Dedupe worker tile layers

feature/threejs-update
Robin Hawkes 2016-09-07 16:01:02 +01:00
rodzic 1e5c57b6b7
commit 8a9da23566
Nie znaleziono w bazie danych klucza dla tego podpisu
ID klucza GPG: 1EC4C2D6765FA8CF
7 zmienionych plików z 38 dodań i 567 usunięć

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@ -21,7 +21,8 @@ world.createWorkers(7).then(() => {
});;
// Buildings from Mapzen
VIZI.topoJSONWorkerTileLayer('https://vector.mapzen.com/osm/buildings/{z}/{x}/{y}.topojson?api_key=vector-tiles-NT5Emiw', {
VIZI.topoJSONTileLayer('https://vector.mapzen.com/osm/buildings/{z}/{x}/{y}.topojson?api_key=vector-tiles-NT5Emiw', {
workers: true,
interactive: false,
style: function(feature) {
var height;

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@ -1,5 +1,6 @@
import Tile from './Tile';
import {geoJSONLayer as GeoJSONLayer} from '../GeoJSONLayer';
import {geoJSONWorkerLayer as GeoJSONWorkerLayer} from '../GeoJSONWorkerLayer';
import BoxHelper from '../../vendor/BoxHelper';
import THREE from 'three';
import reqwest from 'reqwest';
@ -51,6 +52,7 @@ class GeoJSONTile extends Tile {
this._defaultStyle = GeoJSON.defaultStyle;
var defaults = {
workers: false,
output: true,
outputToScene: false,
interactive: false,
@ -231,27 +233,33 @@ class GeoJSONTile extends Tile {
var url = this._getTileURL(urlParams);
this._request = reqwest({
url: url,
type: 'json',
crossOrigin: true
}).then(res => {
// Clear request reference
this._request = null;
this._processTileData(res);
}).catch(err => {
console.error(err);
if (!this._options.workers) {
this._request = reqwest({
url: url,
type: 'json',
crossOrigin: true
}).then(res => {
// Clear request reference
this._request = null;
this._processTileData(res);
}).catch(err => {
console.error(err);
// Clear request reference
this._request = null;
});
// Clear request reference
this._request = null;
});
} else {
this._processTileData(url);
}
}
_processTileData(data) {
console.time(this._tile);
var GeoJSONClass = (!this._options.workers) ? GeoJSONLayer : GeoJSONWorkerLayer;
// Using this creates a huge amount of memory due to the quantity of tiles
this._geojsonLayer = GeoJSONLayer(data, this._options);
this._geojsonLayer = GeoJSONClass(data, this._options);
this._geojsonLayer.addTo(this._world).then(() => {
this._mesh = this._geojsonLayer._object3D;
this._pickingMesh = this._geojsonLayer._pickingMesh;
@ -259,7 +267,9 @@ class GeoJSONTile extends Tile {
// Free the GeoJSON memory as we don't need it
//
// TODO: This should probably be a method within GeoJSONLayer
this._geojsonLayer._geojson = null;
if (this._geojsonLayer._geojson) {
this._geojsonLayer._geojson = null;
}
// TODO: Fix or store shadow canvas stuff and get rid of this code
// Draw footprint on shadow canvas

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@ -38,7 +38,8 @@ class GeoJSONTileLayer extends TileLayer {
constructor(path, options) {
var defaults = {
maxLOD: 14,
distance: 30000
distance: 30000,
workers: false
};
options = extend({}, defaults, options);
@ -78,7 +79,7 @@ class GeoJSONTileLayer extends TileLayer {
// Update and output tiles each frame (throttled)
_onWorldUpdate() {
if (this._pauseOutput) {
if (this._pauseOutput || this._disableOutput) {
return;
}
@ -87,38 +88,24 @@ class GeoJSONTileLayer extends TileLayer {
// Update tiles grid after world move, but don't output them
_onWorldMove(latlon, point) {
if (this._disableOutput) {
return;
}
this._pauseOutput = false;
this._calculateLOD();
}
// Pause updates during control movement for less visual jank
_onControlsMove() {
if (this._disableOutput) {
return;
}
this._pauseOutput = true;
}
_createTile(quadcode, layer) {
var options = {};
// if (this._options.filter) {
// options.filter = this._options.filter;
// }
//
// if (this._options.style) {
