@cesium/engine
Version:
CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
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JavaScript
import BoundingSphere from "../Core/BoundingSphere.js";
import Cartesian2 from "../Core/Cartesian2.js";
import Cartesian3 from "../Core/Cartesian3.js";
import Cartesian4 from "../Core/Cartesian4.js";
import CesiumMath from "../Core/Math.js";
import Check from "../Core/Check.js";
import ClippingPlane from "./ClippingPlane.js";
import Matrix3 from "../Core/Matrix3.js";
import Matrix4 from "../Core/Matrix4.js";
import OrientedBoundingBox from "../Core/OrientedBoundingBox.js";
import VoxelBoundsCollection from "./VoxelBoundsCollection.js";
/**
* A cylinder {@link VoxelShape}.
*
* @alias VoxelCylinderShape
* @constructor
*
* @see VoxelShape
* @see VoxelBoxShape
* @see VoxelEllipsoidShape
* @see VoxelShapeType
*
* @private
*/
function VoxelCylinderShape() {
this._orientedBoundingBox = new OrientedBoundingBox();
this._boundingSphere = new BoundingSphere();
this._boundTransform = new Matrix4();
this._shapeTransform = new Matrix4();
/**
* The minimum bounds of the shape, corresponding to minimum radius, angle, and height.
* @type {Cartesian3}
* @private
*/
this._minBounds = VoxelCylinderShape.DefaultMinBounds.clone();
/**
* The maximum bounds of the shape, corresponding to maximum radius, angle, and height.
* @type {Cartesian3}
* @private
*/
this._maxBounds = VoxelCylinderShape.DefaultMaxBounds.clone();
const { DefaultMinBounds, DefaultMaxBounds } = VoxelCylinderShape;
const boundPlanes = [
new ClippingPlane(
Cartesian3.negate(Cartesian3.UNIT_Z, new Cartesian3()),
DefaultMinBounds.z,
),
new ClippingPlane(Cartesian3.UNIT_Z, -DefaultMaxBounds.z),
];
this._renderBoundPlanes = new VoxelBoundsCollection({ planes: boundPlanes });
this._shaderUniforms = {
cameraShapePosition: new Cartesian3(),
cylinderEcToRadialTangentUp: new Matrix3(),
cylinderRenderRadiusMinMax: new Cartesian2(),
cylinderRenderAngleMinMax: new Cartesian2(),
cylinderLocalToShapeUvRadius: new Cartesian2(),
cylinderLocalToShapeUvAngle: new Cartesian2(),
cylinderLocalToShapeUvHeight: new Cartesian2(),
cylinderShapeUvAngleRangeOrigin: 0.0,
};
this._shaderDefines = {
CYLINDER_HAS_SHAPE_BOUNDS_ANGLE: undefined,
CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN: undefined,
CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT: undefined,
CYLINDER_HAS_RENDER_BOUNDS_ANGLE: undefined,
CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO: undefined,
CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF: undefined,
CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF: undefined,
CYLINDER_INTERSECTION_INDEX_RADIUS_MAX: undefined,
CYLINDER_INTERSECTION_INDEX_RADIUS_MIN: undefined,
CYLINDER_INTERSECTION_INDEX_ANGLE: undefined,
};
this._shaderMaximumIntersectionsLength = 0; // not known until update
}
Object.defineProperties(VoxelCylinderShape.prototype, {
/**
* An oriented bounding box containing the bounded shape.
*
* @memberof VoxelCylinderShape.prototype
* @type {OrientedBoundingBox}
* @readonly
* @private
*/
orientedBoundingBox: {
get: function () {
return this._orientedBoundingBox;
},
},
/**
* A collection of planes used for the render bounds
* @memberof VoxelCylinderShape.prototype
* @type {VoxelBoundsCollection}
* @readonly
* @private
*/
renderBoundPlanes: {
get: function () {
return this._renderBoundPlanes;
},
},
/**
* A bounding sphere containing the bounded shape.
