-
Notifications
You must be signed in to change notification settings - Fork 3.6k
/
Copy pathCesium3DTilesetTraversal.js
636 lines (555 loc) · 27 KB
/
Cesium3DTilesetTraversal.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
define([
'../Core/CullingVolume',
'../Core/defaultValue',
'../Core/defined',
'../Core/freezeObject',
'../Core/Intersect',
'../Core/ManagedArray',
'../Core/Math',
'../Core/OrthographicFrustum',
'./Cesium3DTileOptimizationHint',
'./Cesium3DTileRefine',
'./SceneMode'
], function(
CullingVolume,
defaultValue,
defined,
freezeObject,
Intersect,
ManagedArray,
CesiumMath,
OrthographicFrustum,
Cesium3DTileOptimizationHint,
Cesium3DTileRefine,
SceneMode) {
'use strict';
/**
* @private
*/
function Cesium3DTilesetTraversal() {
}
function isVisible(tile) {
return tile._visible && tile._inRequestVolume;
}
var traversal = {
stack : new ManagedArray(),
stackMaximumLength : 0
};
var emptyTraversal = {
stack : new ManagedArray(),
stackMaximumLength : 0
};
var descendantTraversal = {
stack : new ManagedArray(),
stackMaximumLength : 0
};
var selectionTraversal = {
stack : new ManagedArray(),
stackMaximumLength : 0,
ancestorStack : new ManagedArray(),
ancestorStackMaximumLength : 0
};
var descendantSelectionDepth = 2;
Cesium3DTilesetTraversal.selectTiles = function(tileset, frameState) {
if (tileset.debugFreezeFrame) {
return;
}
tileset._selectedTiles.length = 0;
tileset._selectedTilesToStyle.length = 0;
tileset._emptyTiles.length = 0;
tileset._hasMixedContent = false;
var 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 (getScreenSpaceError(tileset, tileset._geometricError, root, frameState) <= 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);
};
function executeBaseTraversal(tileset, root, frameState) {
var baseScreenSpaceError = tileset._maximumScreenSpaceError;
var maximumScreenSpaceError = tileset._maximumScreenSpaceError;
executeTraversal(tileset, root, baseScreenSpaceError, maximumScreenSpaceError, frameState);
}
function executeSkipTraversal(tileset, root, frameState) {
var baseScreenSpaceError = Number.MAX_VALUE;
var maximumScreenSpaceError = tileset._maximumScreenSpaceError;
executeTraversal(tileset, root, baseScreenSpaceError, maximumScreenSpaceError, frameState);
traverseAndSelect(tileset, root, frameState);
}
function executeBaseAndSkipTraversal(tileset, root, frameState) {
var baseScreenSpaceError = Math.max(tileset.baseScreenSpaceError, tileset.maximumScreenSpaceError);
var 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 contentVisible(tile, frameState) {
return (tile._visibilityPlaneMask === CullingVolume.MASK_INSIDE) ||
(tile.contentVisibility(frameState) !== Intersect.OUTSIDE);
}
function selectTile(tileset, tile, frameState) {
if (contentVisible(tile, frameState)) {
var 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.
tile.lastStyleTime = 0; // Force applying the style to this tile
tileset._selectedTilesToStyle.push(tile);
}
tile._selectedFrame = frameState.frameNumber;
tileset._selectedTiles.push(tile);
}
}
function selectDescendants(tileset, root, frameState) {
var stack = descendantTraversal.stack;
stack.push(root);
while (stack.length > 0) {
descendantTraversal.stackMaximumLength = Math.max(descendantTraversal.stackMaximumLength, stack.length);
var tile = stack.pop();
var children = tile.children;
var childrenLength = children.length;
for (var i = 0; i < childrenLength; ++i) {
var child = children[i];
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
var 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 getPriority(tileset, tile) {
// If skipLevelOfDetail is off try to load child tiles as soon as possible so that their parent can refine sooner.
// Additive tiles are prioritized by distance because it subjectively looks better.
// Replacement tiles are prioritized by screen space error.
// A tileset that has both additive and replacement tiles may not prioritize tiles as effectively since SSE and distance
// are different types of values. Maybe all priorities need to be normalized to 0-1 range.
