870 lines
27 KiB
JavaScript
870 lines
27 KiB
JavaScript
import BoundingSphere from "../Core/BoundingSphere.js";
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import Cartesian2 from "../Core/Cartesian2.js";
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import Cartesian3 from "../Core/Cartesian3.js";
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import Cartesian4 from "../Core/Cartesian4.js";
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import CesiumMath from "../Core/Math.js";
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import Check from "../Core/Check.js";
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import ClippingPlane from "./ClippingPlane.js";
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import Matrix3 from "../Core/Matrix3.js";
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import Matrix4 from "../Core/Matrix4.js";
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import OrientedBoundingBox from "../Core/OrientedBoundingBox.js";
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import VoxelBoundsCollection from "./VoxelBoundsCollection.js";
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/**
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* A cylinder {@link VoxelShape}.
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*
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* @alias VoxelCylinderShape
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* @constructor
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*
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* @see VoxelShape
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* @see VoxelBoxShape
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* @see VoxelEllipsoidShape
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* @see VoxelShapeType
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*
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* @private
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*/
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function VoxelCylinderShape() {
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this._orientedBoundingBox = new OrientedBoundingBox();
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this._boundingSphere = new BoundingSphere();
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this._boundTransform = new Matrix4();
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this._shapeTransform = new Matrix4();
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/**
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* The minimum bounds of the shape, corresponding to minimum radius, angle, and height.
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* @type {Cartesian3}
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* @private
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*/
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this._minBounds = VoxelCylinderShape.DefaultMinBounds.clone();
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/**
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* The maximum bounds of the shape, corresponding to maximum radius, angle, and height.
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* @type {Cartesian3}
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* @private
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*/
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this._maxBounds = VoxelCylinderShape.DefaultMaxBounds.clone();
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const { DefaultMinBounds, DefaultMaxBounds } = VoxelCylinderShape;
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const boundPlanes = [
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new ClippingPlane(
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Cartesian3.negate(Cartesian3.UNIT_Z, new Cartesian3()),
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DefaultMinBounds.z,
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),
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new ClippingPlane(Cartesian3.UNIT_Z, -DefaultMaxBounds.z),
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];
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this._renderBoundPlanes = new VoxelBoundsCollection({ planes: boundPlanes });
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/**
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* UV space transformation translations (JS-only, not shader uniforms)
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* Components: [radius, angle, height] translation
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* @type {Cartesian3}
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* @private
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*/
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this._localToShapeUvTranslate = new Cartesian3();
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this._shaderUniforms = {
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cameraShapePosition: new Cartesian3(),
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cylinderEcToRadialTangentUp: new Matrix3(),
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cylinderRenderRadiusMinMax: new Cartesian2(),
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cylinderRenderAngleMinMax: new Cartesian2(),
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cylinderLocalToShapeUvScale: new Cartesian3(),
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cylinderShapeUvAngleRangeOrigin: 0.0,
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};
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this._shaderDefines = {
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CYLINDER_HAS_SHAPE_BOUNDS_ANGLE: undefined,
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CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN: undefined,
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CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT: undefined,
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CYLINDER_HAS_RENDER_BOUNDS_ANGLE: undefined,
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CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO: undefined,
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CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF: undefined,
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CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF: undefined,
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CYLINDER_INTERSECTION_INDEX_RADIUS_MAX: undefined,
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CYLINDER_INTERSECTION_INDEX_RADIUS_MIN: undefined,
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CYLINDER_INTERSECTION_INDEX_ANGLE: undefined,
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};
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this._shaderMaximumIntersectionsLength = 0; // not known until update
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}
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Object.defineProperties(VoxelCylinderShape.prototype, {
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/**
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* An oriented bounding box containing the bounded shape.
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*
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* @memberof VoxelCylinderShape.prototype
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* @type {OrientedBoundingBox}
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* @readonly
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* @private
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*/
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orientedBoundingBox: {
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get: function () {
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return this._orientedBoundingBox;
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},
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},
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/**
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* A collection of planes used for the render bounds
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* @memberof VoxelCylinderShape.prototype
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* @type {VoxelBoundsCollection}
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* @readonly
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* @private
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*/
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renderBoundPlanes: {
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get: function () {
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return this._renderBoundPlanes;
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},
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},
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/**
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* A bounding sphere containing the bounded shape.
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*
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* @memberof VoxelCylinderShape.prototype
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* @type {BoundingSphere}
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* @readonly
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* @private
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*/
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boundingSphere: {
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get: function () {
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return this._boundingSphere;
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},
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},
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/**
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* A transformation matrix containing the bounded shape.
