Constructs a Tiles3D object.
The data source.
Optional properties.
Protected
_distanceThe delay, in milliseconds, to cleanup unused objects.
Readonly
hasRead-only flag to check if a given object is of type HasLayers.
Readonly
idThe unique identifier of this entity.
Readonly
imageReadonly
isRead-only flag to check if a given object is of type Entity.
Readonly
isRead-only flag to check if a given object is of type Entity3D.
Readonly
isReadonly flag to indicate that his object implements MemoryUsage.
Readonly
isReadonly
isRead-only flag to check if a given object is of type Tiles3D.
Optional
materialThe material to use
The name of this entity.
The Screen Space Error (SSE) threshold to use for this tileset.
Readonly
typeThe name of the type of this object.
Readonly
userAn object that can be used to store custom data about the Entity.
Optional
wireframeGets or sets the clipping planes set on this entity. Default is null
(no clipping planes).
Note: custom entities must ensure that the materials and shaders used do support the clipping plane feature of three.js. Refer to the three.js documentation for more information.
Gets or sets the frozen status of this entity. A frozen entity is still visible but will not be updated automatically.
Useful for debugging purposes.
Returns the number of layers currently in this object.
Gets whether this entity is currently loading data.
Returns the root object of this entity.
Gets or sets the opacity of this entity.
Gets the current loading progress (between 0 and 1).
Note: This property is only meaningful if loading is true
.
Determine if this entity is ready to use.
Gets or sets the render order of this entity.
Gets or sets the visibility of this entity. A non-visible entity will not be automatically updated.
Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Protected
assignAssigns the render order of this object.
This may be overriden to perform custom logic.
Protected
cleanup3dFire an event type.
The event that gets fired.
Disposes this entity and all resources associated with it.
The default implementation of this method does nothing. You should implement it in your custom entities to handle any special logic of disposal.
For example: disposing materials, geometries, stopping HTTP requests, etc.
Filters what objects need to be updated, based on updatedSources
.
The returned objects are then passed to preUpdate and postUpdate.
Inherited classes should override shouldFullUpdate and shouldUpdate if they need to change this behavior.
Sources that triggered an update
Set of objects to update
Applies the callback to each layer in the object.
Returns a new array containing the layers in this object. Optionally, the predicate can be used to filter out unwanted layers.
// Get all layers from the object.
const allLayers = obj.getLayers();
// Get all color layers from the object.
const colorLayers = obj.getLayers((layer) => layer.isColorLayer);
Optional
predicate: ((arg0: Layer<LayerEvents, LayerUserData>) => boolean)Returns an approximation of the memory used by this object, in bytes.
Checks if listener is added to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Protected
isProtected
markProtected
notifyProtected
onApplies entity-level setup on a new object.
Note: this method should be called from the subclassed entity to notify the parent class that a new 3D object has just been created, so that it can be setup with entity-wide parameters.
The object to prepare.
Coordinates on the rendering canvas
Optional
options: PickOptionsOptions
Target
Method called after Entity.update.
the update context.
Asynchronously preprocess the entity. This method may be overriden to perform any operation that must be done before the entity can be used in the scene, such as fetching metadata about a dataset, etc.
A promise that resolves when the entity is ready to be used.
This method is called just before update()
to filter and select
which elements should be actually updated. For example, in the
case of complex entities made of a hierarchy of elements, the entire
hierarchy may not need to be updated.
Use this method to optimize the update step by reducing the number of elements to process.
Note: if this functions returns nothing, update()
will not be called.
the elements to update during update()
.
Removes a listener from an event type.
The type of the listener that gets removed.
The listener function that gets removed.
Protected
setCalculate and set the material opacity, taking into account this entity opacity and the original opacity of the object.
a material belonging to an object of this entity
Protected
setupApplies entity-level setup on new object's material.
Subclasses can override this to setup custom logic, for instance if the entity can produce objects that are naturally transparent.
the material of the newly created object
This method is called before update
to check if the MainLoop
should try to update this entity or not. For better performances,
it should return false
if the entity has no impact on the
rendering (e.g. the element is not visible).
The inherited child can completely ignore this value if it makes sense.
true
if should check for update
This method is called at the beginning of the update
step to determine
if we should do a full render of the object. This should be the case if, for
instance, the source is the camera.
You can override this depending on your needs. The inherited child should
not ignore this value, it should do a boolean OR, e.g.:
return super.shouldFullUpdate(updateSource) || this.contains(updateSource);
Source of change
true
if requires a full update of this object
This method is called at the beginning of the update
step to determine
if we should re-render updateSource
.
Not used when shouldFullUpdate
returns true
.
You can override this depending on your needs. The inherited child should
not ignore this value, it should do a boolean OR, e.g.:
return super.shouldUpdate(updateSource) || this.contains(updateSource);
Source of change
true
if requires an update of updateSource
Protected
subdivideProtected
subdivideProtected
subdivideProtected
subdivisionTraverses all objects in the hierarchy of this entity.
The callback.
The traversal root. If undefined, the traversal starts at the root object of this entity.
Traverses all materials in the hierarchy of this entity.
The callback.
The traversal root. If undefined, the traversal starts at the root object of this entity.
Traverses all meshes in the hierarchy of this entity.
The callback.
The raversal root. If undefined, the traversal starts at the root object of this entity.
Protected
unmarkPerforms an update on an element of the entity.
Note: this method will be called for each element returned by preUpdate()
.
the update context.
This is the same object that the entity whose update()
is being called.
New elements to update
A 3D Tiles dataset.