cesium 0.13.2 → 0.14.0

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Files changed (348) hide show
  1. data/app/assets/javascripts/Cesium.js +2 -2
  2. data/app/assets/javascripts/Core/Clock.js +81 -81
  3. data/app/assets/javascripts/Core/ClockRange.js +5 -3
  4. data/app/assets/javascripts/Core/ClockStep.js +7 -1
  5. data/app/assets/javascripts/Core/Event.js +12 -11
  6. data/app/assets/javascripts/Core/JulianDate.js +16 -0
  7. data/app/assets/javascripts/DynamicScene/CompositeDynamicObjectCollection.js +1 -1
  8. data/app/assets/javascripts/DynamicScene/DynamicBillboardVisualizer.js +1 -1
  9. data/app/assets/javascripts/DynamicScene/DynamicConeVisualizer.js +1 -1
  10. data/app/assets/javascripts/DynamicScene/DynamicConeVisualizerUsingCustomSensor.js +1 -1
  11. data/app/assets/javascripts/DynamicScene/DynamicEllipsoidVisualizer.js +1 -1
  12. data/app/assets/javascripts/DynamicScene/DynamicLabelVisualizer.js +1 -1
  13. data/app/assets/javascripts/DynamicScene/DynamicPathVisualizer.js +1 -1
  14. data/app/assets/javascripts/DynamicScene/DynamicPointVisualizer.js +1 -1
  15. data/app/assets/javascripts/DynamicScene/DynamicPolygonVisualizer.js +1 -1
  16. data/app/assets/javascripts/DynamicScene/DynamicPolylineVisualizer.js +1 -1
  17. data/app/assets/javascripts/DynamicScene/DynamicPyramidVisualizer.js +1 -1
  18. data/app/assets/javascripts/Renderer/ClearCommand.js +1 -1
  19. data/app/assets/javascripts/Renderer/Context.js +23 -0
  20. data/app/assets/javascripts/Renderer/DrawCommand.js +1 -1
  21. data/app/assets/javascripts/Scene/BillboardCollection.js +14 -24
  22. data/app/assets/javascripts/Scene/EllipsoidPrimitive.js +8 -31
  23. data/app/assets/javascripts/Scene/PerformanceDisplay.js +13 -4
  24. data/app/assets/javascripts/Scene/Tile.js +11 -6
  25. data/app/assets/javascripts/Scene/ViewportQuad.js +21 -36
  26. data/app/assets/javascripts/Shaders/BillboardCollectionFS.js +15 -11
  27. data/app/assets/javascripts/Shaders/BillboardCollectionVS.js +47 -27
  28. data/app/assets/javascripts/Shaders/BuiltinFunctions.js +886 -228
  29. data/app/assets/javascripts/Shaders/CentralBodyFS.js +173 -40
  30. data/app/assets/javascripts/Shaders/CentralBodyFSDepth.js +17 -14
  31. data/app/assets/javascripts/Shaders/CentralBodyFSPole.js +25 -19
  32. data/app/assets/javascripts/Shaders/CentralBodyVS.js +61 -31
  33. data/app/assets/javascripts/Shaders/CentralBodyVSDepth.js +5 -4
  34. data/app/assets/javascripts/Shaders/CentralBodyVSPole.js +9 -7
  35. data/app/assets/javascripts/Shaders/ComplexConicSensorVolumeFS.js +392 -299
  36. data/app/assets/javascripts/Shaders/ComplexConicSensorVolumeVS.js +12 -8
  37. data/app/assets/javascripts/Shaders/ConstructiveSolidGeometry.js +836 -530
  38. data/app/assets/javascripts/Shaders/CustomSensorVolumeFS.js +95 -58
  39. data/app/assets/javascripts/Shaders/CustomSensorVolumeVS.js +7 -6
  40. data/app/assets/javascripts/Shaders/EllipsoidFS.js +34 -26
  41. data/app/assets/javascripts/Shaders/EllipsoidVS.js +21 -5
  42. data/app/assets/javascripts/Shaders/Materials/AsphaltMaterial.js +19 -11
  43. data/app/assets/javascripts/Shaders/Materials/BlobMaterial.js +13 -9
  44. data/app/assets/javascripts/Shaders/Materials/BrickMaterial.js +33 -22
  45. data/app/assets/javascripts/Shaders/Materials/BumpMapMaterial.js +24 -17
  46. data/app/assets/javascripts/Shaders/Materials/CementMaterial.js +14 -10
  47. data/app/assets/javascripts/Shaders/Materials/CheckerboardMaterial.js +32 -20
  48. data/app/assets/javascripts/Shaders/Materials/DotMaterial.js +11 -6
  49. data/app/assets/javascripts/Shaders/Materials/ErosionMaterial.js +18 -13
  50. data/app/assets/javascripts/Shaders/Materials/FacetMaterial.js +12 -7
  51. data/app/assets/javascripts/Shaders/Materials/FresnelMaterial.js +9 -6
  52. data/app/assets/javascripts/Shaders/Materials/GrassMaterial.js +23 -16
  53. data/app/assets/javascripts/Shaders/Materials/NormalMapMaterial.js +14 -11
  54. data/app/assets/javascripts/Shaders/Materials/ReflectionMaterial.js +10 -8
  55. data/app/assets/javascripts/Shaders/Materials/RefractionMaterial.js +10 -8
  56. data/app/assets/javascripts/Shaders/Materials/RimLightingMaterial.js +12 -7
  57. data/app/assets/javascripts/Shaders/Materials/StripeMaterial.js +21 -12
  58. data/app/assets/javascripts/Shaders/Materials/TieDyeMaterial.js +11 -7
  59. data/app/assets/javascripts/Shaders/Materials/Water.js +46 -45
  60. data/app/assets/javascripts/Shaders/Materials/WoodMaterial.js +29 -19
  61. data/app/assets/javascripts/Shaders/Noise.js +408 -173
  62. data/app/assets/javascripts/Shaders/PolygonFS.js +20 -10
  63. data/app/assets/javascripts/Shaders/PolygonFSPick.js +3 -3
  64. data/app/assets/javascripts/Shaders/PolygonVS.js +27 -22
  65. data/app/assets/javascripts/Shaders/PolygonVSPick.js +23 -19
  66. data/app/assets/javascripts/Shaders/PolylineFS.js +3 -3
  67. data/app/assets/javascripts/Shaders/PolylineVS.js +24 -19
  68. data/app/assets/javascripts/Shaders/Ray.js +496 -315
  69. data/app/assets/javascripts/Shaders/ReprojectWebMercatorFS.js +16 -6
  70. data/app/assets/javascripts/Shaders/ReprojectWebMercatorVS.js +5 -2
  71. data/app/assets/javascripts/Shaders/SensorVolume.js +32 -15
  72. data/app/assets/javascripts/Shaders/SkyAtmosphereFS.js +61 -16
  73. data/app/assets/javascripts/Shaders/SkyAtmosphereVS.js +106 -53
