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- import Cartesian3 from "../Core/Cartesian3.js";
- import Cartographic from "../Core/Cartographic.js";
- import defaultValue from "../Core/defaultValue.js";
- import defined from "../Core/defined.js";
- import DeveloperError from "../Core/DeveloperError.js";
- import Event from "../Core/Event.js";
- import getTimestamp from "../Core/getTimestamp.js";
- import CesiumMath from "../Core/Math.js";
- import Matrix4 from "../Core/Matrix4.js";
- import OrthographicFrustum from "../Core/OrthographicFrustum.js";
- import OrthographicOffCenterFrustum from "../Core/OrthographicOffCenterFrustum.js";
- import Ray from "../Core/Ray.js";
- import Rectangle from "../Core/Rectangle.js";
- import Visibility from "../Core/Visibility.js";
- import QuadtreeOccluders from "./QuadtreeOccluders.js";
- import QuadtreeTile from "./QuadtreeTile.js";
- import QuadtreeTileLoadState from "./QuadtreeTileLoadState.js";
- import SceneMode from "./SceneMode.js";
- import TileReplacementQueue from "./TileReplacementQueue.js";
- import TileSelectionResult from "./TileSelectionResult.js";
- /**
- * Renders massive sets of data by utilizing level-of-detail and culling. The globe surface is divided into
- * a quadtree of tiles with large, low-detail tiles at the root and small, high-detail tiles at the leaves.
- * The set of tiles to render is selected by projecting an estimate of the geometric error in a tile onto
- * the screen to estimate screen-space error, in pixels, which must be below a user-specified threshold.
- * The actual content of the tiles is arbitrary and is specified using a {@link QuadtreeTileProvider}.
- *
- * @alias QuadtreePrimitive
- * @constructor
- * @private
- *
- * @param {QuadtreeTileProvider} options.tileProvider The tile provider that loads, renders, and estimates
- * the distance to individual tiles.
- * @param {Number} [options.maximumScreenSpaceError=2] The maximum screen-space error, in pixels, that is allowed.
- * A higher maximum error will render fewer tiles and improve performance, while a lower
- * value will improve visual quality.
- * @param {Number} [options.tileCacheSize=100] The maximum number of tiles that will be retained in the tile cache.
- * Note that tiles will never be unloaded if they were used for rendering the last
- * frame, so the actual number of resident tiles may be higher. The value of
- * this property will not affect visual quality.
- */
- function QuadtreePrimitive(options) {
- //>>includeStart('debug', pragmas.debug);
- if (!defined(options) || !defined(options.tileProvider)) {
- throw new DeveloperError("options.tileProvider is required.");
- }
- if (defined(options.tileProvider.quadtree)) {
- throw new DeveloperError(
- "A QuadtreeTileProvider can only be used with a single QuadtreePrimitive"
- );
- }
- //>>includeEnd('debug');
- this._tileProvider = options.tileProvider;
- this._tileProvider.quadtree = this;
- this._debug = {
- enableDebugOutput: false,
- maxDepth: 0,
- maxDepthVisited: 0,
- tilesVisited: 0,
- tilesCulled: 0,
- tilesRendered: 0,
- tilesWaitingForChildren: 0,
- lastMaxDepth: -1,
- lastMaxDepthVisited: -1,
- lastTilesVisited: -1,
- lastTilesCulled: -1,
- lastTilesRendered: -1,
- lastTilesWaitingForChildren: -1,
- suspendLodUpdate: false,
- };
- const tilingScheme = this._tileProvider.tilingScheme;
- const ellipsoid = tilingScheme.ellipsoid;
- this._tilesToRender = [];
- this._tileLoadQueueHigh = []; // high priority tiles are preventing refinement
- this._tileLoadQueueMedium = []; // medium priority tiles are being rendered
- this._tileLoadQueueLow = []; // low priority tiles were refined past or are non-visible parts of quads.
- this._tileReplacementQueue = new TileReplacementQueue();
- this._levelZeroTiles = undefined;
- this._loadQueueTimeSlice = 5.0;
- this._tilesInvalidated = false;
- this._addHeightCallbacks = [];
- this._removeHeightCallbacks = [];
- this._tileToUpdateHeights = [];
- this._lastTileIndex = 0;
- this._updateHeightsTimeSlice = 2.0;
- // If a culled tile contains _cameraPositionCartographic or _cameraReferenceFrameOriginCartographic, it will be marked
- // TileSelectionResult.CULLED_BUT_NEEDED and added to the list of tiles to update heights,
- // even though it is not rendered.
- // These are updated each frame in `selectTilesForRendering`.
- this._cameraPositionCartographic = undefined;
- this._cameraReferenceFrameOriginCartographic = undefined;
- /**
- * Gets or sets the maximum screen-space error, in pixels, that is allowed.
- * A higher maximum error will render fewer tiles and improve performance, while a lower
- * value will improve visual quality.
- * @type {Number}
- * @default 2
- */
- this.maximumScreenSpaceError = defaultValue(
- options.maximumScreenSpaceError,
- 2
- );
- /**
- * Gets or sets the maximum number of tiles that will be retained in the tile cache.
- * Note that tiles will never be unloaded if they were used for rendering the last
- * frame, so the actual number of resident tiles may be higher. The value of
- * this property will not affect visual quality.
- * @type {Number}
- * @default 100
- */
- this.tileCacheSize = defaultValue(options.tileCacheSize, 100);
- /**
- * Gets or sets the number of loading descendant tiles that is considered "too many".
- * If a tile has too many loading descendants, that tile will be loaded and rendered before any of
- * its descendants are loaded and rendered. This means more feedback for the user that something
- * is happening at the cost of a longer overall load time. Setting this to 0 will cause each
- * tile level to be loaded successively, significantly increasing load time. Setting it to a large
- * number (e.g. 1000) will minimize the number of tiles that are loaded but tend to make
- * detail appear all at once after a long wait.
- * @type {Number}
- * @default 20
- */
- this.loadingDescendantLimit = 20;
- /**
- * Gets or sets a value indicating whether the ancestors of rendered tiles should be preloaded.
- * Setting this to true optimizes the zoom-out experience and provides more detail in
- * newly-exposed areas when panning. The down side is that it requires loading more tiles.
- * @type {Boolean}
- * @default true
- */
- this.preloadAncestors = true;
- /**
- * Gets or sets a value indicating whether the siblings of rendered tiles should be preloaded.
