@cesium/engine 6.2.0 → 8.0.0

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.
Files changed (268) hide show
  1. package/Build/ThirdParty/Workers/z-worker-pako.js +568 -407
  2. package/Build/Workers/{chunk-RH4N2ONY.js → chunk-23UFSGND.js} +7 -7
  3. package/Build/Workers/{chunk-HPP4JLNH.js → chunk-2A75IWRS.js} +7 -7
  4. package/Build/Workers/{chunk-5IRLXUTA.js → chunk-2FRVPMCS.js} +10 -10
  5. package/Build/Workers/{chunk-ZQRZBHYI.js → chunk-2FWRMUTY.js} +4 -4
  6. package/Build/Workers/{chunk-Z2SIPUKB.js → chunk-2UPKWTMJ.js} +6 -6
  7. package/Build/Workers/{chunk-434ZTTFX.js → chunk-34FXV7D7.js} +2 -2
  8. package/Build/Workers/{chunk-MW3CJYLX.js → chunk-3VAZEH7M.js} +2 -2
  9. package/Build/Workers/{chunk-HUPNRBWW.js → chunk-4DO5W5XZ.js} +6 -6
  10. package/Build/Workers/{chunk-PIXK6KHB.js → chunk-4H7PY4U5.js} +2 -2
  11. package/Build/Workers/{chunk-BP467WX3.js → chunk-5QULIR53.js} +4 -4
  12. package/Build/Workers/{chunk-R3HUGXBH.js → chunk-7TC63SJW.js} +8 -8
  13. package/Build/Workers/{chunk-SQVTYRZY.js → chunk-7ZFGPDJA.js} +4 -4
  14. package/Build/Workers/{chunk-TIXXVKUY.js → chunk-A5DWLWCY.js} +10 -10
  15. package/Build/Workers/{chunk-CWJQGBWT.js → chunk-BBWDMCVU.js} +1 -1
  16. package/Build/Workers/{chunk-4KP73B43.js → chunk-BG4UCVXN.js} +3 -3
  17. package/Build/Workers/{chunk-Y4OJ4B23.js → chunk-BIKA3NRA.js} +5 -5
  18. package/Build/Workers/{chunk-DR5XZ6K5.js → chunk-BROJAZRZ.js} +13 -13
  19. package/Build/Workers/{chunk-FWGNCYP6.js → chunk-DDUQAJ4P.js} +7 -7
  20. package/Build/Workers/{chunk-QRBRVGZC.js → chunk-EERJKOAF.js} +4 -4
  21. package/Build/Workers/{chunk-52VSIKEA.js → chunk-EG6PTBY2.js} +15 -15
  22. package/Build/Workers/{chunk-O43GWBSF.js → chunk-EHWHNOEX.js} +1 -1
  23. package/Build/Workers/{chunk-MN34FIF5.js → chunk-F3YA3Y2Z.js} +1 -1
  24. package/Build/Workers/{chunk-GF5TNNKP.js → chunk-F4HFJMGM.js} +6 -6
  25. package/Build/Workers/{chunk-HOT2SNXP.js → chunk-FJKNFAKQ.js} +133 -553
  26. package/Build/Workers/{chunk-TMPVBFJQ.js → chunk-FNIRWHJB.js} +10 -10
  27. package/Build/Workers/{chunk-DMCSY5BU.js → chunk-FZRIVR7Y.js} +5 -5
  28. package/Build/Workers/{chunk-Z4JUBRHP.js → chunk-G43QFN4Q.js} +6 -6
  29. package/Build/Workers/{chunk-HPH5HSFE.js → chunk-GATZHF3K.js} +2 -2
  30. package/Build/Workers/{chunk-CSIZ3BGT.js → chunk-GRC2ZTAF.js} +14 -14
  31. package/Build/Workers/{chunk-NE4JNU6H.js → chunk-HU6N6EXB.js} +10 -10
  32. package/Build/Workers/{chunk-GVL5I7TC.js → chunk-I46ZRR5W.js} +17 -17
  33. package/Build/Workers/{chunk-5GDBZTHX.js → chunk-JURN7NPV.js} +17 -17
  34. package/Build/Workers/{chunk-H5DUXHCV.js → chunk-KKCR2YOP.js} +11 -11
  35. package/Build/Workers/{chunk-LX6XV4DK.js → chunk-LPR3YNP2.js} +5 -5
  36. package/Build/Workers/{chunk-HFKSAB5K.js → chunk-M7ERACJJ.js} +13 -13
  37. package/Build/Workers/{chunk-BUZDZBUH.js → chunk-MDWEGWPA.js} +10 -10
  38. package/Build/Workers/{chunk-LGJUI2CE.js → chunk-OGXZVPPM.js} +9 -5
  39. package/Build/Workers/{chunk-PZ2WJWUG.js → chunk-PGSJK77E.js} +6 -6
  40. package/Build/Workers/{chunk-ARPTYYKS.js → chunk-PPH7OFP3.js} +5 -5
  41. package/Build/Workers/{chunk-R4OZKBXH.js → chunk-SH5USDPI.js} +6 -6
  42. package/Build/Workers/{chunk-SV7DDPAC.js → chunk-SOWMRMWA.js} +1 -1
  43. package/Build/Workers/{chunk-RIDPF7PO.js → chunk-STW2DGFI.js} +2 -2
  44. package/Build/Workers/{chunk-CDGHUKQ4.js → chunk-T3XIFPYR.js} +13 -13
  45. package/Build/Workers/chunk-TTUZP4BO.js +501 -0
  46. package/Build/Workers/{chunk-QTZQZY2C.js → chunk-UEXTBDBE.js} +34 -10
  47. package/Build/Workers/{chunk-XUTVA4K5.js → chunk-VOXYEYJT.js} +11 -11
  48. package/Build/Workers/{chunk-AXFRNOVC.js → chunk-X4356LRH.js} +12 -12
  49. package/Build/Workers/{chunk-5HLGKKG3.js → chunk-XGI5BXZY.js} +2 -2
  50. package/Build/Workers/{chunk-SNN7WOC2.js → chunk-Y2ME2IJV.js} +13 -13
  51. package/Build/Workers/{chunk-LGL4P5KL.js → chunk-Y5UQJLYE.js} +6 -6
  52. package/Build/Workers/{chunk-3PW6ZBN4.js → chunk-YJEBABKH.js} +7 -7
  53. package/Build/Workers/{chunk-YBKFS53K.js → chunk-YWTJ2B4B.js} +1 -1
  54. package/Build/Workers/{chunk-5SK36PU4.js → chunk-Z3TIFFGF.js} +7 -7
  55. package/Build/Workers/{chunk-JGG36SQV.js → chunk-ZT7KWISZ.js} +4 -4
  56. package/Build/Workers/combineGeometry.js +24 -23
  57. package/Build/Workers/createBoxGeometry.js +18 -17
  58. package/Build/Workers/createBoxOutlineGeometry.js +16 -15
  59. package/Build/Workers/createCircleGeometry.js +26 -25
  60. package/Build/Workers/createCircleOutlineGeometry.js +19 -18
  61. package/Build/Workers/createCoplanarPolygonGeometry.js +33 -32
  62. package/Build/Workers/createCoplanarPolygonOutlineGeometry.js +31 -30
  63. package/Build/Workers/createCorridorGeometry.js +29 -29
  64. package/Build/Workers/createCorridorOutlineGeometry.js +28 -28
  65. package/Build/Workers/createCylinderGeometry.js +20 -19
  66. package/Build/Workers/createCylinderOutlineGeometry.js +18 -17
  67. package/Build/Workers/createEllipseGeometry.js +26 -25
  68. package/Build/Workers/createEllipseOutlineGeometry.js +19 -18
