vizicities/src/layer/tile/TileLayer.js

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JavaScript
Czysty Zwykły widok Historia

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import Layer from '../Layer';
import extend from 'lodash.assign';
import TileCache from './TileCache';
import * as THREE from 'three';
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// TODO: Consider removing picking from TileLayer instances as there aren't
// (m)any situations where it would be practical
//
// For example, how would you even know what picking IDs to listen to and what
// to do with them?
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// TODO: Make sure nothing is left behind in the heap after calling destroy()
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// TODO: Consider keeping a single TileLayer / LOD instance running by default
// that keeps a standard LOD grid for other layers to utilise, rather than
// having to create their own, unique LOD grid and duplicate calculations when
// they're going to use the same grid setup anyway
//
// It still makes sense to be able to have a custom LOD grid for some layers as
// they may want to customise things, maybe not even using a quadtree at all!
//
// Perhaps it makes sense to split out the quadtree stuff into a singleton and
// pass in the necessary parameters each time for the calculation step.
//
// Either way, it seems silly to force layers to have to create a new LOD grid
// each time and create extra, duplicated processing every frame.
// TODO: Allow passing in of options to define min/max LOD and a distance to use
// for culling tiles beyond that distance.
// DONE: Prevent tiles from being loaded if they are further than a certain
// distance from the camera and are unlikely to be seen anyway
// TODO: Avoid performing LOD calculation when it isn't required. For example,
// when nothing has changed since the last frame and there are no tiles to be
// loaded or in need of rendering
// TODO: Only remove tiles from the layer that aren't to be rendered in the
// current frame – it seems excessive to remove all tiles and re-add them on
// every single frame, even if it's just array manipulation
// TODO: Fix LOD calculation so min and max LOD can be changed without causing
// problems (eg. making min above 5 causes all sorts of issues)
// TODO: Reuse THREE objects where possible instead of creating new instances
// on every LOD calculation
// TODO: Consider not using THREE or LatLon / Point objects in LOD calculations
// to avoid creating unnecessary memory for garbage collection
// TODO: Prioritise loading of tiles at highest level in the quadtree (those
// closest to the camera) so visual inconsistancies during loading are minimised
class TileLayer extends Layer {
constructor(options) {
var defaults = {
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picking: false,
maxCache: 1000,
maxLOD: 18
};
var _options = extend({}, defaults, options);
super(_options);
this._destroy = false;
this._tileCache = new TileCache(this._options.maxCache, tile => {
this._destroyTile(tile);
});
// List of tiles from the previous LOD calculation
this._tileList = [];
// TODO: Work out why changing the minLOD causes loads of issues
this._minLOD = this._options.minLOD || 3;
this._maxLOD = this._options.maxLOD;
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this._frustum = new THREE.Frustum();
this._tiles = new THREE.Object3D();
this._tilesPicking = new THREE.Object3D();
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}
_onAdd(world) {
this.addToPicking(this._tilesPicking);
this.add(this._tiles);
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return Promise.resolve();
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}
_updateFrustum() {
var camera = this._world.getCamera();
var projScreenMatrix = new THREE.Matrix4();
projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
this._frustum.setFromMatrix(camera.projectionMatrix);
this._frustum.setFromMatrix(new THREE.Matrix4().multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse));
}
_tileInFrustum(tile) {
var bounds = tile.getBounds();
return this._frustum.intersectsBox(new THREE.Box3(new THREE.Vector3(bounds[0], 0, bounds[3]), new THREE.Vector3(bounds[2], 0, bounds[1])));
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}
// Update and output tiles from the previous LOD checklist
_outputTiles() {
if (!this._tiles || this._destroy) {
return;
}
// Remove all tiles from layer
this._removeTiles();
// Add / re-add tiles
this._tileList.forEach(tile => {
// Are the mesh and texture ready?
//
// If yes, continue
// If no, skip
if (!tile.isReady()) {
return;
}
// Add tile to layer (and to scene) if not already there
this._tiles.add(tile.getMesh());
if (tile.getPickingMesh()) {
this._tilesPicking.add(tile.getPickingMesh());
}
});
// Emit event notifying of new tiles
this.emit('tilesList', this._tileList.map((tile) => tile));
}
// Works out tiles in the view frustum and stores them in an array
//
// Does not output the tiles, deferring this to _outputTiles()
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_calculateLOD() {
if (this._stop || !this._world || this._destroy) {
return;
}
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// var start = (performance || Date).now();
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var camera = this._world.getCamera();
// 1. Update and retrieve camera frustum
this._updateFrustum(this._frustum, camera);
// 2. Add the four root items of the quadtree to a check list
var checkList = this._checklist;
checkList = [];
checkList.push(this._requestTile('0', this));
checkList.push(this._requestTile('1', this));
checkList.push(this._requestTile('2', this));
checkList.push(this._requestTile('3', this));
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// 3. Call Divide, passing in the check list
this._divide(checkList);
// // 4. Remove all tiles from layer
//
// Moved to _outputTiles() for now
// this._removeTiles();
// Order tile-list by zoom so nearest tiles are requested first
checkList.sort((a, b) => {
return a._quadcode.length < b._quadcode.length;
});
// 5. Filter the tiles remaining in the check list
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var tileList = checkList.filter((tile, index) => {
// Skip tile if it's not in the current view frustum
if (!this._tileInFrustum(tile)) {
return false;
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}
if (this._options.distance && this._options.distance > 0) {
// TODO: Can probably speed this up
var center = tile.getCenter();
var dist = (new THREE.Vector3(center[0], 0, center[1])).sub(camera.position).length();
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// Manual distance limit to cut down on tiles so far away
if (dist > this._options.distance) {
return false;
}
}
// Does the tile have a mesh?
