import BoundingSphere from "./BoundingSphere.js"; import Cartesian3 from "./Cartesian3.js"; import Cartesian4 from "./Cartesian4.js"; import Check from "./Check.js"; import ComponentDatatype from "./ComponentDatatype.js"; import defaultValue from "./defaultValue.js"; import defined from "./defined.js"; import Geometry from "./Geometry.js"; import GeometryAttribute from "./GeometryAttribute.js"; import GeometryAttributes from "./GeometryAttributes.js"; import Matrix3 from "./Matrix3.js"; import Matrix4 from "./Matrix4.js"; import OrthographicFrustum from "./OrthographicFrustum.js"; import PerspectiveFrustum from "./PerspectiveFrustum.js"; import PrimitiveType from "./PrimitiveType.js"; import Quaternion from "./Quaternion.js"; import VertexFormat from "./VertexFormat.js"; const PERSPECTIVE = 0; const ORTHOGRAPHIC = 1; /** * Describes a frustum at the given the origin and orientation. * * @alias FrustumGeometry * @constructor * * @param {Object} options Object with the following properties: * @param {PerspectiveFrustum|OrthographicFrustum} options.frustum The frustum. * @param {Cartesian3} options.origin The origin of the frustum. * @param {Quaternion} options.orientation The orientation of the frustum. * @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed. */ function FrustumGeometry(options) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object("options", options); Check.typeOf.object("options.frustum", options.frustum); Check.typeOf.object("options.origin", options.origin); Check.typeOf.object("options.orientation", options.orientation); //>>includeEnd('debug'); const frustum = options.frustum; const orientation = options.orientation; const origin = options.origin; const vertexFormat = defaultValue(options.vertexFormat, VertexFormat.DEFAULT); // This is private because it is used by DebugCameraPrimitive to draw a multi-frustum by // creating multiple FrustumGeometrys. This way the near plane of one frustum doesn't overlap // the far plane of another. const drawNearPlane = defaultValue(options._drawNearPlane, true); let frustumType; let frustumPackedLength; if (frustum instanceof PerspectiveFrustum) { frustumType = PERSPECTIVE; frustumPackedLength = PerspectiveFrustum.packedLength; } else if (frustum instanceof OrthographicFrustum) { frustumType = ORTHOGRAPHIC; frustumPackedLength = OrthographicFrustum.packedLength; } this._frustumType = frustumType; this._frustum = frustum.clone(); this._origin = Cartesian3.clone(origin); this._orientation = Quaternion.clone(orientation); this._drawNearPlane = drawNearPlane; this._vertexFormat = vertexFormat; this._workerName = "createFrustumGeometry"; /** * The number of elements used to pack the object into an array. * @type {Number} */ this.packedLength = 2 + frustumPackedLength + Cartesian3.packedLength + Quaternion.packedLength + VertexFormat.packedLength; } /** * Stores the provided instance into the provided array. * * @param {FrustumGeometry} value The value to pack. * @param {Number[]} array The array to pack into. * @param {Number} [startingIndex=0] The index into the array at which to start packing the elements. * * @returns {Number[]} The array that was packed into */ FrustumGeometry.pack = function (value, array, startingIndex) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object("value", value); Check.defined("array", array); //>>includeEnd('debug'); startingIndex = defaultValue(startingIndex, 0); const frustumType = value._frustumType; const frustum = value._frustum; array[startingIndex++] = frustumType; if (frustumType === PERSPECTIVE) { PerspectiveFrustum.pack(frustum, array, startingIndex); startingIndex += PerspectiveFrustum.packedLength; } else { OrthographicFrustum.pack(frustum, array, startingIndex); startingIndex += OrthographicFrustum.packedLength; } Cartesian3.pack(value._origin, array, startingIndex); startingIndex += Cartesian3.packedLength; Quaternion.pack(value._orientation, array, startingIndex); startingIndex += Quaternion.packedLength; VertexFormat.pack(value._vertexFormat, array, startingIndex); startingIndex += VertexFormat.packedLength; array[startingIndex] = value._drawNearPlane ? 