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// Automatically generated - do not modify!
@file:Suppress(
"EXTERNAL_CLASS_CONSTRUCTOR_PROPERTY_PARAMETER",
)
package cesium
/**
* A bounding sphere with a center and a radius.
* @see Online Documentation
*
* @constructor
* @property [center] The center of the bounding sphere.
* Default value - [Cartesian3.ZERO]
* @property [radius] The radius of the bounding sphere.
* Default value - `0.0`
* @see Online Documentation
*/
@JsName("\$cesium__BoundingSphere")
external class BoundingSphere(
var center: Cartesian3 = definedExternally,
var radius: Double = definedExternally,
) {
/**
* Determines which side of a plane the sphere is located.
* @param [plane] The plane to test against.
* @return [Intersect.INSIDE] if the entire sphere is on the side of the plane
* the normal is pointing, [Intersect.OUTSIDE] if the entire sphere is
* on the opposite side, and [Intersect.INTERSECTING] if the sphere
* intersects the plane.
* @see Online Documentation
*/
fun intersectPlane(plane: Plane): Intersect
/**
* Computes the estimated distance squared from the closest point on a bounding sphere to a point.
* ```
* // Sort bounding spheres from back to front
* spheres.sort(function(a, b) {
* return b.distanceSquaredTo(camera.positionWC) - a.distanceSquaredTo(camera.positionWC);
* });
* ```
* @param [cartesian] The point
* @return The estimated distance squared from the bounding sphere to the point.
* @see Online Documentation
*/
fun distanceSquaredTo(cartesian: Cartesian3): Double
/**
* The distances calculated by the vector from the center of the bounding sphere to position projected onto direction
* plus/minus the radius of the bounding sphere.
*
* If you imagine the infinite number of planes with normal direction, this computes the smallest distance to the
* closest and farthest planes from position that intersect the bounding sphere.
* @param [position] The position to calculate the distance from.
* @param [direction] The direction from position.
* @param [result] A Interval to store the nearest and farthest distances.
* @return The nearest and farthest distances on the bounding sphere from position in direction.
* @see Online Documentation
*/
fun computePlaneDistances(
position: Cartesian3,
direction: Cartesian3,
result: Interval? = definedExternally,
): Interval
/**
* Determines whether or not a sphere is hidden from view by the occluder.
* @param [occluder] The occluder.
* @return `true` if the sphere is not visible; otherwise `false`.
* @see Online Documentation
*/
fun isOccluded(occluder: Occluder): Boolean
/**
* Duplicates this BoundingSphere instance.
* @param [result] The object onto which to store the result.
* @return The modified result parameter or a new BoundingSphere instance if none was provided.
* @see Online Documentation
*/
fun clone(result: BoundingSphere? = definedExternally): BoundingSphere
/**
* Computes the radius of the BoundingSphere.
* @return The radius of the BoundingSphere.
* @see Online Documentation
*/
fun volume(): Double
companion object : Packable {
/**
* Computes a tight-fitting bounding sphere enclosing a list of 3D Cartesian points.
* The bounding sphere is computed by running two algorithms, a naive algorithm and
* Ritter's algorithm. The smaller of the two spheres is used to ensure a tight fit.
* @param [positions] An array of points that the bounding sphere will enclose. Each point must have `x`, `y`, and `z` properties.
* @param [result] The object onto which to store the result.
* @return The modified result parameter or a new BoundingSphere instance if one was not provided.
* @see Online Documentation
*/
fun fromPoints(
positions: Array? = definedExternally,
result: BoundingSphere? = definedExternally,
): BoundingSphere
/**
* Computes a bounding sphere from a rectangle projected in 2D.
* @param [rectangle] The rectangle around which to create a bounding sphere.
* @param [projection] The projection used to project the rectangle into 2D.
* Default value - [GeographicProjection]
* @param [result] The object onto which to store the result.
* @return The modified result parameter or a new BoundingSphere instance if none was provided.
* @see Online Documentation
*/
fun fromRectangle2D(
rectangle: Rectangle? = definedExternally,
projection: Any? = definedExternally,
result: BoundingSphere? = definedExternally,
): BoundingSphere
/**
* Computes a bounding sphere from a rectangle projected in 2D. The bounding sphere accounts for the
* object's minimum and maximum heights over the rectangle.
* @param [rectangle] The rectangle around which to create a bounding sphere.
* @param [projection] The projection used to project the rectangle into 2D.
* Default value - [GeographicProjection]
* @param [minimumHeight] The minimum height over the rectangle.
