cesium 0.13.2 → 0.14.0
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- data/app/assets/javascripts/Cesium.js +2 -2
- data/app/assets/javascripts/Core/Clock.js +81 -81
- data/app/assets/javascripts/Core/ClockRange.js +5 -3
- data/app/assets/javascripts/Core/ClockStep.js +7 -1
- data/app/assets/javascripts/Core/Event.js +12 -11
- data/app/assets/javascripts/Core/JulianDate.js +16 -0
- data/app/assets/javascripts/DynamicScene/CompositeDynamicObjectCollection.js +1 -1
- data/app/assets/javascripts/DynamicScene/DynamicBillboardVisualizer.js +1 -1
- data/app/assets/javascripts/DynamicScene/DynamicConeVisualizer.js +1 -1
- data/app/assets/javascripts/DynamicScene/DynamicConeVisualizerUsingCustomSensor.js +1 -1
- data/app/assets/javascripts/DynamicScene/DynamicEllipsoidVisualizer.js +1 -1
- data/app/assets/javascripts/DynamicScene/DynamicLabelVisualizer.js +1 -1
- data/app/assets/javascripts/DynamicScene/DynamicPathVisualizer.js +1 -1
- data/app/assets/javascripts/DynamicScene/DynamicPointVisualizer.js +1 -1
- data/app/assets/javascripts/DynamicScene/DynamicPolygonVisualizer.js +1 -1
- data/app/assets/javascripts/DynamicScene/DynamicPolylineVisualizer.js +1 -1
- data/app/assets/javascripts/DynamicScene/DynamicPyramidVisualizer.js +1 -1
- data/app/assets/javascripts/Renderer/ClearCommand.js +1 -1
- data/app/assets/javascripts/Renderer/Context.js +23 -0
- data/app/assets/javascripts/Renderer/DrawCommand.js +1 -1
- data/app/assets/javascripts/Scene/BillboardCollection.js +14 -24
- data/app/assets/javascripts/Scene/EllipsoidPrimitive.js +8 -31
- data/app/assets/javascripts/Scene/PerformanceDisplay.js +13 -4
- data/app/assets/javascripts/Scene/Tile.js +11 -6
- data/app/assets/javascripts/Scene/ViewportQuad.js +21 -36
- data/app/assets/javascripts/Shaders/BillboardCollectionFS.js +15 -11
- data/app/assets/javascripts/Shaders/BillboardCollectionVS.js +47 -27
- data/app/assets/javascripts/Shaders/BuiltinFunctions.js +886 -228
- data/app/assets/javascripts/Shaders/CentralBodyFS.js +173 -40
- data/app/assets/javascripts/Shaders/CentralBodyFSDepth.js +17 -14
- data/app/assets/javascripts/Shaders/CentralBodyFSPole.js +25 -19
- data/app/assets/javascripts/Shaders/CentralBodyVS.js +61 -31
- data/app/assets/javascripts/Shaders/CentralBodyVSDepth.js +5 -4
- data/app/assets/javascripts/Shaders/CentralBodyVSPole.js +9 -7
- data/app/assets/javascripts/Shaders/ComplexConicSensorVolumeFS.js +392 -299
- data/app/assets/javascripts/Shaders/ComplexConicSensorVolumeVS.js +12 -8
- data/app/assets/javascripts/Shaders/ConstructiveSolidGeometry.js +836 -530
- data/app/assets/javascripts/Shaders/CustomSensorVolumeFS.js +95 -58
- data/app/assets/javascripts/Shaders/CustomSensorVolumeVS.js +7 -6
- data/app/assets/javascripts/Shaders/EllipsoidFS.js +34 -26
- data/app/assets/javascripts/Shaders/EllipsoidVS.js +21 -5
- data/app/assets/javascripts/Shaders/Materials/AsphaltMaterial.js +19 -11
- data/app/assets/javascripts/Shaders/Materials/BlobMaterial.js +13 -9
- data/app/assets/javascripts/Shaders/Materials/BrickMaterial.js +33 -22
- data/app/assets/javascripts/Shaders/Materials/BumpMapMaterial.js +24 -17
- data/app/assets/javascripts/Shaders/Materials/CementMaterial.js +14 -10
- data/app/assets/javascripts/Shaders/Materials/CheckerboardMaterial.js +32 -20
- data/app/assets/javascripts/Shaders/Materials/DotMaterial.js +11 -6
- data/app/assets/javascripts/Shaders/Materials/ErosionMaterial.js +18 -13
- data/app/assets/javascripts/Shaders/Materials/FacetMaterial.js +12 -7
- data/app/assets/javascripts/Shaders/Materials/FresnelMaterial.js +9 -6
- data/app/assets/javascripts/Shaders/Materials/GrassMaterial.js +23 -16
- data/app/assets/javascripts/Shaders/Materials/NormalMapMaterial.js +14 -11
- data/app/assets/javascripts/Shaders/Materials/ReflectionMaterial.js +10 -8
- data/app/assets/javascripts/Shaders/Materials/RefractionMaterial.js +10 -8
- data/app/assets/javascripts/Shaders/Materials/RimLightingMaterial.js +12 -7
- data/app/assets/javascripts/Shaders/Materials/StripeMaterial.js +21 -12
- data/app/assets/javascripts/Shaders/Materials/TieDyeMaterial.js +11 -7
- data/app/assets/javascripts/Shaders/Materials/Water.js +46 -45
- data/app/assets/javascripts/Shaders/Materials/WoodMaterial.js +29 -19
- data/app/assets/javascripts/Shaders/Noise.js +408 -173
- data/app/assets/javascripts/Shaders/PolygonFS.js +20 -10
- data/app/assets/javascripts/Shaders/PolygonFSPick.js +3 -3
- data/app/assets/javascripts/Shaders/PolygonVS.js +27 -22
- data/app/assets/javascripts/Shaders/PolygonVSPick.js +23 -19
- data/app/assets/javascripts/Shaders/PolylineFS.js +3 -3
- data/app/assets/javascripts/Shaders/PolylineVS.js +24 -19
- data/app/assets/javascripts/Shaders/Ray.js +496 -315
- data/app/assets/javascripts/Shaders/ReprojectWebMercatorFS.js +16 -6
- data/app/assets/javascripts/Shaders/ReprojectWebMercatorVS.js +5 -2
- data/app/assets/javascripts/Shaders/SensorVolume.js +32 -15
- data/app/assets/javascripts/Shaders/SkyAtmosphereFS.js +61 -16
- data/app/assets/javascripts/Shaders/SkyAtmosphereVS.js +106 -53
- data/app/assets/javascripts/Shaders/SkyBoxFS.js +4 -2
- data/app/assets/javascripts/Shaders/SkyBoxVS.js +5 -3
- data/app/assets/javascripts/Shaders/ViewportQuadFS.js +14 -10
- data/app/assets/javascripts/Shaders/ViewportQuadVS.js +6 -5
- data/app/assets/javascripts/ThirdParty/knockout.js +88 -0
- data/app/assets/javascripts/Widgets/Animation/Animation.css +141 -0
- data/app/assets/javascripts/Widgets/Animation/Animation.js +944 -0
- data/app/assets/javascripts/Widgets/Animation/AnimationViewModel.js +503 -0
- data/app/assets/javascripts/Widgets/Animation/darker.css +69 -0
- data/app/assets/javascripts/Widgets/ClockViewModel.js +167 -0
- data/app/assets/javascripts/Widgets/Command.js +33 -0
- data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.css +54 -77
- data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.html +6 -27
- data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.js +124 -187
- data/app/assets/javascripts/Widgets/Fullscreen/FullscreenViewModel.js +88 -0
- data/app/assets/javascripts/Widgets/Fullscreen/FullscreenWidget.css +16 -0
- data/app/assets/javascripts/Widgets/Fullscreen/FullscreenWidget.js +50 -0
- data/app/assets/javascripts/Widgets/Fullscreen/darker.css +14 -0
- data/app/assets/javascripts/Widgets/Images/enterFullscreen-darker.svg +18 -0
- data/app/assets/javascripts/Widgets/Images/enterFullscreen.svg +18 -0
- data/app/assets/javascripts/Widgets/Images/exitFullscreen-darker.svg +18 -0
- data/app/assets/javascripts/Widgets/Images/exitFullscreen.svg +18 -0
- data/app/assets/javascripts/Widgets/Observable.js +29 -0
- data/app/assets/javascripts/Widgets/{Timeline.css → Timeline/Timeline.css} +18 -21
- data/app/assets/javascripts/Widgets/{Timeline.js → Timeline/Timeline.js} +12 -7
- data/app/assets/javascripts/Widgets/{TimelineHighlightRange.js → Timeline/TimelineHighlightRange.js} +0 -0
