All files / engine/Source/Core TerrainProvider.js

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import defined from "./defined.js";
import DeveloperError from "./DeveloperError.js";
import IndexDatatype from "./IndexDatatype.js";
import CesiumMath from "./Math.js";
 
/**
 * Provides terrain or other geometry for the surface of an ellipsoid.  The surface geometry is
 * organized into a pyramid of tiles according to a {@link TilingScheme}.  This type describes an
 * interface and is not intended to be instantiated directly.
 *
 * @alias TerrainProvider
 * @constructor
 *
 * @see EllipsoidTerrainProvider
 * @see CesiumTerrainProvider
 * @see VRTheWorldTerrainProvider
 * @see GoogleEarthEnterpriseTerrainProvider
 * @see ArcGISTiledElevationTerrainProvider
 * @see Cesium3DTilesTerrainProvider
 */
function TerrainProvider() {
  DeveloperError.throwInstantiationError();
}
 
Object.defineProperties(TerrainProvider.prototype, {
  /**
   * Gets an event that is raised when the terrain provider encounters an asynchronous error.  By subscribing
   * to the event, you will be notified of the error and can potentially recover from it.  Event listeners
   * are passed an instance of {@link TileProviderError}.
   * @memberof TerrainProvider.prototype
   * @type {Event<TerrainProvider.ErrorEvent>}
   * @readonly
   */
  errorEvent: {
    get: DeveloperError.throwInstantiationError,
  },
 
  /**
   * Gets the credit to display when this terrain provider is active.  Typically this is used to credit
   * the source of the terrain.
   * @memberof TerrainProvider.prototype
   * @type {Credit}
   * @readonly
   */
  credit: {
    get: DeveloperError.throwInstantiationError,
  },
 
  /**
   * Gets the tiling scheme used by the provider.
   * @memberof TerrainProvider.prototype
   * @type {TilingScheme}
   * @readonly
   */
  tilingScheme: {
    get: DeveloperError.throwInstantiationError,
  },
 
  /**
   * Gets a value indicating whether or not the provider includes a water mask.  The water mask
   * indicates which areas of the globe are water rather than land, so they can be rendered
   * as a reflective surface with animated waves.
   * @memberof TerrainProvider.prototype
   * @type {boolean}
   * @readonly
   */
  hasWaterMask: {
    get: DeveloperError.throwInstantiationError,
  },
 
  /**
   * Gets a value indicating whether or not the requested tiles include vertex normals.
   * @memberof TerrainProvider.prototype
   * @type {boolean}
   * @readonly
   */
  hasVertexNormals: {
    get: DeveloperError.throwInstantiationError,
  },
 
  /**
   * Gets an object that can be used to determine availability of terrain from this provider, such as
   * at points and in rectangles. This property may be undefined if availability
   * information is not available.
   * @memberof TerrainProvider.prototype
   * @type {TileAvailability|undefined}
   * @readonly
   */
  availability: {
    get: DeveloperError.throwInstantiationError,
  },
});
 
const regularGridIndicesCache = [];
 
/**
 * Gets a list of indices for a triangle mesh representing a regular grid.  Calling
 * this function multiple times with the same grid width and height returns the
 * same list of indices.  The total number of vertices must be less than or equal
 * to 65536.
 *
 * @param {number} width The number of vertices in the regular grid in the horizontal direction.
 * @param {number} height The number of vertices in the regular grid in the vertical direction.
 * @returns {Uint16Array|Uint32Array} The list of indices. Uint16Array gets returned for 64KB or less and Uint32Array for 4GB or less.
 */
TerrainProvider.getRegularGridIndices = function (width, height) {
  //>>includeStart('debug', pragmas.debug);
  Iif (width * height >= CesiumMath.FOUR_GIGABYTES) {
    throw new DeveloperError(
      "The total number of vertices (width * height) must be less than 4,294,967,296.",
    );
  }
  //>>includeEnd('debug');
 
  let byWidth = regularGridIndicesCache[width];
  if (!defined(byWidth)) {
    regularGridIndicesCache[width] = byWidth = [];
  }
 
  let indices = byWidth[height];
  if (!defined(indices)) {
    if (width * height < CesiumMath.SIXTY_FOUR_KILOBYTES) {
      indices = byWidth[height] = new Uint16Array(
        (width - 1) * (height - 1) * 6,
      );
    } else E{
      indices = byWidth[height] = new Uint32Array(
        (width - 1) * (height - 1) * 6,
      );
    }
    addRegularGridIndices(width, height, indices, 0);
  }
 
  return indices;
};
 
const regularGridAndEdgeIndicesCache = [];
 
