mirror of https://github.com/CesiumGS/cesium.git
586 lines
20 KiB
JavaScript
586 lines
20 KiB
JavaScript
import defined from "./defined.js";
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import DeveloperError from "./DeveloperError.js";
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import IndexDatatype from "./IndexDatatype.js";
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import CesiumMath from "./Math.js";
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/**
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* Provides terrain or other geometry for the surface of an ellipsoid. The surface geometry is
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* organized into a pyramid of tiles according to a {@link TilingScheme}. This type describes an
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* interface and is not intended to be instantiated directly.
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*
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* @alias TerrainProvider
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* @constructor
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*
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* @see EllipsoidTerrainProvider
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* @see CesiumTerrainProvider
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* @see VRTheWorldTerrainProvider
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* @see GoogleEarthEnterpriseTerrainProvider
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* @see ArcGISTiledElevationTerrainProvider
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* @see Cesium3DTilesTerrainProvider
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*/
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function TerrainProvider() {
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DeveloperError.throwInstantiationError();
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}
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Object.defineProperties(TerrainProvider.prototype, {
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/**
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* Gets an event that is raised when the terrain provider encounters an asynchronous error. By subscribing
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* to the event, you will be notified of the error and can potentially recover from it. Event listeners
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* are passed an instance of {@link TileProviderError}.
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* @memberof TerrainProvider.prototype
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* @type {Event<TerrainProvider.ErrorEvent>}
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* @readonly
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*/
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errorEvent: {
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get: DeveloperError.throwInstantiationError,
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},
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/**
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* Gets the credit to display when this terrain provider is active. Typically this is used to credit
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* the source of the terrain.
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* @memberof TerrainProvider.prototype
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* @type {Credit}
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* @readonly
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*/
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credit: {
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get: DeveloperError.throwInstantiationError,
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},
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/**
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* Gets the tiling scheme used by the provider.
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* @memberof TerrainProvider.prototype
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* @type {TilingScheme}
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* @readonly
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*/
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tilingScheme: {
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get: DeveloperError.throwInstantiationError,
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},
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/**
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* Gets a value indicating whether or not the provider includes a water mask. The water mask
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* indicates which areas of the globe are water rather than land, so they can be rendered
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* as a reflective surface with animated waves.
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* @memberof TerrainProvider.prototype
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* @type {boolean}
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* @readonly
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*/
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hasWaterMask: {
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get: DeveloperError.throwInstantiationError,
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},
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/**
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* Gets a value indicating whether or not the requested tiles include vertex normals.
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* @memberof TerrainProvider.prototype
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* @type {boolean}
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* @readonly
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*/
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hasVertexNormals: {
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get: DeveloperError.throwInstantiationError,
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},
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/**
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* Gets an object that can be used to determine availability of terrain from this provider, such as
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* at points and in rectangles. This property may be undefined if availability
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* information is not available.
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* @memberof TerrainProvider.prototype
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* @type {TileAvailability|undefined}
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* @readonly
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*/
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availability: {
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get: DeveloperError.throwInstantiationError,
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},
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});
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const regularGridIndicesCache = [];
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/**
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* Gets a list of indices for a triangle mesh representing a regular grid. Calling
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* this function multiple times with the same grid width and height returns the
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* same list of indices. The total number of vertices must be less than or equal
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* to 65536.
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*
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* @param {number} width The number of vertices in the regular grid in the horizontal direction.
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* @param {number} height The number of vertices in the regular grid in the vertical direction.
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* @returns {Uint16Array|Uint32Array} The list of indices. Uint16Array gets returned for 64KB or less and Uint32Array for 4GB or less.