*
* @memberof VoxelCylinderShape.prototype
* @type {BoundingSphere}
* @readonly
* @private
*/
boundingSphere: {
get: function () {
return this._boundingSphere;
},
},
/**
* A transformation matrix containing the bounded shape.
*
* @memberof VoxelCylinderShape.prototype
* @type {Matrix4}
* @readonly
* @private
*/
boundTransform: {
get: function () {
return this._boundTransform;
},
},
/**
* A transformation matrix containing the shape, ignoring the bounds.
*
* @memberof VoxelCylinderShape.prototype
* @type {Matrix4}
* @readonly
* @private
*/
shapeTransform: {
get: function () {
return this._shapeTransform;
},
},
/**
* @memberof VoxelCylinderShape.prototype
* @type {Object<string, any>}
* @readonly
* @private
*/
shaderUniforms: {
get: function () {
return this._shaderUniforms;
},
},
/**
* @memberof VoxelCylinderShape.prototype
* @type {Object<string, any>}
* @readonly
* @private
*/
shaderDefines: {
get: function () {
return this._shaderDefines;
},
},
/**
* The maximum number of intersections against the shape for any ray direction.
* @memberof VoxelCylinderShape.prototype
* @type {number}
* @readonly
* @private
*/
shaderMaximumIntersectionsLength: {
get: function () {
return this._shaderMaximumIntersectionsLength;
},
},
});
const scratchScale = new Cartesian3();
const scratchClipMinBounds = new Cartesian3();
const scratchClipMaxBounds = new Cartesian3();
const scratchRenderMinBounds = new Cartesian3();
const scratchRenderMaxBounds = new Cartesian3();
const scratchTransformPositionWorldToLocal = new Matrix4();
const scratchCameraPositionLocal = new Cartesian3();
const scratchCameraRadialPosition = new Cartesian2();
/**
* Update the shape's state.
* @private
* @param {Matrix4} modelMatrix The model matrix.
* @param {Cartesian3} minBounds The minimum bounds.
* @param {Cartesian3} maxBounds The maximum bounds.
* @param {Cartesian3} [clipMinBounds] The minimum clip bounds.
* @param {Cartesian3} [clipMaxBounds] The maximum clip bounds.
* @returns {boolean} Whether the shape is visible.
*/
VoxelCylinderShape.prototype.update = function (
modelMatrix,
minBounds,
maxBounds,
clipMinBounds,
clipMaxBounds,
) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("modelMatrix", modelMatrix);
Check.typeOf.object("minBounds", minBounds);
Check.typeOf.object("maxBounds", maxBounds);
//>>includeEnd('debug');
clipMinBounds = clipMinBounds ?? minBounds.clone(scratchClipMinBounds);
clipMaxBounds = clipMaxBounds ?? maxBounds.clone(scratchClipMaxBounds);
minBounds = Cartesian3.clone(minBounds, this._minBounds);
maxBounds = Cartesian3.clone(maxBounds, this._maxBounds);
const { DefaultMinBounds, DefaultMaxBounds } = VoxelCylinderShape;
const defaultAngleRange = DefaultMaxBounds.y - DefaultMinBounds.y; // == 2 * PI
const defaultAngleRangeHalf = 0.5 * defaultAngleRange; // == PI
const epsilonZeroScale = CesiumMath.EPSILON10;
const epsilonAngle = CesiumMath.EPSILON10;
// Clamp the bounds to the valid range
minBounds.x = Math.max(0.0, minBounds.x);
// TODO: require maxBounds.x >= minBounds.x ?
maxBounds.x = Math.max(0.0, maxBounds.x);
minBounds.y = CesiumMath.negativePiToPi(minBounds.y);
maxBounds.y = CesiumMath.negativePiToPi(maxBounds.y);
clipMinBounds.y = CesiumMath.negativePiToPi(clipMinBounds.y);
clipMaxBounds.y = CesiumMath.negativePiToPi(clipMaxBounds.y);
// TODO: what does this do with partial volumes crossing the antimeridian?
