CubeQuadTreeStrategy
Extends: QuadTreeStrategy
Source: CubeQuadTreeStrategy.ts:20
Quad trees on the six faces of a cube inflated to the ellipsoid: the tiles are close to squares all over the planet and there are no poles in the tree.
Constructor
new CubeQuadTreeStrategy(params): CubeQuadTreeStrategyInstance Methods
clearLayerMaterial(layer, keepRendered)
Inherited from QuadTreeStrategy#clearLayerMaterial
Overrides: CubeQuadTreeStrategy#clearLayerMaterial
clears layer material from the quad tree list.
Parameters
layerkeepRendered(default: false) — if true, keeps materials that are currently rendered.
getViewCameraRenderedNodes(slot: number, frustumIndex?: number)
Inherited from QuadTreeStrategy#getViewCameraRenderedNodes
Overrides: CubeQuadTreeStrategy#getViewCameraRenderedNodes
Nodes of a renderer depth camera: where it sees the main camera nodes it gets the same ones, elsewhere nodes chosen with the main camera LOD.
Parameters
slot(number) — Depth camera index in the renderer depth camera handler.frustumIndex(number, optional, default: 0) — Depth camera frustum index.
_getViewCameraOpenFrustums()
Inherited from QuadTreeStrategy#_getViewCameraOpenFrustums
Overrides: CubeQuadTreeStrategy#_getViewCameraOpenFrustums
Mask of the view camera frustums whose node lists are not full yet.
_collectViewCamerasRenderNodes()
Inherited from QuadTreeStrategy#_collectViewCamerasRenderNodes
Overrides: CubeQuadTreeStrategy#_collectViewCamerasRenderNodes
Runs after the main collection is complete. Takes the opaque main nodes the view camera sees, then walks the tree for the parts the main camera has not rendered, never going under a main rendered node.
collectRenderNodes()
Inherited from QuadTreeStrategy#collectRenderNodes
Overrides: CubeQuadTreeStrategy#collectRenderNodes
Collects visible quad nodes.
_addOpaqueNode()
Inherited from QuadTreeStrategy#_addOpaqueNode
Overrides: CubeQuadTreeStrategy#_addOpaqueNode
Takes the node into the opaque nodes of the frame, the neighbors are searched among them. A parent fading under its children comes here from each of them, it is taken once.
_updateHorizonDist()
Inherited from QuadTreeStrategy#_updateHorizonDist
Overrides: CubeQuadTreeStrategy#_updateHorizonDist
Calculates the distance from the camera to the horizon of the highest terrain point: a point farther than it is under the horizon. Used in renderTree to skip rendering of segments that are under the horizon.
_collectViewRenderNodes()
Inherited from QuadTreeStrategy#_collectViewRenderNodes
Overrides: CubeQuadTreeStrategy#_collectViewRenderNodes
The tree traversal of a view camera, it runs after the main camera one.
clear(keepViewCameraBranches?: boolean)
Inherited from QuadTreeStrategy#clear
Overrides: CubeQuadTreeStrategy#clear
Destroys the branches the main camera does not render.
Parameters
keepViewCameraBranches(boolean, optional, default: false) — Keeps the branches leading to the nodes the depth cameras render now. They are under the nodes the main camera has not gone into, and would be made and loaded again.
getNodeByLonLat(lonLat: LonLat, zoom?: number): Node | null
Inherited from QuadTreeStrategy#getNodeByLonLat
Overrides: CubeQuadTreeStrategy#getNodeByLonLat
Returns the most detailed node made under the point, not deeper than the zoom.
Parameters
lonLat(LonLat) — Point.zoom(number, optional) — Maximal node zoom.
Returns
Node| null
Instance Fields
renderReady
Inherited from QuadTreeStrategy#renderReady
Overrides: CubeQuadTreeStrategy#renderReady
Returns true when every rendered segment has got its materials applied and the completion has already been announced.
Returns
boolean