@cesium/engine 1.0.0 → 1.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Build/Workers/{AttributeCompression-4589338a.js → AttributeCompression-b646d393.js} +1 -1
- package/Build/Workers/{AxisAlignedBoundingBox-bfb1234f.js → AxisAlignedBoundingBox-a4321399.js} +1 -1
- package/Build/Workers/{BoundingRectangle-7ffc2153.js → BoundingRectangle-80d8801f.js} +1 -1
- package/Build/Workers/{BoxGeometry-93f344a3.js → BoxGeometry-33c10a4f.js} +1 -1
- package/Build/Workers/{Color-0c5aaf47.js → Color-1bf9a6e0.js} +1 -1
- package/Build/Workers/{CoplanarPolygonGeometryLibrary-6597982a.js → CoplanarPolygonGeometryLibrary-5c5b981b.js} +1 -1
- package/Build/Workers/{CorridorGeometryLibrary-2119580e.js → CorridorGeometryLibrary-7cbae7a0.js} +1 -1
- package/Build/Workers/{CylinderGeometry-f9503c6d.js → CylinderGeometry-42740df0.js} +1 -1
- package/Build/Workers/{EllipseGeometry-fedf72d5.js → EllipseGeometry-49a3ac21.js} +1 -1
- package/Build/Workers/{EllipseGeometryLibrary-4ea68687.js → EllipseGeometryLibrary-b891b2f8.js} +1 -1
- package/Build/Workers/{EllipseOutlineGeometry-e2ae6a35.js → EllipseOutlineGeometry-fbd72e07.js} +1 -1
- package/Build/Workers/{EllipsoidGeodesic-16de63ea.js → EllipsoidGeodesic-98c62a56.js} +1 -1
- package/Build/Workers/{EllipsoidGeometry-95c0330e.js → EllipsoidGeometry-a351dba8.js} +1 -1
- package/Build/Workers/{EllipsoidOutlineGeometry-d6d2ceec.js → EllipsoidOutlineGeometry-3e8779bf.js} +1 -1
- package/Build/Workers/{EllipsoidRhumbLine-ae5e65e0.js → EllipsoidRhumbLine-19756602.js} +1 -1
- package/Build/Workers/{EllipsoidTangentPlane-bfc674bf.js → EllipsoidTangentPlane-cfb50678.js} +1 -1
- package/Build/Workers/{EncodedCartesian3-f473ea18.js → EncodedCartesian3-81f70735.js} +1 -1
- package/Build/Workers/{FrustumGeometry-3bf2e4eb.js → FrustumGeometry-c5754412.js} +1 -1
- package/Build/Workers/{GeometryAttribute-df5f473e.js → GeometryAttribute-0bfd05e8.js} +1 -1
- package/Build/Workers/{GeometryInstance-aa75b4cf.js → GeometryInstance-451dc1cd.js} +1 -1
- package/Build/Workers/{GeometryPipeline-f0e46c42.js → GeometryPipeline-0166905d.js} +1 -1
- package/Build/Workers/{IntersectionTests-9de29d51.js → IntersectionTests-a93d3de9.js} +1 -1
- package/Build/Workers/{Matrix2-ce637455.js → Matrix2-13178034.js} +4 -2
- package/Build/Workers/{Matrix3-4f4df527.js → Matrix3-315394f6.js} +2 -1
- package/Build/Workers/{OrientedBoundingBox-d3ff3d4d.js → OrientedBoundingBox-b450cb61.js} +5 -5
- package/Build/Workers/{Plane-b81241c2.js → Plane-900aa728.js} +1 -1
- package/Build/Workers/{PolygonGeometryLibrary-6f4937bb.js → PolygonGeometryLibrary-f918ac26.js} +1 -1
- package/Build/Workers/PolygonPipeline-f59a8f0a.js +1345 -0
- package/Build/Workers/{PolylinePipeline-2e2b015c.js → PolylinePipeline-d8e6bd9b.js} +1 -1
- package/Build/Workers/{PolylineVolumeGeometryLibrary-7ee1d449.js → PolylineVolumeGeometryLibrary-125d2edf.js} +1 -1
- package/Build/Workers/{PrimitivePipeline-a9b7aae0.js → PrimitivePipeline-0d7b5ed4.js} +1 -1
- package/Build/Workers/{RectangleGeometryLibrary-9aa6c8f6.js → RectangleGeometryLibrary-0768db63.js} +1 -1
- package/Build/Workers/{TerrainEncoding-b52dcfc5.js → TerrainEncoding-06470d7f.js} +1 -1
- package/Build/Workers/{Transforms-2f755df8.js → Transforms-26539bce.js} +97 -83
- package/Build/Workers/{WallGeometryLibrary-ab19a93d.js → WallGeometryLibrary-6167b0fc.js} +1 -1
- package/Build/Workers/{WebMercatorProjection-9f25de49.js → WebMercatorProjection-13a90d41.js} +1 -1
- package/Build/Workers/cesiumWorkerBootstrapper.js +25 -1
- package/Build/Workers/combineGeometry.js +1 -1
- package/Build/Workers/createBoxGeometry.js +1 -1
- package/Build/Workers/createBoxOutlineGeometry.js +1 -1
- package/Build/Workers/createCircleGeometry.js +1 -1
- package/Build/Workers/createCircleOutlineGeometry.js +1 -1
- package/Build/Workers/createCoplanarPolygonGeometry.js +1 -1
- package/Build/Workers/createCoplanarPolygonOutlineGeometry.js +1 -1
- package/Build/Workers/createCorridorGeometry.js +1 -1
- package/Build/Workers/createCorridorOutlineGeometry.js +1 -1
- package/Build/Workers/createCylinderGeometry.js +1 -1