  74. data/app/assets/javascripts/Shaders/SkyBoxFS.js +4 -2
  75. data/app/assets/javascripts/Shaders/SkyBoxVS.js +5 -3
  76. data/app/assets/javascripts/Shaders/ViewportQuadFS.js +14 -10
  77. data/app/assets/javascripts/Shaders/ViewportQuadVS.js +6 -5
  78. data/app/assets/javascripts/ThirdParty/knockout.js +88 -0
  79. data/app/assets/javascripts/Widgets/Animation/Animation.css +141 -0
  80. data/app/assets/javascripts/Widgets/Animation/Animation.js +944 -0
  81. data/app/assets/javascripts/Widgets/Animation/AnimationViewModel.js +503 -0
  82. data/app/assets/javascripts/Widgets/Animation/darker.css +69 -0
  83. data/app/assets/javascripts/Widgets/ClockViewModel.js +167 -0
  84. data/app/assets/javascripts/Widgets/Command.js +33 -0
  85. data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.css +54 -77
  86. data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.html +6 -27
  87. data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.js +124 -187
  88. data/app/assets/javascripts/Widgets/Fullscreen/FullscreenViewModel.js +88 -0
  89. data/app/assets/javascripts/Widgets/Fullscreen/FullscreenWidget.css +16 -0
  90. data/app/assets/javascripts/Widgets/Fullscreen/FullscreenWidget.js +50 -0
  91. data/app/assets/javascripts/Widgets/Fullscreen/darker.css +14 -0
  92. data/app/assets/javascripts/Widgets/Images/enterFullscreen-darker.svg +18 -0
  93. data/app/assets/javascripts/Widgets/Images/enterFullscreen.svg +18 -0
  94. data/app/assets/javascripts/Widgets/Images/exitFullscreen-darker.svg +18 -0
  95. data/app/assets/javascripts/Widgets/Images/exitFullscreen.svg +18 -0
  96. data/app/assets/javascripts/Widgets/Observable.js +29 -0
  97. data/app/assets/javascripts/Widgets/{Timeline.css → Timeline/Timeline.css} +18 -21
  98. data/app/assets/javascripts/Widgets/{Timeline.js → Timeline/Timeline.js} +12 -7
  99. data/app/assets/javascripts/Widgets/{TimelineHighlightRange.js → Timeline/TimelineHighlightRange.js} +0 -0
  100. data/app/assets/javascripts/Widgets/{TimelineTrack.js → Timeline/TimelineTrack.js} +1 -1
  101. data/app/assets/javascripts/Widgets/Timeline/darker.css +20 -0
  102. data/app/assets/javascripts/Widgets/ToggleButtonViewModel.js +40 -0
  103. data/app/assets/javascripts/Widgets/createCommand.js +41 -0
  104. data/lib/cesium/version.rb +1 -1
  105. data/test/dummy/log/development.log +3300 -0
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  340. data/test/dummy/tmp/pids/server.pid +1 -1
  341. metadata +33 -15
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  344. data/app/assets/javascripts/Widgets/Dojo/TimelineWidget.css +0 -1
  345. data/app/assets/javascripts/Widgets/Dojo/TimelineWidget.js +0 -47
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  348. data/app/assets/javascripts/Workers/createVerticesFromExtent.js +0 -24
@@ -3,21 +3,31 @@
3
3
  define(function() {
4
4
  "use strict";
5
5
  return "uniform float u_morphTime;\n\
6
+ \n\
6
7
  varying vec3 v_positionMC;\n\
7
8
  varying vec3 v_positionEC;\n\
8
9
  varying vec2 v_textureCoordinates;\n\
10
+ \n\
9
11
  void main()\n\
10
12
  {\n\
11
- czm_materialInput materialInput;\n\
12
- materialInput.st = v_textureCoordinates;\n\
13
- materialInput.str = vec3(v_textureCoordinates, 0.0);\n\
14
- materialInput.positionMC = v_positionMC;\n\
15
- materialInput.normalEC = mix(czm_normal[0], normalize(czm_normal * czm_geodeticSurfaceNormal(v_positionMC, vec3(0.0), vec3(1.0))), u_morphTime);\n\
16
- materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(v_positionMC, materialInput.normalEC);\n\
17
- vec3 positionToEyeEC = -v_positionEC;\n\
18
- materialInput.positionToEyeEC = positionToEyeEC;\n\
19
- czm_material material = czm_getMaterial(materialInput);\n\
20
- gl_FragColor = czm_phong(normalize(positionToEyeEC), material);\n\
13
+ czm_materialInput materialInput;\n\
14
+ \n\
15
+ // TODO: Real 1D distance, and better 3D coordinate\n\
16
+ materialInput.st = v_textureCoordinates;\n\
17
+ materialInput.str = vec3(v_textureCoordinates, 0.0);\n\
18
+ materialInput.positionMC = v_positionMC;\n\
19
+ \n\
20
+ //Convert tangent space material normal to eye space\n\
21
+ materialInput.normalEC = normalize(czm_normal3D * czm_geodeticSurfaceNormal(v_positionMC, vec3(0.0), vec3(1.0)));\n\
22
+ materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(v_positionMC, materialInput.normalEC);\n\
23
+ \n\
24
+ //Convert view vector to world space\n\
25
+ vec3 positionToEyeEC = -v_positionEC; \n\
26
+ materialInput.positionToEyeEC = positionToEyeEC;\n\
27
+ \n\
28
+ czm_material material = czm_getMaterial(materialInput);\n\
29
+ \n\
30
+ gl_FragColor = czm_phong(normalize(positionToEyeEC), material);\n\
21
31
  }\n\
22
32
  ";
23
33
  });
@@ -3,9 +3,9 @@
3
3
  define(function() {
4
4
  "use strict";
5
5
  return "uniform vec4 u_pickColor;\n\
6
+ \n\
6
7
  void main()\n\
7
8
  {\n\
8
- gl_FragColor = u_pickColor;\n\
9
- }\n\
10
- ";
9
+ gl_FragColor = u_pickColor;\n\
10
+ }";
11
11
  });
@@ -7,33 +7,38 @@ attribute vec3 position3DLow;\n\
7
7
  attribute vec2 position2DHigh;\n\
8
8
  attribute vec2 position2DLow;\n\
9
9
  attribute vec2 textureCoordinates;\n\
10
+ \n\
10
11
  uniform float u_morphTime;\n\
11
- uniform float u_height;\n\
12
+ uniform float u_height; // in meters\n\
13
+ \n\
12
14
  varying vec3 v_positionMC;\n\
13
15
  varying vec3 v_positionEC;\n\
14
16
  varying vec2 v_textureCoordinates;\n\
15
- void main()\n\
17
+ \n\
18
+ void main() \n\
16
19
  {\n\
17
- vec4 p;\n\
18
- if (u_morphTime == 1.0)\n\
19
- {\n\
20
- p = vec4(czm_translateRelativeToEye(position3DHigh, position3DLow), 1.0);\n\
21
- }\n\
22
- else if (u_morphTime == 0.0)\n\
23
- {\n\
24
- p = vec4(czm_translateRelativeToEye(vec3(u_height, position2DHigh), vec3(u_height, position2DLow)), 1.0);\n\
25
- }\n\
26
- else\n\
27
- {\n\
28
- p = czm_columbusViewMorph(\n\
29
- czm_translateRelativeToEye(vec3(u_height, position2DHigh), vec3(u_height, position2DLow)),\n\
30
- czm_translateRelativeToEye(position3DHigh, position3DLow),\n\
31
- u_morphTime);\n\
32
- }\n\
33
- v_positionMC = position3DHigh + position3DLow;\n\
34
- v_positionEC = (czm_modelViewRelativeToEye * p).xyz;\n\
35
- v_textureCoordinates = textureCoordinates;\n\
36
- gl_Position = czm_modelViewProjectionRelativeToEye * p;\n\
20
+ vec4 p;\n\
21
+ \n\
22
+ if (u_morphTime == 1.0)\n\
23
+ {\n\
24
+ p = vec4(czm_translateRelativeToEye(position3DHigh, position3DLow), 1.0);\n\
25
+ }\n\
26
+ else if (u_morphTime == 0.0)\n\
27
+ {\n\
28
+ p = vec4(czm_translateRelativeToEye(vec3(u_height, position2DHigh), vec3(u_height, position2DLow)), 1.0);\n\
29
+ }\n\
30
+ else\n\
31
+ {\n\
32
+ p = czm_columbusViewMorph(\n\
33
+ czm_translateRelativeToEye(vec3(u_height, position2DHigh), vec3(u_height, position2DLow)),\n\
34
+ czm_translateRelativeToEye(position3DHigh, position3DLow), \n\
35
+ u_morphTime);\n\
36
+ }\n\
37
+ \n\
38
+ v_positionMC = position3DHigh + position3DLow; // position in model coordinates\n\
39
+ v_positionEC = (czm_modelViewRelativeToEye * p).xyz; // position in eye coordinates\n\
40
+ v_textureCoordinates = textureCoordinates;\n\
41
+ gl_Position = czm_modelViewProjectionRelativeToEye * p; // position in clip coordinates\n\
37
42
  }\n\
38
43
  ";
39
44
  });
@@ -6,27 +6,31 @@ define(function() {
6
6
  attribute vec3 position3DLow;\n\
7
7
  attribute vec2 position2DHigh;\n\
8
8
  attribute vec2 position2DLow;\n\
9
+ \n\
9
10
  uniform float u_morphTime;\n\
10
- uniform float u_height;\n\
11
- void main()\n\
11
+ uniform float u_height; // in meters\n\
12
+ \n\
13
+ void main() \n\
12
14
  {\n\
13
- vec4 p;\n\
14
- if (u_morphTime == 1.0)\n\
15
- {\n\
16
- p = vec4(czm_translateRelativeToEye(position3DHigh, position3DLow), 1.0);\n\
17
- }\n\
18
- else if (u_morphTime == 0.0)\n\
19
- {\n\
20
- p = vec4(czm_translateRelativeToEye(vec3(u_height, position2DHigh), vec3(u_height, position2DLow)), 1.0);\n\
21
- }\n\
22
- else\n\
23
- {\n\
24
- p = czm_columbusViewMorph(\n\
25
- czm_translateRelativeToEye(vec3(u_height, position2DHigh), vec3(u_height, position2DLow)),\n\
26
- czm_translateRelativeToEye(position3DHigh, position3DLow),\n\
27
- u_morphTime);\n\
28
- }\n\
29
- gl_Position = czm_modelViewProjectionRelativeToEye * p;\n\
15
+ vec4 p;\n\
16
+ \n\
17
+ if (u_morphTime == 1.0)\n\
18
+ {\n\
19
+ p = vec4(czm_translateRelativeToEye(position3DHigh, position3DLow), 1.0);\n\
20
+ }\n\
21
+ else if (u_morphTime == 0.0)\n\
22
+ {\n\
23
+ p = vec4(czm_translateRelativeToEye(vec3(u_height, position2DHigh), vec3(u_height, position2DLow)), 1.0);\n\
24
+ }\n\
25
+ else\n\
26
+ {\n\
27
+ p = czm_columbusViewMorph(\n\
28
+ czm_translateRelativeToEye(vec3(u_height, position2DHigh), vec3(u_height, position2DLow)),\n\
29
+ czm_translateRelativeToEye(position3DHigh, position3DLow), \n\
30
+ u_morphTime);\n\
31
+ }\n\
32
+ \n\
33
+ gl_Position = czm_modelViewProjectionRelativeToEye * p;\n\
30
34
  }\n\
31
35
  ";
32
36
  });
@@ -3,9 +3,9 @@
3
3
  define(function() {
4
4
  "use strict";
5
5
  return "varying vec4 v_color;\n\
6
+ \n\
6
7
  void main()\n\
7
8
  {\n\
8
- gl_FragColor = v_color;\n\
9
- }\n\
10
- ";
9
+ gl_FragColor = v_color; \n\
10
+ }";
11
11
  });
@@ -8,28 +8,33 @@ attribute vec3 position2DHigh;\n\
8
8
  attribute vec3 position2DLow;\n\
9
9
  attribute vec4 color;\n\
10
10
  attribute float show;\n\
11
+ \n\
11
12
  varying vec4 v_color;\n\
13
+ \n\
12
14
  uniform float u_morphTime;\n\
13
- void main()\n\
15
+ \n\
16
+ void main() \n\
14
17
  {\n\
15
- vec4 p;\n\
16
- if (u_morphTime == 1.0)\n\
17
- {\n\
18
- p = vec4(czm_translateRelativeToEye(position3DHigh, position3DLow), 1.0);\n\
19
- }\n\
20
- else if (u_morphTime == 0.0)\n\
21
- {\n\
22
- p = vec4(czm_translateRelativeToEye(position2DHigh.zxy, position2DLow.zxy), 1.0);\n\
23
- }\n\
24
- else\n\
25
- {\n\
26
- p = czm_columbusViewMorph(\n\
27
- czm_translateRelativeToEye(position2DHigh.zxy, position2DLow.zxy),\n\
28
- czm_translateRelativeToEye(position3DHigh, position3DLow),\n\
29
- u_morphTime);\n\
30
- }\n\
31
- gl_Position = czm_modelViewProjectionRelativeToEye * p * show;\n\
32
- v_color = color;\n\
18
+ vec4 p;\n\
19
+ \n\
20
+ if (u_morphTime == 1.0)\n\
21
+ {\n\
22
+ p = vec4(czm_translateRelativeToEye(position3DHigh, position3DLow), 1.0);\n\
23
+ }\n\
24
+ else if (u_morphTime == 0.0)\n\
25
+ {\n\
26
+ p = vec4(czm_translateRelativeToEye(position2DHigh.zxy, position2DLow.zxy), 1.0);\n\
27
+ }\n\
28
+ else\n\
29
+ {\n\
30
+ p = czm_columbusViewMorph(\n\
31
+ czm_translateRelativeToEye(position2DHigh.zxy, position2DLow.zxy),\n\
32
+ czm_translateRelativeToEye(position3DHigh, position3DLow), \n\
33
+ u_morphTime);\n\
34
+ }\n\
35
+ \n\
36
+ gl_Position = czm_modelViewProjectionRelativeToEye * p * show; // position in clip coordinates\n\
37
+ v_color = color;\n\
33
38
  }\n\
34
39
  ";
35
40
  });
