34935-vm/assets/cesium/packages/engine/Source/Scene/VoxelCylinderShape.js
Flatlogic Bot 055d24df95 WORKING
2025-10-14 02:37:44 +00:00

892 lines
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JavaScript

import defaultValue from "../Core/defaultValue.js";
import BoundingSphere from "../Core/BoundingSphere.js";
import Cartesian2 from "../Core/Cartesian2.js";
import Cartesian3 from "../Core/Cartesian3.js";
import Check from "../Core/Check.js";
import CesiumMath from "../Core/Math.js";
import Matrix3 from "../Core/Matrix3.js";
import Matrix4 from "../Core/Matrix4.js";
import OrientedBoundingBox from "../Core/OrientedBoundingBox.js";
import Cartesian4 from "../Core/Cartesian4.js";
/**
* A cylinder {@link VoxelShape}.
*
* @alias VoxelCylinderShape
* @constructor
*
* @see VoxelShape
* @see VoxelBoxShape
* @see VoxelEllipsoidShape
* @see VoxelShapeType
*
* @private
*/
function VoxelCylinderShape() {
/**
* An oriented bounding box containing the bounded shape.
* The update function must be called before accessing this value.
* @type {OrientedBoundingBox}
* @readonly
*/
this.orientedBoundingBox = new OrientedBoundingBox();
/**
* A bounding sphere containing the bounded shape.
* The update function must be called before accessing this value.
* @type {BoundingSphere}
* @readonly
*/
this.boundingSphere = new BoundingSphere();
/**
* A transformation matrix containing the bounded shape.
* The update function must be called before accessing this value.
* @type {Matrix4}
* @readonly
*/
this.boundTransform = new Matrix4();
/**
* A transformation matrix containing the shape, ignoring the bounds.
* The update function must be called before accessing this value.
* @type {Matrix4}
* @readonly
*/
this.shapeTransform = new Matrix4();
/**
* @type {number}
* @private
*/
this._minimumRadius = VoxelCylinderShape.DefaultMinBounds.x;
/**
* @type {number}
* @private
*/
this._maximumRadius = VoxelCylinderShape.DefaultMaxBounds.x;
/**
* @type {number}
* @private
*/
this._minimumHeight = VoxelCylinderShape.DefaultMinBounds.y;
/**
* @type {number}
* @private
*/
this._maximumHeight = VoxelCylinderShape.DefaultMaxBounds.y;
/**
* @type {number}
* @private
*/
this._minimumAngle = VoxelCylinderShape.DefaultMinBounds.z;
/**
* @type {number}
* @private
*/
this._maximumAngle = VoxelCylinderShape.DefaultMaxBounds.z;
/**
* @type {Object<string, any>}
* @readonly
*/
this.shaderUniforms = {
cylinderRenderHeightMinMax: new Cartesian2(),
cylinderRenderRadiusMinMax: new Cartesian2(),
cylinderRenderAngleMinMax: new Cartesian2(),
cylinderUvToShapeUvRadius: new Cartesian2(),
cylinderUvToShapeUvHeight: new Cartesian2(),
cylinderUvToShapeUvAngle: new Cartesian2(),
cylinderShapeUvAngleMinMax: new Cartesian2(),
cylinderShapeUvAngleRangeZeroMid: 0.0,
};
/**
* @type {Object<string, any>}
* @readonly
*/
this.shaderDefines = {
CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN: undefined,
CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT: undefined,
CYLINDER_HAS_RENDER_BOUNDS_ANGLE: undefined,
CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO: undefined,
CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF: undefined,
CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF: undefined,
CYLINDER_HAS_SHAPE_BOUNDS_RADIUS: undefined,
CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT: undefined,
CYLINDER_HAS_SHAPE_BOUNDS_ANGLE: undefined,
CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY: undefined,
CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY: undefined,
CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_MAX_REVERSED: undefined,
CYLINDER_INTERSECTION_INDEX_RADIUS_MAX: undefined,
CYLINDER_INTERSECTION_INDEX_RADIUS_MIN: undefined,
CYLINDER_INTERSECTION_INDEX_ANGLE: undefined,
};
/**
* The maximum number of intersections against the shape for any ray direction.