* Default value - `0.0`
* @param [maximumHeight] The maximum height over the rectangle.
* Default value - `0.0`
* @param [result] The object onto which to store the result.
* @return The modified result parameter or a new BoundingSphere instance if none was provided.
* @see Online Documentation
*/
fun fromRectangleWithHeights2D(
rectangle: Rectangle? = definedExternally,
projection: Any? = definedExternally,
minimumHeight: Double? = definedExternally,
maximumHeight: Double? = definedExternally,
result: BoundingSphere? = definedExternally,
): BoundingSphere
/**
* Computes a bounding sphere from a rectangle in 3D. The bounding sphere is created using a subsample of points
* on the ellipsoid and contained in the rectangle. It may not be accurate for all rectangles on all types of ellipsoids.
* @param [rectangle] The valid rectangle used to create a bounding sphere.
* @param [ellipsoid] The ellipsoid used to determine positions of the rectangle.
* Default value - [Ellipsoid.WGS84]
* @param [surfaceHeight] The height above the surface of the ellipsoid.
* Default value - `0.0`
* @param [result] The object onto which to store the result.
* @return The modified result parameter or a new BoundingSphere instance if none was provided.
* @see Online Documentation
*/
fun fromRectangle3D(
rectangle: Rectangle? = definedExternally,
ellipsoid: Ellipsoid? = definedExternally,
surfaceHeight: Double? = definedExternally,
result: BoundingSphere? = definedExternally,
): BoundingSphere
/**
* Computes a tight-fitting bounding sphere enclosing a list of 3D points, where the points are
* stored in a flat array in X, Y, Z, order. The bounding sphere is computed by running two
* algorithms, a naive algorithm and Ritter's algorithm. The smaller of the two spheres is used to
* ensure a tight fit.
* ```
* // Compute the bounding sphere from 3 positions, each specified relative to a center.
* // In addition to the X, Y, and Z coordinates, the points array contains two additional
* // elements per point which are ignored for the purpose of computing the bounding sphere.
* var center = new Cartesian3(1.0, 2.0, 3.0);
* var points = [1.0, 2.0, 3.0, 0.1, 0.2,
* 4.0, 5.0, 6.0, 0.1, 0.2,
* 7.0, 8.0, 9.0, 0.1, 0.2];
* var sphere = BoundingSphere.fromVertices(points, center, 5);
* ```
* @param [positions] An array of points that the bounding sphere will enclose. Each point
* is formed from three elements in the array in the order X, Y, Z.
* @param [center] The position to which the positions are relative, which need not be the
* origin of the coordinate system. This is useful when the positions are to be used for
* relative-to-center (RTC) rendering.
* Default value - [Cartesian3.ZERO]
* @param [stride] The number of array elements per vertex. It must be at least 3, but it may
* be higher. Regardless of the value of this parameter, the X coordinate of the first position
* is at array index 0, the Y coordinate is at array index 1, and the Z coordinate is at array index
* 2. When stride is 3, the X coordinate of the next position then begins at array index 3. If
* the stride is 5, however, two array elements are skipped and the next position begins at array
* index 5.
* Default value - `3`
* @param [result] The object onto which to store the result.
* @return The modified result parameter or a new BoundingSphere instance if one was not provided.
* @see Online Documentation
*/
fun fromVertices(
positions: Array? = definedExternally,
center: Cartesian3? = definedExternally,
stride: Int? = definedExternally,
result: BoundingSphere? = definedExternally,
): BoundingSphere
/**
* Computes a tight-fitting bounding sphere enclosing a list of EncodedCartesian3s, where the points are
* stored in parallel flat arrays in X, Y, Z, order. The bounding sphere is computed by running two
* algorithms, a naive algorithm and Ritter's algorithm. The smaller of the two spheres is used to
* ensure a tight fit.
* @param [positionsHigh] An array of high bits of the encoded cartesians that the bounding sphere will enclose. Each point
* is formed from three elements in the array in the order X, Y, Z.
* @param [positionsLow] An array of low bits of the encoded cartesians that the bounding sphere will enclose. Each point
* is formed from three elements in the array in the order X, Y, Z.
* @param [result] The object onto which to store the result.
* @return The modified result parameter or a new BoundingSphere instance if one was not provided.
* @see Online Documentation
*/
fun fromEncodedCartesianVertices(
positionsHigh: Array? = definedExternally,
positionsLow: Array? = definedExternally,
result: BoundingSphere? = definedExternally,
): BoundingSphere
/**
* Computes a bounding sphere from the corner points of an axis-aligned bounding box. The sphere
* tighly and fully encompases the box.
