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Clamp 3D Tileset Relative to Ground at Runtime

Open ggetz opened this issue 7 years ago • 5 comments

Add option to clamp 3D Tileset features relative to ground at runtime, similar to https://cesiumjs.org/Cesium/Build/Apps/Sandcastle/index.html?src=Geometry%20Height%20Reference.html

Requests from Community

For Unity but same ask to clamp individual features of a tileset to the ground - https://community.cesium.com/t/my-assets-add-data-upload-multiple-objects-and-set-their-geoposition/31959/3?u=mdc9001

ggetz avatar Oct 11 '18 14:10 ggetz

I was trying to find this earlier, so I'm posting here to keep it as a reference, here's a Sandcastle Gabby had on the forum to clamp individual tiles to the ground:

https://cesiumjs.org/Cesium/Build/Apps/Sandcastle/index.html#c=fVZtTxs5EP4re3xho0YOkOv1jgC6ElIuiAQKKaWQqnJ2nayL187Z3qCk4r/f+GXf8nKWot3YzzOeGT8z6wWWQRdLTRTFvB2cBl14y1JUznXGfMxbreBSYq798tV9gKOIKBVoESxFJgMqeICVIlqNuTfRFxzFZIozpj9a8Ei8EA5b7JPlVTK5jOgNvep/WfUPh7Sv+vzufdTt/9F/mT8+dK/+QgD6N758MSA6GJ3/HB712gN60H66fHq5Ht0l39K+vvnaWw27h/RmFP+8ueitBqvB+8FqRq+7V/MnMDa8+Kz6KUtieB+MPv8+/Am/i8HBoH2AztvdD0NBlu2n28do+uHHp8fz3rdXKiN91J6qLyS64/eHR5+YHv65b3OwgFRFNrQRkRJTfivFgsZEllmLJMGafBWSxR4TNjqOSRijcyVovEnm5DU30NuBsmacoQUlr+u0BzsX7jv3uoJr4BK53wx+jXkAY4IVucZLIm9p9ALs42CKmSJNt6rXXDreHueYv+XRqIhwAj44Z5D9az20b2jGxITA4c91MiJKf5yBFaW9OaBpmZEiIE0ZAeHAtCPPJU2ppguiEI7j0LlYCdY92hcjxwt9iGZkkh0HpfzuiAJtRgRNpUg/GnX247D9oX3UcJQ3ePrEujhWQqQjEXqPPAoJnRD5ShUJpxmPtJF6CKEI2Qgqe0eCK8EIYmLmVzv5LnaLgpvNYxCJ8T6wOxVWTDImIuMx5bMHwbLUZNggUH3W26XTIPSxQpnBecfWHAJHNOH6vMZp1HzdvstWYh5E6aKHrbE6JSAVMWGw7FfQDztRASSEzhJjoO4HSimnaZb+Y5creJCFtpK3htAPqaOunapguJApZoWInAKLokMzAlRNo/tMTnFEhhYdOsNNp66i44WNRsWwmE6dOksASqGn0Tlbni/vI8ywDN3uTR/Z/xuMYF7UO62YSTxPaGSFWvC8e1XuHNZBiCX7NSG2y/oWkevCJWG9rk9PT3f2oZo+zFaSKIjSHKNxsFMuugVUHOJBZc37hwAj2IKEDltUAuwOzv/awJfxKJzOGfG+DYTSFwR6GQNtbw2pGTxb9743EBQpLwrUb6xqUW1E5kHPB987dZRJ4W9rteVD2bDoUqIzyTcyVSmcNaQzVoG+NcpCcy95KrfFVXOiCGeboLQo5VQ/jEJSQlHbl2oKV9lESxxpT2r6MtitbDPWy7NuMmKCkzDfrrmBrvXLtx0t0zR8KUSZAXNUZiLvQ3cEx8tafkqyY+4Uo8kGowqsWNf9VwCZ57XAsfka9RawxbXHlKdSa+NVEZkFW3Y1n6uj4p210tmE5D6Fjd3a2tSPbTUJZbG0ly6XI/+/0lEY4TOdmDL3a8jNeMhUyCA0OGorHR4nntIJ3r2jOxJtTim390y/V3yz7t1jHkdYafh6QE5HYjZj5DzTGjK5n18SehxPoOzhCmMuC82gyHWUELjCxDUBrM+ZsaMFbr/a7NTELiu72uj6KdRzkksq16E9tb3m3onSS0bOHOVvms6F1OYyEyLU0gQ6IthQrUkGQcIhKmVoJ62cdBLTRUDj0/He2v1vvBdEDG7lsDLNGLunKzLeOztpAb5GY6Bu+ArfLIhkeGkgyeHZtZtECJ204O8mSwvBJlhWLP4H

OmarShehata avatar Dec 17 '18 17:12 OmarShehata

Is this in the pipeline?

gibranparvez avatar Feb 12 '19 15:02 gibranparvez

@gibranparvez it's not currently being developed. I think the problem with this is that it's a lot slower to clamp at runtime, and this can be usually done while generating the tileset.

OmarShehata avatar Feb 12 '19 15:02 OmarShehata

@OmarShehata Suggestions for the most efficient way of sampling the terrain (not just the ellipsoid) height and translating my 3dtileset's heights to them? Running into roadblocks trying to do this, and once I do I'd definitely report back so anyone else could use the same code.

gibranparvez avatar Feb 14 '19 14:02 gibranparvez

@gibranparvez I posted some thoughts in your forum thread here https://groups.google.com/d/msg/cesium-dev/l4aJ_gp3n4I/I3-Cot3cAgAJ

OmarShehata avatar Feb 14 '19 21:02 OmarShehata