AACD,SAVH,EAWGW,KAXH,CAWS,UAACC,KAAD,EAAW;AAChB,UAAA,KAAI,CAAChB,UAAL,CAAgBE,GAAhB,EAAqBM,MAArB,GAA8Bd,MAAM,CAACG,KAArC;AACA,uCAGI,KAAI,CAACG,UAAL,CAAgBE,GAAhB,EAAqBE,UAHzB;AAAA,cACeS,iBADf,0BACER,WADF;AAAA,cAEaC,EAFb,0BAEEC,QAFF,CAEaD,EAFb;;AAKA,UAAA,KAAI,CAACG,oBAAL,CAA0BK,UAA1B,CAAqCR,EAArC,EAAyCO,iBAAzC;;AACAV,UAAAA,QAAQ,CAACa,KAAD,CAAR;AACD,SApBH;AAqBD;AACF;;;WAOD,gBAAOd,GAAP,EAAYE,UAAZ,EAAoC;AAClC,UAAI,KAAKJ,UAAL,CAAgBE,GAAhB,CAAJ,EAA0B;AAExB,qCAGI,KAAKF,UAAL,CAAgBE,GAAhB,EAAqBE,UAHzB;AAAA,YACEC,WADF,0BACEA,WADF;AAAA,YAEaC,EAFb,0BAEEC,QAFF,CAEaD,EAFb;AAIA,aAAKG,oBAAL,CAA0BK,UAA1B,CAAqCR,EAArC,EAAyCD,WAAzC;AAGA,YACeY,cADf,GAGIb,UAHJ,CACEC,WADF;AAAA,YAEiBa,aAFjB,GAGId,UAHJ,CAEEG,QAFF,CAEaD,EAFb;AAIA,aAAKG,oBAAL,CAA0BC,QAA1B,CAAmCQ,aAAnC,EAAkDD,cAAlD;AACA,aAAKjB,UAAL,CAAgBE,GAAhB,EAAqBE,UAArB,GAAkCA,UAAlC;AACD;AACF;;;WAOD,cAAKF,GAAL,EAAU;AACR,aAAO,KAAKF,UAAL,CAAgBE,GAAhB,CAAP;AACD;;;WAQD,yBAAgBiB,UAAhB,EAAoCd,WAApC,EAAkE;AAChE,aAAO,CAAC,KAAKI,oBAAL,CAA0BW,MAA1B,CAAiCD,UAAjC,EAA6Cd,WAA7C,CAAR;AACD","sourcesContent":["import {FrameState} from '../helpers/frame-state';\nimport I3SPendingTilesRegister from './i3s-pending-tiles-register';\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 /**\n * Add request to map\n * @param request - node metadata request\n * @param key - unique key\n * @param callback - callback after request completed\n * @param frameState - frameState data\n */\n add(request, key, callback, frameState: FrameState) {\n if (!this._statusMap[key]) {\n const {\n frameNumber,\n viewport: {id}\n } = frameState;\n this._statusMap[key] = {request, callback, key, frameState, status: STATUS.REQUESTED};\n // Register pending request for the frameNumber\n this.pendingTilesRegister.register(id, frameNumber);\n request()\n .then((data) => {\n this._statusMap[key].status = STATUS.COMPLETED;\n const {\n frameNumber: actualFrameNumber,\n viewport: {id}\n } = this._statusMap[key].frameState;\n // Deregister pending request for the frameNumber\n this.pendingTilesRegister.deregister(id, actualFrameNumber);\n this._statusMap[key].callback(data, frameState);\n })\n .catch((error) => {\n this._statusMap[key].status = STATUS.ERROR;\n const {\n frameNumber: actualFrameNumber,\n viewport: {id}\n } = this._statusMap[key].frameState;\n // Deregister pending request for the frameNumber\n this.pendingTilesRegister.deregister(id, actualFrameNumber);\n callback(error);\n });\n }\n }\n\n /**\n * Update request if it is still actual for the new frameState\n * @param key - unique key\n * @param frameState - frameState data\n */\n update(key, frameState: FrameState) {\n if (this._statusMap[key]) {\n // Deregister pending request for the old frameNumber\n const {\n frameNumber,\n viewport: {id}\n } = this._statusMap[key].frameState;\n this.pendingTilesRegister.deregister(id, frameNumber);\n\n // Register pending request for the new frameNumber\n const {\n frameNumber: newFrameNumber,\n viewport: {id: newViewportId}\n } = frameState;\n this.pendingTilesRegister.register(newViewportId, newFrameNumber);\n this._statusMap[key].frameState = frameState;\n }\n }\n\n /**\n * Find request in the map\n * @param key - unique key\n * @returns\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 viewportId\n * @param frameNumber\n * @returns\n */\n hasPendingTiles(viewportId: string, frameNumber: number): boolean {\n return !this.pendingTilesRegister.isZero(viewportId, frameNumber);\n }\n}\n"],"file":"i3s-tile-manager.js"}
@@ -66,8 +66,8 @@ var I3STilesetTraverser = function (_TilesetTraverser) {
66
66
 
67
67
  (0, _createClass2.default)(I3STilesetTraverser, [{
68
68
  key: "traversalFinished",
69
- get: function get() {
70
- return !this._tileManager.hasPendingTiles(this._frameNumber || 0);
69
+ value: function traversalFinished(frameState) {
70