- data/app/assets/javascripts/Widgets/{TimelineTrack.js → Timeline/TimelineTrack.js} +1 -1
- data/app/assets/javascripts/Widgets/Timeline/darker.css +20 -0
- data/app/assets/javascripts/Widgets/ToggleButtonViewModel.js +40 -0
- data/app/assets/javascripts/Widgets/createCommand.js +41 -0
- data/lib/cesium/version.rb +1 -1
- data/test/dummy/log/development.log +3300 -0
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- data/test/dummy/tmp/pids/server.pid +1 -1
- metadata +33 -15
- data/app/assets/javascripts/Core/AnimationController.js +0 -148
- data/app/assets/javascripts/Scene/ImageryProviderError.js +0 -149
- data/app/assets/javascripts/Widgets/Dojo/TimelineWidget.css +0 -1
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- data/app/assets/javascripts/Widgets/Images/animationBar.png +0 -0
- data/app/assets/javascripts/Workers/createVerticesFromExtent.js +0 -24
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vec4 sensorVertexMC = vec4(0.0, 0.0, 0.0, 1.0);\n\
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v_sensorVertexEC = (czm_modelView * sensorVertexMC).xyz;\n\
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*\n\
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* @name czm_quadraticRoots\n\
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* @glslStruct\n\
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*/\n\
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struct czm_quadraticRoots\n\
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{\n\
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int numberOfRoots;\n\
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float root0;\n\
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float root1;\n\
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int numberOfRoots;\n\
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float root0;\n\
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float root1;\n\
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\n\
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/**\n\
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* Computes the real-valued roots of the 2nd order polynomial function of one variable with only real coefficients.\n\
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*\n\
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* @name czm_quadraticRealPolynomialRealRoots\n\
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* @glslFunction\n\
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*\n\
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* @param {float} a The coefficient of the 2nd order monomial.\n\
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* @param {float} c The coefficient of the 0th order monomial.\n\
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* \n\
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* @returns {czm_quadraticRoots} Zero, one, or two real-valued roots.\n\
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* \n\
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* @example\n\
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* czm_quadraticRoots r = czm_quadraticRealPolynomialRealRoots(2.0, -4.0, -6.0); // 2(x + 1)(x - 3)\n\
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* // The result is r.numberOfRoots = 2, r.root0 = -1.0, and r.root1 = 3.0.\n\
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*/\n\
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czm_quadraticRoots czm_quadraticRealPolynomialRealRoots(float a, float b, float c)\n\
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else\n\
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// This function's return statements have an ANGLE workaround: http://code.google.com/p/angleproject/issues/detail?id=185\n\
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\n\
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const float tolerance = czm_epsilon7;\n\
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\n\
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if (a == 0.0)\n\
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{\n\
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if (b == 0.0)\n\
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{\n\
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// Constant function: c = 0. No real polynomial roots possible.\n\
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czm_quadraticRoots r = czm_quadraticRoots(0, 0.0, 0.0);\n\
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return r;\n\
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}\n\
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else\n\
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{\n\
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// Linear function: b * x + c = 0.\n\
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czm_quadraticRoots r = czm_quadraticRoots(1, -c / b, 0.0);\n\
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return r; \n\
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}\n\
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}\n\
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else if (b == 0.0)\n\
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{\n\
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if (c == 0.0)\n\
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{\n\
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// 2nd order monomial: a * x^2 = 0.\n\
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czm_quadraticRoots r = czm_quadraticRoots(2, 0.0, 0.0);\n\
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return r;\n\
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}\n\
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else\n\
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{\n\
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float cMagnitude = abs(c);\n\
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float aMagnitude = abs(a);\n\
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\n\
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if ((cMagnitude < aMagnitude) && (cMagnitude / aMagnitude < tolerance)) // c ~= 0.0.\n\
|
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{\n\
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// 2nd order monomial: a * x^2 = 0.\n\
|
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czm_quadraticRoots r = czm_quadraticRoots(2, 0.0, 0.0);\n\
|
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return r;\n\
|
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}\n\
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else if ((cMagnitude > aMagnitude) && (aMagnitude / cMagnitude < tolerance)) // a ~= 0.0.\n\
|
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{\n\
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// Constant function: c = 0.\n\
