import BoundingSphere from '../Core/BoundingSphere.js'; import Cartesian3 from '../Core/Cartesian3.js'; import Color from '../Core/Color.js'; import ColorGeometryInstanceAttribute from '../Core/ColorGeometryInstanceAttribute.js'; import CullingVolume from '../Core/CullingVolume.js'; import defaultValue from '../Core/defaultValue.js'; import defined from '../Core/defined.js'; import defineProperties from '../Core/defineProperties.js'; import deprecationWarning from '../Core/deprecationWarning.js'; import destroyObject from '../Core/destroyObject.js'; import Ellipsoid from '../Core/Ellipsoid.js'; import getMagic from '../Core/getMagic.js'; import Intersect from '../Core/Intersect.js'; import JulianDate from '../Core/JulianDate.js'; import CesiumMath from '../Core/Math.js'; import Matrix3 from '../Core/Matrix3.js'; import Matrix4 from '../Core/Matrix4.js'; import OrientedBoundingBox from '../Core/OrientedBoundingBox.js'; import OrthographicFrustum from '../Core/OrthographicFrustum.js'; import Rectangle from '../Core/Rectangle.js'; import Request from '../Core/Request.js'; import RequestScheduler from '../Core/RequestScheduler.js'; import RequestState from '../Core/RequestState.js'; import RequestType from '../Core/RequestType.js'; import Resource from '../Core/Resource.js'; import RuntimeError from '../Core/RuntimeError.js'; import when from '../ThirdParty/when.js'; import Cesium3DTileContentFactory from './Cesium3DTileContentFactory.js'; import Cesium3DTileContentState from './Cesium3DTileContentState.js'; import Cesium3DTileOptimizationHint from './Cesium3DTileOptimizationHint.js'; import Cesium3DTilePass from './Cesium3DTilePass.js'; import Cesium3DTileRefine from './Cesium3DTileRefine.js'; import Empty3DTileContent from './Empty3DTileContent.js'; import SceneMode from './SceneMode.js'; import TileBoundingRegion from './TileBoundingRegion.js'; import TileBoundingSphere from './TileBoundingSphere.js'; import TileOrientedBoundingBox from './TileOrientedBoundingBox.js'; /** * A tile in a {@link Cesium3DTileset}. When a tile is first created, its content is not loaded; * the content is loaded on-demand when needed based on the view. *
* Do not construct this directly, instead access tiles through {@link Cesium3DTileset#tileVisible}. *
* * @alias Cesium3DTile * @constructor */ function Cesium3DTile(tileset, baseResource, header, parent) { this._tileset = tileset; this._header = header; var contentHeader = header.content; /** * The local transform of this tile. * @type {Matrix4} */ this.transform = defined(header.transform) ? Matrix4.unpack(header.transform) : Matrix4.clone(Matrix4.IDENTITY); var parentTransform = defined(parent) ? parent.computedTransform : tileset.modelMatrix; var computedTransform = Matrix4.multiply(parentTransform, this.transform, new Matrix4()); var parentInitialTransform = defined(parent) ? parent._initialTransform : Matrix4.IDENTITY; this._initialTransform = Matrix4.multiply(parentInitialTransform, this.transform, new Matrix4()); /** * The final computed transform of this tile. * @type {Matrix4} * @readonly */ this.computedTransform = computedTransform; this._boundingVolume = this.createBoundingVolume(header.boundingVolume, computedTransform); this._boundingVolume2D = undefined; var contentBoundingVolume; if (defined(contentHeader) && defined(contentHeader.boundingVolume)) { // Non-leaf tiles may have a content bounding-volume, which is a tight-fit bounding volume // around only the features in the tile. This box is useful for culling for rendering, // but not for culling for traversing the tree since it does not guarantee spatial coherence, i.e., // since it only bounds features in the tile, not the entire tile, children may be // outside of this box. contentBoundingVolume = this.createBoundingVolume(contentHeader.boundingVolume, computedTransform); } this._contentBoundingVolume = contentBoundingVolume; this._contentBoundingVolume2D = undefined; var viewerRequestVolume; if (defined(header.viewerRequestVolume)) { viewerRequestVolume = this.createBoundingVolume(header.viewerRequestVolume, computedTransform); } this._viewerRequestVolume = viewerRequestVolume; /** * The error, in meters, introduced if this tile is rendered and its children are not. * This is used to compute screen space error, i.e., the error measured in