+ return !this._tileManager.hasPendingTiles(frameState.viewport.id, this._frameNumber || 0);
71
71
  }
72
72
  }, {
73
73
  key: "shouldRefine",
@@ -144,8 +144,7 @@ var I3STilesetTraverser = function (_TilesetTraverser) {
144
144
  nodeUrl = tileset.getTileUrl("".concat(tileset.url, "/nodes/").concat(nodeId));
145
145
  options = _objectSpread(_objectSpread({}, tileset.loadOptions), {}, {
146
146
  i3s: _objectSpread(_objectSpread({}, tileset.loadOptions.i3s), {}, {
147
- isTileHeader: true,
148
- loadContent: false
147
+ isTileHeader: true
149
148
  })
150
149
  });
151
150
  _context.next = 5;
@@ -178,7 +177,7 @@ var I3STilesetTraverser = function (_TilesetTraverser) {
178
177
 
179
178
  this.updateTile(childTile, frameState);
180
179
 
181
- if (this._frameNumber === frameState.frameNumber && (this.traversalFinished || new Date().getTime() - this.lastUpdate > this.updateDebounceTime)) {
180
+ if (this._frameNumber === frameState.frameNumber && (this.traversalFinished(frameState) || new Date().getTime() - this.lastUpdate > this.updateDebounceTime)) {
182
181
  this.executeTraversal(childTile, frameState);
183
182
  }
184
183
  }
@@ -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';\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"}
1
+ 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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 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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(frameState) ||\n new Date().getTime() - this.lastUpdate > this.updateDebounceTime)\n ) {\n this.executeTraversal(childTile, frameState);\n }\n }\n}\n"],"file":"i3s-tileset-traverser.js"}
@@ -63,7 +63,7 @@ var TilesetTraverser = function () {
63
63
 
64
64
  (0, _createClass2.default)(TilesetTraverser, [{
65
65
  key: "traversalFinished",
66
- get: function get() {
66
+ value: function traversalFinished(frameState) {
67
67
  return true;
68
68
  }
69
69
  }, {
@@ -131,7 +131,7 @@ var TilesetTraverser = function () {
131
131
 
132
132
  var newTime = new Date().getTime();
133
133
 
134
- if (this.traversalFinished || newTime - this.lastUpdate > this.updateDebounceTime) {
134
+ if (this.traversalFinished(frameState) || newTime - this.lastUpdate > this.updateDebounceTime) {
135
135
  this.lastUpdate = newTime;
136
136
  this.options.onTraversalEnd(frameState);
137
137
  }
@@ -1 +1 @@
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"}
1
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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(frameState) || 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"}
@@ -13,14 +13,13 @@ export function getFrameState(viewport, frameNumber) {
13
13
  const {
14
14
  metersPerUnit
15
15
  } = viewport.distanceScales;
16
- const viewportCenterCartographic = viewport.unprojectPosition(viewport.center);
17
- const viewportCenterCartesian = Ellipsoid.WGS84.cartographicToCartesian(viewportCenterCartographic, new Vector3());
16
+ const viewportCenterCartesian = worldToCartesian(viewport, viewport.center);
18
17
  const enuToFixedTransform = Ellipsoid.WGS84.eastNorthUpToFixedFrame(viewportCenterCartesian);
19
18
  const cameraPositionCartographic = viewport.unprojectPosition(viewport.cameraPosition);
20
19
  const cameraPositionCartesian = Ellipsoid.WGS84.cartographicToCartesian(cameraPositionCartographic, new Vector3());
21
20
  const cameraDirectionCartesian = new Vector3(enuToFixedTransform.transformAsVector(new Vector3(cameraDirection).scale(metersPerUnit))).normalize();
22
21
  const cameraUpCartesian = new Vector3(enuToFixedTransform.transformAsVector(new Vector3(cameraUp).scale(metersPerUnit))).normalize();
23
- commonSpacePlanesToWGS84(viewport, viewportCenterCartesian);
22
+ commonSpacePlanesToWGS84(viewport);
24
23
  const ViewportClass = viewport.constructor;
25
24
  const {
26
25
  longitude,
