import ArcType from '../Core/ArcType.js';
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import Cartesian3 from '../Core/Cartesian3.js';
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import Color from '../Core/Color.js';
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import defaultValue from '../Core/defaultValue.js';
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import defined from '../Core/defined.js';
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import destroyObject from '../Core/destroyObject.js';
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import GeometryInstance from '../Core/GeometryInstance.js';
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import Matrix4 from '../Core/Matrix4.js';
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import PolylineGeometry from '../Core/PolylineGeometry.js';
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import PolylineColorAppearance from './PolylineColorAppearance.js';
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import Primitive from './Primitive.js';
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/**
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* Draws the axes of a reference frame defined by a matrix that transforms to world
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* coordinates, i.e., Earth's WGS84 coordinates. The most prominent example is
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* a primitives <code>modelMatrix</code>.
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* <p>
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* The X axis is red; Y is green; and Z is blue.
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* </p>
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* <p>
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* This is for debugging only; it is not optimized for production use.
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* </p>
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*
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* @alias DebugModelMatrixPrimitive
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* @constructor
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*
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* @param {Object} [options] Object with the following properties:
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* @param {Number} [options.length=10000000.0] The length of the axes in meters.
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* @param {Number} [options.width=2.0] The width of the axes in pixels.
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* @param {Matrix4} [options.modelMatrix=Matrix4.IDENTITY] The 4x4 matrix that defines the reference frame, i.e., origin plus axes, to visualize.
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* @param {Boolean} [options.show=true] Determines if this primitive will be shown.
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* @param {Object} [options.id] A user-defined object to return when the instance is picked with {@link Scene#pick}
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*
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* @example
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* primitives.add(new Cesium.DebugModelMatrixPrimitive({
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* modelMatrix : primitive.modelMatrix, // primitive to debug
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* length : 100000.0,
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* width : 10.0
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* }));
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*/
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function DebugModelMatrixPrimitive(options) {
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options = defaultValue(options, defaultValue.EMPTY_OBJECT);
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/**
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* The length of the axes in meters.
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*
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* @type {Number}
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* @default 10000000.0
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*/
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this.length = defaultValue(options.length, 10000000.0);
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this._length = undefined;
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/**
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* The width of the axes in pixels.
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*
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* @type {Number}
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* @default 2.0
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*/
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this.width = defaultValue(options.width, 2.0);
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this._width = undefined;
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/**
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* Determines if this primitive will be shown.
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*
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* @type Boolean
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* @default true
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*/
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this.show = defaultValue(options.show, true);
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/**
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* The 4x4 matrix that defines the reference frame, i.e., origin plus axes, to visualize.
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*
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* @type {Matrix4}
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* @default {@link Matrix4.IDENTITY}
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*/
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this.modelMatrix = Matrix4.clone(defaultValue(options.modelMatrix, Matrix4.IDENTITY));
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this._modelMatrix = new Matrix4();
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/**
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* User-defined value returned when the primitive is picked.
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*
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* @type {*}
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* @default undefined
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*
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* @see Scene#pick
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*/
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this.id = options.id;
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this._id = undefined;
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this._primitive = undefined;
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}
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/**
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* @private
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*/
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DebugModelMatrixPrimitive.prototype.update = function(frameState) {
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if (!this.show) {
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return;
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}
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if (!defined(this._primitive) ||
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(!Matrix4.equals(this._modelMatrix, this.modelMatrix)) ||
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(this._length !== this.length) ||
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(this._width !== this.width) ||
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(this._id !== this.id)) {
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this._modelMatrix = Matrix4.clone(this.modelMatrix, this._modelMatrix);
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this._length = this.length;
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this._width = this.width;
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this._id = this.id;
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if (defined(this._primitive)) {
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this._primitive.destroy();
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}
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// Workaround projecting (0, 0, 0)
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if ((this.modelMatrix[12] === 0.0 && this.modelMatrix[13] === 0.0 && this.modelMatrix[14] === 0.0)) {
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this.modelMatrix[14] = 0.01;
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}
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var x = new GeometryInstance({
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geometry : new PolylineGeometry({
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positions : [
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Cartesian3.ZERO,
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Cartesian3.UNIT_X
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],
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width : this.width,
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vertexFormat : PolylineColorAppearance.VERTEX_FORMAT,
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colors : [
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Color.RED,
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Color.RED
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],
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arcType: ArcType.NONE
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}),
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modelMatrix : Matrix4.multiplyByUniformScale(this.modelMatrix, this.length, new Matrix4()),
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id : this.id,
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pickPrimitive : this
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});
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var y = new GeometryInstance({
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geometry : new PolylineGeometry({
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positions : [
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Cartesian3.ZERO,
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Cartesian3.UNIT_Y
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],
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width : this.width,
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vertexFormat : PolylineColorAppearance.VERTEX_FORMAT,
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colors : [
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Color.GREEN,
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Color.GREEN
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],
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arcType: ArcType.NONE
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}),
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modelMatrix : Matrix4.multiplyByUniformScale(this.modelMatrix, this.length, new Matrix4()),
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id : this.id,
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pickPrimitive : this
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});
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var z = new GeometryInstance({
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geometry : new PolylineGeometry({
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positions : [
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Cartesian3.ZERO,
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Cartesian3.UNIT_Z
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],
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width : this.width,
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vertexFormat : PolylineColorAppearance.VERTEX_FORMAT,
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colors : [
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Color.BLUE,
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Color.BLUE
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],
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arcType: ArcType.NONE
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}),
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modelMatrix : Matrix4.multiplyByUniformScale(this.modelMatrix, this.length, new Matrix4()),
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id : this.id,
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pickPrimitive : this
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});
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this._primitive = new Primitive({
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geometryInstances : [x, y, z],
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appearance : new PolylineColorAppearance(),
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asynchronous : false
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});
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}
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this._primitive.update(frameState);
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};
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/**
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* Returns true if this object was destroyed; otherwise, false.
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* <p>
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* If this object was destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
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* </p>
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*
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* @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
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*
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* @see DebugModelMatrixPrimitive#destroy
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*/
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DebugModelMatrixPrimitive.prototype.isDestroyed = function() {
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return false;
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};
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/**
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* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
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* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
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* <p>
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* Once an object is destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
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* assign the return value (<code>undefined</code>) to the object as done in the example.
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* </p>
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*
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* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
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*
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* @example
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* p = p && p.destroy();
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*
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* @see DebugModelMatrixPrimitive#isDestroyed
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*/
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DebugModelMatrixPrimitive.prototype.destroy = function() {
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this._primitive = this._primitive && this._primitive.destroy();
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return destroyObject(this);
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};
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export default DebugModelMatrixPrimitive;
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