@loaders.gl/tiles 3.4.10 → 3.4.11

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/dist.min.js CHANGED
@@ -7944,7 +7944,7 @@
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  }
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  stack.push(child);
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  }
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- } else if (!tile.contentAvailable) {
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+ } else if (!tile.contentAvailable && !tile.hasEmptyContent) {
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  allDescendantsLoaded = false;
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  }
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  }
@@ -308,7 +308,7 @@ var TilesetTraverser = function () {
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  } finally {
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  _iterator4.f();
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  }
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- } else if (!tile.contentAvailable) {
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+ } else if (!tile.contentAvailable && !tile.hasEmptyContent) {
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  allDescendantsLoaded = false;
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  }
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  }
@@ -1 +1 @@
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// 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 /**\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 */\n /* eslint-disable-next-line complexity, max-statements */\n executeTraversal(root, frameState: FrameState): void {\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: Tile3D, frameState: FrameState): void {\n const children = tile.children;\n for (const child of children) {\n this.updateTile(child, frameState);\n }\n }\n\n /* eslint-disable complexity, max-statements */\n updateAndPushChildren(tile: Tile3D, frameState: FrameState, stack, depth): boolean {\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: Tile3D, frameState: FrameState): void {\n this.updateTileVisibility(tile, frameState);\n }\n\n // tile to render in the browser\n selectTile(tile: Tile3D, frameState: FrameState): void {\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: Tile3D, frameState: FrameState): void {\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: Tile3D, frameState: FrameState): void {\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(\n tile: Tile3D,\n frameState: FrameState,\n useParentMetric: boolean = false,\n ignoreVisibility: boolean = false\n ): boolean {\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: Tile3D): boolean {\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: Tile3D): boolean {\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: Tile3D, frameState: FrameState, useParentMetric: boolean = false): boolean {\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: Tile3D, frameState: FrameState): void {\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: Tile3D, a: Tile3D): number {\n return b._distanceToCamera - a._distanceToCamera;\n }\n\n anyChildrenVisible(tile: Tile3D, frameState: FrameState): boolean {\n let anyVisible = false;\n for (const child of tile.children) {\n // @ts-expect-error\n child.updateVisibility(frameState);\n // @ts-expect-error\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: Tile3D, frameState: FrameState): boolean {\n let allDescendantsLoaded = true;\n const stack = this._emptyTraversalStack;\n\n stack.push(root);\n\n while (stack.length > 0 && 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// 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 /**\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 */\n /* eslint-disable-next-line complexity, max-statements */\n executeTraversal(root, frameState: FrameState): void {\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: Tile3D, frameState: FrameState): void {\n const children = tile.children;\n for (const child of children) {\n this.updateTile(child, frameState);\n }\n }\n\n /* eslint-disable complexity, max-statements */\n updateAndPushChildren(tile: Tile3D, frameState: FrameState, stack, depth): boolean {\n const {loadSiblings, skipLevelOfDetail} = this.options;\n\n const children = tile.children;\n\n // sort children tiles\n 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@@ -227,7 +227,7 @@ export class TilesetTraverser {
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  }
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  stack.push(child);
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  }
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- } else if (!tile.contentAvailable) {
230
+ } else if (!tile.contentAvailable && !tile.hasEmptyContent) {
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  allDescendantsLoaded = false;
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  }
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  }
@@ -1 +1 @@
1
