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JavaScript

import BoundingSphere from "./BoundingSphere.js";
import Cartesian3 from "./Cartesian3.js";
import Cartesian4 from "./Cartesian4.js";
import Check from "./Check.js";
import ComponentDatatype from "./ComponentDatatype.js";
import defaultValue from "./defaultValue.js";
import defined from "./defined.js";
import Geometry from "./Geometry.js";
import GeometryAttribute from "./GeometryAttribute.js";
import GeometryAttributes from "./GeometryAttributes.js";
import Matrix3 from "./Matrix3.js";
import Matrix4 from "./Matrix4.js";
import OrthographicFrustum from "./OrthographicFrustum.js";
import PerspectiveFrustum from "./PerspectiveFrustum.js";
import PrimitiveType from "./PrimitiveType.js";
import Quaternion from "./Quaternion.js";
import VertexFormat from "./VertexFormat.js";
var PERSPECTIVE = 0;
var ORTHOGRAPHIC = 1;
/**
* Describes a frustum at the given the origin and orientation.
*
* @alias FrustumGeometry
* @constructor
*
* @param {Object} options Object with the following properties:
* @param {PerspectiveFrustum|OrthographicFrustum} options.frustum The frustum.
* @param {Cartesian3} options.origin The origin of the frustum.
* @param {Quaternion} options.orientation The orientation of the frustum.
* @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed.
*/
function FrustumGeometry(options) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("options", options);
Check.typeOf.object("options.frustum", options.frustum);
Check.typeOf.object("options.origin", options.origin);
Check.typeOf.object("options.orientation", options.orientation);
//>>includeEnd('debug');
var frustum = options.frustum;
var orientation = options.orientation;
var origin = options.origin;
var vertexFormat = defaultValue(options.vertexFormat, VertexFormat.DEFAULT);
// This is private because it is used by DebugCameraPrimitive to draw a multi-frustum by
// creating multiple FrustumGeometrys. This way the near plane of one frustum doesn't overlap
// the far plane of another.
var drawNearPlane = defaultValue(options._drawNearPlane, true);
var frustumType;
var frustumPackedLength;
if (frustum instanceof PerspectiveFrustum) {
frustumType = PERSPECTIVE;
frustumPackedLength = PerspectiveFrustum.packedLength;
} else if (frustum instanceof OrthographicFrustum) {
frustumType = ORTHOGRAPHIC;
frustumPackedLength = OrthographicFrustum.packedLength;
}
this._frustumType = frustumType;
this._frustum = frustum.clone();
this._origin = Cartesian3.clone(origin);
this._orientation = Quaternion.clone(orientation);
this._drawNearPlane = drawNearPlane;
this._vertexFormat = vertexFormat;
this._workerName = "createFrustumGeometry";
/**
* The number of elements used to pack the object into an array.
* @type {Number}
*/
this.packedLength =
2 +
frustumPackedLength +
Cartesian3.packedLength +
Quaternion.packedLength +
VertexFormat.packedLength;
}
/**
* Stores the provided instance into the provided array.
*
* @param {FrustumGeometry} value The value to pack.
* @param {Number[]} array The array to pack into.
* @param {Number} [startingIndex=0] The index into the array at which to start packing the elements.
*
* @returns {Number[]} The array that was packed into
*/
FrustumGeometry.pack = function (value, array, startingIndex) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("value", value);
Check.defined("array", array);
//>>includeEnd('debug');
startingIndex = defaultValue(startingIndex, 0);
var frustumType = value._frustumType;
var frustum = value._frustum;
array[startingIndex++] = frustumType;
if (frustumType === PERSPECTIVE) {
PerspectiveFrustum.pack(frustum, array, startingIndex);
startingIndex += PerspectiveFrustum.packedLength;
} else {
OrthographicFrustum.pack(frustum, array, startingIndex);
startingIndex += OrthographicFrustum.packedLength;
}
Cartesian3.pack(value._origin, array, startingIndex);
startingIndex += Cartesian3.packedLength;
Quaternion.pack(value._orientation, array, startingIndex);
startingIndex += Quaternion.packedLength;
VertexFormat.pack(value._vertexFormat, array, startingIndex);
startingIndex += VertexFormat.packedLength;
array[startingIndex] = value._drawNearPlane ? 1.0 : 0.0;
return array;
};
var scratchPackPerspective = new PerspectiveFrustum();
var scratchPackOrthographic = new OrthographicFrustum();
var scratchPackQuaternion = new Quaternion();
var scratchPackorigin = new Cartesian3();
var scratchVertexFormat = new VertexFormat();
/**
* Retrieves an instance from a packed array.
*
* @param {Number[]} array The packed array.
