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440 lines
13 KiB
JavaScript
440 lines
13 KiB
JavaScript
import Check from "./Check.js";
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import defaultValue from "./defaultValue.js";
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import defined from "./defined.js";
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import DeveloperError from "./DeveloperError.js";
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import CesiumMath from "./Math.js";
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import PerspectiveOffCenterFrustum from "./PerspectiveOffCenterFrustum.js";
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/**
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* The viewing frustum is defined by 6 planes.
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* Each plane is represented by a {@link Cartesian4} object, where the x, y, and z components
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* define the unit vector normal to the plane, and the w component is the distance of the
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* plane from the origin/camera position.
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*
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* @alias PerspectiveFrustum
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* @constructor
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*
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* @param {Object} [options] An object with the following properties:
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* @param {Number} [options.fov] The angle of the field of view (FOV), in radians.
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* @param {Number} [options.aspectRatio] The aspect ratio of the frustum's width to it's height.
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* @param {Number} [options.near=1.0] The distance of the near plane.
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* @param {Number} [options.far=500000000.0] The distance of the far plane.
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* @param {Number} [options.xOffset=0.0] The offset in the x direction.
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* @param {Number} [options.yOffset=0.0] The offset in the y direction.
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*
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* @example
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* var frustum = new Cesium.PerspectiveFrustum({
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* fov : Cesium.Math.PI_OVER_THREE,
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* aspectRatio : canvas.clientWidth / canvas.clientHeight
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* near : 1.0,
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* far : 1000.0
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* });
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*
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* @see PerspectiveOffCenterFrustum
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*/
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function PerspectiveFrustum(options) {
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options = defaultValue(options, defaultValue.EMPTY_OBJECT);
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this._offCenterFrustum = new PerspectiveOffCenterFrustum();
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/**
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* The angle of the field of view (FOV), in radians. This angle will be used
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* as the horizontal FOV if the width is greater than the height, otherwise
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* it will be the vertical FOV.
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* @type {Number}
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* @default undefined
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*/
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this.fov = options.fov;
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this._fov = undefined;
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this._fovy = undefined;
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this._sseDenominator = undefined;
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/**
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* The aspect ratio of the frustum's width to it's height.
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* @type {Number}
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* @default undefined
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*/
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this.aspectRatio = options.aspectRatio;
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this._aspectRatio = undefined;
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/**
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* The distance of the near plane.
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* @type {Number}
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* @default 1.0
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*/
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this.near = defaultValue(options.near, 1.0);
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this._near = this.near;
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/**
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* The distance of the far plane.
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* @type {Number}
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* @default 500000000.0
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*/
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this.far = defaultValue(options.far, 500000000.0);
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this._far = this.far;
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/**
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* Offsets the frustum in the x direction.
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* @type {Number}
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* @default 0.0
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*/
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this.xOffset = defaultValue(options.xOffset, 0.0);
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this._xOffset = this.xOffset;
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/**
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* Offsets the frustum in the y direction.
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* @type {Number}
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* @default 0.0
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*/
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this.yOffset = defaultValue(options.yOffset, 0.0);
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this._yOffset = this.yOffset;
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}
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/**
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* The number of elements used to pack the object into an array.
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* @type {Number}
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*/
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PerspectiveFrustum.packedLength = 6;
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/**
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* Stores the provided instance into the provided array.
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*
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* @param {PerspectiveFrustum} value The value to pack.
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* @param {Number[]} array The array to pack into.
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* @param {Number} [startingIndex=0] The index into the array at which to start packing the elements.
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*
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* @returns {Number[]} The array that was packed into
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*/
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PerspectiveFrustum.pack = function (value, array, startingIndex) {
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.object("value", value);
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Check.defined("array", array);
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//>>includeEnd('debug');
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startingIndex = defaultValue(startingIndex, 0);
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array[startingIndex++] = value.fov;
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array[startingIndex++] = value.aspectRatio;
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array[startingIndex++] = value.near;
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array[startingIndex++] = value.far;
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array[startingIndex++] = value.xOffset;
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array[startingIndex] = value.yOffset;
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return array;
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};
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/**
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* Retrieves an instance from a packed array.
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*
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* @param {Number[]} array The packed array.
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* @param {Number} [startingIndex=0] The starting index of the element to be unpacked.
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* @param {PerspectiveFrustum} [result] The object into which to store the result.
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* @returns {PerspectiveFrustum} The modified result parameter or a new PerspectiveFrustum instance if one was not provided.