- {"version":3,"file":"tileset-traverser.js","names":["ManagedArray","TILE_REFINEMENT","DEFAULT_PROPS","loadSiblings","skipLevelOfDetail","maximumScreenSpaceError","updateTransforms","onTraversalEnd","viewportTraversersMap","basePath","TilesetTraverser","traversalFinished","frameState","constructor","options","_defineProperty","Date","getTime","traverse","root","reset","updateTile","_frameNumber","frameNumber","executeTraversal","requestedTiles","selectedTiles","emptyTiles","_traversalStack","_emptyTraversalStack","stack","_selectionDepth","push","length","tile","pop","shouldRefine","canTraverse","updateChildTiles","updateAndPushChildren","hasRenderContent","parent","parentRefines","Boolean","_shouldRefine","stoppedRefining","id","loadTile","selectTile","refine","ADD","REPLACE","touchTile","newTime","lastUpdate","updateDebounceTime","children","child","depth","sort","compareDistanceToCamera","bind","checkRefines","hasVisibleChild","refines","isVisibleAndInRequestVolume","find","delete","childRefines","_inRequestVolume","executeEmptyTraversal","contentAvailable","updateTileVisibility","shouldSelectTile","_selectedFrame","shouldLoadTile","_requestedFrame","_priority","_getPriority","tileset","_cache","touch","_touchedFrame","useParentMetric","arguments","undefined","ignoreVisibility","hasChildren","hasTilesetContent","contentExpired","hasUnloadedContent","screenSpaceError","_screenSpaceError","getScreenSpaceError","viewportIds","key","value","viewport","updateVisibility","b","a","_distanceToCamera","anyChildrenVisible","anyVisible","allDescendantsLoaded"],"sources":["../../../src/tileset/tileset-traverser.ts"],"sourcesContent":["// loaders.gl, MIT license\n\nimport type {Tile3D} from './tile-3d';\nimport {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 updateTransforms?: boolean;\n maximumScreenSpaceError?: number;\n onTraversalEnd?: (frameState) => any;\n viewportTraversersMap?: Record<string, any>;\n basePath?: string;\n};\n\nexport const DEFAULT_PROPS: Required<TilesetTraverserProps> = {\n loadSiblings: false,\n skipLevelOfDetail: false,\n maximumScreenSpaceError: 2,\n updateTransforms: true,\n onTraversalEnd: () => {},\n viewportTraversersMap: {},\n basePath: ''\n};\n\nexport class TilesetTraverser {\n options: Required<TilesetTraverserProps>;\n\n // fulfill in traverse call\n root: any = null;\n\n // tiles should be rendered\n selectedTiles: Record<string, Tile3D> = {};\n // tiles should be loaded from server\n requestedTiles: Record<string, Tile3D> = {};\n // tiles does not have render content\n emptyTiles: Record<string, Tile3D> = {};\n\n protected lastUpdate: number = new Date().getTime();\n protected readonly updateDebounceTime = 1000;\n /** temporary storage to hold the traversed tiles during a traversal */\n protected _traversalStack = new ManagedArray();\n protected _emptyTraversalStack = new ManagedArray();\n /** set in every traverse cycle */\n protected _frameNumber: number | null = null;\n\n // RESULT\n protected traversalFinished(frameState: FrameState): boolean {\n return true;\n }\n\n // TODO nested props\n constructor(options: TilesetTraverserProps) {\n this.options = {...DEFAULT_PROPS, ...options};\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 /**\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 */\n /* eslint-disable-next-line complexity, max-statements */\n executeTraversal(root, frameState: FrameState): void {\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: Tile3D, frameState: FrameState): void {\n const children = tile.children;\n for (const child of children) {\n this.updateTile(child, frameState);\n }\n }\n\n /* eslint-disable complexity, max-statements */\n updateAndPushChildren(tile: Tile3D, frameState: FrameState, stack, depth): boolean {\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 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frameState.frameNumber;\n tile._priority = tile._getPriority();\n this.requestedTiles[tile.id] = tile;\n }\n }\n\n // cache tile\n touchTile(tile: Tile3D, frameState: FrameState): void {\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(\n tile: Tile3D,\n frameState: FrameState,\n useParentMetric: boolean = false,\n ignoreVisibility: boolean = false\n ): boolean {\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: Tile3D): boolean {\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: Tile3D): boolean {\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: Tile3D, frameState: FrameState, useParentMetric: boolean = false): boolean {\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: Tile3D, frameState: FrameState): void {\n const viewportIds: string[] = [];\n if (this.options.viewportTraversersMap) {\n for (const key in this.options.viewportTraversersMap) {\n const value = 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+ {"version":3,"file":"tileset-traverser.js","names":["ManagedArray","TILE_REFINEMENT","DEFAULT_PROPS","loadSiblings","skipLevelOfDetail","maximumScreenSpaceError","updateTransforms","onTraversalEnd","viewportTraversersMap","basePath","TilesetTraverser","traversalFinished","frameState","constructor","options","_defineProperty","Date","getTime","traverse","root","reset","updateTile","_frameNumber","frameNumber","executeTraversal","requestedTiles","selectedTiles","emptyTiles","_traversalStack","_emptyTraversalStack","stack","_selectionDepth","push","length","tile","pop","shouldRefine","canTraverse","updateChildTiles","updateAndPushChildren","hasRenderContent","parent","parentRefines","Boolean","_shouldRefine","stoppedRefining","id","loadTile","selectTile","refine","ADD","REPLACE","touchTile","newTime","lastUpdate","updateDebounceTime","children","child","depth","sort","compareDistanceToCamera","bind","checkRefines","hasVisibleChild","refines","isVisibleAndInRequestVolume","find","delete","childRefines","_inRequestVolume","executeEmptyTraversal","contentAvailable","updateTileVisibility","shouldSelectTile","_selectedFrame","shouldLoadTile","_requestedFrame","_priority","_getPriority","tileset","_cache","touch","_touchedFrame","useParentMetric","arguments","undefined","ignoreVisibility","hasChildren","hasTilesetContent","contentExpired","hasUnloadedContent","screenSpaceError","_screenSpaceError","getScreenSpaceError","viewportIds","key","value","viewport","updateVisibility","b","a","_distanceToCamera","anyChildrenVisible","anyVisible","allDescendantsLoaded","hasEmptyContent"],"sources":["../../../src/tileset/tileset-traverser.ts"],"sourcesContent":["// loaders.gl, MIT