/**
 * @private
 */
TerrainProvider.getRegularGridIndicesAndEdgeIndices = function (width, height) {
  //>>includeStart('debug', pragmas.debug);
  if (width * height >= CesiumMath.FOUR_GIGABYTES) {
    throw new DeveloperError(
      "The total number of vertices (width * height) must be less than 4,294,967,296.",
    );
  }
  //>>includeEnd('debug');
 
  let byWidth = regularGridAndEdgeIndicesCache[width];
  if (!defined(byWidth)) {
    regularGridAndEdgeIndicesCache[width] = byWidth = [];
  }
 
  let indicesAndEdges = byWidth[height];
  if (!defined(indicesAndEdges)) {
    const indices = TerrainProvider.getRegularGridIndices(width, height);
 
    const edgeIndices = getEdgeIndices(width, height);
    const westIndicesSouthToNorth = edgeIndices.westIndicesSouthToNorth;
    const southIndicesEastToWest = edgeIndices.southIndicesEastToWest;
    const eastIndicesNorthToSouth = edgeIndices.eastIndicesNorthToSouth;
    const northIndicesWestToEast = edgeIndices.northIndicesWestToEast;
 
    indicesAndEdges = byWidth[height] = {
      indices: indices,
      westIndicesSouthToNorth: westIndicesSouthToNorth,
      southIndicesEastToWest: southIndicesEastToWest,
      eastIndicesNorthToSouth: eastIndicesNorthToSouth,
      northIndicesWestToEast: northIndicesWestToEast,
    };
  }
 
  return indicesAndEdges;
};
 
const regularGridAndSkirtAndEdgeIndicesCache = [];
 
/**
 * @private
 */
TerrainProvider.getRegularGridAndSkirtIndicesAndEdgeIndices = function (
  width,
  height,
) {
  //>>includeStart('debug', pragmas.debug);
  Iif (width * height >= CesiumMath.FOUR_GIGABYTES) {
    throw new DeveloperError(
      "The total number of vertices (width * height) must be less than 4,294,967,296.",
    );
  }
  //>>includeEnd('debug');
 
  let byWidth = regularGridAndSkirtAndEdgeIndicesCache[width];
  if (!defined(byWidth)) {
    regularGridAndSkirtAndEdgeIndicesCache[width] = byWidth = [];
  }
 
  let indicesAndEdges = byWidth[height];
  if (!defined(indicesAndEdges)) {
    const gridVertexCount = width * height;
    const gridIndexCount = (width - 1) * (height - 1) * 6;
    const edgeVertexCount = width * 2 + height * 2;
    const edgeIndexCount = Math.max(0, edgeVertexCount - 4) * 6;
    const vertexCount = gridVertexCount + edgeVertexCount;
    const indexCount = gridIndexCount + edgeIndexCount;
 
    const edgeIndices = getEdgeIndices(width, height);
    const westIndicesSouthToNorth = edgeIndices.westIndicesSouthToNorth;
    const southIndicesEastToWest = edgeIndices.southIndicesEastToWest;
    const eastIndicesNorthToSouth = edgeIndices.eastIndicesNorthToSouth;
    const northIndicesWestToEast = edgeIndices.northIndicesWestToEast;
 
    const indices = IndexDatatype.createTypedArray(vertexCount, indexCount);
    addRegularGridIndices(width, height, indices, 0);
    TerrainProvider.addSkirtIndices(
      westIndicesSouthToNorth,
      southIndicesEastToWest,
      eastIndicesNorthToSouth,
      northIndicesWestToEast,
      gridVertexCount,
      indices,
      gridIndexCount,
    );
 
    indicesAndEdges = byWidth[height] = {
      indices: indices,
      westIndicesSouthToNorth: westIndicesSouthToNorth,
      southIndicesEastToWest: southIndicesEastToWest,
      eastIndicesNorthToSouth: eastIndicesNorthToSouth,
      northIndicesWestToEast: northIndicesWestToEast,
      indexCountWithoutSkirts: gridIndexCount,
    };
  }
 
  return indicesAndEdges;
};
 
