Internal: Component constructor
type of the component. Ex. "TransformComponent"
Owning entity. Entity only passed when wrapping existing entity.
Optional: Some servers requires an access-token to perform the authentication to fetch assets-info.
Optional: Additional URL parameters which will be added to all tileset.json requests (not content or subtree requests). Each parameter must be separated by an '&'. Do not add the '?' prefix.
Optional: Some servers require an asset-id to select the correct dataset. The entire assets-mechanism will be bypassed if assetId is -1.
The base URL for the OGC 3DTiles dataset. Must at least contain a "tileset.json" file.
How much details we shall fetch depending on the tile's distance to the camera. Higher -> More details.
Optional: Don't render leaf nodes. Some converters (e.g. CesiumION) might introduce an abrupt visual change between a leaf and it's parent (usually in the form of materal change or a large difference in triangle-resolution). Use this switch if this is an issue. NOTE 1: If any child of a node is a leaf-node then none of the children will be rendered, only the parent due to how oct/quad-trees work. This option might therefore prevent a lot of high detailed nodes from being loaded because a leaf-node was placed high in the tree. NOTE 2: This feature might not work nice with tilesets with layers of "to be scheduled" sub-tilesets.
Optional: Enable caching. The system will not release tiles outside the view-frustum unless the "QualityService" reports a drop in quality. The "quality.GPUMemTargetMB" context-variable must be set to a non-zero value. Be aware that this will increase memory usage.
Internal flag set if component is a Cogs Core component.
Always load siblings of nodes in view regardless of their visibility. This is a way of "pre-scheduling" nodes which might come into view later.
Never remove visited root nodes from memory.
Optional: Global override-material which will be applied to all tiles. Please note that there are limits to what makes sense for a global override-material. Textures and other features which requires individual data-arrays will not work.
Render overlay bbox indicators for each tile.
Do not render child-tiles until all siblings are loaded and ready. Render parent tiles while waiting. When FALSE; all leaf nodes will be rendered as soon as they are ready. This may cause temprorary "holes" in the geometry but the popping down to a lower LOD level while loading siblings will be greatly reduced. Please note that a low value of the context variable "maxNumberOfConcurrentRequests" will increase the risk of holes in the geometry. NOTE: This setting will have no effect if the tileset is of type "refinement=ADD".
Gets the optional owning entity
Component name == type. For compatibility
Gets the type of the component. Ex. "TransformComponent", "SceneComponent" etc.
StaticcreateInternal: Creates a new component of the given type (name). Component is wrapped when adding to an entity.
Type of the component. Ex. "TransformComponent"
Created Cogs.js component.
Staticwrap
Component in Extension OGC3DTiles