// We could have minBounds.y = +PI/2 and maxBounds.y = -PI/2.
// Then clipMinBounds.y = +PI/4 and clipMaxBounds.y = -PI/4.
// This maximumByComponent would cancel the clipping.
const renderMinBounds = Cartesian3.maximumByComponent(
minBounds,
clipMinBounds,
scratchRenderMinBounds,
);
const renderMaxBounds = Cartesian3.minimumByComponent(
maxBounds,
clipMaxBounds,
scratchRenderMaxBounds,
);
// Exit early if the shape is not visible.
// Note that minAngle may be greater than maxAngle when crossing the 180th meridian.
// Cylinder is not visible if:
// - maxRadius is zero (line)
// - minRadius is greater than maxRadius
// - minHeight is greater than maxHeight
// - scale is 0 for any component (too annoying to reconstruct rotation matrix)
const scale = Matrix4.getScale(modelMatrix, scratchScale);
if (
renderMaxBounds.x === 0.0 ||
renderMinBounds.x > renderMaxBounds.x ||
renderMinBounds.z > renderMaxBounds.z ||
CesiumMath.equalsEpsilon(scale.x, 0.0, undefined, epsilonZeroScale) ||
CesiumMath.equalsEpsilon(scale.y, 0.0, undefined, epsilonZeroScale) ||
CesiumMath.equalsEpsilon(scale.z, 0.0, undefined, epsilonZeroScale)
) {
return false;
}
// Update the render bounds planes
const renderBoundPlanes = this._renderBoundPlanes;
renderBoundPlanes.get(0).distance = renderMinBounds.z;
renderBoundPlanes.get(1).distance = -renderMaxBounds.z;
this._shapeTransform = Matrix4.clone(modelMatrix, this._shapeTransform);
this._orientedBoundingBox = getCylinderChunkObb(
renderMinBounds,
renderMaxBounds,
this._shapeTransform,
this._orientedBoundingBox,
);
this._boundTransform = Matrix4.fromRotationTranslation(
this._orientedBoundingBox.halfAxes,
this._orientedBoundingBox.center,
this._boundTransform,
);
this._boundingSphere = BoundingSphere.fromOrientedBoundingBox(
this._orientedBoundingBox,
this._boundingSphere,
);
const shapeIsAngleReversed = maxBounds.y < minBounds.y;
const shapeAngleRange =
maxBounds.y - minBounds.y + shapeIsAngleReversed * defaultAngleRange;
const renderIsAngleReversed = renderMaxBounds.y < renderMinBounds.y;
const renderAngleRange =
renderMaxBounds.y -
renderMinBounds.y +
renderIsAngleReversed * defaultAngleRange;
const renderIsAngleRegular =
renderAngleRange >= defaultAngleRangeHalf - epsilonAngle &&
renderAngleRange < defaultAngleRange - epsilonAngle;
const renderIsAngleFlipped =
renderAngleRange > epsilonAngle &&
renderAngleRange < defaultAngleRangeHalf - epsilonAngle;
const renderIsAngleRangeZero = renderAngleRange <= epsilonAngle;
const renderHasAngle =
renderIsAngleRegular || renderIsAngleFlipped || renderIsAngleRangeZero;
const shaderUniforms = this._shaderUniforms;
const shaderDefines = this._shaderDefines;
// To keep things simple, clear the defines every time
for (const key in shaderDefines) {
if (shaderDefines.hasOwnProperty(key)) {
shaderDefines[key] = undefined;
}
}
// Keep track of how many intersections there are going to be.