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*/
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TerrainProvider.getRegularGridIndices = function (width, height) {
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//>>includeStart('debug', pragmas.debug);
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if (width * height >= CesiumMath.FOUR_GIGABYTES) {
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throw new DeveloperError(
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"The total number of vertices (width * height) must be less than 4,294,967,296.",
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);
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}
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//>>includeEnd('debug');
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let byWidth = regularGridIndicesCache[width];
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if (!defined(byWidth)) {
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regularGridIndicesCache[width] = byWidth = [];
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}
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let indices = byWidth[height];
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if (!defined(indices)) {
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if (width * height < CesiumMath.SIXTY_FOUR_KILOBYTES) {
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indices = byWidth[height] = new Uint16Array(
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(width - 1) * (height - 1) * 6,
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);
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} else {
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indices = byWidth[height] = new Uint32Array(
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(width - 1) * (height - 1) * 6,
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);
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}
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addRegularGridIndices(width, height, indices, 0);
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}
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return indices;
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};
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const regularGridAndEdgeIndicesCache = [];
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/**
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* @private
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*/
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TerrainProvider.getRegularGridIndicesAndEdgeIndices = function (width, height) {
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//>>includeStart('debug', pragmas.debug);
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if (width * height >= CesiumMath.FOUR_GIGABYTES) {
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throw new DeveloperError(
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"The total number of vertices (width * height) must be less than 4,294,967,296.",
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);
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}
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//>>includeEnd('debug');
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let byWidth = regularGridAndEdgeIndicesCache[width];
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if (!defined(byWidth)) {
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regularGridAndEdgeIndicesCache[width] = byWidth = [];
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}
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let indicesAndEdges = byWidth[height];
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if (!defined(indicesAndEdges)) {
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const indices = TerrainProvider.getRegularGridIndices(width, height);
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const edgeIndices = getEdgeIndices(width, height);
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const westIndicesSouthToNorth = edgeIndices.westIndicesSouthToNorth;
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const southIndicesEastToWest = edgeIndices.southIndicesEastToWest;
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const eastIndicesNorthToSouth = edgeIndices.eastIndicesNorthToSouth;
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const northIndicesWestToEast = edgeIndices.northIndicesWestToEast;
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indicesAndEdges = byWidth[height] = {
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indices: indices,
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westIndicesSouthToNorth: westIndicesSouthToNorth,
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southIndicesEastToWest: southIndicesEastToWest,
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eastIndicesNorthToSouth: eastIndicesNorthToSouth,
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northIndicesWestToEast: northIndicesWestToEast,
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};
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}
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return indicesAndEdges;
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};
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const regularGridAndSkirtAndEdgeIndicesCache = [];
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/**
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* @private
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*/
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TerrainProvider.getRegularGridAndSkirtIndicesAndEdgeIndices = function (
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width,
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height,
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) {
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//>>includeStart('debug', pragmas.debug);
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if (width * height >= CesiumMath.FOUR_GIGABYTES) {
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throw new DeveloperError(
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"The total number of vertices (width * height) must be less than 4,294,967,296.",
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);
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}
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//>>includeEnd('debug');
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let byWidth = regularGridAndSkirtAndEdgeIndicesCache[width];
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if (!defined(byWidth)) {
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regularGridAndSkirtAndEdgeIndicesCache[width] = byWidth = [];
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}
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let indicesAndEdges = byWidth[height];
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if (!defined(indicesAndEdges)) {
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const gridVertexCount = width * height;
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const gridIndexCount = (width - 1) * (height - 1) * 6;
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const edgeVertexCount = width * 2 + height * 2;
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const edgeIndexCount = Math.max(0, edgeVertexCount - 4) * 6;
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const vertexCount = gridVertexCount + edgeVertexCount;
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const indexCount = gridIndexCount + edgeIndexCount;
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const edgeIndices = getEdgeIndices(width, height);
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const westIndicesSouthToNorth = edgeIndices.westIndicesSouthToNorth;
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const southIndicesEastToWest = edgeIndices.southIndicesEastToWest;
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const eastIndicesNorthToSouth = edgeIndices.eastIndicesNorthToSouth;
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const northIndicesWestToEast = edgeIndices.northIndicesWestToEast;
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const indices = IndexDatatype.createTypedArray(vertexCount, indexCount);
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addRegularGridIndices(width, height, indices, 0);
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TerrainProvider.addSkirtIndices(
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westIndicesSouthToNorth,
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southIndicesEastToWest,
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eastIndicesNorthToSouth,
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northIndicesWestToEast,
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gridVertexCount,
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indices,
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gridIndexCount,
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);
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indicesAndEdges = byWidth[height] = {
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indices: indices,
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westIndicesSouthToNorth: westIndicesSouthToNorth,
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southIndicesEastToWest: southIndicesEastToWest,
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eastIndicesNorthToSouth: eastIndicesNorthToSouth,
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northIndicesWestToEast: northIndicesWestToEast,
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indexCountWithoutSkirts: gridIndexCount,
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};
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}
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return indicesAndEdges;
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};
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/**
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* Calculates the number of skirt vertices given the edge indices.
