src/plugins/StoreyViewsPlugin/StoreyViewsPlugin.js
import {Plugin} from "../../viewer/Plugin.js";
import {Storey} from "./Storey.js";
import {IFCStoreyPlanObjectStates} from "./IFCStoreyPlanObjectStates.js";
import {math} from "../../viewer/scene/math/math.js";
import {ObjectsMemento} from "../../viewer/scene/mementos/ObjectsMemento.js";
import {CameraMemento} from "../../viewer/scene/mementos/CameraMemento.js";
import {StoreyMap} from "./StoreyMap.js";
import {utils} from "../../viewer/scene/utils.js";
const tempVec3a = math.vec3();
const tempMat4 = math.mat4();
const EMPTY_IMAGE = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAYAAAAfFcSJAAAADUlEQVR42mNkYPhfDwAChwGA60e6kgAAAABJRU5ErkJggg==";
/**
* @desc A {@link Viewer} plugin that provides methods for visualizing IfcBuildingStoreys.
*
* <a href="https://xeokit.github.io/xeokit-sdk/examples/#storeyViews_StoreyViewsPlugin_recipe2"><img src="http://xeokit.io/img/docs/StoreyViewsPlugin/minimap.gif"></a>
*
* [[Run this example](https://xeokit.github.io/xeokit-sdk/examples/#storeyViews_StoreyViewsPlugin_recipe2)]
*
* ## Overview
*
* StoreyViewsPlugin provides a flexible set of methods for visualizing building storeys in 3D and 2D.
*
* Use the first two methods to set up 3D views of storeys:
*
* * [showStoreyObjects](#instance-method-showStoreyObjects) - shows the {@link Entity}s within a storey, and
* * [gotoStoreyCamera](#instance-method-gotoStoreyCamera) - positions the {@link Camera} for a plan view of the Entitys within a storey.
* <br> <br>
*
* Use the second two methods to create 2D plan view mini-map images:
*
* * [createStoreyMap](#instance-method-createStoreyMap) - creates a 2D plan view image of a storey, and
* * [pickStoreyMap](#instance-method-pickStoreyMap) - picks the {@link Entity} at the given 2D pixel coordinates within a plan view image.
*
* ## Usage
*
* Let's start by creating a {@link Viewer} with a StoreyViewsPlugin and an {@link XKTLoaderPlugin}.
*
* Then we'll load a BIM building model from an ```.xkt``` file.
*
* ````javascript
* import {Viewer, XKTLoaderPlugin, StoreyViewsPlugin} from "xeokit-sdk.es.js";
*
* // Create a Viewer, arrange the camera
*
* const viewer = new Viewer({
* canvasId: "myCanvas",
* transparent: true
* });
*
* viewer.camera.eye = [-2.56, 8.38, 8.27];
* viewer.camera.look = [13.44, 3.31, -14.83];
* viewer.camera.up = [0.10, 0.98, -0.14];
*
* // Add an XKTLoaderPlugin
*
* const xktLoader = new XKTLoaderPlugin(viewer);
*
* // Add a StoreyViewsPlugin
*
* const storeyViewsPlugin = new StoreyViewsPlugin(viewer);
*
* // Load a BIM model from .xkt format
*
* const model = xktLoader.load({
* id: "myModel",
* src: "./models/xkt/Schependomlaan.xkt",
* edges: true
* });
* ````
*
* ## Finding Storeys
*
* Getting information on a storey in our model:
*
* ````javascript
* const storey = storeyViewsPlugin.storeys["2SWZMQPyD9pfT9q87pgXa1"]; // ID of the IfcBuildingStorey
*
* const modelId = storey.modelId; // "myModel"
* const storeyId = storey.storeyId; // "2SWZMQPyD9pfT9q87pgXa1"
* const aabb = storey.aabb; // Axis-aligned 3D World-space boundary of the IfcBuildingStorey
* ````
*
* We can also get a "storeys" event every time the set of storeys changes, ie. every time a storey is created or destroyed:
*
* ````javascript
* storeyViewsPlugin.on("storeys", ()=> {
* const storey = storeyViewsPlugin.storeys["2SWZMQPyD9pfT9q87pgXa1"];
* //...
