Source: geom/BoundingBox.js

/*
 * Copyright 2015-2017 WorldWind Contributors
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
/**
 * @exports BoundingBox
 */
define([
        '../error/ArgumentError',
        '../shaders/BasicProgram',
        '../geom/Frustum',
        '../util/Logger',
        '../geom/Matrix',
        '../error/NotYetImplementedError',
        '../geom/Plane',
        '../geom/Sector',
        '../geom/Vec3',
        '../util/WWMath',
        '../util/WWUtil'
    ],
    function (ArgumentError,
              BasicProgram,
              Frustum,
              Logger,
              Matrix,
              NotYetImplementedError,
              Plane,
              Sector,
              Vec3,
              WWMath,
              WWUtil) {
        "use strict";

        /**
         * Constructs a unit bounding box.
         * The unit box has its R, S and T axes aligned with the X, Y and Z axes, respectively, and has its length,
         * width and height set to 1.
         * @alias BoundingBox
         * @constructor
         * @classdesc Represents a bounding box in Cartesian coordinates. Typically used as a bounding volume.
         */
        var BoundingBox = function () {

            /**
             * The box's center point.
             * @type {Vec3}
             * @default (0, 0, 0)
             */
            this.center = new Vec3(0, 0, 0);

            /**
             * The center point of the box's bottom. (The origin of the R axis.)
             * @type {Vec3}
             * @default (-0.5, 0, 0)
             */
            this.bottomCenter = new Vec3(-0.5, 0, 0);

            /**
             * The center point of the box's top. (The end of the R axis.)
             * @type {Vec3}
             * @default (0.5, 0, 0)
             */
            this.topCenter = new Vec3(0.5, 0, 0);

            /**
             * The box's R axis, its longest axis.
             * @type {Vec3}
             * @default (1, 0, 0)
             */
            this.r = new Vec3(1, 0, 0);

            /**
             * The box's S axis, its mid-length axis.
             * @type {Vec3}
             * @default (0, 1, 0)
             */
            this.s = new Vec3(0, 1, 0);

            /**
             * The box's T axis, its shortest axis.
             * @type {Vec3}
             * @default (0, 0, 1)
             */
            this.t = new Vec3(0, 0, 1);

            /**
             * The box's radius. (The half-length of its diagonal.)
             * @type {number}
             * @default sqrt(3)
             */
            this.radius = Math.sqrt(3);

            // Internal use only. Intentionally not documented.
            this.tmp1 = new Vec3(0, 0, 0);
            this.tmp2 = new Vec3(0, 0, 0);
            this.tmp3 = new Vec3(0, 0, 0);

            // Internal use only. Intentionally not documented.
            this.scratchElevations = new Float64Array(9);
            this.scratchPoints = new Float64Array(3 * this.scratchElevations.length);
        };

        // Internal use only. Intentionally not documented.
        BoundingBox.scratchMatrix = Matrix.fromIdentity();

        /**
         * Returns the eight {@link Vec3} corners of the box.
         *
         * @returns {Array} the eight box corners in the order bottom-lower-left, bottom-lower-right, bottom-upper-right,
         *         bottom-upper-left, top-lower-left, top-lower-right, top-upper-right, top-upper-left.
         */
        BoundingBox.prototype.getCorners = function () {
            var ll = new Vec3(this.s[0], this.s[1], this.s[2]);
            var lr = new Vec3(this.t[0], this.t[1], this.t[2]);
            var ur = new Vec3(this.s[0], this.s[1], this.s[2]);
            var ul = new Vec3(this.s[0], this.s[1], this.s[2]);

            ll.add(this.t).multiply(-0.5);     // Lower left.
            lr.subtract(this.s).multiply(0.5); // Lower right.
            ur.add(this.t).multiply(0.5);      // Upper right.
            ul.subtract(this.t).multiply(0.5); // Upper left.

            var corners = [];
            for (var i = 0; i < 4; i++) {
                corners.push(new Vec3(this.bottomCenter[0], this.bottomCenter[1], this.bottomCenter[2]));
            }

            for (i = 0; i < 4; i++) {
                corners.push(new Vec3(this.topCenter[0], this.topCenter[1], this.topCenter[2]));
            }

            corners[0].add(ll);
            corners[1].add(lr);
            corners[2].add(ur);
            corners[3].add(ul);
            corners[4].add(ll);
            corners[5].add(lr);
            corners[6].add(ur);
            corners[7].add(ul);

            return corners;
        };