@@ -87,17 +86,34 @@ export function limitSelectedTiles(tiles, frameState, maximumTilesSelected) {
87
86
  return [selectedTiles, unselectedTiles];
88
87
  }
89
88
 
90
- function commonSpacePlanesToWGS84(viewport, viewportCenterCartesian) {
89
+ function commonSpacePlanesToWGS84(viewport) {
91
90
  const frustumPlanes = viewport.getFrustumPlanes();
91
+ const nearCenterCommon = closestPointOnPlane(frustumPlanes.near, viewport.cameraPosition);
92
+ const nearCenterCartesian = worldToCartesian(viewport, nearCenterCommon);
93
+ const cameraCartesian = worldToCartesian(viewport, viewport.cameraPosition, scratchPosition);
92
94
  let i = 0;
95
+ cullingVolume.planes[i++].fromPointNormal(nearCenterCartesian, scratchVector.copy(nearCenterCartesian).subtract(cameraCartesian));
93
96
 
94
97
  for (const dir in frustumPlanes) {
98
+ if (dir === 'near') {
99
+ continue;
100
+ }
101
+
95
102
  const plane = frustumPlanes[dir];
96
- const distanceToCenter = plane.normal.dot(viewport.center);
97
- scratchPosition.copy(plane.normal).scale(plane.distance - distanceToCenter).add(viewport.center);
98
- const cartographicPos = viewport.unprojectPosition(scratchPosition);
99
- const cartesianPos = Ellipsoid.WGS84.cartographicToCartesian(cartographicPos, new Vector3());
100
- cullingVolume.planes[i++].fromPointNormal(cartesianPos, scratchVector.copy(viewportCenterCartesian).subtract(cartesianPos));
103
+ const posCommon = closestPointOnPlane(plane, nearCenterCommon, scratchPosition);
104
+ const cartesianPos = worldToCartesian(viewport, posCommon, scratchPosition);
105
+ cullingVolume.planes[i++].fromPointNormal(cartesianPos, scratchVector.copy(nearCenterCartesian).subtract(cartesianPos));
101
106
  }
102
107
  }
108
+
109
+ function closestPointOnPlane(plane, refPoint, out = new Vector3()) {
110
+ const distanceToRef = plane.normal.dot(refPoint);
111
+ out.copy(plane.normal).scale(plane.distance - distanceToRef).add(refPoint);
112
+ return out;
113
+ }
114
+
115
+ function worldToCartesian(viewport, point, out = new Vector3()) {
116
+ const cartographicPos = viewport.unprojectPosition(point);
117
+ return Ellipsoid.WGS84.cartographicToCartesian(cartographicPos, out);
118
+ }
103
119
  //# sourceMappingURL=frame-state.js.map
@@ -1 +1 @@
1
- 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{Tile3D} from '@loaders.gl/tiles';\nimport {Vector3} from '@math.gl/core';\nimport {CullingVolume, Plane} from '@math.gl/culling';\nimport {Ellipsoid} from '@math.gl/geospatial';\n\nexport type FrameState = {\n camera: {\n position: number[];\n direction: number[];\n up: number[];\n };\n viewport: {[key: string]: any};\n topDownViewport: {[key: string]: any}; // Use it to calculate projected radius for a tile\n height: number;\n cullingVolume: CullingVolume;\n frameNumber: number; // TODO: This can be the same between updates, what number is unique for between updates?\n sseDenominator: number; // Assumes fovy = 60 degrees\n};\n\nconst scratchVector = new Vector3();\nconst scratchPosition = new Vector3();\nconst cullingVolume = new CullingVolume([\n new Plane(),\n new Plane(),\n new Plane(),\n new Plane(),\n new Plane(),\n new Plane()\n]);\n\n// Extracts a frame state appropriate for tile culling from a deck.gl viewport\n// TODO - this could likely be generalized and merged back into deck.gl for other culling scenarios\nexport function getFrameState(viewport, frameNumber: number): FrameState {\n // Traverse and and request. Update _selectedTiles so that we know what to render.\n const {cameraDirection, cameraUp, height} = viewport;\n const {metersPerUnit} = viewport.distanceScales;\n\n const viewportCenterCartographic = viewport.unprojectPosition(viewport.center);\n // TODO - Ellipsoid.eastNorthUpToFixedFrame() breaks on raw array, create a Vector.\n // TODO - Ellipsoid.eastNorthUpToFixedFrame() takes a cartesian, is that intuitive?