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C++

#pragma once
#include "Library.h"
#include "RasterOverlayCollection.h"
#include "SampleHeightResult.h"
#include "Tile.h"
#include "TilesetContentLoader.h"
#include "TilesetExternals.h"
#include "TilesetLoadFailureDetails.h"
#include "TilesetOptions.h"
#include "ViewState.h"
#include "ViewUpdateResult.h"
#include <CesiumAsync/AsyncSystem.h>
#include <CesiumUtility/IntrusivePointer.h>
#include <rapidjson/fwd.h>
#include <list>
#include <memory>
#include <optional>
#include <string>
#include <vector>
namespace Cesium3DTilesSelection {
class TilesetContentManager;
class TilesetMetadata;
class TilesetHeightQuery;
struct TilesetHeightRequest;
class TilesetSharedAssetSystem;
/**
* @brief A <a
* href="https://github.com/CesiumGS/3d-tiles/tree/master/specification">3D
* Tiles tileset</a>, used for streaming massive heterogeneous 3D geospatial
* datasets.
*/
class CESIUM3DTILESSELECTION_API Tileset final {
public:
/**
* @brief Constructs a new instance with a given custom tileset loader.
* @param externals The external interfaces to use.
* @param pCustomLoader The custom loader used to load the tileset and tile
* content.
* @param pRootTile The root tile that is associated with the custom loader
* @param options Additional options for the tileset.
*/
Tileset(
const TilesetExternals& externals,
std::unique_ptr<TilesetContentLoader>&& pCustomLoader,
std::unique_ptr<Tile>&& pRootTile,
const TilesetOptions& options = TilesetOptions());
/**
* @brief Constructs a new instance with a given `tileset.json` URL.
* @param externals The external interfaces to use.
* @param url The URL of the `tileset.json`.
* @param options Additional options for the tileset.
*/
Tileset(
const TilesetExternals& externals,
const std::string& url,
const TilesetOptions& options = TilesetOptions());
/**
* @brief Constructs a new instance with the given asset ID on <a
* href="https://cesium.com/ion/">Cesium ion</a>.
* @param externals The external interfaces to use.
* @param ionAssetID The ID of the Cesium ion asset to use.
* @param ionAccessToken The Cesium ion access token authorizing access to the
* asset.
* @param options Additional options for the tileset.
* @param ionAssetEndpointUrl The URL of the ion asset endpoint. Defaults
* to Cesium ion but a custom endpoint can be specified.
*/
Tileset(
const TilesetExternals& externals,
int64_t ionAssetID,
const std::string& ionAccessToken,
const TilesetOptions& options = TilesetOptions(),
const std::string& ionAssetEndpointUrl = "https://api.cesium.com/");
/**
* @brief Destroys this tileset.
*
* Destroying the tileset will immediately (before the destructor returns)
* unload as much tile content as possible. However, tiles that are currently
* in the process of being loaded cannot be unloaded immediately. These tiles
* will be unloaded asynchronously some time after this destructor returns. To
* be notified of completion of the async portion of the tileset destruction,
* subscribe to {@link getAsyncDestructionCompleteEvent}.
*/
~Tileset() noexcept;
/**
* @brief A future that resolves when this Tileset has been destroyed (i.e.
* its destructor has been called) and all async operations that it was
* executing have completed.
*/
CesiumAsync::SharedFuture<void>& getAsyncDestructionCompleteEvent();
/**
* @brief A future that resolves when the details of the root tile of this
* tileset are available. The root tile's content (e.g., 3D model), however,
* will not necessarily be loaded yet.
*/
CesiumAsync::SharedFuture<void>& getRootTileAvailableEvent();
/**
* @brief Get tileset credits.
*/
const std::vector<CesiumUtility::Credit>& getTilesetCredits() const noexcept;
/**
* @brief Sets whether or not the tileset's credits should be shown on screen.
* @param showCreditsOnScreen Whether the credits should be shown on screen.
*/
void setShowCreditsOnScreen(bool showCreditsOnScreen) noexcept;
/**
* @brief Gets the {@link TilesetExternals} that summarize the external
* interfaces used by this tileset.
*/
TilesetExternals& getExternals() noexcept { return this->_externals; }
/**
* @brief Gets the {@link TilesetExternals} that summarize the external
* interfaces used by this tileset.
*/
const TilesetExternals& getExternals() const noexcept {
return this->_externals;
}
/**
* @brief Returns the {@link CesiumAsync::AsyncSystem} that is used for
* dispatching asynchronous tasks.