* @type {number}
* @readonly
*/
this.shaderMaximumIntersectionsLength = 0; // not known until update
}
const scratchScale = new Cartesian3();
/**
* Update the shape's state.
*
* @param {Matrix4} modelMatrix The model matrix.
* @param {Cartesian3} minBounds The minimum bounds.
* @param {Cartesian3} maxBounds The maximum bounds.
* @param {Cartesian3} [clipMinBounds=VoxelCylinderShape.DefaultMinBounds] The minimum clip bounds.
* @param {Cartesian3} [clipMaxBounds=VoxelCylinderShape.DefaultMaxBounds] The maximum clip bounds.
* @returns {boolean} Whether the shape is visible.
*/
VoxelCylinderShape.prototype.update = function (
modelMatrix,
minBounds,
maxBounds,
clipMinBounds,
clipMaxBounds
) {
clipMinBounds = defaultValue(
clipMinBounds,
VoxelCylinderShape.DefaultMinBounds
);
clipMaxBounds = defaultValue(
clipMaxBounds,
VoxelCylinderShape.DefaultMaxBounds
);
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("modelMatrix", modelMatrix);
Check.typeOf.object("minBounds", minBounds);
Check.typeOf.object("maxBounds", maxBounds);
//>>includeEnd('debug');
const defaultMinRadius = VoxelCylinderShape.DefaultMinBounds.x;
const defaultMaxRadius = VoxelCylinderShape.DefaultMaxBounds.x;
const defaultMinHeight = VoxelCylinderShape.DefaultMinBounds.y;
const defaultMaxHeight = VoxelCylinderShape.DefaultMaxBounds.y;
const defaultMinAngle = VoxelCylinderShape.DefaultMinBounds.z;
const defaultMaxAngle = VoxelCylinderShape.DefaultMaxBounds.z;
const defaultAngleRange = defaultMaxAngle - defaultMinAngle;
const defaultAngleRangeHalf = 0.5 * defaultAngleRange;
const epsilonZeroScale = CesiumMath.EPSILON10;
const epsilonAngleDiscontinuity = CesiumMath.EPSILON3; // 0.001 radians = 0.05729578 degrees
const epsilonAngle = CesiumMath.EPSILON10;
// Clamp the radii to the valid range
const shapeMinRadius = CesiumMath.clamp(
minBounds.x,
defaultMinRadius,
defaultMaxRadius
);
const shapeMaxRadius = CesiumMath.clamp(
maxBounds.x,
defaultMinRadius,
defaultMaxRadius
);
const clipMinRadius = CesiumMath.clamp(
clipMinBounds.x,
defaultMinRadius,
defaultMaxRadius
);
const clipMaxRadius = CesiumMath.clamp(
clipMaxBounds.x,
defaultMinRadius,
defaultMaxRadius
);
const renderMinRadius = Math.max(shapeMinRadius, clipMinRadius);
const renderMaxRadius = Math.min(shapeMaxRadius, clipMaxRadius);
// Clamp the heights to the valid range
const shapeMinHeight = CesiumMath.clamp(
minBounds.y,
defaultMinHeight,
defaultMaxHeight
);
const shapeMaxHeight = CesiumMath.clamp(
maxBounds.y,
defaultMinHeight,
defaultMaxHeight
);
const clipMinHeight = CesiumMath.clamp(
clipMinBounds.y,
defaultMinHeight,
defaultMaxHeight
);
const clipMaxHeight = CesiumMath.clamp(
clipMaxBounds.y,
defaultMinHeight,
defaultMaxHeight
);
const renderMinHeight = Math.max(shapeMinHeight, clipMinHeight);
const renderMaxHeight = Math.min(shapeMaxHeight, clipMaxHeight);
// Clamp the angles to the valid range
const shapeMinAngle = CesiumMath.negativePiToPi(minBounds.z);
const shapeMaxAngle = CesiumMath.negativePiToPi(maxBounds.z);
const clipMinAngle = CesiumMath.negativePiToPi(clipMinBounds.z);
const clipMaxAngle = CesiumMath.negativePiToPi(clipMaxBounds.z);
const renderMinAngle = Math.max(shapeMinAngle, clipMinAngle);
const renderMaxAngle = Math.min(shapeMaxAngle, clipMaxAngle);
const scale = Matrix4.getScale(modelMatrix, scratchScale);
// Exit early if the shape is not visible.