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*/
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PerspectiveFrustum.unpack = function (array, startingIndex, result) {
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//>>includeStart('debug', pragmas.debug);
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Check.defined("array", array);
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//>>includeEnd('debug');
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startingIndex = defaultValue(startingIndex, 0);
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if (!defined(result)) {
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result = new PerspectiveFrustum();
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}
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result.fov = array[startingIndex++];
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result.aspectRatio = array[startingIndex++];
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result.near = array[startingIndex++];
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result.far = array[startingIndex++];
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result.xOffset = array[startingIndex++];
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result.yOffset = array[startingIndex];
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return result;
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};
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function update(frustum) {
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//>>includeStart('debug', pragmas.debug);
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if (
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!defined(frustum.fov) ||
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!defined(frustum.aspectRatio) ||
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!defined(frustum.near) ||
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!defined(frustum.far)
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) {
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throw new DeveloperError(
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"fov, aspectRatio, near, or far parameters are not set."
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);
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}
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//>>includeEnd('debug');
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var f = frustum._offCenterFrustum;
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if (
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frustum.fov !== frustum._fov ||
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frustum.aspectRatio !== frustum._aspectRatio ||
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frustum.near !== frustum._near ||
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frustum.far !== frustum._far ||
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frustum.xOffset !== frustum._xOffset ||
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frustum.yOffset !== frustum._yOffset
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) {
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//>>includeStart('debug', pragmas.debug);
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if (frustum.fov < 0 || frustum.fov >= Math.PI) {
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throw new DeveloperError("fov must be in the range [0, PI).");
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}
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if (frustum.aspectRatio < 0) {
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throw new DeveloperError("aspectRatio must be positive.");
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}
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if (frustum.near < 0 || frustum.near > frustum.far) {
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throw new DeveloperError(
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"near must be greater than zero and less than far."
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);
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}
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//>>includeEnd('debug');
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frustum._aspectRatio = frustum.aspectRatio;
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frustum._fov = frustum.fov;
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frustum._fovy =
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frustum.aspectRatio <= 1
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? frustum.fov
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: Math.atan(Math.tan(frustum.fov * 0.5) / frustum.aspectRatio) * 2.0;
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frustum._near = frustum.near;
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frustum._far = frustum.far;
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frustum._sseDenominator = 2.0 * Math.tan(0.5 * frustum._fovy);
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frustum._xOffset = frustum.xOffset;
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frustum._yOffset = frustum.yOffset;
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f.top = frustum.near * Math.tan(0.5 * frustum._fovy);
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f.bottom = -f.top;
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f.right = frustum.aspectRatio * f.top;
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f.left = -f.right;
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f.near = frustum.near;
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f.far = frustum.far;
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f.right += frustum.xOffset;
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f.left += frustum.xOffset;
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f.top += frustum.yOffset;
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f.bottom += frustum.yOffset;
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}
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}
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Object.defineProperties(PerspectiveFrustum.prototype, {
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/**
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* Gets the perspective projection matrix computed from the view frustum.
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* @memberof PerspectiveFrustum.prototype
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* @type {Matrix4}
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* @readonly
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*
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* @see PerspectiveFrustum#infiniteProjectionMatrix
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*/
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projectionMatrix: {
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get: function () {
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update(this);
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return this._offCenterFrustum.projectionMatrix;
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},
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},
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/**
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* The perspective projection matrix computed from the view frustum with an infinite far plane.
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* @memberof PerspectiveFrustum.prototype
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* @type {Matrix4}
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* @readonly
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*
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* @see PerspectiveFrustum#projectionMatrix
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*/
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infiniteProjectionMatrix: {
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get: function () {
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update(this);
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return this._offCenterFrustum.infiniteProjectionMatrix;
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},
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},
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/**
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* Gets the angle of the vertical field of view, in radians.
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* @memberof PerspectiveFrustum.prototype
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* @type {Number}
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* @readonly
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* @default undefined
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*/
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fovy: {
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get: function () {
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update(this);
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return this._fovy;
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},
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},
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/**
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* @readonly
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* @private
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*/
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sseDenominator: {
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get: function () {
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update(this);
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return this._sseDenominator;
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},
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},
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});
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/**
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* Creates a culling volume for this frustum.
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*
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* @param {Cartesian3} position The eye position.
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* @param {Cartesian3} direction The view direction.
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* @param {Cartesian3} up The up direction.
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* @returns {CullingVolume} A culling volume at the given position and orientation.
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*
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* @example
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* // Check if a bounding volume intersects the frustum.
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* var cullingVolume = frustum.computeCullingVolume(cameraPosition, cameraDirection, cameraUp);
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* var intersect = cullingVolume.computeVisibility(boundingVolume);
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*/
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PerspectiveFrustum.prototype.computeCullingVolume = function (
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position,
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direction,
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up
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) {
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update(this);
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return this._offCenterFrustum.computeCullingVolume(position, direction, up);
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};
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/**
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* Returns the pixel's width and height in meters.
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*
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* @param {Number} drawingBufferWidth The width of the drawing buffer.
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* @param {Number} drawingBufferHeight The height of the drawing buffer.
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* @param {Number} distance The distance to the near plane in meters.
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* @param {Number} pixelRatio The scaling factor from pixel space to coordinate space.
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* @param {Cartesian2} result The object onto which to store the result.