- * Setting this to true causes tiles with the same parent as a rendered tile to be loaded, even
- * if they are culled. Setting this to true may provide a better panning experience at the
- * cost of loading more tiles.
- * @type {Boolean}
- * @default false
- */
- this.preloadSiblings = false;
- this._occluders = new QuadtreeOccluders({
- ellipsoid: ellipsoid,
- });
- this._tileLoadProgressEvent = new Event();
- this._lastTileLoadQueueLength = 0;
- this._lastSelectionFrameNumber = undefined;
- }
- Object.defineProperties(QuadtreePrimitive.prototype, {
- /**
- * Gets the provider of {@link QuadtreeTile} instances for this quadtree.
- * @type {QuadtreeTile}
- * @memberof QuadtreePrimitive.prototype
- */
- tileProvider: {
- get: function () {
- return this._tileProvider;
- },
- },
- /**
- * Gets an event that's raised when the length of the tile load queue has changed since the last render frame. When the load queue is empty,
- * all terrain and imagery for the current view have been loaded. The event passes the new length of the tile load queue.
- *
- * @memberof QuadtreePrimitive.prototype
- * @type {Event}
- */
- tileLoadProgressEvent: {
- get: function () {
- return this._tileLoadProgressEvent;
- },
- },
- occluders: {
- get: function () {
- return this._occluders;
- },
- },
- });
- /**
- * Invalidates and frees all the tiles in the quadtree. The tiles must be reloaded
- * before they can be displayed.
- *
- * @memberof QuadtreePrimitive
- */
- QuadtreePrimitive.prototype.invalidateAllTiles = function () {
- this._tilesInvalidated = true;
- };
- function invalidateAllTiles(primitive) {
- // Clear the replacement queue
- const replacementQueue = primitive._tileReplacementQueue;
- replacementQueue.head = undefined;
- replacementQueue.tail = undefined;
- replacementQueue.count = 0;
- clearTileLoadQueue(primitive);
- // Free and recreate the level zero tiles.
- const levelZeroTiles = primitive._levelZeroTiles;
- if (defined(levelZeroTiles)) {
- for (let i = 0; i < levelZeroTiles.length; ++i) {
- const tile = levelZeroTiles[i];
- const customData = tile.customData;
- const customDataLength = customData.length;
- for (let j = 0; j < customDataLength; ++j) {
- const data = customData[j];
- data.level = 0;
- primitive._addHeightCallbacks.push(data);
- }
- levelZeroTiles[i].freeResources();
- }
- }
- primitive._levelZeroTiles = undefined;
- primitive._tileProvider.cancelReprojections();
- }
- /**
- * Invokes a specified function for each {@link QuadtreeTile} that is partially
- * or completely loaded.
- *
- * @param {Function} tileFunction The function to invoke for each loaded tile. The
- * function is passed a reference to the tile as its only parameter.
- */
- QuadtreePrimitive.prototype.forEachLoadedTile = function (tileFunction) {
- let tile = this._tileReplacementQueue.head;
- while (defined(tile)) {
- if (tile.state !== QuadtreeTileLoadState.START) {
- tileFunction(tile);
- }
- tile = tile.replacementNext;
- }
- };
- /**
- * Invokes a specified function for each {@link QuadtreeTile} that was rendered
- * in the most recent frame.
- *
- * @param {Function} tileFunction The function to invoke for each rendered tile. The
- * function is passed a reference to the tile as its only parameter.
- */
- QuadtreePrimitive.prototype.forEachRenderedTile = function (tileFunction) {
- const tilesRendered = this._tilesToRender;
- for (let i = 0, len = tilesRendered.length; i < len; ++i) {
- tileFunction(tilesRendered[i]);
- }
- };
- /**
- * Calls the callback when a new tile is rendered that contains the given cartographic. The only parameter
- * is the cartesian position on the tile.
- *
- * @param {Cartographic} cartographic The cartographic position.
- * @param {Function} callback The function to be called when a new tile is loaded containing cartographic.
- * @returns {Function} The function to remove this callback from the quadtree.
- */
- QuadtreePrimitive.prototype.updateHeight = function (cartographic, callback) {
- const primitive = this;
- const object = {
- positionOnEllipsoidSurface: undefined,
- positionCartographic: cartographic,
- level: -1,
- callback: callback,
- };
- object.removeFunc = function () {
- const addedCallbacks = primitive._addHeightCallbacks;
- const length = addedCallbacks.length;
- for (let i = 0; i < length; ++i) {
- if (addedCallbacks[i] === object) {
- addedCallbacks.splice(i, 1);
- break;
- }
- }
- primitive._removeHeightCallbacks.push(object);
- if (object.callback) {
- object.callback = undefined;
- }
- };
- primitive._addHeightCallbacks.push(object);
- return object.removeFunc;
- };
- /**
- * Updates the tile provider imagery and continues to process the tile load queue.
- * @private
- */
- QuadtreePrimitive.prototype.update = function (frameState) {
- if (defined(this._tileProvider.update)) {
- this._tileProvider.update(frameState);
- }
- };
- function clearTileLoadQueue(primitive) {
- const debug = primitive._debug;
- debug.maxDepth = 0;
- debug.maxDepthVisited = 0;
- debug.tilesVisited = 0;
- debug.tilesCulled = 0;
- debug.tilesRendered = 0;
- debug.tilesWaitingForChildren = 0;
- primitive._tileLoadQueueHigh.length = 0;
- primitive._tileLoadQueueMedium.length = 0;
- primitive._tileLoadQueueLow.length = 0;
- }
- /**
- * Initializes values for a new render frame and prepare the tile load queue.
- * @private
- */
- QuadtreePrimitive.prototype.beginFrame = function (frameState) {
- const passes = frameState.passes;
- if (!passes.render) {
- return;
- }
- if (this._tilesInvalidated) {
- invalidateAllTiles(this);
- this._tilesInvalidated = false;
- }
- // Gets commands for any texture re-projections
- this._tileProvider.initialize(frameState);
- clearTileLoadQueue(this);
- if (this._debug.suspendLodUpdate) {
- return;
- }
- this._tileReplacementQueue.markStartOfRenderFrame();
- };
- /**
- * Selects new tiles to load based on the frame state and creates render commands.
