/* This file is automatically rebuilt by the Cesium build process. */
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define(['./when-8166c7dd', './Transforms-de823166', './Matrix2-0e286ffc', './RuntimeError-4fdc4459', './ComponentDatatype-9ed50558', './FrustumGeometry-97d9e898', './GeometryAttribute-83cf1273', './GeometryAttributes-50becc99', './combine-a5c4cc47', './WebGLConstants-0664004c', './Plane-456cf3fd', './VertexFormat-c0801687'], (function (when, Transforms, Matrix2, RuntimeError, ComponentDatatype, FrustumGeometry, GeometryAttribute, GeometryAttributes, combine, WebGLConstants, Plane, VertexFormat) { 'use strict';
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var PERSPECTIVE = 0;
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var ORTHOGRAPHIC = 1;
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/**
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* A description of the outline of a frustum with the given the origin and orientation.
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*
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* @alias FrustumOutlineGeometry
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* @constructor
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*
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* @param {Object} options Object with the following properties:
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* @param {PerspectiveFrustum|OrthographicFrustum} options.frustum The frustum.
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* @param {Cartesian3} options.origin The origin of the frustum.
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* @param {Quaternion} options.orientation The orientation of the frustum.
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*/
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function FrustumOutlineGeometry(options) {
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//>>includeStart('debug', pragmas.debug);
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RuntimeError.Check.typeOf.object("options", options);
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RuntimeError.Check.typeOf.object("options.frustum", options.frustum);
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RuntimeError.Check.typeOf.object("options.origin", options.origin);
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RuntimeError.Check.typeOf.object("options.orientation", options.orientation);
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//>>includeEnd('debug');
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var frustum = options.frustum;
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var orientation = options.orientation;
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var origin = options.origin;
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// This is private because it is used by DebugCameraPrimitive to draw a multi-frustum by
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// creating multiple FrustumOutlineGeometrys. This way the near plane of one frustum doesn't overlap
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// the far plane of another.
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var drawNearPlane = when.defaultValue(options._drawNearPlane, true);
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var frustumType;
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var frustumPackedLength;
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if (frustum instanceof FrustumGeometry.PerspectiveFrustum) {
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frustumType = PERSPECTIVE;
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frustumPackedLength = FrustumGeometry.PerspectiveFrustum.packedLength;
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} else if (frustum instanceof FrustumGeometry.OrthographicFrustum) {
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frustumType = ORTHOGRAPHIC;
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frustumPackedLength = FrustumGeometry.OrthographicFrustum.packedLength;
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}
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this._frustumType = frustumType;
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this._frustum = frustum.clone();
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this._origin = Matrix2.Cartesian3.clone(origin);
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this._orientation = Transforms.Quaternion.clone(orientation);
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this._drawNearPlane = drawNearPlane;
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this._workerName = "createFrustumOutlineGeometry";
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/**
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* The number of elements used to pack the object into an array.
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* @type {Number}
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*/
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this.packedLength =
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2 + frustumPackedLength + Matrix2.Cartesian3.packedLength + Transforms.Quaternion.packedLength;
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}
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/**
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* Stores the provided instance into the provided array.
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*
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* @param {FrustumOutlineGeometry} value The value to pack.
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* @param {Number[]} array The array to pack into.
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* @param {Number} [startingIndex=0] The index into the array at which to start packing the elements.
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*
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* @returns {Number[]} The array that was packed into
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*/
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FrustumOutlineGeometry.pack = function (value, array, startingIndex) {
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//>>includeStart('debug', pragmas.debug);
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RuntimeError.Check.typeOf.object("value", value);
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RuntimeError.Check.defined("array", array);
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//>>includeEnd('debug');
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startingIndex = when.defaultValue(startingIndex, 0);
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var frustumType = value._frustumType;
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var frustum = value._frustum;
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array[startingIndex++] = frustumType;
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if (frustumType === PERSPECTIVE) {
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FrustumGeometry.PerspectiveFrustum.pack(frustum, array, startingIndex);
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startingIndex += FrustumGeometry.PerspectiveFrustum.packedLength;
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} else {
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FrustumGeometry.OrthographicFrustum.pack(frustum, array, startingIndex);
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startingIndex += FrustumGeometry.OrthographicFrustum.packedLength;
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}
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Matrix2.Cartesian3.pack(value._origin, array, startingIndex);
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startingIndex += Matrix2.Cartesian3.packedLength;
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Transforms.Quaternion.pack(value._orientation, array, startingIndex);
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startingIndex += Transforms.Quaternion.packedLength;
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array[startingIndex] = value._drawNearPlane ? 1.0 : 0.0;
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return array;
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};
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var scratchPackPerspective = new FrustumGeometry.PerspectiveFrustum();
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var scratchPackOrthographic = new FrustumGeometry.OrthographicFrustum();
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var scratchPackQuaternion = new Transforms.Quaternion();
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var scratchPackorigin = new Matrix2.Cartesian3();
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/**
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* Retrieves an instance from a packed array.