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* @returns {Cartesian2} The modified result parameter or a new instance of {@link Cartesian2} with the pixel's width and height in the x and y properties, respectively.
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*
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* @exception {DeveloperError} drawingBufferWidth must be greater than zero.
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* @exception {DeveloperError} drawingBufferHeight must be greater than zero.
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* @exception {DeveloperError} pixelRatio must be greater than zero.
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*
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* @example
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* // Example 1
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* // Get the width and height of a pixel.
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* var pixelSize = camera.frustum.getPixelDimensions(scene.drawingBufferWidth, scene.drawingBufferHeight, 1.0, scene.pixelRatio, new Cesium.Cartesian2());
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*
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* @example
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* // Example 2
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* // Get the width and height of a pixel if the near plane was set to 'distance'.
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* // For example, get the size of a pixel of an image on a billboard.
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* var position = camera.position;
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* var direction = camera.direction;
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* var toCenter = Cesium.Cartesian3.subtract(primitive.boundingVolume.center, position, new Cesium.Cartesian3()); // vector from camera to a primitive
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* var toCenterProj = Cesium.Cartesian3.multiplyByScalar(direction, Cesium.Cartesian3.dot(direction, toCenter), new Cesium.Cartesian3()); // project vector onto camera direction vector
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* var distance = Cesium.Cartesian3.magnitude(toCenterProj);
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* var pixelSize = camera.frustum.getPixelDimensions(scene.drawingBufferWidth, scene.drawingBufferHeight, distance, scene.pixelRatio, new Cesium.Cartesian2());
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*/
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PerspectiveFrustum.prototype.getPixelDimensions = function (
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drawingBufferWidth,
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drawingBufferHeight,
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distance,
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pixelRatio,
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result
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) {
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update(this);
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return this._offCenterFrustum.getPixelDimensions(
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drawingBufferWidth,
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drawingBufferHeight,
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distance,
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pixelRatio,
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result
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);
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};
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/**
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* Returns a duplicate of a PerspectiveFrustum instance.
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*
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* @param {PerspectiveFrustum} [result] The object onto which to store the result.
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* @returns {PerspectiveFrustum} The modified result parameter or a new PerspectiveFrustum instance if one was not provided.
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*/
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PerspectiveFrustum.prototype.clone = function (result) {
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if (!defined(result)) {
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result = new PerspectiveFrustum();
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}
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result.aspectRatio = this.aspectRatio;
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result.fov = this.fov;
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result.near = this.near;
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result.far = this.far;
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// force update of clone to compute matrices
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result._aspectRatio = undefined;
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result._fov = undefined;
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result._near = undefined;
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result._far = undefined;
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this._offCenterFrustum.clone(result._offCenterFrustum);
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return result;
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};
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/**
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* Compares the provided PerspectiveFrustum componentwise and returns
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* <code>true</code> if they are equal, <code>false</code> otherwise.
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*
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* @param {PerspectiveFrustum} [other] The right hand side PerspectiveFrustum.
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* @returns {Boolean} <code>true</code> if they are equal, <code>false</code> otherwise.
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*/
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PerspectiveFrustum.prototype.equals = function (other) {
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if (!defined(other) || !(other instanceof PerspectiveFrustum)) {
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return false;
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}
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update(this);
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update(other);
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return (
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this.fov === other.fov &&
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this.aspectRatio === other.aspectRatio &&
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this._offCenterFrustum.equals(other._offCenterFrustum)
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);
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};
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/**
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* Compares the provided PerspectiveFrustum componentwise and returns
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* <code>true</code> if they pass an absolute or relative tolerance test,
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* <code>false</code> otherwise.
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*
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* @param {PerspectiveFrustum} other The right hand side PerspectiveFrustum.
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* @param {Number} relativeEpsilon The relative epsilon tolerance to use for equality testing.
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* @param {Number} [absoluteEpsilon=relativeEpsilon] The absolute epsilon tolerance to use for equality testing.
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* @returns {Boolean} <code>true</code> if this and other are within the provided epsilon, <code>false</code> otherwise.
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*/
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PerspectiveFrustum.prototype.equalsEpsilon = function (
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other,
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relativeEpsilon,
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absoluteEpsilon
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) {
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if (!defined(other) || !(other instanceof PerspectiveFrustum)) {
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return false;
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}
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update(this);
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update(other);
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return (
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CesiumMath.equalsEpsilon(
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this.fov,
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other.fov,
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relativeEpsilon,
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absoluteEpsilon
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) &&
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CesiumMath.equalsEpsilon(
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this.aspectRatio,
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other.aspectRatio,
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relativeEpsilon,
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absoluteEpsilon
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) &&
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this._offCenterFrustum.equalsEpsilon(
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other._offCenterFrustum,
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relativeEpsilon,
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absoluteEpsilon
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)
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);
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};
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export default PerspectiveFrustum;
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