/**
 * Calculates the number of skirt vertices given the edge indices.
 * @private
 * @param {number[]|Uint8Array|Uint16Array|Uint32Array} westIndicesSouthToNorth Edge indices along the west side of the tile.
 * @param {number[]|Uint8Array|Uint16Array|Uint32Array} southIndicesEastToWest Edge indices along the south side of the tile.
 * @param {number[]|Uint8Array|Uint16Array|Uint32Array} eastIndicesNorthToSouth Edge indices along the east side of the tile.
 * @param {number[]|Uint8Array|Uint16Array|Uint32Array} northIndicesWestToEast Edge indices along the north side of the tile.
 * @returns {number} The number of skirt vertices.
 */
TerrainProvider.getSkirtVertexCount = function (
  westIndicesSouthToNorth,
  southIndicesEastToWest,
  eastIndicesNorthToSouth,
  northIndicesWestToEast,
) {
  return (
    westIndicesSouthToNorth.length +
    southIndicesEastToWest.length +
    eastIndicesNorthToSouth.length +
    northIndicesWestToEast.length
  );
};
 
/**
 * Compute the number of skirt indices given the number of skirt vertices.
 * Consider a 3x3 grid of vertices. There will be 8 skirt vertices around the edge:
 * - 16 edge triangles
 * - 48 indices
 *
 *   |\|\|
 * |/|   |/|
 * |/|   |/|
 *   |\|\|
 *
 * @private
 * @param {number} skirtVertexCount
 * @returns {number}
 */
TerrainProvider.getSkirtIndexCount = function (skirtVertexCount) {
  return (skirtVertexCount - 4) * 2 * 3;
};
 
/**
 * Compute the number of skirt indices given the number of skirt vertices with filled corners.
 * Consider a 3x3 grid of vertices. There will be 8 skirt vertices around the edge:
 * - 16 edge triangles
 * - 4 cap triangles
 * - 60 indices
 *
 *  /|\|\|\
 * |/|   |/|
 * |/|   |/|
 *  \|\|\|/
 *
 * @private
 * @param {number} skirtVertexCount
 * @returns {number}
 */
TerrainProvider.getSkirtIndexCountWithFilledCorners = function (
  skirtVertexCount,
) {
  return ((skirtVertexCount - 4) * 2 + 4) * 3;
};
 
/**
 * Adds skirt indices.
 * This does not add filled corners. Use {@link TerrainProvider.addSkirtIndicesWithFilledCorners} to add skirt indices with filled corners.
 * @private
 * @param {number[]|Uint8Array|Uint16Array|Uint32Array} westIndicesSouthToNorth The indices of the vertices on the Western edge of the tile, ordered from South to North.
 * @param {number[]|Uint8Array|Uint16Array|Uint32Array} southIndicesEastToWest The indices of the vertices on the Southern edge of the tile, ordered from East to West.
 * @param {number[]|Uint8Array|Uint16Array|Uint32Array} eastIndicesNorthToSouth The indices of the vertices on the Eastern edge of the tile, ordered from North to South.
 * @param {number[]|Uint8Array|Uint16Array|Uint32Array} northIndicesWestToEast The indices of the vertices on the Northern edge of the tile, ordered from West to East.
 * @param {number} vertexCount The number of vertices in the tile before adding skirt vertices.
 * @param {Uint16Array|Uint32Array} indices The array of indices to which skirt indices are added.
 * @param {number} offset The offset into the indices array at which to start adding skirt indices.
 */
TerrainProvider.addSkirtIndices = function (
  westIndicesSouthToNorth,
  southIndicesEastToWest,
  eastIndicesNorthToSouth,
  northIndicesWestToEast,
  vertexCount,
  indices,
  offset,
) {
  let vertexIndex = vertexCount;
  offset = addSkirtIndices(
    westIndicesSouthToNorth,
    vertexIndex,
    indices,
    offset,
  );
  vertexIndex += westIndicesSouthToNorth.length;
  offset = addSkirtIndices(
    southIndicesEastToWest,
    vertexIndex,
    indices,
    offset,
  );
  vertexIndex += southIndicesEastToWest.length;
  offset = addSkirtIndices(
    eastIndicesNorthToSouth,
    vertexIndex,
    indices,
    offset,
  );
  vertexIndex += eastIndicesNorthToSouth.length;
  addSkirtIndices(northIndicesWestToEast, vertexIndex, indices, offset);
};
 
