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Cesium3DTilesetTraversal.js
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import defined from "../Core/defined.js";
import Intersect from "../Core/Intersect.js";
import ManagedArray from "../Core/ManagedArray.js";
import Cesium3DTileOptimizationHint from "./Cesium3DTileOptimizationHint.js";
import Cesium3DTileRefine from "./Cesium3DTileRefine.js";
/**
* @private
*/
function Cesium3DTilesetTraversal() {}
function isVisible(tile) {
return tile._visible && tile._inRequestVolume;
}
const traversal = {
stack: new ManagedArray(),
stackMaximumLength: 0,
};
const emptyTraversal = {
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;
Cesium3DTilesetTraversal.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;
updateTile(tileset, root, frameState);
// The root tile is not visible
if (!isVisible(root)) {
return;
}
// The tileset doesn't meet the SSE requirement, therefore the tree does not need to be rendered
if (
root.getScreenSpaceError(frameState, true) <=
tileset._maximumScreenSpaceError
) {
return;
}
if (!skipLevelOfDetail(tileset)) {
executeBaseTraversal(tileset, root, frameState);
} else if (tileset.immediatelyLoadDesiredLevelOfDetail) {
executeSkipTraversal(tileset, root, frameState);
} else {
executeBaseAndSkipTraversal(tileset, root, frameState);
}
traversal.stack.trim(traversal.stackMaximumLength);
emptyTraversal.stack.trim(emptyTraversal.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;
const length = requestedTiles.length;
for (let i = 0; i < length; ++i) {
requestedTiles[i].updatePriority();
}
};
function executeBaseTraversal(tileset, root, frameState) {
const baseScreenSpaceError = tileset._maximumScreenSpaceError;
const maximumScreenSpaceError = tileset._maximumScreenSpaceError;
executeTraversal(
tileset,
root,
baseScreenSpaceError,
maximumScreenSpaceError,
frameState
);
}
function executeSkipTraversal(tileset, root, frameState) {
const baseScreenSpaceError = Number.MAX_VALUE;
const maximumScreenSpaceError = tileset._maximumScreenSpaceError;
executeTraversal(
tileset,
root,
baseScreenSpaceError,
maximumScreenSpaceError,
frameState
);
traverseAndSelect(tileset, root, frameState);
}
function executeBaseAndSkipTraversal(tileset, root, frameState) {
const baseScreenSpaceError = Math.max(
tileset.baseScreenSpaceError,
tileset.maximumScreenSpaceError
);
const maximumScreenSpaceError = tileset.maximumScreenSpaceError;
executeTraversal(
tileset,
root,
baseScreenSpaceError,
maximumScreenSpaceError,
frameState
);
traverseAndSelect(tileset, root, frameState);
}
function skipLevelOfDetail(tileset) {
return tileset._skipLevelOfDetail;
}
function addEmptyTile(tileset, tile) {
tileset._emptyTiles.push(tile);
}
function selectTile(tileset, tile, frameState) {
if (tile.contentVisibility(frameState) !== Intersect.OUTSIDE) {
const tileContent = tile.content;
if (tileContent.featurePropertiesDirty) {
// A feature's property in this tile changed, the tile needs to be re-styled.
tileContent.featurePropertiesDirty = false;
tile.lastStyleTime = 0; // Force applying the style to this tile
tileset._selectedTilesToStyle.push(tile);
} else if (tile._selectedFrame < frameState.frameNumber - 1) {
// Tile is newly selected; it is selected this frame, but was not selected last frame.