pixels. * * @type {Number} * @readonly */ this.geometricError = header.geometricError; this._geometricError = header.geometricError; if (!defined(this._geometricError)) { this._geometricError = defined(parent) ? parent.geometricError : tileset._geometricError; Cesium3DTile._deprecationWarning('geometricErrorUndefined', 'Required property geometricError is undefined for this tile. Using parent\'s geometric error instead.'); } this.updateGeometricErrorScale(); var refine; if (defined(header.refine)) { if (header.refine === 'replace' || header.refine === 'add') { Cesium3DTile._deprecationWarning('lowercase-refine', 'This tile uses a lowercase refine "' + header.refine + '". Instead use "' + header.refine.toUpperCase() + '".'); } refine = (header.refine.toUpperCase() === 'REPLACE') ? Cesium3DTileRefine.REPLACE : Cesium3DTileRefine.ADD; } else if (defined(parent)) { // Inherit from parent tile if omitted. refine = parent.refine; } else { refine = Cesium3DTileRefine.REPLACE; } /** * Specifies the type of refinement that is used when traversing this tile for rendering. * * @type {Cesium3DTileRefine} * @readonly * @private */ this.refine = refine; /** * Gets the tile's children. * * @type {Cesium3DTile[]} * @readonly */ this.children = []; /** * This tile's parent orundefined
if this tile is the root.
*
* When a tile's content points to an external tileset JSON file, the external tileset's
* root tile's parent is not undefined
; instead, the parent references
* the tile (with its content pointing to an external tileset JSON file) as if the two tilesets were merged.
*
true
, the tile has no content.
*
* @type {Boolean}
* @readonly
*
* @private
*/
this.hasEmptyContent = hasEmptyContent;
/**
* When true
, the tile's content points to an external tileset.
*
* This is false
until the tile's content is loaded.
*
undefined
.
*
* @memberof Cesium3DTile.prototype
*
* @type {TileBoundingVolume}
* @readonly
* @private
*/
contentBoundingVolume : {
get : function() {
return defaultValue(this._contentBoundingVolume, this._boundingVolume);
}
},
/**
* Get the bounding sphere derived from the tile's bounding volume.
*
* @memberof Cesium3DTile.prototype
*
* @type {BoundingSphere}
* @readonly
*/
boundingSphere : {
get : function() {
return this._boundingVolume.boundingSphere;
}
},
/**
* Returns the extras
property in the tileset JSON for this tile, which contains application specific metadata.
* Returns undefined
if extras
does not exist.
*
* @memberof Cesium3DTile.prototype
*
* @type {*}
* @readonly
* @see {@link https://github.com/AnalyticalGraphicsInc/3d-tiles/tree/master/specification#specifying-extensions-and-application-specific-extras|Extras in the 3D Tiles specification.}
*/
extras : {
get : function() {
return this._header.extras;
}
},
/**
* Gets or sets the tile's highlight color.
*
* @memberof Cesium3DTile.prototype
*
* @type {Color}
*
* @default {@link Color.WHITE}
*
* @private
*/
color : {
get : function() {
if (!defined(this._color)) {
this._color = new Color();
}
return Color.clone(this._color);
},
set : function(value) {
this._color = Color.clone(value, this._color);
this._colorDirty = true;
}
},
/**
* Determines if the tile has available content to render. true
if the tile's
* content is ready or if it has expired content that renders while new content loads; otherwise,
* false
.
*
* @memberof Cesium3DTile.prototype
*
* @type {Boolean}
* @readonly
*
* @private
*/
contentAvailable : {
get : function() {
return (this.contentReady && !this.hasEmptyContent && !this.hasTilesetContent) || (defined(this._expiredContent) && !this.contentFailed);
}
},
/**
* Determines if the tile's content is ready. This is automatically true
for
* tile's with empty content.
*
* @memberof Cesium3DTile.prototype
*
* @type {Boolean}
* @readonly
*
* @private
*/
contentReady : {
get : function() {
return this._contentState === Cesium3DTileContentState.READY;
}
},
/**
* Determines if the tile's content has not be requested. true
if tile's
* content has not be requested; otherwise, false
.
*
* @memberof Cesium3DTile.prototype
*
* @type {Boolean}
* @readonly
*
* @private
*/
contentUnloaded : {
get : function() {
return this._contentState === Cesium3DTileContentState.UNLOADED;
}
},
/**
* Determines if the tile's content is expired. true
if tile's
* content is expired; otherwise, false
.
