-
Notifications
You must be signed in to change notification settings - Fork 3.5k
/
Copy pathDebugModelMatrixPrimitive.js
222 lines (206 loc) · 6.52 KB
/
DebugModelMatrixPrimitive.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
import ArcType from "../Core/ArcType.js";
import Cartesian3 from "../Core/Cartesian3.js";
import Color from "../Core/Color.js";
import defaultValue from "../Core/defaultValue.js";
import defined from "../Core/defined.js";
import destroyObject from "../Core/destroyObject.js";
import GeometryInstance from "../Core/GeometryInstance.js";
import Matrix4 from "../Core/Matrix4.js";
import PolylineGeometry from "../Core/PolylineGeometry.js";
import PolylineColorAppearance from "./PolylineColorAppearance.js";
import Primitive from "./Primitive.js";
/**
* Draws the axes of a reference frame defined by a matrix that transforms to world
* coordinates, i.e., Earth's WGS84 coordinates. The most prominent example is
* a primitives <code>modelMatrix</code>.
* <p>
* The X axis is red; Y is green; and Z is blue.
* </p>
* <p>
* This is for debugging only; it is not optimized for production use.
* </p>
*
* @alias DebugModelMatrixPrimitive
* @constructor
*
* @param {Object} [options] Object with the following properties:
* @param {Number} [options.length=10000000.0] The length of the axes in meters.
* @param {Number} [options.width=2.0] The width of the axes in pixels.
* @param {Matrix4} [options.modelMatrix=Matrix4.IDENTITY] The 4x4 matrix that defines the reference frame, i.e., origin plus axes, to visualize.
* @param {Boolean} [options.show=true] Determines if this primitive will be shown.
* @param {Object} [options.id] A user-defined object to return when the instance is picked with {@link Scene#pick}
*
* @example
* primitives.add(new Cesium.DebugModelMatrixPrimitive({
* modelMatrix : primitive.modelMatrix, // primitive to debug
* length : 100000.0,
* width : 10.0
* }));
*/
function DebugModelMatrixPrimitive(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
/**
* The length of the axes in meters.
*
* @type {Number}
* @default 10000000.0
*/
this.length = defaultValue(options.length, 10000000.0);
this._length = undefined;
/**
* The width of the axes in pixels.
*
* @type {Number}
* @default 2.0
*/
this.width = defaultValue(options.width, 2.0);
this._width = undefined;
/**
* Determines if this primitive will be shown.
*
* @type Boolean
* @default true
*/
this.show = defaultValue(options.show, true);
/**
* The 4x4 matrix that defines the reference frame, i.e., origin plus axes, to visualize.
*
* @type {Matrix4}
* @default {@link Matrix4.IDENTITY}
*/
this.modelMatrix = Matrix4.clone(
defaultValue(options.modelMatrix, Matrix4.IDENTITY)
);
this._modelMatrix = new Matrix4();
/**
* User-defined value returned when the primitive is picked.
*
* @type {*}
* @default undefined
*
* @see Scene#pick
*/
this.id = options.id;
this._id = undefined;
this._primitive = undefined;
}
/**
* @private
*/
DebugModelMatrixPrimitive.prototype.update = function (frameState) {
if (!this.show) {
return;
}
if (
!defined(this._primitive) ||
!Matrix4.equals(this._modelMatrix, this.modelMatrix) ||
this._length !== this.length ||
this._width !== this.width ||
this._id !== this.id
) {
this._modelMatrix = Matrix4.clone(this.modelMatrix, this._modelMatrix);
this._length = this.length;
this._width = this.width;
this._id = this.id;
if (defined(this._primitive)) {
this._primitive.destroy();
}
// Workaround projecting (0, 0, 0)
if (
this.modelMatrix[12] === 0.0 &&
this.modelMatrix[13] === 0.0 &&
this.modelMatrix[14] === 0.0
) {
this.modelMatrix[14] = 0.01;
}
const x = new GeometryInstance({
geometry: new PolylineGeometry({
positions: [Cartesian3.ZERO, Cartesian3.UNIT_X],
width: this.width,
vertexFormat: PolylineColorAppearance.VERTEX_FORMAT,
colors: [Color.RED, Color.RED],
arcType: ArcType.NONE,
}),
modelMatrix: Matrix4.multiplyByUniformScale(
this.modelMatrix,
this.length,
new Matrix4()
),
id: this.id,
pickPrimitive: this,
});
const y = new GeometryInstance({
geometry: new PolylineGeometry({
positions: [Cartesian3.ZERO, Cartesian3.UNIT_Y],
width: this.width,
vertexFormat: PolylineColorAppearance.VERTEX_FORMAT,
colors: [Color.GREEN, Color.GREEN],
arcType: ArcType.NONE,
}),
modelMatrix: Matrix4.multiplyByUniformScale(
this.modelMatrix,
this.length,
new Matrix4()
),
id: this.id,
pickPrimitive: this,
});
const z = new GeometryInstance({
geometry: new PolylineGeometry({
positions: [Cartesian3.ZERO, Cartesian3.UNIT_Z],
width: this.width,
vertexFormat: PolylineColorAppearance.VERTEX_FORMAT,
colors: [Color.BLUE, Color.BLUE],
arcType: ArcType.NONE,
}),
modelMatrix: Matrix4.multiplyByUniformScale(
this.modelMatrix,
this.length,
new Matrix4()
),
id: this.id,
pickPrimitive: this,
});
this._primitive = new Primitive({
geometryInstances: [x, y, z],
appearance: new PolylineColorAppearance(),
asynchronous: false,
});
}
this._primitive.update(frameState);
};
/**
* Returns true if this object was destroyed; otherwise, false.
* <p>
* If this object was destroyed, it should not be used; calling any function other than
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
* </p>
*
* @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
*
* @see DebugModelMatrixPrimitive#destroy
*/
DebugModelMatrixPrimitive.prototype.isDestroyed = function () {
return false;
};
/**
* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
* <p>
* Once an object is destroyed, it should not be used; calling any function other than
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
* assign the return value (<code>undefined</code>) to the object as done in the example.
* </p>
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
* @example
* p = p && p.destroy();
*
* @see DebugModelMatrixPrimitive#isDestroyed
*/
DebugModelMatrixPrimitive.prototype.destroy = function () {
this._primitive = this._primitive && this._primitive.destroy();
return destroyObject(this);
};
export default DebugModelMatrixPrimitive;