1.0 : 0.0; return array; }; const scratchPackPerspective = new PerspectiveFrustum(); const scratchPackOrthographic = new OrthographicFrustum(); const scratchPackQuaternion = new Quaternion(); const scratchPackorigin = new Cartesian3(); const scratchVertexFormat = new VertexFormat(); /** * Retrieves an instance from a packed array. * * @param {Number[]} array The packed array. * @param {Number} [startingIndex=0] The starting index of the element to be unpacked. * @param {FrustumGeometry} [result] The object into which to store the result. */ FrustumGeometry.unpack = function (array, startingIndex, result) { //>>includeStart('debug', pragmas.debug); Check.defined("array", array); //>>includeEnd('debug'); startingIndex = defaultValue(startingIndex, 0); const frustumType = array[startingIndex++]; let frustum; if (frustumType === PERSPECTIVE) { frustum = PerspectiveFrustum.unpack( array, startingIndex, scratchPackPerspective ); startingIndex += PerspectiveFrustum.packedLength; } else { frustum = OrthographicFrustum.unpack( array, startingIndex, scratchPackOrthographic ); startingIndex += OrthographicFrustum.packedLength; } const origin = Cartesian3.unpack(array, startingIndex, scratchPackorigin); startingIndex += Cartesian3.packedLength; const orientation = Quaternion.unpack( array, startingIndex, scratchPackQuaternion ); startingIndex += Quaternion.packedLength; const vertexFormat = VertexFormat.unpack( array, startingIndex, scratchVertexFormat ); startingIndex += VertexFormat.packedLength; const drawNearPlane = array[startingIndex] === 1.0; if (!defined(result)) { return new FrustumGeometry({ frustum: frustum, origin: origin, orientation: orientation, vertexFormat: vertexFormat, _drawNearPlane: drawNearPlane, }); } const frustumResult = frustumType === result._frustumType ? result._frustum : undefined; result._frustum = frustum.clone(frustumResult); result._frustumType = frustumType; result._origin = Cartesian3.clone(origin, result._origin); result._orientation = Quaternion.clone(orientation, result._orientation); result._vertexFormat = VertexFormat.clone(vertexFormat, result._vertexFormat); result._drawNearPlane = drawNearPlane; return result; }; function getAttributes( offset, normals, tangents, bitangents, st, normal, tangent, bitangent ) { const stOffset = (offset / 3) * 2; for (let i = 0; i < 4; ++i) { if (defined(normals)) { normals[offset] = normal.x; normals[offset + 1] = normal.y; normals[offset + 2] = normal.z; } if (defined(tangents)) { tangents[offset] = tangent.x; tangents[offset + 1] = tangent.y; tangents[offset + 2] = tangent.z; } if (defined(bitangents)) { bitangents[offset] = bitangent.x; bitangents[offset + 1] = bitangent.y; bitangents[offset + 2] = bitangent.z; } offset += 3; } st[stOffset] = 0.0; st[stOffset + 1] = 0.0; st[stOffset + 2] = 1.0; st[stOffset + 3] = 0.0; st[stOffset + 4] = 1.0; st[stOffset + 5] = 1.0; st[stOffset + 6] = 0.0; st[stOffset + 7] = 1.0; } const scratchRotationMatrix = new Matrix3(); const scratchViewMatrix = new Matrix4(); const scratchInverseMatrix = new Matrix4(); const scratchXDirection = new Cartesian3(); const scratchYDirection = new Cartesian3(); const scratchZDirection = new Cartesian3(); const scratchNegativeX = new Cartesian3(); const scratchNegativeY = new Cartesian3(); const scratchNegativeZ = new Cartesian3(); const frustumSplits = new Array(3); const frustumCornersNDC = new Array(4); frustumCornersNDC[0] = new Cartesian4(-1.0, -1.0, 1.0, 1.0); frustumCornersNDC[1] = new Cartesian4(1.0, -1.0, 1.0, 1.0); frustumCornersNDC[2] = new Cartesian4(1.0, 1.0, 1.0, 1.0); frustumCornersNDC[3] = new Cartesian4(-1.0, 1.0, 1.0, 1.0); const scratchFrustumCorners = new Array(4); for (let i = 0; i < 4; ++i) { scratchFrustumCorners[i] = new Cartesian4(); } FrustumGeometry._computeNearFarPlanes = function ( origin, orientation, frustumType, frustum, positions, xDirection, yDirection, zDirection ) { const rotationMatrix = Matrix3.fromQuaternion( orientation, scratchRotationMatrix ); let x = defaultValue(xDirection, scratchXDirection); let y = defaultValue(yDirection, scratchYDirection); let z = defaultValue(zDirection, scratchZDirection); x = Matrix3.getColumn(rotationMatrix, 0, x); y = Matrix3.getColumn(rotationMatrix, 1, y); z = Matrix3.getColumn(rotationMatrix, 2, z); Cartesian3.normalize(x, x); Cartesian3.normalize(y, y); Cartesian3.normalize(z, z); Cartesian3.negate(x, x); const view = Matrix4.computeView(origin, z, y, x, scratchViewMatrix); let inverseView; let inverseViewProjection; if (frustumType === PERSPECTIVE) { const projection = frustum.projectionMatrix; const viewProjection = Matrix4.multiply( projection, view, scratchInverseMatrix ); inverseViewProjection = Matrix4.inverse( viewProjection, scratchInverseMatrix ); } else { inverseView = Matrix4.inverseTransformation(view, scratchInverseMatrix); } if (defined(inverseViewProjection)) { frustumSplits[0] = frustum.near; frustumSplits[1] = frustum.far; } else { frustumSplits[0] = 0.0; frustumSplits[1] = frustum.near; frustumSplits[2] = frustum.far; } for (let i = 0; i < 2; ++i) { for (let j = 0; j < 4; ++j) { let corner = Cartesian4.clone( frustumCornersNDC[j], scratchFrustumCorners[j] ); if (!defined(inverseViewProjection)) { if (defined(frustum._offCenterFrustum)) { frustum = frustum._offCenterFrustum; } const near = frustumSplits[i]; const far = frustumSplits[i + 1]; corner.x = (corner.x * (frustum.right - frustum.left) + frustum.left + frustum.right) * 0.5; corner.y = (corner.y * (frustum.top - frustum.bottom) + frustum.bottom + frustum.top) * 0.5; corner.z = (corner.z * (near - far) - near - far) * 0.5; corner.w = 1.0; Matrix4.multiplyByVector(inverseView, corner, corner); } else { corner = Matrix4.multiplyByVector( inverseViewProjection, corner, corner ); // Reverse perspective divide const w = 1.0 / corner.w; Cartesian3.multiplyByScalar(corner, w, corner); Cartesian3.subtract(corner, origin, corner); Cartesian3.normalize(corner, corner); const fac = Cartesian3.dot(z, corner); Cartesian3.multiplyByScalar(corner, frustumSplits[i] / fac, corner); Cartesian3.add(corner, origin, corner); } positions[12 * i + j * 3] = corner.x; positions[12 * i + j * 3 + 1] = corner.y; positions[12 * i + j * 3 + 2] = corner.z; } } }; /** * Computes the geometric representation of a frustum, including its vertices, indices, and a bounding sphere. * * @param {FrustumGeometry} frustumGeometry A description of the frustum. * @returns {Geometry|undefined} The computed vertices and indices. */ FrustumGeometry.createGeometry = function (frustumGeometry) { const frustumType = frustumGeometry._frustumType; const frustum = frustumGeometry._frustum; const origin = frustumGeometry._origin; const orientation = frustumGeometry._orientation; const drawNearPlane = frustumGeometry._drawNearPlane; const vertexFormat = frustumGeometry._vertexFormat; const numberOfPlanes = drawNearPlane ? 6 : 5; let positions = new Float64Array(3 * 4 * 6); FrustumGeometry._computeNearFarPlanes( origin, orientation, frustumType, frustum, positions ); // -x plane let offset = 3 * 4 * 2; positions[offset] = positions[3 * 4]; positions[offset + 1] = positions[3 * 4 + 1]; positions[offset + 2] = positions[3 * 4 + 2]; positions[offset + 3] = positions[0]; positions[offset + 4] = positions[1]; positions[offset + 5] = positions[2]; positions[offset + 6] = positions[3 * 3]; positions[offset + 7] = positions[3 * 3 + 1]; positions[offset + 8] = positions[3 * 3 + 2]; positions[offset + 9] = positions[3 * 7]; positions[offset + 10] = positions[3 * 7 + 1]; positions[offset + 11] = positions[3 * 7 + 2]; // -y plane offset += 3 * 4; positions[offset] = positions[3 * 5]; positions[offset + 1] = positions[3 * 5 + 1]; positions[offset + 2] = positions[3 * 5 + 2]; positions[offset + 3] = positions[3]; positions[offset + 4] = positions[3 + 1]; positions[offset + 5] = positions[3 + 2]; positions[offset + 6] = positions[0]; positions[offset + 7] = positions[1]; positions[offset + 8] = positions[2]; positions[offset + 9] = positions[3 * 4]; positions[offset + 