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czm_quadraticRoots r = czm_quadraticRoots(0, 0.0, 0.0);\n\
|
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return r;\n\
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}\n\
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else\n\
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{\n\
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// a * x^2 + c = 0\n\
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float ratio = -c / a;\n\
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\n\
|
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if (ratio < 0.0)\n\
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{\n\
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// Both roots are complex.\n\
|
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czm_quadraticRoots r = czm_quadraticRoots(0, 0.0, 0.0);\n\
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|
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return r;\n\
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}\n\
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else\n\
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{\n\
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// Both roots are real.\n\
|
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float root = sqrt(ratio);\n\
|
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|
+
\n\
|
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|
+
// Return them in ascending order.\n\
|
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|
+
czm_quadraticRoots r = czm_quadraticRoots(2, -root, root);\n\
|
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|
+
return r;\n\
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+
}\n\
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}\n\
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}\n\
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}\n\
|
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else if (c == 0.0)\n\
|
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|
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{\n\
|
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|
+
// a * x^2 + b * x = 0\n\
|
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|
+
float ratio = -b / a;\n\
|
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\n\
|
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|
+
// Return them in ascending order.\n\
|
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|
+
if (ratio < 0.0)\n\
|
123
|
+
{\n\
|
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|
+
czm_quadraticRoots r = czm_quadraticRoots(2, ratio, 0.0);\n\
|
125
|
+
return r; \n\
|
126
|
+
}\n\
|
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|
+
else\n\
|
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|
+
{\n\
|
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|
+
czm_quadraticRoots r = czm_quadraticRoots(2, 0.0, ratio);\n\
|
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|
+
return r;\n\
|
131
|
+
}\n\
|
132
|
+
}\n\
|
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|
+
else\n\
|
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|
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{\n\
|
135
|
+
// a * x^2 + b * x + c = 0\n\
|
136
|
+
float b2 = b * b;\n\
|
137
|
+
float four_ac = 4.0 * a * c;\n\
|
138
|
+
float radicand = _czm_addWithCancellationCheck(b2, -four_ac, tolerance);\n\
|
139
|
+
\n\
|
140
|
+
if (radicand < 0.0)\n\
|
141
|
+
{\n\
|
142
|
+
// Both roots are complex.\n\
|
143
|
+
czm_quadraticRoots r = czm_quadraticRoots(0, 0.0, 0.0);\n\
|
144
|
+
return r;\n\
|
145
|
+
}\n\
|
146
|
+
else\n\
|
147
|
+
{\n\
|
148
|
+
// Both roots are real.\n\
|
149
|
+
float q = -0.5 * _czm_addWithCancellationCheck(b, sign(b) * sqrt(radicand), tolerance);\n\
|
150
|
+
\n\
|
151
|
+
// Return them in ascending order.\n\
|
152
|
+
if (b > 0.0)\n\
|
153
|
+
{\n\
|
154
|
+
// q < 0.0\n\
|
155
|
+
czm_quadraticRoots r = czm_quadraticRoots(2, q / a, c / q);\n\
|
156
|
+
return r; \n\
|
157
|
+
}\n\
|
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|
+
else\n\
|
159
|
+
{\n\
|
160
|
+
// q > 0.0\n\
|
161
|
+
czm_quadraticRoots r = czm_quadraticRoots(2, c / q, q / a);\n\
|
162
|
+
return r; \n\
|
163
|
+
}\n\
|
164
|
+
}\n\
|
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|
+
}\n\
|
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|
+
}\n\
|
167
|
+
\n\
|
168
|
+
///////////////////////////////////////////////////////////////////////////////\n\
|
169
|
+
\n\
|
170
|
+
/**\n\
|
171
|
+
* DOC_TBA\n\
|
172
|
+
*\n\
|
173
|
+
* @name czm_sphere\n\
|
174
|
+
* @glslStruct\n\
|
175
|
+
*/\n\
|
117
176
|
struct czm_sphere\n\
|
118
177
|
{\n\
|
119
|
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vec3 center;\n\
|
120
|
-
float radius;\n\
|
178
|
+
vec3 center;\n\
|
179
|
+
float radius;\n\
|
121
180
|
};\n\
|
181
|
+
\n\
|
182
|
+
/**\n\
|
183
|
+
* DOC_TBA\n\
|
184
|
+
*\n\
|
185
|
+
* @name czm_raySphereIntersectionInterval\n\
|
186
|
+
* @glslFunction\n\
|
187
|
+
*\n\
|
188
|
+
* @see czm_sphereNormal\n\
|
189
|
+
*/\n\
|
122
190
|
czm_raySegment czm_raySphereIntersectionInterval(czm_ray ray, czm_sphere sphere)\n\
|
123
191
|
{\n\
|
124
|
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|
125
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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float
|
134
|
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float
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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return
|
148
|
-
}\n\
|
149
|
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|
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|
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162
|
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|
163
|
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|
192
|
+
// From Real-Time Rendering, Section 16.6.2, Optimized Ray/Sphere Intersection Solution, Page 741\n\
|
193
|
+
\n\
|
194
|
+
// This function's return statements have an ANGLE workaround: http://code.google.com/p/angleproject/issues/detail?id=185\n\
|
195
|
+
\n\
|
196
|
+
// PERFORMANCE_IDEA: A more optimized but less friendly function could take radius squared directly, \n\
|
197
|
+
// assume a center or origin of zero, etc.\n\
|
198
|
+
\n\
|
199
|
+
vec3 l = sphere.center - ray.origin;\n\
|
200
|
+
float s = dot(l, ray.direction);\n\
|
201
|
+
float l2 = dot(l, l);\n\
|
202
|
+
float r2 = sphere.radius * sphere.radius;\n\
|
203
|
+
\n\
|
204
|
+
if ((s < 0.0) // Looking away from sphere.\n\
|
205
|
+
&& (l2 > r2)) // Outside of sphere.\n\
|
206
|
+
{\n\
|
207
|
+
return czm_emptyRaySegment; // ray does not intersect (at least not along the indicated direction).\n\
|
208
|
+
}\n\
|
209
|