// Note that minAngle may be greater than maxAngle when crossing the 180th meridian.
// Cylinder is not visible if:
// - maxRadius is zero (line)
// - minRadius is greater than maxRadius
// - minHeight is greater than maxHeight
// - scale is 0 for any component (too annoying to reconstruct rotation matrix)
if (
renderMaxRadius === 0.0 ||
renderMinRadius > renderMaxRadius ||
renderMinHeight > renderMaxHeight ||
CesiumMath.equalsEpsilon(scale.x, 0.0, undefined, epsilonZeroScale) ||
CesiumMath.equalsEpsilon(scale.y, 0.0, undefined, epsilonZeroScale) ||
CesiumMath.equalsEpsilon(scale.z, 0.0, undefined, epsilonZeroScale)
) {
return false;
}
this._minimumRadius = shapeMinRadius; // [0,1]
this._maximumRadius = shapeMaxRadius; // [0,1]
this._minimumHeight = shapeMinHeight; // [-1,+1]
this._maximumHeight = shapeMaxHeight; // [-1,+1]
this._minimumAngle = shapeMinAngle; // [-pi,+pi]
this._maximumAngle = shapeMaxAngle; // [-pi,+pi]
this.shapeTransform = Matrix4.clone(modelMatrix, this.shapeTransform);
this.orientedBoundingBox = getCylinderChunkObb(
renderMinRadius,
renderMaxRadius,
renderMinHeight,
renderMaxHeight,
renderMinAngle,
renderMaxAngle,
this.shapeTransform,
this.orientedBoundingBox
);
this.boundTransform = Matrix4.fromRotationTranslation(
this.orientedBoundingBox.halfAxes,
this.orientedBoundingBox.center,
this.boundTransform
);
this.boundingSphere = BoundingSphere.fromOrientedBoundingBox(
this.orientedBoundingBox,
this.boundingSphere
);
const shapeIsDefaultMaxRadius = shapeMaxRadius === defaultMaxRadius;
const shapeIsDefaultMinRadius = shapeMinRadius === defaultMinRadius;
const shapeIsDefaultRadius =
shapeIsDefaultMinRadius && shapeIsDefaultMaxRadius;
const shapeIsDefaultHeight =
shapeMinHeight === defaultMinHeight && shapeMaxHeight === defaultMaxHeight;
const shapeIsAngleReversed = shapeMaxAngle < shapeMinAngle;
const shapeAngleRange =
shapeMaxAngle - shapeMinAngle + shapeIsAngleReversed * defaultAngleRange;
const shapeIsAngleRegular =
shapeAngleRange > defaultAngleRangeHalf + epsilonAngle &&
shapeAngleRange < defaultAngleRange - epsilonAngle;
const shapeIsAngleFlipped =
shapeAngleRange < defaultAngleRangeHalf - epsilonAngle;
const shapeIsAngleRangeHalf =
shapeAngleRange >= defaultAngleRangeHalf - epsilonAngle &&
shapeAngleRange <= defaultAngleRangeHalf + epsilonAngle;
const shapeHasAngle =
shapeIsAngleRegular || shapeIsAngleFlipped || shapeIsAngleRangeHalf;
const shapeIsMinAngleDiscontinuity = CesiumMath.equalsEpsilon(
shapeMinAngle,
defaultMinAngle,
undefined,
epsilonAngleDiscontinuity
);
const shapeIsMaxAngleDiscontinuity = CesiumMath.equalsEpsilon(
shapeMaxAngle,
defaultMaxAngle,
undefined,
epsilonAngleDiscontinuity
);
const renderIsDefaultMinRadius = renderMinRadius === defaultMinRadius;
const renderIsAngleReversed = renderMaxAngle < renderMinAngle;
const renderAngleRange =
renderMaxAngle - renderMinAngle + renderIsAngleReversed * defaultAngleRange;
const renderIsAngleRegular =
renderAngleRange >= defaultAngleRangeHalf - epsilonAngle &&
renderAngleRange < defaultAngleRange - epsilonAngle;
const renderIsAngleFlipped =
renderAngleRange > epsilonAngle &&
renderAngleRange < defaultAngleRangeHalf - epsilonAngle;
const renderIsAngleRangeZero = renderAngleRange <= epsilonAngle;
const renderHasAngle =
renderIsAngleRegular || renderIsAngleFlipped || renderIsAngleRangeZero;
const { shaderUniforms, shaderDefines } = this;
// To keep things simple, clear the defines every time
for (const key in shaderDefines) {
if (shaderDefines.hasOwnProperty(key)) {
shaderDefines[key] = undefined;
}
}
// Keep track of how many intersections there are going to be.