* ```
* // Create a bounding sphere around the unit cube
* var sphere = BoundingSphere.fromCornerPoints(new Cartesian3(-0.5, -0.5, -0.5), new Cartesian3(0.5, 0.5, 0.5));
* ```
* @param [corner] The minimum height over the rectangle.
* @param [oppositeCorner] The maximum height over the rectangle.
* @param [result] The object onto which to store the result.
* @return The modified result parameter or a new BoundingSphere instance if none was provided.
* @see Online Documentation
*/
fun fromCornerPoints(
corner: Cartesian3? = definedExternally,
oppositeCorner: Cartesian3? = definedExternally,
result: BoundingSphere? = definedExternally,
): BoundingSphere
/**
* Creates a bounding sphere encompassing an ellipsoid.
* ```
* var boundingSphere = BoundingSphere.fromEllipsoid(ellipsoid);
* ```
* @param [ellipsoid] The ellipsoid around which to create a bounding sphere.
* @param [result] The object onto which to store the result.
* @return The modified result parameter or a new BoundingSphere instance if none was provided.
* @see Online Documentation
*/
fun fromEllipsoid(
ellipsoid: Ellipsoid,
result: BoundingSphere? = definedExternally,
): BoundingSphere
/**
* Computes a tight-fitting bounding sphere enclosing the provided array of bounding spheres.
* @param [boundingSpheres] The array of bounding spheres.
* @param [result] The object onto which to store the result.
* @return The modified result parameter or a new BoundingSphere instance if none was provided.
* @see Online Documentation
*/
fun fromBoundingSpheres(
boundingSpheres: Array? = definedExternally,
result: BoundingSphere? = definedExternally,
): BoundingSphere
/**
* Computes a tight-fitting bounding sphere enclosing the provided oriented bounding box.
* @param [orientedBoundingBox] The oriented bounding box.
* @param [result] The object onto which to store the result.
* @return The modified result parameter or a new BoundingSphere instance if none was provided.
* @see Online Documentation
*/
fun fromOrientedBoundingBox(
orientedBoundingBox: OrientedBoundingBox,
result: BoundingSphere? = definedExternally,
): BoundingSphere
/**
* Duplicates a BoundingSphere instance.
* @param [sphere] The bounding sphere to duplicate.
* @param [result] The object onto which to store the result.
* @return The modified result parameter or a new BoundingSphere instance if none was provided. (Returns undefined if sphere is undefined)
* @see Online Documentation
*/
fun clone(
sphere: BoundingSphere,
result: BoundingSphere? = definedExternally,
): BoundingSphere
/**
* The number of elements used to pack the object into an array.
* @see Online Documentation
*/
override val packedLength: Int
/**
* Stores the provided instance into the provided array.
* @param [value] The value to pack.
* @param [array] The array to pack into.
* @param [startingIndex] The index into the array at which to start packing the elements.
* Default value - `0`
* @return The array that was packed into
* @see Online Documentation
*/
override fun pack(
value: BoundingSphere,
array: Array,
startingIndex: Int?,
): Array
/**
* Retrieves an instance from a packed array.
* @param [array] The packed array.
* @param [startingIndex] The starting index of the element to be unpacked.
* Default value - `0`
* @param [result] The object into which to store the result.
* @return The modified result parameter or a new BoundingSphere instance if one was not provided.
* @see Online Documentation
*/
override fun unpack(
array: Array,
startingIndex: Int?,
result: BoundingSphere?,
): BoundingSphere
/**
* Computes a bounding sphere that contains both the left and right bounding spheres.
* @param [left] A sphere to enclose in a bounding sphere.
* @param [right] A sphere to enclose in a bounding sphere.
* @param [result] The object onto which to store the result.
* @return The modified result parameter or a new BoundingSphere instance if none was provided.
* @see Online Documentation
*/
fun union(
left: BoundingSphere,
right: BoundingSphere,
result: BoundingSphere? = definedExternally,
): BoundingSphere
/**
* Computes a bounding sphere by enlarging the provided sphere to contain the provided point.
* @param [sphere] A sphere to expand.
* @param [point] A point to enclose in a bounding sphere.
* @param [result] The object onto which to store the result.
* @return The modified result parameter or a new BoundingSphere instance if none was provided.
* @see Online Documentation
*/
fun expand(
sphere: BoundingSphere,
point: Cartesian3,
result: BoundingSphere? = definedExternally,
): BoundingSphere
/**
* Determines which side of a plane a sphere is located.
* @param [sphere] The bounding sphere to test.
* @param [plane] The plane to test against.