tileset._selectedTilesToStyle.push(tile);
}
tile._selectedFrame = frameState.frameNumber;
tileset._selectedTiles.push(tile);
}
}
function selectDescendants(tileset, root, frameState) {
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;
const childrenLength = children.length;
for (let i = 0; i < childrenLength; ++i) {
const child = children[i];
if (isVisible(child)) {
if (child.contentAvailable) {
updateTile(tileset, child, frameState);
touchTile(tileset, child, frameState);
selectTile(tileset, child, frameState);
} else if (child._depth - root._depth < descendantSelectionDepth) {
// Continue traversing, but not too far
stack.push(child);
}
}
}
}
}
function selectDesiredTile(tileset, tile, frameState) {
if (!skipLevelOfDetail(tileset)) {
if (tile.contentAvailable) {
// The tile can be selected right away and does not require traverseAndSelect
selectTile(tileset, tile, frameState);
}
return;
}
// 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(tileset, tile, frameState);
}
}
function visitTile(tileset, tile, frameState) {
++tileset._statistics.visited;
tile._visitedFrame = frameState.frameNumber;
}
function touchTile(tileset, tile, frameState) {
if (tile._touchedFrame === frameState.frameNumber) {
// Prevents another pass from touching the frame again
return;
}
tileset._cache.touch(tile);
tile._touchedFrame = frameState.frameNumber;
}
function updateMinimumMaximumPriority(tileset, tile) {
tileset._maximumPriority.distance = Math.max(
tile._priorityHolder._distanceToCamera,
tileset._maximumPriority.distance
);
tileset._minimumPriority.distance = Math.min(
tile._priorityHolder._distanceToCamera,
tileset._minimumPriority.distance
);
tileset._maximumPriority.depth = Math.max(
tile._depth,
tileset._maximumPriority.depth
);
tileset._minimumPriority.depth = Math.min(
tile._depth,
tileset._minimumPriority.depth
);
tileset._maximumPriority.foveatedFactor = Math.max(
tile._priorityHolder._foveatedFactor,
tileset._maximumPriority.foveatedFactor
);
tileset._minimumPriority.foveatedFactor = Math.min(
tile._priorityHolder._foveatedFactor,
tileset._minimumPriority.foveatedFactor
);
tileset._maximumPriority.reverseScreenSpaceError = Math.max(
tile._priorityReverseScreenSpaceError,
tileset._maximumPriority.reverseScreenSpaceError
);
tileset._minimumPriority.reverseScreenSpaceError = Math.min(
tile._priorityReverseScreenSpaceError,
tileset._minimumPriority.reverseScreenSpaceError
);
}
function isOnScreenLongEnough(tileset, tile, frameState) {
// Prevent unnecessary loads while camera is moving by getting the ratio of travel distance to tile size.
if (!tileset._cullRequestsWhileMoving) {
return true;
}
const sphere = tile.boundingSphere;
const diameter = Math.max(sphere.radius * 2.0, 1.0);
const camera = frameState.camera;
const deltaMagnitude =
camera.positionWCDeltaMagnitude !== 0.0
? camera.positionWCDeltaMagnitude
: camera.positionWCDeltaMagnitudeLastFrame;
const movementRatio =
(tileset.cullRequestsWhileMovingMultiplier * deltaMagnitude) / diameter; // How do n frames of this movement compare to the tile's physical size.
return movementRatio < 1.0;
}
function loadTile(tileset, tile, frameState) {
if (
tile._requestedFrame === frameState.frameNumber ||
(!hasUnloadedContent(tile) && !tile.contentExpired)
) {
return;
}
if (!isOnScreenLongEnough(tileset, tile, frameState)) {
return;
}
const cameraHasNotStoppedMovingLongEnough =
frameState.camera.timeSinceMoved < tileset.foveatedTimeDelay;
if (tile.priorityDeferred && cameraHasNotStoppedMovingLongEnough) {
return;
}
tile._requestedFrame = frameState.frameNumber;
tileset._requestedTiles.push(tile);
}
function updateVisibility(tileset, tile, frameState) {
if (tile._updatedVisibilityFrame === tileset._updatedVisibilityFrame) {
// Return early if visibility has already been checked during the traversal.