* });
* ````
*
* ## Showing Entitys within Storeys
*
* Showing the {@link Entity}s within a storey:
*
* ````javascript
* storeyViewsPlugin.showStoreyObjects("2SWZMQPyD9pfT9q87pgXa1");
* ````
*
* Showing **only** the Entitys in a storey, hiding all others:
*
* ````javascript
* storeyViewsPlugin.showStoreyObjects("2SWZMQPyD9pfT9q87pgXa1", {
* hideOthers: true
* });
* ````
* Showing only the storey Entitys, applying custom appearances configured on {@link StoreyViewsPlugin#objectStates}:
*
* ````javascript
* storeyViewsPlugin.showStoreyObjects("2SWZMQPyD9pfT9q87pgXa1", {
* hideOthers: true,
* useObjectStates: true
* });
* ````
*
* <a href="https://xeokit.github.io/xeokit-sdk/examples/#storeyViews_StoreyViewsPlugin_showStoreyObjects"><img src="http://xeokit.io/img/docs/StoreyViewsPlugin/showStoreyObjects.gif"></a>
*
* [[Run this example](https://xeokit.github.io/xeokit-sdk/examples/#storeyViews_StoreyViewsPlugin_showStoreyObjects)]
*
* When using this option, at some point later you'll probably want to restore all Entitys to their original visibilities and
* appearances.
*
* To do that, save their visibility and appearance states in an {@link ObjectsMemento} beforehand, from
* which you can restore them later:
*
* ````javascript
* const objectsMemento = new ObjectsMemento();
*
* // Save all Entity visibility and appearance states
*
* objectsMemento.saveObjects(viewer.scene);
*
* // Show storey view Entitys, with custom appearances as configured for IFC types
*
* storeyViewsPlugin.showStoreyObjects("2SWZMQPyD9pfT9q87pgXa1", {
* useObjectStates: true // <<--------- Apply custom appearances
* });
*
* //...
*
* // Later, restore all Entitys to their saved visibility and appearance states
* objectsMemento.restoreObjects(viewer.scene);
* ````
*
* ## Arranging the Camera for Storey Plan Views
*
* The {@link StoreyViewsPlugin#gotoStoreyCamera} method positions the {@link Camera} for a plan view of
* the {@link Entity}s within the given storey.
*
* <a href="https://xeokit.github.io/xeokit-sdk/examples/#storeyViews_StoreyViewsPlugin_gotoStoreyCamera"><img src="http://xeokit.io/img/docs/StoreyViewsPlugin/gotoStoreyCamera.gif"></a>
*
* [[Run this example](https://xeokit.github.io/xeokit-sdk/examples/#storeyViews_StoreyViewsPlugin_gotoStoreyCamera)]
*
* Let's fly the {@link Camera} to a downward-looking orthographic view of the Entitys within our storey.
*
* ````javascript
* storeyViewsPlugin.gotoStoreyCamera("2SWZMQPyD9pfT9q87pgXa1", {
* projection: "ortho", // Orthographic projection
* duration: 2.5, // 2.5 second transition
* done: () => {
* viewer.cameraControl.planView = true; // Disable rotation
* }
* });
* ````
*
* Note that we also set {@link CameraControl#planView} ````true````, which prevents the CameraControl from rotating
* or orbiting. In orthographic mode, this effectively makes the {@link Viewer} behave as if it were a 2D viewer, with
* picking, panning and zooming still enabled.
*
* If you need to be able to restore the Camera to its previous state, you can save it to a {@link CameraMemento}
* beforehand, from which you can restore it later:
*
* ````javascript
* const cameraMemento = new CameraMemento();
*
* // Save camera state
*
* cameraMemento.saveCamera(viewer.scene);
*
* // Position camera for a downward-looking orthographic view of our storey
*
* storeyViewsPlugin.gotoStoreyCamera("2SWZMQPyD9pfT9q87pgXa1", {
* projection: "ortho",
* duration: 2.5,
* done: () => {
* viewer.cameraControl.planView = true; // Disable rotation
* }
* });
*
* //...
*
* // Later, restore the Camera to its saved state
* cameraMemento.restoreCamera(viewer.scene);
* ````
*
* ## Creating StoreyMaps
*
* The {@link StoreyViewsPlugin#createStoreyMap} method creates a 2D orthographic plan image of the given storey.