  69. package/Build/Workers/createEllipsoidGeometry.js +19 -18
  70. package/Build/Workers/createEllipsoidOutlineGeometry.js +18 -17
  71. package/Build/Workers/createFrustumGeometry.js +18 -17
  72. package/Build/Workers/createFrustumOutlineGeometry.js +18 -17
  73. package/Build/Workers/createGeometry.js +54 -33
  74. package/Build/Workers/createGroundPolylineGeometry.js +22 -21
  75. package/Build/Workers/createPlaneGeometry.js +16 -15
  76. package/Build/Workers/createPlaneOutlineGeometry.js +15 -14
  77. package/Build/Workers/createPolygonGeometry.js +32 -166
  78. package/Build/Workers/createPolygonOutlineGeometry.js +30 -29
  79. package/Build/Workers/createPolylineGeometry.js +25 -24
  80. package/Build/Workers/createPolylineVolumeGeometry.js +32 -33
  81. package/Build/Workers/createPolylineVolumeOutlineGeometry.js +27 -27
  82. package/Build/Workers/createRectangleGeometry.js +27 -26
  83. package/Build/Workers/createRectangleOutlineGeometry.js +20 -19
  84. package/Build/Workers/createSimplePolylineGeometry.js +23 -22
  85. package/Build/Workers/createSphereGeometry.js +19 -18
  86. package/Build/Workers/createSphereOutlineGeometry.js +18 -17
  87. package/Build/Workers/createTaskProcessorWorker.js +3 -3
  88. package/Build/Workers/createVectorTileClampedPolylines.js +14 -14
  89. package/Build/Workers/createVectorTileGeometries.js +24 -23
  90. package/Build/Workers/createVectorTilePoints.js +12 -12
  91. package/Build/Workers/createVectorTilePolygons.js +22 -21
  92. package/Build/Workers/createVectorTilePolylines.js +14 -14
  93. package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +22 -21
  94. package/Build/Workers/createVerticesFromHeightmap.js +22 -21
  95. package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +19 -18
  96. package/Build/Workers/createWallGeometry.js +24 -23
  97. package/Build/Workers/createWallOutlineGeometry.js +23 -22
  98. package/Build/Workers/decodeDraco.js +11 -11
  99. package/Build/Workers/decodeGoogleEarthEnterprisePacket.js +5 -5
  100. package/Build/Workers/decodeI3S.js +601 -92
  101. package/Build/Workers/transcodeKTX2.js +7 -7
  102. package/Build/Workers/transferTypedArrayTest.js +1 -1
  103. package/Build/Workers/upsampleQuantizedTerrainMesh.js +22 -21
  104. package/LICENSE.md +1 -1
  105. package/Source/Assets/approximateTerrainHeights.json +1 -1
  106. package/Source/Core/Ellipsoid.js +6 -0
  107. package/Source/Core/GregorianDate.js +85 -0
  108. package/Source/Core/HeadingPitchRange.js +2 -2
  109. package/Source/Core/IntersectionTests.js +6 -3
  110. package/Source/Core/Ion.js +1 -1
  111. package/Source/Core/PixelFormat.js +5 -0
  112. package/Source/Core/PolygonGeometry.js +0 -169
  113. package/Source/Core/Resource.js +30 -69
  114. package/Source/Core/Transforms.js +30 -18
  115. package/Source/Core/createWorldBathymetryAsync.js +45 -0
  116. package/Source/Core/srgbToLinear.js +32 -0
  117. package/Source/DataSources/CzmlDataSource.js +51 -23
  118. package/Source/DataSources/DataSourceDisplay.js +27 -0
  119. package/Source/DataSources/EllipsoidGeometryUpdater.js +3 -4
  120. package/Source/DataSources/Entity.js +28 -7
  121. package/Source/DataSources/EntityCollection.js +1 -2
  122. package/Source/DataSources/GeometryUpdater.js +1 -2
  123. package/Source/DataSources/GeometryUpdaterSet.js +114 -0
  124. package/Source/DataSources/GeometryVisualizer.js +19 -83
  125. package/Source/DataSources/GroundGeometryUpdater.js +6 -3
  126. package/Source/DataSources/ModelVisualizer.js +19 -98
  127. package/Source/DataSources/PolygonGeometryUpdater.js +14 -2
  128. package/Source/DataSources/PolylineGeometryUpdater.js +9 -8
  129. package/Source/DataSources/TerrainOffsetProperty.js +15 -23
  130. package/Source/Renderer/AutomaticUniforms.js +121 -1
  131. package/Source/Renderer/Context.js +10 -0
  132. package/Source/Renderer/ContextLimits.js +2 -0
  133. package/Source/Renderer/UniformState.js +127 -0
  134. package/Source/Renderer/demodernizeShader.js +4 -1
  135. package/Source/Scene/ArcGisMapService.js +1 -1
  136. package/Source/Scene/Atmosphere.js +127 -0
  137. package/Source/Scene/Axis.js +12 -7
  138. package/Source/Scene/Billboard.js +29 -26
  139. package/Source/Scene/BillboardCollection.js +3 -3
  140. package/Source/Scene/Camera.js +47 -5
  141. package/Source/Scene/Cesium3DTile.js +1 -0
  142. package/Source/Scene/Cesium3DTileContent.js +14 -0
  143. package/Source/Scene/Cesium3DTileset.js +364 -45
  144. package/Source/Scene/Cesium3DTilesetBaseTraversal.js +2 -4
  145. package/Source/Scene/Cesium3DTilesetTraversal.js +4 -0
  146. package/Source/Scene/Composite3DTileContent.js +42 -0
  147. package/Source/Scene/DynamicAtmosphereLightingType.js +56 -0
  148. package/Source/Scene/Empty3DTileContent.js +4 -0
  149. package/Source/Scene/Fog.js +1 -0
  150. package/Source/Scene/FrameState.js +14 -1
  151. package/Source/Scene/Geometry3DTileContent.js +4 -0
  152. package/Source/Scene/Globe.js +3 -2
