cesium
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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 BoxOutlineGeometry from '../Core/BoxOutlineGeometry.js';
import Cartesian3 from '../Core/Cartesian3.js';
import Check from '../Core/Check.js';
import ColorGeometryInstanceAttribute from '../Core/ColorGeometryInstanceAttribute.js';
import GeometryInstance from '../Core/GeometryInstance.js';
import Matrix3 from '../Core/Matrix3.js';
import Matrix4 from '../Core/Matrix4.js';
import CesiumMath from '../Core/Math.js';
import OrientedBoundingBox from '../Core/OrientedBoundingBox.js';
import PerInstanceColorAppearance from './PerInstanceColorAppearance.js';
import Primitive from './Primitive.js';
var scratchU = new Cartesian3();
var scratchV = new Cartesian3();
var scratchW = new Cartesian3();
var scratchCartesian = new Cartesian3();
function computeMissingVector(a, b, result) {
result = Cartesian3.cross(a, b, result);
var magnitude = Cartesian3.magnitude(result);
return Cartesian3.multiplyByScalar(result, CesiumMath.EPSILON7 / magnitude, result);
}
function findOrthogonalVector(a, result) {
var temp = Cartesian3.normalize(a, scratchCartesian);
var b = Cartesian3.equalsEpsilon(temp, Cartesian3.UNIT_X, CesiumMath.EPSILON6) ? Cartesian3.UNIT_Y : Cartesian3.UNIT_X;
return computeMissingVector(a, b, result);
}
function checkHalfAxes(halfAxes) {
var u = Matrix3.getColumn(halfAxes, 0, scratchU);
var v = Matrix3.getColumn(halfAxes, 1, scratchV);
var w = Matrix3.getColumn(halfAxes, 2, scratchW);
var uZero = Cartesian3.equals(u, Cartesian3.ZERO);
var vZero = Cartesian3.equals(v, Cartesian3.ZERO);
var wZero = Cartesian3.equals(w, Cartesian3.ZERO);
if (!uZero && !vZero && !wZero) {
return halfAxes;
}
if (uZero && vZero && wZero) {
halfAxes[0] = CesiumMath.EPSILON7;
halfAxes[4] = CesiumMath.EPSILON7;
halfAxes[8] = CesiumMath.EPSILON7;
return halfAxes;
}
if (uZero && !vZero && !wZero) {
u = computeMissingVector(v, w, u);
} else if (!uZero && vZero && !wZero) {
v = computeMissingVector(u, w, v);
} else if (!uZero && !vZero && wZero) {
w = computeMissingVector(v, u, w);
} else if (!uZero) {
v = findOrthogonalVector(u, v);
w = computeMissingVector(v, u, w);
} else if (!vZero) {
u = findOrthogonalVector(v, u);
w = computeMissingVector(v, u, w);
} else if (!wZero) {
u = findOrthogonalVector(w, u);
v = computeMissingVector(w, u, v);
}
Matrix3.setColumn(halfAxes, 0, u, halfAxes);
Matrix3.setColumn(halfAxes, 1, v, halfAxes);
Matrix3.setColumn(halfAxes, 2, w, halfAxes);
return halfAxes;
}
/**
* A tile bounding volume specified as an oriented bounding box.
* @alias TileOrientedBoundingBox
* @constructor
*
* @param {Cartesian3} [center=Cartesian3.ZERO] The center of the box.
* @param {Matrix3} [halfAxes=Matrix3.ZERO] The three orthogonal half-axes of the bounding box.
* Equivalently, the transformation matrix, to rotate and scale a 2x2x2
* cube centered at the origin.
*
* @private
*/
function TileOrientedBoundingBox(center, halfAxes) {
halfAxes = checkHalfAxes(halfAxes);
this._orientedBoundingBox = new OrientedBoundingBox(center, halfAxes);
this._boundingSphere = BoundingSphere.fromOrientedBoundingBox(this._orientedBoundingBox);
}
Object.defineProperties(TileOrientedBoundingBox.prototype, {
/**
* The underlying bounding volume.
*
* @memberof TileOrientedBoundingBox.prototype
*
* @type {Object}
* @readonly
*/
boundingVolume : {
get : function() {
return this._orientedBoundingBox;
}
},
/**
* The underlying bounding sphere.
*
* @memberof TileOrientedBoundingBox.prototype
*
* @type {BoundingSphere}
* @readonly
*/
boundingSphere : {
get : function() {
return this._boundingSphere;
}
}
});
/**
* Computes the distance between this bounding box and the camera attached to frameState.
*
* @param {FrameState} frameState The frameState to which the camera is attached.
* @returns {Number} The distance between the camera and the bounding box in meters. Returns 0 if the camera is inside the bounding volume.
*/
TileOrientedBoundingBox.prototype.distanceToCamera = function(frameState) {
//>>includeStart('debug', pragmas.debug);
Check.defined('frameState', frameState);
//>>includeEnd('debug');
return Math.sqrt(this._orientedBoundingBox.distanceSquaredTo(frameState.camera.positionWC));
};
/**
* Determines which side of a plane this box is located.
*
* @param {Plane} plane The plane to test against.
* @returns {Intersect} {@link Intersect.INSIDE} if the entire box is on the side of the plane
* the normal is pointing, {@link Intersect.OUTSIDE} if the entire box is
* on the opposite side, and {@link Intersect.INTERSECTING} if the box
* intersects the plane.
*/
TileOrientedBoundingBox.prototype.intersectPlane = function(plane) {
//>>includeStart('debug', pragmas.debug);
Check.defined('plane', plane);
//>>includeEnd('debug');
return this._orientedBoundingBox.intersectPlane(plane);
};
/**
* Update the bounding box after the tile is transformed.
*
* @param {Cartesian3} center The center of the box.
* @param {Matrix3} halfAxes The three orthogonal half-axes of the bounding box.
* Equivalently, the transformation matrix, to rotate and scale a 2x2x2
* cube centered at the origin.
*/
TileOrientedBoundingBox.prototype.update = function(center, halfAxes) {
Cartesian3.clone(center, this._orientedBoundingBox.center);
halfAxes = checkHalfAxes(halfAxes);
Matrix3.clone(halfAxes, this._orientedBoundingBox.halfAxes);
BoundingSphere.fromOrientedBoundingBox(this._orientedBoundingBox, this._boundingSphere);
};
/**
* Creates a debug primitive that shows the outline of the box.
*
* @param {Color} color The desired color of the primitive's mesh
* @return {Primitive}
*/
TileOrientedBoundingBox.prototype.createDebugVolume = function(color) {
//>>includeStart('debug', pragmas.debug);
Check.defined('color', color);
//>>includeEnd('debug');
var geometry = new BoxOutlineGeometry({
// Make a 2x2x2 cube
minimum : new Cartesian3(-1.0, -1.0, -1.0),
maximum : new Cartesian3(1.0, 1.0, 1.0)
});
var modelMatrix = Matrix4.fromRotationTranslation(this.boundingVolume.halfAxes, this.boundingVolume.center);
var instance = new GeometryInstance({
geometry : geometry,
id : 'outline',
modelMatrix : modelMatrix,
attributes : {
color : ColorGeometryInstanceAttribute.fromColor(color)
}
});
return new Primitive({
geometryInstances : instance,
appearance : new PerInstanceColorAppearance({
translucent : false,
flat : true
}),
asynchronous : false
});
};
export default TileOrientedBoundingBox;