A new S2BoundingVolume, and to include it in the BoundingVolume variant.
A new S2TileID in the TileID variant.
The implicit tiling code will need to know how to subdivide S2TileIDs in addition to quadtrees and octrees.
For tile selection, we'll need to be able to cull the new bounding volume against the frustum and to compute the distance to it from the camera. Look to the CesiumJS implementation and to https://github.com/google/s2geometry for inspiration. Worst case scenario, we can compute an OrientedBoundingBox from the S2 volume and use that for culling and distance checks, similar to what we do for BoundingRegion.
https://github.com/CesiumGS/3d-tiles/tree/3d-tiles-next/extensions/3DTILES_bounding_volume_S2
This builds on #355.
We'll need:
S2BoundingVolume
, and to include it in theBoundingVolume
variant.S2TileID
in the TileID variant.OrientedBoundingBox
from the S2 volume and use that for culling and distance checks, similar to what we do forBoundingRegion
.