+
\n\
|
210
|
+
float s2 = s * s;\n\
|
211
|
+
float m2 = l2 - s2;\n\
|
212
|
+
\n\
|
213
|
+
if (m2 > r2) // Discriminant is negative, yielding only imaginary roots.\n\
|
214
|
+
{\n\
|
215
|
+
return czm_emptyRaySegment; // ray does not intersect.\n\
|
216
|
+
}\n\
|
217
|
+
\n\
|
218
|
+
float q = sqrt(r2 - m2);\n\
|
219
|
+
\n\
|
220
|
+
if (czm_equalsEpsilon(q, 0.0)) // Discriminant is zero, yielding a double root.\n\
|
221
|
+
{\n\
|
222
|
+
return czm_raySegment(s, s); // ray is tangent.\n\
|
223
|
+
}\n\
|
224
|
+
\n\
|
225
|
+
if (l2 > r2) // Outside of sphere.\n\
|
226
|
+
{\n\
|
227
|
+
czm_raySegment i = czm_raySegment(s - q, s + q);\n\
|
228
|
+
return i;\n\
|
229
|
+
}\n\
|
230
|
+
else if (l2 < r2) // Inside of sphere.\n\
|
231
|
+
{\n\
|
232
|
+
czm_raySegment i = czm_raySegment(0.0, s + q);\n\
|
233
|
+
return i;\n\
|
234
|
+
}\n\
|
235
|
+
else if (s > 0.0) // On sphere and looking inward.\n\
|
236
|
+
{\n\
|
237
|
+
czm_raySegment i = czm_raySegment(0.0, s + q);\n\
|
238
|
+
return i;\n\
|
239
|
+
}\n\
|
240
|
+
else // On sphere and looking outward or tangent.\n\
|
241
|
+
{\n\
|
242
|
+
return czm_emptyRaySegment;\n\
|
243
|
+
}\n\
|
244
|
+
}\n\
|
245
|
+
\n\
|
246
|
+
/**\n\
|
247
|
+
* DOC_TBA\n\
|
248
|
+
*\n\
|
249
|
+
* @name czm_sphereNormal\n\
|
250
|
+
* @glslFunction\n\
|
251
|
+
*\n\
|
252
|
+
* @see czm_raySphereIntersectionInterval \n\
|
253
|
+
* @see czm_pointAlongRay\n\
|
254
|
+
*/\n\
|
164
255
|
vec3 czm_sphereNormal(czm_sphere sphere, vec3 pointOnSphere)\n\
|
165
256
|
{\n\
|
166
|
-
return normalize(pointOnSphere - sphere.center);\n\
|
167
|
-
}\n\
|
257
|
+
return normalize(pointOnSphere - sphere.center);\n\
|
258
|
+
}\n\
|
259
|
+
\n\
|
260
|
+
///////////////////////////////////////////////////////////////////////////////\n\
|
261
|
+
\n\
|
262
|
+
/**\n\
|
263
|
+
* DOC_TBA\n\
|
264
|
+
*\n\
|
265
|
+
* @name czm_cone\n\
|
266
|
+
* @glslStruct\n\
|
267
|
+
*/\n\
|
168
268
|
struct czm_cone\n\
|
169
269
|
{\n\
|
170
|
-
vec3 vertex;\n\
|
171
|
-
vec3 axis
|
172
|
-
float halfAperture
|
173
|
-
|
174
|
-
float
|
175
|
-
float
|
176
|
-
float
|
177
|
-
|
270
|
+
vec3 vertex;\n\
|
271
|
+
vec3 axis; // Unit-length direction vector\n\
|
272
|
+
float halfAperture; // Measured from the cone axis to the cone wall\n\
|
273
|
+
// PERFORMANCE_IDEA: Make sure all of these are used...\n\
|
274
|
+
float cosineOfHalfAperture;\n\
|
275
|
+
float cosineSquaredOfHalfAperture;\n\
|
276
|
+
float sineOfHalfAperture;\n\
|
277
|
+
float sineSquaredOfHalfAperture;\n\
|
278
|
+
mat3 intersectionMatrix;\n\
|
178
279
|
};\n\
|
280
|
+
\n\
|
179
281
|
czm_cone czm_coneNew(vec3 vertex, vec3 axis, float halfAperture)\n\
|
180
282
|
{\n\
|
181
|
-
float cosineOfHalfAperture = cos(halfAperture);\n\
|
182
|
-
float cosineSquaredOfHalfAperture = cosineOfHalfAperture * cosineOfHalfAperture;\n\
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float sineOfHalfAperture = sin(halfAperture);\n\
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float sineSquaredOfHalfAperture = sineOfHalfAperture * sineOfHalfAperture;\n\
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float cosineOfHalfAperture = cos(halfAperture);\n\
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float cosineSquaredOfHalfAperture = cosineOfHalfAperture * cosineOfHalfAperture;\n\
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float sineOfHalfAperture = sin(halfAperture);\n\
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float sineSquaredOfHalfAperture = sineOfHalfAperture * sineOfHalfAperture;\n\
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\n\
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float x2 = axis.x * axis.x;\n\
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float y2 = axis.y * axis.y;\n\
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float z2 = axis.z * axis.z;\n\
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float xy = axis.x * axis.y;\n\
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float yz = axis.y * axis.z;\n\
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float zx = axis.z * axis.x;\n\
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// This is a symmetric matrix.\n\
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mat3 intersectionMatrix = mat3(\n\
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cosineSquaredOfHalfAperture - x2, -xy, -zx,\n\
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-xy, cosineSquaredOfHalfAperture - y2, -yz,\n\
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-zx, -yz, cosineSquaredOfHalfAperture - z2); \n\
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czm_cone temp = czm_cone(vertex, axis, halfAperture,\n\
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cosineOfHalfAperture, cosineSquaredOfHalfAperture,\n\
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sineOfHalfAperture, sineSquaredOfHalfAperture, intersectionMatrix);\n\
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return temp;\n\
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}\n\
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\n\
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/**\n\
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* Determines if a point is in, or on the boundary, of an infinite cone.\n\
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*\n\
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*\n\
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*\n\
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*\n\
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* @example\n\
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* czm_cone cone = czm_coneNew(vec3(0.0), vec3(0.0, 0.0, 1.0), radians(45.0)); // vertex, axis, halfAperture\n\
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* vec3 point = vec3(1.0, 0.0, 0.0);\n\
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* bool b = czm_coneContainsPoint(cone, point)); // false\n\
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*/\n\
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bool czm_coneContainsPoint(czm_cone cone, vec3 point)\n\
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return (dot(n, cone.axis) >= cone.cosineOfHalfAperture);\n\
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bool _czm_rayIntersectsReflectedCone(czm_ray ray, czm_cone cone, float time, float cosine)\n\
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vec3 s = ray.origin + (time * ray.direction) - cone.vertex
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float c = dot(sUnit, cone.axis);\n\
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vec3 s = ray.origin + (time * ray.direction) - cone.vertex; // The vector from the origin is at (vertex + s)\n\
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vec3 sUnit = normalize(s);\n\
