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Add tile loading events for Voxels #12430
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Thank you for the pull request, @lukemckinstry! ✅ We can confirm we have a CLA on file for you. |
There are definitely visibility checks for the tiles (nodes), it's just not in a neat array like |
For Cesium3DTileset tileVisible, the If not, would we want to use this event, does it make sense to raise the tileVisible event without passing any info about the specific spatialNode? (I implemented this way for now fcd9a9c) |
It may be worth considering making the nodes part of the public API, and if they and |
This is ready for review. @ggetz @jjhembd
....spoke to soon....
|
Description
Takes the following events from Cesium3DTileset and adds them to VoxelPrimitive
allTilesLoaded
initialTilesLoaded
loadProgress
tileLoad
tileUnload
Also makes
VoxelPrimitive
useCesium3DTilesetStatistics
class, but only makes use of 2 of the stats in the class so far.ToDo
selectedTiles
(fromCesium3DTileset
) inVoxelPrimitive
, if so I believe this would be simple.Cesium3dTilesetSpec
toVoxelPrimitiveSpec
.VoxelTraversal.printDebugInformation
.Issue number and link
related to #12297
Testing plan
Many events currently fire inside of
VoxelTraversal.printDebugInformation
. Enable this but comment out the last line of the function which logs the debug output so you can read the output from listeners you set up to listen to the new events.Author checklist
CONTRIBUTORS.md
CHANGES.md
with a short summary of my change