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*
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* @memberof VoxelCylinderShape.prototype
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* @type {Matrix4}
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* @readonly
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* @private
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*/
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boundTransform: {
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get: function () {
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return this._boundTransform;
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},
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},
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/**
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* A transformation matrix containing the shape, ignoring the bounds.
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*
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* @memberof VoxelCylinderShape.prototype
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* @type {Matrix4}
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* @readonly
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* @private
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*/
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shapeTransform: {
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get: function () {
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return this._shapeTransform;
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},
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},
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/**
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* @memberof VoxelCylinderShape.prototype
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* @type {Object<string, any>}
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* @readonly
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* @private
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*/
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shaderUniforms: {
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get: function () {
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return this._shaderUniforms;
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},
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},
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/**
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* @memberof VoxelCylinderShape.prototype
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* @type {Object<string, any>}
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* @readonly
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* @private
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*/
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shaderDefines: {
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get: function () {
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return this._shaderDefines;
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},
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},
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/**
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* The maximum number of intersections against the shape for any ray direction.
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* @memberof VoxelCylinderShape.prototype
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* @type {number}
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* @readonly
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* @private
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*/
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shaderMaximumIntersectionsLength: {
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get: function () {
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return this._shaderMaximumIntersectionsLength;
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},
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},
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});
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const scratchScale = new Cartesian3();
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const scratchClipMinBounds = new Cartesian3();
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const scratchClipMaxBounds = new Cartesian3();
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const scratchRenderMinBounds = new Cartesian3();
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const scratchRenderMaxBounds = new Cartesian3();
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const scratchTransformPositionWorldToLocal = new Matrix4();
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const scratchCameraPositionLocal = new Cartesian3();
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const scratchCameraRadialPosition = new Cartesian2();
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/**
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* Update the shape's state.
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* @private
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* @param {Matrix4} modelMatrix The model matrix.
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* @param {Cartesian3} minBounds The minimum bounds.
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* @param {Cartesian3} maxBounds The maximum bounds.
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* @param {Cartesian3} [clipMinBounds] The minimum clip bounds.
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* @param {Cartesian3} [clipMaxBounds] The maximum clip bounds.
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* @returns {boolean} Whether the shape is visible.
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*/
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VoxelCylinderShape.prototype.update = function (
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modelMatrix,
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minBounds,
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maxBounds,
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clipMinBounds,
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clipMaxBounds,
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) {
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.object("modelMatrix", modelMatrix);
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Check.typeOf.object("minBounds", minBounds);
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Check.typeOf.object("maxBounds", maxBounds);
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//>>includeEnd('debug');
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clipMinBounds = clipMinBounds ?? minBounds.clone(scratchClipMinBounds);
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clipMaxBounds = clipMaxBounds ?? maxBounds.clone(scratchClipMaxBounds);
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minBounds = Cartesian3.clone(minBounds, this._minBounds);
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maxBounds = Cartesian3.clone(maxBounds, this._maxBounds);
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const { DefaultMinBounds, DefaultMaxBounds } = VoxelCylinderShape;
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const defaultAngleRange = DefaultMaxBounds.y - DefaultMinBounds.y; // == 2 * PI
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const defaultAngleRangeHalf = 0.5 * defaultAngleRange; // == PI
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const epsilonZeroScale = CesiumMath.EPSILON10;
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const epsilonAngle = CesiumMath.EPSILON10;
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// Clamp the bounds to the valid range
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minBounds.x = Math.max(0.0, minBounds.x);
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// TODO: require maxBounds.x >= minBounds.x ?
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maxBounds.x = Math.max(0.0, maxBounds.x);
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minBounds.y = CesiumMath.negativePiToPi(minBounds.y);
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maxBounds.y = CesiumMath.negativePiToPi(maxBounds.y);
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clipMinBounds.y = CesiumMath.negativePiToPi(clipMinBounds.y);
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clipMaxBounds.y = CesiumMath.negativePiToPi(clipMaxBounds.y);
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// TODO: what does this do with partial volumes crossing the antimeridian?
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// We could have minBounds.y = +PI/2 and maxBounds.y = -PI/2.
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// Then clipMinBounds.y = +PI/4 and clipMaxBounds.y = -PI/4.
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// This maximumByComponent would cancel the clipping.