// options.style = this._options.style;
// }
//
// if (this._options.topojson) {
// options.topojson = true;
// }
//
// if (this._options.interactive) {
// options.interactive = true;
// }
//
// if (this._options.onClick) {
// options.onClick = this._options.onClick;
// }
return new GeoJSONTile(quadcode, this._path, layer, this._options);
}

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@ -1,341 +0,0 @@
import Tile from './Tile';
import {geoJSONWorkerLayer as GeoJSONWorkerLayer} from '../GeoJSONWorkerLayer';
import BoxHelper from '../../vendor/BoxHelper';
import THREE from 'three';
import reqwest from 'reqwest';
import {point as Point} from '../../geo/Point';
import {latLon as LatLon} from '../../geo/LatLon';
import extend from 'lodash.assign';
// import Offset from 'polygon-offset';
import GeoJSON from '../../util/GeoJSON';
import Buffer from '../../util/Buffer';
import PickingMaterial from '../../engine/PickingMaterial';
// TODO: Map picking IDs to some reference within the tile data / geometry so
// that something useful can be done when an object is picked / clicked on
// TODO: Make sure nothing is left behind in the heap after calling destroy()
// TODO: Perform tile request and processing in a Web Worker
//
// Use Operative (https://github.com/padolsey/operative)
//
// Would it make sense to have the worker functionality defined in a static
// method so it only gets initialised once and not on every tile instance?
//
// Otherwise, worker processing logic would have to go in the tile layer so not
// to waste loads of time setting up a brand new worker with three.js for each
// tile every single time.
//
// Unsure of the best way to get three.js and VIZI into the worker
//
// Would need to set up a CRS / projection identical to the world instance
//
// Is it possible to bypass requirements on external script by having multiple
// simple worker methods that each take enough inputs to perform a single task
// without requiring VIZI or three.js? So long as the heaviest logic is done in
// the worker and transferrable objects are used then it should be better than
// nothing. Would probably still need things like earcut...
//
// After all, the three.js logic and object creation will still need to be
// done on the main thread regardless so the worker should try to do as much as
// possible with as few dependencies as possible.
//
// Have a look at how this is done in Tangram before implementing anything as
// the approach there is pretty similar and robust.
class GeoJSONWorkerTile extends Tile {
constructor(quadcode, path, layer, options) {
super(quadcode, path, layer);
this._defaultStyle = GeoJSON.defaultStyle;
var defaults = {
output: true,
outputToScene: false,
interactive: false,
topojson: false,
filter: null,
onEachFeature: null,
polygonMaterial: null,
onPolygonMesh: null,
onPolygonBufferAttributes: null,
polylineMaterial: null,
onPolylineMesh: null,
onPolylineBufferAttributes: null,
pointGeometry: null,
pointMaterial: null,
onPointMesh: null,
style: GeoJSON.defaultStyle,
keepFeatures: false
};
var _options = extend({}, defaults, options);
if (typeof options.style === 'function') {
_options.style = options.style;
} else {
_options.style = extend({}, defaults.style, options.style);
}
this._options = _options;
}
// Request data for the tile
requestTileAsync() {
// Making this asynchronous really speeds up the LOD framerate
setTimeout(() => {
if (!this._mesh) {
this._mesh = this._createMesh();
// this._shadowCanvas = this._createShadowCanvas();
this._requestTile();
}
}, 0);
}
// TODO: Destroy GeoJSONLayer
destroy() {
// Cancel any pending requests
this._abortRequest();
// Clear request reference
this._request = null;
if (this._geojsonLayer) {
this._geojsonLayer.destroy();
this._geojsonLayer = null;
}