        /**
         * Sets this bounding box such that it minimally encloses a specified collection of points.
         * @param {Float32Array} points The points to contain.
         * @returns {BoundingBox} This bounding box set to contain the specified points.
         * @throws {ArgumentError} If the specified list of points is null, undefined or empty.
         */
        BoundingBox.prototype.setToPoints = function (points) {
            if (!points || points.length < 3) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "BoundingBox", "setToPoints", "missingArray"));
            }

            var rMin = +Number.MAX_VALUE,
                rMax = -Number.MAX_VALUE,
                sMin = +Number.MAX_VALUE,
                sMax = -Number.MAX_VALUE,
                tMin = +Number.MAX_VALUE,
                tMax = -Number.MAX_VALUE,
                r = this.r, s = this.s, t = this.t,
                p = new Vec3(0, 0, 0),
                pdr, pds, pdt, rLen, sLen, tLen, rSum, sSum, tSum,
                rx_2, ry_2, rz_2, cx, cy, cz;

            Matrix.principalAxesFromPoints(points, r, s, t);

            for (var i = 0, len = points.length / 3; i < len; i++) {
                p[0] = points[i * 3];
                p[1] = points[i * 3 + 1];
                p[2] = points[i * 3 + 2];

                pdr = p.dot(r);
                if (rMin > pdr)
                    rMin = pdr;
                if (rMax < pdr)
                    rMax = pdr;

                pds = p.dot(s);
                if (sMin > pds)
                    sMin = pds;
                if (sMax < pds)
                    sMax = pds;

                pdt = p.dot(t);
                if (tMin > pdt)
                    tMin = pdt;
                if (tMax < pdt)
                    tMax = pdt;
            }

            if (rMax === rMin)
                rMax = rMin + 1;
            if (sMax === sMin)
                sMax = sMin + 1;
            if (tMax === tMin)
                tMax = tMin + 1;

            rLen = rMax - rMin;
            sLen = sMax - sMin;
            tLen = tMax - tMin;
            rSum = rMax + rMin;
            sSum = sMax + sMin;
            tSum = tMax + tMin;

            rx_2 = 0.5 * r[0] * rLen;
            ry_2 = 0.5 * r[1] * rLen;
            rz_2 = 0.5 * r[2] * rLen;

            cx = 0.5 * (r[0] * rSum + s[0] * sSum + t[0] * tSum);
            cy = 0.5 * (r[1] * rSum + s[1] * sSum + t[1] * tSum);
            cz = 0.5 * (r[2] * rSum + s[2] * sSum + t[2] * tSum);

            this.center[0] = cx;
            this.center[1] = cy;
            this.center[2] = cz;

            this.topCenter[0] = cx + rx_2;
            this.topCenter[1] = cy + ry_2;
            this.topCenter[2] = cz + rz_2;

            this.bottomCenter[0] = cx - rx_2;
            this.bottomCenter[1] = cy - ry_2;
            this.bottomCenter[2] = cz - rz_2;

            r.multiply(rLen);
            s.multiply(sLen);
            t.multiply(tLen);

            this.radius = 0.5 * Math.sqrt(rLen * rLen + sLen * sLen + tLen * tLen);

            return this;
        };

        /**
         * Sets this bounding box such that it minimally encloses a specified collection of points.
         * @param {Vec3} points The points to contain.
         * @returns {BoundingBox} This bounding box set to contain the specified points.
         * @throws {ArgumentError} If the specified list of points is null, undefined or empty.
         */
        BoundingBox.prototype.setToVec3Points = function (points) {
            if (!points || points.length === 0) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "BoundingBox", "setToVec3Points", "missingArray"));
            }

            var pointList = new Float32Array(points.length * 3);
            for (var i = 0; i < points.length; i++) {
                var point = points[i];
                for (var j = 0; j < 3; j++) {
                    pointList[i * 3 + j] = point[j];
                }
            }

            return this.setToPoints(pointList);
        };

