758 lines
24 KiB
JavaScript
758 lines
24 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 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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/**
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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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/**
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* An oriented bounding box containing the bounded shape.
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* The update function must be called before accessing this value.
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* @private
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* @type {OrientedBoundingBox}
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* @readonly
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*/
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this.orientedBoundingBox = new OrientedBoundingBox();
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/**
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* A bounding sphere containing the bounded shape.
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* The update function must be called before accessing this value.
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* @private
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* @type {BoundingSphere}
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* @readonly
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*/
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this.boundingSphere = new BoundingSphere();
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/**
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* A transformation matrix containing the bounded shape.
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* The update function must be called before accessing this value.
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* @private
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* @type {Matrix4}
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* @readonly
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*/
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this.boundTransform = new Matrix4();
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/**
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* A transformation matrix containing the shape, ignoring the bounds.
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* The update function must be called before accessing this value.
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* @private
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* @type {Matrix4}
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* @readonly
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*/
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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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/**
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* @private
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* @type {Object<string, any>}
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* @readonly
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*/
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this.shaderUniforms = {
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cylinderRenderRadiusMinMax: new Cartesian2(),
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cylinderRenderAngleMinMax: new Cartesian2(),
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cylinderRenderHeightMinMax: new Cartesian2(),
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cylinderUvToShapeUvRadius: new Cartesian2(),
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cylinderUvToShapeUvAngle: new Cartesian2(),
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cylinderUvToShapeUvHeight: new Cartesian2(),
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cylinderShapeUvAngleMinMax: new Cartesian2(),
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cylinderShapeUvAngleRangeZeroMid: 0.0,
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};
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/**
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* @private
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* @type {Object<string, any>}
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* @readonly
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*/
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this.shaderDefines = {
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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_HAS_SHAPE_BOUNDS_RADIUS: undefined,
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CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT: undefined,
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CYLINDER_HAS_SHAPE_BOUNDS_ANGLE: undefined,
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CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY: undefined,
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CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY: undefined,
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CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_MAX_REVERSED: 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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/**
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* The maximum number of intersections against the shape for any ray direction.
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* @private
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* @type {number}
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* @readonly
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*/
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this.shaderMaximumIntersectionsLength = 0; // not known until update
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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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/**
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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;
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const defaultAngleRangeHalf = 0.5 * defaultAngleRange;
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const epsilonZeroScale = CesiumMath.EPSILON10;
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const epsilonAngleDiscontinuity = CesiumMath.EPSILON3; // 0.001 radians = 0.05729578 degrees
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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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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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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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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 shapeIsDefaultRadius =
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minBounds.x === DefaultMinBounds.x && maxBounds.x === DefaultMaxBounds.x;
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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 shapeIsAngleRegular =
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shapeAngleRange > defaultAngleRangeHalf + epsilonAngle &&
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shapeAngleRange < defaultAngleRange - epsilonAngle;
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const shapeIsAngleFlipped =
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shapeAngleRange < defaultAngleRangeHalf - epsilonAngle;
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const shapeIsAngleRangeHalf =
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shapeAngleRange >= defaultAngleRangeHalf - epsilonAngle &&
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shapeAngleRange <= defaultAngleRangeHalf + epsilonAngle;
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const shapeHasAngle =
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shapeIsAngleRegular || shapeIsAngleFlipped || shapeIsAngleRangeHalf;
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const shapeIsMinAngleDiscontinuity = CesiumMath.equalsEpsilon(
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minBounds.y,
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DefaultMinBounds.y,
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undefined,
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epsilonAngleDiscontinuity,
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);
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const shapeIsMaxAngleDiscontinuity = CesiumMath.equalsEpsilon(
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maxBounds.y,
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DefaultMaxBounds.y,
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undefined,
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epsilonAngleDiscontinuity,
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);
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const shapeIsDefaultHeight =
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minBounds.z === DefaultMinBounds.z && maxBounds.z === DefaultMaxBounds.z;
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const renderIsDefaultMinRadius = renderMinBounds.x === DefaultMinBounds.x;
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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, shaderDefines } = this;
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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 (!renderIsDefaultMinRadius) {
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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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if (!shapeIsDefaultRadius) {
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shaderDefines["CYLINDER_HAS_SHAPE_BOUNDS_RADIUS"] = true;
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// delerp(radius, minRadius, maxRadius)
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// (radius - minRadius) / (maxRadius - minRadius)
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// radius / (maxRadius - minRadius) - minRadius / (maxRadius - minRadius)
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// scale = 1.0 / (maxRadius - minRadius)
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// offset = -minRadius / (maxRadius - minRadius)