\n const viewportCenterCartesian = Ellipsoid.WGS84.cartographicToCartesian(\n viewportCenterCartographic,\n new Vector3()\n );\n const enuToFixedTransform = Ellipsoid.WGS84.eastNorthUpToFixedFrame(viewportCenterCartesian);\n\n const cameraPositionCartographic = viewport.unprojectPosition(viewport.cameraPosition);\n const cameraPositionCartesian = Ellipsoid.WGS84.cartographicToCartesian(\n cameraPositionCartographic,\n new Vector3()\n );\n\n // These should still be normalized as the transform has scale 1 (goes from meters to meters)\n const cameraDirectionCartesian = new Vector3(\n // @ts-ignore\n enuToFixedTransform.transformAsVector(new Vector3(cameraDirection).scale(metersPerUnit))\n ).normalize();\n const cameraUpCartesian = new Vector3(\n // @ts-ignore\n enuToFixedTransform.transformAsVector(new Vector3(cameraUp).scale(metersPerUnit))\n ).normalize();\n\n commonSpacePlanesToWGS84(viewport, viewportCenterCartesian);\n\n const ViewportClass = viewport.constructor;\n const {longitude, latitude, width, bearing, zoom} = viewport;\n // @ts-ignore\n const topDownViewport = new ViewportClass({\n longitude,\n latitude,\n height,\n width,\n bearing,\n zoom,\n pitch: 0\n });\n\n // TODO: make a file/class for frameState and document what needs to be attached to this so that traversal can function\n return {\n camera: {\n position: cameraPositionCartesian,\n direction: cameraDirectionCartesian,\n up: cameraUpCartesian\n },\n viewport,\n topDownViewport,\n height,\n cullingVolume,\n frameNumber, // TODO: This can be the same between updates, what number is unique for between updates?\n sseDenominator: 1.15 // Assumes fovy = 60 degrees\n };\n}\n\n/**\n * Limit `tiles` array length with `maximumTilesSelected` number.\n * The criteria for this filtering is distance of a tile center\n * to the `frameState.viewport`'s longitude and latitude\n * @param tiles - tiles array to filter\n * @param frameState - frameState to calculate distances\n * @param maximumTilesSelected - maximal amount of tiles in the output array\n * @returns new tiles array\n */\nexport function limitSelectedTiles(\n tiles: Tile3D[],\n frameState: FrameState,\n maximumTilesSelected: number\n): [Tile3D[], Tile3D[]] {\n if (maximumTilesSelected === 0 || tiles.length <= maximumTilesSelected) {\n return [tiles, []];\n }\n // Accumulate distances in couples array: [tileIndex: number, distanceToViewport: number]\n const tuples: [number, number][] = [];\n const {longitude: viewportLongitude, latitude: viewportLatitude} = frameState.viewport;\n for (const [index, tile] of tiles.entries()) {\n const [longitude, latitude] = tile.header.mbs;\n const deltaLon = Math.abs(viewportLongitude - longitude);\n const deltaLat = Math.abs(viewportLatitude - latitude);\n const distance = Math.sqrt(deltaLat * deltaLat + deltaLon * deltaLon);\n tuples.push([index, distance]);\n }\n const tuplesSorted = tuples.sort((a, b) => a[1] - b[1]);\n const selectedTiles: Tile3D[] = [];\n for (let i = 0; i < maximumTilesSelected; i++) {\n selectedTiles.push(tiles[tuplesSorted[i][0]]);\n }\n const unselectedTiles: Tile3D[] = [];\n for (let i = maximumTilesSelected; i < tuplesSorted.length; i++) {\n unselectedTiles.push(tiles[tuplesSorted[i][0]]);\n }\n\n return [selectedTiles, unselectedTiles];\n}\n\nfunction commonSpacePlanesToWGS84(viewport, viewportCenterCartesian) {\n // Extract frustum planes based on current view.\n const frustumPlanes = viewport.getFrustumPlanes();\n let i = 0;\n for (const dir in frustumPlanes) {\n const plane = frustumPlanes[dir];\n const distanceToCenter = plane.normal.dot(viewport.center);\n scratchPosition\n .copy(plane.normal)\n .scale(plane.distance - distanceToCenter)\n .add(viewport.center);\n const cartographicPos = viewport.unprojectPosition(scratchPosition);\n\n const cartesianPos = Ellipsoid.WGS84.cartographicToCartesian(cartographicPos, new Vector3());\n\n cullingVolume.planes[i++].fromPointNormal(\n cartesianPos,\n // Want the normal to point into the frustum since that's what culling expects\n scratchVector.copy(viewportCenterCartesian).subtract(cartesianPos)\n );\n }\n}\n"],"file":"frame-state.js"}