let intersectionCount = 0;
shaderDefines["CYLINDER_INTERSECTION_INDEX_RADIUS_MAX"] = intersectionCount;
intersectionCount += 1;
if (shapeAngleRange < defaultAngleRange - epsilonAngle) {
shaderDefines["CYLINDER_HAS_SHAPE_BOUNDS_ANGLE"] = true;
}
if (renderMinBounds.x !== DefaultMinBounds.x) {
shaderDefines["CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN"] = true;
shaderDefines["CYLINDER_INTERSECTION_INDEX_RADIUS_MIN"] = intersectionCount;
intersectionCount += 1;
}
shaderUniforms.cylinderRenderRadiusMinMax = Cartesian2.fromElements(
renderMinBounds.x,
renderMaxBounds.x,
shaderUniforms.cylinderRenderRadiusMinMax,
);
if (renderMinBounds.x === renderMaxBounds.x) {
shaderDefines["CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT"] = true;
}
const radiusRange = maxBounds.x - minBounds.x;
let radialScale = 0.0;
let radialOffset = 1.0;
if (radiusRange !== 0.0) {
radialScale = 1.0 / radiusRange;
radialOffset = -minBounds.x * radialScale;
}
shaderUniforms.cylinderLocalToShapeUvRadius = Cartesian2.fromElements(
radialScale,
radialOffset,
shaderUniforms.cylinderLocalToShapeUvRadius,
);
const heightRange = maxBounds.z - minBounds.z; // Default 2.0
let heightScale = 0.0;
let heightOffset = 1.0;
if (heightRange !== 0.0) {
heightScale = 1.0 / heightRange;
heightOffset = -minBounds.z * heightScale;
}
shaderUniforms.cylinderLocalToShapeUvHeight = Cartesian2.fromElements(
heightScale,
heightOffset,
shaderUniforms.cylinderLocalToShapeUvHeight,
);
if (renderHasAngle) {
shaderDefines["CYLINDER_HAS_RENDER_BOUNDS_ANGLE"] = true;
shaderDefines["CYLINDER_INTERSECTION_INDEX_ANGLE"] = intersectionCount;
if (renderIsAngleRegular) {
shaderDefines["CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF"] = true;
intersectionCount += 1;
} else if (renderIsAngleFlipped) {
shaderDefines["CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF"] = true;
intersectionCount += 2;
} else if (renderIsAngleRangeZero) {
shaderDefines["CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO"] = true;
intersectionCount += 2;
}
shaderUniforms.cylinderRenderAngleMinMax = Cartesian2.fromElements(
renderMinBounds.y,
renderMaxBounds.y,
shaderUniforms.cylinderRenderAngleMinMax,
);
}
const uvMinAngle = (minBounds.y - DefaultMinBounds.y) / defaultAngleRange;
const uvMaxAngle = (maxBounds.y - DefaultMinBounds.y) / defaultAngleRange;
const uvAngleRangeZero = 1.0 - shapeAngleRange / defaultAngleRange;
// Translate the origin of UV angles (in [0,1]) to the center of the unoccupied space
const uvAngleRangeOrigin = (uvMaxAngle + 0.5 * uvAngleRangeZero) % 1.0;
shaderUniforms.cylinderShapeUvAngleRangeOrigin = uvAngleRangeOrigin;
if (shapeAngleRange <= epsilonAngle) {
shaderUniforms.cylinderLocalToShapeUvAngle = Cartesian2.fromElements(
0.0,
1.0,
shaderUniforms.cylinderLocalToShapeUvAngle,
);
} else {
const scale = defaultAngleRange / shapeAngleRange;
const shiftedMinAngle = uvMinAngle - uvAngleRangeOrigin;
const offset = -scale * (shiftedMinAngle - Math.floor(shiftedMinAngle));
shaderUniforms.cylinderLocalToShapeUvAngle = Cartesian2.fromElements(
scale,
offset,
shaderUniforms.cylinderLocalToShapeUvAngle,
);
}
this._shaderMaximumIntersectionsLength = intersectionCount;
return true;
};
const scratchRotateRtuToLocal = new Matrix3();
const scratchRtuRotation = new Matrix3();
const scratchTransformPositionViewToLocal = new Matrix4();
/**
* Update any view-dependent transforms.