/**
 * Adds skirt indices with filled corners.
 * @private
 * @param {number[]|Uint8Array|Uint16Array|Uint32Array} westIndicesSouthToNorth The indices of the vertices on the Western edge of the tile, ordered from South to North.
 * @param {number[]|Uint8Array|Uint16Array|Uint32Array} southIndicesEastToWest The indices of the vertices on the Southern edge of the tile, ordered from East to West.
 * @param {number[]|Uint8Array|Uint16Array|Uint32Array} eastIndicesNorthToSouth The indices of the vertices on the Eastern edge of the tile, ordered from North to South.
 * @param {number[]|Uint8Array|Uint16Array|Uint32Array} northIndicesWestToEast The indices of the vertices on the Northern edge of the tile, ordered from West to East.
 * @param {number} vertexCount The number of vertices in the tile before adding skirt vertices.
 * @param {Uint16Array|Uint32Array} indices The array of indices to which skirt indices are added.
 * @param {number} offset The offset into the indices array at which to start adding skirt indices.
 */
TerrainProvider.addSkirtIndicesWithFilledCorners = function (
  westIndicesSouthToNorth,
  southIndicesEastToWest,
  eastIndicesNorthToSouth,
  northIndicesWestToEast,
  vertexCount,
  indices,
  offset,
) {
  // Add skirt indices without filled corners
  TerrainProvider.addSkirtIndices(
    westIndicesSouthToNorth,
    southIndicesEastToWest,
    eastIndicesNorthToSouth,
    northIndicesWestToEast,
    vertexCount,
    indices,
    offset,
  );
 
  const skirtVertexCount = TerrainProvider.getSkirtVertexCount(
    westIndicesSouthToNorth,
    southIndicesEastToWest,
    eastIndicesNorthToSouth,
    northIndicesWestToEast,
  );
  const skirtIndexCountWithoutCaps =
    TerrainProvider.getSkirtIndexCount(skirtVertexCount);
 
  const cornerStartIdx = offset + skirtIndexCountWithoutCaps;
 
  const cornerSWIndex = westIndicesSouthToNorth[0];
  const cornerNWIndex = northIndicesWestToEast[0];
  const cornerNEIndex = eastIndicesNorthToSouth[0];
  const cornerSEIndex = southIndicesEastToWest[0];
 
  // Indices based on edge order in addSkirtIndices
  const westSouthIndex = vertexCount;
  const westNorthIndex = westSouthIndex + westIndicesSouthToNorth.length - 1;
  const southEastIndex = westNorthIndex + 1;
  const southWestIndex = southEastIndex + southIndicesEastToWest.length - 1;
  const eastNorthIndex = southWestIndex + 1;
  const eastSouthIndex = eastNorthIndex + eastIndicesNorthToSouth.length - 1;
  const northWestIndex = eastSouthIndex + 1;
  const northEastIndex = northWestIndex + northIndicesWestToEast.length - 1;
 
  // Connect the corner vertices with the skirt vertices extending from the corner
 
  indices[cornerStartIdx + 0] = cornerSWIndex;
  indices[cornerStartIdx + 1] = westSouthIndex;
  indices[cornerStartIdx + 2] = southWestIndex;
 
  indices[cornerStartIdx + 3] = cornerSEIndex;
  indices[cornerStartIdx + 4] = southEastIndex;
  indices[cornerStartIdx + 5] = eastSouthIndex;
 
  indices[cornerStartIdx + 6] = cornerNEIndex;
  indices[cornerStartIdx + 7] = eastNorthIndex;
  indices[cornerStartIdx + 8] = northEastIndex;
 
  indices[cornerStartIdx + 9] = cornerNWIndex;
  indices[cornerStartIdx + 10] = northWestIndex;
  indices[cornerStartIdx + 11] = westNorthIndex;
};
 
function getEdgeIndices(width, height) {
  const westIndicesSouthToNorth = new Array(height);
  const southIndicesEastToWest = new Array(width);
  const eastIndicesNorthToSouth = new Array(height);
  const northIndicesWestToEast = new Array(width);
 
  let i;
  for (i = 0; i < width; ++i) {
    northIndicesWestToEast[i] = i;
    southIndicesEastToWest[i] = width * height - 1 - i;
  }
 
  for (i = 0; i < height; ++i) {
    eastIndicesNorthToSouth[i] = (i + 1) * width - 1;
    westIndicesSouthToNorth[i] = (height - i - 1) * width;
  }
 
  return {
    westIndicesSouthToNorth: westIndicesSouthToNorth,
    southIndicesEastToWest: southIndicesEastToWest,
    eastIndicesNorthToSouth: eastIndicesNorthToSouth,
    northIndicesWestToEast: northIndicesWestToEast,
  };
}
 
function addRegularGridIndices(width, height, indices, offset) {
  let index = 0;
  for (let j = 0; j < height - 1; ++j) {
    for (let i = 0; i < width - 1; ++i) {
      const upperLeft = index;
      const lowerLeft = upperLeft + width;
      const lowerRight = lowerLeft + 1;
      const upperRight = upperLeft + 1;
 
      indices[offset++] = upperLeft;
      indices[offset++] = lowerLeft;
      indices[offset++] = upperRight;
      indices[offset++] = upperRight;
      indices[offset++] = lowerLeft;
      indices[offset++] = lowerRight;
 