if (tile.refine === Cesium3DTileRefine.ADD) {
return tile._distanceToCamera;
}
var parent = tile.parent;
var useParentScreenSpaceError = defined(parent) && (!skipLevelOfDetail(tileset) || (tile._screenSpaceError === 0.0));
var screenSpaceError = useParentScreenSpaceError ? parent._screenSpaceError : tile._screenSpaceError;
var rootScreenSpaceError = tileset.root._screenSpaceError;
return rootScreenSpaceError - screenSpaceError; // Map higher SSE to lower values (e.g. root tile is highest priority)
}
function loadTile(tileset, tile, frameState) {
if (hasUnloadedContent(tile) || tile.contentExpired) {
tile._requestedFrame = frameState.frameNumber;
tile._priority = getPriority(tileset, tile);
tileset._requestedTiles.push(tile);
}
}
function getScreenSpaceError(tileset, geometricError, tile, frameState) {
if (geometricError === 0.0) {
// Leaf tiles do not have any error so save the computation
return 0.0;
}
var camera = frameState.camera;
var frustum = camera.frustum;
var context = frameState.context;
var height = context.drawingBufferHeight;
var error;
if (frameState.mode === SceneMode.SCENE2D || frustum instanceof OrthographicFrustum) {
if (defined(frustum._offCenterFrustum)) {
frustum = frustum._offCenterFrustum;
}
var width = context.drawingBufferWidth;
var pixelSize = Math.max(frustum.top - frustum.bottom, frustum.right - frustum.left) / Math.max(width, height);
error = geometricError / pixelSize;
} else {
// Avoid divide by zero when viewer is inside the tile
var distance = Math.max(tile._distanceToCamera, CesiumMath.EPSILON7);
var sseDenominator = camera.frustum.sseDenominator;
error = (geometricError * height) / (distance * sseDenominator);
if (tileset.dynamicScreenSpaceError) {
var density = tileset._dynamicScreenSpaceErrorComputedDensity;
var factor = tileset.dynamicScreenSpaceErrorFactor;
var dynamicError = CesiumMath.fog(distance, density) * factor;
error -= dynamicError;
}
}
return error;
}
function updateVisibility(tileset, tile, frameState) {
if (tile._updatedVisibilityFrame === frameState.frameNumber) {
// 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;
}
var parent = tile.parent;
var parentTransform = defined(parent) ? parent.computedTransform : tileset._modelMatrix;
var parentVisibilityPlaneMask = defined(parent) ? parent._visibilityPlaneMask : CullingVolume.MASK_INDETERMINATE;
tile.updateTransform(parentTransform);
tile._distanceToCamera = tile.distanceToTile(frameState);
tile._centerZDepth = tile.distanceToTileCenter(frameState);
tile._screenSpaceError = getScreenSpaceError(tileset, tile.geometricError, tile, frameState);
tile._visibilityPlaneMask = tile.visibility(frameState, parentVisibilityPlaneMask); // Use parent's plane mask to speed up visibility test
tile._visible = tile._visibilityPlaneMask !== CullingVolume.MASK_OUTSIDE;
tile._inRequestVolume = tile.insideViewerRequestVolume(frameState);
tile._updatedVisibilityFrame = frameState.frameNumber;
}
function anyChildrenVisible(tileset, tile, frameState) {
var anyVisible = false;
var children = tile.children;
var length = children.length;
for (var i = 0; i < length; ++i) {
var child = children[i];
updateVisibility(tileset, child, frameState);
anyVisible = anyVisible || isVisible(child);
}
return anyVisible;
}
function updateTileVisibility(tileset, tile, frameState) {
updateVisibility(tileset, tile, frameState);
if (!isVisible(tile)) {
return;
}
// Use parent's geometric error with child's box to see if the tile already meet the SSE
var parent = tile.parent;
if (defined(parent) && (parent.refine === Cesium3DTileRefine.ADD) && getScreenSpaceError(tileset, parent.geometricError, tile, frameState) <= tileset._maximumScreenSpaceError) {
tile._visible = false;
return;
}
// Optimization - if none of the tile's children are visible then this tile isn't visible
var replace = tile.refine === Cesium3DTileRefine.REPLACE;
var useOptimization = tile._optimChildrenWithinParent === Cesium3DTileOptimizationHint.USE_OPTIMIZATION;
var hasChildren = tile.children.length > 0;
if (replace && useOptimization && hasChildren) {
if (!anyChildrenVisible(tileset, tile, frameState)) {
++tileset._statistics.numberOfTilesCulledWithChildrenUnion;
tile._visible = false;
return;
}
}
}
function updateTile(tileset, tile, frameState) {
updateTileVisibility(tileset, tile, frameState);
tile.updateExpiration();
tile._shouldSelect = false;
tile._finalResolution = true;
tile._ancestorWithContent = undefined;
tile._ancestorWithContentAvailable = undefined;
var 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.
var hasContent = !hasUnloadedContent(parent) || (parent._requestedFrame === frameState.frameNumber);
tile._ancestorWithContent = hasContent ? parent : parent._ancestorWithContent;
tile._ancestorWithContentAvailable = parent.contentAvailable ? parent : parent._ancestorWithContentAvailable;
}
}
function hasEmptyContent(tile) {
return tile.hasEmptyContent || tile.hasTilesetContent;
}
function hasUnloadedContent(tile) {
return !hasEmptyContent(tile) && tile.contentUnloaded;
}
function reachedSkippingThreshold(tileset, tile) {
var ancestor = tile._ancestorWithContent;
return !tileset.immediatelyLoadDesiredLevelOfDetail &&
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) {
var i;
var replace = tile.refine === Cesium3DTileRefine.REPLACE;
var children = tile.children;
var 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.