let intersectionCount = 0;
shaderDefines["CYLINDER_INTERSECTION_INDEX_RADIUS_MAX"] = intersectionCount;
intersectionCount += 1;
if (!renderIsDefaultMinRadius) {
shaderDefines["CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN"] = true;
shaderDefines["CYLINDER_INTERSECTION_INDEX_RADIUS_MIN"] = intersectionCount;
intersectionCount += 1;
}
shaderUniforms.cylinderRenderRadiusMinMax = Cartesian2.fromElements(
renderMinRadius,
renderMaxRadius,
shaderUniforms.cylinderRenderRadiusMinMax
);
if (renderMinRadius === renderMaxRadius) {
shaderDefines["CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT"] = true;
}
if (!shapeIsDefaultRadius) {
shaderDefines["CYLINDER_HAS_SHAPE_BOUNDS_RADIUS"] = true;
// delerp(radius, minRadius, maxRadius)
// (radius - minRadius) / (maxRadius - minRadius)
// radius / (maxRadius - minRadius) - minRadius / (maxRadius - minRadius)
// scale = 1.0 / (maxRadius - minRadius)
// offset = -minRadius / (maxRadius - minRadius)
// offset = minRadius / (minRadius - maxRadius)
const radiusRange = shapeMaxRadius - shapeMinRadius;
let scale = 0.0;
let offset = 1.0;
if (radiusRange !== 0.0) {
scale = 1.0 / radiusRange;
offset = -shapeMinRadius / radiusRange;
}
shaderUniforms.cylinderUvToShapeUvRadius = Cartesian2.fromElements(
scale,
offset,
shaderUniforms.cylinderUvToShapeUvRadius
);
}
if (!shapeIsDefaultHeight) {
shaderDefines["CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT"] = true;
// delerp(heightUv, minHeightUv, maxHeightUv)
// (heightUv - minHeightUv) / (maxHeightUv - minHeightUv)
// heightUv / (maxHeightUv - minHeightUv) - minHeightUv / (maxHeightUv - minHeightUv)
// scale = 1.0 / (maxHeightUv - minHeightUv)
// scale = 1.0 / ((maxHeight * 0.5 + 0.5) - (minHeight * 0.5 + 0.5))
// scale = 2.0 / (maxHeight - minHeight)
// offset = -minHeightUv / (maxHeightUv - minHeightUv)
// offset = -minHeightUv / ((maxHeight * 0.5 + 0.5) - (minHeight * 0.5 + 0.5))
// offset = -2.0 * (minHeight * 0.5 + 0.5) / (maxHeight - minHeight)
// offset = -(minHeight + 1.0) / (maxHeight - minHeight)
// offset = (minHeight + 1.0) / (minHeight - maxHeight)
const heightRange = shapeMaxHeight - shapeMinHeight;
let scale = 0.0;
let offset = 1.0;
if (heightRange !== 0.0) {
scale = 2.0 / heightRange;
offset = -(shapeMinHeight + 1.0) / heightRange;
}
shaderUniforms.cylinderUvToShapeUvHeight = Cartesian2.fromElements(
scale,
offset,
shaderUniforms.cylinderUvToShapeUvHeight
);
}
shaderUniforms.cylinderRenderHeightMinMax = Cartesian2.fromElements(
renderMinHeight,
renderMaxHeight,
shaderUniforms.cylinderRenderHeightMinMax
);
if (shapeIsAngleReversed) {
shaderDefines["CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_MAX_REVERSED"] = true;
}
if (renderHasAngle) {
shaderDefines["CYLINDER_HAS_RENDER_BOUNDS_ANGLE"] = true;
shaderDefines["CYLINDER_INTERSECTION_INDEX_ANGLE"] = intersectionCount;
if (renderIsAngleRegular) {
shaderDefines["CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF"] = true;
intersectionCount += 1;
} else if (renderIsAngleFlipped) {
shaderDefines["CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF"] = true;
intersectionCount += 2;
} else if (renderIsAngleRangeZero) {
shaderDefines["CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO"] = true;
intersectionCount += 2;
}