- * @private
- */
- QuadtreePrimitive.prototype.render = function (frameState) {
- const passes = frameState.passes;
- const tileProvider = this._tileProvider;
- if (passes.render) {
- tileProvider.beginUpdate(frameState);
- selectTilesForRendering(this, frameState);
- createRenderCommandsForSelectedTiles(this, frameState);
- tileProvider.endUpdate(frameState);
- }
- if (passes.pick && this._tilesToRender.length > 0) {
- tileProvider.updateForPick(frameState);
- }
- };
- /**
- * Checks if the load queue length has changed since the last time we raised a queue change event - if so, raises
- * a new change event at the end of the render cycle.
- * @private
- */
- function updateTileLoadProgress(primitive, frameState) {
- const currentLoadQueueLength =
- primitive._tileLoadQueueHigh.length +
- primitive._tileLoadQueueMedium.length +
- primitive._tileLoadQueueLow.length;
- if (
- currentLoadQueueLength !== primitive._lastTileLoadQueueLength ||
- primitive._tilesInvalidated
- ) {
- frameState.afterRender.push(
- Event.prototype.raiseEvent.bind(
- primitive._tileLoadProgressEvent,
- currentLoadQueueLength
- )
- );
- primitive._lastTileLoadQueueLength = currentLoadQueueLength;
- }
- const debug = primitive._debug;
- if (debug.enableDebugOutput && !debug.suspendLodUpdate) {
- debug.maxDepth = primitive._tilesToRender.reduce(function (max, tile) {
- return Math.max(max, tile.level);
- }, -1);
- debug.tilesRendered = primitive._tilesToRender.length;
- if (
- debug.tilesVisited !== debug.lastTilesVisited ||
- debug.tilesRendered !== debug.lastTilesRendered ||
- debug.tilesCulled !== debug.lastTilesCulled ||
- debug.maxDepth !== debug.lastMaxDepth ||
- debug.tilesWaitingForChildren !== debug.lastTilesWaitingForChildren ||
- debug.maxDepthVisited !== debug.lastMaxDepthVisited
- ) {
- console.log(
- `Visited ${debug.tilesVisited}, Rendered: ${debug.tilesRendered}, Culled: ${debug.tilesCulled}, Max Depth Rendered: ${debug.maxDepth}, Max Depth Visited: ${debug.maxDepthVisited}, Waiting for children: ${debug.tilesWaitingForChildren}`
- );
- debug.lastTilesVisited = debug.tilesVisited;
- debug.lastTilesRendered = debug.tilesRendered;
- debug.lastTilesCulled = debug.tilesCulled;
- debug.lastMaxDepth = debug.maxDepth;
- debug.lastTilesWaitingForChildren = debug.tilesWaitingForChildren;
- debug.lastMaxDepthVisited = debug.maxDepthVisited;
- }
- }
- }
- /**
- * Updates terrain heights.
- * @private
- */
- QuadtreePrimitive.prototype.endFrame = function (frameState) {
- const passes = frameState.passes;
- if (!passes.render || frameState.mode === SceneMode.MORPHING) {
- // Only process the load queue for a single pass.
- // Don't process the load queue or update heights during the morph flights.
- return;
- }
- // Load/create resources for terrain and imagery. Prepare texture re-projections for the next frame.
- processTileLoadQueue(this, frameState);
- updateHeights(this, frameState);
- updateTileLoadProgress(this, frameState);
- };
- /**
- * Returns true if this object was destroyed; otherwise, false.
- * <br /><br />
- * If this object was destroyed, it should not be used; calling any function other than
- * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
- *
- * @memberof QuadtreePrimitive
- *
- * @returns {Boolean} True if this object was destroyed; otherwise, false.
- *
- * @see QuadtreePrimitive#destroy
- */
- QuadtreePrimitive.prototype.isDestroyed = function () {
- return false;
- };
- /**
- * Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
- * release of WebGL resources, instead of relying on the garbage collector to destroy this object.
- * <br /><br />
- * Once an object is destroyed, it should not be used; calling any function other than
- * <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
- * assign the return value (<code>undefined</code>) to the object as done in the example.
- *
- * @memberof QuadtreePrimitive
- *
- * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
- *
- *
- * @example
- * primitive = primitive && primitive.destroy();
- *
- * @see QuadtreePrimitive#isDestroyed
- */
- QuadtreePrimitive.prototype.destroy = function () {
- this._tileProvider = this._tileProvider && this._tileProvider.destroy();
- };
- let comparisonPoint;
- const centerScratch = new Cartographic();
- function compareDistanceToPoint(a, b) {
- let center = Rectangle.center(a.rectangle, centerScratch);
- const alon = center.longitude - comparisonPoint.longitude;
- const alat = center.latitude - comparisonPoint.latitude;
- center = Rectangle.center(b.rectangle, centerScratch);
- const blon = center.longitude - comparisonPoint.longitude;
- const blat = center.latitude - comparisonPoint.latitude;
- return alon * alon + alat * alat - (blon * blon + blat * blat);
- }
- const cameraOriginScratch = new Cartesian3();
- let rootTraversalDetails = [];
- function selectTilesForRendering(primitive, frameState) {
- const debug = primitive._debug;
- if (debug.suspendLodUpdate) {
- return;
- }
- // Clear the render list.
- const tilesToRender = primitive._tilesToRender;
- tilesToRender.length = 0;
- // We can't render anything before the level zero tiles exist.
- let i;
- const tileProvider = primitive._tileProvider;
- if (!defined(primitive._levelZeroTiles)) {
- if (tileProvider.ready) {
- const tilingScheme = tileProvider.tilingScheme;
- primitive._levelZeroTiles = QuadtreeTile.createLevelZeroTiles(
- tilingScheme
- );
- const numberOfRootTiles = primitive._levelZeroTiles.length;
- if (rootTraversalDetails.length < numberOfRootTiles) {
- rootTraversalDetails = new Array(numberOfRootTiles);
- for (i = 0; i < numberOfRootTiles; ++i) {
- if (rootTraversalDetails[i] === undefined) {
- rootTraversalDetails[i] = new TraversalDetails();
- }
- }
- }
- } else {
- // Nothing to do until the provider is ready.
- return;
- }
- }
- primitive._occluders.ellipsoid.cameraPosition = frameState.camera.positionWC;
- let tile;
- const levelZeroTiles = primitive._levelZeroTiles;
- const occluders =
- levelZeroTiles.length > 1 ? primitive._occluders : undefined;
- // Sort the level zero tiles by the distance from the center to the camera.
