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