3d-tiles-renderer-js
Three.js renderer implementation for the 3D Tiles format. The renderer supports a limited subset of the spec. See Issue #15 for information on which features are not yet implemented.
Examples
Kitchen sink example with all options here!
Use
Basic TilesRenderer
Setting up a basic application a 3D Tileset.
import { TilesRenderer } from '3d-tiles-renderer';
// ... initialize three scene ...
const tilesRenderer = new TilesRenderer( './path/to/tileset.json' );
tilesRenderer.setCamera( camera );
tilesRenderer.setResolutionFromRenderer( camera, renderer );
scene.add( tilesRenderer.group );
renderLoop();
function renderLoop() {
requestAnimationFrame( renderLoop );
// The camera matrix is expected to be up to date
// before calling tilesRenderer.update
camera.updateMatrixWorld();
tilesRenderer.update();
renderer.render( camera, scene );
}
Custom Material
Setting up a 3D Tileset using a custom material.
const tilesRenderer = new TilesRenderer( './path/to/tileset.json' );
tilesRenderer.setCamera( camera );
tilesRenderer.setResolutionFromRenderer( camera, renderer );
tilesRenderer.onLoadModel = function ( scene ) {
scene.traverse( c => {
if ( c.material ) {
c.originalMaterial = material;
c.material = new MeshBasicMaterial();
}
} );
}
scene.add( tilesRenderer.group );
API
TilesRenderer
extends TilesRendererBase, which can be used to implement a 3d tiles renderer in other engines
.errorTarget
errorTarget = 6 : Number
The target screenspace error in pixels to target when updating the geometry. Tiles will not render if they have below this level of screenspace error.
.errorThreshold
errorThreshold = Infinity : Number
Value used to compute the threshold errorTarget * errorThreshold
above which tiles will not render. This is used to enable traversal to skip loading and rendering parent tiles far from the cameras current screenspace error requirement.
If errorThreshold
is set to Infinity
then all parent tiles will be loaded and rendered. If it's set to 0
then no parent tiles will render and only the tiles that are being rendered will be loaded.
.maxDepth
maxDepth = Infinity : Number
The max depth to which tiles will be loaded and rendered. Setting it to 1
will only render the root tile.
.loadSiblings
loadSiblings = true : Boolean
If true then all sibling tiles will be loaded, as well, to ensure coherence when moving the camera. If false then only currently viewed tiles will be loaded.
.lruCache
lruCache = new LRUCache() : LRUCache
NOTE: This cannot be set once update is called for the first time.
.downloadQueue
downloadQueue = new PriorityQueue : PriorityQueue
NOTE: This cannot be set once update is called for the first time.
.parseQueue
parseQueue = new PriorityQueue : PriorityQueue
NOTE: This cannot be modified once update is called for the first time.
.group
group : Group
The container group for the 3d tiles. Add this to the three.js scene in order to render it.
When raycasting a higher performance traversal approach is used if raycaster.firstHitOnly = true
. If true then only the first hit of the terrain is reported in the tileset.
.constructor
constructor( url : String )
Takes the url of the tileset.json
for the tileset to be rendered.
.update
update() : void
Updates the tiles to render and kicks off loads for the appropriate tiles in the 3d tile set.
Both group.matrixWorld
and all cameras world matrices are expected to be to date before this is called.
.getBounds
getBounds( box : Box3 ) : boolean
Sets box
to the root bounding box of the tileset in the group frame. Returns false
if the tile root was not loaded.
.hasCamera
hasCamera( camera : Camera ) : boolean
Returns true
if the camera has already been set on the renderer.
.setCamera
setCamera( camera : Camera ) : boolean
Adds the camera to the camera to be accounted for when traversing the tileset. Returns false
if the camera is already being tracked. Returns true
otherwise.
.deleteCamera
deleteCamera( camera : Camera ) : boolean
Removes the given camera from being accounted for when traversing the tileset. Returns false
if the camera was not tracked.
.setResolution
setResolution( camera : Camera, resolution : Vector2 ) : boolean
setResolution( camera : Camera, x : number, y : number ) : boolean
Sets the resolution being rendered to for the given camera. Returns false
if the camera is not being tracked.
