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@xeokit/xeokit-sdk

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3D BIM IFC Viewer SDK for AEC engineering applications. Open Source JavaScript Toolkit based on pure WebGL for top performance, real-world coordinates and full double precision

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import {Component} from '../Component.js'; import {RenderState} from '../webgl/RenderState.js'; import {math} from '../math/math.js'; /** * @desc Defines its {@link Camera}'s perspective projection as a frustum-shaped view volume. * * * Located at {@link Camera#frustum}. * * Allows to explicitly set the positions of the left, right, top, bottom, near and far planes, which is useful for asymmetrical view volumes, such as for stereo viewing. * * {@link Frustum#near} and {@link Frustum#far} specify the distances to the WebGL clipping planes. */ class Frustum extends Component { /** @private */ get type() { return "Frustum"; } /** * @constructor * @private */ constructor(camera, cfg = {}) { super(camera, cfg); /** * The Camera this Frustum belongs to. * * @property camera * @type {Camera} * @final */ this.camera = camera; this._state = new RenderState({ matrix: math.mat4(), inverseMatrix: math.mat4(), transposedMatrix: math.mat4(), near: 0.1, far: 10000.0 }); this._left = -1.0; this._right = 1.0; this._bottom = -1.0; this._top = 1.0; this._inverseMatrixDirty = true; this._transposedMatrixDirty = true; // Set component properties this.left = cfg.left; this.right = cfg.right; this.bottom = cfg.bottom; this.top = cfg.top; this.near = cfg.near; this.far = cfg.far; } _update() { math.frustumMat4(this._left, this._right, this._bottom, this._top, this._state.near, this._state.far, this._state.matrix); this._inverseMatrixDirty = true; this._transposedMatrixDirty = true; this.glRedraw(); this.fire("matrix", this._state.matrix); } /** * Sets the position of the Frustum's left plane on the View-space X-axis. * * Fires a {@link Frustum#left:emits} emits on change. * * @param {Number} value New left frustum plane position. */ set left(value) { this._left = (value !== undefined && value !== null) ? value : -1.0; this._needUpdate(0); this.fire("left", this._left); } /** * Gets the position of the Frustum's left plane on the View-space X-axis. * * @return {Number} Left frustum plane position. */ get left() { return this._left; } /** * Sets the position of the Frustum's right plane on the View-space X-axis. * * Fires a {@link Frustum#right:emits} emits on change. * * @param {Number} value New right frustum plane position. */ set right(value) { this._right = (value !== undefined && value !== null) ? value : 1.0; this._needUpdate(0); this.fire("right", this._right); } /** * Gets the position of the Frustum's right plane on the View-space X-axis. * * Fires a {@link Frustum#right:emits} emits on change. * * @return {Number} Right frustum plane position. */ get right() { return this._right; } /** * Sets the position of the Frustum's top plane on the View-space Y-axis. * * Fires a {@link Frustum#top:emits} emits on change. * * @param {Number} value New top frustum plane position. */ set top(value) { this._top = (value !== undefined && value !== null) ? value : 1.0; this._needUpdate(0); this.fire("top", this._top); } /** * Gets the position of the Frustum's top plane on the View-space Y-axis. * * Fires a {@link Frustum#top:emits} emits on change. * * @return {Number} Top frustum plane position. */ get top() { return this._top; } /** * Sets the position of the Frustum's bottom plane on the View-space Y-axis. * * Fires a {@link Frustum#bottom:emits} emits on change. * * @emits {"bottom"} event with the value of this property whenever it changes. * * @param {Number} value New bottom frustum plane position. */ set bottom(value) { this._bottom = (value !== undefined && value !== null) ? value : -1.0; this._needUpdate(0); this.fire("bottom", this._bottom); } /** * Gets the position of the Frustum's bottom plane on the View-space Y-axis. * * Fires a {@link Frustum#bottom:emits} emits on change. * * @return {Number} Bottom frustum plane position. */ get bottom() { return this._bottom; } /** * Sets the position of the Frustum's near plane on the positive View-space Z-axis. * * Fires a {@link Frustum#near:emits} emits on change. * * Default value is ````0.1````. * * @param {Number} value New Frustum near plane position. */ set near(value) { this._state.near = (value !== undefined && value !== null) ? value : 0.1; this._needUpdate(0); this.fire("near", this._state.near); } /** * Gets the position of the Frustum's near plane on the positive View-space Z-axis. * * Fires a {@link Frustum#near:emits} emits on change. * * Default value is ````0.1````. * * @return {Number} Near frustum plane position. */ get near() { return this._state.near; } /** * Sets the position of the Frustum's far plane on the positive View-space Z-axis. * * Fires a {@link Frustum#far:emits} emits on change. * * Default value is ````10000.0````. * * @param {Number} value New far frustum plane position. */ set far(value) { this._state.far = (value !== undefined && value !== null) ? value : 10000.0; this._needUpdate(0); this.fire("far", this._state.far); } /** * Gets the position of the Frustum's far plane on the positive View-space Z-axis. * * Default value is ````10000.0````. * * @return {Number} Far frustum plane position. */ get far() { return this._state.far; } /** * Gets the Frustum's projection transform matrix. * * Fires a {@link Frustum#matrix:emits} emits on change. * * Default value is ````[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]````. * * @returns {Number[]} The Frustum's projection matrix matrix. */ get matrix() { if (this._updateScheduled) { this._doUpdate(); } return this._state.matrix; } /** * Gets the inverse of {@link Frustum#matrix}. * * @returns {Number[]} The inverse orthographic projection matrix. */ get inverseMatrix() { if (this._updateScheduled) { this._doUpdate(); } if (this._inverseMatrixDirty) { math.inverseMat4(this._state.matrix, this._state.inverseMatrix); this._inverseMatrixDirty = false; } return this._state.inverseMatrix; } /** * Gets the transpose of {@link Frustum#matrix}. * * @returns {Number[]} The transpose of {@link Frustum#matrix}. */ get transposedMatrix() { if (this._updateScheduled) { this._doUpdate(); } if (this._transposedMatrixDirty) { math.transposeMat4(this._state.matrix, this._state.transposedMatrix); this._transposedMatrixDirty = false; } return this._state.transposedMatrix; } /** * Un-projects the given Canvas-space coordinates, using this Frustum projection. * * @param {Number[]} canvasPos Inputs 2D Canvas-space coordinates. * @param {Number} screenZ Inputs Screen-space Z coordinate. * @param {Number[]} screenPos Outputs 3D Screen/Clip-space coordinates. * @param {Number[]} viewPos Outputs un-projected 3D View-space coordinates. * @param {Number[]} worldPos Outputs un-projected 3D World-space coordinates. */ unproject(canvasPos, screenZ, screenPos, viewPos, worldPos) { const canvas = this.scene.canvas.canvas; const halfCanvasWidth = canvas.offsetWidth / 2.0; const halfCanvasHeight = canvas.offsetHeight / 2.0; screenPos[0] = (canvasPos[0] - halfCanvasWidth) / halfCanvasWidth; screenPos[1] = (canvasPos[1] - halfCanvasHeight) / halfCanvasHeight; screenPos[2] = screenZ; screenPos[3] = 1.0; math.mulMat4v4(this.inverseMatrix, screenPos, viewPos); math.mulVec3Scalar(viewPos, 1.0 / viewPos[3]); viewPos[3] = 1.0; viewPos[1] *= -1; math.mulMat4v4(this.camera.inverseViewMatrix, viewPos, worldPos); return worldPos; } /** @private * */ destroy() { super.destroy(); this._state.destroy(); super.destroy(); } } export {Frustum};