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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 "/* Cylinder defines (set in Scene/VoxelCylinderShape.js)\n\ #define CYLINDER_HAS_SHAPE_BOUNDS_RADIUS\n\ #define CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT\n\ #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE\n\ #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY\n\ #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY\n\ #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_MAX_REVERSED\n\ */\n\ \n\ #if defined(CYLINDER_HAS_SHAPE_BOUNDS_RADIUS)\n\ uniform vec2 u_cylinderUvToShapeUvRadius; // x = scale, y = offset\n\ #endif\n\ #if defined(CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT)\n\ uniform vec2 u_cylinderUvToShapeUvHeight; // x = scale, y = offset\n\ #endif\n\ #if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE)\n\ uniform vec2 u_cylinderUvToShapeUvAngle; // x = scale, y = offset\n\ #endif\n\ #if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY) || defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY)\n\ uniform vec2 u_cylinderShapeUvAngleMinMax;\n\ #endif\n\ #if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY) || defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY) || defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_MAX_REVERSED)\n\ uniform float u_cylinderShapeUvAngleRangeZeroMid;\n\ #endif\n\ \n\ PointJacobianT convertUvToShapeSpaceDerivative(in vec3 positionUv) {\n\ // Convert from Cartesian UV space [0, 1] to Cartesian local space [-1, 1]\n\ vec3 position = positionUv * 2.0 - 1.0;\n\ \n\ float radius = length(position.xy); // [0, 1]\n\ vec3 radial = normalize(vec3(position.xy, 0.0));\n\ \n\ // Shape space height is defined within [0, 1]\n\ float height = positionUv.z; // [0, 1]\n\ vec3 z = vec3(0.0, 0.0, 1.0);\n\ \n\ float angle = atan(position.y, position.x);\n\ vec3 east = normalize(vec3(-position.y, position.x, 0.0));\n\ \n\ vec3 point = vec3(radius, angle, height);\n\ mat3 jacobianT = mat3(radial, east / length(position.xy), z);\n\ return PointJacobianT(point, jacobianT);\n\ }\n\ \n\ vec3 convertShapeToShapeUvSpace(in vec3 positionShape) {\n\ float radius = positionShape.x;\n\ #if defined(CYLINDER_HAS_SHAPE_BOUNDS_RADIUS)\n\ radius = radius * u_cylinderUvToShapeUvRadius.x + u_cylinderUvToShapeUvRadius.y;\n\ #endif\n\ \n\ float angle = (positionShape.y + czm_pi) / czm_twoPi;\n\ #if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE)\n\ #if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_MAX_REVERSED)\n\ // Comparing against u_cylinderShapeUvAngleMinMax has precision problems. u_cylinderShapeUvAngleRangeZeroMid is more conservative.\n\ angle += float(angle < u_cylinderShapeUvAngleRangeZeroMid);\n\ #endif\n\ \n\ // Avoid flickering from reading voxels from both sides of the -pi/+pi discontinuity.\n\ #if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY)\n\ angle = angle > u_cylinderShapeUvAngleRangeZeroMid ? u_cylinderShapeUvAngleMinMax.x : angle;\n\ #elif defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY)\n\ angle = angle < u_cylinderShapeUvAngleRangeZeroMid ? u_cylinderShapeUvAngleMinMax.y : angle;\n\ #endif\n\ \n\ angle = angle * u_cylinderUvToShapeUvAngle.x + u_cylinderUvToShapeUvAngle.y;\n\ #endif\n\ \n\ float height = positionShape.z;\n\ #if defined(CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT)\n\ height = height * u_cylinderUvToShapeUvHeight.x + u_cylinderUvToShapeUvHeight.y;\n\ #endif\n\ \n\ return vec3(radius, angle, height);\n\ }\n\ \n\ PointJacobianT convertUvToShapeUvSpaceDerivative(in vec3 positionUv) {\n\ PointJacobianT pointJacobian = convertUvToShapeSpaceDerivative(positionUv);\n\ pointJacobian.point = convertShapeToShapeUvSpace(pointJacobian.point);\n\ return pointJacobian;\n\ }\n\ \n\ vec3 scaleShapeUvToShapeSpace(in vec3 shapeUv) {\n\ float radius = shapeUv.x;\n\ #if defined(CYLINDER_HAS_SHAPE_BOUNDS_RADIUS)\n\ radius /= u_cylinderUvToShapeUvRadius.x;\n\ #endif\n\ \n\ float angle = shapeUv.y * czm_twoPi;\n\ #if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE)\n\ angle /= u_cylinderUvToShapeUvAngle.x;\n\ #endif\n\ \n\ float height = shapeUv.z;\n\ #if defined(CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT)\n\ height /= u_cylinderUvToShapeUvHeight.x;\n\ #endif\n\ \n\ return vec3(radius, angle, height);\n\ }\n\ ";