| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583 | 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;
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