        /**
         * Sets this bounding box such that it contains a specified sector on a specified globe with min and max elevation.
         * <p>
         * To create a bounding box that contains the sector at mean sea level, specify zero for the minimum and maximum
         * elevations.
         * To create a bounding box that contains the terrain surface in this sector, specify the actual minimum and maximum
         * elevation values associated with the sector, multiplied by the model's vertical exaggeration.
         * @param {Sector} sector The sector for which to create the bounding box.
         * @param {Globe} globe The globe associated with the sector.
         * @param {Number} minElevation The minimum elevation within the sector.
         * @param {Number} maxElevation The maximum elevation within the sector.
         * @returns {BoundingBox} This bounding box set to contain the specified sector.
         * @throws {ArgumentError} If either the specified sector or globe is null or undefined.
         */
        BoundingBox.prototype.setToSector = function (sector, globe, minElevation, maxElevation) {
            if (!sector) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "BoundingBox", "setToSector", "missingSector"));
            }

            if (!globe) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "BoundingBox", "setToSector", "missingGlobe"));
            }

            // Compute the cartesian points for a 3x3 geographic grid. This grid captures enough detail to bound the
            // sector. Use minimum elevation at the corners and max elevation everywhere else.
            var elevations = this.scratchElevations,
                points = this.scratchPoints;

            WWUtil.fillArray(elevations, maxElevation);
            elevations[0] = elevations[2] = elevations[6] = elevations[8] = minElevation;
            globe.computePointsForGrid(sector, 3, 3, elevations, Vec3.ZERO, points);

            // Compute the local coordinate axes. Since we know this box is bounding a geographic sector, we use the
            // local coordinate axes at its centroid as the box axes. Using these axes results in a box that has +-10%
            // the volume of a box with axes derived from a principal component analysis, but is faster to compute.
            var index = 12; // index to the center point's X coordinate
            this.tmp1.set(points[index], points[index + 1], points[index + 2]);
            WWMath.localCoordinateAxesAtPoint(this.tmp1, globe, this.r, this.s, this.t);

            // Find the extremes along each axis.
            var rExtremes = [Number.POSITIVE_INFINITY, Number.NEGATIVE_INFINITY],
                sExtremes = [Number.POSITIVE_INFINITY, Number.NEGATIVE_INFINITY],
                tExtremes = [Number.POSITIVE_INFINITY, Number.NEGATIVE_INFINITY];

            for (var i = 0, len = points.length; i < len; i += 3) {
                this.tmp1.set(points[i], points[i + 1], points[i + 2]);
                this.adjustExtremes(this.r, rExtremes, this.s, sExtremes, this.t, tExtremes, this.tmp1);
            }

            // Sort the axes from most prominent to least prominent. The frustum intersection methods in WWBoundingBox assume
            // that the axes are defined in this way.
            if (rExtremes[1] - rExtremes[0] < sExtremes[1] - sExtremes[0]) {
                this.swapAxes(this.r, rExtremes, this.s, sExtremes);
            }
            if (sExtremes[1] - sExtremes[0] < tExtremes[1] - tExtremes[0]) {
                this.swapAxes(this.s, sExtremes, this.t, tExtremes);
            }
            if (rExtremes[1] - rExtremes[0] < sExtremes[1] - sExtremes[0]) {
                this.swapAxes(this.r, rExtremes, this.s, sExtremes);
            }

            // Compute the box properties from its unit axes and the extremes along each axis.
            var rLen = rExtremes[1] - rExtremes[0],
                sLen = sExtremes[1] - sExtremes[0],
                tLen = tExtremes[1] - tExtremes[0],
                rSum = rExtremes[1] + rExtremes[0],
                sSum = sExtremes[1] + sExtremes[0],
                tSum = tExtremes[1] + tExtremes[0],

                cx = 0.5 * (this.r[0] * rSum + this.s[0] * sSum + this.t[0] * tSum),
                cy = 0.5 * (this.r[1] * rSum + this.s[1] * sSum + this.t[1] * tSum),
                cz = 0.5 * (this.r[2] * rSum + this.s[2] * sSum + this.t[2] * tSum),
                rx_2 = 0.5 * this.r[0] * rLen,
                ry_2 = 0.5 * this.r[1] * rLen,
                rz_2 = 0.5 * this.r[2] * rLen;

            this.center.set(cx, cy, cz);
            this.topCenter.set(cx + rx_2, cy + ry_2, cz + rz_2);
            this.bottomCenter.set(cx - rx_2, cy - ry_2, cz - rz_2);

            this.r.multiply(rLen);
            this.s.multiply(sLen);
            this.t.multiply(tLen);

            this.radius = 0.5 * Math.sqrt(rLen * rLen + sLen * sLen + tLen * tLen);

            return this;
        };