- // The level zero tiles aren't necessarily a nice neat quad, so we can't use the
- // quadtree ordering we use elsewhere in the tree
- comparisonPoint = frameState.camera.positionCartographic;
- levelZeroTiles.sort(compareDistanceToPoint);
- const customDataAdded = primitive._addHeightCallbacks;
- const customDataRemoved = primitive._removeHeightCallbacks;
- const frameNumber = frameState.frameNumber;
- let len;
- if (customDataAdded.length > 0 || customDataRemoved.length > 0) {
- for (i = 0, len = levelZeroTiles.length; i < len; ++i) {
- tile = levelZeroTiles[i];
- tile._updateCustomData(frameNumber, customDataAdded, customDataRemoved);
- }
- customDataAdded.length = 0;
- customDataRemoved.length = 0;
- }
- const camera = frameState.camera;
- primitive._cameraPositionCartographic = camera.positionCartographic;
- const cameraFrameOrigin = Matrix4.getTranslation(
- camera.transform,
- cameraOriginScratch
- );
- primitive._cameraReferenceFrameOriginCartographic = primitive.tileProvider.tilingScheme.ellipsoid.cartesianToCartographic(
- cameraFrameOrigin,
- primitive._cameraReferenceFrameOriginCartographic
- );
- // Traverse in depth-first, near-to-far order.
- for (i = 0, len = levelZeroTiles.length; i < len; ++i) {
- tile = levelZeroTiles[i];
- primitive._tileReplacementQueue.markTileRendered(tile);
- if (!tile.renderable) {
- queueTileLoad(primitive, primitive._tileLoadQueueHigh, tile, frameState);
- ++debug.tilesWaitingForChildren;
- } else {
- visitIfVisible(
- primitive,
- tile,
- tileProvider,
- frameState,
- occluders,
- false,
- rootTraversalDetails[i]
- );
- }
- }
- primitive._lastSelectionFrameNumber = frameNumber;
- }
- function queueTileLoad(primitive, queue, tile, frameState) {
- if (!tile.needsLoading) {
- return;
- }
- if (primitive.tileProvider.computeTileLoadPriority !== undefined) {
- tile._loadPriority = primitive.tileProvider.computeTileLoadPriority(
- tile,
- frameState
- );
- }
- queue.push(tile);
- }
- /**
- * Tracks details of traversing a tile while selecting tiles for rendering.
- * @alias TraversalDetails
- * @constructor
- * @private
- */
- function TraversalDetails() {
- /**
- * True if all selected (i.e. not culled or refined) tiles in this tile's subtree
- * are renderable. If the subtree is renderable, we'll render it; no drama.
- */
- this.allAreRenderable = true;
- /**
- * True if any tiles in this tile's subtree were rendered last frame. If any
- * were, we must render the subtree rather than this tile, because rendering
- * this tile would cause detail to vanish that was visible last frame, and
- * that's no good.
- */
- this.anyWereRenderedLastFrame = false;
- /**
- * Counts the number of selected tiles in this tile's subtree that are
- * not yet ready to be rendered because they need more loading. Note that
- * this value will _not_ necessarily be zero when
- * {@link TraversalDetails#allAreRenderable} is true, for subtle reasons.
- * When {@link TraversalDetails#allAreRenderable} and
- * {@link TraversalDetails#anyWereRenderedLastFrame} are both false, we
- * will render this tile instead of any tiles in its subtree and
- * the `allAreRenderable` value for this tile will reflect only whether _this_
- * tile is renderable. The `notYetRenderableCount` value, however, will still
- * reflect the total number of tiles that we are waiting on, including the
- * ones that we're not rendering. `notYetRenderableCount` is only reset
- * when a subtree is removed from the render queue because the
- * `notYetRenderableCount` exceeds the
- * {@link QuadtreePrimitive#loadingDescendantLimit}.
- */
- this.notYetRenderableCount = 0;
- }
- function TraversalQuadDetails() {
- this.southwest = new TraversalDetails();
- this.southeast = new TraversalDetails();
- this.northwest = new TraversalDetails();
- this.northeast = new TraversalDetails();
- }
- TraversalQuadDetails.prototype.combine = function (result) {
- const southwest = this.southwest;
- const southeast = this.southeast;
- const northwest = this.northwest;
- const northeast = this.northeast;
- result.allAreRenderable =
- southwest.allAreRenderable &&
- southeast.allAreRenderable &&
- northwest.allAreRenderable &&
- northeast.allAreRenderable;
- result.anyWereRenderedLastFrame =
- southwest.anyWereRenderedLastFrame ||
- southeast.anyWereRenderedLastFrame ||
- northwest.anyWereRenderedLastFrame ||
- northeast.anyWereRenderedLastFrame;
- result.notYetRenderableCount =
- southwest.notYetRenderableCount +
- southeast.notYetRenderableCount +
- northwest.notYetRenderableCount +
- northeast.notYetRenderableCount;
- };
- const traversalQuadsByLevel = new Array(31); // level 30 tiles are ~2cm wide at the equator, should be good enough.
- for (let i = 0; i < traversalQuadsByLevel.length; ++i) {
- traversalQuadsByLevel[i] = new TraversalQuadDetails();
- }
- /**
- * Visits a tile for possible rendering. When we call this function with a tile:
- *
- * * the tile has been determined to be visible (possibly based on a bounding volume that is not very tight-fitting)
- * * its parent tile does _not_ meet the SSE (unless ancestorMeetsSse=true, see comments below)
- * * the tile may or may not be renderable
- *
- * @private
- *
- * @param {Primitive} primitive The QuadtreePrimitive.
- * @param {FrameState} frameState The frame state.
- * @param {QuadtreeTile} tile The tile to visit
- * @param {Boolean} ancestorMeetsSse True if a tile higher in the tile tree already met the SSE and we're refining further only
- * to maintain detail while that higher tile loads.
- * @param {TraversalDetails} traveralDetails On return, populated with details of how the traversal of this tile went.
- */
- function visitTile(
- primitive,
- frameState,
- tile,
- ancestorMeetsSse,
- traversalDetails
- ) {
- const debug = primitive._debug;
- ++debug.tilesVisited;
- primitive._tileReplacementQueue.markTileRendered(tile);
- tile._updateCustomData(frameState.frameNumber);
- if (tile.level > debug.maxDepthVisited) {
- debug.maxDepthVisited = tile.level;
- }
- const meetsSse =
- screenSpaceError(primitive, frameState, tile) <
- primitive.maximumScreenSpaceError;
- const southwestChild = tile.southwestChild;
- const southeastChild = tile.southeastChild;
- const northwestChild = tile.northwestChild;
- const northeastChild = tile.northeastChild;
- const lastFrame = primitive._lastSelectionFrameNumber;
- const lastFrameSelectionResult =
- tile._lastSelectionResultFrame === lastFrame
- ? tile._lastSelectionResult
- : TileSelectionResult.NONE;
- const tileProvider = primitive.tileProvider;
- if (meetsSse || ancestorMeetsSse) {
- // This tile (or an ancestor) is the one we want to render this frame, but we'll do different things depending
- // on the state of this tile and on what we did _last_ frame.
