ImageTile

expect open class ImageTile(sector: Sector, level: Level, row: Int, column: Int) : Tile, ResourcePostprocessor

Inheritors

actual open class ImageTile(sector: Sector, level: Level, row: Int, column: Int) : Tile, ResourcePostprocessor
actual open class ImageTile(sector: Sector, level: Level, row: Int, column: Int) : Tile, ResourcePostprocessor
actual open class ImageTile(sector: Sector, level: Level, row: Int, column: Int) : Tile, ResourcePostprocessor

Constructors

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expect constructor(sector: Sector, level: Level, row: Int, column: Int)
actual constructor(sector: Sector, level: Level, row: Int, column: Int)
actual constructor(sector: Sector, level: Level, row: Int, column: Int)
actual constructor(sector: Sector, level: Level, row: Int, column: Int)

Properties

column
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val column: Int

The tile's column within its level.

val column: Int

The tile's column within its level.

val column: Int

The tile's column within its level.

val column: Int

The tile's column within its level.

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actual var imageSource: ImageSource?
level
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The level at which this tile lies within a LevelSet.

val level: Level

The level at which this tile lies within a LevelSet.

val level: Level

The level at which this tile lies within a LevelSet.

val level: Level

The level at which this tile lies within a LevelSet.

row
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val row: Int

The tile's row within its level.

val row: Int

The tile's row within its level.

val row: Int

The tile's row within its level.

val row: Int

The tile's row within its level.

sector
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The sector spanned by this tile.

val sector: Sector

The sector spanned by this tile.

val sector: Sector

The sector spanned by this tile.

val sector: Sector

The sector spanned by this tile.

tileKey
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A key that uniquely identifies this tile within a level set. Tile keys are not unique to a specific level set.

A key that uniquely identifies this tile within a level set. Tile keys are not unique to a specific level set.

A key that uniquely identifies this tile within a level set. Tile keys are not unique to a specific level set.

A key that uniquely identifies this tile within a level set. Tile keys are not unique to a specific level set.

Functions

distanceToCamera
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Distance from this tile's nearest point to the camera, cached per camera position and elevation timestamp so the fog cull and the subdivision test share one computation per frame. 3D globes only - offset (2D continuous) globes reposition tiles without moving the camera point.

fun distanceToCamera(rc: RenderContext): Double

Distance from this tile's nearest point to the camera, cached per camera position and elevation timestamp so the fog cull and the subdivision test share one computation per frame. 3D globes only - offset (2D continuous) globes reposition tiles without moving the camera point.

fun distanceToCamera(rc: RenderContext): Double

Distance from this tile's nearest point to the camera, cached per camera position and elevation timestamp so the fog cull and the subdivision test share one computation per frame. 3D globes only - offset (2D continuous) globes reposition tiles without moving the camera point.

fun distanceToCamera(rc: RenderContext): Double

Distance from this tile's nearest point to the camera, cached per camera position and elevation timestamp so the fog cull and the subdivision test share one computation per frame. 3D globes only - offset (2D continuous) globes reposition tiles without moving the camera point.

intersectsFrustum
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Indicates whether this tile's Cartesian extent intersects a frustum.

fun intersectsFrustum(rc: RenderContext): Boolean

Indicates whether this tile's Cartesian extent intersects a frustum.

fun intersectsFrustum(rc: RenderContext): Boolean

Indicates whether this tile's Cartesian extent intersects a frustum.

fun intersectsFrustum(rc: RenderContext): Boolean

Indicates whether this tile's Cartesian extent intersects a frustum.

intersectsSector
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Indicates whether this tile intersects a specified sector.

fun intersectsSector(sector: Sector): Boolean

Indicates whether this tile intersects a specified sector.

fun intersectsSector(sector: Sector): Boolean

Indicates whether this tile intersects a specified sector.

fun intersectsSector(sector: Sector): Boolean

Indicates whether this tile intersects a specified sector.

isFullyFogged
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Indicates whether this tile is entirely past full fog saturation and can be culled from assembly. Tall tiles are kept while their peaks can still rise above the horizon (line of sight reaches the camera horizon plus the peak's own horizon distance), so mountain ranges visible beyond the geometric horizon never vanish. Assumes height limits were refreshed this frame - the assembly gates test intersectsFrustum first, which does that.

open fun isFullyFogged(rc: RenderContext): Boolean

Indicates whether this tile is entirely past full fog saturation and can be culled from assembly. Tall tiles are kept while their peaks can still rise above the horizon (line of sight reaches the camera horizon plus the peak's own horizon distance), so mountain ranges visible beyond the geometric horizon never vanish. Assumes height limits were refreshed this frame - the assembly gates test intersectsFrustum first, which does that.

open fun isFullyFogged(rc: RenderContext): Boolean

Indicates whether this tile is entirely past full fog saturation and can be culled from assembly. Tall tiles are kept while their peaks can still rise above the horizon (line of sight reaches the camera horizon plus the peak's own horizon distance), so mountain ranges visible beyond the geometric horizon never vanish. Assumes height limits were refreshed this frame - the assembly gates test intersectsFrustum first, which does that.