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{Tile3D} from '@loaders.gl/tiles';\nimport {Vector3} from '@math.gl/core';\nimport {CullingVolume, Plane} from '@math.gl/culling';\nimport {Ellipsoid} from '@math.gl/geospatial';\nimport {Viewport} from '../../types';\n\nexport type FrameState = {\n camera: {\n position: number[];\n direction: number[];\n up: number[];\n };\n viewport: Viewport;\n topDownViewport: Viewport; // Use it to calculate projected radius for a tile\n height: number;\n cullingVolume: CullingVolume;\n frameNumber: number; // TODO: This can be the same between updates, what number is unique for between updates?\n sseDenominator: number; // Assumes fovy = 60 degrees\n};\n\nconst scratchVector = new Vector3();\nconst scratchPosition = new Vector3();\nconst cullingVolume = new CullingVolume([\n new Plane(),\n new Plane(),\n new Plane(),\n new Plane(),\n new Plane(),\n new Plane()\n]);\n\n// Extracts a frame state appropriate for tile culling from a deck.gl viewport\n// TODO - this could likely be generalized and merged back into deck.gl for other culling scenarios\nexport function getFrameState(viewport: Viewport, frameNumber: number): FrameState {\n // Traverse and and request. Update _selectedTiles so that we know what to render.\n const {cameraDirection, cameraUp, height} = viewport;\n const {metersPerUnit} = viewport.distanceScales;\n\n // TODO - Ellipsoid.eastNorthUpToFixedFrame() breaks on raw array, create a Vector.\n // TODO - Ellipsoid.eastNorthUpToFixedFrame() takes a cartesian, is that intuitive?\n const viewportCenterCartesian = worldToCartesian(viewport, viewport.center);\n const enuToFixedTransform = Ellipsoid.WGS84.eastNorthUpToFixedFrame(viewportCenterCartesian);\n\n const cameraPositionCartographic = viewport.unprojectPosition(viewport.cameraPosition);\n const cameraPositionCartesian = Ellipsoid.WGS84.cartographicToCartesian(\n cameraPositionCartographic,\n new Vector3()\n );\n\n // These should still be normalized as the transform has scale 1 (goes from meters to meters)\n const cameraDirectionCartesian = new Vector3(\n // @ts-ignore\n enuToFixedTransform.transformAsVector(new Vector3(cameraDirection).scale(metersPerUnit))\n ).normalize();\n const cameraUpCartesian = new Vector3(\n // @ts-ignore\n enuToFixedTransform.transformAsVector(new Vector3(cameraUp).scale(metersPerUnit))\n ).normalize();\n\n commonSpacePlanesToWGS84(viewport);\n\n const ViewportClass = viewport.constructor;\n const {longitude, latitude, width, bearing, zoom} = viewport;\n // @ts-ignore\n const topDownViewport = new ViewportClass({\n longitude,\n latitude,\n height,\n width,\n bearing,\n zoom,\n pitch: 0\n });\n\n // TODO: make a file/class for frameState and document what needs to be attached to this so that traversal can function\n return {\n camera: {\n position: cameraPositionCartesian,\n direction: cameraDirectionCartesian,\n up: cameraUpCartesian\n },\n viewport,\n topDownViewport,\n height,\n cullingVolume,\n frameNumber, // TODO: This can be the same between updates, what number is unique for between updates?\n sseDenominator: 1.15 // Assumes fovy = 60 degrees\n };\n}\n\n/**\n * Limit `tiles` array length with `maximumTilesSelected` number.