*
* @memberof Cesium3DTile.prototype
*
* @type {Boolean}
* @readonly
*
* @private
*/
contentExpired : {
get : function() {
return this._contentState === Cesium3DTileContentState.EXPIRED;
}
},
/**
* Determines if the tile's content failed to load. true
if the tile's
* content failed to load; otherwise, false
.
*
* @memberof Cesium3DTile.prototype
*
* @type {Boolean}
* @readonly
*
* @private
*/
contentFailed : {
get : function() {
return this._contentState === Cesium3DTileContentState.FAILED;
}
},
/**
* Gets the promise that will be resolved when the tile's content is ready to process.
* This happens after the content is downloaded but before the content is ready
* to render.
*
* The promise remains undefined
until the tile's content is requested.
*
* The promise remains undefined
until the tile's content is requested.
*
* The request may not be made if the Cesium Request Scheduler can't prioritize it. *
* * @private */ Cesium3DTile.prototype.requestContent = function() { var that = this; var tileset = this._tileset; if (this.hasEmptyContent) { return false; } var resource = this._contentResource.clone(); var expired = this.contentExpired; if (expired) { // Append a query parameter of the tile expiration date to prevent caching resource.setQueryParameters({ expired: this.expireDate.toString() }); } var request = new Request({ throttle : true, throttleByServer : true, type : RequestType.TILES3D, priorityFunction : createPriorityFunction(this), serverKey : this._serverKey }); this._request = request; resource.request = request; var promise = resource.fetchArrayBuffer(); if (!defined(promise)) { return false; } var contentState = this._contentState; this._contentState = Cesium3DTileContentState.LOADING; this._contentReadyToProcessPromise = when.defer(); this._contentReadyPromise = when.defer(); if (expired) { this.expireDate = undefined; } var contentFailedFunction = getContentFailedFunction(this); promise.then(function(arrayBuffer) { if (that.isDestroyed()) { // Tile is unloaded before the content finishes loading contentFailedFunction(); return; } var uint8Array = new Uint8Array(arrayBuffer); var magic = getMagic(uint8Array); var contentFactory = Cesium3DTileContentFactory[magic]; var content; // Vector and Geometry tile rendering do not support the skip LOD optimization. tileset._disableSkipLevelOfDetail = tileset._disableSkipLevelOfDetail || magic === 'vctr' || magic === 'geom'; if (defined(contentFactory)) { content = contentFactory(tileset, that, that._contentResource, arrayBuffer, 0); } else { // The content may be json instead content = Cesium3DTileContentFactory.json(tileset, that, that._contentResource, arrayBuffer, 0); that.hasTilesetContent = true; } that._content = content; that._contentState = Cesium3DTileContentState.PROCESSING; that._contentReadyToProcessPromise.resolve(content); return content.readyPromise.then(function(content) { if (that.isDestroyed()) { // Tile is unloaded before the content finishes processing contentFailedFunction(); return; } updateExpireDate(that); // Refresh style for expired content that._selectedFrame = 0; that.lastStyleTime = 0.0; JulianDate.now(that._loadTimestamp); that._contentState = Cesium3DTileContentState.READY; that._contentReadyPromise.resolve(content); }); }).otherwise(function(error) { if (request.state === RequestState.CANCELLED) { // Cancelled due to low priority - try again later. that._contentState = contentState; --tileset.statistics.numberOfPendingRequests; ++tileset.statistics.numberOfAttemptedRequests; return; } contentFailedFunction(error); }); return true; }; /** * Unloads the tile's content. * * @private */ Cesium3DTile.prototype.unloadContent = function() { if (this.hasEmptyContent || this.hasTilesetContent) { return; } this._content = this._content && this._content.destroy(); this._contentState = Cesium3DTileContentState.UNLOADED; this._contentReadyToProcessPromise = undefined; this._contentReadyPromise = undefined; this.lastStyleTime = 0.0; this.clippingPlanesDirty = (this._clippingPlanesState === 0); this._clippingPlanesState = 0; this._debugColorizeTiles = false; this._debugBoundingVolume = this._debugBoundingVolume && this._debugBoundingVolume.destroy(); this._debugContentBoundingVolume = this._debugContentBoundingVolume && this._debugContentBoundingVolume.destroy(); this._debugViewerRequestVolume = this._debugViewerRequestVolume && this._debugViewerRequestVolume.destroy(); }; var scratchProjectedBoundingSphere = new BoundingSphere(); function getBoundingVolume(tile, frameState) { if (frameState.mode !