* @private
* @param {FrameState} frameState The frame state.
*/
VoxelCylinderShape.prototype.updateViewTransforms = function (frameState) {
const shaderUniforms = this._shaderUniforms;
// 1. Update camera position in cylindrical coordinates
const transformPositionWorldToLocal = Matrix4.inverse(
this._shapeTransform,
scratchTransformPositionWorldToLocal,
);
const cameraPositionLocal = Matrix4.multiplyByPoint(
transformPositionWorldToLocal,
frameState.camera.positionWC,
scratchCameraPositionLocal,
);
shaderUniforms.cameraShapePosition = Cartesian3.fromElements(
Cartesian2.magnitude(cameraPositionLocal),
Math.atan2(cameraPositionLocal.y, cameraPositionLocal.x),
cameraPositionLocal.z,
shaderUniforms.cameraShapePosition,
);
// 2. Find radial, tangent, and up components at camera position
const cameraRadialDirection = Cartesian2.normalize(
Cartesian2.fromCartesian3(cameraPositionLocal, scratchCameraRadialPosition),
scratchCameraRadialPosition,
);
// As row vectors, the radial, tangent, and up vectors constitute a rotation matrix from local to RTU.
const rotateLocalToRtu = Matrix3.fromRowMajorArray(
[
cameraRadialDirection.x,
cameraRadialDirection.y,
0.0,
-cameraRadialDirection.y,
cameraRadialDirection.x,
0.0,
0.0,
0.0,
1.0,
],
scratchRotateRtuToLocal,
);
// 3. Get rotation from eye to local coordinates
const transformPositionViewToWorld =
frameState.context.uniformState.inverseView;
const transformPositionViewToLocal = Matrix4.multiplyTransformation(
transformPositionWorldToLocal,
transformPositionViewToWorld,
scratchTransformPositionViewToLocal,
);
const transformDirectionViewToLocal = Matrix4.getMatrix3(
transformPositionViewToLocal,
scratchRtuRotation,
);
// 4. Multiply to get rotation from eye to RTU coordinates
shaderUniforms.cylinderEcToRadialTangentUp = Matrix3.multiply(
rotateLocalToRtu,
transformDirectionViewToLocal,
shaderUniforms.cylinderEcToRadialTangentUp,
);
};
/**
* Convert a UV coordinate to the shape's UV space.
* @private
* @param {Cartesian3} positionLocal The local coordinate to convert.
* @param {Cartesian3} result The Cartesian3 to store the result in.
* @returns {Cartesian3} The converted UV coordinate.
*/
VoxelCylinderShape.prototype.convertLocalToShapeUvSpace = function (
positionLocal,
result,
) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("positionLocal", positionLocal);
Check.typeOf.object("result", result);
//>>includeEnd('debug');
let radius = Math.hypot(positionLocal.x, positionLocal.y);
let angle = Math.atan2(positionLocal.y, positionLocal.x);
let height = positionLocal.z;
const {
cylinderLocalToShapeUvRadius,
cylinderLocalToShapeUvAngle,
cylinderShapeUvAngleRangeOrigin,
cylinderLocalToShapeUvHeight,
} = this._shaderUniforms;
radius =
radius * cylinderLocalToShapeUvRadius.x + cylinderLocalToShapeUvRadius.y;
// Convert angle to a "UV" in [0,1] with 0 defined at the center of the unoccupied space.
angle = (angle + Math.PI) / (2.0 * Math.PI);
angle -= cylinderShapeUvAngleRangeOrigin;
angle = angle - Math.floor(angle);
// Scale and shift so [0,1] covers the occupied space.
angle = angle * cylinderLocalToShapeUvAngle.x + cylinderLocalToShapeUvAngle.y;
height =
height * cylinderLocalToShapeUvHeight.x + cylinderLocalToShapeUvHeight.y;
return Cartesian3.fromElements(radius, angle, height, result);
};
const scratchMinBounds = new Cartesian3();
const scratchMaxBounds = new Cartesian3();
/**
* Computes an oriented bounding box for a specified tile.