\n * The criteria for this filtering is distance of a tile center\n * to the `frameState.viewport`'s longitude and latitude\n * @param tiles - tiles array to filter\n * @param frameState - frameState to calculate distances\n * @param maximumTilesSelected - maximal amount of tiles in the output array\n * @returns new tiles array\n */\nexport function limitSelectedTiles(\n tiles: Tile3D[],\n frameState: FrameState,\n maximumTilesSelected: number\n): [Tile3D[], Tile3D[]] {\n if (maximumTilesSelected === 0 || tiles.length <= maximumTilesSelected) {\n return [tiles, []];\n }\n // Accumulate distances in couples array: [tileIndex: number, distanceToViewport: number]\n const tuples: [number, number][] = [];\n const {longitude: viewportLongitude, latitude: viewportLatitude} = frameState.viewport;\n for (const [index, tile] of tiles.entries()) {\n const [longitude, latitude] = tile.header.mbs;\n const deltaLon = Math.abs(viewportLongitude - longitude);\n const deltaLat = Math.abs(viewportLatitude - latitude);\n const distance = Math.sqrt(deltaLat * deltaLat + deltaLon * deltaLon);\n tuples.push([index, distance]);\n }\n const tuplesSorted = tuples.sort((a, b) => a[1] - b[1]);\n const selectedTiles: Tile3D[] = [];\n for (let i = 0; i < maximumTilesSelected; i++) {\n selectedTiles.push(tiles[tuplesSorted[i][0]]);\n }\n const unselectedTiles: Tile3D[] = [];\n for (let i = maximumTilesSelected; i < tuplesSorted.length; i++) {\n unselectedTiles.push(tiles[tuplesSorted[i][0]]);\n }\n\n return [selectedTiles, unselectedTiles];\n}\n\nfunction commonSpacePlanesToWGS84(viewport) {\n // Extract frustum planes based on current view.\n const frustumPlanes = viewport.getFrustumPlanes();\n\n // Get the near/far plane centers\n const nearCenterCommon = closestPointOnPlane(frustumPlanes.near, viewport.cameraPosition);\n const nearCenterCartesian = worldToCartesian(viewport, nearCenterCommon);\n const cameraCartesian = worldToCartesian(viewport, viewport.cameraPosition, scratchPosition);\n\n let i = 0;\n cullingVolume.planes[i++].fromPointNormal(\n nearCenterCartesian,\n scratchVector.copy(nearCenterCartesian).subtract(cameraCartesian)\n );\n\n for (const dir in frustumPlanes) {\n if (dir === 'near') {\n continue;\n }\n const plane = frustumPlanes[dir];\n const posCommon = closestPointOnPlane(plane, nearCenterCommon, scratchPosition);\n const cartesianPos = worldToCartesian(viewport, posCommon, scratchPosition);\n\n cullingVolume.planes[i++].fromPointNormal(\n cartesianPos,\n // Want the normal to point into the frustum since that's what culling expects\n scratchVector.copy(nearCenterCartesian).subtract(cartesianPos)\n );\n }\n}\n\nfunction closestPointOnPlane(\n plane: {distance: number; normal: Vector3},\n refPoint: [number, number, number] | Vector3,\n out: Vector3 = new Vector3()\n): Vector3 {\n const distanceToRef = plane.normal.dot(refPoint);\n out\n .copy(plane.normal)\n .scale(plane.distance - distanceToRef)\n .add(refPoint);\n return out;\n}\n\nfunction worldToCartesian(\n viewport: Viewport,\n point: [number, number, number] | Vector3,\n out: Vector3 = new Vector3()\n): Vector3 {\n const cartographicPos = viewport.unprojectPosition(point);\n return Ellipsoid.WGS84.cartographicToCartesian(cartographicPos, out);\n}\n"],"file":"frame-state.js"}
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1
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{Matrix4, Vector3} from '@math.gl/core';\nimport {Ellipsoid} from '@math.gl/geospatial';\nimport Tile3D from '../tile-3d';\nimport {FrameState} from './frame-state';\n\nconst cameraPositionCartesian = new Vector3();\nconst toEye = new Vector3();\nconst cameraPositionEnu = new Vector3();\nconst extraVertexEnu = new Vector3();\nconst projectedOriginVector = new Vector3();\nconst enuToCartesianMatrix = new Matrix4();\nconst cartesianToEnuMatrix = new Matrix4();\n\n/**\n * For the maxScreenThreshold error metric, maxError means that you should replace the node with it's children\n as soon as the nodes bounding sphere has a screen radius larger than maxError pixels.