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const renderMinBounds = Cartesian3.maximumByComponent(
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minBounds,
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clipMinBounds,
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scratchRenderMinBounds,
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);
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const renderMaxBounds = Cartesian3.minimumByComponent(
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maxBounds,
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clipMaxBounds,
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scratchRenderMaxBounds,
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);
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// Exit early if the shape is not visible.
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// Note that minAngle may be greater than maxAngle when crossing the 180th meridian.
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// Cylinder is not visible if:
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// - maxRadius is zero (line)
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// - minRadius is greater than maxRadius
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// - minHeight is greater than maxHeight
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// - scale is 0 for any component (too annoying to reconstruct rotation matrix)
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const scale = Matrix4.getScale(modelMatrix, scratchScale);
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if (
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renderMaxBounds.x === 0.0 ||
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renderMinBounds.x > renderMaxBounds.x ||
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renderMinBounds.z > renderMaxBounds.z ||
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CesiumMath.equalsEpsilon(scale.x, 0.0, undefined, epsilonZeroScale) ||
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CesiumMath.equalsEpsilon(scale.y, 0.0, undefined, epsilonZeroScale) ||
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CesiumMath.equalsEpsilon(scale.z, 0.0, undefined, epsilonZeroScale)
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) {
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return false;
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}
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// Update the render bounds planes
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const renderBoundPlanes = this._renderBoundPlanes;
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renderBoundPlanes.get(0).distance = renderMinBounds.z;
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renderBoundPlanes.get(1).distance = -renderMaxBounds.z;
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this._shapeTransform = Matrix4.clone(modelMatrix, this._shapeTransform);
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this._orientedBoundingBox = getCylinderChunkObb(
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renderMinBounds,
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renderMaxBounds,
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this._shapeTransform,
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this._orientedBoundingBox,
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);
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this._boundTransform = Matrix4.fromRotationTranslation(
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this._orientedBoundingBox.halfAxes,
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this._orientedBoundingBox.center,
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this._boundTransform,
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);
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this._boundingSphere = BoundingSphere.fromOrientedBoundingBox(
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this._orientedBoundingBox,
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this._boundingSphere,
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);
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const shapeIsAngleReversed = maxBounds.y < minBounds.y;
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const shapeAngleRange =
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maxBounds.y - minBounds.y + shapeIsAngleReversed * defaultAngleRange;
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const renderIsAngleReversed = renderMaxBounds.y < renderMinBounds.y;
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const renderAngleRange =
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renderMaxBounds.y -
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renderMinBounds.y +
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renderIsAngleReversed * defaultAngleRange;
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const renderIsAngleRegular =
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renderAngleRange >= defaultAngleRangeHalf - epsilonAngle &&
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renderAngleRange < defaultAngleRange - epsilonAngle;
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const renderIsAngleFlipped =
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renderAngleRange > epsilonAngle &&
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renderAngleRange < defaultAngleRangeHalf - epsilonAngle;
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const renderIsAngleRangeZero = renderAngleRange <= epsilonAngle;
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const renderHasAngle =
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renderIsAngleRegular || renderIsAngleFlipped || renderIsAngleRangeZero;
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const shaderUniforms = this._shaderUniforms;
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const shaderDefines = this._shaderDefines;
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// To keep things simple, clear the defines every time
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for (const key in shaderDefines) {
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if (shaderDefines.hasOwnProperty(key)) {
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shaderDefines[key] = undefined;
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}
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}
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// Keep track of how many intersections there are going to be.
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let intersectionCount = 0;
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shaderDefines["CYLINDER_INTERSECTION_INDEX_RADIUS_MAX"] = intersectionCount;
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intersectionCount += 1;
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if (shapeAngleRange < defaultAngleRange - epsilonAngle) {
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shaderDefines["CYLINDER_HAS_SHAPE_BOUNDS_ANGLE"] = true;
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}
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if (renderMinBounds.x !== DefaultMinBounds.x) {
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shaderDefines["CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN"] = true;
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shaderDefines["CYLINDER_INTERSECTION_INDEX_RADIUS_MIN"] = intersectionCount;
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intersectionCount += 1;
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}
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shaderUniforms.cylinderRenderRadiusMinMax = Cartesian2.fromElements(
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renderMinBounds.x,
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renderMaxBounds.x,
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shaderUniforms.cylinderRenderRadiusMinMax,
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);
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if (renderMinBounds.x === renderMaxBounds.x) {
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shaderDefines["CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT"] = true;
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}
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const radiusRange = maxBounds.x - minBounds.x;
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// Defaults are for the case where radiusRange is zero, to avoid division by zero.