- // We can render it if _any_ of the following are true:
- // 1. We rendered it (or kicked it) last frame.
- // 2. This tile was culled last frame, or it wasn't even visited because an ancestor was culled.
- // 3. The tile is completely done loading.
- // 4. a) Terrain is ready, and
- // b) All necessary imagery is ready. Necessary imagery is imagery that was rendered with this tile
- // or any descendants last frame. Such imagery is required because rendering this tile without
- // it would cause detail to disappear.
- //
- // Determining condition 4 is more expensive, so we check the others first.
- //
- // Note that even if we decide to render a tile here, it may later get "kicked" in favor of an ancestor.
- const oneRenderedLastFrame =
- TileSelectionResult.originalResult(lastFrameSelectionResult) ===
- TileSelectionResult.RENDERED;
- const twoCulledOrNotVisited =
- TileSelectionResult.originalResult(lastFrameSelectionResult) ===
- TileSelectionResult.CULLED ||
- lastFrameSelectionResult === TileSelectionResult.NONE;
- const threeCompletelyLoaded = tile.state === QuadtreeTileLoadState.DONE;
- let renderable =
- oneRenderedLastFrame || twoCulledOrNotVisited || threeCompletelyLoaded;
- if (!renderable) {
- // Check the more expensive condition 4 above. This requires details of the thing
- // we're rendering (e.g. the globe surface), so delegate it to the tile provider.
- if (defined(tileProvider.canRenderWithoutLosingDetail)) {
- renderable = tileProvider.canRenderWithoutLosingDetail(tile);
- }
- }
- if (renderable) {
- // Only load this tile if it (not just an ancestor) meets the SSE.
- if (meetsSse) {
- queueTileLoad(
- primitive,
- primitive._tileLoadQueueMedium,
- tile,
- frameState
- );
- }
- addTileToRenderList(primitive, tile);
- traversalDetails.allAreRenderable = tile.renderable;
- traversalDetails.anyWereRenderedLastFrame =
- lastFrameSelectionResult === TileSelectionResult.RENDERED;
- traversalDetails.notYetRenderableCount = tile.renderable ? 0 : 1;
- tile._lastSelectionResultFrame = frameState.frameNumber;
- tile._lastSelectionResult = TileSelectionResult.RENDERED;
- if (!traversalDetails.anyWereRenderedLastFrame) {
- // Tile is newly-rendered this frame, so update its heights.
- primitive._tileToUpdateHeights.push(tile);
- }
- return;
- }
- // Otherwise, we can't render this tile (or its fill) because doing so would cause detail to disappear
- // that was visible last frame. Instead, keep rendering any still-visible descendants that were rendered
- // last frame and render fills for newly-visible descendants. E.g. if we were rendering level 15 last
- // frame but this frame we want level 14 and the closest renderable level <= 14 is 0, rendering level
- // zero would be pretty jarring so instead we keep rendering level 15 even though its SSE is better
- // than required. So fall through to continue traversal...
- ancestorMeetsSse = true;
- // Load this blocker tile with high priority, but only if this tile (not just an ancestor) meets the SSE.
- if (meetsSse) {
- queueTileLoad(primitive, primitive._tileLoadQueueHigh, tile, frameState);
- }
- }
- if (tileProvider.canRefine(tile)) {
- const allAreUpsampled =
- southwestChild.upsampledFromParent &&
- southeastChild.upsampledFromParent &&
- northwestChild.upsampledFromParent &&
- northeastChild.upsampledFromParent;
- if (allAreUpsampled) {
- // No point in rendering the children because they're all upsampled. Render this tile instead.
- addTileToRenderList(primitive, tile);
- // Rendered tile that's not waiting on children loads with medium priority.
- queueTileLoad(
- primitive,
- primitive._tileLoadQueueMedium,
- tile,
- frameState
- );
- // Make sure we don't unload the children and forget they're upsampled.
- primitive._tileReplacementQueue.markTileRendered(southwestChild);
- primitive._tileReplacementQueue.markTileRendered(southeastChild);
- primitive._tileReplacementQueue.markTileRendered(northwestChild);
- primitive._tileReplacementQueue.markTileRendered(northeastChild);
- traversalDetails.allAreRenderable = tile.renderable;
- traversalDetails.anyWereRenderedLastFrame =
- lastFrameSelectionResult === TileSelectionResult.RENDERED;
- traversalDetails.notYetRenderableCount = tile.renderable ? 0 : 1;
- tile._lastSelectionResultFrame = frameState.frameNumber;
- tile._lastSelectionResult = TileSelectionResult.RENDERED;
- if (!traversalDetails.anyWereRenderedLastFrame) {
- // Tile is newly-rendered this frame, so update its heights.
- primitive._tileToUpdateHeights.push(tile);
- }
- return;
- }
- // SSE is not good enough, so refine.
- tile._lastSelectionResultFrame = frameState.frameNumber;
- tile._lastSelectionResult = TileSelectionResult.REFINED;
- const firstRenderedDescendantIndex = primitive._tilesToRender.length;
- const loadIndexLow = primitive._tileLoadQueueLow.length;
- const loadIndexMedium = primitive._tileLoadQueueMedium.length;
- const loadIndexHigh = primitive._tileLoadQueueHigh.length;
- const tilesToUpdateHeightsIndex = primitive._tileToUpdateHeights.length;
- // No need to add the children to the load queue because they'll be added (if necessary) when they're visited.
- visitVisibleChildrenNearToFar(
- primitive,
- southwestChild,
- southeastChild,
- northwestChild,
- northeastChild,
- frameState,
- ancestorMeetsSse,
- traversalDetails
- );
- // If no descendant tiles were added to the render list by the function above, it means they were all
- // culled even though this tile was deemed visible. That's pretty common.
- if (firstRenderedDescendantIndex !== primitive._tilesToRender.length) {
- // At least one descendant tile was added to the render list.
- // The traversalDetails tell us what happened while visiting the children.