== SceneMode.SCENE3D && !defined(tile._boundingVolume2D)) { var boundingSphere = tile._boundingVolume.boundingSphere; var sphere = BoundingSphere.projectTo2D(boundingSphere, frameState.mapProjection, scratchProjectedBoundingSphere); tile._boundingVolume2D = new TileBoundingSphere(sphere.center, sphere.radius); } return frameState.mode !== SceneMode.SCENE3D ? tile._boundingVolume2D : tile._boundingVolume; } function getContentBoundingVolume(tile, frameState) { if (frameState.mode !== SceneMode.SCENE3D && !defined(tile._contentBoundingVolume2D)) { var boundingSphere = tile._contentBoundingVolume.boundingSphere; var sphere = BoundingSphere.projectTo2D(boundingSphere, frameState.mapProjection, scratchProjectedBoundingSphere); tile._contentBoundingVolume2D = new TileBoundingSphere(sphere.center, sphere.radius); } return frameState.mode !== SceneMode.SCENE3D ? tile._contentBoundingVolume2D : tile._contentBoundingVolume; } /** * Determines whether the tile's bounding volume intersects the culling volume. * * @param {FrameState} frameState The frame state. * @param {Number} parentVisibilityPlaneMask The parent's plane mask to speed up the visibility check. * @returns {Number} A plane mask as described above in {@link CullingVolume#computeVisibilityWithPlaneMask}. * * @private */ Cesium3DTile.prototype.visibility = function(frameState, parentVisibilityPlaneMask) { var cullingVolume = frameState.cullingVolume; var boundingVolume = getBoundingVolume(this, frameState); var tileset = this._tileset; var clippingPlanes = tileset.clippingPlanes; if (defined(clippingPlanes) && clippingPlanes.enabled) { var intersection = clippingPlanes.computeIntersectionWithBoundingVolume(boundingVolume, tileset.clippingPlanesOriginMatrix); this._isClipped = intersection !== Intersect.INSIDE; if (intersection === Intersect.OUTSIDE) { return CullingVolume.MASK_OUTSIDE; } } return cullingVolume.computeVisibilityWithPlaneMask(boundingVolume, parentVisibilityPlaneMask); }; /** * Assuming the tile's bounding volume intersects the culling volume, determines * whether the tile's content's bounding volume intersects the culling volume. * * @param {FrameState} frameState The frame state. * @returns {Intersect} The result of the intersection: the tile's content is completely outside, completely inside, or intersecting the culling volume. * * @private */ Cesium3DTile.prototype.contentVisibility = function(frameState) { // Assumes the tile's bounding volume intersects the culling volume already, so // just return Intersect.INSIDE if there is no content bounding volume. if (!defined(this._contentBoundingVolume)) { return Intersect.INSIDE; } if (this._visibilityPlaneMask === CullingVolume.MASK_INSIDE) { // The tile's bounding volume is completely inside the culling volume so // the content bounding volume must also be inside. return Intersect.INSIDE; } // PERFORMANCE_IDEA: is it possible to burn less CPU on this test since we know the // tile's (not the content's) bounding volume intersects the culling volume? var cullingVolume = frameState.cullingVolume; var boundingVolume = getContentBoundingVolume(this, frameState); var tileset = this._tileset; var clippingPlanes = tileset.clippingPlanes; if (defined(clippingPlanes) && clippingPlanes.enabled) { var intersection = clippingPlanes.computeIntersectionWithBoundingVolume(boundingVolume, tileset.clippingPlanesOriginMatrix); this._isClipped = intersection !