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let radialScale = 0.0;
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let radialOffset = 1.0;
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if (radiusRange !== 0.0) {
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radialScale = 1.0 / radiusRange;
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radialOffset = -minBounds.x * radialScale;
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}
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const heightRange = maxBounds.z - minBounds.z; // Default 2.0
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// Defaults are for the case where heightRange is zero, to avoid division by zero.
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let heightScale = 0.0;
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let heightOffset = 1.0;
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if (heightRange !== 0.0) {
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heightScale = 1.0 / heightRange;
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heightOffset = -minBounds.z * heightScale;
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}
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if (renderHasAngle) {
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shaderDefines["CYLINDER_HAS_RENDER_BOUNDS_ANGLE"] = true;
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shaderDefines["CYLINDER_INTERSECTION_INDEX_ANGLE"] = intersectionCount;
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if (renderIsAngleRegular) {
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shaderDefines["CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF"] = true;
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intersectionCount += 1;
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} else if (renderIsAngleFlipped) {
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shaderDefines["CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF"] = true;
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intersectionCount += 2;
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} else if (renderIsAngleRangeZero) {
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shaderDefines["CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO"] = true;
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intersectionCount += 2;
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}
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shaderUniforms.cylinderRenderAngleMinMax = Cartesian2.fromElements(
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renderMinBounds.y,
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renderMaxBounds.y,
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shaderUniforms.cylinderRenderAngleMinMax,
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);
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}
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const uvMinAngle = (minBounds.y - DefaultMinBounds.y) / defaultAngleRange;
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const uvMaxAngle = (maxBounds.y - DefaultMinBounds.y) / defaultAngleRange;
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const uvAngleRangeZero = 1.0 - shapeAngleRange / defaultAngleRange;
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// Translate the origin of UV angles (in [0,1]) to the center of the unoccupied space
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const uvAngleRangeOrigin = (uvMaxAngle + 0.5 * uvAngleRangeZero) % 1.0;
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shaderUniforms.cylinderShapeUvAngleRangeOrigin = uvAngleRangeOrigin;
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// Defaults are for the case where shapeAngleRange is zero, to avoid division by zero.
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let angleScale = 0.0;
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let angleOffset = 1.0;
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if (shapeAngleRange > epsilonAngle) {
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angleScale = defaultAngleRange / shapeAngleRange;
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const shiftedMinAngle = uvMinAngle - uvAngleRangeOrigin;
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angleOffset = -angleScale * (shiftedMinAngle - Math.floor(shiftedMinAngle));
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}
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// Store scales in shader uniforms (GPU)
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shaderUniforms.cylinderLocalToShapeUvScale = Cartesian3.fromElements(
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radialScale,
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angleScale,
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heightScale,
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shaderUniforms.cylinderLocalToShapeUvScale,
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);
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// Store translations in private property (JS-only)
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this._localToShapeUvTranslate = Cartesian3.fromElements(
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radialOffset,
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angleOffset,
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heightOffset,
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this._localToShapeUvTranslate,
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);
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this._shaderMaximumIntersectionsLength = intersectionCount;
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return true;
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};
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const scratchRotateRtuToLocal = new Matrix3();
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const scratchRtuRotation = new Matrix3();
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const scratchTransformPositionViewToLocal = new Matrix4();
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/**
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* Update any view-dependent transforms.
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* @private
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* @param {FrameState} frameState The frame state.
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*/
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VoxelCylinderShape.prototype.updateViewTransforms = function (frameState) {
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const shaderUniforms = this._shaderUniforms;
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// 1. Update camera position in cylindrical coordinates
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const transformPositionWorldToLocal = Matrix4.inverse(
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this._shapeTransform,
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scratchTransformPositionWorldToLocal,
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);
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const cameraPositionLocal = Matrix4.multiplyByPoint(
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transformPositionWorldToLocal,
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frameState.camera.positionWC,
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scratchCameraPositionLocal,
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);
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shaderUniforms.cameraShapePosition = Cartesian3.fromElements(
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Cartesian2.magnitude(cameraPositionLocal),
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Math.atan2(cameraPositionLocal.y, cameraPositionLocal.x),
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cameraPositionLocal.z,
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shaderUniforms.cameraShapePosition,
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);
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// 2. Find radial, tangent, and up components at camera position
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const cameraRadialDirection = Cartesian2.normalize(
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Cartesian2.fromCartesian3(cameraPositionLocal, scratchCameraRadialPosition),
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scratchCameraRadialPosition,
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);
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// As row vectors, the radial, tangent, and up vectors constitute a rotation matrix from local to RTU.
