@cesium/engine
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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
254 lines (219 loc) • 8.16 kB
JavaScript
import BoundingSphere from "./BoundingSphere.js";
import Cartesian3 from "./Cartesian3.js";
import Check from "./Check.js";
import ComponentDatatype from "./ComponentDatatype.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";
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.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');
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 = options._drawNearPlane ?? true;
let frustumType;
let 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 = startingIndex ?? 0;
const frustumType = value._frustumType;
const 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;
};
const scratchPackPerspective = new PerspectiveFrustum();
const scratchPackOrthographic = new OrthographicFrustum();
const scratchPackQuaternion = new Quaternion();
const 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 = startingIndex ?? 0;
const frustumType = array[startingIndex++];
let frustum;
if (frustumType === PERSPECTIVE) {
frustum = PerspectiveFrustum.unpack(
array,
startingIndex,
scratchPackPerspective,
);
startingIndex += PerspectiveFrustum.packedLength;
} else {
frustum = OrthographicFrustum.unpack(
array,
startingIndex,
scratchPackOrthographic,
);
startingIndex += OrthographicFrustum.packedLength;
}
const origin = Cartesian3.unpack(array, startingIndex, scratchPackorigin);
startingIndex += Cartesian3.packedLength;
const orientation = Quaternion.unpack(
array,
startingIndex,
scratchPackQuaternion,
);
startingIndex += Quaternion.packedLength;
const drawNearPlane = array[startingIndex] === 1.0;
if (!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 = 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) {
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._computeNearFarPlanes(
origin,
orientation,
frustumType,
frustum,
positions,
);
const attributes = new GeometryAttributes({
position: new GeometryAttribute({
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 Geometry({
attributes: attributes,
indices: indices,
primitiveType: PrimitiveType.LINES,
boundingSphere: BoundingSphere.fromVertices(positions),
});
};
export default FrustumOutlineGeometry;