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Feature Hierarchy extension #2
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// for the car example
var implicitId = 5;
var ext = gltf.extensions.CESIUM_3dtiles_batch_table;
var classInstance = ext.classIds.values[implicitId];
var offset = 0;
for (var i = 0; i < classInstance; ++i) {
offset += ext.classes[i].batchLength;
}
var sedan = ext.classIds[classInstance].instances.carType.values[implicitId - offset];
var color = ext.classIds[classInstance].instances.carColor.values[implicitId - offset];
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We should be consistent with the glTF naming scheme i.e. use |
@lilleyse great to see this. Please bump to me when ready. |
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Renamed the extension to |
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Renamed to |
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@lilleyse is this now built into the latest feature metadata extension? Or will this be a separate extension? |
@pjcozzi this is separate from the metadata extension. I'm going to close this PR since it's out of sync with the latest |
Update to latest Khronos master
Note: this extension is not up-to-date with the latest draft of EXT_feature_metadata
Direct link to extension: EXT_3dtiles_feature_hierarchy
This extension is built on top of EXT_3dtiles_feature_metadata to allow for feature classes and metadata hierarchies.
The current 3D Tiles batch table hierarchy spec is here. It didn't take too much work to move it to glTF, the only difference is that binary properties can now use glTF accessors. Other changes include:
length
property of a class is renamed toinstanceCount
instances
property of a class is renamed toproperties
to match the regular feature tableinstancesLength
top-level property is renamed toinstanceCount
Notes:
Instead should properties could be preceded by their class name (e.g.
Building#name
orBuilding.name
) to avoid collisions?@mramato @kring is there anything else that would be nice to have for declarative styling purposes, specifically for the feature hierarchy?