  153. package/Source/Scene/GlobeSurfaceTileProvider.js +3 -1
  154. package/Source/Scene/GlobeTranslucencyState.js +1 -1
  155. package/Source/Scene/GltfLoader.js +15 -5
  156. package/Source/Scene/GltfPipeline/updateVersion.js +69 -68
  157. package/Source/Scene/HeightReference.js +59 -2
  158. package/Source/Scene/I3SDataProvider.js +270 -53
  159. package/Source/Scene/I3SDecoder.js +8 -1
  160. package/Source/Scene/I3SFeature.js +2 -5
  161. package/Source/Scene/I3SField.js +136 -31
  162. package/Source/Scene/I3SGeometry.js +70 -2
  163. package/Source/Scene/I3SLayer.js +55 -10
  164. package/Source/Scene/I3SNode.js +175 -18
  165. package/Source/Scene/I3SStatistics.js +94 -0
  166. package/Source/Scene/I3SSublayer.js +176 -0
  167. package/Source/Scene/I3SSymbology.js +337 -0
  168. package/Source/Scene/Implicit3DTileContent.js +4 -0
  169. package/Source/Scene/KeyframeNode.js +1 -1
  170. package/Source/Scene/LabelCollection.js +2 -2
  171. package/Source/Scene/Model/AtmospherePipelineStage.js +59 -0
  172. package/Source/Scene/Model/B3dmLoader.js +4 -0
  173. package/Source/Scene/Model/FeatureIdPipelineStage.js +25 -2
  174. package/Source/Scene/Model/I3dmLoader.js +4 -0
  175. package/Source/Scene/Model/InstancingPipelineStage.js +24 -6
  176. package/Source/Scene/Model/MetadataPipelineStage.js +31 -3
  177. package/Source/Scene/Model/Model.js +82 -32
  178. package/Source/Scene/Model/Model3DTileContent.js +31 -0
  179. package/Source/Scene/Model/ModelAnimationChannel.js +16 -15
  180. package/Source/Scene/Model/ModelSceneGraph.js +6 -0
  181. package/Source/Scene/Model/pickModel.js +426 -0
  182. package/Source/Scene/Multiple3DTileContent.js +42 -0
  183. package/Source/Scene/PickFramebuffer.js +37 -2
  184. package/Source/Scene/Picking.js +113 -39
  185. package/Source/Scene/Primitive.js +6 -2
  186. package/Source/Scene/QuadtreePrimitive.js +1 -1
  187. package/Source/Scene/Scene.js +312 -46
  188. package/Source/Scene/ScreenSpaceCameraController.js +23 -13
  189. package/Source/Scene/SensorVolumePortionToDisplay.js +69 -0
  190. package/Source/Scene/SkyAtmosphere.js +5 -6
  191. package/Source/Scene/SpatialNode.js +12 -19
  192. package/Source/Scene/StructuralMetadata.js +1 -1
  193. package/Source/Scene/Terrain.js +49 -0
  194. package/Source/Scene/TileBoundingS2Cell.js +2 -2
  195. package/Source/Scene/Tileset3DTileContent.js +4 -0
  196. package/Source/Scene/Vector3DTileContent.js +4 -0
  197. package/Source/Scene/VoxelBoxShape.js +76 -0
  198. package/Source/Scene/VoxelCell.js +273 -0
  199. package/Source/Scene/VoxelCylinderShape.js +114 -43
  200. package/Source/Scene/VoxelEllipsoidShape.js +158 -116
  201. package/Source/Scene/VoxelPrimitive.js +3 -1
  202. package/Source/Scene/VoxelRenderResources.js +3 -0
  203. package/Source/Scene/VoxelShape.js +13 -0
  204. package/Source/Scene/VoxelTraversal.js +76 -54
  205. package/Source/Scene/buildVoxelDrawCommands.js +23 -0
  206. package/Source/Scene/createGooglePhotorealistic3DTileset.js +1 -0
  207. package/Source/Scene/processVoxelProperties.js +2 -0
  208. package/Source/Shaders/AtmosphereCommon.glsl +3 -11
  209. package/Source/Shaders/AtmosphereCommon.js +3 -11
  210. package/Source/Shaders/Builtin/CzmBuiltins.js +12 -0
  211. package/Source/Shaders/Builtin/Functions/applyHSBShift.glsl +32 -0
  212. package/Source/Shaders/Builtin/Functions/applyHSBShift.js +34 -0
  213. package/Source/Shaders/Builtin/Functions/approximateTanh.glsl +10 -0
  214. package/Source/Shaders/Builtin/Functions/approximateTanh.js +12 -0
  215. package/Source/Shaders/Builtin/Functions/computeAtmosphereColor.glsl +44 -0
  216. package/Source/Shaders/Builtin/Functions/computeAtmosphereColor.js +46 -0
  217. package/Source/Shaders/Builtin/Functions/computeGroundAtmosphereScattering.glsl +30 -0
  218. package/Source/Shaders/Builtin/Functions/computeGroundAtmosphereScattering.js +32 -0
  219. package/Source/Shaders/Builtin/Functions/computeScattering.glsl +150 -0
  220. package/Source/Shaders/Builtin/Functions/computeScattering.js +152 -0
  221. package/Source/Shaders/Builtin/Functions/getDynamicAtmosphereLightDirection.glsl +22 -0
  222. package/Source/Shaders/Builtin/Functions/getDynamicAtmosphereLightDirection.js +24 -0
  223. package/Source/Shaders/Builtin/Functions/translateRelativeToEye.glsl +5 -0
  224. package/Source/Shaders/Builtin/Functions/translateRelativeToEye.js +5 -0
  225. package/Source/Shaders/GlobeFS.glsl +16 -25
  226. package/Source/Shaders/GlobeFS.js +16 -25
  227. package/Source/Shaders/GlobeVS.glsl +1 -1
  228. package/Source/Shaders/GlobeVS.js +1 -1
  229. package/Source/Shaders/Model/AtmosphereStageFS.glsl +111 -0
  230. package/Source/Shaders/Model/AtmosphereStageFS.js +113 -0
  231. package/Source/Shaders/Model/AtmosphereStageVS.glsl +12 -0
  232. package/Source/Shaders/Model/AtmosphereStageVS.js +14 -0
  233. package/Source/Shaders/Model/GeometryStageFS.glsl +1 -1
  234. package/Source/Shaders/Model/GeometryStageFS.js +1 -1
  235. package/Source/Shaders/Model/GeometryStageVS.glsl +4 -4