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const rotateLocalToRtu = Matrix3.fromRowMajorArray(
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[
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cameraRadialDirection.x,
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cameraRadialDirection.y,
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0.0,
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-cameraRadialDirection.y,
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cameraRadialDirection.x,
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0.0,
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0.0,
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0.0,
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1.0,
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],
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scratchRotateRtuToLocal,
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);
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// 3. Get rotation from eye to local coordinates
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const transformPositionViewToWorld =
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frameState.context.uniformState.inverseView;
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const transformPositionViewToLocal = Matrix4.multiplyTransformation(
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transformPositionWorldToLocal,
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transformPositionViewToWorld,
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scratchTransformPositionViewToLocal,
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);
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const transformDirectionViewToLocal = Matrix4.getMatrix3(
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transformPositionViewToLocal,
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scratchRtuRotation,
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);
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// 4. Multiply to get rotation from eye to RTU coordinates
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|
shaderUniforms.cylinderEcToRadialTangentUp = Matrix3.multiply(
|
|
rotateLocalToRtu,
|
|
transformDirectionViewToLocal,
|
|
shaderUniforms.cylinderEcToRadialTangentUp,
|
|
);
|
|
};
|
|
|
|
/**
|
|
* Convert a UV coordinate to the shape's UV space.
|
|
* @private
|
|
* @param {Cartesian3} positionLocal The local coordinate to convert.
|
|
* @param {Cartesian3} result The Cartesian3 to store the result in.
|
|
* @returns {Cartesian3} The converted UV coordinate.
|
|
*/
|
|
VoxelCylinderShape.prototype.convertLocalToShapeUvSpace = function (
|
|
positionLocal,
|
|
result,
|
|
) {
|
|
//>>includeStart('debug', pragmas.debug);
|
|
Check.typeOf.object("positionLocal", positionLocal);
|
|
Check.typeOf.object("result", result);
|
|
//>>includeEnd('debug');
|
|
|
|
let radius = Math.hypot(positionLocal.x, positionLocal.y);
|
|
let angle = Math.atan2(positionLocal.y, positionLocal.x);
|
|
let height = positionLocal.z;
|
|
|
|
const { cylinderLocalToShapeUvScale, cylinderShapeUvAngleRangeOrigin } =
|
|
this._shaderUniforms;
|
|
const localToShapeUvTranslate = this._localToShapeUvTranslate;
|
|
|
|
radius = radius * cylinderLocalToShapeUvScale.x + localToShapeUvTranslate.x;
|
|
|
|
// Convert angle to a "UV" in [0,1] with 0 defined at the center of the unoccupied space.
|
|
angle = (angle + Math.PI) / (2.0 * Math.PI);
|
|
angle -= cylinderShapeUvAngleRangeOrigin;
|
|
angle = angle - Math.floor(angle);
|
|
// Scale and shift so [0,1] covers the occupied space.
|
|
angle = angle * cylinderLocalToShapeUvScale.y + localToShapeUvTranslate.y;
|
|
|
|
height = height * cylinderLocalToShapeUvScale.z + localToShapeUvTranslate.z;
|
|
|
|
return Cartesian3.fromElements(radius, angle, height, result);
|
|
};
|
|
|
|
const scratchMinBounds = new Cartesian3();
|
|
const scratchMaxBounds = new Cartesian3();
|
|
|
|
/**
|
|
* Computes an oriented bounding box for a specified tile.
|
|
* @private
|
|
* @param {number} tileLevel The tile's level.
|
|
* @param {number} tileX The tile's x coordinate.
|
|
* @param {number} tileY The tile's y coordinate.
|
|
* @param {number} tileZ The tile's z coordinate.
|
|
* @param {OrientedBoundingBox} result The oriented bounding box that will be set to enclose the specified tile
|
|
* @returns {OrientedBoundingBox} The oriented bounding box.
