A Tile3DHeader represents a tile as Tileset3D. When a tile is first created, its content is not loaded;
the content is loaded on-demand when needed based on the view.
Do not construct this directly, instead access tiles through {@link Tileset3D#tileVisible}.
Determines if the tile has available content to render. true if the tile's
content is ready or if it has expired content this renders while new content loads; otherwise,
Returns boolean
contentFailed
get contentFailed(): boolean
Returns boolean
contentReady
get contentReady(): boolean
Determines if the tile's content is ready. This is automatically true for
tiles with empty content.
Returns boolean
contentUnloaded
get contentUnloaded(): boolean
Determines if the tile's content has not be requested. true if tile's
content has not be requested; otherwise, false.
Returns boolean
contentUrl
get contentUrl(): string
Returns string
hasChildren
get hasChildren(): boolean
Returns true if tile has children
Returns boolean
hasEmptyContent
get hasEmptyContent(): boolean
Returns boolean
hasRenderContent
get hasRenderContent(): boolean
Returns true if tile is not an empty tile and not an external tileset
Returns boolean
hasUnloadedContent
get hasUnloadedContent(): boolean
Returns true if tile has renderable content but it's unloaded
Returns boolean
id
get id(): string
Returns string
lodMetricType
get lodMetricType(): "geometricError"
Returns "geometricError"
lodMetricValue
get lodMetricValue(): number
Returns number
refine
get refine(): "REPLACE" | "ADD"
Returns "REPLACE" | "ADD"
selected
get selected(): boolean
Returns boolean
siblingIndex
get siblingIndex(): number
Returns number
type
get type(): "EMPTY" | "SCENEGRAPH" | "MESH"
Returns "EMPTY" | "SCENEGRAPH" | "MESH"
Methods
getScreenSpaceError
getScreenSpaceError(frameState: TileFrameState, useParentLodMetric: boolean): number
A Tile3DHeader represents a tile as Tileset3D. When a tile is first created, its content is not loaded; the content is loaded on-demand when needed based on the view. Do not construct this directly, instead access tiles through {@link Tileset3D#tileVisible}.