@@ -2,356 +2,537 @@
2
2
  /*global define*/
3
3
  define(function() {
4
4
  "use strict";
5
- return "const int czm_raySegmentCollectionCapacity = 4;\n\
5
+ return "/**\n\
6
+ * DOC_TBA\n\
7
+ *\n\
8
+ * @name czm_raySegmentCollectionCapacity\n\
9
+ * @glslConstant \n\
10
+ *\n\
11
+ * @see czm_raySegmentCollection\n\
12
+ */\n\
13
+ const int czm_raySegmentCollectionCapacity = 4;\n\
14
+ \n\
15
+ /**\n\
16
+ * DOC_TBA\n\
17
+ *\n\
18
+ * @name czm_raySegmentCollection\n\
19
+ * @glslStruct\n\
20
+ *\n\
21
+ * @see czm_raySegmentCollectionCapacity\n\
22
+ * @see czm_raySegment\n\
23
+ */\n\
6
24
  struct czm_raySegmentCollection\n\
7
25
  {\n\
8
- czm_raySegment intervals[czm_raySegmentCollectionCapacity];\n\
9
- int count;\n\
26
+ czm_raySegment intervals[czm_raySegmentCollectionCapacity];\n\
27
+ int count;\n\
10
28
  };\n\
29
+ \n\
30
+ /**\n\
31
+ * DOC_TBA\n\
32
+ *\n\
33
+ * @name czm_raySegmentCollectionNew\n\
34
+ * @glslFunction\n\
35
+ *\n\
36
+ */\n\
11
37
  czm_raySegmentCollection czm_raySegmentCollectionNew()\n\
12
38
  {\n\
13
- czm_raySegment intervals[czm_raySegmentCollectionCapacity];\n\
14
- czm_raySegmentCollection i = czm_raySegmentCollection(intervals, 0);\n\
15
- return i;\n\
39
+ czm_raySegment intervals[czm_raySegmentCollectionCapacity];\n\
40
+ czm_raySegmentCollection i = czm_raySegmentCollection(intervals, 0);\n\
41
+ return i;\n\
16
42
  }\n\
43
+ \n\
17
44
  czm_raySegmentCollection czm_raySegmentCollectionNew(czm_raySegment segment)\n\
18
45
  {\n\
19
- czm_raySegment intervals[czm_raySegmentCollectionCapacity];\n\
20
- intervals[0] = segment;\n\
21
- czm_raySegmentCollection i = czm_raySegmentCollection(intervals, 1);\n\
22
- return i;\n\
46
+ czm_raySegment intervals[czm_raySegmentCollectionCapacity];\n\
47
+ intervals[0] = segment;\n\
48
+ czm_raySegmentCollection i = czm_raySegmentCollection(intervals, 1);\n\
49
+ return i;\n\
23
50
  }\n\
51
+ \n\
24
52
  czm_raySegmentCollection czm_raySegmentCollectionNew(czm_raySegment first, czm_raySegment second)\n\
25
53
  {\n\
26
- czm_raySegment intervals[czm_raySegmentCollectionCapacity];\n\
27
- intervals[0] = first;\n\
28
- intervals[1] = second;\n\
29
- czm_raySegmentCollection i = czm_raySegmentCollection(intervals, 2);\n\
30
- return i;\n\
31
- }\n\
54
+ czm_raySegment intervals[czm_raySegmentCollectionCapacity];\n\
55
+ intervals[0] = first;\n\
56
+ intervals[1] = second;\n\
57
+ czm_raySegmentCollection i = czm_raySegmentCollection(intervals, 2);\n\
58
+ return i;\n\
59
+ }\n\
60
+ \n\
61
+ ///////////////////////////////////////////////////////////////////////////////\n\
62
+ \n\
63
+ /**\n\
64
+ * DOC_TBA\n\
65
+ *\n\
66
+ * @name czm_removeAt\n\
67
+ * @glslFunction\n\
68
+ *\n\
69
+ */\n\
32
70
  void czm_removeAt(inout czm_raySegmentCollection collection, int index)\n\
33
71
  {\n\
34
- --collection.count;\n\
35
- for (int i = 0; i < czm_raySegmentCollectionCapacity; ++i)\n\
36
- {\n\
37
- if (i >= index && i < collection.count)\n\
38
- {\n\
39
- collection.intervals[i] = collection.intervals[i + 1];\n\
40
- }\n\
41
- else if (i == collection.count)\n\
42
- {\n\
43
- break;\n\
44
- }\n\
45
- }\n\
46
- }\n\
72
+ --collection.count;\n\
73
+ for (int i = 0; i < czm_raySegmentCollectionCapacity; ++i)\n\
74
+ {\n\
75
+ if (i >= index && i < collection.count)\n\
76
+ {\n\
77
+ collection.intervals[i] = collection.intervals[i + 1];\n\
78
+ }\n\
79
+ else if (i == collection.count)\n\
80
+ {\n\
81
+ break;\n\
82
+ }\n\
83
+ }\n\
84
+ }\n\
85
+ \n\
86
+ ///////////////////////////////////////////////////////////////////////////////\n\
87
+ \n\
88
+ /**\n\
89
+ * DOC_TBA\n\
90
+ *\n\
91
+ * @name czm_insertAt\n\
92
+ * @glslFunction\n\
93
+ *\n\
94
+ */\n\
47
95
  void czm_insertAt(inout czm_raySegmentCollection collection, czm_raySegment segment, int index)\n\
48
96
  {\n\
49
- for (int i = czm_raySegmentCollectionCapacity - 1; i >= 0; --i)\n\
50
- {\n\
51
- if (i <= collection.count && i > index)\n\
52
- {\n\
53
- collection.intervals[i] = collection.intervals[i - 1];\n\
54
- }\n\
55
- else if (i == index)\n\
56
- {\n\
57
- collection.intervals[i] = segment;\n\
58
- }\n\
59
- else if (i < index)\n\
60
- {\n\
61
- break;\n\
62
- }\n\
63
- }\n\
64
- ++collection.count;\n\
65
- }\n\
97
+ for (int i = czm_raySegmentCollectionCapacity - 1; i >= 0; --i)\n\
98
+ {\n\
99
+ if (i <= collection.count && i > index)\n\
100
+ {\n\
101
+ collection.intervals[i] = collection.intervals[i - 1];\n\
102
+ }\n\
103
+ else if (i == index)\n\
104
+ {\n\
105
+ collection.intervals[i] = segment;\n\
106
+ }\n\
107
+ else if (i < index)\n\
108
+ {\n\
109
+ break;\n\
110
+ }\n\
111
+ }\n\
112
+ ++collection.count;\n\
113
+ }\n\
114
+ \n\
66
115
  void czm_insertAt(inout czm_raySegmentCollection collection, czm_raySegmentCollection segments, int index)\n\
67
116
  {\n\
68
- if (segments.count == 1)\n\
69
- {\n\
70
- czm_insertAt(collection, segments.intervals[0], index);\n\
71
- }\n\
72
- else\n\
73
- {\n\
74
- for (int i = czm_raySegmentCollectionCapacity - 1; i >= 0; --i)\n\
75
- {\n\
76
- if (i < segments.count)\n\
77
- {\n\
78
- czm_insertAt(collection, segments.intervals[i], index);\n\
79
- }\n\
80
- }\n\
81
- }\n\
82
- }\n\
117
+ if (segments.count == 1)\n\
118
+ {\n\
119
+ czm_insertAt(collection, segments.intervals[0], index);\n\
120
+ }\n\
121
+ else\n\
122
+ {\n\
123
+ for (int i = czm_raySegmentCollectionCapacity - 1; i >= 0; --i)\n\