* @private
* @param {number} tileLevel The tile's level.
* @param {number} tileX The tile's x coordinate.
* @param {number} tileY The tile's y coordinate.
* @param {number} tileZ The tile's z coordinate.
* @param {OrientedBoundingBox} result The oriented bounding box that will be set to enclose the specified tile
* @returns {OrientedBoundingBox} The oriented bounding box.
*/
VoxelCylinderShape.prototype.computeOrientedBoundingBoxForTile = function (
tileLevel,
tileX,
tileY,
tileZ,
result,
) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.number("tileLevel", tileLevel);
Check.typeOf.number("tileX", tileX);
Check.typeOf.number("tileY", tileY);
Check.typeOf.number("tileZ", tileZ);
Check.typeOf.object("result", result);
//>>includeEnd('debug');
const minBounds = this._minBounds;
const maxBounds = this._maxBounds;
const sizeAtLevel = 1.0 / Math.pow(2.0, tileLevel);
const tileMinBounds = Cartesian3.fromElements(
CesiumMath.lerp(minBounds.x, maxBounds.x, tileX * sizeAtLevel),
CesiumMath.lerp(minBounds.y, maxBounds.y, tileY * sizeAtLevel),
CesiumMath.lerp(minBounds.z, maxBounds.z, tileZ * sizeAtLevel),
scratchMinBounds,
);
const tileMaxBounds = Cartesian3.fromElements(
CesiumMath.lerp(minBounds.x, maxBounds.x, (tileX + 1) * sizeAtLevel),
CesiumMath.lerp(minBounds.y, maxBounds.y, (tileY + 1) * sizeAtLevel),
CesiumMath.lerp(minBounds.z, maxBounds.z, (tileZ + 1) * sizeAtLevel),
scratchMaxBounds,
);
return getCylinderChunkObb(
tileMinBounds,
tileMaxBounds,
this._shapeTransform,
result,
);
};
const sampleSizeScratch = new Cartesian3();
/**
* Computes an oriented bounding box for a specified sample within a specified tile.
* @private
* @param {SpatialNode} spatialNode The spatial node containing the sample
* @param {Cartesian3} tileDimensions The size of the tile in number of samples, before padding
* @param {Cartesian3} tileUv The sample coordinate within the tile
* @param {OrientedBoundingBox} result The oriented bounding box that will be set to enclose the specified sample
* @returns {OrientedBoundingBox} The oriented bounding box.
*/
VoxelCylinderShape.prototype.computeOrientedBoundingBoxForSample = function (
spatialNode,
tileDimensions,
tileUv,
result,
) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("spatialNode", spatialNode);
Check.typeOf.object("tileDimensions", tileDimensions);
Check.typeOf.object("tileUv", tileUv);
Check.typeOf.object("result", result);
//>>includeEnd('debug');
const tileSizeAtLevel = 1.0 / Math.pow(2.0, spatialNode.level);
const sampleSize = Cartesian3.divideComponents(
Cartesian3.ONE,
tileDimensions,
sampleSizeScratch,
);
const sampleSizeAtLevel = Cartesian3.multiplyByScalar(
sampleSize,
tileSizeAtLevel,
sampleSizeScratch,
);
const minLerp = Cartesian3.multiplyByScalar(
Cartesian3.fromElements(
spatialNode.x + tileUv.x,
spatialNode.y + tileUv.y,
spatialNode.z + tileUv.z,
scratchMinBounds,
),
tileSizeAtLevel,
scratchMinBounds,
);
const maxLerp = Cartesian3.add(minLerp, sampleSizeAtLevel, scratchMaxBounds);
const minBounds = this._minBounds;
const maxBounds = this._maxBounds;
const sampleMinBounds = Cartesian3.fromElements(
CesiumMath.lerp(minBounds.x, maxBounds.x, minLerp.x),
CesiumMath.lerp(minBounds.y, maxBounds.y, minLerp.y),
CesiumMath.lerp(minBounds.z, maxBounds.z, minLerp.z),
scratchMinBounds,
);
const sampleMaxBounds = Cartesian3.fromElements(
CesiumMath.lerp(minBounds.x, maxBounds.x, maxLerp.x),
CesiumMath.lerp(minBounds.y, maxBounds.y, maxLerp.y),
CesiumMath.lerp(minBounds.z, maxBounds.z, maxLerp.z),
scratchMaxBounds,
);
return getCylinderChunkObb(
sampleMinBounds,
sampleMaxBounds,
this._shapeTransform,
result,
);
};
/**
* Defines the minimum bounds of the shape. Corresponds to minimum radius, angle, and height.