  236. package/Source/Shaders/Model/GeometryStageVS.js +4 -4
  237. package/Source/Shaders/Model/ModelColorStageFS.glsl +1 -1
  238. package/Source/Shaders/Model/ModelColorStageFS.js +2 -1
  239. package/Source/Shaders/Model/ModelFS.glsl +4 -0
  240. package/Source/Shaders/Model/ModelFS.js +4 -0
  241. package/Source/Shaders/Model/ModelVS.glsl +9 -4
  242. package/Source/Shaders/Model/ModelVS.js +9 -4
  243. package/Source/Shaders/SkyAtmosphereCommon.glsl +3 -13
  244. package/Source/Shaders/SkyAtmosphereCommon.js +3 -13
  245. package/Source/Shaders/SkyAtmosphereFS.glsl +5 -10
  246. package/Source/Shaders/SkyAtmosphereFS.js +5 -10
  247. package/Source/Shaders/SkyAtmosphereVS.glsl +3 -2
  248. package/Source/Shaders/SkyAtmosphereVS.js +3 -2
  249. package/Source/Shaders/Voxels/IntersectCylinder.glsl +14 -111
  250. package/Source/Shaders/Voxels/IntersectCylinder.js +14 -111
  251. package/Source/Shaders/Voxels/IntersectEllipsoid.glsl +32 -113
  252. package/Source/Shaders/Voxels/IntersectEllipsoid.js +32 -113
  253. package/Source/Shaders/Voxels/IntersectLongitude.glsl +102 -0
  254. package/Source/Shaders/Voxels/IntersectLongitude.js +104 -0
  255. package/Source/Shaders/Voxels/VoxelFS.glsl +39 -1
  256. package/Source/Shaders/Voxels/VoxelFS.js +39 -1
  257. package/Source/Shaders/Voxels/convertUvToCylinder.glsl +19 -37
  258. package/Source/Shaders/Voxels/convertUvToCylinder.js +19 -37
  259. package/Source/Shaders/Voxels/convertUvToEllipsoid.glsl +24 -44
  260. package/Source/Shaders/Voxels/convertUvToEllipsoid.js +24 -44
  261. package/Source/ThirdParty/Workers/z-worker-pako.js +1 -1
  262. package/Source/ThirdParty/draco_decoder.wasm +0 -0
  263. package/Source/Workers/createGeometry.js +40 -11
  264. package/Source/Workers/decodeI3S.js +720 -94
  265. package/index.d.ts +574 -71
  266. package/index.js +217 -196
  267. package/package.json +3 -3
  268. package/Build/Workers/chunk-ATB2I7OS.js +0 -55
@@ -1,5 +1,7 @@
1
- // See IntersectionUtils.glsl for the definitions of Ray, setIntersection,
2
- // setIntersectionPair
1
+ // See IntersectionUtils.glsl for the definitions of Ray, NO_HIT,
2
+ // setIntersection, setIntersectionPair, setShapeIntersection
3
+ // See IntersectLongitude.glsl for the definitions of intersectHalfPlane,
4
+ // intersectFlippedWedge, intersectRegularWedge
3
5
 
4
6
  /* Cylinder defines (set in Scene/VoxelCylinderShape.js)
5
7
  #define CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN
@@ -10,19 +12,8 @@
10
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  #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE
11
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  #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF
12
14
  #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF
13
- #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_HALF
14
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  #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO
15
16
 
16
- #define CYLINDER_HAS_SHAPE_BOUNDS_RADIUS
17
- #define CYLINDER_HAS_SHAPE_BOUNDS_RADIUS_FLAT
18
- #define CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT
19
- #define CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT_FLAT
20
- #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE
21
- #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_RANGE_EQUAL_ZERO
22
- #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY
23
- #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY
24
- #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_MAX_REVERSED
25
-
26
17
  #define CYLINDER_INTERSECTION_INDEX_RADIUS_MAX
27
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  #define CYLINDER_INTERSECTION_INDEX_RADIUS_MIN
28
19
  #define CYLINDER_INTERSECTION_INDEX_ANGLE
@@ -40,93 +31,6 @@
40
31
  uniform vec2 u_cylinderRenderAngleMinMax;
41
32
  #endif
42
33
 
43
- vec4 intersectHalfPlane(Ray ray, float angle) {
44
- vec2 o = ray.pos.xy;
45
- vec2 d = ray.dir.xy;
46
- vec2 planeDirection = vec2(cos(angle), sin(angle));
47
- vec2 planeNormal = vec2(planeDirection.y, -planeDirection.x);
48
-
49
- float a = dot(o, planeNormal);
50
- float b = dot(d, planeNormal);
51
- float t = -a / b;
52
-
53
- vec2 p = o + t * d;
54
- bool outside = dot(p, planeDirection) < 0.0;
55
- if (outside) return vec4(-INF_HIT, +INF_HIT, NO_HIT, NO_HIT);
56
-
57
- return vec4(-INF_HIT, t, t, +INF_HIT);
58
- }
59
-
60
- #define POSITIVE_HIT vec2(t, +INF_HIT);
61
- #define NEGATIVE_HIT vec2(-INF_HIT, t);
62
-
63
- vec2 intersectHalfSpace(Ray ray, float angle)
64
- {
65
- vec2 o = ray.pos.xy;
66
- vec2 d = ray.dir.xy;
67
- vec2 n = vec2(sin(angle), -cos(angle));
68
-
69
- float a = dot(o, n);
70
- float b = dot(d, n);
71
- float t = -a / b;
72
- float s = sign(a);
73
-
74
- // Half space cuts right through the camera, pick the side to intersect
75
- if (a == 0.0) {
76
- if (b >= 0.0) {
77
- return POSITIVE_HIT;
78
- } else {
79
- return NEGATIVE_HIT;
80
- }
81
- }
82
-
83
- if (t >= 0.0 != s >= 0.0) {
84
- return POSITIVE_HIT;