* @param {Number} [startingIndex=0] The starting index of the element to be unpacked.
* @param {FrustumGeometry} [result] The object into which to store the result.
*/
FrustumGeometry.unpack = function (array, startingIndex, result) {
//>>includeStart('debug', pragmas.debug);
Check.defined("array", array);
//>>includeEnd('debug');
startingIndex = defaultValue(startingIndex, 0);
var frustumType = array[startingIndex++];
var frustum;
if (frustumType === PERSPECTIVE) {
frustum = PerspectiveFrustum.unpack(
array,
startingIndex,
scratchPackPerspective
);
startingIndex += PerspectiveFrustum.packedLength;
} else {
frustum = OrthographicFrustum.unpack(
array,
startingIndex,
scratchPackOrthographic
);
startingIndex += OrthographicFrustum.packedLength;
}
var origin = Cartesian3.unpack(array, startingIndex, scratchPackorigin);
startingIndex += Cartesian3.packedLength;
var orientation = Quaternion.unpack(
array,
startingIndex,
scratchPackQuaternion
);
startingIndex += Quaternion.packedLength;
var vertexFormat = VertexFormat.unpack(
array,
startingIndex,
scratchVertexFormat
);
startingIndex += VertexFormat.packedLength;
var drawNearPlane = array[startingIndex] === 1.0;
if (!defined(result)) {
return new FrustumGeometry({
frustum: frustum,
origin: origin,
orientation: orientation,
vertexFormat: vertexFormat,
_drawNearPlane: drawNearPlane,
});
}
var frustumResult =
frustumType === result._frustumType ? result._frustum : undefined;
result._frustum = frustum.clone(frustumResult);
result._frustumType = frustumType;
result._origin = Cartesian3.clone(origin, result._origin);
result._orientation = Quaternion.clone(orientation, result._orientation);
result._vertexFormat = VertexFormat.clone(vertexFormat, result._vertexFormat);
result._drawNearPlane = drawNearPlane;
return result;
};
function getAttributes(
offset,
normals,
tangents,
bitangents,
st,
normal,
tangent,
bitangent
) {
var stOffset = (offset / 3) * 2;
for (var i = 0; i < 4; ++i) {
if (defined(normals)) {
normals[offset] = normal.x;
normals[offset + 1] = normal.y;
normals[offset + 2] = normal.z;
}
if (defined(tangents)) {
tangents[offset] = tangent.x;
tangents[offset + 1] = tangent.y;
tangents[offset + 2] = tangent.z;
}
if (defined(bitangents)) {
bitangents[offset] = bitangent.x;
bitangents[offset + 1] = bitangent.y;
bitangents[offset + 2] = bitangent.z;
}
offset += 3;
}
st[stOffset] = 0.0;
st[stOffset + 1] = 0.0;
st[stOffset + 2] = 1.0;
st[stOffset + 3] = 0.0;
st[stOffset + 4] = 1.0;
st[stOffset + 5] = 1.0;
st[stOffset + 6] = 0.0;
st[stOffset + 7] = 1.0;
}
var scratchRotationMatrix = new Matrix3();
var scratchViewMatrix = new Matrix4();
var scratchInverseMatrix = new Matrix4();
var scratchXDirection = new Cartesian3();
var scratchYDirection = new Cartesian3();
var scratchZDirection = new Cartesian3();
var scratchNegativeX = new Cartesian3();
var scratchNegativeY = new Cartesian3();
var scratchNegativeZ = new Cartesian3();
var frustumSplits = new Array(3);
var frustumCornersNDC = new Array(4);
frustumCornersNDC[0] = new Cartesian4(-1.0, -1.0, 1.0, 1.0);
frustumCornersNDC[1] = new Cartesian4(1.0, -1.0, 1.0, 1.0);
frustumCornersNDC[2] = new Cartesian4(1.0, 1.0, 1.0, 1.0);
frustumCornersNDC[3] = new Cartesian4(-1.0, 1.0, 1.0, 1.0);
var scratchFrustumCorners = new Array(4);
for (var i = 0; i < 4; ++i) {
scratchFrustumCorners[i] = new Cartesian4();
}
FrustumGeometry._computeNearFarPlanes = function (
origin,
orientation,
frustumType,
frustum,
positions,
xDirection,
yDirection,
zDirection
) {
var rotationMatrix = Matrix3.fromQuaternion(
orientation,
scratchRotationMatrix
);
var x = defaultValue(xDirection, scratchXDirection);
var y = defaultValue(yDirection, scratchYDirection);
var z = defaultValue(zDirection, scratchZDirection);
x = Matrix3.getColumn(rotationMatrix, 0, x);
y = Matrix3.getColumn(rotationMatrix, 1, y);
z = Matrix3.getColumn(rotationMatrix, 2, z);