|
|
*/
|
|
VoxelCylinderShape.prototype.computeOrientedBoundingBoxForTile = function (
|
|
tileLevel,
|
|
tileX,
|
|
tileY,
|
|
tileZ,
|
|
result,
|
|
) {
|
|
//>>includeStart('debug', pragmas.debug);
|
|
Check.typeOf.number("tileLevel", tileLevel);
|
|
Check.typeOf.number("tileX", tileX);
|
|
Check.typeOf.number("tileY", tileY);
|
|
Check.typeOf.number("tileZ", tileZ);
|
|
Check.typeOf.object("result", result);
|
|
//>>includeEnd('debug');
|
|
|
|
const minBounds = this._minBounds;
|
|
const maxBounds = this._maxBounds;
|
|
|
|
const sizeAtLevel = 1.0 / Math.pow(2.0, tileLevel);
|
|
|
|
const tileMinBounds = Cartesian3.fromElements(
|
|
CesiumMath.lerp(minBounds.x, maxBounds.x, tileX * sizeAtLevel),
|
|
CesiumMath.lerp(minBounds.y, maxBounds.y, tileY * sizeAtLevel),
|
|
CesiumMath.lerp(minBounds.z, maxBounds.z, tileZ * sizeAtLevel),
|
|
scratchMinBounds,
|
|
);
|
|
const tileMaxBounds = Cartesian3.fromElements(
|
|
CesiumMath.lerp(minBounds.x, maxBounds.x, (tileX + 1) * sizeAtLevel),
|
|
CesiumMath.lerp(minBounds.y, maxBounds.y, (tileY + 1) * sizeAtLevel),
|
|
CesiumMath.lerp(minBounds.z, maxBounds.z, (tileZ + 1) * sizeAtLevel),
|
|
scratchMaxBounds,
|
|
);
|
|
|
|
return getCylinderChunkObb(
|
|
tileMinBounds,
|
|
tileMaxBounds,
|
|
this._shapeTransform,
|
|
result,
|
|
);
|
|
};
|
|
|
|
const sampleSizeScratch = new Cartesian3();
|
|
|
|
/**
|
|
* Computes an oriented bounding box for a specified sample within a specified tile.
|
|
* @private
|
|
* @param {SpatialNode} spatialNode The spatial node containing the sample
|
|
* @param {Cartesian3} tileDimensions The size of the tile in number of samples, before padding
|
|
* @param {Cartesian3} tileUv The sample coordinate within the tile
|
|
* @param {OrientedBoundingBox} result The oriented bounding box that will be set to enclose the specified sample
|
|
* @returns {OrientedBoundingBox} The oriented bounding box.
|
|
*/
|
|
VoxelCylinderShape.prototype.computeOrientedBoundingBoxForSample = function (
|
|
spatialNode,
|
|
tileDimensions,
|
|
tileUv,
|
|
result,
|
|
) {
|
|
//>>includeStart('debug', pragmas.debug);
|
|
Check.typeOf.object("spatialNode", spatialNode);
|
|
Check.typeOf.object("tileDimensions", tileDimensions);
|
|
Check.typeOf.object("tileUv", tileUv);
|
|
Check.typeOf.object("result", result);
|
|
//>>includeEnd('debug');
|
|
|
|
const tileSizeAtLevel = 1.0 / Math.pow(2.0, spatialNode.level);
|
|
const sampleSize = Cartesian3.divideComponents(
|
|
Cartesian3.ONE,
|
|
tileDimensions,
|
|
sampleSizeScratch,
|
|
);
|
|
const sampleSizeAtLevel = Cartesian3.multiplyByScalar(
|
|
sampleSize,
|
|
tileSizeAtLevel,
|
|
sampleSizeScratch,
|
|
);
|
|
|
|
const minLerp = Cartesian3.multiplyByScalar(
|
|
Cartesian3.fromElements(
|
|
spatialNode.x + tileUv.x,
|
|
spatialNode.y + tileUv.y,
|
|
spatialNode.z + tileUv.z,
|
|
scratchMinBounds,
|
|
),
|
|
tileSizeAtLevel,
|
|
scratchMinBounds,
|
|
);
|
|
const maxLerp = Cartesian3.add(minLerp, sampleSizeAtLevel, scratchMaxBounds);
|
|
|
|
const minBounds = this._minBounds;
|
|
const maxBounds = this._maxBounds;
|
|
|
|
const sampleMinBounds = Cartesian3.fromElements(
|
|
CesiumMath.lerp(minBounds.x, maxBounds.x, minLerp.x),
|
|
CesiumMath.lerp(minBounds.y, maxBounds.y, minLerp.y),
|
|
CesiumMath.lerp(minBounds.z, maxBounds.z, minLerp.z),
|
|
scratchMinBounds,
|
|
);
|
|
const sampleMaxBounds = Cartesian3.fromElements(
|
|
CesiumMath.lerp(minBounds.x, maxBounds.x, maxLerp.x),
|
|
CesiumMath.lerp(minBounds.y, maxBounds.y, maxLerp.y),
|
|
CesiumMath.lerp(minBounds.z, maxBounds.z, maxLerp.z),
|
|
scratchMaxBounds,
|
|
);
|
|
|
|
return getCylinderChunkObb(
|
|
sampleMinBounds,
|
|
sampleMaxBounds,
|
|
this._shapeTransform,
|
|
result,
|
|
);
|
|
};
|
|
|
|
/**
|
|
* Defines the minimum bounds of the shape. Corresponds to minimum radius, angle, and height.