85
- } else {
86
- return NEGATIVE_HIT;
87
- }
88
- }
89
-
90
- vec2 intersectRegularWedge(Ray ray, float minAngle, float maxAngle)
91
- {
92
- vec2 o = ray.pos.xy;
93
- vec2 d = ray.dir.xy;
94
- vec2 n1 = vec2(sin(minAngle), -cos(minAngle));
95
- vec2 n2 = vec2(-sin(maxAngle), cos(maxAngle));
96
-
97
- float a1 = dot(o, n1);
98
- float a2 = dot(o, n2);
99
- float b1 = dot(d, n1);
100
- float b2 = dot(d, n2);
101
-
102
- float t1 = -a1 / b1;
103
- float t2 = -a2 / b2;
104
- float s1 = sign(a1);
105
- float s2 = sign(a2);
106
-
107
- float tmin = min(t1, t2);
108
- float tmax = max(t1, t2);
109
- float smin = tmin == t1 ? s1 : s2;
110
- float smax = tmin == t1 ? s2 : s1;
111
-
112
- bool e = tmin >= 0.0;
113
- bool f = tmax >= 0.0;
114
- bool g = smin >= 0.0;
115
- bool h = smax >= 0.0;
116
-
117
- if (e != g && f == h) return vec2(tmin, tmax);
118
- else if (e == g && f == h) return vec2(-INF_HIT, tmin);
119
- else if (e != g && f != h) return vec2(tmax, +INF_HIT);
120
- else return vec2(NO_HIT);
121
- }
122
-
123
- vec4 intersectFlippedWedge(Ray ray, float minAngle, float maxAngle)
124
- {
125
- vec2 planeIntersectMin = intersectHalfSpace(ray, minAngle);
126
- vec2 planeIntersectMax = intersectHalfSpace(ray, maxAngle + czm_pi);
127
- return vec4(planeIntersectMin, planeIntersectMax);
128
- }
129
-
130
34
  vec2 intersectUnitCylinder(Ray ray)
131
35
  {
132
36
  vec3 o = ray.pos;
@@ -256,18 +160,17 @@ void intersectShape(Ray ray, inout Intersections ix)
256
160
  #endif
257
161
 
258
162
  #if defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF)
259
- vec2 wedgeIntersect = intersectRegularWedge(ray, u_cylinderRenderAngleMinMax.x, u_cylinderRenderAngleMinMax.y);
260
- setIntersectionPair(ix, CYLINDER_INTERSECTION_INDEX_ANGLE, wedgeIntersect);
163
+ RayShapeIntersection wedgeIntersect = intersectRegularWedge(ray, u_cylinderRenderAngleMinMax);
164
+ setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE, wedgeIntersect);
261
165
  #elif defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF)
262
- vec4 wedgeIntersect = intersectFlippedWedge(ray, u_cylinderRenderAngleMinMax.x, u_cylinderRenderAngleMinMax.y);
263
- setIntersectionPair(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 0, wedgeIntersect.xy);
264
- setIntersectionPair(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 1, wedgeIntersect.zw);
265
- #elif defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_HALF)
266
- vec2 wedgeIntersect = intersectHalfSpace(ray, u_cylinderRenderAngleMinMax.x);
267
- setIntersectionPair(ix, CYLINDER_INTERSECTION_INDEX_ANGLE, wedgeIntersect);
166
+ RayShapeIntersection wedgeIntersects[2];
167
+ intersectFlippedWedge(ray, u_cylinderRenderAngleMinMax, wedgeIntersects);
168
+ setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 0, wedgeIntersects[0]);
169
+ setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 1, wedgeIntersects[1]);
268
170
  #elif defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO)
269
- vec4 wedgeIntersect = intersectHalfPlane(ray, u_cylinderRenderAngleMinMax.x);
270
- setIntersectionPair(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 0, wedgeIntersect.xy);
271
- setIntersectionPair(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 1, wedgeIntersect.zw);
171
+ RayShapeIntersection wedgeIntersects[2];
172
+ intersectHalfPlane(ray, u_cylinderRenderAngleMinMax.x, wedgeIntersects);
173
+ setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 0, wedgeIntersects[0]);
174
+ setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 1, wedgeIntersects[1]);
272
175
  #endif
273
176
  }
@@ -1,6 +1,8 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "// See IntersectionUtils.glsl for the definitions of Ray, setIntersection,\n\
3
- // setIntersectionPair\n\
2
+ export default "// See IntersectionUtils.glsl for the definitions of Ray, NO_HIT,\n\
3
+ // setIntersection, setIntersectionPair, setShapeIntersection\n\
4
+ // See IntersectLongitude.glsl for the definitions of intersectHalfPlane,\n\
5
+ // intersectFlippedWedge, intersectRegularWedge\n\
4
6
  \n\
5
7
  /* Cylinder defines (set in Scene/VoxelCylinderShape.js)\n\
6
8
  #define CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN\n\
@@ -11,19 +13,8 @@ export default "// See IntersectionUtils.glsl for the definitions of Ray, setInt
11
13
  #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE\n\
12
14
  #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF\n\
13
15
  #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF\n\
14
- #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_HALF\n\
15
16
  #define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO\n\
16
17
  \n\
17
- #define CYLINDER_HAS_SHAPE_BOUNDS_RADIUS\n\
18
- #define CYLINDER_HAS_SHAPE_BOUNDS_RADIUS_FLAT\n\
19
- #define CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT\n\
20
- #define CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT_FLAT\n\
21
- #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE\n\
22
