mapbox-gl
Version:
A WebGL interactive maps library
179 lines (145 loc) • 5.7 kB
JavaScript
// @flow
import {vec3, vec4} from 'gl-matrix';
class Ray {
pos: vec3;
dir: vec3;
constructor(pos_: vec3, dir_: vec3) {
this.pos = pos_;
this.dir = dir_;
}
intersectsPlane(pt: vec3, normal: vec3, out: vec3): boolean {
const D = vec3.dot(normal, this.dir);
// ray is parallel to plane, so it misses
if (Math.abs(D) < 1e-6) { return false; }
const t = vec3.dot(vec3.sub(vec3.create(), pt, this.pos), normal) / D;
const intersection = vec3.scaleAndAdd(vec3.create(), this.pos, this.dir, t);
vec3.copy(out, intersection);
return true;
}
}
class Frustum {
points: Array<Array<number>>;
planes: Array<Array<number>>;
constructor(points_: Array<Array<number>>, planes_: Array<Array<number>>) {
this.points = points_;
this.planes = planes_;
}
static fromInvProjectionMatrix(invProj: Float64Array, worldSize: number, zoom: number): Frustum {
const clipSpaceCorners = [
[-1, 1, -1, 1],
[ 1, 1, -1, 1],
[ 1, -1, -1, 1],
[-1, -1, -1, 1],
[-1, 1, 1, 1],
[ 1, 1, 1, 1],
[ 1, -1, 1, 1],
[-1, -1, 1, 1]
];
const scale = Math.pow(2, zoom);
// Transform frustum corner points from clip space to tile space
const frustumCoords = clipSpaceCorners
.map(v => {
const s = vec4.transformMat4([], v, invProj);
const k = 1.0 / s[3] / worldSize * scale;
// Z scale in meters.
return vec4.mul(s, s, [k, k, 1.0 / s[3], k]);
});
const frustumPlanePointIndices = [
[0, 1, 2], // near
[6, 5, 4], // far
[0, 3, 7], // left
[2, 1, 5], // right
[3, 2, 6], // bottom
[0, 4, 5] // top
];
const frustumPlanes = frustumPlanePointIndices.map((p: Array<number>) => {
const a = vec3.sub([], frustumCoords[p[0]], frustumCoords[p[1]]);
const b = vec3.sub([], frustumCoords[p[2]], frustumCoords[p[1]]);
const n = vec3.normalize([], vec3.cross([], a, b));
const d = -vec3.dot(n, frustumCoords[p[1]]);
return n.concat(d);
});
return new Frustum(frustumCoords, frustumPlanes);
}
}
class Aabb {
min: vec3;
max: vec3;
center: vec3;
constructor(min_: vec3, max_: vec3) {
this.min = min_;
this.max = max_;
this.center = vec3.scale([], vec3.add([], this.min, this.max), 0.5);
}
quadrant(index: number): Aabb {
const split = [(index % 2) === 0, index < 2];
const qMin = vec3.clone(this.min);
const qMax = vec3.clone(this.max);
for (let axis = 0; axis < split.length; axis++) {
qMin[axis] = split[axis] ? this.min[axis] : this.center[axis];
qMax[axis] = split[axis] ? this.center[axis] : this.max[axis];
}
// Temporarily, elevation is constant, hence quadrant.max.z = this.max.z
qMax[2] = this.max[2];
return new Aabb(qMin, qMax);
}
distanceX(point: Array<number>): number {
const pointOnAabb = Math.max(Math.min(this.max[0], point[0]), this.min[0]);
return pointOnAabb - point[0];
}
distanceY(point: Array<number>): number {
const pointOnAabb = Math.max(Math.min(this.max[1], point[1]), this.min[1]);
return pointOnAabb - point[1];
}
distanceZ(point: Array<number>): number {
const pointOnAabb = Math.max(Math.min(this.max[2], point[2]), this.min[2]);
return pointOnAabb - point[2];
}
// Performs a frustum-aabb intersection test. Returns 0 if there's no intersection,
// 1 if shapes are intersecting and 2 if the aabb if fully inside the frustum.
intersects(frustum: Frustum): number {
// Execute separating axis test between two convex objects to find intersections
// Each frustum plane together with 3 major axes define the separating axes
const aabbPoints = [
[this.min[0], this.min[1], this.min[2], 1],
[this.max[0], this.min[1], this.min[2], 1],
[this.max[0], this.max[1], this.min[2], 1],
[this.min[0], this.max[1], this.min[2], 1],
[this.min[0], this.min[1], this.max[2], 1],
[this.max[0], this.min[1], this.max[2], 1],
[this.max[0], this.max[1], this.max[2], 1],
[this.min[0], this.max[1], this.max[2], 1],
];
let fullyInside = true;
for (let p = 0; p < frustum.planes.length; p++) {
const plane = frustum.planes[p];
let pointsInside = 0;
for (let i = 0; i < aabbPoints.length; i++) {
pointsInside += vec4.dot(plane, aabbPoints[i]) >= 0;
}
if (pointsInside === 0)
return 0;
if (pointsInside !== aabbPoints.length)
fullyInside = false;
}
if (fullyInside)
return 2;
for (let axis = 0; axis < 3; axis++) {
let projMin = Number.MAX_VALUE;
let projMax = -Number.MAX_VALUE;
for (let p = 0; p < frustum.points.length; p++) {
const projectedPoint = frustum.points[p][axis] - this.min[axis];
projMin = Math.min(projMin, projectedPoint);
projMax = Math.max(projMax, projectedPoint);
}
if (projMax < 0 || projMin > this.max[axis] - this.min[axis])
return 0;
}
return 1;
}
}
export {
Aabb,
Frustum,
Ray
};