        /**
         * Translates this bounding box by a specified translation vector.
         * @param {Vec3} translation The translation vector.
         * @returns {BoundingBox} This bounding box translated by the specified translation vector.
         * @throws {ArgumentError} If the specified translation vector is null or undefined.
         */
        BoundingBox.prototype.translate = function (translation) {
            if (!translation) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "BoundingBox", "translate", "missingVector"));
            }

            this.bottomCenter.add(translation);
            this.topCenter.add(translation);
            this.center.add(translation);

            return this;
        };

        /**
         * Computes the approximate distance between this bounding box and a specified point.
         * <p>
         * This calculation treats the bounding box as a sphere with the same radius as the box.
         * @param {Vec3} point The point to compute the distance to.
         * @returns {Number} The distance from the edge of this bounding box to the specified point.
         * @throws {ArgumentError} If the specified point is null or undefined.
         */
        BoundingBox.prototype.distanceTo = function (point) {
            if (!point) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "BoundingBox", "distanceTo", "missingPoint"));
            }

            var d = this.center.distanceTo(point) - this.radius;

            return d >= 0 ? d : -d;
        };

        /**
         * Computes the effective radius of this bounding box relative to a specified plane.
         * @param {Plane} plane The plane of interest.
         * @returns {Number} The effective radius of this bounding box to the specified plane.
         * @throws {ArgumentError} If the specified plane is null or undefined.
         */
        BoundingBox.prototype.effectiveRadius = function (plane) {
            if (!plane) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "BoundingBox", "effectiveRadius", "missingPlane"));
            }

            var n = plane.normal;

            return 0.5 * (WWMath.fabs(this.r.dot(n)) + WWMath.fabs(this.s.dot(n)) + WWMath.fabs(this.t.dot(n)));
        };

        /**
         * Indicates whether this bounding box intersects a specified frustum.
         * @param {Frustum} frustum The frustum of interest.
         * @returns {boolean} true if the specified frustum intersects this bounding box, otherwise false.
         * @throws {ArgumentError} If the specified frustum is null or undefined.
         */
        BoundingBox.prototype.intersectsFrustum = function (frustum) {
            if (!frustum) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "BoundingBox", "intersectsFrustum", "missingFrustum"));
            }

            this.tmp1.copy(this.bottomCenter);
            this.tmp2.copy(this.topCenter);

            if (this.intersectionPoint(frustum.near) < 0) {
                return false;
            }
            if (this.intersectionPoint(frustum.far) < 0) {
                return false;
            }
            if (this.intersectionPoint(frustum.left) < 0) {
                return false;
            }
            if (this.intersectionPoint(frustum.right) < 0) {
                return false;
            }
            if (this.intersectionPoint(frustum.top) < 0) {
                return false;
            }
            if (this.intersectionPoint(frustum.bottom) < 0) {
                return false;
            }

            return true;
        };

        // Internal. Intentionally not documented.
        BoundingBox.prototype.intersectionPoint = function (plane) {
            var n = plane.normal,
                effectiveRadius = 0.5 * (Math.abs(this.s.dot(n)) + Math.abs(this.t.dot(n)));

            return this.intersectsAt(plane, effectiveRadius, this.tmp1, this.tmp2);
        };

        // Internal. Intentionally not documented.
        BoundingBox.prototype.intersectsAt = function (plane, effRadius, endPoint1, endPoint2) {
            // Test the distance from the first end-point.
            var dq1 = plane.dot(endPoint1);
            var bq1 = dq1 <= -effRadius;