// The visibility may have already been checked if the cullWithChildrenBounds optimization is used.
return;
}
tile.updateVisibility(frameState);
tile._updatedVisibilityFrame = tileset._updatedVisibilityFrame;
}
function anyChildrenVisible(tileset, tile, frameState) {
let anyVisible = false;
const children = tile.children;
const length = children.length;
for (let i = 0; i < length; ++i) {
const child = children[i];
updateVisibility(tileset, child, frameState);
anyVisible = anyVisible || isVisible(child);
}
return anyVisible;
}
function meetsScreenSpaceErrorEarly(tileset, tile, frameState) {
const parent = tile.parent;
if (
!defined(parent) ||
parent.hasTilesetContent ||
parent.hasImplicitContent ||
parent.refine !== Cesium3DTileRefine.ADD
) {
return false;
}
// Use parent's geometric error with child's box to see if the tile already meet the SSE
return (
tile.getScreenSpaceError(frameState, true) <=
tileset._maximumScreenSpaceError
);
}
function updateTileVisibility(tileset, tile, frameState) {
updateVisibility(tileset, tile, frameState);
if (!isVisible(tile)) {
return;
}
const hasChildren = tile.children.length > 0;
if ((tile.hasTilesetContent || tile.hasImplicitContent) && hasChildren) {
// Use the root tile's visibility instead of this tile's visibility.
// The root tile may be culled by the children bounds optimization in which
// case this tile should also be culled.
const child = tile.children[0];
updateTileVisibility(tileset, child, frameState);
tile._visible = child._visible;
return;
}
if (meetsScreenSpaceErrorEarly(tileset, tile, frameState)) {
tile._visible = false;
return;
}
// Optimization - if none of the tile's children are visible then this tile isn't visible
const replace = tile.refine === Cesium3DTileRefine.REPLACE;
const useOptimization =
tile._optimChildrenWithinParent ===
Cesium3DTileOptimizationHint.USE_OPTIMIZATION;
if (replace && useOptimization && hasChildren) {
if (!anyChildrenVisible(tileset, tile, frameState)) {
++tileset._statistics.numberOfTilesCulledWithChildrenUnion;
tile._visible = false;
return;
}
}
}
function updateTile(tileset, tile, frameState) {
// Reset some of the tile's flags and re-evaluate visibility
updateTileVisibility(tileset, tile, frameState);
tile.updateExpiration();
// Request priority
tile._wasMinPriorityChild = false;
tile._priorityHolder = tile;
updateMinimumMaximumPriority(tileset, tile);
// SkipLOD
tile._shouldSelect = false;
tile._finalResolution = true;
}
function updateTileAncestorContentLinks(tile, frameState) {
tile._ancestorWithContent = undefined;
tile._ancestorWithContentAvailable = undefined;
const parent = tile.parent;
if (defined(parent)) {
// 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.
// ancestorWithContentAvailable is an ancestor that is rendered if a desired tile is not loaded.
const hasContent =
!hasUnloadedContent(parent) ||
parent._requestedFrame === frameState.frameNumber;
tile._ancestorWithContent = hasContent
? parent
: parent._ancestorWithContent;
tile._ancestorWithContentAvailable = parent.contentAvailable
? parent
: parent._ancestorWithContentAvailable; // Links a descendant up to its contentAvailable ancestor as the traversal progresses.
}
}
function hasEmptyContent(tile) {
return (
tile.hasEmptyContent || tile.hasTilesetContent || tile.hasImplicitContent
);
}
function hasUnloadedContent(tile) {
return !hasEmptyContent(tile) && tile.contentUnloaded;
}
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))
);
}
function sortChildrenByDistanceToCamera(a, b) {
// Sort by farthest child first since this is going on a stack
if (b._distanceToCamera === 0 && a._distanceToCamera === 0) {
return b._centerZDepth - a._centerZDepth;
}
return b._distanceToCamera - a._distanceToCamera;
}
function updateAndPushChildren(tileset, tile, stack, frameState) {
let i;
const replace = tile.refine === Cesium3DTileRefine.REPLACE;
const children = tile.children;
const length = children.length;
for (i = 0; i < length; ++i) {
updateTile(tileset, children[i], frameState);
}
// Sort by distance to take advantage of early Z and reduce artifacts for skipLevelOfDetail
children.sort(sortChildrenByDistanceToCamera);
// For traditional replacement refinement only refine if all children are loaded.