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* @private
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* @param {number[]|Uint8Array|Uint16Array|Uint32Array} westIndicesSouthToNorth Edge indices along the west side of the tile.
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* @param {number[]|Uint8Array|Uint16Array|Uint32Array} southIndicesEastToWest Edge indices along the south side of the tile.
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* @param {number[]|Uint8Array|Uint16Array|Uint32Array} eastIndicesNorthToSouth Edge indices along the east side of the tile.
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* @param {number[]|Uint8Array|Uint16Array|Uint32Array} northIndicesWestToEast Edge indices along the north side of the tile.
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* @returns {number} The number of skirt vertices.
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*/
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TerrainProvider.getSkirtVertexCount = function (
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westIndicesSouthToNorth,
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southIndicesEastToWest,
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eastIndicesNorthToSouth,
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northIndicesWestToEast,
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) {
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return (
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westIndicesSouthToNorth.length +
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southIndicesEastToWest.length +
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eastIndicesNorthToSouth.length +
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northIndicesWestToEast.length
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);
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};
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/**
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* Compute the number of skirt indices given the number of skirt vertices.
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* Consider a 3x3 grid of vertices. There will be 8 skirt vertices around the edge:
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* - 16 edge triangles
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* - 48 indices
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*
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* |\|\|
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* |/| |/|
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* |/| |/|
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* |\|\|
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*
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* @private
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* @param {number} skirtVertexCount
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* @returns {number}
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*/
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TerrainProvider.getSkirtIndexCount = function (skirtVertexCount) {
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return (skirtVertexCount - 4) * 2 * 3;
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};
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/**
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* Compute the number of skirt indices given the number of skirt vertices with filled corners.
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* Consider a 3x3 grid of vertices. There will be 8 skirt vertices around the edge:
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* - 16 edge triangles
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* - 4 cap triangles
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* - 60 indices
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*
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* /|\|\|\
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* |/| |/|
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* |/| |/|
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* \|\|\|/
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*
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* @private
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* @param {number} skirtVertexCount
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* @returns {number}
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*/
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TerrainProvider.getSkirtIndexCountWithFilledCorners = function (
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skirtVertexCount,
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) {
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return ((skirtVertexCount - 4) * 2 + 4) * 3;
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};
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/**
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* Adds skirt indices.
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* This does not add filled corners. Use {@link TerrainProvider.addSkirtIndicesWithFilledCorners} to add skirt indices with filled corners.
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* @private
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* @param {number[]|Uint8Array|Uint16Array|Uint32Array} westIndicesSouthToNorth The indices of the vertices on the Western edge of the tile, ordered from South to North.
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* @param {number[]|Uint8Array|Uint16Array|Uint32Array} southIndicesEastToWest The indices of the vertices on the Southern edge of the tile, ordered from East to West.
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* @param {number[]|Uint8Array|Uint16Array|Uint32Array} eastIndicesNorthToSouth The indices of the vertices on the Eastern edge of the tile, ordered from North to South.
