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@awayjs/view

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import { Box, Matrix3D, PlaneClassification, Plane3D, Vector3D } from '@awayjs/core'; import { BoundingVolumeBase } from './BoundingVolumeBase'; import { BoundingVolumePool } from './BoundingVolumePool'; import { ContainerNode } from '../partition/ContainerNode'; /** * BoundingBox represents a bounding box volume that has its planes aligned to the local coordinate axes of the bounded object. * This is useful for most sprites. */ export class BoundingBox extends BoundingVolumeBase { private _box: Box; private _centerX: number = 0; private _centerY: number = 0; private _centerZ: number = 0; private _halfExtentsX: number = 0; private _halfExtentsY: number = 0; private _halfExtentsZ: number = 0; /** * @inheritDoc */ public nullify(): void { this._centerX = this._centerY = this._centerZ = 0; this._halfExtentsX = this._halfExtentsY = this._halfExtentsZ = 0; } /** * @inheritDoc */ public isInFrustum(planes: Array<Plane3D>, numPlanes: number): boolean { if (this._invalid) this._update(); if (this._box == null) return; for (let i: number = 0; i < numPlanes; ++i) { const plane: Plane3D = planes[i]; const a: number = plane.a; const b: number = plane.b; const c: number = plane.c; const flippedExtentX: number = a < 0 ? -this._halfExtentsX : this._halfExtentsX; const flippedExtentY: number = b < 0 ? -this._halfExtentsY : this._halfExtentsY; const flippedExtentZ: number = c < 0 ? -this._halfExtentsZ : this._halfExtentsZ; const projDist: number = a * (this._centerX + flippedExtentX) + b * (this._centerY + flippedExtentY) + c * (this._centerZ + flippedExtentZ) - plane.d; if (projDist < 0) return false; } return true; } public rayIntersection(position: Vector3D, direction: Vector3D, targetNormal: Vector3D): number { if (this._invalid) this._update(); if (this._box == null) return -1; return this._box.rayIntersection(position, direction, targetNormal); } public getBox(): Box { if (this._invalid) this._update(); return this._box; } public classifyToPlane(plane: Plane3D): number { let a: number = plane.a; let b: number = plane.b; let c: number = plane.c; const centerDistance: number = a * this._centerX + b * this._centerY + c * this._centerZ - plane.d; if (a < 0) a = -a; if (b < 0) b = -b; if (c < 0) c = -c; const boundOffset: number = a * this._halfExtentsX + b * this._halfExtentsY + c * this._halfExtentsZ; return centerDistance > boundOffset ? PlaneClassification.FRONT : centerDistance < -boundOffset ? PlaneClassification.BACK : PlaneClassification.INTERSECT; } public _update(): void { super._update(); const targetCoordinateSpace: ContainerNode = <ContainerNode> this._asset; const picker = (<BoundingVolumePool> this._pool).picker; // a null invTargetMatrix means local coords to the node const invTargetMatrix: Matrix3D = (targetCoordinateSpace != picker.node) ? targetCoordinateSpace.getInverseMatrix3D() : null; this._box = picker._getBoxBoundsInternal(invTargetMatrix, this._strokeFlag, this._fastFlag, this._box); if (this._box == null) return; this._halfExtentsX = this._box.width / 2; this._halfExtentsY = this._box.height / 2; this._halfExtentsZ = this._box.depth / 2; this._centerX = this._box.x + this._halfExtentsX; this._centerY = this._box.y + this._halfExtentsY; this._centerZ = this._box.z + this._halfExtentsZ; } // public _createBoundsPrimitive():Sprite // { // this._prefab = new PrimitiveCubePrefab(null, ElementsType.LINE); // return <Sprite> this._prefab.getNewObject(); // } }