10] = positions[3 * 4 + 1]; positions[offset + 11] = positions[3 * 4 + 2]; // +x plane offset += 3 * 4; positions[offset] = positions[3]; positions[offset + 1] = positions[3 + 1]; positions[offset + 2] = positions[3 + 2]; positions[offset + 3] = positions[3 * 5]; positions[offset + 4] = positions[3 * 5 + 1]; positions[offset + 5] = positions[3 * 5 + 2]; positions[offset + 6] = positions[3 * 6]; positions[offset + 7] = positions[3 * 6 + 1]; positions[offset + 8] = positions[3 * 6 + 2]; positions[offset + 9] = positions[3 * 2]; positions[offset + 10] = positions[3 * 2 + 1]; positions[offset + 11] = positions[3 * 2 + 2]; // +y plane offset += 3 * 4; positions[offset] = positions[3 * 2]; positions[offset + 1] = positions[3 * 2 + 1]; positions[offset + 2] = positions[3 * 2 + 2]; positions[offset + 3] = positions[3 * 6]; positions[offset + 4] = positions[3 * 6 + 1]; positions[offset + 5] = positions[3 * 6 + 2]; positions[offset + 6] = positions[3 * 7]; positions[offset + 7] = positions[3 * 7 + 1]; positions[offset + 8] = positions[3 * 7 + 2]; positions[offset + 9] = positions[3 * 3]; positions[offset + 10] = positions[3 * 3 + 1]; positions[offset + 11] = positions[3 * 3 + 2]; if (!drawNearPlane) { positions = positions.subarray(3 * 4); } const attributes = new GeometryAttributes({ position: new GeometryAttribute({ componentDatatype: ComponentDatatype.DOUBLE, componentsPerAttribute: 3, values: positions, }), }); if ( defined(vertexFormat.normal) || defined(vertexFormat.tangent) || defined(vertexFormat.bitangent) || defined(vertexFormat.st) ) { const normals = defined(vertexFormat.normal) ? new Float32Array(3 * 4 * numberOfPlanes) : undefined; const tangents = defined(vertexFormat.tangent) ? new Float32Array(3 * 4 * numberOfPlanes) : undefined; const bitangents = defined(vertexFormat.bitangent) ? new Float32Array(3 * 4 * numberOfPlanes) : undefined; const st = defined(vertexFormat.st) ? new Float32Array(2 * 4 * numberOfPlanes) : undefined; const x = scratchXDirection; const y = scratchYDirection; const z = scratchZDirection; const negativeX = Cartesian3.negate(x, scratchNegativeX); const negativeY = Cartesian3.negate(y, scratchNegativeY); const negativeZ = Cartesian3.negate(z, scratchNegativeZ); offset = 0; if (drawNearPlane) { getAttributes(offset, normals, tangents, bitangents, st, negativeZ, x, y); // near offset += 3 * 4; } getAttributes(offset, normals, tangents, bitangents, st, z, negativeX, y); // far offset += 3 * 4; getAttributes( offset, normals, tangents, bitangents, st, negativeX, negativeZ, y ); // -x offset += 3 * 4; getAttributes( offset, normals, tangents, bitangents, st, negativeY, negativeZ, negativeX ); // -y offset += 3 * 4; getAttributes(offset, normals, tangents, bitangents, st, x, z, y); // +x offset += 3 * 4; getAttributes(offset, normals, tangents, bitangents, st, y, z, negativeX); // +y if (defined(normals)) { attributes.normal = new GeometryAttribute({ componentDatatype: ComponentDatatype.FLOAT, componentsPerAttribute: 3, values: normals, }); } if (defined(tangents)) { attributes.tangent = new GeometryAttribute({ componentDatatype: ComponentDatatype.FLOAT, componentsPerAttribute: 3, values: tangents, }); } if (defined(bitangents)) { attributes.bitangent = new GeometryAttribute({ componentDatatype: ComponentDatatype.FLOAT, componentsPerAttribute: 3, values: bitangents, }); } if (defined(st)) { attributes.st = new GeometryAttribute({ componentDatatype: ComponentDatatype.FLOAT, componentsPerAttribute: 2, values: st, }); } } const indices = new Uint16Array(6 * numberOfPlanes); for (let i = 0; i < numberOfPlanes; ++i) { const indexOffset = i * 6; const index = i * 4; indices[indexOffset] = index; indices[indexOffset + 1] = index + 1; indices[indexOffset + 2] = index + 2; indices[indexOffset + 3] = index; indices[indexOffset + 4] = index + 2; indices[indexOffset + 5] = index + 3; } return new Geometry({ attributes: attributes, indices: indices, primitiveType: PrimitiveType.TRIANGLES, boundingSphere: BoundingSphere.fromVertices(positions), }); }; export default FrustumGeometry;