All files / engine/Source/Scene DebugCameraPrimitive.js

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import Cartesian3 from "../Core/Cartesian3.js";
import Color from "../Core/Color.js";
import ColorGeometryInstanceAttribute from "../Core/ColorGeometryInstanceAttribute.js";
import Frozen from "../Core/Frozen.js";
import defined from "../Core/defined.js";
import destroyObject from "../Core/destroyObject.js";
import DeveloperError from "../Core/DeveloperError.js";
import FrustumGeometry from "../Core/FrustumGeometry.js";
import FrustumOutlineGeometry from "../Core/FrustumOutlineGeometry.js";
import GeometryInstance from "../Core/GeometryInstance.js";
import Matrix3 from "../Core/Matrix3.js";
import OrthographicFrustum from "../Core/OrthographicFrustum.js";
import OrthographicOffCenterFrustum from "../Core/OrthographicOffCenterFrustum.js";
import PerspectiveFrustum from "../Core/PerspectiveFrustum.js";
import PerspectiveOffCenterFrustum from "../Core/PerspectiveOffCenterFrustum.js";
import Quaternion from "../Core/Quaternion.js";
import PerInstanceColorAppearance from "./PerInstanceColorAppearance.js";
import Primitive from "./Primitive.js";
 
/**
 * Draws the outline of the camera's view frustum.
 *
 * @alias DebugCameraPrimitive
 * @constructor
 *
 * @param {object} options Object with the following properties:
 * @param {Camera} options.camera The camera.
 * @param {number[]} [options.frustumSplits] Distances to the near and far planes of the camera frustums. This overrides the camera's frustum near and far values.
 * @param {Color} [options.color=Color.CYAN] The color of the debug outline.
 * @param {boolean} [options.updateOnChange=true] Whether the primitive updates when the underlying camera changes.
 * @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.DebugCameraPrimitive({
 *   camera : camera,
 *   color : Cesium.Color.YELLOW
 * }));
 */
function DebugCameraPrimitive(options) {
  options = options ?? Frozen.EMPTY_OBJECT;
 
  //>>includeStart('debug', pragmas.debug);
  if (!defined(options.camera)) {
    throw new DeveloperError("options.camera is required.");
  }
  //>>includeEnd('debug');
 
  this._camera = options.camera;
  this._frustumSplits = options.frustumSplits;
  this._color = options.color ?? Color.CYAN;
  this._updateOnChange = options.updateOnChange ?? true;
 
  /**
   * Determines if this primitive will be shown.
   *
   * @type {boolean}
   * @default true
   */
  this.show = options.show ?? true;
 
  /**
   * User-defined value returned when the primitive is picked.
   *
   * @type {*}
   * @default undefined
   *
   * @see Scene#pick
   */
  this.id = options.id;
  this._id = undefined;
 
  this._outlinePrimitives = [];
  this._planesPrimitives = [];
}
 
const scratchRight = new Cartesian3();
const scratchRotation = new Matrix3();
const scratchOrientation = new Quaternion();
const scratchPerspective = new PerspectiveFrustum();
const scratchPerspectiveOffCenter = new PerspectiveOffCenterFrustum();
const scratchOrthographic = new OrthographicFrustum();
const scratchOrthographicOffCenter = new OrthographicOffCenterFrustum();
 
const scratchColor = new Color();
const scratchSplits = [1.0, 100000.0];
 
