maplibre-gl
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BSD licensed community fork of mapbox-gl, a WebGL interactive maps library
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text/typescript
import {vec3, type vec4} from 'gl-matrix';
import {type Frustum} from './frustum';
import {IntersectionResult, type IBoundingVolume} from './bounding_volume';
export class Aabb implements IBoundingVolume {
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.
*/
intersectsFrustum(frustum: Frustum): IntersectionResult {
// Execute separating axis test between two convex objects to find intersections
// Each frustum plane together with 3 major axes define the separating axes
let fullyInside = true;
for (let p = 0; p < frustum.planes.length; p++) {
const planeIntersection = this.intersectsPlane(frustum.planes[p]);
if (planeIntersection === IntersectionResult.None) {
return IntersectionResult.None;
}
if (planeIntersection === IntersectionResult.Partial) {
fullyInside = false;
}
}
if (fullyInside) {
return IntersectionResult.Full;
}
if (frustum.aabb.min[0] > this.max[0] || frustum.aabb.min[1] > this.max[1] || frustum.aabb.min[2] > this.max[2] ||
frustum.aabb.max[0] < this.min[0] || frustum.aabb.max[1] < this.min[1] || frustum.aabb.max[2] < this.min[2]) {
return IntersectionResult.None;
}
return IntersectionResult.Partial;
}
/**
* Performs a halfspace-aabb intersection test.
*/
intersectsPlane(plane: vec4): IntersectionResult {
let distMin = plane[3];
let distMax = plane[3];
for (let i = 0; i < 3; i++) {
if (plane[i] > 0) {
distMin += plane[i] * this.min[i];
distMax += plane[i] * this.max[i];
} else {
distMax += plane[i] * this.min[i];
distMin += plane[i] * this.max[i];
}
}
if (distMin >= 0) {
return IntersectionResult.Full;
}
if (distMax < 0) {
return IntersectionResult.None;
}
return IntersectionResult.Partial;
}
}