- package/Build/Workers/createCylinderOutlineGeometry.js +1 -1
- package/Build/Workers/createEllipseGeometry.js +1 -1
- package/Build/Workers/createEllipseOutlineGeometry.js +1 -1
- package/Build/Workers/createEllipsoidGeometry.js +1 -1
- package/Build/Workers/createEllipsoidOutlineGeometry.js +1 -1
- package/Build/Workers/createFrustumGeometry.js +1 -1
- package/Build/Workers/createFrustumOutlineGeometry.js +1 -1
- package/Build/Workers/createGeometry.js +1 -1
- package/Build/Workers/createGroundPolylineGeometry.js +1 -1
- package/Build/Workers/createPlaneGeometry.js +1 -1
- package/Build/Workers/createPlaneOutlineGeometry.js +1 -1
- package/Build/Workers/createPolygonGeometry.js +1 -1
- package/Build/Workers/createPolygonOutlineGeometry.js +1 -1
- package/Build/Workers/createPolylineGeometry.js +1 -1
- package/Build/Workers/createPolylineVolumeGeometry.js +1 -1
- package/Build/Workers/createPolylineVolumeOutlineGeometry.js +1 -1
- package/Build/Workers/createRectangleGeometry.js +1 -1
- package/Build/Workers/createRectangleOutlineGeometry.js +1 -1
- package/Build/Workers/createSimplePolylineGeometry.js +1 -1
- package/Build/Workers/createSphereGeometry.js +1 -1
- package/Build/Workers/createSphereOutlineGeometry.js +1 -1
- package/Build/Workers/createVectorTileClampedPolylines.js +1 -1
- package/Build/Workers/createVectorTileGeometries.js +1 -1
- package/Build/Workers/createVectorTilePoints.js +1 -1
- package/Build/Workers/createVectorTilePolygons.js +1 -1
- package/Build/Workers/createVectorTilePolylines.js +1 -1
- package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +1 -1
- package/Build/Workers/createVerticesFromHeightmap.js +7 -3
- package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +1 -1
- package/Build/Workers/createWallGeometry.js +1 -1
- package/Build/Workers/createWallOutlineGeometry.js +1 -1
- package/Build/Workers/decodeI3S.js +1 -1
- package/Build/Workers/package.js +25 -1
- package/Build/Workers/transferTypedArrayTest.js +25 -1
- package/Build/Workers/upsampleQuantizedTerrainMesh.js +1 -1
- package/Source/Core/EarthOrientationParameters.js +67 -63
- package/Source/Core/Ion.js +1 -1
- package/Source/Core/Matrix2.js +2 -1
- package/Source/Core/Matrix3.js +2 -1
- package/Source/Core/Matrix4.js +1 -0
- package/Source/Core/OrientedBoundingBox.js +4 -4
- package/Source/Core/S2Cell.js +3 -3
- package/Source/Core/Transforms.js +3 -7
- package/Source/DataSources/GpxDataSource.js +4 -6
- package/Source/DataSources/KmlDataSource.js +3 -5
- package/Source/Renderer/Context.js +27 -9
- package/Source/Renderer/Pass.js +3 -2
- package/Source/Scene/Cesium3DTileContentType.js +19 -0
- package/Source/Scene/Cesium3DTilesVoxelProvider.js +482 -0
- package/Source/Scene/Cesium3DTilesetMetadata.js +2 -2
- package/Source/Scene/ContentMetadata.js +2 -2
- package/Source/Scene/DerivedCommand.js +7 -0
- package/Source/Scene/Expression.js +1 -1
- package/Source/Scene/Globe.js +10 -0
- package/Source/Scene/GlobeSurfaceTileProvider.js +7 -0
- package/Source/Scene/GltfImageLoader.js +1 -1
- package/Source/Scene/GltfVertexBufferLoader.js +10 -2
- package/Source/Scene/GroupMetadata.js +2 -2
- package/Source/Scene/ImplicitMetadataView.js +2 -2
- package/Source/Scene/ImplicitSubtreeCache.js +127 -0
- package/Source/Scene/ImplicitSubtreeMetadata.js +2 -2
- package/Source/Scene/ImplicitTileset.js +3 -2
- package/Source/Scene/KeyframeNode.js +47 -0
- package/Source/Scene/Megatexture.js +490 -0
- package/Source/Scene/MetadataClass.js +60 -25
- package/Source/Scene/MetadataClassProperty.js +132 -68
- package/Source/Scene/MetadataComponentType.js +78 -57
- package/Source/Scene/MetadataEnum.js +59 -23
- package/Source/Scene/MetadataEnumValue.js +49 -15
- package/Source/Scene/MetadataSchema.js +53 -24
- package/Source/Scene/MetadataSchemaLoader.js +2 -2
- package/Source/Scene/MetadataTableProperty.js +2 -2
- package/Source/Scene/MetadataType.js +6 -14
- package/Source/Scene/Model/GeoJsonLoader.js +1 -1
- package/Source/Scene/Model/Model.js +2 -3
- package/Source/Scene/Model/buildDrawCommand.js +19 -11
- package/Source/Scene/PointCloud.js +1 -1