// Empty tiles are exempt since it looks better if children stream in as they are loaded to fill the empty space.
const checkRefines =
!skipLevelOfDetail(tileset) && replace && !hasEmptyContent(tile);
let refines = true;
let anyChildrenVisible = false;
// Determining min child
let minIndex = -1;
let minimumPriority = Number.MAX_VALUE;
let child;
for (i = 0; i < length; ++i) {
child = children[i];
if (isVisible(child)) {
stack.push(child);
if (child._foveatedFactor < minimumPriority) {
minIndex = i;
minimumPriority = child._foveatedFactor;
}
anyChildrenVisible = true;
} else if (checkRefines || tileset.loadSiblings) {
// Keep non-visible children loaded since they are still needed before the parent can refine.
// Or loadSiblings is true so always load tiles regardless of visibility.
if (child._foveatedFactor < minimumPriority) {
minIndex = i;
minimumPriority = child._foveatedFactor;
}
loadTile(tileset, child, frameState);
touchTile(tileset, child, frameState);
}
if (checkRefines) {
let childRefines;
if (!child._inRequestVolume) {
childRefines = false;
} else if (hasEmptyContent(child)) {
childRefines = executeEmptyTraversal(tileset, child, frameState);
} else {
childRefines = child.contentAvailable;
}
refines = refines && childRefines;
}
}
if (!anyChildrenVisible) {
refines = false;
}
if (minIndex !== -1 && !skipLevelOfDetail(tileset) && replace) {
// An ancestor will hold the _foveatedFactor and _distanceToCamera for descendants between itself and its highest priority descendant. Siblings of a min children along the way use this ancestor as their priority holder as well.
// Priority of all tiles that refer to the _foveatedFactor and _distanceToCamera stored in the common ancestor will be differentiated based on their _depth.
const minPriorityChild = children[minIndex];
minPriorityChild._wasMinPriorityChild = true;
const priorityHolder =
(tile._wasMinPriorityChild || tile === tileset.root) &&
minimumPriority <= tile._priorityHolder._foveatedFactor
? tile._priorityHolder
: tile; // This is where priority dependency chains are wired up or started anew.
priorityHolder._foveatedFactor = Math.min(
minPriorityChild._foveatedFactor,
priorityHolder._foveatedFactor
);
priorityHolder._distanceToCamera = Math.min(
minPriorityChild._distanceToCamera,
priorityHolder._distanceToCamera
);
for (i = 0; i < length; ++i) {
child = children[i];
child._priorityHolder = priorityHolder;
}
}
return refines;
}
function inBaseTraversal(tileset, tile, baseScreenSpaceError) {
if (!skipLevelOfDetail(tileset)) {
return true;
}
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;
}
function canTraverse(tileset, tile) {
if (tile.children.length === 0) {
return false;
}
if (tile.hasTilesetContent || tile.hasImplicitContent) {
// Traverse external tileset to visit its root tile
// Don't traverse if the subtree is expired because it will be destroyed
return !tile.contentExpired;
}
return tile._screenSpaceError > tileset._maximumScreenSpaceError;
}
function executeTraversal(
tileset,
root,
baseScreenSpaceError,
maximumScreenSpaceError,
frameState
) {
// Depth-first traversal that traverses all visible tiles and marks tiles for selection.
// If skipLevelOfDetail is off then a tile does not refine until all children are loaded.
// This is the traditional replacement refinement approach and is called the base traversal.
// 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.