            // Test the distance from the second end-point.
            var dq2 = plane.dot(endPoint2);
            var bq2 = dq2 <= -effRadius;

            if (bq1 && bq2) { // endpoints more distant from plane than effective radius; box is on neg. side of plane
                return -1;
            }

            if (bq1 == bq2) { // endpoints less distant from plane than effective radius; can't draw any conclusions
                return 0;
            }

            // Compute and return the endpoints of the box on the positive side of the plane
            this.tmp3.copy(endPoint1);
            this.tmp3.subtract(endPoint2);
            var t = (effRadius + dq1) / plane.normal.dot(this.tmp3);

            this.tmp3.copy(endPoint2);
            this.tmp3.subtract(endPoint1);
            this.tmp3.multiply(t);
            this.tmp3.add(endPoint1);

            // Truncate the line to only that in the positive halfspace, e.g., inside the frustum.
            if (bq1) {
                endPoint1.copy(this.tmp3);
            }
            else {
                endPoint2.copy(this.tmp3);
            }

            return t;
        };

        // Internal. Intentionally not documented.
        BoundingBox.prototype.adjustExtremes = function (r, rExtremes, s, sExtremes, t, tExtremes, p) {
            var pdr = p.dot(r);
            if (rExtremes[0] > pdr) {
                rExtremes[0] = pdr;
            }
            if (rExtremes[1] < pdr) {
                rExtremes[1] = pdr;
            }

            var pds = p.dot(s);
            if (sExtremes[0] > pds) {
                sExtremes[0] = pds;
            }
            if (sExtremes[1] < pds) {
                sExtremes[1] = pds;
            }

            var pdt = p.dot(t);
            if (tExtremes[0] > pdt) {
                tExtremes[0] = pdt;
            }
            if (tExtremes[1] < pdt) {
                tExtremes[1] = pdt;
            }
        };

        // Internal. Intentionally not documented.
        BoundingBox.prototype.swapAxes = function (a, aExtremes, b, bExtremes) {
            a.swap(b);

            var tmp = aExtremes[0];
            aExtremes[0] = bExtremes[0];
            bExtremes[0] = tmp;

            tmp = aExtremes[1];
            aExtremes[1] = bExtremes[1];
            bExtremes[1] = tmp;
        };

        /**
         * Renders this bounding box in a semi-transparent color with a highlighted outline. This function is intended
         * for diagnostic use only.
         * @param dc {DrawContext} dc The current draw context.
         */
        BoundingBox.prototype.render = function (dc) {
            var gl = dc.currentGlContext,
                matrix = BoundingBox.scratchMatrix,
                program = dc.findAndBindProgram(BasicProgram);

            try {
                // Setup to transform unit cube coordinates to this bounding box's local coordinates, as viewed by the
                // current navigator state.
                matrix.copy(dc.navigatorState.modelviewProjection);
                matrix.multiply(
                    this.r[0], this.s[0], this.t[0], this.center[0],
                    this.r[1], this.s[1], this.t[1], this.center[1],
                    this.r[2], this.s[2], this.t[2], this.center[2],
                    0, 0, 0, 1);
                matrix.multiplyByTranslation(-0.5, -0.5, -0.5);
                program.loadModelviewProjection(gl, matrix);

                // Setup to draw the geometry when the eye point is inside or outside the box.
                gl.disable(gl.CULL_FACE);

                // Bind the shared unit cube vertex buffer and element buffer.
                gl.bindBuffer(gl.ARRAY_BUFFER, dc.unitCubeBuffer());
                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, dc.unitCubeElements());
                gl.enableVertexAttribArray(program.vertexPointLocation);
                gl.vertexAttribPointer(program.vertexPointLocation, 3, gl.FLOAT, false, 0, 0);

                // Draw bounding box fragments that are below the terrain.
                program.loadColorComponents(gl, 0, 1, 0, 0.6);
                gl.drawElements(gl.LINES, 24, gl.UNSIGNED_SHORT, 72);
                program.loadColorComponents(gl, 1, 1, 1, 0.3);
                gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);

            } finally {
                // Restore WorldWind's default WebGL state.
                gl.enable(gl.CULL_FACE);
                gl.bindBuffer(gl.ARRAY_BUFFER, null);
                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
            }
        };

        return BoundingBox;
    });