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float c = dot(sUnit, cone.axis);\n\
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\n\
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return (sign(c) != sign(cosine));\n\
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}\n\
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\n\
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/**\n\
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* DOC_TBA\n\
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*\n\
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* @name czm_rayConeIntersectionInterval\n\
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* @glslFunction\n\
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*\n\
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* @see czm_coneNormal\n\
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* @see czm_coneContainsPoint\n\
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*/\n\
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czm_raySegmentCollection czm_rayConeIntersectionInterval(czm_ray ray, czm_cone cone)\n\
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return czm_raySegmentCollectionNew(
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if (
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else\n\
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czm_raySegment i = czm_raySegment(m * second
|
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|
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return czm_raySegmentCollectionNew(i);\n\
|
343
|
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}\n\
|
344
|
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else\n\
|
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{\n\
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}\n\
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}\n\
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else\n\
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{\n\
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if (
|
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{\n\
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}\n\
|
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|
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|
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{\n\
|
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|
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388
|
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389
|
-
|
390
|
-
|
391
|
-
czm_raySegment i = czm_raySegment(0.0,
|
392
|
-
return czm_raySegmentCollectionNew(i);\n\
|
393
|
-
}\n\
|
394
|
-
|
395
|
-
|
396
|
-
|
397
|
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|
398
|
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|
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|
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400
|
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|
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|
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|
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|
404
|
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405
|
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406
|
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407
|
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408
|
-
}\n\
|
409
|
-
|
410
|
-
|
411
|
-
|
412
|
-
|
413
|
-
|
414
|
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415
|
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|
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417
|
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418
|
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|
419
|
-
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420
|
-
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421
|
-
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422
|
-
|
423
|
-
|
424
|
-
|
425
|
-
|
351
|
+
vec3 temp = ray.origin - cone.vertex;\n\
|
352
|
+
\n\
|
353
|
+
float t2 = dot(temp, temp);\n\
|
354
|
+
\n\
|
355
|
+
float cosineNu = dot(ray.direction, cone.axis);\n\
|
356
|
+
\n\
|
357
|
+
if (t2 == 0.0) // At vertex.\n\
|
358
|
+
{\n\
|
359
|
+
if (cosineNu >= cone.cosineOfHalfAperture) // Looking inward or along surface.\n\
|
360
|
+
{\n\
|
361
|
+
return czm_raySegmentCollectionNew(czm_fullRaySegment);\n\
|
362
|
+
}\n\
|
363
|
+
else // Looking outward.\n\
|
364
|
+
{\n\
|
365
|
+
return czm_raySegmentCollectionNew();\n\
|
366
|
+
}\n\
|
367
|
+
}\n\
|
368
|
+
else // Not at vertex\n\
|
369
|
+
{\n\
|
370
|
+
float projection = dot(normalize(temp), cone.axis);\n\
|
371
|
+
\n\
|
372
|
+
if (projection == cone.cosineOfHalfAperture) // On surface.\n\
|
373
|
+
{\n\
|
374
|
+
vec3 u = ray.direction;\n\
|
375
|
+
\n\
|
376
|
+
mat3 crossProductMatrix = mat3(0.0, -u.z, u.y,\n\
|
377
|
+
u.z, 0.0, -u.x,\n\
|
378
|
+
-u.y, u.x, 0.0);\n\
|
379
|
+
if (length(crossProductMatrix * temp) == 0.0) // Looking along surface.\n\
|
380
|
+
{\n\
|
381
|
+
if (dot(temp, u) > 0.0) // Looking away from vertex.\n\
|
382
|
+
{\n\
|
383
|
+
return czm_raySegmentCollectionNew(czm_fullRaySegment);\n\
|
384
|
+
}\n\
|
385
|
+
else // Looking toward vertex.\n\
|
386
|
+
{\n\
|
387
|
+
czm_raySegment i = czm_raySegment(0.0, length(temp));\n\
|
388
|
+
return czm_raySegmentCollectionNew(i);\n\
|
389
|
+
}\n\
|
390
|
+
}\n\
|
391
|
+
else // Looking tangent at surface.\n\
|
392
|
+
{\n\
|
393
|
+
return czm_raySegmentCollectionNew();\n\
|
394
|
+
}\n\
|
395
|
+
}\n\
|
396
|
+
else // Not on surface\n\
|
397
|
+
{\n\
|
398
|
+
vec3 t = normalize(temp);\n\
|
399
|
+
\n\
|
400
|
+
float cosineAlpha2 = cone.cosineOfHalfAperture * cone.cosineOfHalfAperture;\n\
|
401
|
+
\n\
|
402
|
+
float cosineTau = dot(t, cone.axis);\n\
|
403
|
+
float cosineDelta = dot(t, ray.direction);\n\
|
404
|
+
\n\
|
405
|
+
float cosineNu2 = cosineNu * cosineNu;\n\
|
406
|
+
float cosineTau2 = cosineTau * cosineTau;\n\
|
407
|
+
\n\
|
408
|
+
float stuff = cosineTau * cosineNu;\n\
|
409
|
+
\n\
|
410
|
+
float positiveTerm = cosineNu2 + cosineTau2;\n\
|
411
|
+
float negativeTerm = (cosineDelta * cosineDelta - 1.0) * cosineAlpha2;\n\
|
412
|
+
float signedTerm = -2.0 * stuff * cosineDelta;\n\
|
413
|
+
\n\
|
414
|
+
if (signedTerm > 0.0)\n\
|
415
|
+
{\n\
|
416
|
+
positiveTerm = positiveTerm + signedTerm;\n\
|
417
|
+
}\n\
|
418
|
+
else if (signedTerm < 0.0)\n\
|
419
|
+
{\n\
|
420
|
+
negativeTerm = negativeTerm + signedTerm;\n\
|
421
|
+
}\n\
|
422
|
+
\n\
|
423
|
+
float d = 4.0 * cosineAlpha2 * (positiveTerm + negativeTerm);\n\
|
424
|
+
\n\
|
425
|
+
if (d < 0.0) // Imaginary roots. No intersections.\n\
|
426
|
+
{\n\
|
427
|
+
if (cone.cosineOfHalfAperture < 0.0) // Obtuse cone.\n\
|
428
|
+
{\n\
|
429
|
+
return czm_raySegmentCollectionNew(czm_fullRaySegment);\n\
|
430