*
* <a href="https://xeokit.github.io/xeokit-sdk/examples/#storeyViews_StoreyViewsPlugin_createStoreyMap"><img src="http://xeokit.io/img/docs/StoreyViewsPlugin/createStoreyMap.png"></a>
*
* [[Run this example](https://xeokit.github.io/xeokit-sdk/examples/#storeyViews_StoreyViewsPlugin_createStoreyMap)]
*
* This method creates a {@link StoreyMap}, which provides the plan image as a Base64-encoded string.
*
* Let's create a 2D plan image of our building storey:
*
* ````javascript
* const storeyMap = storeyViewsPlugin.createStoreyMap("2SWZMQPyD9pfT9q87pgXa1", {
* width: 300,
* format: "png"
* });
*
* const imageData = storeyMap.imageData; // Base64-encoded image data string
* const width = storeyMap.width; // 300
* const height = storeyMap.height; // Automatically derived from width
* const format = storeyMap.format; // "png"
* ````
*
* As with ````showStoreyEntitys````, We also have the option to customize the appearance of the Entitys in our plan
* images according to their IFC types, using the lookup table configured on {@link StoreyViewsPlugin#objectStates}.
*
* For example, we usually want to show only element types like ````IfcWall````, ````IfcDoor```` and
* ````IfcFloor```` in our plan images.
*
* Let's create another StoreyMap, this time applying the custom appearances:
*
* ````javascript
* const storeyMap = storeyViewsPlugin.createStoreyMap("2SWZMQPyD9pfT9q87pgXa1", {
* width: 300,
* format: "png",
* useObjectStates: true // <<--------- Apply custom appearances
* });
*````
*
* We can also specify a ````height```` for the plan image, as an alternative to ````width````:
*
* ````javascript
* const storeyMap = storeyViewsPlugin.createStoreyMap("2SWZMQPyD9pfT9q87pgXa1", {
* height: 200,
* format: "png",
* useObjectStates: true
* });
* ````
*
* ## Picking Entities in StoreyMaps
*
* We can use {@link StoreyViewsPlugin#pickStoreyMap} to pick Entities in our building storey, using 2D coordinates from mouse or touch events on our {@link StoreyMap}'s 2D plan image.
*
* <a href="https://xeokit.github.io/xeokit-sdk/examples/#storeyViews_StoreyViewsPlugin_recipe2"><img src="http://xeokit.io/img/docs/StoreyViewsPlugin/recipe2.gif"></a>
*
* [[Run this example](https://xeokit.github.io/xeokit-sdk/examples/#storeyViews_StoreyViewsPlugin_recipe2)]
*
* Let's programmatically pick the Entity at the given 2D pixel coordinates within our image:
*
* ````javascript
* const mouseCoords = [65, 120]; // Mouse coords within the image extents
*
* const pickResult = storeyViewsPlugin.pickStoreyMap(storeyMap, mouseCoords);
*
* if (pickResult && pickResult.entity) {
* pickResult.entity.highlighted = true;
* }
* ````
*/
class StoreyViewsPlugin extends Plugin {
/**
* @constructor
*
* @param {Viewer} viewer The Viewer.
* @param {Object} cfg Plugin configuration.
* @param {String} [cfg.id="StoreyViews"] Optional ID for this plugin, so that we can find it within {@link Viewer#plugins}.
* @param {Object} [cfg.objectStates] Map of visual states for the {@link Entity}s as rendered within each {@link Storey}. Default value is {@link IFCStoreyPlanObjectStates}.
*/
constructor(viewer, cfg = {}) {
super("StoreyViews", viewer);
this._objectsMemento = new ObjectsMemento();
this._cameraMemento = new CameraMemento();
/**
* A {@link Storey} for each ````IfcBuildingStorey```.
*
* There will be a {@link Storey} for every existing {@link MetaObject} whose {@link MetaObject#type} equals "IfcBuildingStorey".
*
* These are created and destroyed automatically as models are loaded and destroyed.
*
* @type {{String:Storey}}
*/
this.storeys = {};
/**
* A set of {@link Storey}s for each {@link MetaModel}.
*
* These are created and destroyed automatically as models are loaded and destroyed.
