maplibre-gl
Version:
BSD licensed community fork of mapbox-gl, a WebGL interactive maps library
146 lines (118 loc) • 4.71 kB
JavaScript
// @flow
import {vec3, vec4} from 'gl-matrix';
import assert from 'assert';
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 => vec4.transformMat4([], v, invProj))
.map(v => vec4.scale([], v, 1.0 / v[3] / worldSize * scale));
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];
}
// Elevation is always 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];
}
// 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
// Note: test only 4 points as both min and max points have equal elevation
assert(this.min[2] === 0 && this.max[2] === 0);
const aabbPoints = [
[this.min[0], this.min[1], 0.0, 1],
[this.max[0], this.min[1], 0.0, 1],
[this.max[0], this.max[1], 0.0, 1],
[this.min[0], this.max[1], 0.0, 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
};