import BoundingSphere from './BoundingSphere.js'; import Cartesian3 from './Cartesian3.js'; import Check from './Check.js'; import ComponentDatatype from './ComponentDatatype.js'; import defaultValue from './defaultValue.js'; import defined from './defined.js'; import FrustumGeometry from './FrustumGeometry.js'; import Geometry from './Geometry.js'; import GeometryAttribute from './GeometryAttribute.js'; import GeometryAttributes from './GeometryAttributes.js'; import OrthographicFrustum from './OrthographicFrustum.js'; import PerspectiveFrustum from './PerspectiveFrustum.js'; import PrimitiveType from './PrimitiveType.js'; import Quaternion from './Quaternion.js'; var PERSPECTIVE = 0; var ORTHOGRAPHIC = 1; /** * A description of the outline of a frustum with the given the origin and orientation. * * @alias FrustumOutlineGeometry * @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. */ function FrustumOutlineGeometry(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; // This is private because it is used by DebugCameraPrimitive to draw a multi-frustum by // creating multiple FrustumOutlineGeometrys. 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._workerName = 'createFrustumOutlineGeometry'; /** * The number of elements used to pack the object into an array. * @type {Number} */ this.packedLength = 2 + frustumPackedLength + Cartesian3.packedLength + Quaternion.packedLength; } /** * Stores the provided instance into the provided array. * * @param {FrustumOutlineGeometry} 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 */ FrustumOutlineGeometry.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; 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(); /** * 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 {FrustumOutlineGeometry} [result] The object into which to store the result. */ FrustumOutlineGeometry.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 drawNearPlane = array[startingIndex] === 1.0; if (!defined(result)) { return new FrustumOutlineGeometry({ frustum : frustum, origin : origin, orientation : orientation, _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._drawNearPlane = drawNearPlane; return result; }; /** * Computes the geometric representation of a frustum outline, including its vertices, indices, and a bounding sphere. * * @param {FrustumOutlineGeometry} frustumGeometry A description of the frustum. * @returns {Geometry|undefined} The computed vertices and indices. */ FrustumOutlineGeometry.createGeometry = function(frustumGeometry) { var frustumType = frustumGeometry._frustumType; var frustum = frustumGeometry._frustum; var origin = frustumGeometry._origin; var orientation = frustumGeometry._orientation; var drawNearPlane = frustumGeometry._drawNearPlane; var positions = new Float64Array(3 * 4 * 2); FrustumGeometry._computeNearFarPlanes(origin, orientation, frustumType, frustum, positions); var attributes = new GeometryAttributes({ position : new GeometryAttribute({ componentDatatype : ComponentDatatype.DOUBLE, componentsPerAttribute : 3, values : positions }) }); var offset; var index; var numberOfPlanes = drawNearPlane ? 2 : 1; var indices = new Uint16Array(8 * (numberOfPlanes + 1)); // Build the near/far planes var i = drawNearPlane ? 0 : 1; for (; i < 2; ++i) { offset = drawNearPlane ? i * 8 : 0; index = i * 4; indices[offset] = index; indices[offset + 1] = index + 1; indices[offset + 2] = index + 1; indices[offset + 3] = index + 2; indices[offset + 4] = index + 2; indices[offset + 5] = index + 3; indices[offset + 6] = index + 3; indices[offset + 7] = index; } // Build the sides of the frustums for (i = 0; i < 2; ++i) { offset = (numberOfPlanes + i) * 8; index = i * 4; indices[offset] = index; indices[offset + 1] = index + 4; indices[offset + 2] = index + 1; indices[offset + 3] = index + 5; indices[offset + 4] = index + 2; indices[offset + 5] = index + 6; indices[offset + 6] = index + 3; indices[offset + 7] = index + 7; } return new Geometry({ attributes : attributes, indices : indices, primitiveType : PrimitiveType.LINES, boundingSphere : BoundingSphere.fromVertices(positions) }); }; export default FrustumOutlineGeometry;