- const allAreRenderable = traversalDetails.allAreRenderable;
- const anyWereRenderedLastFrame =
- traversalDetails.anyWereRenderedLastFrame;
- const notYetRenderableCount = traversalDetails.notYetRenderableCount;
- let queuedForLoad = false;
- if (!allAreRenderable && !anyWereRenderedLastFrame) {
- // Some of our descendants aren't ready to render yet, and none were rendered last frame,
- // so kick them all out of the render list and render this tile instead. Continue to load them though!
- // Mark the rendered descendants and their ancestors - up to this tile - as kicked.
- const renderList = primitive._tilesToRender;
- for (let i = firstRenderedDescendantIndex; i < renderList.length; ++i) {
- let workTile = renderList[i];
- while (
- workTile !== undefined &&
- workTile._lastSelectionResult !== TileSelectionResult.KICKED &&
- workTile !== tile
- ) {
- workTile._lastSelectionResult = TileSelectionResult.kick(
- workTile._lastSelectionResult
- );
- workTile = workTile.parent;
- }
- }
- // Remove all descendants from the render list and add this tile.
- primitive._tilesToRender.length = firstRenderedDescendantIndex;
- primitive._tileToUpdateHeights.length = tilesToUpdateHeightsIndex;
- addTileToRenderList(primitive, tile);
- tile._lastSelectionResult = TileSelectionResult.RENDERED;
- // If we're waiting on heaps of descendants, the above will take too long. So in that case,
- // load this tile INSTEAD of loading any of the descendants, and tell the up-level we're only waiting
- // on this tile. Keep doing this until we actually manage to render this tile.
- const wasRenderedLastFrame =
- lastFrameSelectionResult === TileSelectionResult.RENDERED;
- if (
- !wasRenderedLastFrame &&
- notYetRenderableCount > primitive.loadingDescendantLimit
- ) {
- // Remove all descendants from the load queues.
- primitive._tileLoadQueueLow.length = loadIndexLow;
- primitive._tileLoadQueueMedium.length = loadIndexMedium;
- primitive._tileLoadQueueHigh.length = loadIndexHigh;
- queueTileLoad(
- primitive,
- primitive._tileLoadQueueMedium,
- tile,
- frameState
- );
- traversalDetails.notYetRenderableCount = tile.renderable ? 0 : 1;
- queuedForLoad = true;
- }
- traversalDetails.allAreRenderable = tile.renderable;
- traversalDetails.anyWereRenderedLastFrame = wasRenderedLastFrame;
- if (!wasRenderedLastFrame) {
- // Tile is newly-rendered this frame, so update its heights.
- primitive._tileToUpdateHeights.push(tile);
- }
- ++debug.tilesWaitingForChildren;
- }
- if (primitive.preloadAncestors && !queuedForLoad) {
- queueTileLoad(primitive, primitive._tileLoadQueueLow, tile, frameState);
- }
- }
- return;
- }
- tile._lastSelectionResultFrame = frameState.frameNumber;
- tile._lastSelectionResult = TileSelectionResult.RENDERED;
- // We'd like to refine but can't because we have no availability data for this tile's children,
- // so we have no idea if refinining would involve a load or an upsample. We'll have to finish
- // loading this tile first in order to find that out, so load this refinement blocker with
- // high priority.
- addTileToRenderList(primitive, tile);
- queueTileLoad(primitive, primitive._tileLoadQueueHigh, tile, frameState);
- traversalDetails.allAreRenderable = tile.renderable;
- traversalDetails.anyWereRenderedLastFrame =
- lastFrameSelectionResult === TileSelectionResult.RENDERED;
- traversalDetails.notYetRenderableCount = tile.renderable ? 0 : 1;
- }
- function visitVisibleChildrenNearToFar(
- primitive,
- southwest,
- southeast,
- northwest,
- northeast,
- frameState,
- ancestorMeetsSse,
- traversalDetails
- ) {
- const cameraPosition = frameState.camera.positionCartographic;
- const tileProvider = primitive._tileProvider;
- const occluders = primitive._occluders;
- const quadDetails = traversalQuadsByLevel[southwest.level];
- const southwestDetails = quadDetails.southwest;
- const southeastDetails = quadDetails.southeast;
- const northwestDetails = quadDetails.northwest;
- const northeastDetails = quadDetails.northeast;
- if (cameraPosition.longitude < southwest.rectangle.east) {
- if (cameraPosition.latitude < southwest.rectangle.north) {
- // Camera in southwest quadrant
- visitIfVisible(
- primitive,
- southwest,
- tileProvider,
- frameState,
- occluders,
- ancestorMeetsSse,
- southwestDetails
- );
- visitIfVisible(
- primitive,
- southeast,
- tileProvider,
- frameState,
- occluders,
- ancestorMeetsSse,
- southeastDetails
- );
- visitIfVisible(
- primitive,
- northwest,
- tileProvider,
- frameState,
- occluders,
- ancestorMeetsSse,
- northwestDetails
- );
- visitIfVisible(
- primitive,
- northeast,
- tileProvider,
- frameState,
- occluders,
- ancestorMeetsSse,
- northeastDetails
- );
- } else {
- // Camera in northwest quadrant
- visitIfVisible(
- primitive,
- northwest,
- tileProvider,
- frameState,
- occluders,
- ancestorMeetsSse,
- northwestDetails
- );
- visitIfVisible(
- primitive,
- southwest,
- tileProvider,
- frameState,
- occluders,
- ancestorMeetsSse,
- southwestDetails
- );
- visitIfVisible(
- primitive,
- northeast,
- tileProvider,
- frameState,
- occluders,
- ancestorMeetsSse,
- northeastDetails
- );
- visitIfVisible(
- primitive,
- southeast,
- tileProvider,
- frameState,
- occluders,
- ancestorMeetsSse,
- southeastDetails
- );
- }
- } else if (cameraPosition.latitude < southwest.rectangle.north) {
- // Camera southeast quadrant
- visitIfVisible(
- primitive,
- southeast,
- tileProvider,
- frameState,
- occluders,
- ancestorMeetsSse,
- southeastDetails
- );
- visitIfVisible(
- primitive,
