初始提交: UE5.3项目基础框架
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Plugins/CesiumForUnreal/Source/ThirdParty/include/Cesium3DTilesSelection/TilesetOptions.h
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Plugins/CesiumForUnreal/Source/ThirdParty/include/Cesium3DTilesSelection/TilesetOptions.h
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#pragma once
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#include "Library.h"
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#include <CesiumGeospatial/Ellipsoid.h>
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#include <CesiumGltf/Ktx2TranscodeTargets.h>
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#include <functional>
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#include <memory>
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#include <optional>
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#include <string>
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#include <vector>
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namespace Cesium3DTilesSelection {
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class ITileExcluder;
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class TilesetLoadFailureDetails;
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/**
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* @brief Options for configuring the parsing of a {@link Tileset}'s content
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* and construction of Gltf models.
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*/
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struct CESIUM3DTILESSELECTION_API TilesetContentOptions {
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/**
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* @brief Whether to include a water mask within the Gltf extras.
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*
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* Currently only applicable for quantized-mesh tilesets that support the
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* water mask extension.
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*/
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bool enableWaterMask = false;
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/**
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* @brief Whether to generate smooth normals when normals are missing in the
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* original Gltf.
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*
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* According to the Gltf spec: "When normals are not specified, client
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* implementations should calculate flat normals." However, calculating flat
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* normals requires duplicating vertices. This option allows the gltfs to be
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* sent with explicit smooth normals when the original gltf was missing
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* normals.
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*/
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bool generateMissingNormalsSmooth = false;
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/**
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* @brief For each possible input transmission format, this struct names
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* the ideal target gpu-compressed pixel format to transcode to.
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*/
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CesiumGltf::Ktx2TranscodeTargets ktx2TranscodeTargets;
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/**
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* @brief Whether or not to transform texture coordinates during load when
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* textures have the `KHR_texture_transform` extension. Set this to false if
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* texture coordinates will be transformed another way, such as in a vertex
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* shader.
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*/
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bool applyTextureTransform = true;
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};
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/**
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* @brief Defines the fog density at a certain height.
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*
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* @see TilesetOptions::fogDensityTable
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*/
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struct CESIUM3DTILESSELECTION_API FogDensityAtHeight {
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/** @brief The height. */
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double cameraHeight;
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/** @brief The fog density. */
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double fogDensity;
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};
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/**
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* @brief Additional options for configuring a {@link Tileset}.
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*/
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struct CESIUM3DTILESSELECTION_API TilesetOptions {
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/**
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* @brief A credit text for this tileset, if needed.
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*/
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std::optional<std::string> credit;
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/**
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* @brief Whether or not to display tileset's credits on the screen.
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*/
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bool showCreditsOnScreen = false;
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/**
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* @brief The maximum number of pixels of error when rendering this tileset.
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* This is used to select an appropriate level-of-detail.
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*
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* When a tileset uses the older layer.json / quantized-mesh format rather
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* than 3D Tiles, this value is effectively divided by 8.0. So the default
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* value of 16.0 corresponds to the standard value for quantized-mesh terrain
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* of 2.0.
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*/
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double maximumScreenSpaceError = 16.0;
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/**
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* @brief The maximum number of tiles that may simultaneously be in the
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* process of loading.
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*/
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uint32_t maximumSimultaneousTileLoads = 20;
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/**
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* @brief The maximum number of subtrees that may simultaneously be in the
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* process of loading.
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*/
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uint32_t maximumSimultaneousSubtreeLoads = 20;
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/**
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* @brief Indicates whether the ancestors of rendered tiles should be
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* preloaded. Setting this to true optimizes the zoom-out experience and
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* provides more detail in newly-exposed areas when panning. The down side is
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* that it requires loading more tiles.
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*/
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bool preloadAncestors = true;
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/**
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* @brief Indicates whether the siblings of rendered tiles should be
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* preloaded. Setting this to true causes tiles with the same parent as a
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* rendered tile to be loaded, even if they are culled. Setting this to true
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* may provide a better panning experience at the cost of loading more tiles.
