@cesium/engine
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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
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JavaScript
import defined from "../Core/defined.js";
import ManagedArray from "../Core/ManagedArray.js";
import Cesium3DTileRefine from "./Cesium3DTileRefine.js";
import Cesium3DTilesetTraversal from "./Cesium3DTilesetTraversal.js";
/**
* Depth-first traversal that traverses all visible tiles and marks tiles for selection.
* Allows for skipping levels of the tree and rendering children and parent tiles simultaneously.
*
* @alias Cesium3DTilesetSkipTraversal
* @constructor
*
* @private
*/
function Cesium3DTilesetSkipTraversal() {}
const traversal = {
stack: new ManagedArray(),
stackMaximumLength: 0,
};
const descendantTraversal = {
stack: new ManagedArray(),
stackMaximumLength: 0,
};
const selectionTraversal = {
stack: new ManagedArray(),
stackMaximumLength: 0,
ancestorStack: new ManagedArray(),
ancestorStackMaximumLength: 0,
};
const descendantSelectionDepth = 2;
/**
* Traverses a {@link Cesium3DTileset} to determine which tiles to load and render.
*
* @private
* @param {Cesium3DTileset} tileset
* @param {FrameState} frameState
*/
Cesium3DTilesetSkipTraversal.selectTiles = function (tileset, frameState) {
tileset._requestedTiles.length = 0;
if (tileset.debugFreezeFrame) {
return;
}
tileset._selectedTiles.length = 0;
tileset._selectedTilesToStyle.length = 0;
tileset._emptyTiles.length = 0;
tileset.hasMixedContent = false;
const root = tileset.root;
Cesium3DTilesetTraversal.updateTile(root, frameState);
if (!root.isVisible) {
return;
}
if (
root.getScreenSpaceError(frameState, true) <=
tileset.memoryAdjustedScreenSpaceError
) {
return;
}
executeTraversal(root, frameState);
traverseAndSelect(root, frameState);
traversal.stack.trim(traversal.stackMaximumLength);
descendantTraversal.stack.trim(descendantTraversal.stackMaximumLength);
selectionTraversal.stack.trim(selectionTraversal.stackMaximumLength);
selectionTraversal.ancestorStack.trim(
selectionTraversal.ancestorStackMaximumLength,
);
// Update the priority for any requests found during traversal
// Update after traversal so that min and max values can be used to normalize priority values
const requestedTiles = tileset._requestedTiles;
for (let i = 0; i < requestedTiles.length; ++i) {
requestedTiles[i].updatePriority();
}
};
/**
* Mark descendant tiles for rendering, and update as needed
*
* @private
* @param {Cesium3DTile} root
* @param {FrameState} frameState
*/
function selectDescendants(root, frameState) {
const { updateTile, touchTile, selectTile } = Cesium3DTilesetTraversal;
const stack = descendantTraversal.stack;
stack.push(root);
while (stack.length > 0) {
descendantTraversal.stackMaximumLength = Math.max(
descendantTraversal.stackMaximumLength,
stack.length,
);
const tile = stack.pop();
const children = tile.children;
for (let i = 0; i < children.length; ++i) {
const child = children[i];
if (child.isVisible) {
if (child.contentAvailable) {
updateTile(child, frameState);
touchTile(child, frameState);
selectTile(child, frameState);
} else if (child._depth - root._depth < descendantSelectionDepth) {
// Continue traversing, but not too far
stack.push(child);
}
}
}
}
}
/**
* Mark a tile as selected if it has content available.
* If its content is not available, and we are skipping levels of detail,
* select an ancestor or descendant tile instead
*
* @private
* @param {Cesium3DTile} tile
* @param {FrameState} frameState
*/
function selectDesiredTile(tile, frameState) {
// If this tile is not loaded attempt to select its ancestor instead
const loadedTile = tile.contentAvailable
? tile
: tile._ancestorWithContentAvailable;
if (defined(loadedTile)) {
// Tiles will actually be selected in traverseAndSelect
loadedTile._shouldSelect = true;
} else {
// If no ancestors are ready traverse down and select tiles to minimize empty regions.