*
* @type {{String: {String:Storey}}}
*/
this.modelStoreys = {};
this.objectStates = cfg.objectStates;
this._onModelLoaded = this.viewer.scene.on("modelLoaded", (modelId) => {
this._registerModelStoreys(modelId);
this.fire("storeys", this.storeys);
});
}
_registerModelStoreys(modelId) {
const viewer = this.viewer;
const scene = viewer.scene;
const metaScene = viewer.metaScene;
const metaModel = metaScene.metaModels[modelId];
const model = scene.models[modelId];
if (!metaModel || !metaModel.rootMetaObject) {
return;
}
const storeyIds = metaModel.rootMetaObject.getObjectIDsInSubtreeByType(["IfcBuildingStorey"]);
for (let i = 0, len = storeyIds.length; i < len; i++) {
const storeyId = storeyIds[i];
const metaObject = metaScene.metaObjects[storeyId];
const childObjectIds = metaObject.getObjectIDsInSubtree();
const aabb = scene.getAABB(childObjectIds);
const numObjects = (Math.random() > 0.5) ? childObjectIds.length : 0;
const storey = new Storey(this, aabb, modelId, storeyId, numObjects);
storey._onModelDestroyed = model.once("destroyed", () => {
this._deregisterModelStoreys(modelId);
this.fire("storeys", this.storeys);
});
this.storeys[storeyId] = storey;
if (!this.modelStoreys[modelId]) {
this.modelStoreys[modelId] = {};
}
this.modelStoreys[modelId][storeyId] = storey;
}
}
_deregisterModelStoreys(modelId) {
const storeys = this.modelStoreys[modelId];
if (storeys) {
const scene = this.viewer.scene;
for (let storyObjectId in storeys) {
if (storeys.hasOwnProperty(storyObjectId)) {
const storey = storeys[storyObjectId];
const model = scene.models[storey.modelId];
if (model) {
model.off(storey._onModelDestroyed);
}
delete this.storeys[storyObjectId];
}
}
delete this.modelStoreys[modelId];
}
}
/**
* Sets map of visual states for the {@link Entity}s as rendered within each {@link Storey}.
*
* Default value is {@link IFCStoreyPlanObjectStates}.
*
* @type {{String: Object}}
*/
set objectStates(value) {
this._objectStates = value || IFCStoreyPlanObjectStates;
}
/**
* Gets map of visual states for the {@link Entity}s as rendered within each {@link Storey}.
*
* Default value is {@link IFCStoreyPlanObjectStates}.
*
* @type {{String: Object}}
*/
get objectStates() {
return this._objectStates;
}
/**
* Arranges the {@link Camera} for a 3D orthographic view of the {@link Entity}s within the given storey.
*
* See also: {@link CameraMemento}, which saves and restores the state of the {@link Scene}'s {@link Camera}
*
* @param {String} storeyId ID of the ````IfcBuildingStorey```` object.
* @param {*} [options] Options for arranging the Camera.
* @param {String} [options.projection] Projection type to transition the Camera to. Accepted values are "perspective" and "ortho".
* @param {Function} [options.done] Callback to fire when the Camera has arrived. When provided, causes an animated flight to the saved state. Otherwise jumps to the saved state.
*/
gotoStoreyCamera(storeyId, options = {}) {
const storey = this.storeys[storeyId];
if (!storey) {
this.error("IfcBuildingStorey not found with this ID: " + storeyId);
if (options.done) {
options.done();
}
return;
}
const viewer = this.viewer;
const scene = viewer.scene;
const camera = scene.camera;
const aabb = storey.aabb;
if (aabb[3] < aabb[0] || aabb[4] < aabb[1] || aabb[5] < aabb[2]) { // Don't fly to an inverted boundary
if (options.done) {
options.done();
}
return;
}
if (aabb[3] === aabb[0] && aabb[4] === aabb[1] && aabb[5] === aabb[2]) { // Don't fly to an empty boundary
if (options.done) {
options.done();
}
return;
}
const look2 = math.getAABB3Center(aabb);
const diag = math.getAABB3Diag(aabb);
const fitFOV = 45; // fitFOV;
const sca = Math.abs(diag / Math.tan(fitFOV * math.DEGTORAD));
const orthoScale2 = diag * 1.3;
const eye2 = tempVec3a;
eye2[0] = look2[0] + (camera.worldUp[0] * sca);
eye2[1] = look2[1] + (camera.worldUp[1] * sca);
eye2[2] = look2[2] + (camera.worldUp[2] * sca);
const up2 = camera.worldForward;
if (options.done) {
viewer.cameraFlight.flyTo(utils.apply(options, {
eye: eye2,
look: look2,
up: up2,
orthoScale: orthoScale2
}), () => {
options.done();
});
} else {
viewer.cameraFlight.jumpTo(utils.apply(options, {
eye: eye2,
look: look2,
up: up2,
orthoScale: orthoScale2
}));
viewer.camera.ortho.scale = orthoScale2;
}
}
/**
* Shows the {@link Entity}s within the given storey.
