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@here/harp-mapview

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Functionality needed to render a map.

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import * as THREE from "three"; /** * Second step tile culling: Do additional check for intersection of box and frustum by checking if * the frustum is outside any plane of the tiles `bbox` (oriented, not AABB). It's in the inverse of * the standard frustum test, which excludes many cases where the large terrain tiles straddle the * planes of the frustum. * * @see http://www.iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm */ export declare class MapTileCuller { private readonly m_camera; private m_globalFrustumMin; private m_globalFrustumMax; private readonly m_frustumCorners; /** * Constructs a `MapTileCuller`. * * @param m_camera - A `THREE.Camera`. */ constructor(m_camera: THREE.Camera); /** * Sets up culling and computes frustum corners. You mus call this function before the culling * starts. */ setup(): void; /** * Checks if the tile's bounding box intersects with the current view's frustum. * * @param tileBounds - The bounding box for the tile. */ frustumIntersectsTileBox(tileBounds: THREE.Box3): boolean; /** * Returns the eight corners of the frustum. */ private getFrustumCorners; } //# sourceMappingURL=MapTileCuller.d.ts.map