124
+ {\n\
125
+ if (i < segments.count)\n\
126
+ {\n\
127
+ czm_insertAt(collection, segments.intervals[i], index);\n\
128
+ }\n\
129
+ }\n\
130
+ }\n\
131
+ }\n\
132
+ \n\
133
+ ///////////////////////////////////////////////////////////////////////////////\n\
134
+ \n\
135
+ /**\n\
136
+ * DOC_TBA\n\
137
+ *\n\
138
+ * @name czm_complement\n\
139
+ * @glslFunction\n\
140
+ *\n\
141
+ */\n\
83
142
  void czm_complement(czm_raySegment segment, out czm_raySegmentCollection collection)\n\
84
143
  {\n\
85
- if (czm_isEmpty(segment))\n\
86
- {\n\
87
- collection = czm_raySegmentCollectionNew(czm_fullRaySegment);\n\
88
- }\n\
89
- else if (segment.stop == czm_infinity)\n\
90
- {\n\
91
- if (segment.start == 0.0)\n\
92
- {\n\
93
- collection = czm_raySegmentCollectionNew();\n\
94
- }\n\
95
- else\n\
96
- {\n\
97
- collection = czm_raySegmentCollectionNew(czm_raySegment(0.0, segment.start));\n\
98
- }\n\
99
- }\n\
100
- else if (segment.start == 0.0)\n\
101
- {\n\
102
- collection = czm_raySegmentCollectionNew(czm_raySegment(segment.stop, czm_infinity));\n\
103
- }\n\
104
- else\n\
105
- {\n\
106
- czm_raySegment head = czm_raySegment(0.0, segment.start);\n\
107
- czm_raySegment tail = czm_raySegment(segment.stop, czm_infinity);\n\
108
- collection = czm_raySegmentCollectionNew(head, tail);\n\
109
- }\n\
110
- }\n\
144
+ if (czm_isEmpty(segment))\n\
145
+ {\n\
146
+ collection = czm_raySegmentCollectionNew(czm_fullRaySegment);\n\
147
+ }\n\
148
+ else if (segment.stop == czm_infinity)\n\
149
+ {\n\
150
+ if (segment.start == 0.0)\n\
151
+ {\n\
152
+ collection = czm_raySegmentCollectionNew();\n\
153
+ }\n\
154
+ else\n\
155
+ {\n\
156
+ collection = czm_raySegmentCollectionNew(czm_raySegment(0.0, segment.start));\n\
157
+ }\n\
158
+ }\n\
159
+ else if (segment.start == 0.0)\n\
160
+ {\n\
161
+ collection = czm_raySegmentCollectionNew(czm_raySegment(segment.stop, czm_infinity));\n\
162
+ }\n\
163
+ else\n\
164
+ {\n\
165
+ czm_raySegment head = czm_raySegment(0.0, segment.start);\n\
166
+ czm_raySegment tail = czm_raySegment(segment.stop, czm_infinity);\n\
167
+ collection = czm_raySegmentCollectionNew(head, tail);\n\
168
+ } \n\
169
+ }\n\
170
+ \n\
111
171
  czm_raySegmentCollection czm_complement(czm_raySegmentCollection collection)\n\
112
172
  {\n\
113
- if (collection.count == 0)\n\
114
- {\n\
115
- czm_raySegmentCollection result = czm_raySegmentCollectionNew(czm_fullRaySegment);\n\
116
- return result;\n\
117
- }\n\
118
- else if (collection.count == 1)\n\
119
- {\n\
120
- czm_raySegmentCollection result;\n\
121
- czm_complement(collection.intervals[0], result);\n\
122
- return result;\n\
123
- }\n\
124
- czm_raySegmentCollection result = czm_raySegmentCollectionNew();\n\
125
- for (int i = 0; i < czm_raySegmentCollectionCapacity; ++i)\n\
126
- {\n\
127
- if (i < collection.count)\n\
128
- {\n\
129
- float start = collection.intervals[i].stop;\n\
130
- if (i < collection.count - 1)\n\
131
- {\n\
132
- float stop = collection.intervals[i + 1].start;\n\
133
- result.intervals[i] = czm_raySegment(start, stop);\n\
134
- ++result.count;\n\
135
- }\n\
136
- else if (start != czm_infinity)\n\
137
- {\n\
138
- result.intervals[i] = czm_raySegment(start, czm_infinity);\n\
139
- ++result.count;\n\
140
- }\n\
141
- }\n\
142
- else\n\
143
- {\n\
144
- break;\n\
145
- }\n\
146
- }\n\
147
- if (collection.count > 0)\n\
148
- {\n\
149
- float stop = collection.intervals[0].start;\n\
150
- if (stop != 0.0)\n\
151
- {\n\
152
- czm_insertAt(result, czm_raySegment(0.0, stop), 0);\n\
153
- }\n\
154
- }\n\
155
- return result;\n\
156
- }\n\
173
+ if (collection.count == 0)\n\
174
+ {\n\
175
+ czm_raySegmentCollection result = czm_raySegmentCollectionNew(czm_fullRaySegment);\n\
176
+ return result;\n\
177
+ }\n\
178
+ else if (collection.count == 1)\n\
179
+ {\n\
180
+ czm_raySegmentCollection result;\n\
181
+ czm_complement(collection.intervals[0], result);\n\
182
+ return result;\n\
183
+ }\n\
184
+ \n\
185
+ czm_raySegmentCollection result = czm_raySegmentCollectionNew();\n\
186
+ \n\
187
+ for (int i = 0; i < czm_raySegmentCollectionCapacity; ++i)\n\
188
+ {\n\
189
+ if (i < collection.count)\n\
190
+ {\n\
191
+ float start = collection.intervals[i].stop;\n\
192
+ if (i < collection.count - 1)\n\
193
+ {\n\
194
+ float stop = collection.intervals[i + 1].start;\n\
195
+ result.intervals[i] = czm_raySegment(start, stop);\n\
196
+ ++result.count;\n\
197
+ }\n\
198
+ else if (start != czm_infinity)\n\
199
+ {\n\
200
+ result.intervals[i] = czm_raySegment(start, czm_infinity);\n\
201
+ ++result.count;\n\
202
+ }\n\
203
+ }\n\
204
+ else\n\
205
+ {\n\
206
+ break;\n\
207
+ }\n\
208
+ }\n\
209
+ \n\
210
+ if (collection.count > 0)\n\
211
+ {\n\
212
+ float stop = collection.intervals[0].start;\n\
213
+ if (stop != 0.0)\n\
214
+ {\n\
215
+ // PERFORMANCE TODO: See if the additional loop iteration from the insert can be eliminated.\n\
216
+ czm_insertAt(result, czm_raySegment(0.0, stop), 0);\n\
217
+ }\n\
218
+ }\n\
219
+ \n\
220
+ return result;\n\
221
+ }\n\
222
+ \n\
223
+ ///////////////////////////////////////////////////////////////////////////////\n\
224
+ \n\
225
+ /**\n\
226
+ * DOC_TBA\n\
227
+ *\n\
228
+ * @name czm_union\n\
229
+ */\n\
157
230
  czm_raySegmentCollection czm_union(czm_raySegment left, czm_raySegment right)\n\
158
231
  {\n\
159