var checkRefines = !skipLevelOfDetail(tileset) && replace && !hasEmptyContent(tile);
var refines = true;
var anyChildrenVisible = false;
for (i = 0; i < length; ++i) {
var child = children[i];
if (isVisible(child)) {
stack.push(child);
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.
loadTile(tileset, child, frameState);
touchTile(tileset, child, frameState);
}
if (checkRefines) {
var 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;
}
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 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.
var stack = traversal.stack;
stack.push(root);
while (stack.length > 0) {
traversal.stackMaximumLength = Math.max(traversal.stackMaximumLength, stack.length);
var tile = stack.pop();
var baseTraversal = inBaseTraversal(tileset, tile, baseScreenSpaceError);
var add = tile.refine === Cesium3DTileRefine.ADD;
var replace = tile.refine === Cesium3DTileRefine.REPLACE;
var children = tile.children;
var childrenLength = children.length;
var parent = tile.parent;
var parentRefines = !defined(parent) || parent._refines;
var traverse = (childrenLength > 0) && (tile._screenSpaceError > maximumScreenSpaceError);
var refines = false;
if (tile.hasTilesetContent && tile.contentExpired) {
// Don't traverse expired subtree because it will be destroyed
traverse = false;
}
if (traverse) {
refines = updateAndPushChildren(tileset, tile, stack, frameState) && parentRefines;
}
if (hasEmptyContent(tile)) {
// Add empty tile just to show its debug bounding volume
// If the tile has tileset content load the external tileset
addEmptyTile(tileset, tile, frameState);
loadTile(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 (!refines && parentRefines) {
selectDesiredTile(tileset, tile, frameState);
}
} else {
// Load tiles that are not skipped or can't refine further. In practice roughly half the tiles stay unloaded.
// Select tiles that can't refine further. If the tile doesn't have loaded content it will try to select an ancestor with loaded content instead.
if (!refines) { // eslint-disable-line
selectDesiredTile(tileset, tile, frameState);
loadTile(tileset, tile, frameState);
} else if (reachedSkippingThreshold(tileset, tile)) {
loadTile(tileset, tile, frameState);
}
}
}
visitTile(tileset, tile, frameState);
touchTile(tileset, tile, frameState);
tile._refines = refines;
tile._updatedVisibilityFrame = 0; // Reset so visibility is checked during the next pass
}
}
function executeEmptyTraversal(tileset, root, frameState) {
// Depth-first traversal that checks if all nearest descendants with content are loaded. Ignores visibility.
var allDescendantsLoaded = true;
var maximumScreenSpaceError = tileset._maximumScreenSpaceError;
var stack = emptyTraversal.stack;
stack.push(root);
while (stack.length > 0) {
emptyTraversal.stackMaximumLength = Math.max(emptyTraversal.stackMaximumLength, stack.length);
var tile = stack.pop();
var children = tile.children;
var childrenLength = children.length;
// Only traverse if the tile is empty - traversal stop at descendants with content
var traverse = hasEmptyContent(tile) && (childrenLength > 0) && (tile._screenSpaceError > maximumScreenSpaceError);
// 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.
if (!traverse && !tile.contentAvailable) {
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 (var i = 0; i < childrenLength; ++i) {
var 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: this will no longer work when there is a chain of selected tiles that is longer than the size of the
* stencil buffer (usually 8 bits). In other words, the subset of the tree containing only selected tiles must be
* no deeper than 255. It is very, very unlikely this will cause a problem.
*
* NOTE: when the scene has inverted classification enabled, the stencil buffer will be masked to 4 bits. So, the
* selected tiles must be no deeper than 15. This is still very unlikely.
*/
function traverseAndSelect(tileset, root, frameState) {
var maximumScreenSpaceError = tileset._maximumScreenSpaceError;
var stack = selectionTraversal.stack;
var ancestorStack = selectionTraversal.ancestorStack;
var 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) {
var waitingTile = ancestorStack.peek();
if (waitingTile._stackLength === stack.length) {
ancestorStack.pop();
if (waitingTile !== lastAncestor) {
waitingTile._finalResolution = false;
}
selectTile(tileset, waitingTile, frameState);
continue;
}
}
var tile = stack.pop();
if (!defined(tile)) {
// stack is empty but ancestorStack isn't
continue;
}
var add = tile.refine === Cesium3DTileRefine.ADD;
var shouldSelect = tile._shouldSelect;
var children = tile.children;
var childrenLength = children.length;
var traverse = (childrenLength > 0) && (tile._screenSpaceError > maximumScreenSpaceError);
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 (var i = 0; i < childrenLength; ++i) {
var child = children[i];
if (isVisible(child)) {
stack.push(child);
}
}
}
}
}
return Cesium3DTilesetTraversal;
});