- southwest,
- tileProvider,
- frameState,
- occluders,
- ancestorMeetsSse,
- southwestDetails
- );
- visitIfVisible(
- primitive,
- northeast,
- tileProvider,
- frameState,
- occluders,
- ancestorMeetsSse,
- northeastDetails
- );
- visitIfVisible(
- primitive,
- northwest,
- tileProvider,
- frameState,
- occluders,
- ancestorMeetsSse,
- northwestDetails
- );
- } else {
- // Camera in northeast quadrant
- visitIfVisible(
- primitive,
- northeast,
- tileProvider,
- frameState,
- occluders,
- ancestorMeetsSse,
- northeastDetails
- );
- visitIfVisible(
- primitive,
- northwest,
- tileProvider,
- frameState,
- occluders,
- ancestorMeetsSse,
- northwestDetails
- );
- visitIfVisible(
- primitive,
- southeast,
- tileProvider,
- frameState,
- occluders,
- ancestorMeetsSse,
- southeastDetails
- );
- visitIfVisible(
- primitive,
- southwest,
- tileProvider,
- frameState,
- occluders,
- ancestorMeetsSse,
- southwestDetails
- );
- }
- quadDetails.combine(traversalDetails);
- }
- function containsNeededPosition(primitive, tile) {
- const rectangle = tile.rectangle;
- return (
- (defined(primitive._cameraPositionCartographic) &&
- Rectangle.contains(rectangle, primitive._cameraPositionCartographic)) ||
- (defined(primitive._cameraReferenceFrameOriginCartographic) &&
- Rectangle.contains(
- rectangle,
- primitive._cameraReferenceFrameOriginCartographic
- ))
- );
- }
- function visitIfVisible(
- primitive,
- tile,
- tileProvider,
- frameState,
- occluders,
- ancestorMeetsSse,
- traversalDetails
- ) {
- if (
- tileProvider.computeTileVisibility(tile, frameState, occluders) !==
- Visibility.NONE
- ) {
- return visitTile(
- primitive,
- frameState,
- tile,
- ancestorMeetsSse,
- traversalDetails
- );
- }
- ++primitive._debug.tilesCulled;
- primitive._tileReplacementQueue.markTileRendered(tile);
- traversalDetails.allAreRenderable = true;
- traversalDetails.anyWereRenderedLastFrame = false;
- traversalDetails.notYetRenderableCount = 0;
- if (containsNeededPosition(primitive, tile)) {
- // Load the tile(s) that contains the camera's position and
- // the origin of its reference frame with medium priority.
- // But we only need to load until the terrain is available, no need to load imagery.
- if (!defined(tile.data) || !defined(tile.data.vertexArray)) {
- queueTileLoad(
- primitive,
- primitive._tileLoadQueueMedium,
- tile,
- frameState
- );
- }
- const lastFrame = primitive._lastSelectionFrameNumber;
- const lastFrameSelectionResult =
- tile._lastSelectionResultFrame === lastFrame
- ? tile._lastSelectionResult
- : TileSelectionResult.NONE;
- if (
- lastFrameSelectionResult !== TileSelectionResult.CULLED_BUT_NEEDED &&
- lastFrameSelectionResult !== TileSelectionResult.RENDERED
- ) {
- primitive._tileToUpdateHeights.push(tile);
- }
- tile._lastSelectionResult = TileSelectionResult.CULLED_BUT_NEEDED;
- } else if (primitive.preloadSiblings || tile.level === 0) {
- // Load culled level zero tiles with low priority.
- // For all other levels, only load culled tiles if preloadSiblings is enabled.
- queueTileLoad(primitive, primitive._tileLoadQueueLow, tile, frameState);
- tile._lastSelectionResult = TileSelectionResult.CULLED;
- } else {
- tile._lastSelectionResult = TileSelectionResult.CULLED;
- }
- tile._lastSelectionResultFrame = frameState.frameNumber;
- }
- function screenSpaceError(primitive, frameState, tile) {
- if (
- frameState.mode === SceneMode.SCENE2D ||
- frameState.camera.frustum instanceof OrthographicFrustum ||
- frameState.camera.frustum instanceof OrthographicOffCenterFrustum
- ) {
- return screenSpaceError2D(primitive, frameState, tile);
- }
- const maxGeometricError = primitive._tileProvider.getLevelMaximumGeometricError(
- tile.level
- );
- const distance = tile._distance;
- const height = frameState.context.drawingBufferHeight;
- const sseDenominator = frameState.camera.frustum.sseDenominator;
- let error = (maxGeometricError * height) / (distance * sseDenominator);
- if (frameState.fog.enabled) {
- error -=
- CesiumMath.fog(distance, frameState.fog.density) * frameState.fog.sse;
- }
- error /= frameState.pixelRatio;
- return error;
- }
- function screenSpaceError2D(primitive, frameState, tile) {
- const camera = frameState.camera;
- let frustum = camera.frustum;
- if (defined(frustum._offCenterFrustum)) {
- frustum = frustum._offCenterFrustum;
- }
- const context = frameState.context;
- const width = context.drawingBufferWidth;
- const height = context.drawingBufferHeight;
- const maxGeometricError = primitive._tileProvider.getLevelMaximumGeometricError(
- tile.level
- );
- const pixelSize =
- Math.max(frustum.top - frustum.bottom, frustum.right - frustum.left) /
- Math.max(width, height);
- let error = maxGeometricError / pixelSize;
- if (frameState.fog.enabled && frameState.mode !== SceneMode.SCENE2D) {
- error -=
- CesiumMath.fog(tile._distance, frameState.fog.density) *
- frameState.fog.sse;
- }
- error /= frameState.pixelRatio;
- return error;
- }
- function addTileToRenderList(primitive, tile) {
- primitive._tilesToRender.push(tile);
- }
- function processTileLoadQueue(primitive, frameState) {
- const tileLoadQueueHigh = primitive._tileLoadQueueHigh;
- const tileLoadQueueMedium = primitive._tileLoadQueueMedium;
- const tileLoadQueueLow = primitive._tileLoadQueueLow;
- if (
- tileLoadQueueHigh.length === 0 &&
- tileLoadQueueMedium.length === 0 &&
- tileLoadQueueLow.length === 0
- ) {
- return;
- }
- // Remove any tiles that were not used this frame beyond the number
- // we're allowed to keep.