|
+
}\n\
|
431
|
+
else // Acute cone.\n\
|
432
|
+
{\n\
|
433
|
+
return czm_raySegmentCollectionNew();\n\
|
434
|
+
}\n\
|
435
|
+
}\n\
|
436
|
+
else if (d > 0.0) // Distinct real roots. Two intersections.\n\
|
437
|
+
{\n\
|
438
|
+
float a = cosineNu2 - cosineAlpha2;\n\
|
439
|
+
float c = cosineTau2 - cosineAlpha2;\n\
|
440
|
+
float b = 2.0 * (stuff - cosineDelta * cosineAlpha2);\n\
|
441
|
+
\n\
|
442
|
+
float s = (b == 0.0) ? 1.0 : sign(b);\n\
|
443
|
+
float q = -(b + s * sqrt(d)) / 2.0;\n\
|
444
|
+
\n\
|
445
|
+
float first = q / a;\n\
|
446
|
+
float second = c / q;\n\
|
447
|
+
if (second < first)\n\
|
448
|
+
{\n\
|
449
|
+
float thing = first;\n\
|
450
|
+
first = second;\n\
|
451
|
+
second = thing;\n\
|
452
|
+
}\n\
|
453
|
+
\n\
|
454
|
+
// Check roots to ensure that they are non-negative and intersect the desired nape of the cone.\n\
|
455
|
+
bool firstTest = (first >= 0.0) && !(sign(dot(t + first * ray.direction, cone.axis)) == -sign(cone.cosineOfHalfAperture));\n\
|
456
|
+
bool secondTest = (second >= 0.0) && !(sign(dot(t + second * ray.direction, cone.axis)) == -sign(cone.cosineOfHalfAperture));\n\
|
457
|
+
\n\
|
458
|
+
float m = sqrt(t2);\n\
|
459
|
+
\n\
|
460
|
+
if (cosineTau > cone.cosineOfHalfAperture) // Inside cone.\n\
|
461
|
+
{\n\
|
462
|
+
if (firstTest && secondTest)\n\
|
463
|
+
{\n\
|
464
|
+
// Ray starts inside cone and exits; then enters and never exits.\n\
|
465
|
+
czm_raySegment one = czm_raySegment(0.0, m * first);\n\
|
466
|
+
czm_raySegment two = czm_raySegment(m * second, czm_infinity);\n\
|
467
|
+
return czm_raySegmentCollectionNew(one, two);\n\
|
468
|
+
}\n\
|
469
|
+
else if (firstTest)\n\
|
470
|
+
{\n\
|
471
|
+
// Ray starts inside cone and exits.\n\
|
472
|
+
czm_raySegment i = czm_raySegment(0.0, m * first);\n\
|
473
|
+
return czm_raySegmentCollectionNew(i);\n\
|
474
|
+
}\n\
|
475
|
+
else if (secondTest)\n\
|
476
|
+
{\n\
|
477
|
+
// Ray starts inside cone and exits.\n\
|
478
|
+
czm_raySegment i = czm_raySegment(0.0, m * second);\n\
|
479
|
+
return czm_raySegmentCollectionNew(i);\n\
|
480
|
+
}\n\
|
481
|
+
else\n\
|
482
|
+
{\n\
|
483
|
+
// Ray starts inside cone and never exits.\n\
|
484
|
+
return czm_raySegmentCollectionNew(czm_fullRaySegment);\n\
|
485
|
+
}\n\
|
486
|
+
}\n\
|
487
|
+
else\n\
|
488
|
+
{\n\
|
489
|
+
if (firstTest && secondTest)\n\
|
490
|
+
{\n\
|
491
|
+
// Ray enters and exits.\n\
|
492
|
+
czm_raySegment i = czm_raySegment(m * first, m * second);\n\
|
493
|
+
return czm_raySegmentCollectionNew(i);\n\
|
494
|
+
}\n\
|
495
|
+
else if (firstTest)\n\
|
496
|
+
{\n\
|
497
|
+
// Ray enters and never exits.\n\
|
498
|
+
czm_raySegment i = czm_raySegment(m * first, czm_infinity);\n\
|
499
|
+
return czm_raySegmentCollectionNew(i);\n\
|
500
|
+
}\n\
|
501
|
+
else if (secondTest)\n\
|
502
|
+
{\n\
|
503
|
+
// Ray enters and never exits.\n\
|
504
|
+
czm_raySegment i = czm_raySegment(m * second, czm_infinity);\n\
|
505
|
+
return czm_raySegmentCollectionNew(i);\n\
|
506
|
+
}\n\
|
507
|
+
else\n\
|
508
|
+
{\n\
|
509
|
+
// Ray never enters.\n\
|
510
|
+
return czm_raySegmentCollectionNew();\n\
|
511
|
+
}\n\
|
512
|
+
}\n\
|
513
|
+
}\n\
|
514
|
+
else // (d == 0.0) Repeated real roots. Two intersections.\n\
|
515
|
+
{\n\
|
516
|
+
if (cone.cosineOfHalfAperture == 0.0) // Planar cone.\n\
|
517
|
+
{\n\
|
518
|
+
if (cosineTau >= 0.0) // Inside or on surface.\n\
|
519
|
+
{\n\
|
520
|
+
if (cosineNu >= 0.0) // Looking inward or tangent.\n\
|
521
|
+
{\n\
|
522
|
+
// Ray starts inside cone and never exits.\n\
|
523
|
+
return czm_raySegmentCollectionNew(czm_fullRaySegment);\n\
|
524
|
+
}\n\
|
525
|
+
else\n\
|
526
|
+
{\n\
|
527
|
+
// Ray starts inside cone and intersects.\n\
|
528
|
+
czm_raySegment i = czm_raySegment(0.0, -sqrt(t2) * cosineTau / cosineNu);\n\
|
529
|
+
return czm_raySegmentCollectionNew(i);\n\
|
530
|
+
}\n\
|
531
|
+
}\n\
|
532
|
+
else // Outside.\n\
|
533
|
+
{\n\
|
534
|
+
if (cosineNu <= 0.0) // Looking outward or tangent.\n\
|
535
|
+
{\n\
|
536
|
+
// Ray starts outside cone and never enters.\n\
|
537
|
+
return czm_raySegmentCollectionNew();\n\
|
538
|
+
}\n\
|
539
|
+
else\n\
|
540
|
+
{\n\
|
541
|
+
// Ray starts outside cone and intersects.\n\
|
542
|
+
czm_raySegment i = czm_raySegment(-sqrt(t2) * cosineTau / cosineNu, czm_infinity);\n\
|
543
|
+
return czm_raySegmentCollectionNew(i);\n\
|
544
|
+
}\n\
|
545
|
+
}\n\
|
546
|
+
}\n\
|
547
|
+
else\n\
|
548
|
+
{\n\
|
549
|
+
float a = cosineNu2 - cosineAlpha2;\n\
|
550
|
+
float c = cosineTau2 - cosineAlpha2;\n\
|
551
|
+
float b = 2.0 * (stuff - cosineDelta * cosineAlpha2);\n\
|
552
|
+
\n\
|
553
|
+
float root = (a == 0.0) ? -sign(b) * czm_infinity : (-sign(b) / sign(a)) * sqrt(c / a);\n\
|
554
|
+
\n\
|
555
|
+
// Check roots to ensure that they are non-negative and intersect the desired nape of the cone.\n\
|
556
|
+
bool rootTest = (root >= 0.0) && !(sign(dot(t + root * ray.direction, cone.axis)) == -sign(cone.cosineOfHalfAperture));\n\
|
557
|
+
\n\
|
558
|
+
float m = sqrt(t2);\n\
|
559
|
+
\n\
|
560
|
+
if (cosineTau > cone.cosineOfHalfAperture) // Inside cone.\n\
|
561
|
+
{\n\
|
562
|
+
if (rootTest)\n\
|
563
|
+
{\n\
|
564
|
+
// Ray starts inside cone and exits or becomes tangent.\n\
|
565
|
+
czm_raySegment i = czm_raySegment(0.0, m * root);\n\
|
566
|
+
return czm_raySegmentCollectionNew(i);\n\
|
567
|
+
}\n\
|
568
|
+
else\n\
|
569
|
+
{\n\
|
570
|
+
// Ray starts inside cone and never exits.\n\
|
571
|
+
return czm_raySegmentCollectionNew(czm_fullRaySegment);\n\
|
572
|
+
}\n\
|
573
|
+
}\n\
|
574
|
+
else\n\
|
575
|
+
{\n\
|
576
|
+
if (rootTest)\n\
|
577
|
+
{\n\
|
578
|
+
if (c < 0.0) // Outside both napes of the cone.\n\
|
579
|
+
{\n\
|
580
|
+
// Ray starts outside cone and becomes tangent.\n\
|
581
|
+
float thing = m * root;\n\
|
582
|
+
czm_raySegment i = czm_raySegment(thing, thing);\n\
|
583
|
+
return czm_raySegmentCollectionNew(i);\n\
|
584
|
+
}\n\
|
585
|
+
else\n\
|
586
|
+
{\n\
|
587
|
+
// Ray starts outside cone and enters at vertex.\n\
|
588
|
+
float thing = m * root;\n\
|
589
|
+
czm_raySegment i = czm_raySegment(thing, czm_infinity);\n\
|
590
|
+
return czm_raySegmentCollectionNew(i);\n\
|
591
|
+
}\n\
|
592
|
+
}\n\
|
593
|
+
else\n\
|
594
|
+
{\n\
|
595
|
+
// Ray never enters.\n\
|
596
|
+
return czm_raySegmentCollectionNew();\n\
|
597
|
+
}\n\
|
598
|
+
}\n\
|
599
|
+
}\n\
|
600
|
+
}\n\
|
601
|
+
}\n\
|
602
|
+
}\n\
|
603
|
+
}\n\
|
604
|
+
\n\
|
605
|
+
/**\n\
|
606
|
+
* DOC_TBA\n\
|
607
|
+
*\n\
|
608
|
+
* @name czm_rayConeIntersectNormal\n\
|
609
|
+
* @glslFunction \n\
|
610
|
+
*\n\
|
611
|
+
* @see czm_rayConeIntersectionInterval\n\
|
612
|
+
* @see czm_pointAlongRay\n\
|
613
|
+
*\n\
|
614
|
+
* @example\n\
|
615
|
+
* // Compute the outward-facing cone normal where a ray first intersects a cone\n\
|
616
|