shaderUniforms.cylinderRenderAngleMinMax = Cartesian2.fromElements(
renderMinAngle,
renderMaxAngle,
shaderUniforms.cylinderRenderAngleMinMax
);
}
if (shapeHasAngle) {
shaderDefines["CYLINDER_HAS_SHAPE_BOUNDS_ANGLE"] = true;
if (shapeIsMinAngleDiscontinuity) {
shaderDefines["CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY"] = true;
}
if (shapeIsMaxAngleDiscontinuity) {
shaderDefines["CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY"] = true;
}
const uvMinAngle = (shapeMinAngle - defaultMinAngle) / defaultAngleRange;
const uvMaxAngle = (shapeMaxAngle - defaultMinAngle) / defaultAngleRange;
const uvAngleRangeZero = 1.0 - shapeAngleRange / defaultAngleRange;
shaderUniforms.cylinderShapeUvAngleMinMax = Cartesian2.fromElements(
uvMinAngle,
uvMaxAngle,
shaderUniforms.cylinderShapeUvAngleMinMax
);
shaderUniforms.cylinderShapeUvAngleRangeZeroMid =
(uvMaxAngle + 0.5 * uvAngleRangeZero) % 1.0;
// delerp(angleUv, uvMinAngle, uvMaxAngle)
// (angelUv - uvMinAngle) / (uvMaxAngle - uvMinAngle)
// angleUv / (uvMaxAngle - uvMinAngle) - uvMinAngle / (uvMaxAngle - uvMinAngle)
// scale = 1.0 / (uvMaxAngle - uvMinAngle)
// scale = 1.0 / (((maxAngle - pi) / (2.0 * pi)) - ((minAngle - pi) / (2.0 * pi)))
// scale = 2.0 * pi / (maxAngle - minAngle)
// offset = -uvMinAngle / (uvMaxAngle - uvMinAngle)
// offset = -((minAngle - pi) / (2.0 * pi)) / (((maxAngle - pi) / (2.0 * pi)) - ((minAngle - pi) / (2.0 * pi)))
// offset = -(minAngle - pi) / (maxAngle - minAngle)
if (shapeAngleRange <= epsilonAngle) {
shaderUniforms.cylinderUvToShapeUvAngle = Cartesian2.fromElements(
0.0,
1.0,
shaderUniforms.cylinderUvToShapeUvAngle
);
} else {
const scale = defaultAngleRange / shapeAngleRange;
const offset = -(shapeMinAngle - defaultMinAngle) / shapeAngleRange;
shaderUniforms.cylinderUvToShapeUvAngle = Cartesian2.fromElements(
scale,
offset,
shaderUniforms.cylinderUvToShapeUvAngle
);
}
}
this.shaderMaximumIntersectionsLength = intersectionCount;
return true;
};
/**
* Computes an oriented bounding box for a specified tile.
* The update function must be called before calling this function.
*
* @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 minimumRadius = this._minimumRadius;
const maximumRadius = this._maximumRadius;
const minimumHeight = this._minimumHeight;
const maximumHeight = this._maximumHeight;
const minimumAngle = this._minimumAngle;
const maximumAngle = this._maximumAngle;
const sizeAtLevel = 1.0 / Math.pow(2.0, tileLevel);
const radiusStart = CesiumMath.lerp(
minimumRadius,
maximumRadius,
tileX * sizeAtLevel
);
const radiusEnd = CesiumMath.lerp(
minimumRadius,
maximumRadius,
(tileX + 1) * sizeAtLevel
);
const heightStart = CesiumMath.lerp(
minimumHeight,
maximumHeight,
tileY * sizeAtLevel
);
const heightEnd = CesiumMath.lerp(
minimumHeight,
maximumHeight,
(tileY + 1) * sizeAtLevel
);
const angleStart = CesiumMath.lerp(
minimumAngle,
maximumAngle,
tileZ * sizeAtLevel
);
const angleEnd = CesiumMath.lerp(
minimumAngle,
maximumAngle,
(tileZ + 1) * sizeAtLevel
);
return getCylinderChunkObb(
radiusStart,
radiusEnd,
heightStart,
heightEnd,
angleStart,
angleEnd,
this.shapeTransform,
result
);
};
const sampleSizeScratch = new Cartesian3();
const scratchTileMinBounds = new Cartesian3();
const scratchTileMaxBounds = 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.