|
|
*
|
|
* @type {Cartesian3}
|
|
* @constant
|
|
* @readonly
|
|
*
|
|
* @private
|
|
*/
|
|
VoxelCylinderShape.DefaultMinBounds = Object.freeze(
|
|
new Cartesian3(0.0, -CesiumMath.PI, -1.0),
|
|
);
|
|
|
|
/**
|
|
* Defines the maximum bounds of the shape. Corresponds to maximum radius, angle, height.
|
|
*
|
|
* @type {Cartesian3}
|
|
* @constant
|
|
* @readonly
|
|
*
|
|
* @private
|
|
*/
|
|
VoxelCylinderShape.DefaultMaxBounds = Object.freeze(
|
|
new Cartesian3(1.0, +CesiumMath.PI, +1.0),
|
|
);
|
|
|
|
const maxTestAngles = 5;
|
|
const scratchTestAngles = new Array(maxTestAngles);
|
|
const scratchTranslation = new Cartesian3();
|
|
const scratchRotation = new Matrix3();
|
|
const scratchTranslationMatrix = new Matrix4();
|
|
const scratchRotationMatrix = new Matrix4();
|
|
const scratchScaleMatrix = new Matrix4();
|
|
const scratchMatrix = new Matrix4();
|
|
const scratchColumn0 = new Cartesian3();
|
|
const scratchColumn1 = new Cartesian3();
|
|
const scratchColumn2 = new Cartesian3();
|
|
const scratchCorners = new Array(8);
|
|
for (let i = 0; i < 8; i++) {
|
|
scratchCorners[i] = new Cartesian3();
|
|
}
|
|
|
|
function orthogonal(a, b, epsilon) {
|
|
return Math.abs(Cartesian4.dot(a, b)) < epsilon;
|
|
}
|
|
|
|
function isValidOrientedBoundingBoxTransformation(matrix) {
|
|
const column0 = Matrix4.getColumn(matrix, 0, scratchColumn0);
|
|
const column1 = Matrix4.getColumn(matrix, 1, scratchColumn1);
|
|
const column2 = Matrix4.getColumn(matrix, 2, scratchColumn2);
|
|
|
|
const epsilon = CesiumMath.EPSILON4;
|
|
|
|
return (
|
|
orthogonal(column0, column1, epsilon) &&
|
|
orthogonal(column1, column2, epsilon)
|
|
);
|
|
}
|
|
|
|
function computeLooseOrientedBoundingBox(matrix, result) {
|
|
const corners = scratchCorners;
|
|
Cartesian3.fromElements(-0.5, -0.5, -0.5, corners[0]);
|
|
Cartesian3.fromElements(-0.5, -0.5, 0.5, corners[1]);
|
|
Cartesian3.fromElements(-0.5, 0.5, -0.5, corners[2]);
|
|
Cartesian3.fromElements(-0.5, 0.5, 0.5, corners[3]);
|
|
Cartesian3.fromElements(0.5, -0.5, -0.5, corners[4]);
|
|
Cartesian3.fromElements(0.5, -0.5, 0.5, corners[5]);
|
|
Cartesian3.fromElements(0.5, 0.5, -0.5, corners[6]);
|
|
Cartesian3.fromElements(0.5, 0.5, 0.5, corners[7]);
|
|
|
|
for (let i = 0; i < 8; ++i) {
|
|
Matrix4.multiplyByPoint(matrix, corners[i], corners[i]);
|
|
}
|
|
|
|
return OrientedBoundingBox.fromPoints(corners, result);
|
|
}
|
|
|
|
const scratchBoxScale = new Cartesian3();
|
|
/**
|
|
* Computes an {@link OrientedBoundingBox} for a subregion of the shape.
|
|
*
|
|
* @function
|
|
*
|
|
* @param {Cartesian3} chunkMinBounds The minimum bounds of the subregion.
|
|
* @param {Cartesian3} chunkMaxBounds The maximum bounds of the subregion.
|
|
* @param {Matrix4} matrix The matrix to transform the points.
|
|
* @param {OrientedBoundingBox} result The object onto which to store the result.
|
|
* @returns {OrientedBoundingBox} The oriented bounding box that contains this subregion.