+
* czm_ray ray = czm_ray(vec3(0.0), vec3(0.0, 0.0, 1.0)); // origin, direction\n\
|
617
|
+
* czm_cone cone = czm_coneNew(vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, 1.0), radians(45.0)); // vertex, axis, halfAperture\n\
|
618
|
+
* czm_raySegment i = czm_rayConeIntersectionInterval(ray, cone);\n\
|
619
|
+
* vec3 normal = czm_coneNormal(cone, czm_pointAlongRay(ray, i.start));\n\
|
620
|
+
*/\n\
|
426
621
|
vec3 czm_coneNormal(czm_cone cone, vec3 pointOnCone)\n\
|
427
622
|
{\n\
|
428
|
-
|
429
|
-
vec3
|
430
|
-
|
431
|
-
|
623
|
+
// PERFORMANCE_IDEA: Remove duplicate computation with _czm_rayIntersectsReflectedCone\n\
|
624
|
+
vec3 s = pointOnCone - cone.vertex; // Vector from the origin is at (vertex + s)\n\
|
625
|
+
vec3 sUnit = normalize(s);\n\
|
626
|
+
return normalize((cone.cosineOfHalfAperture * sUnit - cone.axis) / cone.sineOfHalfAperture);\n\
|
627
|
+
}\n\
|
628
|
+
\n\
|
629
|
+
///////////////////////////////////////////////////////////////////////////////\n\
|
630
|
+
\n\
|
631
|
+
/**\n\
|
632
|
+
* DOC_TBA\n\
|
633
|
+
*\n\
|
634
|
+
* @name czm_ellipsoidSilhouetteCone\n\
|
635
|
+
* @glslStruct\n\
|
636
|
+
*/\n\
|
432
637
|
struct czm_ellipsoidSilhouetteCone\n\
|
433
638
|
{\n\
|
434
|
-
czm_ellipsoid ellipsoid;\n\
|
435
|
-
vec3 pointOutsideEllipsoid;\n\
|
436
|
-
czm_cone coneInScaledSpace;\n\
|
639
|
+
czm_ellipsoid ellipsoid;\n\
|
640
|
+
vec3 pointOutsideEllipsoid;\n\
|
641
|
+
czm_cone coneInScaledSpace;\n\
|
437
642
|
};\n\
|
643
|
+
\n\
|
644
|
+
/**\n\
|
645
|
+
* DOC_TBA\n\
|
646
|
+
*\n\
|
647
|
+
* @name czm_ellipsoidSilhouetteConeNormal\n\
|
648
|
+
* @glslFunction\n\
|
649
|
+
*\n\
|
650
|
+
*/\n\
|
438
651
|
vec3 czm_ellipsoidSilhouetteConeNormal(czm_ellipsoidSilhouetteCone cone, vec3 pointOnCone)\n\
|
439
652
|
{\n\
|
440
|
-
vec3 pointOnScaledCone = cone.ellipsoid.inverseRadii * (czm_inverseView * vec4(pointOnCone, 1.0)).xyz;\n\
|
441
|
-
|
442
|
-
vec3
|
443
|
-
|
444
|
-
|
653
|
+
vec3 pointOnScaledCone = cone.ellipsoid.inverseRadii * (czm_inverseView * vec4(pointOnCone, 1.0)).xyz;\n\
|
654
|
+
\n\
|
655
|
+
vec3 scaledNormal = czm_coneNormal(cone.coneInScaledSpace, pointOnScaledCone);\n\
|
656
|
+
\n\
|
657
|
+
vec3 temp = -normalize(czm_viewRotation * (cone.ellipsoid.radii * scaledNormal));\n\
|
658
|
+
\n\
|
659
|
+
return temp;\n\
|
660
|
+
}\n\
|
661
|
+
\n\
|
662
|
+
/**\n\
|
663
|
+
* DOC_TBA\n\
|
664
|
+
*\n\
|
665
|
+
* @name czm_ellipsoidSilhouetteConeNew\n\
|
666
|
+
* @glslFunction\n\
|
667
|
+
*\n\
|
668
|
+
*/\n\
|
445
669
|
czm_ellipsoidSilhouetteCone czm_ellipsoidSilhouetteConeNew(czm_ellipsoid ellipsoid, vec3 pointOutsideEllipsoid)\n\
|
446
670
|
{\n\
|
447
|
-
vec3 q = ellipsoid.inverseRadii * (czm_inverseView * vec4(pointOutsideEllipsoid, 1.0)).xyz;\n\
|
448
|
-
vec3 axis = -normalize(q);\n\
|
449
|
-
|
450
|
-
float
|
451
|
-
float
|
452
|
-
float
|
453
|
-
float
|
454
|
-
float
|
455
|
-
float
|
456
|
-
|
457
|
-
float
|
458
|
-
float
|
459
|
-
float
|
460
|
-
float
|
461
|
-
|
462
|
-
|
463
|
-
|
464
|
-
|
465
|
-
|
466
|
-
|
467
|
-
|
468
|
-
|
469
|
-
|
470
|
-
|
671
|
+
vec3 q = ellipsoid.inverseRadii * (czm_inverseView * vec4(pointOutsideEllipsoid, 1.0)).xyz;\n\
|
672
|
+
vec3 axis = -normalize(q);\n\
|
673
|
+
\n\
|
674
|
+
float q2 = dot(q, q);\n\
|
675
|
+
float sineSquaredOfHalfAperture = 1.0 / q2;\n\
|
676
|
+
float sineOfHalfAperture = sqrt(sineSquaredOfHalfAperture);\n\
|
677
|
+
float cosineSquaredOfHalfAperture = 1.0 - sineSquaredOfHalfAperture;\n\
|
678
|
+
float cosineOfHalfAperture = sqrt(cosineSquaredOfHalfAperture);\n\
|
679
|
+
float halfAperture = atan(sineOfHalfAperture / cosineOfHalfAperture);\n\
|
680
|
+
\n\
|
681
|
+
float x2 = axis.x * axis.x;\n\
|
682
|
+
float y2 = axis.y * axis.y;\n\
|
683
|
+
float z2 = axis.z * axis.z;\n\
|
684
|
+
float xy = axis.x * axis.y;\n\
|
685
|
+
float yz = axis.y * axis.z;\n\
|
686
|
+
float zx = axis.z * axis.x;\n\
|
687
|
+
\n\
|
688
|
+
// This is a symmetric matrix.\n\
|
689
|
+
mat3 intersectionMatrix = mat3(\n\
|
690
|
+
cosineSquaredOfHalfAperture - x2, -xy, -zx,\n\
|
691
|
+
-xy, cosineSquaredOfHalfAperture - y2, -yz,\n\
|
692
|
+
-zx, -yz, cosineSquaredOfHalfAperture - z2); \n\
|
693
|
+
\n\
|
694
|
+
czm_cone coneInScaledSpace = czm_cone(q, axis, halfAperture,\n\
|
695
|
+
cosineOfHalfAperture, cosineSquaredOfHalfAperture,\n\
|
696
|
+
sineOfHalfAperture, sineSquaredOfHalfAperture, intersectionMatrix);\n\
|
697
|
+
\n\
|
698
|
+
// ANGLE workaround: http://code.google.com/p/angleproject/issues/detail?id=185 \n\
|
699
|
+
czm_ellipsoidSilhouetteCone temp = czm_ellipsoidSilhouetteCone(ellipsoid, pointOutsideEllipsoid, coneInScaledSpace);\n\
|
700
|
+
return temp;\n\
|
701
|
+
}\n\
|
702
|
+
\n\
|
703
|
+
/**\n\
|
704
|
+
* DOC_TBA\n\
|
705
|
+
*\n\
|
706
|
+
* @name czm_rayEllipsoidSilhouetteConeIntersectionInterval\n\
|
707
|
+
* @glslFunction\n\
|
708
|
+
*\n\
|
709
|
+
*/\n\
|
471
710
|
czm_raySegment czm_rayEllipsoidSilhouetteConeIntersectionInterval(czm_ray ray, czm_ellipsoidSilhouetteCone cone)\n\
|
472
711
|
{\n\
|
473
|
-
|
474
|
-
vec3
|
475
|
-
|
476
|
-
|
477
|
-
|
478
|
-
|
479
|
-
|
480
|
-
|
481
|
-
|
482
|
-
{\n\
|
483
|
-
|
484
|
-
|
485
|
-
|
486
|
-
{\n\
|
487
|
-
|
488
|
-
|
489
|
-
|
490
|
-
float
|
491
|
-
if (
|
492
|
-
{\n\
|
493
|
-
|
494
|
-
|
495
|
-
|
496
|
-
|
497
|
-
|
498
|
-
|
712
|
+
// Determine the ray in the scaled space.\n\
|
713
|
+
vec3 origin = cone.ellipsoid.inverseRadii * (czm_inverseView * vec4(ray.origin, 1.0)).xyz;\n\
|
714
|
+
vec3 direction = normalize(cone.ellipsoid.inverseRadii * (czm_inverseViewRotation * ray.direction));\n\
|
715
|
+
czm_ray rayInScaledSpace = czm_ray(origin, direction);\n\
|
716
|
+
\n\
|
717
|
+
// Perform the intersection in the scaled space.\n\
|
718
|
+
czm_raySegmentCollection collection = czm_rayConeIntersectionInterval(rayInScaledSpace, cone.coneInScaledSpace);\n\
|
719
|
+
\n\
|
720
|
+
if (collection.count == 0) // No intersection.\n\
|
721
|
+
{\n\
|
722
|
+
return czm_emptyRaySegment;\n\
|
723
|
+
}\n\
|
724
|
+
else // Intersection.\n\
|
725
|
+
{\n\
|
726
|
+
czm_raySegment interval = collection.intervals[0];\n\
|
727
|
+
\n\
|
728
|
+
// Honor ray origin case (start == 0.0).\n\
|
729
|
+
float start = interval.start;\n\
|
730
|
+
if (start != 0.0)\n\
|
731
|
+
{\n\
|
732
|
+
// Determine start in unscaled space.\n\
|
733
|
+
vec3 temp = (czm_view * vec4(cone.ellipsoid.radii * czm_pointAlongRay(rayInScaledSpace, start), 1.0)).xyz;\n\
|
734
|
+
start = dot(temp, ray.direction);\n\
|
735
|
+
}\n\
|
736
|
+
\n\
|
737
|
+
// Honor infinite ray (stop == infinity).\n\
|
738
|
+
float stop = interval.stop;\n\
|
739
|
+
if (stop != czm_infinity)\n\
|
740
|
+
{\n\
|
741
|
+
// Determine stop in unscaled space.\n\
|
742
|
+
vec3 temp = (czm_view * vec4(cone.ellipsoid.radii * czm_pointAlongRay(rayInScaledSpace, stop), 1.0)).xyz;\n\