*
* @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,
scratchTileMinBounds
),
tileSizeAtLevel,
scratchTileMinBounds
);
const maxLerp = Cartesian3.add(
minLerp,
sampleSizeAtLevel,
scratchTileMaxBounds
);
const minimumRadius = this._minimumRadius;
const maximumRadius = this._maximumRadius;
const minimumHeight = this._minimumHeight;
const maximumHeight = this._maximumHeight;
const minimumAngle = this._minimumAngle;
const maximumAngle = this._maximumAngle;
const radiusStart = CesiumMath.lerp(minimumRadius, maximumRadius, minLerp.x);
const radiusEnd = CesiumMath.lerp(minimumRadius, maximumRadius, maxLerp.x);
const heightStart = CesiumMath.lerp(minimumHeight, maximumHeight, minLerp.y);
const heightEnd = CesiumMath.lerp(minimumHeight, maximumHeight, maxLerp.y);
const angleStart = CesiumMath.lerp(minimumAngle, maximumAngle, minLerp.z);
const angleEnd = CesiumMath.lerp(minimumAngle, maximumAngle, maxLerp.z);
return getCylinderChunkObb(
radiusStart,
radiusEnd,
heightStart,
heightEnd,
angleStart,
angleEnd,
this.shapeTransform,
result
);
};
/**
* Defines the minimum bounds of the shape. Corresponds to minimum radius, height, angle.
*
* @type {Cartesian3}
* @constant
* @readonly
*
* @private
*/
VoxelCylinderShape.DefaultMinBounds = Object.freeze(
new Cartesian3(0.0, -1.0, -CesiumMath.PI)
);
/**
* Defines the maximum bounds of the shape. Corresponds to maximum radius, height, angle.
*
* @type {Cartesian3}
* @constant
* @readonly
*
* @private
*/
VoxelCylinderShape.DefaultMaxBounds = Object.freeze(
new Cartesian3(1.0, +1.0, +CesiumMath.PI)
);
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 {number} radiusStart The radiusStart.
* @param {number} radiusEnd The radiusEnd.
* @param {number} heightStart The heightStart.
* @param {number} heightEnd The heightEnd.
* @param {number} angleStart The angleStart.
* @param {number} angleEnd The angleEnd.
* @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(
radiusStart,
radiusEnd,
heightStart,
heightEnd,
angleStart,
angleEnd,
matrix,
result
) {
const defaultMinBounds = VoxelCylinderShape.DefaultMinBounds;
const defaultMaxBounds = VoxelCylinderShape.DefaultMaxBounds;
const defaultMinRadius = defaultMinBounds.x; // 0
const defaultMaxRadius = defaultMaxBounds.x; // 1
const defaultMinHeight = defaultMinBounds.y; // -1
const defaultMaxHeight = defaultMaxBounds.y; // +1
const defaultMinAngle = defaultMinBounds.z; // -pi
const defaultMaxAngle = defaultMaxBounds.z; // +pi
// Return early if using the default bounds
if (
radiusStart === defaultMinRadius &&
radiusEnd === defaultMaxRadius &&
heightStart === defaultMinHeight &&
heightEnd === defaultMaxHeight &&
angleStart === defaultMinAngle &&
angleEnd === defaultMaxAngle
) {
result.center = Matrix4.getTranslation(matrix, result.center);
result.halfAxes = Matrix4.getMatrix3(matrix, result.halfAxes);
return result;
}
const isAngleReversed = angleEnd < angleStart;
if (isAngleReversed) {
angleEnd += CesiumMath.TWO_PI;
}
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 = 1.0;
let minY = 1.0;
let maxX = -1.0;
let maxY = -1.0;
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);
minY = Math.min(minY, y1);
minX = Math.min(minX, x2);
minY = Math.min(minY, y2);
maxX = Math.max(maxX, x1);
maxY = Math.max(maxY, y1);
maxX = Math.max(maxX, x2);
maxY = Math.max(maxY, 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;