      ++index;
    }
    ++index;
  }
}
 
function addSkirtIndices(edgeIndices, vertexIndex, indices, offset) {
  let previousIndex = edgeIndices[0];
 
  const length = edgeIndices.length;
  for (let i = 1; i < length; ++i) {
    const index = edgeIndices[i];
 
    indices[offset++] = previousIndex;
    indices[offset++] = index;
    indices[offset++] = vertexIndex;
 
    indices[offset++] = vertexIndex;
    indices[offset++] = index;
    indices[offset++] = vertexIndex + 1;
 
    previousIndex = index;
    ++vertexIndex;
  }
 
  return offset;
}
 
/**
 * Specifies the quality of terrain created from heightmaps.  A value of 1.0 will
 * ensure that adjacent heightmap vertices are separated by no more than
 * {@link Globe.maximumScreenSpaceError} screen pixels and will probably go very slowly.
 * A value of 0.5 will cut the estimated level zero geometric error in half, allowing twice the
 * screen pixels between adjacent heightmap vertices and thus rendering more quickly.
 * @type {number}
 */
TerrainProvider.heightmapTerrainQuality = 0.25;
 
/**
 * Determines an appropriate geometric error estimate when the geometry comes from a heightmap.
 *
 * @param {Ellipsoid} ellipsoid The ellipsoid to which the terrain is attached.
 * @param {number} tileImageWidth The width, in pixels, of the heightmap associated with a single tile.
 * @param {number} numberOfTilesAtLevelZero The number of tiles in the horizontal direction at tile level zero.
 * @returns {number} An estimated geometric error.
 */
TerrainProvider.getEstimatedLevelZeroGeometricErrorForAHeightmap = function (
  ellipsoid,
  tileImageWidth,
  numberOfTilesAtLevelZero,
) {
  return (
    (ellipsoid.maximumRadius *
      2 *
      Math.PI *
      TerrainProvider.heightmapTerrainQuality) /
    (tileImageWidth * numberOfTilesAtLevelZero)
  );
};
 
/**
 * Requests the geometry for a given tile. The result must include terrain data and
 * may optionally include a water mask and an indication of which child tiles are available.
 * @function
 *
 * @param {number} x The X coordinate of the tile for which to request geometry.
 * @param {number} y The Y coordinate of the tile for which to request geometry.
 * @param {number} level The level of the tile for which to request geometry.
 * @param {Request} [request] The request object. Intended for internal use only.
 *
 * @returns {Promise<TerrainData>|undefined} A promise for the requested geometry.  If this method
 *          returns undefined instead of a promise, it is an indication that too many requests are already
 *          pending and the request will be retried later.
 */
TerrainProvider.prototype.requestTileGeometry =
  DeveloperError.throwInstantiationError;
 
/**
 * Gets the maximum geometric error allowed in a tile at a given level.
 * @function
 *
 * @param {number} level The tile level for which to get the maximum geometric error.
 * @returns {number} The maximum geometric error.
 */
TerrainProvider.prototype.getLevelMaximumGeometricError =
  DeveloperError.throwInstantiationError;
 
/**
 * Determines whether data for a tile is available to be loaded.
 * @function
 *
 * @param {number} x The X coordinate of the tile for which to request geometry.
 * @param {number} y The Y coordinate of the tile for which to request geometry.
 * @param {number} level The level of the tile for which to request geometry.
 * @returns {boolean|undefined} Undefined if not supported by the terrain provider, otherwise true or false.
 */
TerrainProvider.prototype.getTileDataAvailable =
  DeveloperError.throwInstantiationError;
 
/**
 * Makes sure we load availability data for a tile
 * @function
 *
 * @param {number} x The X coordinate of the tile for which to request geometry.
 * @param {number} y The Y coordinate of the tile for which to request geometry.
 * @param {number} level The level of the tile for which to request geometry.
 * @returns {undefined|Promise<void>} Undefined if nothing need to be loaded or a Promise that resolves when all required tiles are loaded
 */
TerrainProvider.prototype.loadTileDataAvailability =
  DeveloperError.throwInstantiationError;
export default TerrainProvider;
 
/**
 * A function that is called when an error occurs.
 * @callback TerrainProvider.ErrorEvent
 *
 * @this TerrainProvider
 * @param {TileProviderError} err An object holding details about the error that occurred.
 */