/**
 * @private
 */
DebugCameraPrimitive.prototype.update = function (frameState) {
  if (!this.show) {
    return;
  }
 
  const planesPrimitives = this._planesPrimitives;
  const outlinePrimitives = this._outlinePrimitives;
  let i;
  let length;
 
  if (this._updateOnChange) {
    // Recreate the primitive every frame
    length = planesPrimitives.length;
    for (i = 0; i < length; ++i) {
      outlinePrimitives[i] =
        outlinePrimitives[i] && outlinePrimitives[i].destroy();
      planesPrimitives[i] =
        planesPrimitives[i] && planesPrimitives[i].destroy();
    }
    planesPrimitives.length = 0;
    outlinePrimitives.length = 0;
  }
 
  if (planesPrimitives.length === 0) {
    const camera = this._camera;
    const cameraFrustum = camera.frustum;
    let frustum;
    if (cameraFrustum instanceof PerspectiveFrustum) {
      frustum = scratchPerspective;
    } else Iif (cameraFrustum instanceof PerspectiveOffCenterFrustum) {
      frustum = scratchPerspectiveOffCenter;
    } else Iif (cameraFrustum instanceof OrthographicFrustum) {
      frustum = scratchOrthographic;
    } else {
      frustum = scratchOrthographicOffCenter;
    }
    frustum = cameraFrustum.clone(frustum);
 
    let numFrustums;
    let frustumSplits = this._frustumSplits;
    if (!defined(frustumSplits) || frustumSplits.length <= 1) {
      // Use near and far planes if no splits created
      frustumSplits = scratchSplits;
      frustumSplits[0] = this._camera.frustum.near;
      frustumSplits[1] = this._camera.frustum.far;
      numFrustums = 1;
    } else E{
      numFrustums = frustumSplits.length - 1;
    }
 
    const position = camera.positionWC;
    const direction = camera.directionWC;
    const up = camera.upWC;
    let right = camera.rightWC;
    right = Cartesian3.negate(right, scratchRight);
 
    const rotation = scratchRotation;
    Matrix3.setColumn(rotation, 0, right, rotation);
    Matrix3.setColumn(rotation, 1, up, rotation);
    Matrix3.setColumn(rotation, 2, direction, rotation);
 
    const orientation = Quaternion.fromRotationMatrix(
      rotation,
      scratchOrientation,
    );
 
    planesPrimitives.length = outlinePrimitives.length = numFrustums;
 
    for (i = 0; i < numFrustums; ++i) {
      frustum.near = frustumSplits[i];
      frustum.far = frustumSplits[i + 1];
 
      planesPrimitives[i] = new Primitive({
        geometryInstances: new GeometryInstance({
          geometry: new FrustumGeometry({
            origin: position,
            orientation: orientation,
            frustum: frustum,
            _drawNearPlane: i === 0,
          }),
          attributes: {
            color: ColorGeometryInstanceAttribute.fromColor(
              Color.fromAlpha(this._color, 0.1, scratchColor),
            ),
          },
          id: this.id,
          pickPrimitive: this,
        }),
        appearance: new PerInstanceColorAppearance({
          translucent: true,
          flat: true,
        }),
        asynchronous: false,
      });
 
      outlinePrimitives[i] = new Primitive({
        geometryInstances: new GeometryInstance({
          geometry: new FrustumOutlineGeometry({
            origin: position,
            orientation: orientation,
            frustum: frustum,
            _drawNearPlane: i === 0,
          }),
          attributes: {
            color: ColorGeometryInstanceAttribute.fromColor(this._color),
          },
          id: this.id,
          pickPrimitive: this,
        }),
        appearance: new PerInstanceColorAppearance({
          translucent: false,
          flat: true,
        }),
        asynchronous: false,
      });
    }
  }
 
  length = planesPrimitives.length;
  for (i = 0; i < length; ++i) {
    outlinePrimitives[i].update(frameState);
    planesPrimitives[i].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 DebugCameraPrimitive#destroy
 */
DebugCameraPrimitive.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 DebugCameraPrimitive#isDestroyed
 */
DebugCameraPrimitive.prototype.destroy = function () {
  const length = this._planesPrimitives.length;
  for (let i = 0; i < length; ++i) {
    this._outlinePrimitives[i] =
      this._outlinePrimitives[i] && this._outlinePrimitives[i].destroy();
    this._planesPrimitives[i] =
      this._planesPrimitives[i] && this._planesPrimitives[i].destroy();
  }
  return destroyObject(this);
};
export default DebugCameraPrimitive;