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// offset = minRadius / (minRadius - maxRadius)
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const radiusRange = maxBounds.x - minBounds.x;
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let scale = 0.0;
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let offset = 1.0;
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if (radiusRange !== 0.0) {
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scale = 1.0 / radiusRange;
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offset = -minBounds.x / radiusRange;
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}
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shaderUniforms.cylinderUvToShapeUvRadius = Cartesian2.fromElements(
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scale,
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offset,
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shaderUniforms.cylinderUvToShapeUvRadius,
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);
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}
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if (!shapeIsDefaultHeight) {
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shaderDefines["CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT"] = true;
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// delerp(heightUv, minHeightUv, maxHeightUv)
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// (heightUv - minHeightUv) / (maxHeightUv - minHeightUv)
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// heightUv / (maxHeightUv - minHeightUv) - minHeightUv / (maxHeightUv - minHeightUv)
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// scale = 1.0 / (maxHeightUv - minHeightUv)
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// scale = 1.0 / ((maxHeight * 0.5 + 0.5) - (minHeight * 0.5 + 0.5))
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// scale = 2.0 / (maxHeight - minHeight)
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// offset = -minHeightUv / (maxHeightUv - minHeightUv)
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// offset = -minHeightUv / ((maxHeight * 0.5 + 0.5) - (minHeight * 0.5 + 0.5))
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// offset = -2.0 * (minHeight * 0.5 + 0.5) / (maxHeight - minHeight)
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// offset = -(minHeight + 1.0) / (maxHeight - minHeight)
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// offset = (minHeight + 1.0) / (minHeight - maxHeight)
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const heightRange = maxBounds.z - minBounds.z;
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let scale = 0.0;
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let offset = 1.0;
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if (heightRange !== 0.0) {
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scale = 2.0 / heightRange;
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offset = -(minBounds.z + 1.0) / heightRange;
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}
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shaderUniforms.cylinderUvToShapeUvHeight = Cartesian2.fromElements(
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scale,
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offset,
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shaderUniforms.cylinderUvToShapeUvHeight,
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);
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}
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shaderUniforms.cylinderRenderHeightMinMax = Cartesian2.fromElements(
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renderMinBounds.z,
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renderMaxBounds.z,
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shaderUniforms.cylinderRenderHeightMinMax,
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);
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if (shapeIsAngleReversed) {
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shaderDefines["CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_MAX_REVERSED"] = true;
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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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if (shapeHasAngle) {
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shaderDefines["CYLINDER_HAS_SHAPE_BOUNDS_ANGLE"] = true;
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if (shapeIsMinAngleDiscontinuity) {
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shaderDefines["CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY"] = true;
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}
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if (shapeIsMaxAngleDiscontinuity) {
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shaderDefines["CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY"] = true;
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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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shaderUniforms.cylinderShapeUvAngleMinMax = Cartesian2.fromElements(
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uvMinAngle,
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uvMaxAngle,
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shaderUniforms.cylinderShapeUvAngleMinMax,
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);
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shaderUniforms.cylinderShapeUvAngleRangeZeroMid =
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(uvMaxAngle + 0.5 * uvAngleRangeZero) % 1.0;
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// delerp(angleUv, uvMinAngle, uvMaxAngle)
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// (angelUv - uvMinAngle) / (uvMaxAngle - uvMinAngle)
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// angleUv / (uvMaxAngle - uvMinAngle) - uvMinAngle / (uvMaxAngle - uvMinAngle)
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// scale = 1.0 / (uvMaxAngle - uvMinAngle)
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// scale = 1.0 / (((maxAngle - pi) / (2.0 * pi)) - ((minAngle - pi) / (2.0 * pi)))
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// scale = 2.0 * pi / (maxAngle - minAngle)
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// offset = -uvMinAngle / (uvMaxAngle - uvMinAngle)
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// offset = -((minAngle - pi) / (2.0 * pi)) / (((maxAngle - pi) / (2.0 * pi)) - ((minAngle - pi) / (2.0 * pi)))
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// offset = -(minAngle - pi) / (maxAngle - minAngle)
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if (shapeAngleRange <= epsilonAngle) {
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shaderUniforms.cylinderUvToShapeUvAngle = Cartesian2.fromElements(
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0.0,
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1.0,
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shaderUniforms.cylinderUvToShapeUvAngle,
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);
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} else {
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const scale = defaultAngleRange / shapeAngleRange;
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const offset = -(minBounds.y - DefaultMinBounds.y) / shapeAngleRange;
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shaderUniforms.cylinderUvToShapeUvAngle = Cartesian2.fromElements(
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scale,
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offset,
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shaderUniforms.cylinderUvToShapeUvAngle,
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);
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}
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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 scratchMinBounds = new Cartesian3();
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const scratchMaxBounds = new Cartesian3();
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/**
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* Computes an oriented bounding box for a specified tile.
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* The update function must be called before calling this function.
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* @private
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* @param {number} tileLevel The tile's level.
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* @param {number} tileX The tile's x coordinate.
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* @param {number} tileY The tile's y coordinate.
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* @param {number} tileZ The tile's z coordinate.
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* @param {OrientedBoundingBox} result The oriented bounding box that will be set to enclose the specified tile
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* @returns {OrientedBoundingBox} The oriented bounding box.
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*/
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VoxelCylinderShape.prototype.computeOrientedBoundingBoxForTile = function (
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tileLevel,
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tileX,
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tileY,
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tileZ,
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result,
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) {
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.number("tileLevel", tileLevel);
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Check.typeOf.number("tileX", tileX);
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Check.typeOf.number("tileY", tileY);
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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.
|
|
* The update function must be called before calling this function.
|
|
* @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);
|
|
}
|
|
|
|
/**
|
|
* 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,
|
|
scratchScale,
|
|
);
|
|
|
|
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;
|