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- 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;
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