How do I clip an entity or geometry against underside of terrain












2















I am using the Cesium.Globe clipping planes to extract a square geographic section. But one problem is that terrain back-faces are not rendered which makes it look weird when the user selects a shallow viewing angle.



Shallow View



I thought one way to hide this was to render the "soil" as a box or wall under the terrain, but I would need the top of the box or wall to confirm to the terrain geometry (red line).
I figure I can achieve this by using a WallGeometry around the culled terrain instead of a box, and set the height of each section based on the result of a sampleTerrain call.



But I was wondering if Cesium doesn't provide an easier and cleaner way to do this. (Like perhaps some Boolean union function or something)



Cut out box



Cesium Sandcastle link



var viewer = new Cesium.Viewer('cesiumContainer', {
skyAtmosphere: false,
shouldAnimate : true,
terrainProvider: Cesium.createWorldTerrain()
});
var globe = viewer.scene.globe;

var position = Cesium.Cartographic.toCartesian(new Cesium.Cartographic.fromDegrees(-113.2665534, 36.0939345, 100));
var distance = 3000.0;

globe.clippingPlanes = new Cesium.ClippingPlaneCollection({
modelMatrix : Cesium.Transforms.eastNorthUpToFixedFrame(position),
planes : [
new Cesium.ClippingPlane(new Cesium.Cartesian3( 1.0, 0.0, 0.0), distance),
new Cesium.ClippingPlane(new Cesium.Cartesian3(-1.0, 0.0, 0.0), distance),
new Cesium.ClippingPlane(new Cesium.Cartesian3( 0.0, 1.0, 0.0), distance),
new Cesium.ClippingPlane(new Cesium.Cartesian3( 0.0, -1.0, 0.0), distance)
],
unionClippingRegions : true,
edgeWidth:3,
edgeColor: Cesium.Color.RED,
enabled : true
});
var rockBox = viewer.entities.add({
name : 'RockBox',
position: Cesium.Cartesian3.fromDegrees(-113.2665534, 36.0939345, 900),
box : {
dimensions : new Cesium.Cartesian3(distance*2, distance*2,800.0),
material : Cesium.Color.GRAY.withAlpha(0.4),
outline : true,
outlineColor : Cesium.Color.GRAY
}
});
var waterTable = viewer.entities.add({
name : 'WaterTable',
position: Cesium.Cartesian3.fromDegrees(-113.2665534, 36.0939345, 440),
box : {
dimensions : new Cesium.Cartesian3(distance*2, distance*2, 160.0),
material : Cesium.Color.BLUE.withAlpha(0.9),
outline : true,
outlineColor : Cesium.Color.BLUE
}
});

viewer.zoomTo(viewer.entities);









share|improve this question


















  • 1





    Unfortunately, I don't think there's an easy way to do this with the public API, but this does look like a good use case. This isn't documented but you can set a custom renderstate for most objects. For terrain you'd have to modify this source to set cull to disabled here: github.com/AnalyticalGraphicsInc/cesium/blob/master/Source/… And this is what it looks like: imgur.com/aWIo86B

    – Omar Shehata
    Nov 14 '18 at 14:01













  • This might be a good opportunity to open a pull request to maybe just add a boolean property on terrain to set this, since I think that's vastly easier than constructing all this extra geometry just to hide it.

    – Omar Shehata
    Nov 14 '18 at 14:03











  • @OmarShehata, thank you that looks really good and for most use cases it would be enough I think. I'm going to have to give this some thought, as I suspect that at a later point I will have to visualize the "soil walls" anyway for soil layer concentrations of various substances. The Ideal solution for me would be if I could use the terrain as a clipping plane against subsurface geometries.

    – visibleman
    Nov 15 '18 at 0:41











  • I opened an issue for this, feel free to chime in there with anything I missed github.com/AnalyticalGraphicsInc/cesium/issues/7266 Terrain as clipping plane sounds like an interesting use case. I'm not sure how hard that'd be or if there's a simpler way.

    – Omar Shehata
    Nov 15 '18 at 14:52
















2















I am using the Cesium.Globe clipping planes to extract a square geographic section. But one problem is that terrain back-faces are not rendered which makes it look weird when the user selects a shallow viewing angle.



Shallow View



I thought one way to hide this was to render the "soil" as a box or wall under the terrain, but I would need the top of the box or wall to confirm to the terrain geometry (red line).
I figure I can achieve this by using a WallGeometry around the culled terrain instead of a box, and set the height of each section based on the result of a sampleTerrain call.



But I was wondering if Cesium doesn't provide an easier and cleaner way to do this. (Like perhaps some Boolean union function or something)



Cut out box



Cesium Sandcastle link



var viewer = new Cesium.Viewer('cesiumContainer', {
skyAtmosphere: false,
shouldAnimate : true,
terrainProvider: Cesium.createWorldTerrain()
});
var globe = viewer.scene.globe;

var position = Cesium.Cartographic.toCartesian(new Cesium.Cartographic.fromDegrees(-113.2665534, 36.0939345, 100));
var distance = 3000.0;

globe.clippingPlanes = new Cesium.ClippingPlaneCollection({
modelMatrix : Cesium.Transforms.eastNorthUpToFixedFrame(position),
planes : [
new Cesium.ClippingPlane(new Cesium.Cartesian3( 1.0, 0.0, 0.0), distance),
new Cesium.ClippingPlane(new Cesium.Cartesian3(-1.0, 0.0, 0.0), distance),
new Cesium.ClippingPlane(new Cesium.Cartesian3( 0.0, 1.0, 0.0), distance),
new Cesium.ClippingPlane(new Cesium.Cartesian3( 0.0, -1.0, 0.0), distance)
],
unionClippingRegions : true,
edgeWidth:3,
edgeColor: Cesium.Color.RED,
enabled : true
});
var rockBox = viewer.entities.add({
name : 'RockBox',
position: Cesium.Cartesian3.fromDegrees(-113.2665534, 36.0939345, 900),
box : {
dimensions : new Cesium.Cartesian3(distance*2, distance*2,800.0),
material : Cesium.Color.GRAY.withAlpha(0.4),
outline : true,
outlineColor : Cesium.Color.GRAY
}
});
var waterTable = viewer.entities.add({
name : 'WaterTable',
position: Cesium.Cartesian3.fromDegrees(-113.2665534, 36.0939345, 440),
box : {
dimensions : new Cesium.Cartesian3(distance*2, distance*2, 160.0),
material : Cesium.Color.BLUE.withAlpha(0.9),
outline : true,
outlineColor : Cesium.Color.BLUE
}
});

viewer.zoomTo(viewer.entities);









share|improve this question


















  • 1





    Unfortunately, I don't think there's an easy way to do this with the public API, but this does look like a good use case. This isn't documented but you can set a custom renderstate for most objects. For terrain you'd have to modify this source to set cull to disabled here: github.com/AnalyticalGraphicsInc/cesium/blob/master/Source/… And this is what it looks like: imgur.com/aWIo86B

    – Omar Shehata
    Nov 14 '18 at 14:01













  • This might be a good opportunity to open a pull request to maybe just add a boolean property on terrain to set this, since I think that's vastly easier than constructing all this extra geometry just to hide it.

    – Omar Shehata
    Nov 14 '18 at 14:03











  • @OmarShehata, thank you that looks really good and for most use cases it would be enough I think. I'm going to have to give this some thought, as I suspect that at a later point I will have to visualize the "soil walls" anyway for soil layer concentrations of various substances. The Ideal solution for me would be if I could use the terrain as a clipping plane against subsurface geometries.

    – visibleman
    Nov 15 '18 at 0:41











  • I opened an issue for this, feel free to chime in there with anything I missed github.com/AnalyticalGraphicsInc/cesium/issues/7266 Terrain as clipping plane sounds like an interesting use case. I'm not sure how hard that'd be or if there's a simpler way.

    – Omar Shehata
    Nov 15 '18 at 14:52














2












2








2








I am using the Cesium.Globe clipping planes to extract a square geographic section. But one problem is that terrain back-faces are not rendered which makes it look weird when the user selects a shallow viewing angle.



Shallow View



I thought one way to hide this was to render the "soil" as a box or wall under the terrain, but I would need the top of the box or wall to confirm to the terrain geometry (red line).
I figure I can achieve this by using a WallGeometry around the culled terrain instead of a box, and set the height of each section based on the result of a sampleTerrain call.



But I was wondering if Cesium doesn't provide an easier and cleaner way to do this. (Like perhaps some Boolean union function or something)



Cut out box



Cesium Sandcastle link



var viewer = new Cesium.Viewer('cesiumContainer', {
skyAtmosphere: false,
shouldAnimate : true,
terrainProvider: Cesium.createWorldTerrain()
});
var globe = viewer.scene.globe;

var position = Cesium.Cartographic.toCartesian(new Cesium.Cartographic.fromDegrees(-113.2665534, 36.0939345, 100));
var distance = 3000.0;

globe.clippingPlanes = new Cesium.ClippingPlaneCollection({
modelMatrix : Cesium.Transforms.eastNorthUpToFixedFrame(position),
planes : [
new Cesium.ClippingPlane(new Cesium.Cartesian3( 1.0, 0.0, 0.0), distance),
new Cesium.ClippingPlane(new Cesium.Cartesian3(-1.0, 0.0, 0.0), distance),
new Cesium.ClippingPlane(new Cesium.Cartesian3( 0.0, 1.0, 0.0), distance),
new Cesium.ClippingPlane(new Cesium.Cartesian3( 0.0, -1.0, 0.0), distance)
],
unionClippingRegions : true,
edgeWidth:3,
edgeColor: Cesium.Color.RED,
enabled : true
});
var rockBox = viewer.entities.add({
name : 'RockBox',
position: Cesium.Cartesian3.fromDegrees(-113.2665534, 36.0939345, 900),
box : {
dimensions : new Cesium.Cartesian3(distance*2, distance*2,800.0),
material : Cesium.Color.GRAY.withAlpha(0.4),
outline : true,
outlineColor : Cesium.Color.GRAY
}
});
var waterTable = viewer.entities.add({
name : 'WaterTable',
position: Cesium.Cartesian3.fromDegrees(-113.2665534, 36.0939345, 440),
box : {
dimensions : new Cesium.Cartesian3(distance*2, distance*2, 160.0),
material : Cesium.Color.BLUE.withAlpha(0.9),
outline : true,
outlineColor : Cesium.Color.BLUE
}
});

viewer.zoomTo(viewer.entities);









share|improve this question














I am using the Cesium.Globe clipping planes to extract a square geographic section. But one problem is that terrain back-faces are not rendered which makes it look weird when the user selects a shallow viewing angle.



Shallow View



I thought one way to hide this was to render the "soil" as a box or wall under the terrain, but I would need the top of the box or wall to confirm to the terrain geometry (red line).
I figure I can achieve this by using a WallGeometry around the culled terrain instead of a box, and set the height of each section based on the result of a sampleTerrain call.



But I was wondering if Cesium doesn't provide an easier and cleaner way to do this. (Like perhaps some Boolean union function or something)



Cut out box



Cesium Sandcastle link



var viewer = new Cesium.Viewer('cesiumContainer', {
skyAtmosphere: false,
shouldAnimate : true,
terrainProvider: Cesium.createWorldTerrain()
});
var globe = viewer.scene.globe;

var position = Cesium.Cartographic.toCartesian(new Cesium.Cartographic.fromDegrees(-113.2665534, 36.0939345, 100));
var distance = 3000.0;

globe.clippingPlanes = new Cesium.ClippingPlaneCollection({
modelMatrix : Cesium.Transforms.eastNorthUpToFixedFrame(position),
planes : [
new Cesium.ClippingPlane(new Cesium.Cartesian3( 1.0, 0.0, 0.0), distance),
new Cesium.ClippingPlane(new Cesium.Cartesian3(-1.0, 0.0, 0.0), distance),
new Cesium.ClippingPlane(new Cesium.Cartesian3( 0.0, 1.0, 0.0), distance),
new Cesium.ClippingPlane(new Cesium.Cartesian3( 0.0, -1.0, 0.0), distance)
],
unionClippingRegions : true,
edgeWidth:3,
edgeColor: Cesium.Color.RED,
enabled : true
});
var rockBox = viewer.entities.add({
name : 'RockBox',
position: Cesium.Cartesian3.fromDegrees(-113.2665534, 36.0939345, 900),
box : {
dimensions : new Cesium.Cartesian3(distance*2, distance*2,800.0),
material : Cesium.Color.GRAY.withAlpha(0.4),
outline : true,
outlineColor : Cesium.Color.GRAY
}
});
var waterTable = viewer.entities.add({
name : 'WaterTable',
position: Cesium.Cartesian3.fromDegrees(-113.2665534, 36.0939345, 440),
box : {
dimensions : new Cesium.Cartesian3(distance*2, distance*2, 160.0),
material : Cesium.Color.BLUE.withAlpha(0.9),
outline : true,
outlineColor : Cesium.Color.BLUE
}
});

viewer.zoomTo(viewer.entities);






javascript cesium






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Nov 13 '18 at 8:47









visiblemanvisibleman

1,315719




1,315719








  • 1





    Unfortunately, I don't think there's an easy way to do this with the public API, but this does look like a good use case. This isn't documented but you can set a custom renderstate for most objects. For terrain you'd have to modify this source to set cull to disabled here: github.com/AnalyticalGraphicsInc/cesium/blob/master/Source/… And this is what it looks like: imgur.com/aWIo86B

    – Omar Shehata
    Nov 14 '18 at 14:01













  • This might be a good opportunity to open a pull request to maybe just add a boolean property on terrain to set this, since I think that's vastly easier than constructing all this extra geometry just to hide it.

    – Omar Shehata
    Nov 14 '18 at 14:03











  • @OmarShehata, thank you that looks really good and for most use cases it would be enough I think. I'm going to have to give this some thought, as I suspect that at a later point I will have to visualize the "soil walls" anyway for soil layer concentrations of various substances. The Ideal solution for me would be if I could use the terrain as a clipping plane against subsurface geometries.

    – visibleman
    Nov 15 '18 at 0:41











  • I opened an issue for this, feel free to chime in there with anything I missed github.com/AnalyticalGraphicsInc/cesium/issues/7266 Terrain as clipping plane sounds like an interesting use case. I'm not sure how hard that'd be or if there's a simpler way.

    – Omar Shehata
    Nov 15 '18 at 14:52














  • 1





    Unfortunately, I don't think there's an easy way to do this with the public API, but this does look like a good use case. This isn't documented but you can set a custom renderstate for most objects. For terrain you'd have to modify this source to set cull to disabled here: github.com/AnalyticalGraphicsInc/cesium/blob/master/Source/… And this is what it looks like: imgur.com/aWIo86B

    – Omar Shehata
    Nov 14 '18 at 14:01













  • This might be a good opportunity to open a pull request to maybe just add a boolean property on terrain to set this, since I think that's vastly easier than constructing all this extra geometry just to hide it.

    – Omar Shehata
    Nov 14 '18 at 14:03











  • @OmarShehata, thank you that looks really good and for most use cases it would be enough I think. I'm going to have to give this some thought, as I suspect that at a later point I will have to visualize the "soil walls" anyway for soil layer concentrations of various substances. The Ideal solution for me would be if I could use the terrain as a clipping plane against subsurface geometries.