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 baseTraversal = inBaseTraversal(tileset, tile, baseScreenSpaceError);
const add = tile.refine === Cesium3DTileRefine.ADD;
const replace = tile.refine === Cesium3DTileRefine.REPLACE;
const parent = tile.parent;
const parentRefines = !defined(parent) || parent._refines;
let refines = false;
if (canTraverse(tileset, tile)) {
refines =
updateAndPushChildren(tileset, tile, stack, frameState) &&
parentRefines;
}
const stoppedRefining = !refines && parentRefines;
if (hasEmptyContent(tile)) {
// 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
addEmptyTile(tileset, tile, frameState);
loadTile(tileset, tile, frameState);
if (stoppedRefining) {
selectDesiredTile(tileset, tile, frameState);
}
} else if (add) {
// Additive tiles are always loaded and selected
selectDesiredTile(tileset, tile, frameState);
loadTile(tileset, tile, frameState);
} else if (replace) {
if (baseTraversal) {
// Always load tiles in the base traversal
// Select tiles that can't refine further
loadTile(tileset, tile, frameState);
if (stoppedRefining) {
selectDesiredTile(tileset, tile, frameState);
}
} else if (stoppedRefining) {
// In skip traversal, load and select tiles that can't refine further
selectDesiredTile(tileset, tile, frameState);
loadTile(tileset, tile, frameState);
} else if (reachedSkippingThreshold(tileset, tile)) {
// In skip traversal, load tiles that aren't skipped. In practice roughly half the tiles stay unloaded.
loadTile(tileset, tile, frameState);
}
}
visitTile(tileset, tile, frameState);
touchTile(tileset, tile, frameState);
tile._refines = refines;
}
}
function executeEmptyTraversal(tileset, root, frameState) {
// Depth-first traversal that checks if all nearest descendants with content are loaded. Ignores visibility.
let allDescendantsLoaded = true;
const stack = emptyTraversal.stack;
stack.push(root);
while (stack.length > 0) {
emptyTraversal.stackMaximumLength = Math.max(
emptyTraversal.stackMaximumLength,
stack.length
);
const tile = stack.pop();
const children = tile.children;
const childrenLength = children.length;
// Only traverse if the tile is empty - traversal stop at descendants with content
const emptyContent = hasEmptyContent(tile);
const traverse = emptyContent && canTraverse(tileset, tile);
const emptyLeaf = emptyContent && tile.children.length === 0;
// Traversal stops but the tile does not have content yet
// There will be holes if the parent tries to refine to its children, so don't refine
// One exception: a parent may refine even if one of its descendants is an empty leaf
if (!traverse && !tile.contentAvailable && !emptyLeaf) {
allDescendantsLoaded = false;
}
updateTile(tileset, tile, frameState);
if (!isVisible(tile)) {
// Load tiles that aren't visible since they are still needed for the parent to refine
loadTile(tileset, tile, frameState);
touchTile(tileset, tile, frameState);
}
if (traverse) {
for (let i = 0; i < childrenLength; ++i) {
const child = children[i];
stack.push(child);
}
}
}
return allDescendantsLoaded;
}
/**
* 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
*/
function traverseAndSelect(tileset, root, frameState) {
const stack = selectionTraversal.stack;
const ancestorStack = selectionTraversal.ancestorStack;
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(tileset, waitingTile, frameState);
continue;
}
}
const tile = stack.pop();
if (!defined(tile)) {
// stack is empty but ancestorStack isn't
continue;
}
const add = tile.refine === Cesium3DTileRefine.ADD;
const shouldSelect = tile._shouldSelect;
const children = tile.children;
const childrenLength = children.length;
const traverse = canTraverse(tileset, tile);
if (shouldSelect) {
if (add) {
selectTile(tileset, tile, frameState);
} else {
tile._selectionDepth = ancestorStack.length;
if (tile._selectionDepth > 0) {
tileset._hasMixedContent = true;
}
lastAncestor = tile;
if (!traverse) {
selectTile(tileset, tile, frameState);
continue;
}
ancestorStack.push(tile);
tile._stackLength = stack.length;
}
}
if (traverse) {
for (let i = 0; i < childrenLength; ++i) {
const child = children[i];
if (isVisible(child)) {
stack.push(child);
}
}
}
}
}
export default Cesium3DTilesetTraversal;