this._mesh = null;
// TODO: Properly dispose of picking mesh
this._pickingMesh = null;
super.destroy();
}
_createMesh() {
// Something went wrong and the tile
//
// Possibly removed by the cache before loaded
if (!this._center) {
return;
}
var mesh = new THREE.Object3D();
// mesh.add(this._createDebugMesh());
return mesh;
}
_createDebugMesh() {
var canvas = document.createElement('canvas');
canvas.width = 256;
canvas.height = 256;
var context = canvas.getContext('2d');
context.font = 'Bold 20px Helvetica Neue, Verdana, Arial';
context.fillStyle = '#ff0000';
context.fillText(this._quadcode, 20, canvas.width / 2 - 5);
context.fillText(this._tile.toString(), 20, canvas.width / 2 + 25);
var texture = new THREE.Texture(canvas);
// Silky smooth images when tilted
texture.magFilter = THREE.LinearFilter;
texture.minFilter = THREE.LinearMipMapLinearFilter;
// TODO: Set this to renderer.getMaxAnisotropy() / 4
texture.anisotropy = 4;
texture.needsUpdate = true;
var material = new THREE.MeshBasicMaterial({
map: texture,
transparent: true,
depthWrite: false
});
var geom = new THREE.PlaneBufferGeometry(this._side, this._side, 1);
var mesh = new THREE.Mesh(geom, material);
mesh.rotation.x = -90 * Math.PI / 180;
mesh.position.y = 0.1;
return mesh;
}
// _createShadowCanvas() {
// var canvas = document.createElement('canvas');
//
// // Rendered at a low resolution and later scaled up for a low-quality blur
// canvas.width = 512;
// canvas.height = 512;
//
// return canvas;
// }
// _addShadow(coordinates) {
// var ctx = this._shadowCanvas.getContext('2d');
// var width = this._shadowCanvas.width;
// var height = this._shadowCanvas.height;
//
// var _coords;
// var _offset;
// var offset = new Offset();
//
// // Transform coordinates to shadowCanvas space and draw on canvas
// coordinates.forEach((ring, index) => {
// ctx.beginPath();
//
// _coords = ring.map(coord => {
// var xFrac = (coord[0] - this._boundsWorld[0]) / this._side;
// var yFrac = (coord[1] - this._boundsWorld[3]) / this._side;
// return [xFrac * width, yFrac * height];
// });
//
// if (index > 0) {
// _offset = _coords;
// } else {
// _offset = offset.data(_coords).padding(1.3);
// }
//
// // TODO: This is super flaky and crashes the browser if run on anything
// // put the outer ring (potentially due to winding)
// _offset.forEach((coord, index) => {
// // var xFrac = (coord[0] - this._boundsWorld[0]) / this._side;
// // var yFrac = (coord[1] - this._boundsWorld[3]) / this._side;
//
// if (index === 0) {
// ctx.moveTo(coord[0], coord[1]);
// } else {
// ctx.lineTo(coord[0], coord[1]);
// }
// });
//
// ctx.closePath();
// });
//
// ctx.fillStyle = 'rgba(80, 80, 80, 0.7)';
// ctx.fill();
// }
_requestTile() {
var urlParams = {
x: this._tile[0],
y: this._tile[1],
z: this._tile[2]
};
var url = this._getTileURL(urlParams);
// this._request = reqwest({
// url: url,
// type: 'json',
// crossOrigin: true
// }).then(res => {
// // Clear request reference
// this._request = null;
// this._processTileData(res);
// }).catch(err => {
// console.error(err);
// // Clear request reference
// this._request = null;
// });
this._processTileData(url);
}
_processTileData(data) {
console.time(this._tile);
// Using this creates a huge amount of memory due to the quantity of tiles
var geojsonLayer = GeoJSONWorkerLayer(data, this._options);
geojsonLayer.addTo(this._world).then(() => {
this._geojsonLayer = geojsonLayer;
this._mesh = this._geojsonLayer._object3D;
this._pickingMesh = this._geojsonLayer._pickingMesh;
// Free the GeoJSON memory as we don't need it
//
// TODO: This should probably be a method within GeoJSONLayer
// WORKERS: Disabled for now as it's needed with sync promises
// this._geojsonLayer._geojson = null;
// TODO: Fix or store shadow canvas stuff and get rid of this code