== Intersect.INSIDE; if (intersection === Intersect.OUTSIDE) { return Intersect.OUTSIDE; } } return cullingVolume.computeVisibility(boundingVolume); }; /** * Computes the (potentially approximate) distance from the closest point of the tile's bounding volume to the camera. * * @param {FrameState} frameState The frame state. * @returns {Number} The distance, in meters, or zero if the camera is inside the bounding volume. * * @private */ Cesium3DTile.prototype.distanceToTile = function(frameState) { var boundingVolume = getBoundingVolume(this, frameState); return boundingVolume.distanceToCamera(frameState); }; var scratchToTileCenter = new Cartesian3(); /** * Computes the distance from the center of the tile's bounding volume to the camera's plane defined by its position and view direction. * * @param {FrameState} frameState The frame state. * @returns {Number} The distance, in meters. * * @private */ Cesium3DTile.prototype.distanceToTileCenter = function(frameState) { var tileBoundingVolume = getBoundingVolume(this, frameState); var boundingVolume = tileBoundingVolume.boundingVolume; // Gets the underlying OrientedBoundingBox or BoundingSphere var toCenter = Cartesian3.subtract(boundingVolume.center, frameState.camera.positionWC, scratchToTileCenter); return Cartesian3.dot(frameState.camera.directionWC, toCenter); }; /** * Checks if the camera is inside the viewer request volume. * * @param {FrameState} frameState The frame state. * @returns {Boolean} Whether the camera is inside the volume. * * @private */ Cesium3DTile.prototype.insideViewerRequestVolume = function(frameState) { var viewerRequestVolume = this._viewerRequestVolume; return !defined(viewerRequestVolume) || (viewerRequestVolume.distanceToCamera(frameState) === 0.0); }; var scratchMatrix = new Matrix3(); var scratchScale = new Cartesian3(); var scratchHalfAxes = new Matrix3(); var scratchCenter = new Cartesian3(); var scratchRectangle = new Rectangle(); var scratchOrientedBoundingBox = new OrientedBoundingBox(); var scratchTransform = new Matrix4(); function createBox(box, transform, result) { var center = Cartesian3.fromElements(box[0], box[1], box[2], scratchCenter); var halfAxes = Matrix3.fromArray(box, 3, scratchHalfAxes); // Find the transformed center and halfAxes center = Matrix4.multiplyByPoint(transform, center, center); var rotationScale = Matrix4.getMatrix3(transform, scratchMatrix); halfAxes = Matrix3.multiply(rotationScale, halfAxes, halfAxes); if (defined(result)) { result.update(center, halfAxes); return result; } return new TileOrientedBoundingBox(center, halfAxes); } function createBoxFromTransformedRegion(region, transform, initialTransform, result) { var rectangle = Rectangle.unpack(region, 0, scratchRectangle); var minimumHeight = region[4]; var maximumHeight = region[5]; var orientedBoundingBox = OrientedBoundingBox.fromRectangle(rectangle, minimumHeight, maximumHeight, Ellipsoid.WGS84, scratchOrientedBoundingBox); var center = orientedBoundingBox.center; var halfAxes = orientedBoundingBox.halfAxes; // A region bounding volume is not transformed by the transform in the tileset JSON, // but may be transformed by additional transforms applied in Cesium. // This is why the transform is calculated as the difference between the initial transform and the current transform. transform = Matrix4.multiplyTransformation(transform, Matrix4.inverseTransformation(initialTransform, scratchTransform), scratchTransform); center = Matrix4.multiplyByPoint(transform, center, center); var rotationScale = Matrix4.getMatrix3(transform, scratchMatrix); halfAxes = Matrix3.multiply(rotationScale, halfAxes, halfAxes); if (defined(result) && (result instanceof TileOrientedBoundingBox)) { result.update(center, halfAxes); return result; } return new TileOrientedBoundingBox(center, halfAxes); } function createRegion(region, transform, initialTransform, result) { if (!Matrix4.equalsEpsilon(transform, initialTransform, CesiumMath.EPSILON8)) { return createBoxFromTransformedRegion(region, transform, initialTransform, result); } if (defined(result)) { return result; } var rectangleRegion = Rectangle.unpack(region, 0, scratchRectangle); return new TileBoundingRegion({ rectangle : rectangleRegion, minimumHeight : region[4], maximumHeight : region[5] }); } function createSphere(sphere, transform, result) { var center = Cartesian3.fromElements(sphere[0], sphere[1], sphere[2], scratchCenter); var radius = sphere[3]; // Find the transformed center and radius center = Matrix4.multiplyByPoint(transform, center, center); var scale = Matrix4.getScale(transform, scratchScale); var uniformScale = Cartesian3.maximumComponent(scale); radius *= uniformScale; if (defined(result)) { result.update(center, radius); return result; } return new TileBoundingSphere(center, radius); } /** * Create a bounding