| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254 | import BoundingSphere from "./BoundingSphere.js";import Cartesian3 from "./Cartesian3.js";import Check from "./Check.js";import ComponentDatatype from "./ComponentDatatype.js";import defaultValue from "./defaultValue.js";import defined from "./defined.js";import FrustumGeometry from "./FrustumGeometry.js";import Geometry from "./Geometry.js";import GeometryAttribute from "./GeometryAttribute.js";import GeometryAttributes from "./GeometryAttributes.js";import OrthographicFrustum from "./OrthographicFrustum.js";import PerspectiveFrustum from "./PerspectiveFrustum.js";import PrimitiveType from "./PrimitiveType.js";import Quaternion from "./Quaternion.js";const PERSPECTIVE = 0;const ORTHOGRAPHIC = 1;/** * A description of the outline of a frustum with the given the origin and orientation. * * @alias FrustumOutlineGeometry * @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. */function FrustumOutlineGeometry(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;  // This is private because it is used by DebugCameraPrimitive to draw a multi-frustum by  // creating multiple FrustumOutlineGeometrys. 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._workerName = "createFrustumOutlineGeometry";  /**   * The number of elements used to pack the object into an array.   * @type {Number}   */  this.packedLength =    2 + frustumPackedLength + Cartesian3.packedLength + Quaternion.packedLength;}/** * Stores the provided instance into the provided array. * * @param {FrustumOutlineGeometry} 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 */FrustumOutlineGeometry.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;  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();/** * 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 {FrustumOutlineGeometry} [result] The object into which to store the result. */FrustumOutlineGeometry.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 drawNearPlane = array[startingIndex] === 1.0;  if (!defined(result)) {    return new FrustumOutlineGeometry({      frustum: frustum,      origin: origin,      orientation: orientation,      _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._drawNearPlane = drawNearPlane;  return result;};/** * Computes the geometric representation of a frustum outline, including its vertices, indices, and a bounding sphere. * * @param {FrustumOutlineGeometry} frustumGeometry A description of the frustum. * @returns {Geometry|undefined} The computed vertices and indices. */FrustumOutlineGeometry.createGeometry = function (frustumGeometry) {  const frustumType = frustumGeometry._frustumType;  const frustum = frustumGeometry._frustum;  const origin = frustumGeometry._origin;  const orientation = frustumGeometry._orientation;  const drawNearPlane = frustumGeometry._drawNearPlane;  const positions = new Float64Array(3 * 4 * 2);  FrustumGeometry._computeNearFarPlanes(    origin,    orientation,    frustumType,    frustum,    positions  );  const attributes = new GeometryAttributes({    position: new GeometryAttribute({      componentDatatype: ComponentDatatype.DOUBLE,      componentsPerAttribute: 3,      values: positions,    }),  });  let offset;  let index;  const numberOfPlanes = drawNearPlane ? 2 : 1;  const indices = new Uint16Array(8 * (numberOfPlanes + 1));  // Build the near/far planes  let i = drawNearPlane ? 0 : 1;  for (; i < 2; ++i) {    offset = drawNearPlane ? i * 8 : 0;    index = i * 4;    indices[offset] = index;    indices[offset + 1] = index + 1;    indices[offset + 2] = index + 1;    indices[offset + 3] = index + 2;    indices[offset + 4] = index + 2;    indices[offset + 5] = index + 3;    indices[offset + 6] = index + 3;    indices[offset + 7] = index;  }  // Build the sides of the frustums  for (i = 0; i < 2; ++i) {    offset = (numberOfPlanes + i) * 8;    index = i * 4;    indices[offset] = index;    indices[offset + 1] = index + 4;    indices[offset + 2] = index + 1;    indices[offset + 3] = index + 5;    indices[offset + 4] = index + 2;    indices[offset + 5] = index + 6;    indices[offset + 6] = index + 3;    indices[offset + 7] = index + 7;  }  return new Geometry({    attributes: attributes,    indices: indices,    primitiveType: PrimitiveType.LINES,    boundingSphere: BoundingSphere.fromVertices(positions),  });};export default FrustumOutlineGeometry;
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