- if (czm_isFull(left) || czm_isFull(right))\n\
160
- {\n\
161
- czm_raySegmentCollection result = czm_raySegmentCollectionNew(czm_fullRaySegment);\n\
162
- return result;\n\
163
- }\n\
164
- float stop = min(left.stop, right.stop);\n\
165
- float start = max(left.start, right.start);\n\
166
- if (stop < start)\n\
167
- {\n\
168
- czm_raySegmentCollection result = (left.start < right.start) ? czm_raySegmentCollectionNew(left, right) : czm_raySegmentCollectionNew(right, left);\n\
169
- return result;\n\
170
- }\n\
171
- czm_raySegmentCollection result = czm_raySegmentCollectionNew(czm_raySegment(min(left.start, right.start), max(left.stop, right.stop)));\n\
172
- return result;\n\
173
- }\n\
232
+ if (czm_isFull(left) || czm_isFull(right))\n\
233
+ {\n\
234
+ czm_raySegmentCollection result = czm_raySegmentCollectionNew(czm_fullRaySegment);\n\
235
+ return result;\n\
236
+ }\n\
237
+ \n\
238
+ float stop = min(left.stop, right.stop);\n\
239
+ float start = max(left.start, right.start);\n\
240
+ \n\
241
+ if (stop < start) // No intersection.\n\
242
+ {\n\
243
+ czm_raySegmentCollection result = (left.start < right.start) ? czm_raySegmentCollectionNew(left, right) : czm_raySegmentCollectionNew(right, left);\n\
244
+ return result;\n\
245
+ }\n\
246
+ \n\
247
+ czm_raySegmentCollection result = czm_raySegmentCollectionNew(czm_raySegment(min(left.start, right.start), max(left.stop, right.stop)));\n\
248
+ return result;\n\
249
+ }\n\
250
+ \n\
251
+ ///////////////////////////////////////////////////////////////////////////////\n\
252
+ \n\
253
+ /**\n\
254
+ * Determines the intersection of two time intervals. If they do not intersect, an\n\
255
+ * empty time interval, <code>czm_emptyRaySegment</code>, is returned.\n\
256
+ *\n\
257
+ * @name czm_intersection\n\
258
+ * @glslFunction \n\
259
+ *\n\
260
+ * @param {czm_raySegment} left One interval.\n\
261
+ * @param {czm_raySegment} right The other interval.\n\
262
+ *\n\
263
+ * @returns {czm_raySegment} The intersection of <code>left</code> and <code>right</code>.\n\
264
+ * \n\
265
+ * @see czm_unionRaySegments\n\
266
+ * @see czm_subtraction \n\
267
+ * @see czm_isEmpty\n\
268
+ *\n\
269
+ * @example\n\
270
+ * czm_raySegment i0 = czm_intersection(czm_raySegment(1.0, 2.0), czm_raySegment(3.0, 4.0)); // Empty\n\
271
+ * czm_raySegment i1 = czm_intersection(czm_raySegment(1.0, 3.0), czm_raySegment(2.0, 4.0)); // (2.0, 3.0)\n\
272
+ */\n\
174
273
  czm_raySegment czm_intersection(czm_raySegment left, czm_raySegment right)\n\
175
274
  {\n\
176
- float stop = min(left.stop, right.stop);\n\
177
- if (stop < 0.0)\n\
178
- {\n\
179
- return czm_emptyRaySegment;\n\
180
- }\n\
181
- float start = max(left.start, right.start);\n\
182
- if (stop < start)\n\
183
- {\n\
184
- return czm_emptyRaySegment;\n\
185
- }\n\
186
- czm_raySegment s = czm_raySegment(start, stop);\n\
187
- return s;\n\
188
- }\n\
275
+ float stop = min(left.stop, right.stop);\n\
276
+ \n\
277
+ if (stop < 0.0)\n\
278
+ {\n\
279
+ return czm_emptyRaySegment;\n\
280
+ }\n\
281
+ \n\
282
+ float start = max(left.start, right.start);\n\
283
+ \n\
284
+ if (stop < start)\n\
285
+ {\n\
286
+ return czm_emptyRaySegment;\n\
287
+ }\n\
288
+ \n\
289
+ czm_raySegment s = czm_raySegment(start, stop);\n\
290
+ return s;\n\
291
+ }\n\
292
+ \n\
189
293
  czm_raySegmentCollection czm_intersection(czm_raySegmentCollection left, czm_raySegment right)\n\
190
294
  {\n\
191
- if (left.count == 1)\n\
192
- {\n\
193
- czm_raySegment intersection = czm_intersection(left.intervals[0], right);\n\
194
- if (czm_isEmpty(intersection))\n\
195
- {\n\
196
- czm_raySegmentCollection result = czm_raySegmentCollectionNew();\n\
197
- return result;\n\
198
- }\n\
199
- else\n\
200
- {\n\
201
- czm_raySegmentCollection result = czm_raySegmentCollectionNew(intersection);\n\
202
- return result;\n\
203
- }\n\
204
- }\n\
205
- czm_raySegmentCollection result = czm_raySegmentCollectionNew();\n\
206
- for (int leftIndex = 0; leftIndex < czm_raySegmentCollectionCapacity; ++leftIndex)\n\
207
- {\n\
208
- if (leftIndex < left.count)\n\
209
- {\n\
210
- czm_raySegment intersection = czm_intersection(left.intervals[leftIndex], right);\n\
211
- if (!czm_isEmpty(intersection))\n\
212
- {\n\
213
- czm_insertAt(result, intersection, result.count);\n\
214
- }\n\
215
- }\n\
216
- else\n\
217
- {\n\
218
- break;\n\
219
- }\n\
220
- }\n\
221
- return result;\n\
222
- }\n\
295
+ if (left.count == 1)\n\
296
+ {\n\
297
+ czm_raySegment intersection = czm_intersection(left.intervals[0], right);\n\
298
+ \n\
299
+ if (czm_isEmpty(intersection))\n\
300
+ {\n\
301
+ czm_raySegmentCollection result = czm_raySegmentCollectionNew();\n\
302
+ \n\
303
+ return result;\n\
304
+ }\n\
305
+ else\n\
306
+ {\n\
307
+ czm_raySegmentCollection result = czm_raySegmentCollectionNew(intersection);\n\
308
+ \n\
309
+ return result;\n\
310
+ }\n\
311
+ }\n\
312
+ \n\
313
+ czm_raySegmentCollection result = czm_raySegmentCollectionNew();\n\
314
+ \n\
315
+ for (int leftIndex = 0; leftIndex < czm_raySegmentCollectionCapacity; ++leftIndex)\n\
316
+ {\n\
317
+ if (leftIndex < left.count)\n\
318
+ {\n\
319
+ czm_raySegment intersection = czm_intersection(left.intervals[leftIndex], right);\n\
320
+ if (!czm_isEmpty(intersection))\n\
321
+ {\n\
322
+ czm_insertAt(result, intersection, result.count);\n\
323
+ }\n\
324
+ }\n\
325
+ else\n\
326
+ {\n\
327
+ break;\n\
328