volume from the tile's bounding volume header. * * @param {Object} boundingVolumeHeader The tile's bounding volume header. * @param {Matrix4} transform The transform to apply to the bounding volume. * @param {TileBoundingVolume} [result] The object onto which to store the result. * * @returns {TileBoundingVolume} The modified result parameter or a new TileBoundingVolume instance if none was provided. * * @private */ Cesium3DTile.prototype.createBoundingVolume = function(boundingVolumeHeader, transform, result) { if (!defined(boundingVolumeHeader)) { throw new RuntimeError('boundingVolume must be defined'); } if (defined(boundingVolumeHeader.box)) { return createBox(boundingVolumeHeader.box, transform, result); } if (defined(boundingVolumeHeader.region)) { return createRegion(boundingVolumeHeader.region, transform, this._initialTransform, result); } if (defined(boundingVolumeHeader.sphere)) { return createSphere(boundingVolumeHeader.sphere, transform, result); } throw new RuntimeError('boundingVolume must contain a sphere, region, or box'); }; /** * Update the tile's transform. The transform is applied to the tile's bounding volumes. * * @private */ Cesium3DTile.prototype.updateTransform = function(parentTransform) { parentTransform = defaultValue(parentTransform, Matrix4.IDENTITY); var computedTransform = Matrix4.multiply(parentTransform, this.transform, scratchTransform); var transformChanged = !Matrix4.equals(computedTransform, this.computedTransform); if (!transformChanged) { return; } Matrix4.clone(computedTransform, this.computedTransform); // Update the bounding volumes var header = this._header; var content = this._header.content; this._boundingVolume = this.createBoundingVolume(header.boundingVolume, this.computedTransform, this._boundingVolume); if (defined(this._contentBoundingVolume)) { this._contentBoundingVolume = this.createBoundingVolume(content.boundingVolume, this.computedTransform, this._contentBoundingVolume); } if (defined(this._viewerRequestVolume)) { this._viewerRequestVolume = this.createBoundingVolume(header.viewerRequestVolume, this.computedTransform, this._viewerRequestVolume); } this.updateGeometricErrorScale(); // Destroy the debug bounding volumes. They will be generated fresh. this._debugBoundingVolume = this._debugBoundingVolume && this._debugBoundingVolume.destroy(); this._debugContentBoundingVolume = this._debugContentBoundingVolume && this._debugContentBoundingVolume.destroy(); this._debugViewerRequestVolume = this._debugViewerRequestVolume && this._debugViewerRequestVolume.destroy(); }; Cesium3DTile.prototype.updateGeometricErrorScale = function() { var scale = Matrix4.getScale(this.computedTransform, scratchScale); var uniformScale = Cartesian3.maximumComponent(scale); this.geometricError = this._geometricError * uniformScale; }; function applyDebugSettings(tile, tileset, frameState) { if (!frameState.passes.render) { return; } var hasContentBoundingVolume = defined(tile._header.content) && defined(tile._header.content.boundingVolume); var empty = tile.hasEmptyContent || tile.hasTilesetContent; var showVolume = tileset.debugShowBoundingVolume || (tileset.debugShowContentBoundingVolume && !hasContentBoundingVolume); if (showVolume) { var color; if (!tile._finalResolution) { color = Color.YELLOW; } else if (empty) { color = Color.DARKGRAY; } else { color = Color.WHITE; } if (!defined(tile._debugBoundingVolume)) { tile._debugBoundingVolume = tile._boundingVolume.createDebugVolume(color); } tile._debugBoundingVolume.update(frameState); var attributes = tile._debugBoundingVolume.getGeometryInstanceAttributes('outline'); attributes.color = ColorGeometryInstanceAttribute.toValue(color, attributes.color); } else if (!showVolume && defined(tile._debugBoundingVolume)) { tile._debugBoundingVolume = tile._debugBoundingVolume.destroy(); } if (tileset.debugShowContentBoundingVolume && hasContentBoundingVolume) { if (!defined(tile._debugContentBoundingVolume)) { tile._debugContentBoundingVolume = tile._contentBoundingVolume.createDebugVolume(Color.BLUE); } tile._debugContentBoundingVolume.update(frameState); } else if (!tileset.debugShowContentBoundingVolume && defined(tile._debugContentBoundingVolume)) { tile._debugContentBoundingVolume = tile._debugContentBoundingVolume.destroy(); } if (tileset.debugShowViewerRequestVolume && defined(tile._viewerRequestVolume)) { if (!defined(tile._debugViewerRequestVolume)) { tile._debugViewerRequestVolume = tile._viewerRequestVolume.createDebugVolume(Color.YELLOW); } tile._debugViewerRequestVolume.update(frameState); } else if (!tileset.debugShowViewerRequestVolume && defined(tile._debugViewerRequestVolume)) { tile._debugViewerRequestVolume = tile._debugViewerRequestVolume.destroy(); } var debugColorizeTilesOn = (tileset.debugColorizeTiles && !tile._debugColorizeTiles) || defined(tileset._heatmap.tilePropertyName); var debugColorizeTilesOff = !tileset.debugColorizeTiles && tile._debugColorizeTiles; if (debugColorizeTilesOn) { tileset._heatmap.colorize(tile, frameState); // Skipped if tileset._heatmap.tilePropertyName is undefined tile._debugColorizeTiles = true; tile.color = tile._debugColor; } else if (debugColorizeTilesOff) { tile._debugColorizeTiles = false; tile.color = Color.WHITE; } if (tile._colorDirty) { tile._colorDirty = false; tile._content.applyDebugSettings(true, tile._color); } if (debugColorizeTilesOff) { tileset.makeStyleDirty(); // Re-apply style now that colorize is switched off } } function updateContent(tile, tileset, frameState) { var content = tile._content; var expiredContent = tile._expiredContent; if (defined(expiredContent)) { if (!tile.contentReady) { // Render the expired content while the content loads expiredContent.update(tileset, frameState); return; } // New content is ready, destroy expired content tile._expiredContent.destroy(); tile._expiredContent = undefined; } content.update(tileset, frameState); } function updateClippingPlanes(tile, tileset) { // Compute and compare ClippingPlanes state: // - enabled-ness - are clipping planes enabled? is this tile clipped? // - clipping plane count // - clipping function (union v. intersection) var clippingPlanes = tileset.clippingPlanes; var currentClippingPlanesState = 0; if (defined(clippingPlanes) && tile._isClipped && clippingPlanes.enabled) { currentClippingPlanesState = clippingPlanes.clippingPlanesState; } // If clippingPlaneState for tile changed, mark clippingPlanesDirty so content can update if (currentClippingPlanesState !== tile._clippingPlanesState) { tile._clippingPlanesState = currentClippingPlanesState; tile.clippingPlanesDirty = true; } } /** * Get the draw commands needed to render this tile. * * @private */ Cesium3DTile.prototype.update = function(tileset, frameState) { var initCommandLength = frameState.commandList.length; updateClippingPlanes(this, tileset); applyDebugSettings(this, tileset, frameState); updateContent(this, tileset, frameState); this._commandsLength = frameState.commandList.length - initCommandLength; this.clippingPlanesDirty = false; // reset after content update }; var scratchCommandList = []; /** * Processes the tile's content, e.g., create WebGL resources, to move from the PROCESSING to READY state. * * @param {Cesium3DTileset} tileset The tileset containing this tile. * @param {FrameState} frameState The frame state. * * @private */ Cesium3DTile.prototype.process = function(tileset, frameState) { var savedCommandList = frameState.commandList; frameState.commandList = scratchCommandList; this._content.update(tileset, frameState); scratchCommandList.length = 0; frameState.commandList = savedCommandList; }; function isolateDigits(normalizedValue, numberOfDigits, leftShift) { var scaled = normalizedValue * Math.pow(10, numberOfDigits); var integer = parseInt(scaled); return integer * Math.pow(10, leftShift); } function priorityNormalizeAndClamp(value, minimum, maximum) { return Math.max(CesiumMath.normalize(value, minimum, maximum) - CesiumMath.EPSILON7, 0.0); // Subtract epsilon since we only want decimal digits present in the output. } /** * Sets the priority of the tile based on distance and depth * @private */ Cesium3DTile.prototype.updatePriority = function() { var tileset = this.tileset; var preferLeaves = tileset.preferLeaves; var minimumPriority = tileset._minimumPriority; var maximumPriority = tileset._maximumPriority; // Combine priority systems together by mapping them into a base 10 number where each priority controls a specific set of digits in the number. // For number priorities, map