// This happens often for immediatelyLoadDesiredLevelOfDetail where parent tiles are not necessarily loaded before zooming out.
selectDescendants(tile, frameState);
}
}
/**
* Update links to the ancestor tiles that have content
*
* @private
* @param {Cesium3DTile} tile
* @param {FrameState} frameState
*/
function updateTileAncestorContentLinks(tile, frameState) {
tile._ancestorWithContent = undefined;
tile._ancestorWithContentAvailable = undefined;
const { parent } = tile;
if (!defined(parent)) {
return;
}
const parentHasContent =
!parent.hasUnloadedRenderableContent ||
parent._requestedFrame === frameState.frameNumber;
// ancestorWithContent is an ancestor that has content or has the potential to have
// content. Used in conjunction with tileset.skipLevels to know when to skip a tile.
tile._ancestorWithContent = parentHasContent
? parent
: parent._ancestorWithContent;
// ancestorWithContentAvailable is an ancestor that is rendered if a desired tile is not loaded
tile._ancestorWithContentAvailable = parent.contentAvailable
? parent
: parent._ancestorWithContentAvailable;
}
/**
* Determine if a tile has reached the limit of level of detail skipping.
* If so, it should _not_ be skipped: it should be loaded and rendered
*
* @private
* @param {Cesium3DTileset} tileset
* @param {Cesium3DTile} tile
* @returns {boolean} true if this tile should not be skipped
*/
function reachedSkippingThreshold(tileset, tile) {
const ancestor = tile._ancestorWithContent;
return (
!tileset.immediatelyLoadDesiredLevelOfDetail &&
(tile._priorityProgressiveResolutionScreenSpaceErrorLeaf ||
(defined(ancestor) &&
tile._screenSpaceError <
ancestor._screenSpaceError / tileset.skipScreenSpaceErrorFactor &&
tile._depth > ancestor._depth + tileset.skipLevels))
);
}
/**
* @private
* @param {Cesium3DTile} tile
* @param {ManagedArray} stack
* @param {FrameState} frameState
* @returns {boolean}
*/
function updateAndPushChildren(tile, stack, frameState) {
const { tileset, children } = tile;
const { updateTile, loadTile, touchTile } = Cesium3DTilesetTraversal;
for (let i = 0; i < children.length; ++i) {
updateTile(children[i], frameState);
}
// Sort by distance to take advantage of early Z and reduce artifacts
children.sort(Cesium3DTilesetTraversal.sortChildrenByDistanceToCamera);
let anyChildrenVisible = false;
for (let i = 0; i < children.length; ++i) {
const child = children[i];
if (child.isVisible) {
stack.push(child);
anyChildrenVisible = true;
} else if (tileset.loadSiblings) {
loadTile(child, frameState);
touchTile(child, frameState);
}
}
return anyChildrenVisible;
}
/**
* Determine if a tile is part of the base traversal.
* If not, this tile could be considered for level of detail skipping
*
* @private
* @param {Cesium3DTile} tile
* @param {number} baseScreenSpaceError
* @returns {boolean}
*/
function inBaseTraversal(tile, baseScreenSpaceError) {
const { tileset } = tile;
if (tileset.immediatelyLoadDesiredLevelOfDetail) {
return false;
}
if (!defined(tile._ancestorWithContent)) {
// Include root or near-root tiles in the base traversal so there is something to select up to
return true;
}
if (tile._screenSpaceError === 0.0) {
// If a leaf, use parent's SSE
return tile.parent._screenSpaceError > baseScreenSpaceError;
}
return tile._screenSpaceError > baseScreenSpaceError;
}
/**
* Depth-first traversal that traverses all visible tiles and marks tiles for selection.
* Tiles that have a greater screen space error than the base screen space error are part of the base traversal,
* all other tiles are part of the skip traversal. The skip traversal allows for skipping levels of the tree
* and rendering children and parent tiles simultaneously.