- package/Source/Scene/PropertyAttribute.js +2 -2
- package/Source/Scene/PropertyAttributeProperty.js +2 -2
- package/Source/Scene/PropertyTable.js +2 -2
- package/Source/Scene/PropertyTexture.js +2 -2
- package/Source/Scene/PropertyTextureProperty.js +2 -2
- package/Source/Scene/ResourceCache.js +9 -1
- package/Source/Scene/ResourceCacheKey.js +9 -1
- package/Source/Scene/Scene.js +17 -0
- package/Source/Scene/SpatialNode.js +375 -0
- package/Source/Scene/StructuralMetadata.js +2 -2
- package/Source/Scene/TileMetadata.js +2 -2
- package/Source/Scene/TilesetMetadata.js +2 -2
- package/Source/Scene/VoxelBoxShape.js +527 -0
- package/Source/Scene/VoxelContent.js +169 -0
- package/Source/Scene/VoxelCylinderShape.js +937 -0
- package/Source/Scene/VoxelEllipsoidShape.js +937 -0
- package/Source/Scene/VoxelPrimitive.js +1919 -0
- package/Source/Scene/VoxelProvider.js +255 -0
- package/Source/Scene/VoxelRenderResources.js +224 -0
- package/Source/Scene/VoxelShape.js +152 -0
- package/Source/Scene/VoxelShapeType.js +105 -0
- package/Source/Scene/VoxelTraversal.js +1144 -0
- package/Source/Scene/buildVoxelDrawCommands.js +116 -0
- package/Source/Scene/parseBatchTable.js +18 -2
- package/Source/Scene/preprocess3DTileContent.js +8 -0
- package/Source/Scene/processVoxelProperties.js +455 -0
- package/Source/Shaders/BillboardCollectionVS.glsl +1 -1
- package/Source/Shaders/BillboardCollectionVS.js +1 -1
- package/Source/Shaders/Builtin/Constants/passOverlay.glsl +1 -1
- package/Source/Shaders/Builtin/Constants/passOverlay.js +1 -1
- package/Source/Shaders/Builtin/Constants/passVoxels.glsl +9 -0
- package/Source/Shaders/Builtin/Constants/passVoxels.js +11 -0
- package/Source/Shaders/Builtin/CzmBuiltins.js +17 -15
- package/Source/Shaders/Builtin/Functions/windowToEyeCoordinates.glsl +55 -43
- package/Source/Shaders/Builtin/Functions/windowToEyeCoordinates.js +55 -43
- package/Source/Shaders/GlobeFS.glsl +2 -1
- package/Source/Shaders/GlobeFS.js +2 -1
- package/Source/Shaders/PointPrimitiveCollectionVS.glsl +5 -2
- package/Source/Shaders/PointPrimitiveCollectionVS.js +5 -2
- package/Source/Shaders/Voxels/IntersectBox.glsl +79 -0
- package/Source/Shaders/Voxels/IntersectBox.js +81 -0
- package/Source/Shaders/Voxels/IntersectClippingPlanes.glsl +70 -0
- package/Source/Shaders/Voxels/IntersectClippingPlanes.js +72 -0
- package/Source/Shaders/Voxels/IntersectCylinder.glsl +273 -0
- package/Source/Shaders/Voxels/IntersectCylinder.js +275 -0
- package/Source/Shaders/Voxels/IntersectDepth.glsl +23 -0
- package/Source/Shaders/Voxels/IntersectDepth.js +25 -0
- package/Source/Shaders/Voxels/IntersectEllipsoid.glsl +337 -0
- package/Source/Shaders/Voxels/IntersectEllipsoid.js +339 -0
- package/Source/Shaders/Voxels/Intersection.glsl +54 -0
- package/Source/Shaders/Voxels/Intersection.js +56 -0
- package/Source/Shaders/Voxels/IntersectionUtils.glsl +151 -0
- package/Source/Shaders/Voxels/IntersectionUtils.js +153 -0
- package/Source/Shaders/Voxels/Megatexture.glsl +136 -0
- package/Source/Shaders/Voxels/Megatexture.js +138 -0
- package/Source/Shaders/Voxels/Octree.glsl +221 -0
- package/Source/Shaders/Voxels/Octree.js +223 -0
- package/Source/Shaders/Voxels/VoxelFS.glsl +150 -0
- package/Source/Shaders/Voxels/VoxelFS.js +152 -0
- package/Source/Shaders/Voxels/VoxelVS.glsl +11 -0
- package/Source/Shaders/Voxels/VoxelVS.js +13 -0
- package/Source/Shaders/Voxels/convertUvToBox.glsl +16 -0
- package/Source/Shaders/Voxels/convertUvToBox.js +18 -0
- package/Source/Shaders/Voxels/convertUvToCylinder.glsl +79 -0
- package/Source/Shaders/Voxels/convertUvToCylinder.js +81 -0
- package/Source/Shaders/Voxels/convertUvToEllipsoid.glsl +133 -0
- package/Source/Shaders/Voxels/convertUvToEllipsoid.js +135 -0
- package/Source/ThirdParty/Workers/z-worker-pako.js +0 -0
- package/index.d.ts +3124 -2287
- package/index.js +1117 -1085
- package/package.json +3 -4
- package/Build/Workers/PolygonPipeline-774a8aaf.js +0 -1341
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//This file is automatically rebuilt by the Cesium build process.
