@loaders.gl/tiles
Version:
Common components for different tiles loaders.
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text/typescript
// loaders.gl
// SPDX-License-Identifier: MIT
// Copyright (c) vis.gl contributors
import {Ellipsoid} from '@math.gl/geospatial';
import {Matrix4, Vector3} from '@math.gl/core';
import {assert} from '@loaders.gl/loader-utils';
import {Tile3D} from '../tile-3d';
export function calculateTransformProps(tileHeader: Tile3D, tile: Tile3D['content']) {
assert(tileHeader);
assert(tile);
const {rtcCenter, gltfUpAxis} = tile;
const {
computedTransform,
boundingVolume: {center}
} = tileHeader;
let modelMatrix = new Matrix4(computedTransform);
// Translate if appropriate
if (rtcCenter) {
modelMatrix.translate(rtcCenter);
}
// glTF models need to be rotated from Y to Z up
// https://github.com/AnalyticalGraphicsInc/3d-tiles/tree/master/specification#y-up-to-z-up
switch (gltfUpAxis) {
case 'Z':
break;
case 'Y':
const rotationY = new Matrix4().rotateX(Math.PI / 2);
modelMatrix = modelMatrix.multiplyRight(rotationY);
break;
case 'X':
const rotationX = new Matrix4().rotateY(-Math.PI / 2);
modelMatrix = modelMatrix.multiplyRight(rotationX);
break;
default:
break;
}
// Scale/offset positions if normalized integers
if (tile.isQuantized) {
modelMatrix.translate(tile.quantizedVolumeOffset).scale(tile.quantizedVolumeScale);
}
// Option 1: Cartesian matrix and origin
const cartesianOrigin = new Vector3(center);
tile.cartesianModelMatrix = modelMatrix;
tile.cartesianOrigin = cartesianOrigin;
// Option 2: Cartographic matrix and origin
const cartographicOrigin = Ellipsoid.WGS84.cartesianToCartographic(
cartesianOrigin,
new Vector3()
);
const fromFixedFrameMatrix = Ellipsoid.WGS84.eastNorthUpToFixedFrame(cartesianOrigin);
const toFixedFrameMatrix = fromFixedFrameMatrix.invert();
tile.cartographicModelMatrix = toFixedFrameMatrix.multiplyRight(modelMatrix);
tile.cartographicOrigin = cartographicOrigin;
// Absorb glTF root node matrix into model matrices for Float32 precision.
// The glTF root node matrix (applied as sceneModelMatrix in the shader) may contain
// ECEF-scale translations (~millions of meters). When both cartographicModelMatrix
// and sceneModelMatrix are applied in the Float32 GPU shader, catastrophic cancellation
// occurs causing visible seams between adjacent tiles. By combining them here in Float64,
// the result has small ENU-scale values that preserve precision.
const rootNode = _getRootNode(tile);
if (rootNode) {
tile.cartesianModelMatrix = new Matrix4(modelMatrix).multiplyRight(rootNode.matrix);
tile.cartographicModelMatrix.multiplyRight(rootNode.matrix);
rootNode.matrix = Matrix4.IDENTITY;
}
// Deprecated, drop
if (!tile.coordinateSystem) {
tile.modelMatrix = tile.cartographicModelMatrix;
}
}
const TRANSLATION_LIMIT_SQUARED = 10e5 ** 2; // 100km
/**
* Returns the glTF root node if it has a matrix with earth-scale translations (> 100km).
* These large translations cause Float32 precision issues when applied in the GPU shader.
*/
function _getRootNode(tile: Tile3D['content']): {matrix: number[]} | null {
const gltf = tile.gltf;
if (!gltf) {
return null;
}
const sceneIndex = typeof gltf.scene === 'number' ? gltf.scene : 0;
const scene = gltf.scenes?.[sceneIndex];
const rootNode = scene?.nodes?.[0];
if (!rootNode?.matrix) return null;
// Extract translation and compare magnitude (meters) to limit
const m = rootNode.matrix;
const translationMagnitude = m[12] * m[12] + m[13] * m[13] + m[14] * m[14];
if (translationMagnitude <= TRANSLATION_LIMIT_SQUARED) return null;
return rootNode;
}