Cartesian3.normalize(x, x);
Cartesian3.normalize(y, y);
Cartesian3.normalize(z, z);
Cartesian3.negate(x, x);
var view = Matrix4.computeView(origin, z, y, x, scratchViewMatrix);
var inverseView;
var inverseViewProjection;
if (frustumType === PERSPECTIVE) {
var projection = frustum.projectionMatrix;
var viewProjection = Matrix4.multiply(
projection,
view,
scratchInverseMatrix
);
inverseViewProjection = Matrix4.inverse(
viewProjection,
scratchInverseMatrix
);
} else {
inverseView = Matrix4.inverseTransformation(view, scratchInverseMatrix);
}
if (defined(inverseViewProjection)) {
frustumSplits[0] = frustum.near;
frustumSplits[1] = frustum.far;
} else {
frustumSplits[0] = 0.0;
frustumSplits[1] = frustum.near;
frustumSplits[2] = frustum.far;
}
for (var i = 0; i < 2; ++i) {
for (var j = 0; j < 4; ++j) {
var corner = Cartesian4.clone(
frustumCornersNDC[j],
scratchFrustumCorners[j]
);
if (!defined(inverseViewProjection)) {
if (defined(frustum._offCenterFrustum)) {
frustum = frustum._offCenterFrustum;
}
var near = frustumSplits[i];
var far = frustumSplits[i + 1];
corner.x =
(corner.x * (frustum.right - frustum.left) +
frustum.left +
frustum.right) *
0.5;
corner.y =
(corner.y * (frustum.top - frustum.bottom) +
frustum.bottom +
frustum.top) *
0.5;
corner.z = (corner.z * (near - far) - near - far) * 0.5;
corner.w = 1.0;
Matrix4.multiplyByVector(inverseView, corner, corner);
} else {
corner = Matrix4.multiplyByVector(
inverseViewProjection,
corner,
corner
);
// Reverse perspective divide
var w = 1.0 / corner.w;
Cartesian3.multiplyByScalar(corner, w, corner);
Cartesian3.subtract(corner, origin, corner);
Cartesian3.normalize(corner, corner);
var fac = Cartesian3.dot(z, corner);
Cartesian3.multiplyByScalar(corner, frustumSplits[i] / fac, corner);
Cartesian3.add(corner, origin, corner);
}
positions[12 * i + j * 3] = corner.x;
positions[12 * i + j * 3 + 1] = corner.y;
positions[12 * i + j * 3 + 2] = corner.z;
}
}
};
/**
* Computes the geometric representation of a frustum, including its vertices, indices, and a bounding sphere.
*
* @param {FrustumGeometry} frustumGeometry A description of the frustum.
* @returns {Geometry|undefined} The computed vertices and indices.
*/
FrustumGeometry.createGeometry = function (frustumGeometry) {
var frustumType = frustumGeometry._frustumType;
var frustum = frustumGeometry._frustum;
var origin = frustumGeometry._origin;
var orientation = frustumGeometry._orientation;
var drawNearPlane = frustumGeometry._drawNearPlane;
var vertexFormat = frustumGeometry._vertexFormat;
var numberOfPlanes = drawNearPlane ? 6 : 5;
var positions = new Float64Array(3 * 4 * 6);
FrustumGeometry._computeNearFarPlanes(
origin,
orientation,
frustumType,
frustum,
positions
);
// -x plane
var offset = 3 * 4 * 2;
positions[offset] = positions[3 * 4];
positions[offset + 1] = positions[3 * 4 + 1];
positions[offset + 2] = positions[3 * 4 + 2];
positions[offset + 3] = positions[0];
positions[offset + 4] = positions[1];
positions[offset + 5] = positions[2];
positions[offset + 6] = positions[3 * 3];
positions[offset + 7] = positions[3 * 3 + 1];
positions[offset + 8] = positions[3 * 3 + 2];
positions[offset + 9] = positions[3 * 7];
positions[offset + 10] = positions[3 * 7 + 1];
positions[offset + 11] = positions[3 * 7 + 2];
// -y plane
offset += 3 * 4;
positions[offset] = positions[3 * 5];
positions[offset + 1] = positions[3 * 5 + 1];
positions[offset + 2] = positions[3 * 5 + 2];
positions[offset + 3] = positions[3];
positions[offset + 4] = positions[3 + 1];
positions[offset + 5] = positions[3 + 2];
positions[offset + 6] = positions[0];
positions[offset + 7] = positions[1];
positions[offset + 8] = positions[2];
positions[offset + 9] = positions[3 * 4];
positions[offset + 10] = positions[3 * 4 + 1];
positions[offset + 11] = positions[3 * 4 + 2];
// +x plane
offset += 3 * 4;