*
* @type {Cartesian3}
* @constant
* @readonly
*
* @private
*/
VoxelCylinderShape.DefaultMinBounds = Object.freeze(
new Cartesian3(0.0, -CesiumMath.PI, -1.0),
);
/**
* Defines the maximum bounds of the shape. Corresponds to maximum radius, angle, height.
*
* @type {Cartesian3}
* @constant
* @readonly
*
* @private
*/
VoxelCylinderShape.DefaultMaxBounds = Object.freeze(
new Cartesian3(1.0, +CesiumMath.PI, +1.0),
);
const maxTestAngles = 5;
const scratchTestAngles = new Array(maxTestAngles);
const scratchTranslation = new Cartesian3();
const scratchRotation = new Matrix3();
const scratchTranslationMatrix = new Matrix4();
const scratchRotationMatrix = new Matrix4();
const scratchScaleMatrix = new Matrix4();
const scratchMatrix = new Matrix4();
const scratchColumn0 = new Cartesian3();
const scratchColumn1 = new Cartesian3();
const scratchColumn2 = new Cartesian3();
const scratchCorners = new Array(8);
for (let i = 0; i < 8; i++) {
scratchCorners[i] = new Cartesian3();
}
function orthogonal(a, b, epsilon) {
return Math.abs(Cartesian4.dot(a, b)) < epsilon;
}
function isValidOrientedBoundingBoxTransformation(matrix) {
const column0 = Matrix4.getColumn(matrix, 0, scratchColumn0);
const column1 = Matrix4.getColumn(matrix, 1, scratchColumn1);
const column2 = Matrix4.getColumn(matrix, 2, scratchColumn2);
const epsilon = CesiumMath.EPSILON4;
return (
orthogonal(column0, column1, epsilon) &&
orthogonal(column1, column2, epsilon)
);
}
function computeLooseOrientedBoundingBox(matrix, result) {
const corners = scratchCorners;
Cartesian3.fromElements(-0.5, -0.5, -0.5, corners[0]);
Cartesian3.fromElements(-0.5, -0.5, 0.5, corners[1]);
Cartesian3.fromElements(-0.5, 0.5, -0.5, corners[2]);
Cartesian3.fromElements(-0.5, 0.5, 0.5, corners[3]);
Cartesian3.fromElements(0.5, -0.5, -0.5, corners[4]);
Cartesian3.fromElements(0.5, -0.5, 0.5, corners[5]);
Cartesian3.fromElements(0.5, 0.5, -0.5, corners[6]);
Cartesian3.fromElements(0.5, 0.5, 0.5, corners[7]);
for (let i = 0; i < 8; ++i) {
Matrix4.multiplyByPoint(matrix, corners[i], corners[i]);
}
return OrientedBoundingBox.fromPoints(corners, result);
}
const scratchBoxScale = new Cartesian3();
/**
* Computes an {@link OrientedBoundingBox} for a subregion of the shape.