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export default "/* Cylinder defines (set in Scene/VoxelCylinderShape.js)\n\
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#define CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT\n\
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#define CYLINDER_HAS_RENDER_BOUNDS_HEIGHT_FLAT\n\
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#define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO\n\
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\n\
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#define CYLINDER_HAS_SHAPE_BOUNDS_RADIUS\n\
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#define CYLINDER_HAS_SHAPE_BOUNDS_RADIUS_FLAT\n\
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#define CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT\n\
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#define CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT_FLAT\n\
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#define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE\n\
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#define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_RANGE_EQUAL_ZERO\n\
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#define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY\n\
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#define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY\n\
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#define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_MAX_REVERSED\n\
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*/\n\
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\n\
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#if defined(CYLINDER_HAS_SHAPE_BOUNDS_RADIUS)\n\
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uniform vec2 u_cylinderUvToShapeUvRadius; // x = scale, y = offset\n\
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#endif\n\
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#if defined(CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT)\n\
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uniform vec2 u_cylinderUvToShapeUvHeight; // x = scale, y = offset\n\
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#endif\n\
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#if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE)\n\
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uniform vec2 u_cylinderUvToShapeUvAngle; // x = scale, y = offset\n\
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#endif\n\
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#if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY) || defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY)\n\
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uniform vec2 u_cylinderShapeUvAngleMinMax;\n\
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#endif\n\
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#if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY) || defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY) || defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_MAX_REVERSED)\n\
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uniform float u_cylinderShapeUvAngleRangeZeroMid;\n\
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#endif\n\
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\n\
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vec3 convertUvToShapeUvSpace(in vec3 positionUv) {\n\
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vec3 positionLocal = positionUv * 2.0 - 1.0; // [-1,+1]\n\
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\n\
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// Compute radius\n\
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#if defined(CYLINDER_HAS_SHAPE_BOUNDS_RADIUS_FLAT) || defined(CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT)\n\
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float radius = length(positionLocal.xy); // [0,1]\n\
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#else\n\
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float radius = length(positionLocal.xy); // [0,1]\n\
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#if defined(CYLINDER_HAS_SHAPE_BOUNDS_RADIUS)\n\
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radius = radius * u_cylinderUvToShapeUvRadius.x + u_cylinderUvToShapeUvRadius.y; // x = scale, y = offset\n\
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#endif\n\
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#endif\n\
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\n\
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// Compute height\n\
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#if defined(CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT_FLAT) || defined(CYLINDER_HAS_RENDER_BOUNDS_HEIGHT_FLAT)\n\
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float height = positionUv.z; // [0,1]\n\
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#else\n\
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float height = positionUv.z; // [0,1]\n\
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#if defined(CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT)\n\
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height = height * u_cylinderUvToShapeUvHeight.x + u_cylinderUvToShapeUvHeight.y; // x = scale, y = offset\n\
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#endif\n\
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#endif\n\
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\n\
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// Compute angle\n\
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#if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_RANGE_EQUAL_ZERO) || defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO)\n\
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float angle = 1.0;\n\
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#else\n\
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float angle = (atan(positionLocal.y, positionLocal.x) + czm_pi) / czm_twoPi; // [0,1]\n\
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#if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE)\n\
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#if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_MAX_REVERSED)\n\
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// Comparing against u_cylinderShapeUvAngleMinMax has precision problems. u_cylinderShapeUvAngleRangeZeroMid is more conservative.\n\