*
* Optionally hides all other Entitys.
*
* Optionally sets the visual appearance of each of the Entitys according to its IFC type. The appearance of
* IFC types in plan views is configured by {@link StoreyViewsPlugin#objectStates}.
*
* See also: {@link ObjectsMemento}, which saves and restores a memento of the visual state
* of the {@link Entity}'s that represent objects within a {@link Scene}.
*
* @param {String} storeyId ID of the ````IfcBuildingStorey```` object.
* @param {*} [options] Options for showing the Entitys within the storey.
* @param {Boolean} [options.hideOthers=false] When ````true````, hide all other {@link Entity}s.
* @param {Boolean} [options.useObjectStates=false] When ````true````, apply the custom visibilities and appearances configured for IFC types in {@link StoreyViewsPlugin#objectStates}.
*/
showStoreyObjects(storeyId, options = {}) {
const storey = this.storeys[storeyId];
if (!storey) {
this.error("IfcBuildingStorey not found with this ID: " + storeyId);
return;
}
const viewer = this.viewer;
const scene = viewer.scene;
const metaScene = viewer.metaScene;
const storeyMetaObject = metaScene.metaObjects[storeyId];
if (!storeyMetaObject) {
return;
}
if (options.hideOthers) {
scene.setObjectsVisible(viewer.scene.visibleObjectIds, false);
}
this.withStoreyObjects(storeyId, (entity, metaObject) => {
if (entity) {
if (options.useObjectStates) {
const props = this._objectStates[metaObject.type] || this._objectStates["DEFAULT"];
if (props) {
entity.visible = props.visible;
entity.edges = props.edges;
// entity.xrayed = props.xrayed; // FIXME: Buggy
// entity.highlighted = props.highlighted;
// entity.selected = props.selected;
if (props.colorize) {
entity.colorize = props.colorize;
}
if (props.opacity !== null && props.opacity !== undefined) {
entity.opacity = props.opacity;
}
}
} else {
entity.visible = true;
}
}
});
}
/**
* Executes a callback on each of the objects within the given storey.
*
* ## Usage
*
* In the example below, we'll show all the {@link Entity}s, within the given ````IfcBuildingStorey````,
* that have {@link MetaObject}s with type ````IfcSpace````. Note that the callback will only be given
* an {@link Entity} when one exists for the given {@link MetaObject}.
*
* ````JavaScript
* myStoreyViewsPlugin.withStoreyObjects(storeyId, (entity, metaObject) => {
* if (entity && metaObject && metaObject.type === "IfcSpace") {
* entity.visible = true;
* }
* });
* ````
*
* @param {String} storeyId ID of the ````IfcBuildingStorey```` object.
* @param {Function} callback The callback.
*/
withStoreyObjects(storeyId, callback) {
const viewer = this.viewer;
const scene = viewer.scene;
const metaScene = viewer.metaScene;
const rootMetaObject = metaScene.metaObjects[storeyId];
if (!rootMetaObject) {
return;
}
const storeySubObjects = rootMetaObject.getObjectIDsInSubtree();
for (var i = 0, len = storeySubObjects.length; i < len; i++) {
const objectId = storeySubObjects[i];
const metaObject = metaScene.metaObjects[objectId];
const entity = scene.objects[objectId];
if (entity) {
callback(entity, metaObject);
}
}
}
/**
* Creates a 2D map of the given storey.
*
* @param {String} storeyId ID of the ````IfcBuildingStorey```` object.
* @param {*} [options] Options for creating the image.
* @param {Number} [options.width=300] Image width in pixels. Height will be automatically determined from this, if not given.
* @param {Number} [options.height=300] Image height in pixels, as an alternative to width. Width will be automatically determined from this, if not given.
* @param {String} [options.format="png"] Image format. Accepted values are "png" and "jpeg".
* @returns {StoreyMap} The StoreyMap.