*
* @function
*
* @param {Cartesian3} chunkMinBounds The minimum bounds of the subregion.
* @param {Cartesian3} chunkMaxBounds The maximum bounds of the subregion.
* @param {Matrix4} matrix The matrix to transform the points.
* @param {OrientedBoundingBox} result The object onto which to store the result.
* @returns {OrientedBoundingBox} The oriented bounding box that contains this subregion.
*
* @private
*/
function getCylinderChunkObb(chunkMinBounds, chunkMaxBounds, matrix, result) {
const radiusStart = chunkMinBounds.x;
const radiusEnd = chunkMaxBounds.x;
const angleStart = chunkMinBounds.y;
const angleEnd =
chunkMaxBounds.y < angleStart
? chunkMaxBounds.y + CesiumMath.TWO_PI
: chunkMaxBounds.y;
const heightStart = chunkMinBounds.z;
const heightEnd = chunkMaxBounds.z;
const angleRange = angleEnd - angleStart;
const angleMid = angleStart + angleRange * 0.5;
const testAngles = scratchTestAngles;
let testAngleCount = 0;
testAngles[testAngleCount++] = angleStart;
testAngles[testAngleCount++] = angleEnd;
testAngles[testAngleCount++] = angleMid;
if (angleRange > CesiumMath.PI) {
testAngles[testAngleCount++] = angleMid - CesiumMath.PI_OVER_TWO;
testAngles[testAngleCount++] = angleMid + CesiumMath.PI_OVER_TWO;
}
// Find bounding box in shape space relative to angleMid
let minX = Number.POSITIVE_INFINITY;
let minY = Number.POSITIVE_INFINITY;
let maxX = Number.NEGATIVE_INFINITY;
let maxY = Number.NEGATIVE_INFINITY;
for (let i = 0; i < testAngleCount; ++i) {
const angle = testAngles[i] - angleMid;
const cosAngle = Math.cos(angle);
const sinAngle = Math.sin(angle);
const x1 = cosAngle * radiusStart;
const y1 = sinAngle * radiusStart;
const x2 = cosAngle * radiusEnd;
const y2 = sinAngle * radiusEnd;
minX = Math.min(minX, x1, x2);
minY = Math.min(minY, y1, y2);
maxX = Math.max(maxX, x1, x2);
maxY = Math.max(maxY, y1, y2);
}
const extentX = maxX - minX;
const extentY = maxY - minY;
const extentZ = heightEnd - heightStart;
const centerX = (minX + maxX) * 0.5;
const centerY = (minY + maxY) * 0.5;
const centerZ = (heightStart + heightEnd) * 0.5;
const translation = Cartesian3.fromElements(
centerX,
centerY,
centerZ,
scratchTranslation,
);
const rotation = Matrix3.fromRotationZ(angleMid, scratchRotation);
const scale = Cartesian3.fromElements(
extentX,
extentY,
extentZ,
scratchBoxScale,
);
const scaleMatrix = Matrix4.fromScale(scale, scratchScaleMatrix);
const rotationMatrix = Matrix4.fromRotation(rotation, scratchRotationMatrix);
const translationMatrix = Matrix4.fromTranslation(
translation,
scratchTranslationMatrix,
);
// Shape space matrix = R * T * S
const localMatrix = Matrix4.multiplyTransformation(
rotationMatrix,
Matrix4.multiplyTransformation(
translationMatrix,
scaleMatrix,
scratchMatrix,
),
scratchMatrix,
);
const globalMatrix = Matrix4.multiplyTransformation(
matrix,
localMatrix,
scratchMatrix,
);
if (!isValidOrientedBoundingBoxTransformation(globalMatrix)) {
return computeLooseOrientedBoundingBox(globalMatrix, result);
}
return OrientedBoundingBox.fromTransformation(globalMatrix, result);
}
export default VoxelCylinderShape;