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angle += float(angle < u_cylinderShapeUvAngleRangeZeroMid);\n\
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#endif\n\
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\n\
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// Avoid flickering from reading voxels from both sides of the -pi/+pi discontinuity.\n\
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#if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY)\n\
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angle = angle > u_cylinderShapeUvAngleRangeZeroMid ? u_cylinderShapeUvAngleMinMax.x : angle;\n\
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#elif defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY)\n\
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angle = angle < u_cylinderShapeUvAngleRangeZeroMid ? u_cylinderShapeUvAngleMinMax.y : angle;\n\
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#endif\n\
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\n\
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angle = angle * u_cylinderUvToShapeUvAngle.x + u_cylinderUvToShapeUvAngle.y; // x = scale, y = offset\n\
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#endif\n\
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#endif\n\
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\n\
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return vec3(radius, height, angle);\n\
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}\n\
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";
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/* Ellipsoid defines (set in Scene/VoxelEllipsoidShape.js)
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#define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_EQUAL_ZERO
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#define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_MIN_DISCONTINUITY
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#define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_MAX_DISCONTINUITY
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#define ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE
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#define ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE_RANGE_EQUAL_ZERO
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#define ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE_MIN_MAX_REVERSED
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|
+
#define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_RANGE_EQUAL_ZERO
|
|
9
|
+
#define ELLIPSOID_HAS_SHAPE_BOUNDS_LATITUDE
|
|
10
|
+
#define ELLIPSOID_HAS_SHAPE_BOUNDS_LATITUDE_RANGE_EQUAL_ZERO
|
|
11
|
+
#define ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_FLAT
|
|
12
|
+
#define ELLIPSOID_HAS_SHAPE_BOUNDS_HEIGHT_MIN
|
|
13
|
+
#define ELLIPSOID_HAS_SHAPE_BOUNDS_HEIGHT_FLAT
|
|
14
|
+
#define ELLIPSOID_IS_SPHERE
|
|
15
|
+
*/
|
|
16
|
+
|
|
17
|
+
uniform vec3 u_ellipsoidRadiiUv; // [0,1]
|
|
18
|
+
#if !defined(ELLIPSOID_IS_SPHERE)
|
|
19
|
+
uniform vec3 u_ellipsoidInverseRadiiSquaredUv;
|
|
20
|
+
#endif
|
|
21
|
+
#if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_MIN_DISCONTINUITY) || defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_MAX_DISCONTINUITY) || defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE_MIN_MAX_REVERSED)
|
|
22
|
+
uniform vec3 u_ellipsoidShapeUvLongitudeMinMaxMid;
|
|
23
|
+
#endif
|
|
24
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE)
|
|
25
|
+
uniform vec2 u_ellipsoidUvToShapeUvLongitude; // x = scale, y = offset
|
|
26
|
+
#endif
|
|
27
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LATITUDE)
|
|
28
|
+
uniform vec2 u_ellipsoidUvToShapeUvLatitude; // x = scale, y = offset
|
|
29
|
+
#endif
|
|
30
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_HEIGHT_MIN) && !defined(ELLIPSOID_HAS_SHAPE_BOUNDS_HEIGHT_FLAT)
|
|
31
|
+
uniform float u_ellipsoidInverseHeightDifferenceUv;
|
|
32
|
+
uniform vec2 u_ellipseInnerRadiiUv; // [0,1]
|
|
33
|
+
#endif
|
|
34
|
+
|
|
35
|
+
// robust iterative solution without trig functions
|
|
36
|
+
// https://github.com/0xfaded/ellipse_demo/issues/1
|
|
37
|
+
// https://stackoverflow.com/questions/22959698/distance-from-given-point-to-given-ellipse
|
|
38
|
+
// Pro: Good when radii.x ~= radii.y
|
|
39
|
+
// Con: Breaks at pos.x ~= 0.0, especially inside the ellipse
|
|
40
|
+
// Con: Inaccurate with exterior points and thin ellipses
|
|
41
|
+
float ellipseDistanceIterative (vec2 pos, vec2 radii) {
|
|
42
|
+
vec2 p = abs(pos);
|
|
43
|
+
vec2 invRadii = 1.0 / radii;
|
|
44
|
+
vec2 a = vec2(1.0, -1.0) * (radii.x * radii.x - radii.y * radii.y) * invRadii;
|
|
45
|
+
vec2 t = vec2(0.70710678118); // sqrt(2) / 2
|
|
46
|
+
vec2 v = radii * t;
|
|
47
|
+
|
|
48
|
+
const int iterations = 3;
|
|
49
|
+
for (int i = 0; i < iterations; ++i) {
|
|
50
|
+
vec2 e = a * pow(t, vec2(3.0));
|
|
51
|
+
vec2 q = normalize(p - e) * length(v - e);
|
|
52
|
+
t = normalize((q + e) * invRadii);
|
|
53
|
+
v = radii * t;
|
|
54
|
+
}
|
|
55
|
+
return length(v * sign(pos) - pos) * sign(p.y - v.y);
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
vec3 convertUvToShapeUvSpace(in vec3 positionUv) {
|
|
59
|
+
// Compute position and normal.
|
|
60
|
+
// Convert positionUv [0,1] to local space [-1,+1] to "normalized" cartesian space [-a,+a] where a = (radii + height) / (max(radii) + height).
|
|
61
|
+
// A point on the largest ellipsoid axis would be [-1,+1] and everything else would be smaller.
|
|
62
|
+
vec3 positionLocal = positionUv * 2.0 - 1.0;
|
|
63
|
+
#if defined(ELLIPSOID_IS_SPHERE)
|
|
64
|
+
vec3 posEllipsoid = positionLocal * u_ellipsoidRadiiUv.x;
|
|
65
|
+
vec3 normal = normalize(posEllipsoid);
|
|
66
|
+
#else
|
|
67
|
+
vec3 posEllipsoid = positionLocal * u_ellipsoidRadiiUv;
|
|
68
|
+
vec3 normal = normalize(posEllipsoid * u_ellipsoidInverseRadiiSquaredUv); // geodetic surface normal
|
|
69
|
+
#endif
|
|
70
|
+
|
|
71
|
+
// Compute longitude
|
|
72
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE_RANGE_EQUAL_ZERO) || defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_EQUAL_ZERO)
|
|
73
|
+
float longitude = 1.0;
|
|
74
|
+
#else
|
|
75
|
+
float longitude = (atan(normal.y, normal.x) + czm_pi) / czm_twoPi;
|
|
76
|
+
|
|
77
|
+
// Correct the angle when max < min
|
|
78
|
+
// Technically this should compare against min longitude - but it has precision problems so compare against the middle of empty space.