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*/
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bool preloadSiblings = true;
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/**
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* @brief The number of loading descendant tiles that is considered "too
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* many". If a tile has too many loading descendants, that tile will be loaded
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* and rendered before any of its descendants are loaded and rendered. This
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* means more feedback for the user that something is happening at the cost of
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* a longer overall load time. Setting this to 0 will cause each tile level to
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* be loaded successively, significantly increasing load time. Setting it to a
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* large number (e.g. 1000) will minimize the number of tiles that are loaded
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* but tend to make detail appear all at once after a long wait.
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*/
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uint32_t loadingDescendantLimit = 20;
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/**
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* @brief Never render a tileset with missing tiles.
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*
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* When true, the tileset will guarantee that the tileset will never be
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* rendered with holes in place of tiles that are not yet loaded. It does this
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* by refusing to refine a parent tile until all of its child tiles are ready
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* to render. Thus, when the camera moves, we will always have something -
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* even if it's low resolution - to render any part of the tileset that
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* becomes visible. When false, overall loading will be faster, but
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* newly-visible parts of the tileset may initially be blank.
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*/
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bool forbidHoles = false;
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/**
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* @brief Enable culling of tiles against the frustum.
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*/
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bool enableFrustumCulling = true;
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/**
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* @brief Enable culling of occluded tiles, as reported by the renderer.
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*/
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bool enableOcclusionCulling = true;
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/**
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* @brief Wait to refine until the occlusion state of a tile is known.
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*
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* Only applicable when enableOcclusionInfo is true. Enabling this option may
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* cause a small delay between when a tile is needed according to the SSE and
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* when the tile load is kicked off. On the other hand, this delay could
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* allow the occlusion system to avoid loading a tile entirely if it is
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* found to be unnecessary a few frames later.
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*/
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bool delayRefinementForOcclusion = true;
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/**
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* @brief Enable culling of tiles that cannot be seen through atmospheric fog.
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*/
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bool enableFogCulling = true;
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/**
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* @brief Whether culled tiles should be refined until they meet
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* culledScreenSpaceError.
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*
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* When true, any culled tile from a disabled culling stage will be refined
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* until it meets the specified culledScreenSpaceError. Otherwise, its
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* screen-space error check will be disabled altogether and it will not bother
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* to refine any futher.
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*/
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bool enforceCulledScreenSpaceError = true;
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/**
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* @brief The screen-space error to refine until for culled tiles from
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* disabled culling stages.
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*
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* When enforceCulledScreenSpaceError is true, culled tiles from disabled
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* culling stages will be refined until they meet this screen-space error
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* value.
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*/
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double culledScreenSpaceError = 64.0;
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/**
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* @brief The maximum number of bytes that may be cached.
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*
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* Note that this value, even if 0, will never
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* cause tiles that are needed for rendering to be unloaded. However, if the
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* total number of loaded bytes is greater than this value, tiles will be
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* unloaded until the total is under this number or until only required tiles
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* remain, whichever comes first.
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*/
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int64_t maximumCachedBytes = 512 * 1024 * 1024;
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/**
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* @brief A table that maps the camera height above the ellipsoid to a fog
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* density. Tiles that are in full fog are culled. The density of the fog
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* increases as this number approaches 1.0 and becomes less dense as it
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* approaches zero. The more dense the fog is, the more aggressively the tiles
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* are culled. For example, if the camera is a height of 1000.0m above the
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* ellipsoid, increasing the value to 3.0e-3 will cause many tiles close to
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* the viewer be culled. Decreasing the value will push the fog further from
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* the viewer, but decrease performance as more of the tiles are rendered.
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* Tiles are culled when `1.0 - glm::exp(-(distance * distance * fogDensity *
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* fogDensity))` is >= 1.0.
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*/
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std::vector<FogDensityAtHeight> fogDensityTable = {
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{359.393, 2.0e-5}, {800.749, 2.0e-4}, {1275.6501, 1.0e-4},
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{2151.1192, 7.0e-5}, {3141.7763, 5.0e-5}, {4777.5198, 4.0e-5},
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{6281.2493, 3.0e-5}, {12364.307, 1.9e-5}, {15900.765, 1.0e-5},
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{49889.0549, 8.5e-6}, {78026.8259, 6.2e-6}, {99260.7344, 5.8e-6},
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{120036.3873, 5.3e-6}, {151011.0158, 5.2e-6}, {156091.1953, 5.1e-6},
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{203849.3112, 4.2e-6}, {274866.9803, 4.0e-6}, {319916.3149, 3.4e-6},
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{493552.0528, 2.6e-6}, {628733.5874, 2.2e-6}, {1000000.0, 0.0}};
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/**
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* @brief Whether to render tiles directly under the camera, even if they're
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* not in the view frustum.