*/
createStoreyMap(storeyId, options = {}) {
const storey = this.storeys[storeyId];
if (!storey) {
this.error("IfcBuildingStorey not found with this ID: " + storeyId);
return EMPTY_IMAGE;
}
const viewer = this.viewer;
const scene = viewer.scene;
const format = options.format || "png";
const aabb = storey.aabb;
const aspect = (aabb[5] - aabb[2]) / (aabb[3] - aabb[0]);
const padding = options.padding || 0;
let width;
let height;
if (options.width && options.height) {
width = options.width;
height = options.height;
} else if (options.height) {
height = options.height;
width = height / aspect;
} else if (options.width) {
width = options.width;
height = width * aspect;
} else {
width = 300;
height = width * aspect;
}
this._objectsMemento.saveObjects(scene);
this._cameraMemento.saveCamera(scene);
viewer.beginSnapshot();
this.showStoreyObjects(storeyId, utils.apply(options, {
useObjectStates: true,
hideOthers: true
}));
this._arrangeStoreyMapCamera(storey);
const src = viewer.getSnapshot({
width: width,
height: height,
format: format,
});
this._objectsMemento.restoreObjects(scene);
this._cameraMemento.restoreCamera(scene);
viewer.endSnapshot();
return new StoreyMap(storeyId, src, format, width, height, padding);
}
_arrangeStoreyMapCamera(storey) {
const viewer = this.viewer;
const scene = viewer.scene;
const camera = scene.camera;
const aabb = storey.aabb;
const look = math.getAABB3Center(aabb);
const sca = 0.5;
const eye = tempVec3a;
eye[0] = look[0] + (camera.worldUp[0] * sca);
eye[1] = look[1] + (camera.worldUp[1] * sca);
eye[2] = look[2] + (camera.worldUp[2] * sca);
const up = camera.worldForward;
viewer.cameraFlight.jumpTo({eye: eye, look: look, up: up});
const xHalfSize = (aabb[3] - aabb[0]) / 2;
const yHalfSize = (aabb[4] - aabb[1]) / 2;
const zHalfSize = (aabb[5] - aabb[2]) / 2;
const xmin = -xHalfSize;
const xmax = +xHalfSize;
const ymin = -yHalfSize;
const ymax = +yHalfSize;
const zmin = -zHalfSize;
const zmax = +zHalfSize;
viewer.camera.customProjection.matrix = math.orthoMat4c(xmin, xmax, zmin, zmax, ymin, ymax, tempMat4);
viewer.camera.projection = "customProjection";
}
/**
* Attempts to pick an {@link Entity} at the given pixel coordinates within a StoreyMap image.
*
* @param {StoreyMap} storeyMap The StoreyMap.
* @param {Number[]} imagePos 2D pixel coordinates within the bounds of {@link StoreyMap#imageData}.
* @param {*} [options] Picking options.
* @param {Boolean} [options.pickSurface=false] Whether to return the picked position on the surface of the Entity.
* @returns {PickResult} The pick result, if an Entity was successfully picked, else null.
*/
pickStoreyMap(storeyMap, imagePos, options = {}) {
const storeyId = storeyMap.storeyId;
const storey = this.storeys[storeyId];
if (!storey) {
this.error("IfcBuildingStorey not found with this ID: " + storeyId);
return null
}
const normX = 1.0 - (imagePos[0] / storeyMap.width);
const normZ = 1.0 - (imagePos[1] / storeyMap.height);
const aabb = storey.aabb;
const xmin = aabb[0];
const ymin = aabb[1];
const zmin = aabb[2];
const xmax = aabb[3];
const ymax = aabb[4];
const zmax = aabb[5];
const xWorldSize = xmax - xmin;
const yWorldSize = ymax - ymin;
const zWorldSize = zmax - zmin;
const origin = math.vec3([xmin + (xWorldSize * normX), ymin + (yWorldSize * 0.5), zmin + (zWorldSize * normZ)]);
const direction = math.vec3([0, -1, 0]);
const look = math.addVec3(origin, direction, tempVec3a);
const worldForward = this.viewer.camera.worldForward;
const matrix = math.lookAtMat4v(origin, look, worldForward, tempMat4);
const pickResult = this.viewer.scene.pick({ // Picking with arbitrarily-positioned ray
pickSurface: options.pickSurface,
pickInvisible: true,
matrix: matrix
});
if (pickResult) {
const metaObject = this.viewer.metaScene.metaObjects[pickResult.entity.id];
const objectState = this.objectStates[metaObject.type];
if (!objectState || !objectState.visible) {
return null;
}
}
return pickResult;
}
/**
* Gets the ID of the storey that contains the given 3D World-space position.
