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): CubeQuadTreeStrategy

Instance Methods

clearLayerMaterial(layer, keepRendered)

Inherited from QuadTreeStrategy#clearLayerMaterial

Overrides: CubeQuadTreeStrategy#clearLayerMaterial

clears layer material from the quad tree list.

Parameters

  • layer
  • keepRendered (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

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