- #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_RANGE_EQUAL_ZERO\n\
23
- #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY\n\
24
- #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY\n\
25
- #define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_MAX_REVERSED\n\
26
- \n\
27
18
  #define CYLINDER_INTERSECTION_INDEX_RADIUS_MAX\n\
28
19
  #define CYLINDER_INTERSECTION_INDEX_RADIUS_MIN\n\
29
20
  #define CYLINDER_INTERSECTION_INDEX_ANGLE\n\
@@ -41,93 +32,6 @@ export default "// See IntersectionUtils.glsl for the definitions of Ray, setInt
41
32
  uniform vec2 u_cylinderRenderAngleMinMax;\n\
42
33
  #endif\n\
43
34
  \n\
44
- vec4 intersectHalfPlane(Ray ray, float angle) {\n\
45
- vec2 o = ray.pos.xy;\n\
46
- vec2 d = ray.dir.xy;\n\
47
- vec2 planeDirection = vec2(cos(angle), sin(angle));\n\
48
- vec2 planeNormal = vec2(planeDirection.y, -planeDirection.x);\n\
49
- \n\
50
- float a = dot(o, planeNormal);\n\
51
- float b = dot(d, planeNormal);\n\
52
- float t = -a / b;\n\
53
- \n\
54
- vec2 p = o + t * d;\n\
55
- bool outside = dot(p, planeDirection) < 0.0;\n\
56
- if (outside) return vec4(-INF_HIT, +INF_HIT, NO_HIT, NO_HIT);\n\
57
- \n\
58
- return vec4(-INF_HIT, t, t, +INF_HIT);\n\
59
- }\n\
60
- \n\
61
- #define POSITIVE_HIT vec2(t, +INF_HIT);\n\
62
- #define NEGATIVE_HIT vec2(-INF_HIT, t);\n\
63
- \n\
64
- vec2 intersectHalfSpace(Ray ray, float angle)\n\
65
- {\n\
66
- vec2 o = ray.pos.xy;\n\
67
- vec2 d = ray.dir.xy;\n\
68
- vec2 n = vec2(sin(angle), -cos(angle));\n\
69
- \n\
70
- float a = dot(o, n);\n\
71
- float b = dot(d, n);\n\
72
- float t = -a / b;\n\
73
- float s = sign(a);\n\
74
- \n\
75
- // Half space cuts right through the camera, pick the side to intersect\n\
76
- if (a == 0.0) {\n\
77
- if (b >= 0.0) {\n\
78
- return POSITIVE_HIT;\n\
79
- } else {\n\
80
- return NEGATIVE_HIT;\n\
81
- }\n\
82
- }\n\
83
- \n\
84
- if (t >= 0.0 != s >= 0.0) {\n\
85
- return POSITIVE_HIT;\n\
86
- } else {\n\
87
- return NEGATIVE_HIT;\n\
88
- }\n\
89
- }\n\
90
- \n\
91
- vec2 intersectRegularWedge(Ray ray, float minAngle, float maxAngle)\n\
92
- {\n\
93
- vec2 o = ray.pos.xy;\n\
94
- vec2 d = ray.dir.xy;\n\
95
- vec2 n1 = vec2(sin(minAngle), -cos(minAngle));\n\
96
- vec2 n2 = vec2(-sin(maxAngle), cos(maxAngle));\n\
97
- \n\
98
- float a1 = dot(o, n1);\n\
99
- float a2 = dot(o, n2);\n\
100
- float b1 = dot(d, n1);\n\
101
- float b2 = dot(d, n2);\n\
102
- \n\
103
- float t1 = -a1 / b1;\n\
104
- float t2 = -a2 / b2;\n\
105
- float s1 = sign(a1);\n\
106
- float s2 = sign(a2);\n\
107
- \n\
108
- float tmin = min(t1, t2);\n\
109
- float tmax = max(t1, t2);\n\
110
- float smin = tmin == t1 ? s1 : s2;\n\
111
- float smax = tmin == t1 ? s2 : s1;\n\
112
- \n\
113
- bool e = tmin >= 0.0;\n\
114
- bool f = tmax >= 0.0;\n\
115
- bool g = smin >= 0.0;\n\
116
- bool h = smax >= 0.0;\n\
117
- \n\
118
- if (e != g && f == h) return vec2(tmin, tmax);\n\
119
- else if (e == g && f == h) return vec2(-INF_HIT, tmin);\n\
120
- else if (e != g && f != h) return vec2(tmax, +INF_HIT);\n\
121
- else return vec2(NO_HIT);\n\
122
- }\n\
123
- \n\
124
- vec4 intersectFlippedWedge(Ray ray, float minAngle, float maxAngle)\n\
125
- {\n\
126
- vec2 planeIntersectMin = intersectHalfSpace(ray, minAngle);\n\
127
- vec2 planeIntersectMax = intersectHalfSpace(ray, maxAngle + czm_pi);\n\
128
- return vec4(planeIntersectMin, planeIntersectMax);\n\
129
- }\n\
130
- \n\
131
35
  vec2 intersectUnitCylinder(Ray ray)\n\
132
36
  {\n\
133
37
  vec3 o = ray.pos;\n\
@@ -257,19 +161,18 @@ void intersectShape(Ray ray, inout Intersections ix)\n\
257
161
  #endif\n\
258
162
  \n\
259
163
  #if defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF)\n\
260
- vec2 wedgeIntersect = intersectRegularWedge(ray, u_cylinderRenderAngleMinMax.x, u_cylinderRenderAngleMinMax.y);\n\
261
- setIntersectionPair(ix, CYLINDER_INTERSECTION_INDEX_ANGLE, wedgeIntersect);\n\
164
+ RayShapeIntersection wedgeIntersect = intersectRegularWedge(ray, u_cylinderRenderAngleMinMax);\n\
165
+ setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE, wedgeIntersect);\n\
262
166
  #elif defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF)\n\
263
- vec4 wedgeIntersect = intersectFlippedWedge(ray, u_cylinderRenderAngleMinMax.x, u_cylinderRenderAngleMinMax.y);\n\
264
- setIntersectionPair(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 0, wedgeIntersect.xy);\n\
265
- setIntersectionPair(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 1, wedgeIntersect.zw);\n\
266
- #elif defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_HALF)\n\
267
- vec2 wedgeIntersect = intersectHalfSpace(ray, u_cylinderRenderAngleMinMax.x);\n\
268
- setIntersectionPair(ix, CYLINDER_INTERSECTION_INDEX_ANGLE, wedgeIntersect);\n\
167
+ RayShapeIntersection wedgeIntersects[2];\n\
168
+ intersectFlippedWedge(ray, u_cylinderRenderAngleMinMax, wedgeIntersects);\n\
169
+ setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 0, wedgeIntersects[0]);\n\
170
+ setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 1, wedgeIntersects[1]);\n\