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* @param {number[]|Uint8Array|Uint16Array|Uint32Array} northIndicesWestToEast The indices of the vertices on the Northern edge of the tile, ordered from West to East.
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* @param {number} vertexCount The number of vertices in the tile before adding skirt vertices.
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* @param {Uint16Array|Uint32Array} indices The array of indices to which skirt indices are added.
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* @param {number} offset The offset into the indices array at which to start adding skirt indices.
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*/
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TerrainProvider.addSkirtIndices = function (
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westIndicesSouthToNorth,
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southIndicesEastToWest,
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eastIndicesNorthToSouth,
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northIndicesWestToEast,
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vertexCount,
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indices,
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offset,
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) {
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let vertexIndex = vertexCount;
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offset = addSkirtIndices(
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westIndicesSouthToNorth,
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vertexIndex,
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indices,
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offset,
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);
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vertexIndex += westIndicesSouthToNorth.length;
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offset = addSkirtIndices(
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southIndicesEastToWest,
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vertexIndex,
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indices,
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offset,
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);
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vertexIndex += southIndicesEastToWest.length;
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offset = addSkirtIndices(
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eastIndicesNorthToSouth,
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vertexIndex,
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indices,
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offset,
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);
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vertexIndex += eastIndicesNorthToSouth.length;
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addSkirtIndices(northIndicesWestToEast, vertexIndex, indices, offset);
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};
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/**
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* Adds skirt indices with filled corners.
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* @private
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* @param {number[]|Uint8Array|Uint16Array|Uint32Array} westIndicesSouthToNorth The indices of the vertices on the Western edge of the tile, ordered from South to North.
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* @param {number[]|Uint8Array|Uint16Array|Uint32Array} southIndicesEastToWest The indices of the vertices on the Southern edge of the tile, ordered from East to West.
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* @param {number[]|Uint8Array|Uint16Array|Uint32Array} eastIndicesNorthToSouth The indices of the vertices on the Eastern edge of the tile, ordered from North to South.
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* @param {number[]|Uint8Array|Uint16Array|Uint32Array} northIndicesWestToEast The indices of the vertices on the Northern edge of the tile, ordered from West to East.
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* @param {number} vertexCount The number of vertices in the tile before adding skirt vertices.
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* @param {Uint16Array|Uint32Array} indices The array of indices to which skirt indices are added.
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* @param {number} offset The offset into the indices array at which to start adding skirt indices.
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*/
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TerrainProvider.addSkirtIndicesWithFilledCorners = function (
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westIndicesSouthToNorth,
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southIndicesEastToWest,
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eastIndicesNorthToSouth,
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northIndicesWestToEast,
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vertexCount,
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indices,
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offset,
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) {
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// Add skirt indices without filled corners
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TerrainProvider.addSkirtIndices(
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westIndicesSouthToNorth,
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southIndicesEastToWest,
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eastIndicesNorthToSouth,
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northIndicesWestToEast,
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vertexCount,
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indices,
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offset,
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);
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const skirtVertexCount = TerrainProvider.getSkirtVertexCount(
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westIndicesSouthToNorth,
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southIndicesEastToWest,
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eastIndicesNorthToSouth,
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northIndicesWestToEast,
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);
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const skirtIndexCountWithoutCaps =
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TerrainProvider.getSkirtIndexCount(skirtVertexCount);
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const cornerStartIdx = offset + skirtIndexCountWithoutCaps;
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const cornerSWIndex = westIndicesSouthToNorth[0];
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const cornerNWIndex = northIndicesWestToEast[0];
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const cornerNEIndex = eastIndicesNorthToSouth[0];
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const cornerSEIndex = southIndicesEastToWest[0];
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// Indices based on edge order in addSkirtIndices
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const westSouthIndex = vertexCount;