\n In this sense a value of 0 means you should always load it's children,\n or if it's a leaf node, you should always display it.\n * @param tile \n * @param frameState \n * @returns \n */\nexport function getLodStatus(tile: Tile3D, frameState: FrameState): 'DIG' | 'OUT' | 'DRAW' {\n if (tile.lodMetricValue === 0 || isNaN(tile.lodMetricValue)) {\n return 'DIG';\n }\n const screenSize = 2 * getProjectedRadius(tile, frameState);\n if (screenSize < 2) {\n return 'OUT';\n }\n if (!tile.header.children || screenSize <= tile.lodMetricValue) {\n return 'DRAW';\n } else if (tile.header.children) {\n return 'DIG';\n }\n return 'OUT';\n}\n\n/**\n * Calculate size of MBS radius projected on the screen plane\n * @param tile\n * @param frameState\n * @returns\n */\n// eslint-disable-next-line max-statements\nexport function getProjectedRadius(tile: Tile3D, frameState: FrameState): number {\n const {topDownViewport: viewport} = frameState;\n const mbsLat = tile.header.mbs[1];\n const mbsLon = tile.header.mbs[0];\n const mbsZ = tile.header.mbs[2];\n const mbsR = tile.header.mbs[3];\n const mbsCenterCartesian = [...tile.boundingVolume.center];\n const cameraPositionCartographic = viewport.unprojectPosition(viewport.cameraPosition);\n Ellipsoid.WGS84.cartographicToCartesian(cameraPositionCartographic, cameraPositionCartesian);\n\n // ---------------------------\n // Calculate mbs border vertex\n // ---------------------------\n toEye.copy(cameraPositionCartesian).subtract(mbsCenterCartesian).normalize();\n // Add extra vector to form plane\n Ellipsoid.WGS84.eastNorthUpToFixedFrame(mbsCenterCartesian, enuToCartesianMatrix);\n cartesianToEnuMatrix.copy(enuToCartesianMatrix).invert();\n cameraPositionEnu.copy(cameraPositionCartesian).transform(cartesianToEnuMatrix);\n // Mean Proportionals in Right Triangles - Altitude rule\n // https://mathbitsnotebook.com/Geometry/RightTriangles/RTmeanRight.html\n const projection = Math.sqrt(\n cameraPositionEnu[0] * cameraPositionEnu[0] + cameraPositionEnu[1] * cameraPositionEnu[1]\n );\n const extraZ = (projection * projection) / cameraPositionEnu[2];\n extraVertexEnu.copy([cameraPositionEnu[0], cameraPositionEnu[1], extraZ]);\n const extraVertexCartesian = extraVertexEnu.transform(enuToCartesianMatrix);\n const extraVectorCartesian = extraVertexCartesian.subtract(mbsCenterCartesian).normalize();\n // We need radius vector orthogonal to toEye vector\n const radiusVector = toEye.cross(extraVectorCartesian).normalize().scale(mbsR);\n const sphereMbsBorderVertexCartesian = radiusVector.add(mbsCenterCartesian);\n const sphereMbsBorderVertexCartographic = Ellipsoid.WGS84.cartesianToCartographic(\n sphereMbsBorderVertexCartesian\n );\n // ---------------------------\n\n // Project center vertex and border vertex and calculate projected radius of MBS\n const projectedOrigin = viewport.project([mbsLon, mbsLat, mbsZ]);\n const projectedMbsBorderVertex = viewport.project(sphereMbsBorderVertexCartographic);\n const projectedRadius = projectedOriginVector\n .copy(projectedOrigin)\n .subtract(projectedMbsBorderVertex)\n .magnitude();\n return projectedRadius;\n}\n"],"file":"i3s-lod.js"}
1
+ 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{Matrix4, Vector3} from '@math.gl/core';\nimport {Ellipsoid} from '@math.gl/geospatial';\nimport Tile3D from '../tile-3d';\nimport {FrameState} from './frame-state';\n\nconst cameraPositionCartesian = new Vector3();\nconst toEye = new Vector3();\nconst cameraPositionEnu = new Vector3();\nconst extraVertexEnu = new Vector3();\nconst projectedOriginVector = new Vector3();\nconst enuToCartesianMatrix = new Matrix4();\nconst cartesianToEnuMatrix = new Matrix4();\n\n/**\n * For the maxScreenThreshold error metric, maxError means that you should replace the node with it's children\n as soon as the nodes bounding sphere has a screen radius larger than maxError pixels.