*.
* @param {Number[]} worldPos 3D World-space position.
* @returns {String} ID of the storey containing the position, or null if the position falls outside all the storeys.
*/
getStoreyContainingWorldPos(worldPos) {
for (var storeyId in this.storeys) {
const storey = this.storeys[storeyId];
if (math.point3AABB3Intersect(storey.aabb, worldPos)) {
return storeyId;
}
}
return null;
}
/**
* Converts a 3D World-space position to a 2D position within a StoreyMap image.
*
* Use {@link StoreyViewsPlugin#pickStoreyMap} to convert 2D image positions to 3D world-space.
*
* @param {StoreyMap} storeyMap The StoreyMap.
* @param {Number[]} worldPos 3D World-space position within the storey.
* @param {Number[]} imagePos 2D pixel position within the {@link StoreyMap#imageData}.
* @returns {Boolean} True if ````imagePos```` is within the bounds of the {@link StoreyMap#imageData}, else ````false```` if it falls outside.
*/
worldPosToStoreyMap(storeyMap, worldPos, imagePos) {
const storeyId = storeyMap.storeyId;
const storey = this.storeys[storeyId];
if (!storey) {
this.error("IfcBuildingStorey not found with this ID: " + storeyId);
return false
}
const aabb = storey.aabb;
const xmin = aabb[0];
const ymin = aabb[1];
const zmin = aabb[2];
const xmax = aabb[3];
const ymax = aabb[4];
const zmax = aabb[5];
const xWorldSize = xmax - xmin;
const yWorldSize = ymax - ymin;
const zWorldSize = zmax - zmin;
const camera = this.viewer.camera;
const worldUp = camera.worldUp;
const xUp = worldUp[0] > worldUp[1] && worldUp[0] > worldUp[2];
const yUp = !xUp && worldUp[1] > worldUp[0] && worldUp[1] > worldUp[2];
const zUp = !xUp && !yUp && worldUp[2] > worldUp[0] && worldUp[2] > worldUp[1];
const ratioX = (storeyMap.width / xWorldSize);
const ratioY = yUp ? (storeyMap.height / zWorldSize) : (storeyMap.height / yWorldSize); // Assuming either Y or Z is "up", but never X
imagePos[0] = Math.floor(storeyMap.width - ((worldPos[0] - xmin) * ratioX));
imagePos[1] = Math.floor(storeyMap.height - ((worldPos[2] - zmin) * ratioY));
return (imagePos[0] >= 0 && imagePos[0] < storeyMap.width && imagePos[1] >= 0 && imagePos[1] <= storeyMap.height);
}
/**
* Converts a 3D World-space direction vector to a 2D vector within a StoreyMap image.
*
* @param {StoreyMap} storeyMap The StoreyMap.
* @param {Number[]} worldDir 3D World-space direction vector.
* @param {Number[]} imageDir Normalized 2D direction vector.
*/
worldDirToStoreyMap(storeyMap, worldDir, imageDir) {
const camera = this.viewer.camera;
const eye = camera.eye;
const look = camera.look;
const eyeLookDir = math.subVec3(look, eye, tempVec3a);
const worldUp = camera.worldUp;
const xUp = worldUp[0] > worldUp[1] && worldUp[0] > worldUp[2];
const yUp = !xUp && worldUp[1] > worldUp[0] && worldUp[1] > worldUp[2];
const zUp = !xUp && !yUp && worldUp[2] > worldUp[0] && worldUp[2] > worldUp[1];
if (xUp) {
imageDir[0] = eyeLookDir[1];
imageDir[1] = eyeLookDir[2];
} else if (yUp) {
imageDir[0] = eyeLookDir[0];
imageDir[1] = eyeLookDir[2];
} else {
imageDir[0] = eyeLookDir[0];
imageDir[1] = eyeLookDir[1];
}
math.normalizeVec2(imageDir);
}
/**
* Destroys this StoreyViewsPlugin.
*/
destroy() {
this.viewer.scene.off(this._onModelLoaded);
super.destroy();
}
}
export {StoreyViewsPlugin}