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const westNorthIndex = westSouthIndex + westIndicesSouthToNorth.length - 1;
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const southEastIndex = westNorthIndex + 1;
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const southWestIndex = southEastIndex + southIndicesEastToWest.length - 1;
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const eastNorthIndex = southWestIndex + 1;
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const eastSouthIndex = eastNorthIndex + eastIndicesNorthToSouth.length - 1;
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const northWestIndex = eastSouthIndex + 1;
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const northEastIndex = northWestIndex + northIndicesWestToEast.length - 1;
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// Connect the corner vertices with the skirt vertices extending from the corner
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indices[cornerStartIdx + 0] = cornerSWIndex;
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indices[cornerStartIdx + 1] = westSouthIndex;
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indices[cornerStartIdx + 2] = southWestIndex;
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indices[cornerStartIdx + 3] = cornerSEIndex;
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indices[cornerStartIdx + 4] = southEastIndex;
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indices[cornerStartIdx + 5] = eastSouthIndex;
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indices[cornerStartIdx + 6] = cornerNEIndex;
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indices[cornerStartIdx + 7] = eastNorthIndex;
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indices[cornerStartIdx + 8] = northEastIndex;
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indices[cornerStartIdx + 9] = cornerNWIndex;
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indices[cornerStartIdx + 10] = northWestIndex;
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indices[cornerStartIdx + 11] = westNorthIndex;
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};
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function getEdgeIndices(width, height) {
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const westIndicesSouthToNorth = new Array(height);
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const southIndicesEastToWest = new Array(width);
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const eastIndicesNorthToSouth = new Array(height);
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const northIndicesWestToEast = new Array(width);
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let i;
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for (i = 0; i < width; ++i) {
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northIndicesWestToEast[i] = i;
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southIndicesEastToWest[i] = width * height - 1 - i;
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}
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for (i = 0; i < height; ++i) {
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eastIndicesNorthToSouth[i] = (i + 1) * width - 1;
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westIndicesSouthToNorth[i] = (height - i - 1) * width;
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}
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return {
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westIndicesSouthToNorth: westIndicesSouthToNorth,
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southIndicesEastToWest: southIndicesEastToWest,
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eastIndicesNorthToSouth: eastIndicesNorthToSouth,
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northIndicesWestToEast: northIndicesWestToEast,
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};
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}
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function addRegularGridIndices(width, height, indices, offset) {
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let index = 0;
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for (let j = 0; j < height - 1; ++j) {
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for (let i = 0; i < width - 1; ++i) {
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const upperLeft = index;
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const lowerLeft = upperLeft + width;
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const lowerRight = lowerLeft + 1;
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const upperRight = upperLeft + 1;
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indices[offset++] = upperLeft;
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indices[offset++] = lowerLeft;
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indices[offset++] = upperRight;
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indices[offset++] = upperRight;
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indices[offset++] = lowerLeft;
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indices[offset++] = lowerRight;
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++index;
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}
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++index;
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}
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}
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function addSkirtIndices(edgeIndices, vertexIndex, indices, offset) {
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let previousIndex = edgeIndices[0];
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const length = edgeIndices.length;
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for (let i = 1; i < length; ++i) {
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const index = edgeIndices[i];
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indices[offset++] = previousIndex;
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indices[offset++] = index;
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indices[offset++] = vertexIndex;
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indices[offset++] = vertexIndex;
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indices[offset++] = index;
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indices[offset++] = vertexIndex + 1;
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previousIndex = index;
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++vertexIndex;
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}
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return offset;
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}
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/**
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* Specifies the quality of terrain created from heightmaps. A value of 1.0 will
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* ensure that adjacent heightmap vertices are separated by no more than
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* {@link Globe.maximumScreenSpaceError} screen pixels and will probably go very slowly.
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* A value of 0.5 will cut the estimated level zero geometric error in half, allowing twice the
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* screen pixels between adjacent heightmap vertices and thus rendering more quickly.
