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Add a utility for querying when tiles change and only perform raycasts when needed. Ie when a tile that might be hit toggles in visibility. This can be used to automatically settle objects on a tile set surface.
More query capabilities could be provided, as well, when tiles change. Like tiles that fade in and out in a box or sphere bounds, etc. Useful for any kinds of surface projections.
Should account for multiple tile sets, static geometry from user.
The text was updated successfully, but these errors were encountered:
classQueryManager{/* Sets the scene that is raycast against */setScene(scene: Object3D|Array<Object3D>): void;/* Registers a ray or query to continuously check for updates */registerRayQuery(ray: Ray,updateCallback: (hit: HitInfo)=>{}): Number;registerLatLonQuery(lat: Number,lon: Number,updateCallback: (hit: HitInfo)=>{}): Number;/* Function for unregistering the callback */unregisterQuery(index: Number): void;}
Query logic update:
Perform initial query
If a tile geometry was hit then check for tile visibility change and requery
If a new tile is added then check if its bounds would intersect the ray and requery
Problems:
Dynamic objects cannot be accounted for without querying every frame.
If there are multiple tile sets we need to query against all of them as soon as they're added to check if tiles are hidden or shown.
Perhaps we can limit the capability to only static objects.
Add a utility for querying when tiles change and only perform raycasts when needed. Ie when a tile that might be hit toggles in visibility. This can be used to automatically settle objects on a tile set surface.
More query capabilities could be provided, as well, when tiles change. Like tiles that fade in and out in a box or sphere bounds, etc. Useful for any kinds of surface projections.
Should account for multiple tile sets, static geometry from user.
The text was updated successfully, but these errors were encountered: