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@cesium/engine

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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.

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//This file is automatically rebuilt by the Cesium build process. export default "// See IntersectionUtils.glsl for the definitions of Ray, NO_HIT, Intersections,\n\ // RayShapeIntersection, setSurfaceIntersection, setShapeIntersection,\n\ // intersectIntersections\n\ // See IntersectLongitude.glsl for the definitions of intersectHalfPlane,\n\ // intersectFlippedWedge, intersectRegularWedge\n\ \n\ /* Cylinder defines (set in Scene/VoxelCylinderShape.js)\n\ #define CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN\n\ #define CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT\n\ #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE\n\ #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF\n\ #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF\n\ #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO\n\ \n\ #define CYLINDER_INTERSECTION_INDEX_RADIUS_MAX\n\ #define CYLINDER_INTERSECTION_INDEX_RADIUS_MIN\n\ #define CYLINDER_INTERSECTION_INDEX_ANGLE\n\ */\n\ \n\ // Cylinder uniforms\n\ uniform vec2 u_cylinderRenderRadiusMinMax;\n\ uniform vec2 u_cylinderRenderHeightMinMax;\n\ #if defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE)\n\ uniform vec2 u_cylinderRenderAngleMinMax;\n\ #endif\n\ \n\ /**\n\ * Find the intersection of a ray with the volume defined by two planes of constant z\n\ */\n\ RayShapeIntersection intersectHeightBounds(in Ray ray, in vec2 minMaxHeight, in bool convex)\n\ {\n\ float zPosition = ray.pos.z;\n\ float zDirection = ray.dir.z;\n\ \n\ float tmin = (minMaxHeight.x - zPosition) / zDirection;\n\ float tmax = (minMaxHeight.y - zPosition) / zDirection;\n\ \n\ // Normals point outside the volume\n\ float signFlip = convex ? 1.0 : -1.0;\n\ vec4 intersectMin = vec4(0.0, 0.0, -1.0 * signFlip, tmin);\n\ vec4 intersectMax = vec4(0.0, 0.0, 1.0 * signFlip, tmax);\n\ \n\ bool topEntry = zDirection < 0.0;\n\ vec4 entry = topEntry ? intersectMax : intersectMin;\n\ vec4 exit = topEntry ? intersectMin : intersectMax;\n\ \n\ return RayShapeIntersection(entry, exit);\n\ }\n\ \n\ /**\n\ * Find the intersection of a ray with a right cylindrical surface of a given radius\n\ * about the z-axis.\n\ */\n\ RayShapeIntersection intersectCylinder(in Ray ray, in float radius, in bool convex)\n\ {\n\ vec2 position = ray.pos.xy;\n\ vec2 direction = ray.dir.xy;\n\ \n\ float a = dot(direction, direction);\n\ float b = dot(position, direction);\n\ float c = dot(position, position) - radius * radius;\n\ float determinant = b * b - a * c;\n\ \n\ if (determinant < 0.0) {\n\ vec4 miss = vec4(normalize(ray.dir), NO_HIT);\n\ return RayShapeIntersection(miss, miss);\n\ }\n\ \n\ determinant = sqrt(determinant);\n\ float t1 = (-b - determinant) / a;\n\ float t2 = (-b + determinant) / a;\n\ float signFlip = convex ? 1.0 : -1.0;\n\ vec4 intersect1 = vec4(normalize(position + t1 * direction) * signFlip, 0.0, t1);\n\ vec4 intersect2 = vec4(normalize(position + t2 * direction) * signFlip, 0.0, t2);\n\ \n\ return RayShapeIntersection(intersect1, intersect2);\n\ }\n\ \n\ /**\n\ * Find the intersection of a ray with a right cylindrical solid of given\n\ * radius and height bounds. NOTE: The shape is assumed to be convex.\n\ */\n\ RayShapeIntersection intersectBoundedCylinder(in Ray ray, in float radius, in vec2 minMaxHeight)\n\ {\n\ RayShapeIntersection cylinderIntersection = intersectCylinder(ray, radius, true);\n\ RayShapeIntersection heightBoundsIntersection = intersectHeightBounds(ray, minMaxHeight, true);\n\ return intersectIntersections(ray, cylinderIntersection, heightBoundsIntersection);\n\ }\n\ \n\ void intersectShape(Ray ray, inout Intersections ix)\n\ {\n\ // Position is converted from [0,1] to [-1,+1] because shape intersections assume unit space is [-1,+1].\n\ // Direction is scaled as well to be in sync with position.\n\ ray.pos = ray.pos * 2.0 - 1.0;\n\ ray.dir *= 2.0;\n\ \n\ RayShapeIntersection outerIntersect = intersectBoundedCylinder(ray, u_cylinderRenderRadiusMinMax.y, u_cylinderRenderHeightMinMax);\n\ \n\ setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_RADIUS_MAX, outerIntersect);\n\ \n\ if (outerIntersect.entry.w == NO_HIT) {\n\ return;\n\ }\n\ \n\ #if defined(CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT)\n\ // When the cylinder is perfectly thin it's necessary to sandwich the\n\ // inner cylinder intersection inside the outer cylinder intersection.\n\ \n\ // Without this special case,\n\ // [outerMin, outerMax, innerMin, innerMax] will bubble sort to\n\ // [outerMin, innerMin, outerMax, innerMax] which will cause the back\n\ // side of the cylinder to be invisible because it will think the ray\n\ // is still inside the inner (negative) cylinder after exiting the\n\ // outer (positive) cylinder.\n\ \n\ // With this special case,\n\ // [outerMin, innerMin, innerMax, outerMax] will bubble sort to\n\ // [outerMin, innerMin, innerMax, outerMax] which will work correctly.\n\ \n\ // Note: If initializeIntersections() changes its sorting function\n\ // from bubble sort to something else, this code may need to change.\n\ RayShapeIntersection innerIntersect = intersectCylinder(ray, 1.0, false);\n\ setSurfaceIntersection(ix, 0, outerIntersect.entry, true, true); // positive, enter\n\ setSurfaceIntersection(ix, 1, innerIntersect.entry, false, true); // negative, enter\n\ setSurfaceIntersection(ix, 2, innerIntersect.exit, false, false); // negative, exit\n\ setSurfaceIntersection(ix, 3, outerIntersect.exit, true, false); // positive, exit\n\ #elif defined(CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN)\n\ RayShapeIntersection innerIntersect = intersectCylinder(ray, u_cylinderRenderRadiusMinMax.x, false);\n\ setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_RADIUS_MIN, innerIntersect);\n\ #endif\n\ \n\ #if defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF)\n\ RayShapeIntersection wedgeIntersect = intersectRegularWedge(ray, u_cylinderRenderAngleMinMax);\n\ setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE, wedgeIntersect);\n\ #elif defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF)\n\ RayShapeIntersection wedgeIntersects[2];\n\ intersectFlippedWedge(ray, u_cylinderRenderAngleMinMax, wedgeIntersects);\n\ setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 0, wedgeIntersects[0]);\n\ setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 1, wedgeIntersects[1]);\n\ #elif defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO)\n\ RayShapeIntersection wedgeIntersects[2];\n\ intersectHalfPlane(ray, u_cylinderRenderAngleMinMax.x, wedgeIntersects);\n\ setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 0, wedgeIntersects[0]);\n\ setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 1, wedgeIntersects[1]);\n\ #endif\n\ }\n\ ";