|
743
|
+
stop = dot(temp, ray.direction);\n\
|
744
|
+
}\n\
|
745
|
+
\n\
|
746
|
+
return czm_raySegment(start, stop);\n\
|
747
|
+
}\n\
|
748
|
+
}\n\
|
749
|
+
\n\
|
750
|
+
///////////////////////////////////////////////////////////////////////////////\n\
|
751
|
+
\n\
|
752
|
+
/**\n\
|
753
|
+
* DOC_TBA\n\
|
754
|
+
*\n\
|
755
|
+
* @name czm_halfspace\n\
|
756
|
+
* @glslStruct\n\
|
757
|
+
*/\n\
|
499
758
|
struct czm_halfspace\n\
|
500
759
|
{\n\
|
501
|
-
vec3 center;\n\
|
502
|
-
vec3 normal
|
760
|
+
vec3 center;\n\
|
761
|
+
vec3 normal; // Unit vector.\n\
|
503
762
|
};\n\
|
763
|
+
\n\
|
764
|
+
/**\n\
|
765
|
+
* DOC_TBA\n\
|
766
|
+
*\n\
|
767
|
+
* @name czm_rayHalfspaceIntersectionInterval\n\
|
768
|
+
* @glslFunction\n\
|
769
|
+
*\n\
|
770
|
+
*/\n\
|
504
771
|
czm_raySegment czm_rayHalfspaceIntersectionInterval(czm_ray ray, czm_halfspace halfspace)\n\
|
505
772
|
{\n\
|
506
|
-
float numerator = dot(halfspace.center - ray.origin, halfspace.normal);\n\
|
507
|
-
float denominator = dot(ray.direction, halfspace.normal);\n\
|
508
|
-
|
509
|
-
|
510
|
-
|
511
|
-
|
512
|
-
|
513
|
-
|
514
|
-
|
515
|
-
|
516
|
-
|
517
|
-
|
518
|
-
}\n\
|
519
|
-
|
520
|
-
|
521
|
-
|
522
|
-
|
523
|
-
|
524
|
-
|
525
|
-
|
526
|
-
|
527
|
-
|
528
|
-
|
529
|
-
}\n\
|
530
|
-
|
531
|
-
|
532
|
-
|
533
|
-
|
534
|
-
|
535
|
-
|
536
|
-
|
537
|
-
|
538
|
-
|
539
|
-
|
540
|
-
}\n\
|
541
|
-
}\n\
|
773
|
+
float numerator = dot(halfspace.center - ray.origin, halfspace.normal);\n\
|
774
|
+
float denominator = dot(ray.direction, halfspace.normal);\n\
|
775
|
+
\n\
|
776
|
+
if (numerator > 0.0) // Inside.\n\
|
777
|
+
{\n\
|
778
|
+
if (denominator > 0.0) // Looking outward.\n\
|
779
|
+
{\n\
|
780
|
+
return czm_raySegment(0.0, numerator / denominator);\n\
|
781
|
+
}\n\
|
782
|
+
else // Looking inward or parallel.\n\
|
783
|
+
{\n\
|
784
|
+
return czm_fullRaySegment; \n\
|
785
|
+
}\n\
|
786
|
+
}\n\
|
787
|
+
else if (numerator < 0.0) // Outside.\n\
|
788
|
+
{\n\
|
789
|
+
if (denominator < 0.0 ) // Looking inward.\n\
|
790
|
+
{\n\
|
791
|
+
return czm_raySegment(numerator / denominator, czm_infinity); \n\
|
792
|
+
}\n\
|
793
|
+
else // Looking outward or parallel.\n\
|
794
|
+
{\n\
|
795
|
+
return czm_emptyRaySegment;\n\
|
796
|
+
}\n\
|
797
|
+
}\n\
|
798
|
+
else // On surface.\n\
|
799
|
+
{\n\
|
800
|
+
if (denominator < 0.0 ) // Looking inward.\n\
|
801
|
+
{\n\
|
802
|
+
return czm_fullRaySegment; \n\
|
803
|
+
}\n\
|
804
|
+
else // Looking outward or parallel.\n\
|
805
|
+
{\n\
|
806
|
+
return czm_emptyRaySegment;\n\
|
807
|
+
}\n\
|
808
|
+
}\n\
|
809
|
+
}\n\
|
810
|
+
\n\
|
811
|
+
///////////////////////////////////////////////////////////////////////////////\n\
|
812
|
+
\n\
|
813
|
+
/**\n\
|
814
|
+
* DOC_TBA\n\
|
815
|
+
*\n\
|
816
|
+
* @name czm_ellipsoidSilhouetteHalfspace\n\
|
817
|
+
* @glslStruct\n\
|
818
|
+
*/\n\
|
542
819
|
struct czm_ellipsoidSilhouetteHalfspace\n\
|
543
820
|
{\n\
|
544
|
-
czm_ellipsoid ellipsoid;\n\
|
545
|
-
vec3 pointOutsideEllipsoid;\n\
|
546
|
-
czm_halfspace halfspaceInScaledSpace;\n\
|
821
|
+
czm_ellipsoid ellipsoid;\n\
|
822
|
+
vec3 pointOutsideEllipsoid;\n\
|
823
|
+
czm_halfspace halfspaceInScaledSpace;\n\
|
547
824
|
};\n\
|
825
|
+
\n\
|
826
|
+
/**\n\
|
827
|
+
* DOC_TBA\n\
|
828
|
+
*\n\
|
829
|
+
* @name czm_ellipsoidSilhouetteHalfspaceNew\n\
|
830
|
+
* @glslFunction\n\
|
831
|
+
*\n\
|
832
|
+
*/\n\
|
548
833
|
czm_ellipsoidSilhouetteHalfspace czm_ellipsoidSilhouetteHalfspaceNew(czm_ellipsoid ellipsoid, vec3 pointOutsideEllipsoid)\n\
|
549
834
|
{\n\
|
550
|
-
vec3 q = ellipsoid.inverseRadii * (czm_inverseView * vec4(pointOutsideEllipsoid, 1.0)).xyz;\n\
|
551
|
-
float magnitude = 1.0 / length(q);\n\
|
552
|
-
vec3 normal = normalize(q);\n\
|
553
|
-
vec3 center = magnitude * normal
|
554
|
-
|
555
|
-
|
556
|
-
|
557
|
-
|
835
|
+
vec3 q = ellipsoid.inverseRadii * (czm_inverseView * vec4(pointOutsideEllipsoid, 1.0)).xyz;\n\
|
836
|
+
float magnitude = 1.0 / length(q);\n\
|
837
|
+
vec3 normal = normalize(q);\n\
|
838
|
+
vec3 center = magnitude * normal; \n\
|
839
|
+
\n\
|
840
|
+
czm_halfspace halfspaceInScaledSpace = czm_halfspace(center, normal);\n\
|
841
|
+
\n\
|
842
|
+
// ANGLE workaround: http://code.google.com/p/angleproject/issues/detail?id=185 \n\
|
843
|
+
czm_ellipsoidSilhouetteHalfspace temp = czm_ellipsoidSilhouetteHalfspace(ellipsoid, pointOutsideEllipsoid, halfspaceInScaledSpace);\n\
|
844
|
+
return temp;\n\
|
845
|
+
}\n\
|
846
|
+
\n\
|
847
|
+
/**\n\
|
848
|
+
* DOC_TBA\n\
|
849
|
+
*\n\
|
850
|
+
* @name czm_rayEllipsoidSilhouetteHalfspaceIntersectionInterval\n\
|
851
|
+
* @glslFunction\n\
|
852
|
+
*\n\
|
853
|
+
*/\n\
|
558
854
|
czm_raySegment czm_rayEllipsoidSilhouetteHalfspaceIntersectionInterval(czm_ray ray, czm_ellipsoidSilhouetteHalfspace halfspace)\n\
|
559
855
|
{\n\
|
560
|
-
|
561
|
-
vec3
|
562
|
-
|
563
|
-
|
564
|
-
|
565
|
-
|
566
|
-
|
567
|
-
|
568
|
-
|
569
|
-
{\n\
|
570
|
-
|
571
|
-
|
572
|
-
|
573
|
-
|
574
|
-
|
575
|
-
|
576
|
-
|
577
|
-
|
578
|
-
|
579
|
-
vec3 temp = (czm_view * vec4(halfspace.ellipsoid.radii * czm_pointAlongRay(rayInScaledSpace,
|
580
|
-
|
581
|
-
}\n\
|
582
|
-
|
583
|
-
|
856
|
+
// Determine the ray in the scaled space.\n\
|
857
|
+
vec3 origin = halfspace.ellipsoid.inverseRadii * (czm_inverseView * vec4(ray.origin, 1.0)).xyz;\n\
|
858
|
+
vec3 direction = halfspace.ellipsoid.inverseRadii * (czm_inverseViewRotation * ray.direction);\n\
|
859
|
+
czm_ray rayInScaledSpace = czm_ray(origin, direction);\n\
|
860
|
+
\n\
|
861
|
+
// Perform the intersection in the scaled space.\n\
|
862
|
+
czm_raySegment interval = czm_rayHalfspaceIntersectionInterval(rayInScaledSpace, halfspace.halfspaceInScaledSpace);\n\
|
863
|
+
\n\
|
864
|
+
if (czm_isEmpty(interval)) // No intersection.\n\
|
865
|
+
{\n\
|
866
|
+
return interval;\n\
|
867
|
+
}\n\
|
868
|
+
else // Intersection.\n\
|
869
|
+
{\n\
|
870
|
+
// Honor ray origin case (start == 0.0).\n\
|
871
|
+
float start = interval.start;\n\
|
872
|
+
if (start != 0.0)\n\
|
873
|
+
{\n\
|
874
|
+
// Determine start in unscaled space.\n\
|
875
|
+
vec3 temp = (czm_view * vec4(halfspace.ellipsoid.radii * czm_pointAlongRay(rayInScaledSpace, start), 1.0)).xyz;\n\
|
876
|
+
start = dot(temp, ray.direction);\n\
|
877
|
+
}\n\
|
878
|
+
\n\
|
879
|
+
// Honor infinite ray (stop == infinity).\n\
|
880
|
+
float stop = interval.stop;\n\
|
881
|
+
if (stop != czm_infinity)\n\
|
882
|
+
{\n\
|
883
|
+
// Determine stop in unscaled space.\n\
|
884
|
+
vec3 temp = (czm_view * vec4(halfspace.ellipsoid.radii * czm_pointAlongRay(rayInScaledSpace, stop), 1.0)).xyz;\n\
|
885
|
+
stop = dot(temp, ray.direction);\n\
|
886
|
+
}\n\
|
887
|
+
\n\
|
888
|
+
return czm_raySegment(start, stop);\n\
|
889
|
+
}\n\
|
584
890
|
}\n\
|
585
891
|
";
|
586
892
|
});
|