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

91 lines
2.8 KiB
C++

#pragma once
#include <Cesium3DTilesSelection/Library.h>
#include <Cesium3DTilesSelection/Tile.h>
#include <cstdint>
#include <unordered_set>
#include <vector>
namespace Cesium3DTilesSelection {
/**
* @brief Reports the results of {@link Tileset::updateViewGroup}.
*
* Users of a {@link Tileset} will call {@link Tileset::updateViewGroup} and
* receive this structure so that they can update the state of their rendering
* system accordingly. The tileset will internally keep track the state of the
* tiles throughout the selection process, and use this structure to provide
* information about the state changes of tiles to clients.
*/
class CESIUM3DTILESSELECTION_API ViewUpdateResult final {
public:
/**
* @brief The tiles that were selected by the tileset traversal this frame.
* These tiles should be rendered by the client.
*
* Tiles in this list may be fading in if
* {@link TilesetOptions::enableLodTransitionPeriod} is true.
*/
std::vector<Tile::ConstPointer> tilesToRenderThisFrame;
/**
* @brief Tiles on this list are no longer selected for rendering.
*
* If {@link TilesetOptions::enableLodTransitionPeriod} is true they may be
* fading out. If a tile's {TileRenderContent::lodTransitionPercentage} is 0
* or lod transitions are disabled, the tile should be hidden right away.
*/
std::unordered_set<Tile::ConstPointer> tilesFadingOut;
/**
* @brief The number of tiles in the worker thread load queue.
*/
int32_t workerThreadTileLoadQueueLength = 0;
/**
* @brief The number of tiles in the main thread load queue.
*/
int32_t mainThreadTileLoadQueueLength = 0;
/**
* @brief The number of tiles visited during tileset traversal this frame.
*/
uint32_t tilesVisited = 0;
/**
* @brief The number of culled tiles visited during tileset traversal this
* frame.
*/
uint32_t culledTilesVisited = 0;
/**
* @brief The number of tiles that were skipped because they were culled
* during tileset traversal this frame.
*/
uint32_t tilesCulled = 0;
/**
* @brief The number of tiles occluded this frame.
*/
uint32_t tilesOccluded = 0;
/**
* @brief The number of tiles still waiting to obtain a \ref
* TileOcclusionState this frame.
*/
uint32_t tilesWaitingForOcclusionResults = 0;
/**
* @brief The number of tiles kicked from the render list this frame.
*/
uint32_t tilesKicked = 0;
/**
* @brief The maximum depth of the tile tree visited this frame.
*/
uint32_t maxDepthVisited = 0;
/**
* @brief The frame number. This is incremented every time \ref
* Tileset::updateViewGroup is called.
*/
int32_t frameNumber = 0;
};
} // namespace Cesium3DTilesSelection