    – visibleman
    Nov 15 '18 at 0:41











  • I opened an issue for this, feel free to chime in there with anything I missed github.com/AnalyticalGraphicsInc/cesium/issues/7266 Terrain as clipping plane sounds like an interesting use case. I'm not sure how hard that'd be or if there's a simpler way.

    – Omar Shehata
    Nov 15 '18 at 14:52








1




1





Unfortunately, I don't think there's an easy way to do this with the public API, but this does look like a good use case. This isn't documented but you can set a custom renderstate for most objects. For terrain you'd have to modify this source to set cull to disabled here: github.com/AnalyticalGraphicsInc/cesium/blob/master/Source/… And this is what it looks like: imgur.com/aWIo86B

– Omar Shehata
Nov 14 '18 at 14:01







Unfortunately, I don't think there's an easy way to do this with the public API, but this does look like a good use case. This isn't documented but you can set a custom renderstate for most objects. For terrain you'd have to modify this source to set cull to disabled here: github.com/AnalyticalGraphicsInc/cesium/blob/master/Source/… And this is what it looks like: imgur.com/aWIo86B

– Omar Shehata
Nov 14 '18 at 14:01















This might be a good opportunity to open a pull request to maybe just add a boolean property on terrain to set this, since I think that's vastly easier than constructing all this extra geometry just to hide it.

– Omar Shehata
Nov 14 '18 at 14:03





This might be a good opportunity to open a pull request to maybe just add a boolean property on terrain to set this, since I think that's vastly easier than constructing all this extra geometry just to hide it.

– Omar Shehata
Nov 14 '18 at 14:03













@OmarShehata, thank you that looks really good and for most use cases it would be enough I think. I'm going to have to give this some thought, as I suspect that at a later point I will have to visualize the "soil walls" anyway for soil layer concentrations of various substances. The Ideal solution for me would be if I could use the terrain as a clipping plane against subsurface geometries.

– visibleman
Nov 15 '18 at 0:41





@OmarShehata, thank you that looks really good and for most use cases it would be enough I think. I'm going to have to give this some thought, as I suspect that at a later point I will have to visualize the "soil walls" anyway for soil layer concentrations of various substances. The Ideal solution for me would be if I could use the terrain as a clipping plane against subsurface geometries.

– visibleman
Nov 15 '18 at 0:41













I opened an issue for this, feel free to chime in there with anything I missed github.com/AnalyticalGraphicsInc/cesium/issues/7266 Terrain as clipping plane sounds like an interesting use case. I'm not sure how hard that'd be or if there's a simpler way.

– Omar Shehata
Nov 15 '18 at 14:52





I opened an issue for this, feel free to chime in there with anything I missed github.com/AnalyticalGraphicsInc/cesium/issues/7266 Terrain as clipping plane sounds like an interesting use case. I'm not sure how hard that'd be or if there's a simpler way.

– Omar Shehata
Nov 15 '18 at 14:52












0






active

oldest

votes











Your Answer






StackExchange.ifUsing("editor", function () {
StackExchange.using("externalEditor", function () {
StackExchange.using("snippets", function () {
StackExchange.snippets.init();
});
});
}, "code-snippets");

StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "1"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});

function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});


}
});














draft saved

draft discarded


















StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53277048%2fhow-do-i-clip-an-entity-or-geometry-against-underside-of-terrain%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown

























0






active

oldest

votes








0






active

oldest

votes









active

oldest

votes






active

oldest

votes
















draft saved

draft discarded




















































Thanks for contributing an answer to Stack Overflow!


  • Please be sure to answer the question. Provide details and share your research!

But avoid



  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53277048%2fhow-do-i-clip-an-entity-or-geometry-against-underside-of-terrain%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown







Popular posts from this blog

Florida Star v. B. J. F.

Danny Elfman

Retrieve a Users Dashboard in Tumblr with R and TumblR. Oauth Issues