+ }\n\
329
+ }\n\
330
+ \n\
331
+ return result;\n\
332
+ }\n\
333
+ \n\
223
334
  czm_raySegmentCollection czm_intersection(czm_raySegmentCollection left, czm_raySegmentCollection right)\n\
224
335
  {\n\
225
- if (right.count == 1)\n\
226
- {\n\
227
- if (left.count == 1)\n\
228
- {\n\
229
- czm_raySegment intersection = czm_intersection(left.intervals[0], right.intervals[0]);\n\
230
- if (czm_isEmpty(intersection))\n\
231
- {\n\
232
- czm_raySegmentCollection result = czm_raySegmentCollectionNew();\n\
233
- return result;\n\
234
- }\n\
235
- else\n\
236
- {\n\
237
- czm_raySegmentCollection result = czm_raySegmentCollectionNew(intersection);\n\
238
- return result;\n\
239
- }\n\
240
- }\n\
241
- else\n\
242
- {\n\
243
- czm_raySegmentCollection result = czm_intersection(left, right.intervals[0]);\n\
244
- return result;\n\
245
- }\n\
246
- }\n\
247
- czm_raySegmentCollection result = czm_raySegmentCollectionNew();\n\
248
- if (left.count > 0 && right.count > 0)\n\
249
- {\n\
250
- for (int leftIndex = 0; leftIndex < czm_raySegmentCollectionCapacity; ++leftIndex)\n\
251
- {\n\
252
- if (leftIndex < left.count)\n\
253
- {\n\
254
- for (int rightIndex = 0; rightIndex < czm_raySegmentCollectionCapacity; ++rightIndex)\n\
255
- {\n\
256
- if (rightIndex <= right.count && left.intervals[leftIndex].stop >= right.intervals[rightIndex].start)\n\
257
- {\n\
258
- czm_raySegment intersection = czm_intersection(left.intervals[leftIndex], right.intervals[rightIndex]);\n\
259
- if (!czm_isEmpty(intersection))\n\
260
- {\n\
261
- czm_insertAt(result, intersection, result.count);\n\
262
- }\n\
263
- }\n\
264
- else\n\
265
- {\n\
266
- break;\n\
267
- }\n\
268
- }\n\
269
- }\n\
270
- else\n\
271
- {\n\
272
- break;\n\
273
- }\n\
274
- }\n\
275
- }\n\
276
- return result;\n\
277
- }\n\
336
+ if (right.count == 1)\n\
337
+ {\n\
338
+ if (left.count == 1)\n\
339
+ {\n\
340
+ czm_raySegment intersection = czm_intersection(left.intervals[0], right.intervals[0]);\n\
341
+ \n\
342
+ if (czm_isEmpty(intersection))\n\
343
+ {\n\
344
+ czm_raySegmentCollection result = czm_raySegmentCollectionNew();\n\
345
+ \n\
346
+ return result;\n\
347
+ }\n\
348
+ else\n\
349
+ {\n\
350
+ czm_raySegmentCollection result = czm_raySegmentCollectionNew(intersection);\n\
351
+ \n\
352
+ return result;\n\
353
+ }\n\
354
+ }\n\
355
+ else\n\
356
+ {\n\
357
+ czm_raySegmentCollection result = czm_intersection(left, right.intervals[0]);\n\
358
+ \n\
359
+ return result;\n\
360
+ }\n\
361
+ }\n\
362
+ \n\
363
+ czm_raySegmentCollection result = czm_raySegmentCollectionNew();\n\
364
+ \n\
365
+ if (left.count > 0 && right.count > 0)\n\
366
+ {\n\
367
+ for (int leftIndex = 0; leftIndex < czm_raySegmentCollectionCapacity; ++leftIndex)\n\
368
+ {\n\
369
+ if (leftIndex < left.count)\n\
370
+ {\n\
371
+ for (int rightIndex = 0; rightIndex < czm_raySegmentCollectionCapacity; ++rightIndex)\n\
372
+ {\n\
373
+ // TODO: Figure out why this isn't \"rightIndex < right.count\".\n\
374
+ if (rightIndex <= right.count && left.intervals[leftIndex].stop >= right.intervals[rightIndex].start)\n\
375
+ {\n\
376
+ czm_raySegment intersection = czm_intersection(left.intervals[leftIndex], right.intervals[rightIndex]);\n\
377
+ if (!czm_isEmpty(intersection))\n\
378
+ {\n\
379
+ czm_insertAt(result, intersection, result.count);\n\
380
+ }\n\
381
+ }\n\
382
+ else\n\
383
+ {\n\
384
+ break;\n\
385
+ }\n\
386
+ }\n\
387
+ }\n\
388
+ else\n\
389
+ {\n\
390
+ break;\n\
391
+ }\n\
392
+ }\n\
393
+ }\n\
394
+ \n\
395
+ return result;\n\
396
+ }\n\
397
+ \n\
398
+ ///////////////////////////////////////////////////////////////////////////////\n\
399
+ \n\
400
+ /**\n\
401
+ * Subtracts one time interval from another, resulting in zero, one, or two non-empty time intervals.\n\
402
+ * \n\
403
+ * @name czm_subtraction\n\
404
+ * @glslFunction\n\
405
+ *\n\
406
+ * @param {czm_raySegment} outer The outer interval.\n\
407
+ * @param {czm_raySegment} inner The inner interval that is subtracted from <code>outer</code>.\n\
408
+ * \n\
409
+ * @returns {czm_raySegmentCollection} The time intervals resulting from <code>outer - inner</code>.\n\
410
+ *\n\
411
+ * @see czm_intersection\n\
412
+ * @see czm_unionRaySegments\n\
413
+ *\n\
414
+ * @example\n\
415
+ * czm_raySegmentCollection i0 = czm_subtraction(\n\
416
+ * czm_raySegment(1.0, 4.0), czm_raySegment(2.0, 3.0)); \n\
417
+ * // i0 is [(1.0, 2.0), (3.0, 4.0)]\n\
418
+ * \n\
419
+ * czm_raySegmentCollection i1 = czm_subtraction(\n\
420
+ * czm_raySegment(1.0, 4.0), czm_raySegment(1.0, 2.0));\n\
421
+ * // i1 is [(2.0, 4.0)]\n\
422
+ * \n\
423
+ * czm_raySegmentCollection i2 = czm_subtraction(\n\
424
+ * czm_raySegment(1.0, 4.0), czm_raySegment(5.0, 6.0));\n\
425
+ * // i2 is []\n\
426
+ */\n\
278
427
  czm_raySegmentCollection czm_subtraction(czm_raySegment outer, czm_raySegment inner)\n\
279
428
  {\n\
280
- czm_raySegmentCollection i = czm_raySegmentCollectionNew();\n\
281
- czm_raySegment intersection = czm_intersection(outer, inner);\n\
282
- if (czm_isEmpty(intersection) || (intersection.start == intersection.stop))\n\
283
- {\n\
284
- i.count = 1;\n\
285
- i.intervals[0] = outer;\n\
286
- }\n\
287
- else\n\
288
- {\n\
289
- if ((intersection.start == outer.start) && (intersection.stop == outer.stop))\n\
290
- {\n\
291
- i.count = 0;\n\
292
- }\n\
293
- else if (intersection.start == outer.start)\n\
