maplibre-gl
Version:
BSD licensed community fork of mapbox-gl, a WebGL interactive maps library
144 lines (117 loc) • 4.9 kB
text/typescript
import {mat4, vec3, vec4} from 'gl-matrix';
class Frustum {
constructor(public points: vec4[], public planes: vec4[]) { } // eslint-disable-line
public static fromInvProjectionMatrix(invProj: mat4, 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, Z to meters
const frustumCoords = clipSpaceCorners.map(v => {
v = vec4.transformMat4([] as any, v as any, invProj) as any;
const s = 1.0 / v[3] / worldSize * scale;
return vec4.mul(v as any, v as any, [s, s, 1.0 / v[3], s] as vec4);
});
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: number[]) => {
const a = vec3.sub([] as any, frustumCoords[p[0]] as vec3, frustumCoords[p[1]] as vec3);
const b = vec3.sub([] as any, frustumCoords[p[2]] as vec3, frustumCoords[p[1]] as vec3);
const n = vec3.normalize([] as any, vec3.cross([] as any, a, b)) as any;
const d = -vec3.dot(n, frustumCoords[p[1]] as vec3);
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([] as any, vec3.add([] as any, 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
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++) {
if (vec4.dot(plane, aabbPoints[i] as any) >= 0) {
pointsInside++;
}
}
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
};