.setResolutionFromRenderer
setResolutionFromRenderer( camera : Camera, renderer : WebGLRenderer ) : boolean
Sets the resolution being rendered to for the given camera via renderer which accounts for canvas size and current pixel ratio. Returns false
if the camera is not being tracked.
.forEachLoadedModel
forEachLoadedModel( callback : ( scene : Object3D, tile : object ) => void ) : void
Fires the callback for every loaded scene in the hierarchy with the associatd tile as the second argument. This can be used to update the materials of all loaded meshes in the tile set.
.onLoadModel
onLoadModel = null : ( scene : Object3D, tile : objec ) => void
Callback that is called every time a model is loaded. This can be used in conjunction with .forEachLoadedModel to set the material of all load and still yet to load meshes in the tile set.
DebugTilesRenderer
extends TilesRenderer
Special variant of TilesRenderer that includes helpers for debugging and visualizing the various tiles in the tileset. Material overrides will not work as expected with this renderer.
.colorMode
colorMode = NONE : ColorMode
Which color mode to use when rendering the tileset. The following exported enumerations can be used:
// No special color mode. Uses the default materials.
NONE
// Render the screenspace error from black to white with errorTarget
// being the maximum value.
SCREEN_ERROR
// Render the geometric error from black to white with maxDebugError
// being the maximum value.
GEOMETRIC_ERROR
// Render the distance from the camera to the tile as black to white
// with maxDebugDistance being the maximum value.
DISTANCE
// Render the depth of the tile relative to the root as black to white
// with maxDebugDepth being the maximum value.
DEPTH
// Render the depth of the tile relative to the nearest rendered parent
// as black to white with maxDebugDepth being the maximum value.
RELATIVE_DEPTH
// Render leaf nodes as white and parent nodes as black.
IS_LEAF
// Render the tiles with a random color to show tile edges clearly.
RANDOM_COLOR
.displayBoxBounds
displayBoxBounds = false : Boolean
Display wireframe bounding boxes from the tiles boundingVolume.box
for every visible tile.
.displaySphereBounds
displaySphereBounds = false : Boolean
Display wireframe bounding boxes from the tiles boundingVolume.sphere
(or derived from the bounding box) for every visible tile.
.maxDebugDepth
maxDebugDepth = - 1 : Number
The depth value that represents white when rendering with DEPTH
or RELATIVE_DEPTH
colorMode. If maxDebugDepth
is -1
then the maximum depth of the tileset is used.
.maxDebugError
maxDebugError = - 1 : Number
The error value that represents white when rendering with GEOMETRIC_ERROR
colorMode. If maxDebugError
is -1
then the maximum geometric error in the tileset is used.
.maxDebugDistance
maxDebugDistance = - 1 : Number
The distance value that represents white when rendering with DISTANCE
colorMode. If maxDebugDistance
is -1
then the radius of the tileset is used.
PriorityQueue
Piority-sorted queue to prioritize file downloads and parsing.
.maxJobs
maxJobs = 6 : number
The maximum number of jobs to be processing at once.
.unloadPriorityCallback
unloadPriorityCallback = null : ( item ) => Number
Function to derive the unload priority of the given item. Higher priority values get unloaded first.
LRUCache
Utility class for the TilesRenderer to keep track of currently used items so rendered items will not be unloaded.
.maxSize
maxSize = 800 : number
The maximum cached size. If that current amount of cached items is equal to this value then no more items can be cached.
.minSize
minSize = 600 : number
The minimum cache size. Above this cached data will be unloaded if it's unused.
.unloadPercent
unloadPercent = 0.05 : number
The maximum percentage of minSize to unload during a given frame.
.priorityCallback
priorityCallback = null : ( item ) => Number
Function to derive the job priority of the given item. Higher priority values get processed first.
LICENSE
The software is available under the Apache V2.0 license.
Copyright © 2020 California Institute of Technology. ALL RIGHTS RESERVED. United States Government Sponsorship Acknowledged. This software may be subject to U.S. export control laws. By accepting this software, the user agrees to comply with all applicable U.S. export laws and regulations. User has the responsibility to obtain export licenses, or other export authority as may be required before exporting such information to foreign countries or providing access to foreign persons. Neither the name of Caltech nor its operating division, the Jet Propulsion Laboratory, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.