* @return [Intersect.INSIDE] if the entire sphere is on the side of the plane
* the normal is pointing, [Intersect.OUTSIDE] if the entire sphere is
* on the opposite side, and [Intersect.INTERSECTING] if the sphere
* intersects the plane.
* @see Online Documentation
*/
fun intersectPlane(
sphere: BoundingSphere,
plane: Plane,
): Intersect
/**
* Applies a 4x4 affine transformation matrix to a bounding sphere.
* @param [sphere] The bounding sphere to apply the transformation to.
* @param [transform] The transformation matrix to apply to the bounding sphere.
* @param [result] The object onto which to store the result.
* @return The modified result parameter or a new BoundingSphere instance if none was provided.
* @see Online Documentation
*/
fun transform(
sphere: BoundingSphere,
transform: Matrix4,
result: BoundingSphere? = definedExternally,
): BoundingSphere
/**
* Computes the estimated distance squared from the closest point on a bounding sphere to a point.
* ```
* // Sort bounding spheres from back to front
* spheres.sort(function(a, b) {
* return BoundingSphere.distanceSquaredTo(b, camera.positionWC) - BoundingSphere.distanceSquaredTo(a, camera.positionWC);
* });
* ```
* @param [sphere] The sphere.
* @param [cartesian] The point
* @return The distance squared from the bounding sphere to the point. Returns 0 if the point is inside the sphere.
* @see Online Documentation
*/
fun distanceSquaredTo(
sphere: BoundingSphere,
cartesian: Cartesian3,
): Double
/**
* Applies a 4x4 affine transformation matrix to a bounding sphere where there is no scale
* The transformation matrix is not verified to have a uniform scale of 1.
* This method is faster than computing the general bounding sphere transform using [BoundingSphere.transform].
* ```
* var modelMatrix = Transforms.eastNorthUpToFixedFrame(positionOnEllipsoid);
* var boundingSphere = new BoundingSphere();
* var newBoundingSphere = BoundingSphere.transformWithoutScale(boundingSphere, modelMatrix);
* ```
* @param [sphere] The bounding sphere to apply the transformation to.
* @param [transform] The transformation matrix to apply to the bounding sphere.
* @param [result] The object onto which to store the result.
* @return The modified result parameter or a new BoundingSphere instance if none was provided.
* @see Online Documentation
*/
fun transformWithoutScale(
sphere: BoundingSphere,
transform: Matrix4,
result: BoundingSphere? = definedExternally,
): BoundingSphere
/**
* The distances calculated by the vector from the center of the bounding sphere to position projected onto direction
* plus/minus the radius of the bounding sphere.
*
* If you imagine the infinite number of planes with normal direction, this computes the smallest distance to the
* closest and farthest planes from position that intersect the bounding sphere.
* @param [sphere] The bounding sphere to calculate the distance to.
* @param [position] The position to calculate the distance from.
* @param [direction] The direction from position.
* @param [result] A Interval to store the nearest and farthest distances.
* @return The nearest and farthest distances on the bounding sphere from position in direction.
* @see Online Documentation
*/
fun computePlaneDistances(
sphere: BoundingSphere,
position: Cartesian3,
direction: Cartesian3,
result: Interval? = definedExternally,
): Interval
/**
* Creates a bounding sphere in 2D from a bounding sphere in 3D world coordinates.
* @param [sphere] The bounding sphere to transform to 2D.
* @param [projection] The projection to 2D.
* Default value - [GeographicProjection]
* @param [result] The object onto which to store the result.
* @return The modified result parameter or a new BoundingSphere instance if none was provided.
* @see Online Documentation
*/
fun projectTo2D(
sphere: BoundingSphere,
projection: Any? = definedExternally,
result: BoundingSphere? = definedExternally,
): BoundingSphere
/**
* Determines whether or not a sphere is hidden from view by the occluder.
* @param [sphere] The bounding sphere surrounding the occludee object.
* @param [occluder] The occluder.
* @return `true` if the sphere is not visible; otherwise `false`.
* @see Online Documentation
*/
fun isOccluded(
sphere: BoundingSphere,
occluder: Occluder,
): Boolean
/**
* Compares the provided BoundingSphere componentwise and returns
* `true` if they are equal, `false` otherwise.
* @param [left] The first BoundingSphere.
* @param [right] The second BoundingSphere.
* @return `true` if left and right are equal, `false` otherwise.
* @see Online Documentation
*/
fun equals(
left: BoundingSphere? = definedExternally,
right: BoundingSphere? = definedExternally,
): Boolean
}
}