269
171
  #elif defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO)\n\
270
- vec4 wedgeIntersect = intersectHalfPlane(ray, u_cylinderRenderAngleMinMax.x);\n\
271
- setIntersectionPair(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 0, wedgeIntersect.xy);\n\
272
- setIntersectionPair(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 1, wedgeIntersect.zw);\n\
172
+ RayShapeIntersection wedgeIntersects[2];\n\
173
+ intersectHalfPlane(ray, u_cylinderRenderAngleMinMax.x, wedgeIntersects);\n\
174
+ setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 0, wedgeIntersects[0]);\n\
175
+ setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 1, wedgeIntersects[1]);\n\
273
176
  #endif\n\
274
177
  }\n\
275
178
  ";
@@ -1,13 +1,13 @@
1
1
  // See IntersectionUtils.glsl for the definitions of Ray, Intersections,
2
2
  // setIntersection, setIntersectionPair, INF_HIT, NO_HIT
3
+ // See IntersectLongitude.glsl for the definitions of intersectHalfPlane,
4
+ // intersectFlippedWedge, intersectRegularWedge
3
5
 
4
6
  /* Ellipsoid defines (set in Scene/VoxelEllipsoidShape.js)
5
7
  #define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE
6
8
  #define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_EQUAL_ZERO
7
9
  #define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_UNDER_HALF
8
- #define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_EQUAL_HALF
9
10
  #define ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_OVER_HALF
10
- #define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE
11
11
  #define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_UNDER_HALF
12
12
  #define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_EQUAL_HALF
13
13
  #define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MAX_OVER_HALF
@@ -16,7 +16,6 @@
16
16
  #define ELLIPSOID_HAS_RENDER_BOUNDS_LATITUDE_MIN_OVER_HALF
17
17
  #define ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_MAX
18
18
  #define ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_MIN
19
- #define ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_FLAT
20
19
  #define ELLIPSOID_INTERSECTION_INDEX_LONGITUDE
21
20
  #define ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MAX
22
21
  #define ELLIPSOID_INTERSECTION_INDEX_LATITUDE_MIN
@@ -48,78 +47,6 @@ vec2 intersectZPlane(Ray ray)
48
47
  else return vec2(-INF_HIT, t);
49
48
  }
50
49
 
51
- vec4 intersectHalfPlane(Ray ray, float angle) {
52
- vec2 o = ray.pos.xy;
53
- vec2 d = ray.dir.xy;
54
- vec2 planeDirection = vec2(cos(angle), sin(angle));
55
- vec2 planeNormal = vec2(planeDirection.y, -planeDirection.x);
56
-
57
- float a = dot(o, planeNormal);
58
- float b = dot(d, planeNormal);
59
- float t = -a / b;
60
-
61
- vec2 p = o + t * d;
62
- bool outside = dot(p, planeDirection) < 0.0;
63
- if (outside) return vec4(-INF_HIT, +INF_HIT, NO_HIT, NO_HIT);
64
-
65
- return vec4(-INF_HIT, t, t, +INF_HIT);
66
- }
67
-
68
- vec2 intersectHalfSpace(Ray ray, float angle)
69
- {
70
- vec2 o = ray.pos.xy;
71
- vec2 d = ray.dir.xy;
72
- vec2 n = vec2(sin(angle), -cos(angle));
73
-
74
- float a = dot(o, n);
75
- float b = dot(d, n);
76
- float t = -a / b;
77
- float s = sign(a);
78
-
79
- if (t >= 0.0 != s >= 0.0) return vec2(t, +INF_HIT);
80
- else return vec2(-INF_HIT, t);
81
- }
82
-
83
- vec2 intersectRegularWedge(Ray ray, float minAngle, float maxAngle)
84
- {
85
- vec2 o = ray.pos.xy;
86
- vec2 d = ray.dir.xy;
87
- vec2 n1 = vec2(sin(minAngle), -cos(minAngle));
88
- vec2 n2 = vec2(-sin(maxAngle), cos(maxAngle));
89
-
90
- float a1 = dot(o, n1);
91
- float a2 = dot(o, n2);
92
- float b1 = dot(d, n1);
93
- float b2 = dot(d, n2);
94
-
95
- float t1 = -a1 / b1;
96
- float t2 = -a2 / b2;
97
- float s1 = sign(a1);
98
- float s2 = sign(a2);
99
-
100
- float tmin = min(t1, t2);
101
- float tmax = max(t1, t2);
102
- float smin = tmin == t1 ? s1 : s2;
103
- float smax = tmin == t1 ? s2 : s1;
104
-
105
- bool e = tmin >= 0.0;
106
- bool f = tmax >= 0.0;
107
- bool g = smin >= 0.0;
108
- bool h = smax >= 0.0;
109
-
110
- if (e != g && f == h) return vec2(tmin, tmax);
111
- else if (e == g && f == h) return vec2(-INF_HIT, tmin);
112
- else if (e != g && f != h) return vec2(tmax, +INF_HIT);
113
- else return vec2(NO_HIT);
114
- }
115
-
116
- vec4 intersectFlippedWedge(Ray ray, float minAngle, float maxAngle)
117
- {
118
- vec2 planeIntersectMin = intersectHalfSpace(ray, minAngle);
119
- vec2 planeIntersectMax = intersectHalfSpace(ray, maxAngle + czm_pi);
120
- return vec4(planeIntersectMin, planeIntersectMax);
121
- }
122
-
123
50
  vec2 intersectUnitSphere(Ray ray)
124
51
  {
125
52
  vec3 o = ray.pos;
@@ -250,39 +177,32 @@ void intersectShape(in Ray ray, inout Intersections ix) {
250
177
  }
251
178
 
252
179
  // Inner ellipsoid
253
- #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_FLAT)
254
- // When the ellipsoid is perfectly thin it's necessary to sandwich the
255
- // inner ellipsoid intersection inside the outer ellipsoid intersection.