|
|
79
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE_MIN_MAX_REVERSED)
|
|
80
|
+
longitude += float(longitude < u_ellipsoidShapeUvLongitudeMinMaxMid.z);
|
|
81
|
+
#endif
|
|
82
|
+
|
|
83
|
+
// Avoid flickering from reading voxels from both sides of the -pi/+pi discontinuity.
|
|
84
|
+
#if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_MIN_DISCONTINUITY)
|
|
85
|
+
longitude = longitude > u_ellipsoidShapeUvLongitudeMinMaxMid.z ? u_ellipsoidShapeUvLongitudeMinMaxMid.x : longitude;
|
|
86
|
+
#endif
|
|
87
|
+
#if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_MAX_DISCONTINUITY)
|
|
88
|
+
longitude = longitude < u_ellipsoidShapeUvLongitudeMinMaxMid.z ? u_ellipsoidShapeUvLongitudeMinMaxMid.y : longitude;
|
|
89
|
+
#endif
|
|
90
|
+
|
|
91
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE)
|
|
92
|
+
longitude = longitude * u_ellipsoidUvToShapeUvLongitude.x + u_ellipsoidUvToShapeUvLongitude.y;
|
|
93
|
+
#endif
|
|
94
|
+
#endif
|
|
95
|
+
|
|
96
|
+
// Compute latitude
|
|
97
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LATITUDE_RANGE_EQUAL_ZERO) || defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_RANGE_EQUAL_ZERO)
|
|
98
|
+
float latitude = 1.0;
|
|
99
|
+
#else
|
|
100
|
+
float latitude = (asin(normal.z) + czm_piOverTwo) / czm_pi;
|
|
101
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LATITUDE)
|
|
102
|
+
latitude = latitude * u_ellipsoidUvToShapeUvLatitude.x + u_ellipsoidUvToShapeUvLatitude.y;
|
|
103
|
+
#endif
|
|
104
|
+
#endif
|
|
105
|
+
|
|
106
|
+
// Compute height
|
|
107
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_HEIGHT_FLAT) || defined(ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_FLAT)
|
|
108
|
+
// TODO: This breaks down when minBounds == maxBounds. To fix it, this
|
|
109
|
+
// function would have to know if ray is intersecting the front or back of the shape
|
|
110
|
+
// and set the shape space position to 1 (front) or 0 (back) accordingly.
|
|
111
|
+
float height = 1.0;
|
|
112
|
+
#else
|
|
113
|
+
#if defined(ELLIPSOID_IS_SPHERE)
|
|
114
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_HEIGHT_MIN)
|
|
115
|
+
float height = (length(posEllipsoid) - u_ellipseInnerRadiiUv.x) * u_ellipsoidInverseHeightDifferenceUv;
|
|
116
|
+
#else
|
|
117
|
+
float height = length(posEllipsoid);
|
|
118
|
+
#endif
|
|
119
|
+
#else
|
|
120
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_HEIGHT_MIN)
|
|
121
|
+
// Convert the 3D position to a 2D position relative to the ellipse (radii.x, radii.z) (assuming radii.x == radii.y which is true for WGS84).
|
|
122
|
+
// This is an optimization so that math can be done with ellipses instead of ellipsoids.
|
|
123
|
+
vec2 posEllipse = vec2(length(posEllipsoid.xy), posEllipsoid.z);
|
|
124
|
+
float height = ellipseDistanceIterative(posEllipse, u_ellipseInnerRadiiUv) * u_ellipsoidInverseHeightDifferenceUv;
|
|
125
|
+
#else
|
|
126
|
+
// TODO: this is probably not correct
|
|
127
|
+
float height = length(posEllipsoid);
|
|
128
|
+
#endif
|
|
129
|
+
#endif
|
|
130
|
+
#endif
|
|
131
|
+
|
|
132
|
+
return vec3(longitude, latitude, height);
|
|
133
|
+
}
|
|
@@ -0,0 +1,135 @@
|
|
|
1
|
+
//This file is automatically rebuilt by the Cesium build process.