open fun isFullyFogged(rc: RenderContext): Boolean

Indicates whether this tile is entirely past full fog saturation and can be culled from assembly. Tall tiles are kept while their peaks can still rise above the horizon (line of sight reaches the camera horizon plus the peak's own horizon distance), so mountain ranges visible beyond the geometric horizon never vanish. Assumes height limits were refreshed this frame - the assembly gates test intersectsFrustum first, which does that.

mustSubdivide
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open fun mustSubdivide(rc: RenderContext, detailFactor: Double): Boolean

Indicates whether this tile should be subdivided based on the current navigation state and a specified detail factor.

open fun mustSubdivide(rc: RenderContext, detailFactor: Double): Boolean

Indicates whether this tile should be subdivided based on the current navigation state and a specified detail factor.

open fun mustSubdivide(rc: RenderContext, detailFactor: Double): Boolean

Indicates whether this tile should be subdivided based on the current navigation state and a specified detail factor.

open fun mustSubdivide(rc: RenderContext, detailFactor: Double): Boolean

Indicates whether this tile should be subdivided based on the current navigation state and a specified detail factor.

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expect open suspend override fun <Resource> process(resource: Resource): Resource

Process resource according to specified algorithm implementation

actual open suspend override fun <Resource> process(resource: Resource): Resource

Process resource according to specified algorithm implementation

actual open suspend override fun <Resource> process(resource: Resource): Resource

Process resource according to specified algorithm implementation

actual open suspend override fun <Resource> process(resource: Resource): Resource

Repeat image.onLoad event defined in RenderResourceCache to continue retrieval of original unprocessed image

subdivide
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open fun subdivide(tileFactory: TileFactory): Array<Tile>

Returns the four children formed by subdividing this tile. This tile's sector is subdivided into four quadrants as follows: Southwest; Southeast; Northwest; Northeast. A new tile is then constructed for each quadrant and configured with the next level within this tile's LevelSet and its corresponding row and column within that level. This returns null if this tile's level is the last level within its LevelSet.

open fun subdivide(tileFactory: TileFactory): Array<Tile>

Returns the four children formed by subdividing this tile. This tile's sector is subdivided into four quadrants as follows: Southwest; Southeast; Northwest; Northeast. A new tile is then constructed for each quadrant and configured with the next level within this tile's LevelSet and its corresponding row and column within that level. This returns null if this tile's level is the last level within its LevelSet.

open fun subdivide(tileFactory: TileFactory): Array<Tile>

Returns the four children formed by subdividing this tile. This tile's sector is subdivided into four quadrants as follows: Southwest; Southeast; Northwest; Northeast. A new tile is then constructed for each quadrant and configured with the next level within this tile's LevelSet and its corresponding row and column within that level. This returns null if this tile's level is the last level within its LevelSet.

open fun subdivide(tileFactory: TileFactory): Array<Tile>

Returns the four children formed by subdividing this tile. This tile's sector is subdivided into four quadrants as follows: Southwest; Southeast; Northwest; Northeast. A new tile is then constructed for each quadrant and configured with the next level within this tile's LevelSet and its corresponding row and column within that level. This returns null if this tile's level is the last level within its LevelSet.

subdivideToCache
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open fun subdivideToCache(tileFactory: TileFactory, cache: LruMemoryCache<String, Array<Tile>>, cacheSize: Int): Array<Tile>

Returns the four children formed by subdividing this tile, drawing those children from a specified cache. The cache is checked for a child collection prior to subdividing. If one exists in the cache it is returned rather than creating a new collection of children. If a new collection is created in the same manner as subdivide and added to the cache.

open fun subdivideToCache(tileFactory: TileFactory, cache: LruMemoryCache<String, Array<Tile>>, cacheSize: Int): Array<Tile>

Returns the four children formed by subdividing this tile, drawing those children from a specified cache. The cache is checked for a child collection prior to subdividing. If one exists in the cache it is returned rather than creating a new collection of children. If a new collection is created in the same manner as subdivide and added to the cache.

open fun subdivideToCache(tileFactory: TileFactory, cache: LruMemoryCache<String, Array<Tile>>, cacheSize: Int): Array<Tile>

Returns the four children formed by subdividing this tile, drawing those children from a specified cache. The cache is checked for a child collection prior to subdividing. If one exists in the cache it is returned rather than creating a new collection of children. If a new collection is created in the same manner as subdivide and added to the cache.

open fun subdivideToCache(tileFactory: TileFactory, cache: LruMemoryCache<String, Array<Tile>>, cacheSize: Int): Array<Tile>

Returns the four children formed by subdividing this tile, drawing those children from a specified cache. The cache is checked for a child collection prior to subdividing. If one exists in the cache it is returned rather than creating a new collection of children. If a new collection is created in the same manner as subdivide and added to the cache.