them to a 0.xxxxx number then left shift it up into a set number of digits before the decimal point. Chop of the fractional part then left shift again into the position it needs to go. // For blending number priorities, normalize them to 0-1 and interpolate to get a combined 0-1 number, then proceed as normal. // Booleans can just be 0 or 10^leftshift. // Think of digits as penalties since smaller numbers are higher priority. If a tile has some large quantity or has a flag raised it's (usually) penalized for it, expressed as a higher number for the digit. // Priority number format: preloadFlightDigits(1) | foveatedDeferDigits(1) | foveatedDigits(4) | preloadProgressiveResolutionDigits(1) | preferredSortingDigits(4) . depthDigits(the decimal digits) // Certain flags like preferLeaves will flip / turn off certain digits to get desired load order. // Setup leftShifts, digit counts, and scales (for booleans) var digitsForANumber = 4; var digitsForABoolean = 1; var preferredSortingLeftShift = 0; var preferredSortingDigitsCount = digitsForANumber; var foveatedLeftShift = preferredSortingLeftShift + preferredSortingDigitsCount; var foveatedDigitsCount = digitsForANumber; var preloadProgressiveResolutionLeftShift = foveatedLeftShift + foveatedDigitsCount; var preloadProgressiveResolutionDigitsCount = digitsForABoolean; var preloadProgressiveResolutionScale = Math.pow(10, preloadProgressiveResolutionLeftShift); var foveatedDeferLeftShift = preloadProgressiveResolutionLeftShift + preloadProgressiveResolutionDigitsCount; var foveatedDeferDigitsCount = digitsForABoolean; var foveatedDeferScale = Math.pow(10, foveatedDeferLeftShift); var preloadFlightLeftShift = foveatedDeferLeftShift + foveatedDeferDigitsCount; var preloadFlightScale = Math.pow(10, preloadFlightLeftShift); // Compute the digits for each priority var depthDigits = priorityNormalizeAndClamp(this._depth, minimumPriority.depth, maximumPriority.depth); depthDigits = preferLeaves ? 1.0 - depthDigits : depthDigits; // Map 0-1 then convert to digit. Include a distance sort when doing non-skipLOD and replacement refinement, helps things like non-skipLOD photogrammetry var useDistance = !tileset._skipLevelOfDetail && this.refine === Cesium3DTileRefine.REPLACE; var normalizedPreferredSorting = useDistance ? priorityNormalizeAndClamp(this._priorityHolder._distanceToCamera, minimumPriority.distance, maximumPriority.distance) : priorityNormalizeAndClamp(this._priorityReverseScreenSpaceError, minimumPriority.reverseScreenSpaceError, maximumPriority.reverseScreenSpaceError); var preferredSortingDigits = isolateDigits(normalizedPreferredSorting, preferredSortingDigitsCount, preferredSortingLeftShift); var preloadProgressiveResolutionDigits = this._priorityProgressiveResolution ? 0 : preloadProgressiveResolutionScale; var normalizedFoveatedFactor = priorityNormalizeAndClamp(this._priorityHolder._foveatedFactor, minimumPriority.foveatedFactor, maximumPriority.foveatedFactor); var foveatedDigits = isolateDigits(normalizedFoveatedFactor, foveatedDigitsCount, foveatedLeftShift); var foveatedDeferDigits = this.priorityDeferred ? foveatedDeferScale : 0; var preloadFlightDigits = tileset._pass === Cesium3DTilePass.PRELOAD_FLIGHT ? 0 : preloadFlightScale; // Get the final base 10 number this._priority = depthDigits + preferredSortingDigits + preloadProgressiveResolutionDigits + foveatedDigits + foveatedDeferDigits + preloadFlightDigits; }; /** * @private */ Cesium3DTile.prototype.isDestroyed = function() { return false; }; /** * @private */ Cesium3DTile.prototype.destroy = function() { // For the interval between new content being requested and downloaded, expiredContent === content, so don't destroy twice this._content = this._content && this._content.destroy(); this._expiredContent = this._expiredContent && !this._expiredContent.isDestroyed() && this._expiredContent.destroy(); this._debugBoundingVolume = this._debugBoundingVolume && this._debugBoundingVolume.destroy(); this._debugContentBoundingVolume = this._debugContentBoundingVolume && this._debugContentBoundingVolume.destroy(); this._debugViewerRequestVolume = this._debugViewerRequestVolume && this._debugViewerRequestVolume.destroy(); return destroyObject(this); }; export default Cesium3DTile;