// Draw footprint on shadow canvas
//
// TODO: Disabled for the time-being until it can be sped up / moved to
// a worker
// this._addShadow(coordinates);
// Output shadow canvas
// TODO: Disabled for the time-being until it can be sped up / moved to
// a worker
// var texture = new THREE.Texture(this._shadowCanvas);
//
// // Silky smooth images when tilted
// texture.magFilter = THREE.LinearFilter;
// texture.minFilter = THREE.LinearMipMapLinearFilter;
//
// // TODO: Set this to renderer.getMaxAnisotropy() / 4
// texture.anisotropy = 4;
//
// texture.needsUpdate = true;
//
// var material;
// if (!this._world._environment._skybox) {
// material = new THREE.MeshBasicMaterial({
// map: texture,
// transparent: true,
// depthWrite: false
// });
// } else {
// material = new THREE.MeshStandardMaterial({
// map: texture,
// transparent: true,
// depthWrite: false
// });
// material.roughness = 1;
// material.metalness = 0.1;
// material.envMap = this._world._environment._skybox.getRenderTarget();
// }
//
// var geom = new THREE.PlaneBufferGeometry(this._side, this._side, 1);
// var mesh = new THREE.Mesh(geom, material);
//
// mesh.castShadow = false;
// mesh.receiveShadow = false;
// mesh.renderOrder = 1;
//
// mesh.rotation.x = -90 * Math.PI / 180;
//
// this._mesh.add(mesh);
this._ready = true;
console.timeEnd(this._tile);
});
}
_abortRequest() {
if (!this._request) {
return;
}
this._request.abort();
}
}
export default GeoJSONWorkerTile;
var noNew = function(quadcode, path, layer, options) {
return new GeoJSONWorkerTile(quadcode, path, layer, options);
};
// Initialise without requiring new keyword
export {noNew as geoJSONWorkerTile};

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@ -1,158 +0,0 @@
import TileLayer from './TileLayer';
import extend from 'lodash.assign';
import GeoJSONWorkerTile from './GeoJSONWorkerTile';
import throttle from 'lodash.throttle';
import THREE from 'three';
// TODO: Offer on-the-fly slicing of static, non-tile-based GeoJSON files into a
// tile grid using geojson-vt
//
// See: https://github.com/mapbox/geojson-vt
// TODO: Make sure nothing is left behind in the heap after calling destroy()
// TODO: Consider pausing per-frame output during movement so there's little to
// no jank caused by previous tiles still processing
// This tile layer only updates the quadtree after world movement has occurred
//
// Tiles from previous quadtree updates are updated and outputted every frame
// (or at least every frame, throttled to some amount)
//
// This is because the complexity of TopoJSON tiles requires a lot of processing
// and so makes movement janky if updates occur every frame – only updating
// after movement means frame drops are less obvious due to heavy processing
// occurring while the view is generally stationary
//
// The downside is that until new tiles are requested and outputted you will
// see blank spaces as you orbit and move around
//
// An added benefit is that it dramatically reduces the number of tiles being
// requested over a period of time and the time it takes to go from request to
// screen output
//
// It may be possible to perform these updates per-frame once Web Worker
// processing is added
class GeoJSONWorkerTileLayer extends TileLayer {
constructor(path, options) {
var defaults = {
maxLOD: 14,
distance: 30000
};
options = extend({}, defaults, options);
super(options);
this._path = path;
}
_onAdd(world) {
return super._onAdd(world).then(() => {
// Trigger initial quadtree calculation on the next frame
//
// TODO: This is a hack to ensure the camera is all set up - a better
// solution should be found
setTimeout(() => {
this._calculateLOD();
this._initEvents();
}, 0);
});
}
_initEvents() {
// Run LOD calculations based on render calls
//
