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/**
* @license
* Cesium - https://github.com/CesiumGS/cesium
* Version 1.99
*
* Copyright 2011-2022 Cesium Contributors
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* Columbus View (Pat. Pend.)
*
* Portions licensed separately.
* See https://github.com/CesiumGS/cesium/blob/main/LICENSE.md for full licensing details.
*/
define(['./defaultValue-135942ca', './Transforms-ac2d28a9', './Matrix3-ea964448', './Check-40d84a28', './ComponentDatatype-ebdce3ba', './FrustumGeometry-18ca04a0', './GeometryAttribute-51d61732', './GeometryAttributes-899f8bd0', './Math-efde0c7b', './Matrix2-f9f1b94b', './RuntimeError-f0dada00', './combine-462d91dd', './WebGLConstants-fcb70ee3', './Plane-93af52b2', './VertexFormat-1d6950e1'], (function (defaultValue, Transforms, Matrix3, Check, ComponentDatatype, FrustumGeometry, GeometryAttribute, GeometryAttributes, Math, Matrix2, RuntimeError, combine, WebGLConstants, Plane, VertexFormat) { 'use strict';
const PERSPECTIVE = 0;
const 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.Check.typeOf.object("options", options);
Check.Check.typeOf.object("options.frustum", options.frustum);
Check.Check.typeOf.object("options.origin", options.origin);
Check.Check.typeOf.object("options.orientation", options.orientation);
//>>includeEnd('debug');
const frustum = options.frustum;
const orientation = options.orientation;
const 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.
const drawNearPlane = defaultValue.defaultValue(options._drawNearPlane, true);
let frustumType;
let frustumPackedLength;
if (frustum instanceof FrustumGeometry.PerspectiveFrustum) {
frustumType = PERSPECTIVE;
frustumPackedLength = FrustumGeometry.PerspectiveFrustum.packedLength;
} else if (frustum instanceof FrustumGeometry.OrthographicFrustum) {
frustumType = ORTHOGRAPHIC;
frustumPackedLength = FrustumGeometry.OrthographicFrustum.packedLength;
}
this._frustumType = frustumType;
this._frustum = frustum.clone();
this._origin = Matrix3.Cartesian3.clone(origin);
this._orientation = Transforms.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 + Matrix3.Cartesian3.packedLength + Transforms.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.Check.typeOf.object("value", value);
Check.Check.defined("array", array);
//>>includeEnd('debug');
startingIndex = defaultValue.defaultValue(startingIndex, 0);
const frustumType = value._frustumType;
const frustum = value._frustum;
array[startingIndex++] = frustumType;
if (frustumType === PERSPECTIVE) {
FrustumGeometry.PerspectiveFrustum.pack(frustum, array, startingIndex);
startingIndex += FrustumGeometry.PerspectiveFrustum.packedLength;
} else {
FrustumGeometry.OrthographicFrustum.pack(frustum, array, startingIndex);
startingIndex += FrustumGeometry.OrthographicFrustum.packedLength;
}
Matrix3.Cartesian3.pack(value._origin, array, startingIndex);
startingIndex += Matrix3.Cartesian3.packedLength;
Transforms.Quaternion.pack(value._orientation, array, startingIndex);
startingIndex += Transforms.Quaternion.packedLength;
array[startingIndex] = value._drawNearPlane ? 1.0 : 0.0;
return array;
};
const scratchPackPerspective = new FrustumGeometry.PerspectiveFrustum();
const scratchPackOrthographic = new FrustumGeometry.OrthographicFrustum();
const scratchPackQuaternion = new Transforms.Quaternion();
const scratchPackorigin = new Matrix3.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.Check.defined("array", array);
//>>includeEnd('debug');
startingIndex = defaultValue.defaultValue(startingIndex, 0);
const frustumType = array[startingIndex++];
let frustum;
if (frustumType === PERSPECTIVE) {
frustum = FrustumGeometry.PerspectiveFrustum.unpack(
array,
startingIndex,
scratchPackPerspective
);
startingIndex += FrustumGeometry.PerspectiveFrustum.packedLength;
} else {
frustum = FrustumGeometry.OrthographicFrustum.unpack(
array,
startingIndex,
scratchPackOrthographic
);
startingIndex += FrustumGeometry.OrthographicFrustum.packedLength;
}
const origin = Matrix3.Cartesian3.unpack(array, startingIndex, scratchPackorigin);
startingIndex += Matrix3.Cartesian3.packedLength;
const orientation = Transforms.Quaternion.unpack(
array,
startingIndex,
scratchPackQuaternion
);
startingIndex += Transforms.Quaternion.packedLength;
const drawNearPlane = array[startingIndex] === 1.0;
if (!defaultValue.defined(result)) {
return new FrustumOutlineGeometry({
frustum: frustum,
origin: origin,
orientation: orientation,
_drawNearPlane: drawNearPlane,
});
}
const frustumResult =
frustumType === result._frustumType ? result._frustum : undefined;
result._frustum = frustum.clone(frustumResult);
result._frustumType = frustumType;
result._origin = Matrix3.Cartesian3.clone(origin, result._origin);
result._orientation = Transforms.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) {
const frustumType = frustumGeometry._frustumType;
const frustum = frustumGeometry._frustum;
const origin = frustumGeometry._origin;
const orientation = frustumGeometry._orientation;
const drawNearPlane = frustumGeometry._drawNearPlane;
const positions = new Float64Array(3 * 4 * 2);
FrustumGeometry.FrustumGeometry._computeNearFarPlanes(
origin,
orientation,
frustumType,
frustum,
positions
);
const attributes = new GeometryAttributes.GeometryAttributes({
position: new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.DOUBLE,
componentsPerAttribute: 3,
values: positions,
}),
});
let offset;
let index;
const numberOfPlanes = drawNearPlane ? 2 : 1;
const indices = new Uint16Array(8 * (numberOfPlanes + 1));
// Build the near/far planes
let 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 GeometryAttribute.Geometry({
attributes: attributes,
indices: indices,
primitiveType: GeometryAttribute.PrimitiveType.LINES,
boundingSphere: Transforms.BoundingSphere.fromVertices(positions),
});
};
function createFrustumOutlineGeometry(frustumGeometry, offset) {
if (defaultValue.defined(offset)) {
frustumGeometry = FrustumOutlineGeometry.unpack(frustumGeometry, offset);
}
return FrustumOutlineGeometry.createGeometry(frustumGeometry);
}
return createFrustumOutlineGeometry;
}));