*/
CesiumAsync::AsyncSystem& getAsyncSystem() noexcept {
return this->_asyncSystem;
}
/** @copydoc Tileset::getAsyncSystem() */
const CesiumAsync::AsyncSystem& getAsyncSystem() const noexcept {
return this->_asyncSystem;
}
/** @copydoc Tileset::getOptions() */
const TilesetOptions& getOptions() const noexcept { return this->_options; }
/**
* @brief Gets the {@link TilesetOptions} of this tileset.
*/
TilesetOptions& getOptions() noexcept { return this->_options; }
/**
* @brief Gets the {@link CesiumGeospatial::Ellipsoid} used by this tileset.
*/
const CesiumGeospatial::Ellipsoid& getEllipsoid() const {
return this->_options.ellipsoid;
}
/** @copydoc Tileset::getEllipsoid */
CesiumGeospatial::Ellipsoid& getEllipsoid() noexcept {
return this->_options.ellipsoid;
}
/**
* @brief Gets the root tile of this tileset.
*
* This may be `nullptr` if there is currently no root tile.
*/
Tile* getRootTile() noexcept;
/** @copydoc Tileset::getRootTile() */
const Tile* getRootTile() const noexcept;
/**
* @brief Returns the {@link RasterOverlayCollection} of this tileset.
*/
RasterOverlayCollection& getOverlays() noexcept;
/** @copydoc Tileset::getOverlays() */
const RasterOverlayCollection& getOverlays() const noexcept;
/**
* @brief Returns the {@link TilesetSharedAssetSystem} of this tileset.
*/
TilesetSharedAssetSystem& getSharedAssetSystem() noexcept;
/** @copydoc Tileset::getSharedAssetSystem() */
const TilesetSharedAssetSystem& getSharedAssetSystem() const noexcept;
/**
* @brief Updates this view but waits for all tiles that meet sse to finish
* loading and ready to be rendered before returning the function. This method
* is significantly slower than {@link Tileset::updateView} and should only be
* used for capturing movie or non-realtime situation.
* @param frustums The {@link ViewState}s that the view should be updated for
* @returns The set of tiles to render in the updated view. This value is only
* valid until the next call to `updateView` or until the tileset is
* destroyed, whichever comes first.
*/
const ViewUpdateResult&
updateViewOffline(const std::vector<ViewState>& frustums);
/**
* @brief Updates this view, returning the set of tiles to render in this
* view.
* @param frustums The {@link ViewState}s that the view should be updated for
* @param deltaTime The amount of time that has passed since the last call to
* updateView, in seconds.
* @returns The set of tiles to render in the updated view. This value is only
* valid until the next call to `updateView` or until the tileset is
* destroyed, whichever comes first.
*/
const ViewUpdateResult&
updateView(const std::vector<ViewState>& frustums, float deltaTime = 0.0f);
/**
* @brief Gets the total number of tiles that are currently loaded.
*/
int32_t getNumberOfTilesLoaded() const;
/**
* @brief Estimate the percentage of the tiles for the current view that have
* been loaded.
*/
float computeLoadProgress() noexcept;
/**
* @brief Invokes a function for each tile that is currently loaded.
*
* @param callback The function to invoke.
*/
void forEachLoadedTile(const std::function<void(Tile& tile)>& callback);
/**
* @brief Invokes a function for each tile that is currently loaded.
*
* @param callback The function to invoke.
*/
void forEachLoadedTile(
const std::function<void(const Tile& tile)>& callback) const;
/**
* @brief Gets the total number of bytes of tile and raster overlay data that
* are currently loaded.
*/
int64_t getTotalDataBytes() const noexcept;
/**
* @brief Gets the {@link TilesetMetadata} associated with the main or
* external tileset.json that contains a given tile. If the metadata is not
* yet loaded, this method returns nullptr.
*
* If this tileset's root tile is not yet available, this method returns
* nullptr.
*
* If the tileset has a {@link TilesetMetadata::schemaUri}, it will not
* necessarily have been loaded yet.
*
* If the provided tile is not the root tile of a tileset.json, this method
* walks up the {@link Tile::getParent} chain until it finds the closest
* root and then returns the metadata associated with the corresponding
* tileset.json.
*
* Consider calling {@link loadMetadata} instead, which will return a future
* that only resolves after the root tile is loaded and the `schemaUri`, if
* any, has been resolved.
*
* @param pTile The tile. If this parameter is nullptr, the metadata for the
* main tileset.json is returned.
* @return The found metadata, or nullptr if the root tile is not yet loaded.