license\n\nimport type {Tile3D} from './tile-3d';\nimport {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 updateTransforms?: boolean;\n maximumScreenSpaceError?: number;\n onTraversalEnd?: (frameState) => any;\n viewportTraversersMap?: Record<string, any>;\n basePath?: string;\n};\n\nexport const DEFAULT_PROPS: Required<TilesetTraverserProps> = {\n loadSiblings: false,\n skipLevelOfDetail: false,\n maximumScreenSpaceError: 2,\n updateTransforms: true,\n onTraversalEnd: () => {},\n viewportTraversersMap: {},\n basePath: ''\n};\n\nexport class TilesetTraverser {\n options: Required<TilesetTraverserProps>;\n\n // fulfill in traverse call\n root: any = null;\n\n // tiles should be rendered\n selectedTiles: Record<string, Tile3D> = {};\n // tiles should be loaded from server\n requestedTiles: Record<string, Tile3D> = {};\n // tiles does not have render content\n emptyTiles: Record<string, Tile3D> = {};\n\n protected lastUpdate: number = new Date().getTime();\n protected readonly updateDebounceTime = 1000;\n /** temporary storage to hold the traversed tiles during a traversal */\n protected _traversalStack = new ManagedArray();\n protected _emptyTraversalStack = new ManagedArray();\n /** set in every traverse cycle */\n protected _frameNumber: number | null = null;\n\n // RESULT\n protected traversalFinished(frameState: FrameState): boolean {\n return true;\n }\n\n // TODO nested props\n constructor(options: TilesetTraverserProps) {\n this.options = {...DEFAULT_PROPS, ...options};\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 /**\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 */\n /* eslint-disable-next-line complexity, max-statements */\n executeTraversal(root, frameState: FrameState): void {\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: Tile3D, frameState: FrameState): void {\n const children = tile.children;\n for (const child of children) {\n this.updateTile(child, frameState);\n }\n }\n\n /* eslint-disable complexity, max-statements */\n updateAndPushChildren(tile: Tile3D, frameState: FrameState, stack, depth): boolean {\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: Tile3D, frameState: FrameState): void {\n this.updateTileVisibility(tile, frameState);\n }\n\n // tile to render in the browser\n selectTile(tile: Tile3D, frameState: FrameState): void {\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: Tile3D, frameState: FrameState): void {\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: Tile3D, frameState: FrameState): void {\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(\n tile: Tile3D,\n frameState: FrameState,\n useParentMetric: boolean = false,\n ignoreVisibility: boolean = false\n ): boolean {\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: Tile3D): boolean {\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: Tile3D): boolean {\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: Tile3D, frameState: FrameState, useParentMetric: boolean = false): boolean {\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: Tile3D, frameState: FrameState): void {\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: Tile3D, a: Tile3D): number {\n return b._distanceToCamera - a._distanceToCamera;\n }\n\n anyChildrenVisible(tile: Tile3D, frameState: FrameState): boolean {\n let anyVisible = false;\n for (const child of tile.children) {\n // @ts-expect-error\n child.updateVisibility(frameState);\n // @ts-expect-error\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: Tile3D, frameState: FrameState): boolean {\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 && !tile.hasEmptyContent) {\n allDescendantsLoaded = false;\n }\n }\n\n return allDescendantsLoaded;\n 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@@ -290,7 +290,7 @@ class TilesetTraverser {
290
290
  stack.push(child);
291
291
  }
292
292
  }
293
- else if (!tile.contentAvailable) {
293
+ else if (!tile.contentAvailable && !tile.hasEmptyContent) {
294
294
  allDescendantsLoaded = false;
295
295
  }
296
296
  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@loaders.gl/tiles",
3
- "version": "3.4.10",
3
+ "version": "3.4.11",
4
4
  "description": "Common components for different tiles loaders.",
5
5
  "license": "MIT",
6
6
  "publishConfig": {
@@ -33,8 +33,8 @@
33
33
  "build-bundle": "esbuild src/bundle.ts --bundle --outfile=dist/dist.min.js"
34
34
  },
35
35
  "dependencies": {
36
- "@loaders.gl/loader-utils": "3.4.10",
37
- "@loaders.gl/math": "3.4.10",
36
+ "@loaders.gl/loader-utils": "3.4.11",
37
+ "@loaders.gl/math": "3.4.11",
38
38
  "@math.gl/core": "^3.5.1",
39
39
  "@math.gl/culling": "^3.5.1",
40
40
  "@math.gl/geospatial": "^3.5.1",
@@ -47,5 +47,5 @@
47
47
  "devDependencies": {
48
48
  "@deck.gl/core": "^8.9.0"
49
49
  },
50
- "gitHead": "4568459c96eaf0480a50ab77cace355307f61f04"
50
+ "gitHead": "2b8d490d2372e70dd89eef8f6b215a5205c16621"
51
51
  }
@@ -360,7 +360,7 @@ export class TilesetTraverser {
360
360
  }
361
361
  stack.push(child);
362
362
  }
363
- } else if (!tile.contentAvailable) {
363
+ } else if (!tile.contentAvailable && !tile.hasEmptyContent) {
364
364
  allDescendantsLoaded = false;
365
365
  }
366
366
  }