|
|
*
|
|
* @private
|
|
*/
|
|
function getCylinderChunkObb(chunkMinBounds, chunkMaxBounds, matrix, result) {
|
|
const radiusStart = chunkMinBounds.x;
|
|
const radiusEnd = chunkMaxBounds.x;
|
|
const angleStart = chunkMinBounds.y;
|
|
const angleEnd =
|
|
chunkMaxBounds.y < angleStart
|
|
? chunkMaxBounds.y + CesiumMath.TWO_PI
|
|
: chunkMaxBounds.y;
|
|
const heightStart = chunkMinBounds.z;
|
|
const heightEnd = chunkMaxBounds.z;
|
|
|
|
const angleRange = angleEnd - angleStart;
|
|
const angleMid = angleStart + angleRange * 0.5;
|
|
|
|
const testAngles = scratchTestAngles;
|
|
let testAngleCount = 0;
|
|
|
|
testAngles[testAngleCount++] = angleStart;
|
|
testAngles[testAngleCount++] = angleEnd;
|
|
testAngles[testAngleCount++] = angleMid;
|
|
|
|
if (angleRange > CesiumMath.PI) {
|
|
testAngles[testAngleCount++] = angleMid - CesiumMath.PI_OVER_TWO;
|
|
testAngles[testAngleCount++] = angleMid + CesiumMath.PI_OVER_TWO;
|
|
}
|
|
|
|
// Find bounding box in shape space relative to angleMid
|
|
let minX = Number.POSITIVE_INFINITY;
|
|
let minY = Number.POSITIVE_INFINITY;
|
|
let maxX = Number.NEGATIVE_INFINITY;
|
|
let maxY = Number.NEGATIVE_INFINITY;
|
|
|
|
for (let i = 0; i < testAngleCount; ++i) {
|
|
const angle = testAngles[i] - angleMid;
|
|
const cosAngle = Math.cos(angle);
|
|
const sinAngle = Math.sin(angle);
|
|
const x1 = cosAngle * radiusStart;
|
|
const y1 = sinAngle * radiusStart;
|
|
const x2 = cosAngle * radiusEnd;
|
|
const y2 = sinAngle * radiusEnd;
|
|
|
|
minX = Math.min(minX, x1, x2);
|
|
minY = Math.min(minY, y1, y2);
|
|
maxX = Math.max(maxX, x1, x2);
|
|
maxY = Math.max(maxY, y1, y2);
|
|
}
|
|
|
|
const extentX = maxX - minX;
|
|
const extentY = maxY - minY;
|
|
const extentZ = heightEnd - heightStart;
|
|
|
|
const centerX = (minX + maxX) * 0.5;
|
|
const centerY = (minY + maxY) * 0.5;
|
|
const centerZ = (heightStart + heightEnd) * 0.5;
|
|
|
|
const translation = Cartesian3.fromElements(
|
|
centerX,
|
|
centerY,
|
|
centerZ,
|
|
scratchTranslation,
|
|
);
|
|
|
|
const rotation = Matrix3.fromRotationZ(angleMid, scratchRotation);
|
|
|
|
const scale = Cartesian3.fromElements(
|
|
extentX,
|
|
extentY,
|
|
extentZ,
|
|
scratchBoxScale,
|
|
);
|
|
|
|
const scaleMatrix = Matrix4.fromScale(scale, scratchScaleMatrix);
|
|
const rotationMatrix = Matrix4.fromRotation(rotation, scratchRotationMatrix);
|
|
const translationMatrix = Matrix4.fromTranslation(
|
|
translation,
|
|
scratchTranslationMatrix,
|
|
);
|
|
|
|
// Shape space matrix = R * T * S
|
|
const localMatrix = Matrix4.multiplyTransformation(
|
|
rotationMatrix,
|
|
Matrix4.multiplyTransformation(
|
|
translationMatrix,
|
|
scaleMatrix,
|
|
scratchMatrix,
|
|
),
|
|
scratchMatrix,
|
|
);
|
|
|
|
const globalMatrix = Matrix4.multiplyTransformation(
|
|
matrix,
|
|
localMatrix,
|
|
scratchMatrix,
|
|
);
|
|
|
|
if (!isValidOrientedBoundingBoxTransformation(globalMatrix)) {
|
|
return computeLooseOrientedBoundingBox(globalMatrix, result);
|
|
}
|
|
|
|
return OrientedBoundingBox.fromTransformation(globalMatrix, result);
|
|
}
|
|
|
|
export default VoxelCylinderShape;
|