- primitive._tileReplacementQueue.trimTiles(primitive.tileCacheSize);
- const endTime = getTimestamp() + primitive._loadQueueTimeSlice;
- const tileProvider = primitive._tileProvider;
- let didSomeLoading = processSinglePriorityLoadQueue(
- primitive,
- frameState,
- tileProvider,
- endTime,
- tileLoadQueueHigh,
- false
- );
- didSomeLoading = processSinglePriorityLoadQueue(
- primitive,
- frameState,
- tileProvider,
- endTime,
- tileLoadQueueMedium,
- didSomeLoading
- );
- processSinglePriorityLoadQueue(
- primitive,
- frameState,
- tileProvider,
- endTime,
- tileLoadQueueLow,
- didSomeLoading
- );
- }
- function sortByLoadPriority(a, b) {
- return a._loadPriority - b._loadPriority;
- }
- function processSinglePriorityLoadQueue(
- primitive,
- frameState,
- tileProvider,
- endTime,
- loadQueue,
- didSomeLoading
- ) {
- if (tileProvider.computeTileLoadPriority !== undefined) {
- loadQueue.sort(sortByLoadPriority);
- }
- for (
- let i = 0, len = loadQueue.length;
- i < len && (getTimestamp() < endTime || !didSomeLoading);
- ++i
- ) {
- const tile = loadQueue[i];
- primitive._tileReplacementQueue.markTileRendered(tile);
- tileProvider.loadTile(frameState, tile);
- didSomeLoading = true;
- }
- return didSomeLoading;
- }
- const scratchRay = new Ray();
- const scratchCartographic = new Cartographic();
- const scratchPosition = new Cartesian3();
- const scratchArray = [];
- function updateHeights(primitive, frameState) {
- if (!primitive.tileProvider.ready) {
- return;
- }
- const tryNextFrame = scratchArray;
- tryNextFrame.length = 0;
- const tilesToUpdateHeights = primitive._tileToUpdateHeights;
- const startTime = getTimestamp();
- const timeSlice = primitive._updateHeightsTimeSlice;
- const endTime = startTime + timeSlice;
- const mode = frameState.mode;
- const projection = frameState.mapProjection;
- const ellipsoid = primitive.tileProvider.tilingScheme.ellipsoid;
- let i;
- while (tilesToUpdateHeights.length > 0) {
- const tile = tilesToUpdateHeights[0];
- if (!defined(tile.data) || !defined(tile.data.mesh)) {
- // Tile isn't loaded enough yet, so try again next frame if this tile is still
- // being rendered.
- const selectionResult =
- tile._lastSelectionResultFrame === primitive._lastSelectionFrameNumber
- ? tile._lastSelectionResult
- : TileSelectionResult.NONE;
- if (
- selectionResult === TileSelectionResult.RENDERED ||
- selectionResult === TileSelectionResult.CULLED_BUT_NEEDED
- ) {
- tryNextFrame.push(tile);
- }
- tilesToUpdateHeights.shift();
- primitive._lastTileIndex = 0;
- continue;
- }
- const customData = tile.customData;
- const customDataLength = customData.length;
- let timeSliceMax = false;
- for (i = primitive._lastTileIndex; i < customDataLength; ++i) {
- const data = customData[i];
- // No need to run this code when the tile is upsampled, because the height will be the same as its parent.
- const terrainData = tile.data.terrainData;
- const upsampledGeometryFromParent =
- defined(terrainData) && terrainData.wasCreatedByUpsampling();
- if (tile.level > data.level && !upsampledGeometryFromParent) {
- if (!defined(data.positionOnEllipsoidSurface)) {
- // cartesian has to be on the ellipsoid surface for `ellipsoid.geodeticSurfaceNormal`
- data.positionOnEllipsoidSurface = Cartesian3.fromRadians(
- data.positionCartographic.longitude,
- data.positionCartographic.latitude,
- 0.0,
- ellipsoid
- );
- }
- if (mode === SceneMode.SCENE3D) {
- const surfaceNormal = ellipsoid.geodeticSurfaceNormal(
- data.positionOnEllipsoidSurface,
- scratchRay.direction
- );
- // compute origin point
- // Try to find the intersection point between the surface normal and z-axis.
- // minimum height (-11500.0) for the terrain set, need to get this information from the terrain provider
- const rayOrigin = ellipsoid.getSurfaceNormalIntersectionWithZAxis(
- data.positionOnEllipsoidSurface,
- 11500.0,
- scratchRay.origin
- );
- // Theoretically, not with Earth datums, the intersection point can be outside the ellipsoid
- if (!defined(rayOrigin)) {
- // intersection point is outside the ellipsoid, try other value
- // minimum height (-11500.0) for the terrain set, need to get this information from the terrain provider
- let minimumHeight = 0.0;
- if (defined(tile.data.tileBoundingRegion)) {
- minimumHeight = tile.data.tileBoundingRegion.minimumHeight;
- }
- const magnitude = Math.min(minimumHeight, -11500.0);
- // multiply by the *positive* value of the magnitude
- const vectorToMinimumPoint = Cartesian3.multiplyByScalar(
- surfaceNormal,
- Math.abs(magnitude) + 1,
- scratchPosition
- );
- Cartesian3.subtract(
- data.positionOnEllipsoidSurface,
- vectorToMinimumPoint,
- scratchRay.origin
- );
- }
- } else {
- Cartographic.clone(data.positionCartographic, scratchCartographic);
- // minimum height for the terrain set, need to get this information from the terrain provider
- scratchCartographic.height = -11500.0;
- projection.project(scratchCartographic, scratchPosition);
- Cartesian3.fromElements(
- scratchPosition.z,
- scratchPosition.x,
- scratchPosition.y,
- scratchPosition
- );
- Cartesian3.clone(scratchPosition, scratchRay.origin);
- Cartesian3.clone(Cartesian3.UNIT_X, scratchRay.direction);
- }
- const position = tile.data.pick(
- scratchRay,
- mode,
- projection,
- false,
- scratchPosition
- );
- if (defined(position)) {
- if (defined(data.callback)) {
- data.callback(position);
- }
- data.level = tile.level;
- }
- }
- if (getTimestamp() >= endTime) {
- timeSliceMax = true;
- break;
- }
- }
- if (timeSliceMax) {
- primitive._lastTileIndex = i;
- break;
- } else {
- primitive._lastTileIndex = 0;
- tilesToUpdateHeights.shift();
- }
- }
- for (i = 0; i < tryNextFrame.length; i++) {
- tilesToUpdateHeights.push(tryNextFrame[i]);
- }
- }
- function createRenderCommandsForSelectedTiles(primitive, frameState) {
- const tileProvider = primitive._tileProvider;
- const tilesToRender = primitive._tilesToRender;
- for (let i = 0, len = tilesToRender.length; i < len; ++i) {
- const tile = tilesToRender[i];
- tileProvider.showTileThisFrame(tile, frameState);
- }
- }
- export default QuadtreePrimitive;
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