256
-
257
- // Without this special case,
258
- // [outerMin, outerMax, innerMin, innerMax] will bubble sort to
259
- // [outerMin, innerMin, outerMax, innerMax] which will cause the back
260
- // side of the ellipsoid to be invisible because it will think the ray
261
- // is still inside the inner (negative) ellipsoid after exiting the
262
- // outer (positive) ellipsoid.
263
-
264
- // With this special case,
265
- // [outerMin, innerMin, innerMax, outerMax] will bubble sort to
266
- // [outerMin, innerMin, innerMax, outerMax] which will work correctly.
267
-
268
- // Note: If initializeIntersections() changes its sorting function
269
- // from bubble sort to something else, this code may need to change.
270
- setIntersection(ix, 0, outerIntersect.x, true, true); // positive, enter
271
- setIntersection(ix, 1, outerIntersect.x, false, true); // negative, enter
272
- setIntersection(ix, 2, outerIntersect.y, false, false); // negative, exit
273
- setIntersection(ix, 3, outerIntersect.y, true, false); // positive, exit
274
- #elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_MIN)
180
+ #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_HEIGHT_MIN)
275
181
  Ray innerRay = Ray(ray.pos * u_ellipsoidInverseInnerScaleUv, ray.dir * u_ellipsoidInverseInnerScaleUv);
276
182
  vec2 innerIntersect = intersectUnitSphereUnnormalizedDirection(innerRay);
277
183
 
278
184
  if (innerIntersect == vec2(NO_HIT)) {
279
185
  setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_HEIGHT_MIN, innerIntersect);
280
186
  } else {
281
- // When the ellipsoid is very large and thin it's possible for floating
282
- // point math to cause the ray to intersect the inner ellipsoid before
283
- // the outer ellipsoid. To prevent this from happening, clamp innerIntersect
284
- // to outerIntersect and sandwhich the intersections like described above.
285
- //
187
+ // When the ellipsoid is large and thin it's possible for floating point math
188
+ // to cause the ray to intersect the inner ellipsoid before the outer ellipsoid.
189
+ // To prevent this from happening, clamp innerIntersect to outerIntersect and
190
+ // sandwich the inner ellipsoid intersection inside the outer ellipsoid intersection.
191
+
192
+ // Without this special case,
193
+ // [outerMin, outerMax, innerMin, innerMax] will bubble sort to
194
+ // [outerMin, innerMin, outerMax, innerMax] which will cause the back
195
+ // side of the ellipsoid to be invisible because it will think the ray
196
+ // is still inside the inner (negative) ellipsoid after exiting the
197
+ // outer (positive) ellipsoid.
198
+
199
+ // With this special case,
200
+ // [outerMin, innerMin, innerMax, outerMax] will bubble sort to
201
+ // [outerMin, innerMin, innerMax, outerMax] which will work correctly.
202
+
203
+ // Note: If initializeIntersections() changes its sorting function
204
+ // from bubble sort to something else, this code may need to change.
205
+
286
206
  // In theory a similar fix is needed for cylinders, however it's more
287
207
  // complicated to implement because the inner shape is allowed to be
288
208
  // intersected first.
@@ -330,18 +250,17 @@ void intersectShape(in Ray ray, inout Intersections ix) {
330
250
 
331
251
  // Wedge
332
252
  #if defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_EQUAL_ZERO)
333
- vec4 wedgeIntersect = intersectHalfPlane(ray, u_ellipsoidRenderLongitudeMinMax.x);
334
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE + 0, wedgeIntersect.xy);
335
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE + 1, wedgeIntersect.zw);
253
+ RayShapeIntersection wedgeIntersects[2];
254
+ intersectHalfPlane(ray, u_ellipsoidRenderLongitudeMinMax.x, wedgeIntersects);
255
+ setShapeIntersection(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE + 0, wedgeIntersects[0]);
256
+ setShapeIntersection(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE + 1, wedgeIntersects[1]);
336
257
  #elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_UNDER_HALF)
337
- vec2 wedgeIntersect = intersectRegularWedge(ray, u_ellipsoidRenderLongitudeMinMax.x, u_ellipsoidRenderLongitudeMinMax.y);
338
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE, wedgeIntersect);
339
- #elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_EQUAL_HALF)
340
- vec2 wedgeIntersect = intersectHalfSpace(ray, u_ellipsoidRenderLongitudeMinMax.x);
341
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE, wedgeIntersect);
258
+ RayShapeIntersection wedgeIntersect = intersectRegularWedge(ray, u_ellipsoidRenderLongitudeMinMax);
259
+ setShapeIntersection(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE, wedgeIntersect);
342
260
  #elif defined(ELLIPSOID_HAS_RENDER_BOUNDS_LONGITUDE_RANGE_OVER_HALF)
343
- vec4 wedgeIntersect = intersectFlippedWedge(ray, u_ellipsoidRenderLongitudeMinMax.x, u_ellipsoidRenderLongitudeMinMax.y);
344
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE + 0, wedgeIntersect.xy);
345
- setIntersectionPair(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE + 1, wedgeIntersect.zw);
261
+ RayShapeIntersection wedgeIntersects[2];
262
+ intersectFlippedWedge(ray, u_ellipsoidRenderLongitudeMinMax, wedgeIntersects);
263
+ setShapeIntersection(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE + 0, wedgeIntersects[0]);
264
+ setShapeIntersection(ix, ELLIPSOID_INTERSECTION_INDEX_LONGITUDE + 1, wedgeIntersects[1]);
346
265
  #endif
347
266
  }