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*
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* This is useful for detecting the camera's collision with terrain and other
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* models. NOTE: This option currently only works with tiles that use a
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* `region` as their bounding volume. It is ignored for other bounding volume
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* types.
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*/
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bool renderTilesUnderCamera = true;
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/**
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* @brief A list of interfaces that are given an opportunity to exclude tiles
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* from loading and rendering. If any of the excluders indicate that a tile
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* should not be loaded, it will not be loaded.
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*/
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std::vector<std::shared_ptr<ITileExcluder>> excluders;
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/**
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* @brief A callback function that is invoked when a tileset resource fails to
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* load.
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*
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* Tileset resources include a Cesium ion asset endpoint, a tileset's root
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* tileset.json or layer.json, an individual tile's content, or an implicit
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* tiling subtree.
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*/
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std::function<void(const TilesetLoadFailureDetails&)> loadErrorCallback;
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/**
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* @brief Whether to keep tiles loaded during a transition period when
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* switching to a different LOD tile.
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*
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* For each tile, {@link TileRenderContent::getLodTransitionFadePercentage} will
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* indicate to the client how faded to render the tile throughout the
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* transition. Tile fades can be used to mask LOD transitions and make them
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* appear less abrupt and jarring.
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*/
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bool enableLodTransitionPeriod = false;
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/**
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* @brief How long it should take to transition between tiles of different
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* LODs, in seconds.
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*
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* When a tile refines or unrefines to a higher or lower LOD tile, a fade
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* can optionally be applied to smooth the transition. This value determines
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* how many seconds the whole transition should take. Note that the old tile
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* doesn't start fading out until the new tile fully fades in.
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*/
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float lodTransitionLength = 1.0f;
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/**
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* @brief Whether to kick descendants while a tile is still fading in.
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*
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* This does not delay loading of descendants, but it keeps them off the
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* render list while the tile is fading in. If this is false, the tile
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* currently fading in will pop in to full opacity if descendants are
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* rendered (this counteracts the benefits of LOD transition blending).
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*
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*/
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bool kickDescendantsWhileFadingIn = true;
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/**
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* @brief A soft limit on how long (in milliseconds) to spend on the
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* main-thread part of tile loading each frame (each call to
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* Tileset::updateView). A value of 0.0 indicates that all pending
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* main-thread loads should be completed each tick.
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*
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* Setting this to too low of a value will impede overall tile load progress,
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* creating a discernable load latency.
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*/
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double mainThreadLoadingTimeLimit = 0.0;
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/**
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* @brief A soft limit on how long (in milliseconds) to spend unloading
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* cached tiles each frame (each call to Tileset::updateView). A value of 0.0
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* indicates that the tile cache should not throttle unloading tiles.
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*/
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double tileCacheUnloadTimeLimit = 0.0;
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/**
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* @brief Options for configuring the parsing of a {@link Tileset}'s content
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* and construction of Gltf models.
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*/
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TilesetContentOptions contentOptions;
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/**
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* @brief Arbitrary data that will be passed to {@link IPrepareRendererResources::prepareInLoadThread}.
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*
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* This object is copied and given to tile preparation threads,
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* so it must be inexpensive to copy.
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*/
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std::any rendererOptions;
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/**
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* @brief The ellipsoid to use for this tileset.
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* This value shouldn't be changed after the tileset is constructed. If you
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* need to change a tileset's ellipsoid, please recreate the tileset.
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*
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* If no ellipsoid is set, Ellipsoid::WGS84 will be used by default.
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*/
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CesiumGeospatial::Ellipsoid ellipsoid = CesiumGeospatial::Ellipsoid::WGS84;
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};
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} // namespace Cesium3DTilesSelection
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