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*
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* @param {Number[]} array The packed array.
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* @param {Number} [startingIndex=0] The starting index of the element to be unpacked.
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* @param {FrustumOutlineGeometry} [result] The object into which to store the result.
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*/
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FrustumOutlineGeometry.unpack = function (array, startingIndex, result) {
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//>>includeStart('debug', pragmas.debug);
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RuntimeError.Check.defined("array", array);
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//>>includeEnd('debug');
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startingIndex = when.defaultValue(startingIndex, 0);
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var frustumType = array[startingIndex++];
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var frustum;
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if (frustumType === PERSPECTIVE) {
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frustum = FrustumGeometry.PerspectiveFrustum.unpack(
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array,
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startingIndex,
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scratchPackPerspective
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);
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startingIndex += FrustumGeometry.PerspectiveFrustum.packedLength;
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} else {
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frustum = FrustumGeometry.OrthographicFrustum.unpack(
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array,
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startingIndex,
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scratchPackOrthographic
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);
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startingIndex += FrustumGeometry.OrthographicFrustum.packedLength;
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}
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var origin = Matrix2.Cartesian3.unpack(array, startingIndex, scratchPackorigin);
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startingIndex += Matrix2.Cartesian3.packedLength;
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var orientation = Transforms.Quaternion.unpack(
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array,
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startingIndex,
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scratchPackQuaternion
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);
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startingIndex += Transforms.Quaternion.packedLength;
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var drawNearPlane = array[startingIndex] === 1.0;
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if (!when.defined(result)) {
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return new FrustumOutlineGeometry({
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frustum: frustum,
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origin: origin,
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orientation: orientation,
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_drawNearPlane: drawNearPlane,
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});
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}
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var frustumResult =
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frustumType === result._frustumType ? result._frustum : undefined;
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result._frustum = frustum.clone(frustumResult);
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result._frustumType = frustumType;
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result._origin = Matrix2.Cartesian3.clone(origin, result._origin);
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result._orientation = Transforms.Quaternion.clone(orientation, result._orientation);
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result._drawNearPlane = drawNearPlane;
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return result;
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};
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/**
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* Computes the geometric representation of a frustum outline, including its vertices, indices, and a bounding sphere.
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*
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* @param {FrustumOutlineGeometry} frustumGeometry A description of the frustum.
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* @returns {Geometry|undefined} The computed vertices and indices.
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*/
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FrustumOutlineGeometry.createGeometry = function (frustumGeometry) {
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var frustumType = frustumGeometry._frustumType;
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var frustum = frustumGeometry._frustum;
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var origin = frustumGeometry._origin;
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var orientation = frustumGeometry._orientation;
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var drawNearPlane = frustumGeometry._drawNearPlane;
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var positions = new Float64Array(3 * 4 * 2);
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FrustumGeometry.FrustumGeometry._computeNearFarPlanes(
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origin,
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orientation,
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frustumType,
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frustum,
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positions
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);
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var attributes = new GeometryAttributes.GeometryAttributes({
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position: new GeometryAttribute.GeometryAttribute({
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componentDatatype: ComponentDatatype.ComponentDatatype.DOUBLE,
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componentsPerAttribute: 3,
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values: positions,
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}),
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});
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var offset;
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var index;
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var numberOfPlanes = drawNearPlane ? 2 : 1;
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var indices = new Uint16Array(8 * (numberOfPlanes + 1));
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// Build the near/far planes
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var i = drawNearPlane ? 0 : 1;
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for (; i < 2; ++i) {
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offset = drawNearPlane ? i * 8 : 0;
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index = i * 4;
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indices[offset] = index;
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indices[offset + 1] = index + 1;
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indices[offset + 2] = index + 1;
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indices[offset + 3] = index + 2;
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indices[offset + 4] = index + 2;
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indices[offset + 5] = index + 3;
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indices[offset + 6] = index + 3;
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indices[offset + 7] = index;
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}
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// Build the sides of the frustums
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for (i = 0; i < 2; ++i) {
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offset = (numberOfPlanes + i) * 8;
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index = i * 4;
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indices[offset] = index;
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indices[offset + 1] = index + 4;
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indices[offset + 2] = index + 1;
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indices[offset + 3] = index + 5;
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indices[offset + 4] = index + 2;
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indices[offset + 5] = index + 6;
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indices[offset + 6] = index + 3;
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indices[offset + 7] = index + 7;
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}
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return new GeometryAttribute.Geometry({
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attributes: attributes,
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indices: indices,
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primitiveType: GeometryAttribute.PrimitiveType.LINES,
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boundingSphere: Transforms.BoundingSphere.fromVertices(positions),
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});
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};
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function createFrustumOutlineGeometry(frustumGeometry, offset) {
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if (when.defined(offset)) {
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frustumGeometry = FrustumOutlineGeometry.unpack(frustumGeometry, offset);
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}
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return FrustumOutlineGeometry.createGeometry(frustumGeometry);
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}
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return createFrustumOutlineGeometry;
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}));
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