// Throttled to 1 LOD calculation per 100ms
this._throttledWorldUpdate = throttle(this._onWorldUpdate, 100);
this._world.on('preUpdate', this._throttledWorldUpdate, this);
this._world.on('move', this._onWorldMove, this);
this._world.on('controlsMove', this._onControlsMove, this);
}
// Update and output tiles each frame (throttled)
_onWorldUpdate() {
if (this._pauseOutput || this._disableOutput) {
return;
}
this._outputTiles();
}
// Update tiles grid after world move, but don't output them
_onWorldMove(latlon, point) {
if (this._disableOutput) {
return;
}
this._pauseOutput = false;
this._calculateLOD();
}
// Pause updates during control movement for less visual jank
_onControlsMove() {
if (this._disableOutput) {
return;
}
this._pauseOutput = true;
}
_createTile(quadcode, layer) {
var options = {};
// if (this._options.filter) {
// options.filter = this._options.filter;
// }
//
// if (this._options.style) {
// options.style = this._options.style;
// }
//
// if (this._options.topojson) {
// options.topojson = true;
// }
//
// if (this._options.interactive) {
// options.interactive = true;
// }
//
// if (this._options.onClick) {
// options.onClick = this._options.onClick;
// }
var workerTile = new GeoJSONWorkerTile(quadcode, this._path, layer, this._options);
// workerTile.on('click', (properties, point2d, point3d, intersects) => {
// console.log(properties, point2d, point3d, intersects);
// });
// workerTile.on('hover', (properties, point2d, point3d, intersects) => {
// });
return workerTile;
}
// Destroys the layer and removes it from the scene and memory
destroy() {
this._world.off('preUpdate', this._throttledWorldUpdate);
this._world.off('move', this._onWorldMove);
this._throttledWorldUpdate = null;
// Run common destruction logic from parent
super.destroy();
}
}
export default GeoJSONWorkerTileLayer;
var noNew = function(path, options) {
return new GeoJSONWorkerTileLayer(path, options);
};
// Initialise without requiring new keyword
export {noNew as geoJSONWorkerTileLayer};

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@ -1,22 +0,0 @@
import GeoJSONWorkerTileLayer from './GeoJSONWorkerTileLayer';
import extend from 'lodash.assign';
class TopoJSONWorkerTileLayer extends GeoJSONWorkerTileLayer {
constructor(path, options) {
var defaults = {
topojson: true
};
options = extend({}, defaults, options);
super(path, options);
}
}
export default TopoJSONWorkerTileLayer;
var noNew = function(path, options) {
return new TopoJSONWorkerTileLayer(path, options);
};
export {noNew as topoJSONWorkerTileLayer};

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@ -8,8 +8,6 @@ import EnvironmentLayer, {environmentLayer} from './layer/environment/Environmen
import ImageTileLayer, {imageTileLayer} from './layer/tile/ImageTileLayer';
import GeoJSONTileLayer, {geoJSONTileLayer} from './layer/tile/GeoJSONTileLayer';
import TopoJSONTileLayer, {topoJSONTileLayer} from './layer/tile/TopoJSONTileLayer';
import GeoJSONWorkerTileLayer, {geoJSONWorkerTileLayer} from './layer/tile/GeoJSONWorkerTileLayer';
import TopoJSONWorkerTileLayer, {topoJSONWorkerTileLayer} from './layer/tile/TopoJSONWorkerTileLayer';
import GeoJSONLayer, {geoJSONLayer} from './layer/GeoJSONLayer';
import TopoJSONLayer, {topoJSONLayer} from './layer/TopoJSONLayer';
import GeoJSONWorkerLayer, {geoJSONWorkerLayer} from './layer/GeoJSONWorkerLayer';
@ -43,10 +41,6 @@ const VIZI = {
geoJSONTileLayer: geoJSONTileLayer,
TopoJSONTileLayer: TopoJSONTileLayer,
topoJSONTileLayer: topoJSONTileLayer,
GeoJSONWorkerTileLayer: GeoJSONWorkerTileLayer,
geoJSONWorkerTileLayer: geoJSONWorkerTileLayer,
TopoJSONWorkerTileLayer: TopoJSONWorkerTileLayer,
topoJSONWorkerTileLayer: topoJSONWorkerTileLayer,
GeoJSONLayer: GeoJSONLayer,
geoJSONLayer: geoJSONLayer,
TopoJSONLayer: TopoJSONLayer,