294
- {\n\
295
- i.count = 1;\n\
296
- i.intervals[0] = czm_raySegment(inner.stop, outer.stop);\n\
297
- }\n\
298
- else if (intersection.stop == outer.stop)\n\
299
- {\n\
300
- i.count = 1;\n\
301
- i.intervals[0] = czm_raySegment(outer.start, inner.start);\n\
302
- }\n\
303
- else\n\
304
- {\n\
305
- i.count = 2;\n\
306
- i.intervals[0] = czm_raySegment(outer.start, inner.start);\n\
307
- i.intervals[1] = czm_raySegment(inner.stop, outer.stop);\n\
308
- }\n\
309
- }\n\
310
- return i;\n\
311
- }\n\
429
+ // This function has ANGLE workarounds: http://code.google.com/p/angleproject/issues/detail?id=185\n\
430
+ \n\
431
+ czm_raySegmentCollection i = czm_raySegmentCollectionNew();\n\
432
+ \n\
433
+ czm_raySegment intersection = czm_intersection(outer, inner);\n\
434
+ \n\
435
+ if (czm_isEmpty(intersection) || (intersection.start == intersection.stop))\n\
436
+ {\n\
437
+ // No intersection, or intersection at an end point; subtraction doesn't change outer.\n\
438
+ i.count = 1;\n\
439
+ i.intervals[0] = outer;\n\
440
+ }\n\
441
+ else\n\
442
+ {\n\
443
+ if ((intersection.start == outer.start) && (intersection.stop == outer.stop))\n\
444
+ {\n\
445
+ // outer and inner are the same interval; subtracting them yields empty intervals.\n\
446
+ i.count = 0;\n\
447
+ }\n\
448
+ else if (intersection.start == outer.start)\n\
449
+ {\n\
450
+ // inner is completely inside outer, and touching the left boundary; subtraction yields one interval\n\
451
+ i.count = 1;\n\
452
+ i.intervals[0] = czm_raySegment(inner.stop, outer.stop);\n\
453
+ }\n\
454
+ else if (intersection.stop == outer.stop)\n\
455
+ {\n\
456
+ // inner is completely inside outer, and touching the right boundary; subtraction yields one interval\n\
457
+ i.count = 1;\n\
458
+ i.intervals[0] = czm_raySegment(outer.start, inner.start);\n\
459
+ }\n\
460
+ else\n\
461
+ {\n\
462
+ // inner is completely inside outer, but not on a boundary; break outer into two intervals\n\
463
+ i.count = 2;\n\
464
+ i.intervals[0] = czm_raySegment(outer.start, inner.start);\n\
465
+ i.intervals[1] = czm_raySegment(inner.stop, outer.stop);\n\
466
+ }\n\
467
+ }\n\
468
+ \n\
469
+ return i;\n\
470
+ }\n\
471
+ \n\
472
+ /**\n\
473
+ * DOC_TBA\n\
474
+ *\n\
475
+ * @name czm_subtraction\n\
476
+ */\n\
312
477
  czm_raySegmentCollection czm_subtraction(czm_raySegmentCollection left, czm_raySegment right)\n\
313
478
  {\n\
314
- if (left.count == 1)\n\
315
- {\n\
316
- czm_raySegmentCollection result = czm_subtraction(left.intervals[0], right);\n\
317
- return result;\n\
318
- }\n\
319
- czm_raySegmentCollection result = czm_raySegmentCollectionNew();\n\
320
- for (int leftIndex = 0; leftIndex < czm_raySegmentCollectionCapacity; ++leftIndex)\n\
321
- {\n\
322
- if (leftIndex < left.count)\n\
323
- {\n\
324
- czm_raySegmentCollection segments = czm_subtraction(left.intervals[leftIndex], right);\n\
325
- if (segments.count != 0)\n\
326
- {\n\
327
- czm_insertAt(result, segments, result.count);\n\
328
- }\n\
329
- }\n\
330
- else\n\
331
- {\n\
332
- break;\n\
333
- }\n\
334
- }\n\
335
- return result;\n\
336
- }\n\
479
+ if (left.count == 1)\n\
480
+ {\n\
481
+ czm_raySegmentCollection result = czm_subtraction(left.intervals[0], right);\n\
482
+ \n\
483
+ return result;\n\
484
+ }\n\
485
+ \n\
486
+ czm_raySegmentCollection result = czm_raySegmentCollectionNew();\n\
487
+ \n\
488
+ for (int leftIndex = 0; leftIndex < czm_raySegmentCollectionCapacity; ++leftIndex)\n\
489
+ {\n\
490
+ if (leftIndex < left.count)\n\
491
+ {\n\
492
+ czm_raySegmentCollection segments = czm_subtraction(left.intervals[leftIndex], right);\n\
493
+ if (segments.count != 0)\n\
494
+ {\n\
495
+ czm_insertAt(result, segments, result.count);\n\
496
+ }\n\
497
+ }\n\
498
+ else\n\
499
+ {\n\
500
+ break;\n\
501
+ }\n\
502
+ }\n\
503
+ \n\
504
+ return result;\n\
505
+ }\n\
506
+ \n\
507
+ /**\n\
508
+ * DOC_TBA\n\
509
+ *\n\
510
+ * @name czm_subtraction\n\
511
+ */\n\
337
512
  czm_raySegmentCollection czm_subtraction(czm_raySegmentCollection left, czm_raySegmentCollection right)\n\
338
513
  {\n\
339
- if (right.count == 1)\n\
340
- {\n\
341
- if (left.count == 1)\n\
342
- {\n\
343
- czm_raySegmentCollection result = czm_subtraction(left.intervals[0], right.intervals[0]);\n\
344
- return result;\n\
345
- }\n\
346
- else\n\
347
- {\n\
348
- czm_raySegmentCollection result = czm_subtraction(left, right.intervals[0]);\n\
349
- return result;\n\
350
- }\n\
351
- }\n\
352
- czm_raySegmentCollection complement = czm_complement(right);\n\
353
- czm_raySegmentCollection result = czm_intersection(left, complement);\n\
354
- return result;\n\
514
+ if (right.count == 1)\n\
515
+ {\n\
516
+ if (left.count == 1)\n\
517
+ {\n\
518
+ czm_raySegmentCollection result = czm_subtraction(left.intervals[0], right.intervals[0]);\n\
519
+ \n\
520
+ return result;\n\
521
+ }\n\
522
+ else\n\
523
+ {\n\
524
+ czm_raySegmentCollection result = czm_subtraction(left, right.intervals[0]);\n\
525
+ \n\
526
+ return result;\n\
527
+ }\n\
528
+ }\n\
529
+ \n\
530
+ // PERFORMANCE TODO: See if these two calls (with separate loop iterations) can be combined into one loop.\n\
531
+ czm_raySegmentCollection complement = czm_complement(right);\n\
532
+ \n\
533
+ czm_raySegmentCollection result = czm_intersection(left, complement);\n\
534
+ \n\
535
+ return result;\n\
355
536
  }\n\
356
537
  ";
357
538
  });