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* @type {number}
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*/
|
|
TerrainProvider.heightmapTerrainQuality = 0.25;
|
|
|
|
/**
|
|
* Determines an appropriate geometric error estimate when the geometry comes from a heightmap.
|
|
*
|
|
* @param {Ellipsoid} ellipsoid The ellipsoid to which the terrain is attached.
|
|
* @param {number} tileImageWidth The width, in pixels, of the heightmap associated with a single tile.
|
|
* @param {number} numberOfTilesAtLevelZero The number of tiles in the horizontal direction at tile level zero.
|
|
* @returns {number} An estimated geometric error.
|
|
*/
|
|
TerrainProvider.getEstimatedLevelZeroGeometricErrorForAHeightmap = function (
|
|
ellipsoid,
|
|
tileImageWidth,
|
|
numberOfTilesAtLevelZero,
|
|
) {
|
|
return (
|
|
(ellipsoid.maximumRadius *
|
|
2 *
|
|
Math.PI *
|
|
TerrainProvider.heightmapTerrainQuality) /
|
|
(tileImageWidth * numberOfTilesAtLevelZero)
|
|
);
|
|
};
|
|
|
|
/**
|
|
* Requests the geometry for a given tile. The result must include terrain data and
|
|
* may optionally include a water mask and an indication of which child tiles are available.
|
|
* @function
|
|
*
|
|
* @param {number} x The X coordinate of the tile for which to request geometry.
|
|
* @param {number} y The Y coordinate of the tile for which to request geometry.
|
|
* @param {number} level The level of the tile for which to request geometry.
|
|
* @param {Request} [request] The request object. Intended for internal use only.
|
|
*
|
|
* @returns {Promise<TerrainData>|undefined} A promise for the requested geometry. If this method
|
|
* returns undefined instead of a promise, it is an indication that too many requests are already
|
|
* pending and the request will be retried later.
|
|
*/
|
|
TerrainProvider.prototype.requestTileGeometry =
|
|
DeveloperError.throwInstantiationError;
|
|
|
|
/**
|
|
* Gets the maximum geometric error allowed in a tile at a given level.
|
|
* @function
|
|
*
|
|
* @param {number} level The tile level for which to get the maximum geometric error.
|
|
* @returns {number} The maximum geometric error.
|
|
*/
|
|
TerrainProvider.prototype.getLevelMaximumGeometricError =
|
|
DeveloperError.throwInstantiationError;
|
|
|
|
/**
|
|
* Determines whether data for a tile is available to be loaded.
|
|
* @function
|
|
*
|
|
* @param {number} x The X coordinate of the tile for which to request geometry.
|
|
* @param {number} y The Y coordinate of the tile for which to request geometry.
|
|
* @param {number} level The level of the tile for which to request geometry.
|
|
* @returns {boolean|undefined} Undefined if not supported by the terrain provider, otherwise true or false.
|
|
*/
|
|
TerrainProvider.prototype.getTileDataAvailable =
|
|
DeveloperError.throwInstantiationError;
|
|
|
|
/**
|
|
* Makes sure we load availability data for a tile
|
|
* @function
|
|
*
|
|
* @param {number} x The X coordinate of the tile for which to request geometry.
|
|
* @param {number} y The Y coordinate of the tile for which to request geometry.
|
|
* @param {number} level The level of the tile for which to request geometry.
|
|
* @returns {undefined|Promise<void>} Undefined if nothing need to be loaded or a Promise that resolves when all required tiles are loaded
|
|
*/
|
|
TerrainProvider.prototype.loadTileDataAvailability =
|
|
DeveloperError.throwInstantiationError;
|
|
export default TerrainProvider;
|
|
|
|
/**
|
|
* A function that is called when an error occurs.
|
|
* @callback TerrainProvider.ErrorEvent
|
|
*
|
|
* @this TerrainProvider
|
|
* @param {TileProviderError} err An object holding details about the error that occurred.
|
|
*/
|