*/
const TilesetMetadata* getMetadata(const Tile* pTile = nullptr) const;
/**
* @brief Asynchronously loads the metadata associated with the main
* tileset.json.
*
* Before the returned future resolves, the root tile of this tileset will be
* loaded and the {@link TilesetMetadata::schemaUri} will be loaded if one
* has been specified.
*
* If the tileset or `schemaUri` fail to load, the returned future will
* reject.
*
* @return A shared future that resolves to the loaded metadata. Once this
* future resolves, {@link getMetadata} can be used to synchronously obtain
* the same metadata instance.
*/
CesiumAsync::Future<const TilesetMetadata*> loadMetadata();
/**
* @brief Initiates an asynchronous query for the height of this tileset at a
* list of cartographic positions (longitude and latitude). The most detailed
* available tiles are used to determine each height.
*
* The height of the input positions is ignored. The output height is
* expressed in meters above the ellipsoid (usually WGS84), which should not
* be confused with a height above mean sea level.
*
* Note that {@link Tileset::updateView} must be called periodically, or else
* the returned `Future` will never resolve. If you are not using this tileset
* for visualization, you can call `updateView` with an empty list of
* frustums.
*
* @param positions The positions for which to sample heights.
* @return A future that asynchronously resolves to the result of the height
* query.
*/
CesiumAsync::Future<SampleHeightResult> sampleHeightMostDetailed(
const std::vector<CesiumGeospatial::Cartographic>& positions);
private:
/**
* @brief The result of traversing one branch of the tile hierarchy.
*
* Instances of this structure are created by the `_visit...` functions,
* and summarize the information that was gathered during the traversal
* of the respective branch, so that this information can be used by
* the parent to decide on the further traversal process.
*/
struct TraversalDetails {
/**
* @brief Whether all selected tiles in this tile's subtree are renderable.
*
* This is `true` if all selected (i.e. not culled or refined) tiles in this
* tile's subtree are renderable. If the subtree is renderable, we'll render
* it; no drama.
*/
bool allAreRenderable = true;
/**
* @brief Whether any tile in this tile's subtree was rendered in the last
* frame.
*
* This is `true` if any tiles in this tile's subtree were rendered last
* frame. If any were, we must render the subtree rather than this tile,
* because rendering this tile would cause detail to vanish that was visible
* last frame, and that's no good.
*/
bool anyWereRenderedLastFrame = false;
/**
* @brief The number of selected tiles in this tile's subtree that are not
* yet renderable.
*
* Counts the number of selected tiles in this tile's subtree that are
* not yet ready to be rendered because they need more loading. Note that
* this value will _not_ necessarily be zero when
* `allAreRenderable` is `true`, for subtle reasons.
* When `allAreRenderable` and `anyWereRenderedLastFrame` are both `false`,
* we will render this tile instead of any tiles in its subtree and the
* `allAreRenderable` value for this tile will reflect only whether _this_
* tile is renderable. The `notYetRenderableCount` value, however, will
* still reflect the total number of tiles that we are waiting on, including
* the ones that we're not rendering. `notYetRenderableCount` is only reset
* when a subtree is removed from the render queue because the
* `notYetRenderableCount` exceeds the
* {@link TilesetOptions::loadingDescendantLimit}.
*/
uint32_t notYetRenderableCount = 0;
};
/**
* @brief Input information that is constant throughout the traversal.
*
* An instance of this structure is created upon entry of the top-level
* `_visitTile` function, for the traversal for a certain frame, and
* passed on through the traversal.
*/
struct FrameState {
const std::vector<ViewState>& frustums;
std::vector<double> fogDensities;
int32_t lastFrameNumber;
int32_t currentFrameNumber;
};
TraversalDetails _renderLeaf(
const FrameState& frameState,
Tile& tile,
double tilePriority,
ViewUpdateResult& result);
TraversalDetails _renderInnerTile(
const FrameState& frameState,
Tile& tile,
ViewUpdateResult& result);
bool _kickDescendantsAndRenderTile(
const FrameState& frameState,
Tile& tile,
ViewUpdateResult& result,
TraversalDetails& traversalDetails,
size_t firstRenderedDescendantIndex,
size_t workerThreadLoadQueueIndex,
size_t mainThreadLoadQueueIndex,
bool queuedForLoad,
double tilePriority);
TileOcclusionState
_checkOcclusion(const Tile& tile, const FrameState& frameState);
TraversalDetails _visitTile(
const FrameState& frameState,
uint32_t depth,
bool meetsSse,
bool ancestorMeetsSse,
Tile& tile,
double tilePriority,
ViewUpdateResult& result);
struct CullResult {
// whether we should visit this tile
bool shouldVisit = true;
// whether this tile was culled (Note: we might still want to visit it)
bool culled = false;
};
// TODO: abstract these into a composable culling interface.