*
* @private
* @param {Cesium3DTile} root
* @param {FrameState} frameState
*/
function executeTraversal(root, frameState) {
const { tileset } = root;
const baseScreenSpaceError = tileset.immediatelyLoadDesiredLevelOfDetail
? Number.MAX_VALUE
: Math.max(
tileset.baseScreenSpaceError,
tileset.memoryAdjustedScreenSpaceError,
);
const { canTraverse, loadTile, visitTile, touchTile } =
Cesium3DTilesetTraversal;
const stack = traversal.stack;
stack.push(root);
while (stack.length > 0) {
traversal.stackMaximumLength = Math.max(
traversal.stackMaximumLength,
stack.length,
);
const tile = stack.pop();
updateTileAncestorContentLinks(tile, frameState);
const parent = tile.parent;
const parentRefines = !defined(parent) || parent._refines;
tile._refines = canTraverse(tile)
? updateAndPushChildren(tile, stack, frameState) && parentRefines
: false;
const stoppedRefining = !tile._refines && parentRefines;
if (!tile.hasRenderableContent) {
// Add empty tile just to show its debug bounding volume
// If the tile has tileset content load the external tileset
// If the tile cannot refine further select its nearest loaded ancestor
tileset._emptyTiles.push(tile);
loadTile(tile, frameState);
if (stoppedRefining) {
selectDesiredTile(tile, frameState);
}
} else if (tile.refine === Cesium3DTileRefine.ADD) {
// Additive tiles are always loaded and selected
selectDesiredTile(tile, frameState);
loadTile(tile, frameState);
} else if (tile.refine === Cesium3DTileRefine.REPLACE) {
if (inBaseTraversal(tile, baseScreenSpaceError)) {
// Always load tiles in the base traversal
// Select tiles that can't refine further
loadTile(tile, frameState);
if (stoppedRefining) {
selectDesiredTile(tile, frameState);
}
} else if (stoppedRefining) {
// In skip traversal, load and select tiles that can't refine further
selectDesiredTile(tile, frameState);
loadTile(tile, frameState);
} else if (reachedSkippingThreshold(tileset, tile)) {
// In skip traversal, load tiles that aren't skipped
loadTile(tile, frameState);
}
}
visitTile(tile, frameState);
touchTile(tile, frameState);
}
}
/**
* Traverse the tree and check if their selected frame is the current frame. If so, add it to a selection queue.
* This is a preorder traversal so children tiles are selected before ancestor tiles.
*
* The reason for the preorder traversal is so that tiles can easily be marked with their
* selection depth. A tile's _selectionDepth is its depth in the tree where all non-selected tiles are removed.
* This property is important for use in the stencil test because we want to render deeper tiles on top of their
* ancestors. If a tileset is very deep, the depth is unlikely to fit into the stencil buffer.
*
* We want to select children before their ancestors because there is no guarantee on the relationship between
* the children's z-depth and the ancestor's z-depth. We cannot rely on Z because we want the child to appear on top
* of ancestor regardless of true depth. The stencil tests used require children to be drawn first.
*
* NOTE: 3D Tiles uses 3 bits from the stencil buffer meaning this will not work when there is a chain of
* selected tiles that is deeper than 7. This is not very likely.
*
* @private
* @param {Cesium3DTile} root
* @param {FrameState} frameState
*/
function traverseAndSelect(root, frameState) {
const { selectTile, canTraverse } = Cesium3DTilesetTraversal;
const { stack, ancestorStack } = selectionTraversal;
let lastAncestor;
stack.push(root);
while (stack.length > 0 || ancestorStack.length > 0) {
selectionTraversal.stackMaximumLength = Math.max(
selectionTraversal.stackMaximumLength,
stack.length,
);
selectionTraversal.ancestorStackMaximumLength = Math.max(
selectionTraversal.ancestorStackMaximumLength,
ancestorStack.length,
);
if (ancestorStack.length > 0) {
const waitingTile = ancestorStack.peek();
if (waitingTile._stackLength === stack.length) {
ancestorStack.pop();
if (waitingTile !== lastAncestor) {
waitingTile._finalResolution = false;
}
selectTile(waitingTile, frameState);
continue;
}
}
const tile = stack.pop();
if (!defined(tile)) {
// stack is empty but ancestorStack isn't
continue;
}
const traverse = canTraverse(tile);
if (tile._shouldSelect) {
if (tile.refine === Cesium3DTileRefine.ADD) {
selectTile(tile, frameState);
} else {
tile._selectionDepth = ancestorStack.length;
if (tile._selectionDepth > 0) {
tile.tileset.hasMixedContent = true;
}
lastAncestor = tile;
if (!traverse) {
selectTile(tile, frameState);
continue;
}
ancestorStack.push(tile);
tile._stackLength = stack.length;
}
}
if (traverse) {
const children = tile.children;
for (let i = 0; i < children.length; ++i) {
const child = children[i];
if (child.isVisible) {
stack.push(child);
}
}
}
}
}
export default Cesium3DTilesetSkipTraversal;