|
|
2
|
+
export default "/* Ellipsoid defines (set in Scene/VoxelEllipsoidShape.js)\n\
|
|
3
|
+
#define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_EQUAL_ZERO\n\
|
|
4
|
+
#define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_MIN_DISCONTINUITY\n\
|
|
5
|
+
#define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_MAX_DISCONTINUITY\n\
|
|
6
|
+
#define ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE\n\
|
|
7
|
+
#define ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE_RANGE_EQUAL_ZERO\n\
|
|
8
|
+
#define ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE_MIN_MAX_REVERSED\n\
|
|
9
|
+
#define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_RANGE_EQUAL_ZERO\n\
|
|
10
|
+
#define ELLIPSOID_HAS_SHAPE_BOUNDS_LATITUDE\n\
|
|
11
|
+
#define ELLIPSOID_HAS_SHAPE_BOUNDS_LATITUDE_RANGE_EQUAL_ZERO\n\
|
|
12
|
+
#define ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_FLAT\n\
|
|
13
|
+
#define ELLIPSOID_HAS_SHAPE_BOUNDS_HEIGHT_MIN\n\
|
|
14
|
+
#define ELLIPSOID_HAS_SHAPE_BOUNDS_HEIGHT_FLAT\n\
|
|
15
|
+
#define ELLIPSOID_IS_SPHERE\n\
|
|
16
|
+
*/\n\
|
|
17
|
+
\n\
|
|
18
|
+
uniform vec3 u_ellipsoidRadiiUv; // [0,1]\n\
|
|
19
|
+
#if !defined(ELLIPSOID_IS_SPHERE)\n\
|
|
20
|
+
uniform vec3 u_ellipsoidInverseRadiiSquaredUv;\n\
|
|
21
|
+
#endif\n\
|
|
22
|
+
#if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_MIN_DISCONTINUITY) || defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_MAX_DISCONTINUITY) || defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE_MIN_MAX_REVERSED)\n\
|
|
23
|
+
uniform vec3 u_ellipsoidShapeUvLongitudeMinMaxMid;\n\
|
|
24
|
+
#endif\n\
|
|
25
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE)\n\
|
|
26
|
+
uniform vec2 u_ellipsoidUvToShapeUvLongitude; // x = scale, y = offset\n\
|
|
27
|
+
#endif\n\
|
|
28
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LATITUDE)\n\
|
|
29
|
+
uniform vec2 u_ellipsoidUvToShapeUvLatitude; // x = scale, y = offset\n\
|
|
30
|
+
#endif\n\
|
|
31
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_HEIGHT_MIN) && !defined(ELLIPSOID_HAS_SHAPE_BOUNDS_HEIGHT_FLAT)\n\
|
|
32
|
+
uniform float u_ellipsoidInverseHeightDifferenceUv;\n\
|
|
33
|
+
uniform vec2 u_ellipseInnerRadiiUv; // [0,1]\n\
|
|
34
|
+
#endif\n\
|
|
35
|
+
\n\
|
|
36
|
+
// robust iterative solution without trig functions\n\
|
|
37
|
+
// https://github.com/0xfaded/ellipse_demo/issues/1\n\
|
|
38
|
+
// https://stackoverflow.com/questions/22959698/distance-from-given-point-to-given-ellipse\n\
|
|
39
|
+
// Pro: Good when radii.x ~= radii.y\n\
|
|
40
|
+
// Con: Breaks at pos.x ~= 0.0, especially inside the ellipse\n\
|
|
41
|
+
// Con: Inaccurate with exterior points and thin ellipses\n\
|
|
42
|
+
float ellipseDistanceIterative (vec2 pos, vec2 radii) {\n\
|
|
43
|
+
vec2 p = abs(pos);\n\
|
|
44
|
+
vec2 invRadii = 1.0 / radii;\n\
|
|
45
|
+
vec2 a = vec2(1.0, -1.0) * (radii.x * radii.x - radii.y * radii.y) * invRadii;\n\
|
|
46
|
+
vec2 t = vec2(0.70710678118); // sqrt(2) / 2\n\
|
|
47
|
+
vec2 v = radii * t;\n\
|
|
48
|
+
\n\
|
|
49
|
+
const int iterations = 3;\n\
|
|
50
|
+
for (int i = 0; i < iterations; ++i) {\n\
|
|
51
|
+
vec2 e = a * pow(t, vec2(3.0));\n\
|
|
52
|
+
vec2 q = normalize(p - e) * length(v - e);\n\
|
|
53
|
+
t = normalize((q + e) * invRadii);\n\
|
|
54
|
+
v = radii * t;\n\
|
|
55
|
+
}\n\
|
|
56
|
+
return length(v * sign(pos) - pos) * sign(p.y - v.y);\n\
|
|
57
|
+
}\n\
|
|
58
|
+
\n\
|
|
59
|
+
vec3 convertUvToShapeUvSpace(in vec3 positionUv) {\n\
|
|
60
|
+
// Compute position and normal.\n\
|
|
61
|
+
// Convert positionUv [0,1] to local space [-1,+1] to \"normalized\" cartesian space [-a,+a] where a = (radii + height) / (max(radii) + height).\n\
|
|
62
|
+
// A point on the largest ellipsoid axis would be [-1,+1] and everything else would be smaller.\n\
|
|
63
|
+
vec3 positionLocal = positionUv * 2.0 - 1.0;\n\
|
|
64
|
+
#if defined(ELLIPSOID_IS_SPHERE)\n\
|
|
65
|
+
vec3 posEllipsoid = positionLocal * u_ellipsoidRadiiUv.x;\n\
|
|
66
|
+
vec3 normal = normalize(posEllipsoid);\n\
|
|
67
|
+
#else\n\
|
|
68
|
+