void _frustumCull(
const Tile& tile,
const FrameState& frameState,
bool cullWithChildrenBounds,
CullResult& cullResult);
void _fogCull(
const FrameState& frameState,
const std::vector<double>& distances,
CullResult& cullResult);
bool _meetsSse(
const std::vector<ViewState>& frustums,
const Tile& tile,
const std::vector<double>& distances,
bool culled) const noexcept;
TraversalDetails _visitTileIfNeeded(
const FrameState& frameState,
uint32_t depth,
bool ancestorMeetsSse,
Tile& tile,
ViewUpdateResult& result);
TraversalDetails _visitVisibleChildrenNearToFar(
const FrameState& frameState,
uint32_t depth,
bool ancestorMeetsSse,
Tile& tile,
ViewUpdateResult& result);
/**
* @brief When called on an additive-refined tile, queues it for load and adds
* it to the render list.
*
* For replacement-refined tiles, this method does nothing and returns false.
*
* @param tile The tile to potentially load and render.
* @param result The current view update result.
* @param tilePriority The load priority of this tile.
* priority.
* @param queuedForLoad True if this tile has already been queued for loading.
* @return true The additive-refined tile was queued for load and added to the
* render list.
* @return false The non-additive-refined tile was ignored.
*/
bool _loadAndRenderAdditiveRefinedTile(
Tile& tile,
ViewUpdateResult& result,
double tilePriority,
bool queuedForLoad);
void _processWorkerThreadLoadQueue();
void _processMainThreadLoadQueue();
void _unloadCachedTiles(double timeBudget) noexcept;
void _markTileVisited(Tile& tile) noexcept;
void _updateLodTransitions(
const FrameState& frameState,
float deltaTime,
ViewUpdateResult& result) const noexcept;
TilesetExternals _externals;
CesiumAsync::AsyncSystem _asyncSystem;
TilesetOptions _options;
int32_t _previousFrameNumber;
ViewUpdateResult _updateResult;
enum class TileLoadPriorityGroup {
/**
* @brief Low priority tiles that aren't needed right now, but
* are being preloaded for the future.
*/
Preload = 0,
/**
* @brief Medium priority tiles that are needed to render the current view
* the appropriate level-of-detail.
*/
Normal = 1,
/**
* @brief High priority tiles that are causing extra detail to be rendered
* in the scene, potentially creating a performance problem and aliasing
* artifacts.
*/
Urgent = 2
};
struct TileLoadTask {
/**
* @brief The tile to be loaded.
*/
Tile* pTile;
/**
* @brief The priority group (low / medium / high) in which to load this
* tile.
*
* All tiles in a higher priority group are given a chance to load before
* any tiles in a lower priority group.
*/
TileLoadPriorityGroup group;
/**
* @brief The priority of this tile within its priority group.
*
* Tiles with a _lower_ value for this property load sooner!
*/
double priority;
bool operator<(const TileLoadTask& rhs) const noexcept {
if (this->group == rhs.group)
return this->priority < rhs.priority;
else
return this->group > rhs.group;
}
};
std::vector<TileLoadTask> _mainThreadLoadQueue;
std::vector<TileLoadTask> _workerThreadLoadQueue;
std::vector<Tile*> _heightQueryLoadQueue;
Tile::LoadedLinkedList _loadedTiles;
// Holds computed distances, to avoid allocating them on the heap during tile
// selection.
std::vector<double> _distances;
// Holds the occlusion proxies of the children of a tile. Store them in this
// scratch variable so that it can allocate only when growing bigger.
std::vector<const TileOcclusionRendererProxy*> _childOcclusionProxies;
CesiumUtility::IntrusivePointer<TilesetContentManager>
_pTilesetContentManager;
std::list<TilesetHeightRequest> _heightRequests;
void addTileToLoadQueue(
Tile& tile,
TileLoadPriorityGroup priorityGroup,
double priority);
static TraversalDetails createTraversalDetailsForSingleTile(
const FrameState& frameState,
const Tile& tile,
const TileSelectionState& lastFrameSelectionState);
Tileset(const Tileset& rhs) = delete;
Tileset& operator=(const Tileset& rhs) = delete;
};
} // namespace Cesium3DTilesSelection