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Fix glTF voxel ordering for ellipsoid shapes #12544
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Thank you for the pull request, @jjhembd! ✅ We can confirm we have a CLA on file for you. |
@ggetz for the note in |
If it is part of a public interface, I don't believe we can make it private. However, we can remove it from the public interface and only implement it for Technically speaking, we should probably list breaking changes as such in |
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@jjhembd Code here is looking good! Let's just make sure to address the above comment, and this should then be good to merge.
Thanks for the quick fix!
@ggetz I think this makes sense. I removed |
Sounds good to me! Thanks @jjhembd! |
Description
#12432 updated
Cesium3DTilesVoxelProvider
to read from tilesets containing glTF tiles, conforming to the proposed update to theEXT_primitive_voxels
extension. This included a change to the ordering of the input metadata, based on glTF conventions for the up-axis.However, the updated extension did not change the ordering of the metadata for ellipsoid-shaped voxels, since the
(longitude, latitude, altitude)
ordering defines its own "up-axis" along altitude. #12432 did not consider the ellipsoid case, and therefore broke ellipsoid-shaped voxel tilesets.This PR updates the logic to consider the metadata order for all
VoxelShapeType
s. Along the way, the keys of theVoxelMetadataOrder
enum were updated to the more explicitZ_UP
andY_UP
, sinceGLTF
does not really describe what is happening in each case.I also updated the
VoxelEllipsoid3DTiles
sample dataset to make the orientation of the data apparent in the Sandcastle, so we can catch problems like this more quickly.Issue number and link
Testing plan
Load the "Voxels in 3D Tiles" Sandcastle and verify that the colors render with the following correspondence:
Author checklist
CONTRIBUTORS.md
CHANGES.md
with a short summary of my change