\n In this sense a value of 0 means you should always load it's children,\n or if it's a leaf node, you should always display it.\n * @param tile \n * @param frameState \n * @returns \n */\nexport function getLodStatus(tile: Tile3D, frameState: FrameState): 'DIG' | 'OUT' | 'DRAW' {\n if (tile.lodMetricValue === 0 || isNaN(tile.lodMetricValue)) {\n return 'DIG';\n }\n const screenSize = 2 * getProjectedRadius(tile, frameState);\n if (screenSize < 2) {\n return 'OUT';\n }\n if (!tile.header.children || screenSize <= tile.lodMetricValue) {\n return 'DRAW';\n } else if (tile.header.children) {\n return 'DIG';\n }\n return 'OUT';\n}\n\n/**\n * Calculate size of MBS radius projected on the screen plane\n * @param tile\n * @param frameState\n * @returns\n */\n// eslint-disable-next-line max-statements\nexport function getProjectedRadius(tile: Tile3D, frameState: FrameState): number {\n const {topDownViewport: viewport} = frameState;\n const mbsLat = tile.header.mbs[1];\n const mbsLon = tile.header.mbs[0];\n const mbsZ = tile.header.mbs[2];\n const mbsR = tile.header.mbs[3];\n const mbsCenterCartesian = [...tile.boundingVolume.center];\n const cameraPositionCartographic = viewport.unprojectPosition(viewport.cameraPosition);\n Ellipsoid.WGS84.cartographicToCartesian(cameraPositionCartographic, cameraPositionCartesian);\n\n // ---------------------------\n // Calculate mbs border vertex\n // ---------------------------\n toEye.copy(cameraPositionCartesian).subtract(mbsCenterCartesian).normalize();\n // Add extra vector to form plane\n Ellipsoid.WGS84.eastNorthUpToFixedFrame(mbsCenterCartesian, enuToCartesianMatrix);\n cartesianToEnuMatrix.copy(enuToCartesianMatrix).invert();\n cameraPositionEnu.copy(cameraPositionCartesian).transform(cartesianToEnuMatrix);\n // Mean Proportionals in Right Triangles - Altitude rule\n // https://mathbitsnotebook.com/Geometry/RightTriangles/RTmeanRight.html\n const projection = Math.sqrt(\n cameraPositionEnu[0] * cameraPositionEnu[0] + cameraPositionEnu[1] * cameraPositionEnu[1]\n );\n const extraZ = (projection * projection) / cameraPositionEnu[2];\n extraVertexEnu.copy([cameraPositionEnu[0], cameraPositionEnu[1], extraZ]);\n const extraVertexCartesian = extraVertexEnu.transform(enuToCartesianMatrix);\n const extraVectorCartesian = extraVertexCartesian.subtract(mbsCenterCartesian).normalize();\n // We need radius vector orthogonal to toEye vector\n const radiusVector = toEye.cross(extraVectorCartesian).normalize().scale(mbsR);\n const sphereMbsBorderVertexCartesian = radiusVector.add(mbsCenterCartesian);\n const sphereMbsBorderVertexCartographic = Ellipsoid.WGS84.cartesianToCartographic(\n sphereMbsBorderVertexCartesian\n );\n // ---------------------------\n\n // Project center vertex and border vertex and calculate projected radius of MBS\n const projectedOrigin = viewport.project([mbsLon, mbsLat, mbsZ]);\n const projectedMbsBorderVertex = viewport.project(\n sphereMbsBorderVertexCartographic as [number, number, number]\n );\n const projectedRadius = projectedOriginVector\n .copy(projectedOrigin)\n .subtract(projectedMbsBorderVertex)\n .magnitude();\n return projectedRadius;\n}\n"],"file":"i3s-lod.js"}
@@ -533,8 +533,17 @@ export default class TileHeader {
533
533
  switch (loaderId) {
534
534
  case 'i3s':
535
535
  return { ...this.tileset.options.i3s,
536
- tile: this.header,
537
- tileset: this.tileset.tileset,
536
+ _tileOptions: {
537
+ textureUrl: this.header.textureUrl,
538
+ textureFormat: this.header.textureFormat,
539
+ textureLoaderOptions: this.header.textureLoaderOptions,
540
+ materialDefinition: this.header.materialDefinition,
541
+ isDracoGeometry: this.header.isDracoGeometry,
542
+ mbs: this.header.mbs
543
+ },
544
+ _tilesetOptions: {
545
+ store: this.tileset.tileset.store
546
+ },
538
547
  isTileHeader: false
539
548
  };
540
549