vec3 posEllipsoid = positionLocal * u_ellipsoidRadiiUv;\n\
|
|
69
|
+
vec3 normal = normalize(posEllipsoid * u_ellipsoidInverseRadiiSquaredUv); // geodetic surface normal\n\
|
|
70
|
+
#endif\n\
|
|
71
|
+
\n\
|
|
72
|
+
// Compute longitude\n\
|
|
73
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE_RANGE_EQUAL_ZERO) || defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_EQUAL_ZERO)\n\
|
|
74
|
+
float longitude = 1.0;\n\
|
|
75
|
+
#else\n\
|
|
76
|
+
float longitude = (atan(normal.y, normal.x) + czm_pi) / czm_twoPi;\n\
|
|
77
|
+
\n\
|
|
78
|
+
// Correct the angle when max < min\n\
|
|
79
|
+
// Technically this should compare against min longitude - but it has precision problems so compare against the middle of empty space.\n\
|
|
80
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE_MIN_MAX_REVERSED)\n\
|
|
81
|
+
longitude += float(longitude < u_ellipsoidShapeUvLongitudeMinMaxMid.z);\n\
|
|
82
|
+
#endif\n\
|
|
83
|
+
\n\
|
|
84
|
+
// Avoid flickering from reading voxels from both sides of the -pi/+pi discontinuity.\n\
|
|
85
|
+
#if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_MIN_DISCONTINUITY)\n\
|
|
86
|
+
longitude = longitude > u_ellipsoidShapeUvLongitudeMinMaxMid.z ? u_ellipsoidShapeUvLongitudeMinMaxMid.x : longitude;\n\
|
|
87
|
+
#endif\n\
|
|
88
|
+
#if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_MAX_DISCONTINUITY)\n\
|
|
89
|
+
longitude = longitude < u_ellipsoidShapeUvLongitudeMinMaxMid.z ? u_ellipsoidShapeUvLongitudeMinMaxMid.y : longitude;\n\
|
|
90
|
+
#endif\n\
|
|
91
|
+
\n\
|
|
92
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE)\n\
|
|
93
|
+
longitude = longitude * u_ellipsoidUvToShapeUvLongitude.x + u_ellipsoidUvToShapeUvLongitude.y;\n\
|
|
94
|
+
#endif\n\
|
|
95
|
+
#endif\n\
|
|
96
|
+
\n\
|
|
97
|
+
// Compute latitude\n\
|
|
98
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LATITUDE_RANGE_EQUAL_ZERO) || defined(ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_RANGE_EQUAL_ZERO)\n\
|
|
99
|
+
float latitude = 1.0;\n\
|
|
100
|
+
#else\n\
|
|
101
|
+
float latitude = (asin(normal.z) + czm_piOverTwo) / czm_pi;\n\
|
|
102
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LATITUDE)\n\
|
|
103
|
+
latitude = latitude * u_ellipsoidUvToShapeUvLatitude.x + u_ellipsoidUvToShapeUvLatitude.y;\n\
|
|
104
|
+
#endif\n\
|
|
105
|
+
#endif\n\
|
|
106
|
+
\n\
|
|
107
|
+
// Compute height\n\
|
|
108
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_HEIGHT_FLAT) || defined(ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_FLAT)\n\
|
|
109
|
+
// TODO: This breaks down when minBounds == maxBounds. To fix it, this\n\
|
|
110
|
+
// function would have to know if ray is intersecting the front or back of the shape\n\
|
|
111
|
+
// and set the shape space position to 1 (front) or 0 (back) accordingly.\n\
|
|
112
|
+
float height = 1.0;\n\
|
|
113
|
+
#else\n\
|
|
114
|
+
#if defined(ELLIPSOID_IS_SPHERE)\n\
|
|
115
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_HEIGHT_MIN)\n\
|
|
116
|
+
float height = (length(posEllipsoid) - u_ellipseInnerRadiiUv.x) * u_ellipsoidInverseHeightDifferenceUv;\n\
|
|
117
|
+
#else\n\
|
|
118
|
+
float height = length(posEllipsoid);\n\
|
|
119
|
+
#endif\n\
|
|
120
|
+
#else\n\
|
|
121
|
+
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_HEIGHT_MIN)\n\
|
|
122
|
+
// Convert the 3D position to a 2D position relative to the ellipse (radii.x, radii.z) (assuming radii.x == radii.y which is true for WGS84).\n\
|
|
123
|
+
// This is an optimization so that math can be done with ellipses instead of ellipsoids.\n\
|
|
124
|
+
vec2 posEllipse = vec2(length(posEllipsoid.xy), posEllipsoid.z);\n\
|
|
125
|
+
float height = ellipseDistanceIterative(posEllipse, u_ellipseInnerRadiiUv) * u_ellipsoidInverseHeightDifferenceUv;\n\
|
|
126
|
+
#else\n\
|
|
127
|
+
// TODO: this is probably not correct\n\
|
|
128
|
+
float height = length(posEllipsoid);\n\
|
|
129
|
+
#endif\n\
|
|
130
|
+
#endif\n\
|
|
131
|
+
#endif\n\
|
|
132
|
+
\n\
|
|
133
|
+
return vec3(longitude, latitude, height);\n\
|
|
134
|
+
}\n\
|
|
135
|
+
";
|
|
File without changes
|