//
// If yes, continue
// If no, generate tile mesh, request texture and skip
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if (!tile.getMesh() || tile.isAborted()) {
tile.requestTileAsync();
}
return true;
// Are the mesh and texture ready?
//
// If yes, continue
// If no, skip
// if (!tile.isReady()) {
// return;
// }
//
// // Add tile to layer (and to scene)
// this._tiles.add(tile.getMesh());
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});
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// Get list of tiles that were in the previous update but not the
// current one (for aborting requests, etc)
var missingTiles = this._tileList.filter((item) => {
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return tileList.indexOf(item) < 0;
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});
// Abort tiles that are no longer in view
missingTiles.forEach((tile) => tile._abortRequest());
this._tileList = tileList;
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// console.log((performance || Date).now() - start);
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}
_divide(checkList) {
var count = 0;
var currentItem;
var quadcode;
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// 1. Loop until count equals check list length
while (count != checkList.length) {
currentItem = checkList[count];
quadcode = currentItem.getQuadcode();
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// 2. Increase count and continue loop if quadcode equals max LOD / zoom
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if (currentItem.length === this._maxLOD) {
count++;
continue;
}
// 3. Else, calculate screen-space error metric for quadcode
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if (this._screenSpaceError(currentItem)) {
// 4. If error is sufficient...
// 4a. Remove parent item from the check list
checkList.splice(count, 1);
// 4b. Add 4 child items to the check list
checkList.push(this._requestTile(quadcode + '0', this));
checkList.push(this._requestTile(quadcode + '1', this));
checkList.push(this._requestTile(quadcode + '2', this));
checkList.push(this._requestTile(quadcode + '3', this));
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// 4d. Continue the loop without increasing count
continue;
} else {
// 5. Else, increase count and continue loop
count++;
}
}
}
_screenSpaceError(tile) {
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var minDepth = this._minLOD;
var maxDepth = this._maxLOD;
var quadcode = tile.getQuadcode();
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var camera = this._world.getCamera();
// Tweak this value to refine specific point that each quad is subdivided
//
// It's used to multiple the dimensions of the tile sides before
// comparing against the tile distance from camera
var quality = 3.0;
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// 1. Return false if quadcode length equals maxDepth (stop dividing)
if (quadcode.length === maxDepth) {
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return false;
}
// 2. Return true if quadcode length is less than minDepth
if (quadcode.length < minDepth) {
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return true;
}
// 3. Return false if quadcode bounds are not in view frustum
if (!this._tileInFrustum(tile)) {
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return false;
}
var center = tile.getCenter();
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// 4. Calculate screen-space error metric
// TODO: Use closest distance to one of the 4 tile corners
var dist = (new THREE.Vector3(center[0], 0, center[1])).sub(camera.position).length();
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var error = quality * tile.getSide() / dist;
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// 5. Return true if error is greater than 1.0, else return false
return (error > 1.0);
}
_removeTiles() {
if (!this._tiles || !this._tiles.children) {
return;
}
for (var i = this._tiles.children.length - 1; i >= 0; i--) {
this._tiles.remove(this._tiles.children[i]);
}
if (!this._tilesPicking || !this._tilesPicking.children) {
return;
}
for (var i = this._tilesPicking.children.length - 1; i >= 0; i--) {
this._tilesPicking.remove(this._tilesPicking.children[i]);
}
}
// Return a new tile instance
_createTile(quadcode, layer) {}
// Get a cached tile or request a new one if not in cache
_requestTile(quadcode, layer) {
var tile = this._tileCache.getTile(quadcode);
if (!tile) {
// Set up a brand new tile
tile = this._createTile(quadcode, layer);
// Add tile to cache, though it won't be ready yet as the data is being
// requested from various places asynchronously
this._tileCache.setTile(quadcode, tile);
}
return tile;
}
_destroyTile(tile) {
// Remove tile from scene
this._tiles.remove(tile.getMesh());
// Delete any references to the tile within this component
// Call destory on tile instance
tile.destroy();
}
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show() {
this._stop = false;
if (this._tilesPicking) {
this._tilesPicking.visible = true;
}
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this._calculateLOD();
super.show();
}
hide() {
this._stop = true;
if (this._tilesPicking) {
this._tilesPicking.visible = false;
}
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super.hide();
}
// Destroys the layer and removes it from the scene and memory
destroy() {
this._destroy = true;
if (this._tiles.children) {
// Remove all tiles
for (var i = this._tiles.children.length - 1; i >= 0; i--) {
this._tiles.remove(this._tiles.children[i]);
}
}
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// Remove tile from picking scene
this.removeFromPicking(this._tilesPicking);
if (this._tilesPicking.children) {
// Remove all tiles
for (var i = this._tilesPicking.children.length - 1; i >= 0; i--) {
this._tilesPicking.remove(this._tilesPicking.children[i]);
}
}
this._tileCache.destroy();
this._tileCache = null;
this._tiles = null;
this._tilesPicking = null;
this._frustum = null;
super.destroy();
}
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}
export default TileLayer;