ralpha-assets/Plugins/CesiumForUnreal/Source/ThirdParty/include/Cesium3DTilesSelection/TileLoadResult.h

182 lines
6.3 KiB
C++

#pragma once
#include <Cesium3DTilesSelection/BoundingVolume.h>
#include <Cesium3DTilesSelection/TileContent.h>
#include <CesiumAsync/IAssetRequest.h>
#include <CesiumGeometry/Axis.h>
#include <CesiumGeospatial/Ellipsoid.h>
#include <CesiumGltf/Model.h>
#include <CesiumRasterOverlays/RasterOverlayDetails.h>
#include <functional>
#include <memory>
#include <optional>
#include <variant>
namespace Cesium3DTilesSelection {
class Tile;
/**
* @brief Store the content of the tile after finishing
* loading tile using {@link TilesetContentLoader::loadTileContent}:
*
* 1. Returning {@link TileUnknownContent} means that the loader doesn't know
* the content of the tile. This content type is useful when loader fails to
* load the tile content; or a background task is running to determine the tile
* content and the loader wants the client to retry later at some point in the
* future
*
* 2. Returning {@link TileEmptyContent} means that this tile has no content and mostly used
* for efficient culling during the traversal process
*
* 3. Returning {@link TileExternalContent} means that this tile points to an external tileset
*
* 4. Returning {@link CesiumGltf::Model} means that this tile has glTF model
*/
using TileContentKind = std::variant<
TileUnknownContent,
TileEmptyContent,
TileExternalContent,
CesiumGltf::Model>;
/**
* @brief Indicate the status of {@link Cesium3DTilesSelection::TilesetContentLoader::loadTileContent} and
* {@link Cesium3DTilesSelection::TilesetContentLoader::createTileChildren} operations
*/
enum class TileLoadResultState {
/**
* @brief The operation is successful and all the fields in {@link TileLoadResult}
* or {@link TileChildrenResult} are applied to the tile
*/
Success,
/**
* @brief The operation is failed and __none__ of the fields in {@link TileLoadResult}
* or {@link TileChildrenResult} are applied to the tile
*/
Failed,
/**
* @brief The operation requires the client to retry later due to some
* background work happenning and
* __none__ of the fields in {@link TileLoadResult} or {@link TileChildrenResult} are applied to the tile
*/
RetryLater
};
/**
* @brief Store the result of loading a tile content after
* invoking {@link TilesetContentLoader::loadTileContent}
*/
struct CESIUM3DTILESSELECTION_API TileLoadResult {
/**
* @brief The content type of the tile.
*/
TileContentKind contentKind;
/**
* @brief The up axis of glTF content.
*/
CesiumGeometry::Axis glTFUpAxis = CesiumGeometry::Axis::Y;
/**
* @brief A tile can potentially store a more fit bounding volume along with
* its content. If this field is set, the tile's bounding volume will be
* updated after the loading is finished.
*/
std::optional<BoundingVolume> updatedBoundingVolume;
/**
* @brief A tile can potentially store a more fit content bounding volume
* along with its content. If this field is set, the tile's content bounding
* volume will be updated after the loading is finished.
*/
std::optional<BoundingVolume> updatedContentBoundingVolume;
/**
* @brief Holds details of the {@link TileRenderContent} that are useful
* for raster overlays.
*/
std::optional<CesiumRasterOverlays::RasterOverlayDetails>
rasterOverlayDetails;
/**
* @brief The asset accessor that was used to retrieve this tile, and that
* should be used to retrieve further resources referenced by the tile.
*/
std::shared_ptr<CesiumAsync::IAssetAccessor> pAssetAccessor;
/**
* @brief The request that is created to download the tile content.
*/
std::shared_ptr<CesiumAsync::IAssetRequest> pCompletedRequest;
/**
* @brief A callback that is invoked in the main thread immediately when the
* loading is finished. This callback is useful when the content request has
* other fields like geometric error,
* children (in the case of {@link TileExternalContent}), etc, to override the existing fields.
*/
std::function<void(Tile&)> tileInitializer;
/**
* @brief The result of loading a tile. Note that if the state is Failed or
* RetryLater, __none__ of the fields above (including {@link TileLoadResult::tileInitializer}) will be
* applied to a tile when the loading is finished
*/
TileLoadResultState state;
/**
* @brief The ellipsoid that this tile uses.
*
* This value is only guaranteed to be accurate when {@link TileLoadResult::state} is equal to {@link TileLoadResultState::Success}.
*/
CesiumGeospatial::Ellipsoid ellipsoid =
CesiumGeospatial::Ellipsoid::UNIT_SPHERE;
/**
* @brief The bounding volume initially loaded with the tile.
*
* If there was an "original" bounding volume for this tile (for example, in
* the case of 3D Tiles, the "boundingVolume" property), this will be that
* original value before any modifications are performed. This is in contrast
* to `updatedBoundingVolume`, which contains the modified bounding volume for
* the tile.
*/
std::optional<BoundingVolume> initialBoundingVolume = std::nullopt;
/**
* @brief The content bounding volume initially loaded with the tile, if any.
*
* This is the equivalent to `initialBoundingVolume` for the content bounding
* volume. See `updatedContentBoundingVolume` for the modified content
* bounding volume.
*/
std::optional<BoundingVolume> initialContentBoundingVolume = std::nullopt;
/**
* @brief Create a result with Failed state
*
* @param pAssetAccessor The \ref CesiumAsync::IAssetAccessor "IAssetAccessor"
* used to load tiles.
* @param pCompletedRequest The failed request
*/
static TileLoadResult createFailedResult(
std::shared_ptr<CesiumAsync::IAssetAccessor> pAssetAccessor,
std::shared_ptr<CesiumAsync::IAssetRequest> pCompletedRequest);
/**
* @brief Create a result with RetryLater state
*
* @param pAssetAccessor The \ref CesiumAsync::IAssetAccessor "IAssetAccessor"
* used to load tiles.
* @param pCompletedRequest The failed request
*/
static TileLoadResult createRetryLaterResult(
std::shared_ptr<CesiumAsync::IAssetAccessor> pAssetAccessor,
std::shared_ptr<CesiumAsync::IAssetRequest> pCompletedRequest);
};
} // namespace Cesium3DTilesSelection