positions[offset] = positions[3];
positions[offset + 1] = positions[3 + 1];
positions[offset + 2] = positions[3 + 2];
positions[offset + 3] = positions[3 * 5];
positions[offset + 4] = positions[3 * 5 + 1];
positions[offset + 5] = positions[3 * 5 + 2];
positions[offset + 6] = positions[3 * 6];
positions[offset + 7] = positions[3 * 6 + 1];
positions[offset + 8] = positions[3 * 6 + 2];
positions[offset + 9] = positions[3 * 2];
positions[offset + 10] = positions[3 * 2 + 1];
positions[offset + 11] = positions[3 * 2 + 2];
// +y plane
offset += 3 * 4;
positions[offset] = positions[3 * 2];
positions[offset + 1] = positions[3 * 2 + 1];
positions[offset + 2] = positions[3 * 2 + 2];
positions[offset + 3] = positions[3 * 6];
positions[offset + 4] = positions[3 * 6 + 1];
positions[offset + 5] = positions[3 * 6 + 2];
positions[offset + 6] = positions[3 * 7];
positions[offset + 7] = positions[3 * 7 + 1];
positions[offset + 8] = positions[3 * 7 + 2];
positions[offset + 9] = positions[3 * 3];
positions[offset + 10] = positions[3 * 3 + 1];
positions[offset + 11] = positions[3 * 3 + 2];
if (!drawNearPlane) {
positions = positions.subarray(3 * 4);
}
var attributes = new GeometryAttributes({
position: new GeometryAttribute({
componentDatatype: ComponentDatatype.DOUBLE,
componentsPerAttribute: 3,
values: positions,
}),
});
if (
defined(vertexFormat.normal) ||
defined(vertexFormat.tangent) ||
defined(vertexFormat.bitangent) ||
defined(vertexFormat.st)
) {
var normals = defined(vertexFormat.normal)
? new Float32Array(3 * 4 * numberOfPlanes)
: undefined;
var tangents = defined(vertexFormat.tangent)
? new Float32Array(3 * 4 * numberOfPlanes)
: undefined;
var bitangents = defined(vertexFormat.bitangent)
? new Float32Array(3 * 4 * numberOfPlanes)
: undefined;
var st = defined(vertexFormat.st)
? new Float32Array(2 * 4 * numberOfPlanes)
: undefined;
var x = scratchXDirection;
var y = scratchYDirection;
var z = scratchZDirection;
var negativeX = Cartesian3.negate(x, scratchNegativeX);
var negativeY = Cartesian3.negate(y, scratchNegativeY);
var negativeZ = Cartesian3.negate(z, scratchNegativeZ);
offset = 0;
if (drawNearPlane) {
getAttributes(offset, normals, tangents, bitangents, st, negativeZ, x, y); // near
offset += 3 * 4;
}
getAttributes(offset, normals, tangents, bitangents, st, z, negativeX, y); // far
offset += 3 * 4;
getAttributes(
offset,
normals,
tangents,
bitangents,
st,
negativeX,
negativeZ,
y
); // -x
offset += 3 * 4;
getAttributes(
offset,
normals,
tangents,
bitangents,
st,
negativeY,
negativeZ,
negativeX
); // -y
offset += 3 * 4;
getAttributes(offset, normals, tangents, bitangents, st, x, z, y); // +x
offset += 3 * 4;
getAttributes(offset, normals, tangents, bitangents, st, y, z, negativeX); // +y
if (defined(normals)) {
attributes.normal = new GeometryAttribute({
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
values: normals,
});
}
if (defined(tangents)) {
attributes.tangent = new GeometryAttribute({
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
values: tangents,
});
}
if (defined(bitangents)) {
attributes.bitangent = new GeometryAttribute({
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
values: bitangents,
});
}
if (defined(st)) {
attributes.st = new GeometryAttribute({
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 2,
values: st,
});
}
}
var indices = new Uint16Array(6 * numberOfPlanes);
for (var i = 0; i < numberOfPlanes; ++i) {
var indexOffset = i * 6;
var index = i * 4;
indices[indexOffset] = index;
indices[indexOffset + 1] = index + 1;
indices[indexOffset + 2] = index + 2;
indices[indexOffset + 3] = index;
indices[indexOffset + 4] = index + 2;
indices[indexOffset + 5] = index + 3;
}
return new Geometry({
attributes: attributes,
indices: indices,
primitiveType: PrimitiveType.TRIANGLES,
boundingSphere: BoundingSphere.fromVertices(positions),
});
};
export default FrustumGeometry;