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S3MLayerScheduler.js 6.4KB

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  1. const { Cesium } = DC.Namespace
  2. import ContentState from './Enum/ContentState.js';
  3. import RangeMode from './Enum/RangeMode.js';
  4. function S3MLayerScheduler (){
  5. this._stack = [];
  6. }
  7. function sortComparator(a, b) {
  8. if (b.distanceToCamera === 0 && a.distanceToCamera === 0) {
  9. return b.centerZDepth - a.centerZDepth;
  10. }
  11. return b.distanceToCamera - a.distanceToCamera;
  12. }
  13. function updateChildren(layer, tile, stack, frameState) {
  14. let i;
  15. let children = tile.children;
  16. let length = children.length;
  17. for (i = 0; i < length; ++i) {
  18. updateTile(frameState, layer, children[i]);
  19. }
  20. children.sort(sortComparator);
  21. let refines = true;
  22. let anyChildrenVisible = false;
  23. let minIndex = -1;
  24. let minimumPriority = Number.MAX_VALUE;
  25. let checkChildRefins = true;
  26. for (i = 0; i < length; ++i) {
  27. let child = children[i];
  28. if (child.foveatedFactor < minimumPriority) {
  29. minIndex = i;
  30. minimumPriority = child.foveatedFactor;
  31. }
  32. if (child.visible) {
  33. stack.push(child);
  34. anyChildrenVisible = true;
  35. } else {
  36. loadTile(layer, child, frameState);
  37. touchTile(layer, child, frameState);
  38. processTile(layer, child, frameState);
  39. }
  40. let childRefines = child.renderable;
  41. if(checkChildRefins){
  42. refines = refines && childRefines;
  43. }
  44. }
  45. if (!anyChildrenVisible) {
  46. refines = false;
  47. }
  48. if (minIndex !== -1) {
  49. let minPriorityChild = children[minIndex];
  50. minPriorityChild.wasMinPriorityChild = true;
  51. let priorityHolder = (tile.wasMinPriorityChild || tile.isRootTile) &&
  52. minimumPriority <= tile.priorityHolder.foveatedFactor ? tile.priorityHolder : tile;
  53. priorityHolder.foveatedFactor = Math.min(minPriorityChild.foveatedFactor, priorityHolder.foveatedFactor);
  54. priorityHolder.distanceToCamera = Math.min(minPriorityChild.distanceToCamera, priorityHolder.distanceToCamera);
  55. for (i = 0; i < length; ++i) {
  56. let child = children[i];
  57. child.priorityHolder = priorityHolder;
  58. }
  59. }
  60. return refines;
  61. }
  62. function selectTile(layer, tile, frameState) {
  63. if(tile.selectedFrame === frameState.frameNumber || !tile.renderable){
  64. return ;
  65. }
  66. layer._selectedTiles.push(tile);
  67. tile.selectedFrame = frameState.frameNumber;
  68. }
  69. function loadTile(layer, tile, frameState) {
  70. if(tile.requestedFrame === frameState.frameNumber || tile.contentState !== ContentState.UNLOADED) {
  71. return ;
  72. }
  73. layer._requestTiles.push(tile);
  74. tile.requestedFrame = frameState.frameNumber;
  75. }
  76. function processTile(layer, tile, frameState) {
  77. if(tile.processFrame === frameState.frameNumber || tile.contentState !== ContentState.READY || tile.renderable) {
  78. return ;
  79. }
  80. tile.processFrame = frameState.frameNumber;
  81. layer._processTiles.push(tile);
  82. }
  83. function touchTile(layer, tile, frameState) {
  84. if (tile.touchedFrame === frameState.frameNumber) {
  85. return;
  86. }
  87. layer._cache.touch(tile);
  88. tile.touchedFrame = frameState.frameNumber;
  89. }
  90. function updateVisibility(layer, tile, frameState) {
  91. if (tile.updatedVisibilityFrame === frameState.frameNumber) {
  92. return;
  93. }
  94. tile.updatedVisibilityFrame = frameState.frameNumber;
  95. tile.updateVisibility(frameState, layer);
  96. }
  97. function updateTileVisibility(frameState, layer, tile) {
  98. updateVisibility(layer, tile, frameState);
  99. }
  100. function updateMinimumMaximumPriority(layer, tile) {
  101. layer._maximumPriority.distance = Math.max(tile.distanceToCamera, layer._maximumPriority.distance);
  102. layer._minimumPriority.distance = Math.min(tile.distanceToCamera, layer._minimumPriority.distance);
  103. layer._maximumPriority.depth = Math.max(tile.depth, layer._maximumPriority.depth);
  104. layer._minimumPriority.depth = Math.min(tile.depth, layer._minimumPriority.depth);
  105. layer._maximumPriority.foveatedFactor = Math.max(tile.foveatedFactor, layer._maximumPriority.foveatedFactor);
  106. layer._minimumPriority.foveatedFactor = Math.min(tile.foveatedFactor, layer._minimumPriority.foveatedFactor);
  107. layer._maximumPriority.pixel = Math.max(tile.pixel, layer._maximumPriority.pixel);
  108. layer._minimumPriority.pixel = Math.min(tile.pixel, layer._minimumPriority.pixel);
  109. }
  110. function updateTile(frameState, layer, tile) {
  111. updateTileVisibility(frameState, layer, tile);
  112. tile.wasMinPriorityChild = false;
  113. tile.priorityHolder = tile;
  114. updateMinimumMaximumPriority(layer, tile);
  115. tile.shouldSelect = false;
  116. tile.selected = false;
  117. }
  118. function canTraverse(layer, tile) {
  119. if (tile.children.length === 0) {
  120. return false;
  121. }
  122. if(tile.lodRangeMode === RangeMode.Pixel){
  123. return tile.pixel / layer.lodRangeScale > tile.lodRangeData;
  124. }
  125. return tile.distanceToCamera * layer.lodRangeScale < tile.lodRangeData;
  126. }
  127. function traversal(layer, stack, frameState) {
  128. while(stack.length) {
  129. let tile = stack.pop();
  130. let parent = tile.parent;
  131. let parentRefines = !Cesium.defined(parent) || parent.refines;
  132. let refines = false;
  133. if (canTraverse(layer, tile)) {
  134. refines = updateChildren(layer, tile, stack, frameState) && parentRefines;
  135. }
  136. let stoppedRefining = !refines && parentRefines;
  137. loadTile(layer, tile, frameState);
  138. processTile(layer, tile, frameState);
  139. if (stoppedRefining) {
  140. selectTile(layer, tile, frameState);
  141. }
  142. touchTile(layer, tile, frameState);
  143. tile.refines = refines;
  144. }
  145. }
  146. function selectRootTiles(layer, stack, frameState) {
  147. stack.length = 0;
  148. for(let i = 0,j = layer._rootTiles.length;i < j;i++){
  149. let rootTile = layer._rootTiles[i];
  150. updateTile(frameState, layer, rootTile);
  151. if(!rootTile.visible) {
  152. continue ;
  153. }
  154. stack.push(rootTile);
  155. }
  156. }
  157. function updatePriority(layer, frameState) {
  158. let requestTiles = layer._requestTiles;
  159. let length = requestTiles.length;
  160. for (let i = 0; i < length; ++i) {
  161. requestTiles[i].updatePriority(layer, frameState);
  162. }
  163. }
  164. S3MLayerScheduler.prototype.schedule = function(layer, frameState) {
  165. let stack = this._stack;
  166. selectRootTiles(layer, stack, frameState);
  167. traversal(layer, stack, frameState);
  168. updatePriority(layer, frameState);
  169. };
  170. export default S3MLayerScheduler;