Add existing to tracked
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// See IntersectionUtils.glsl for the definitions of Ray, NO_HIT, Intersections,
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// RayShapeIntersection, setSurfaceIntersection, setShapeIntersection,
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// intersectIntersections
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// See IntersectLongitude.glsl for the definitions of intersectHalfPlane,
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// intersectFlippedWedge, intersectRegularWedge
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/* Cylinder defines (set in Scene/VoxelCylinderShape.js)
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#define CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN
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#define CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT
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#define CYLINDER_HAS_RENDER_BOUNDS_ANGLE
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#define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF
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#define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF
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#define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO
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#define CYLINDER_INTERSECTION_INDEX_RADIUS_MAX
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#define CYLINDER_INTERSECTION_INDEX_RADIUS_MIN
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#define CYLINDER_INTERSECTION_INDEX_ANGLE
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*/
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// Cylinder uniforms
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uniform vec2 u_cylinderRenderRadiusMinMax;
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#if defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE)
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uniform vec2 u_cylinderRenderAngleMinMax;
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#endif
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uniform sampler2D u_renderBoundPlanesTexture;
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RayShapeIntersection intersectBoundPlanes(in Ray ray) {
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vec4 lastEntry = vec4(ray.dir, -INF_HIT);
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vec4 firstExit = vec4(-ray.dir, +INF_HIT);
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for (int i = 0; i < 2; i++) {
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vec4 boundPlane = getBoundPlane(u_renderBoundPlanesTexture, i);
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vec4 intersection = intersectPlane(ray, boundPlane);
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if (dot(ray.dir, boundPlane.xyz) < 0.0) {
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lastEntry = intersection.w > lastEntry.w ? intersection : lastEntry;
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} else {
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firstExit = intersection.w < firstExit.w ? intersection: firstExit;
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}
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}
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if (lastEntry.w < firstExit.w) {
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return RayShapeIntersection(lastEntry, firstExit);
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} else {
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return RayShapeIntersection(vec4(-ray.dir, NO_HIT), vec4(ray.dir, NO_HIT));
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}
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}
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/**
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* Find the intersection of a ray with a right cylindrical surface of a given radius
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* about the z-axis.
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*/
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RayShapeIntersection intersectCylinder(in Ray ray, in float radius, in bool convex)
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{
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vec2 position = ray.pos.xy;
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vec2 direction = ray.dir.xy;
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float a = dot(direction, direction);
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float b = dot(position, direction);
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float c = dot(position, position) - radius * radius;
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float determinant = b * b - a * c;
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if (determinant < 0.0) {
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vec4 miss = vec4(normalize(ray.dir), NO_HIT);
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return RayShapeIntersection(miss, miss);
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}
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determinant = sqrt(determinant);
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float t1 = (-b - determinant) / a;
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float t2 = (-b + determinant) / a;
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float signFlip = convex ? 1.0 : -1.0;
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vec3 normal1 = vec3((position + t1 * direction) * signFlip, 0.0);
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vec3 normal2 = vec3((position + t2 * direction) * signFlip, 0.0);
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// Return normals in eye coordinates
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vec4 intersect1 = vec4(normalize(czm_normal * normal1), t1);
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vec4 intersect2 = vec4(normalize(czm_normal * normal2), t2);
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return RayShapeIntersection(intersect1, intersect2);
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}
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/**
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* Find the intersection of a ray with a right cylindrical solid of given
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* radius and height bounds. NOTE: The shape is assumed to be convex.
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*/
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RayShapeIntersection intersectBoundedCylinder(in Ray ray, in Ray rayEC, in float radius)
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{
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RayShapeIntersection cylinderIntersection = intersectCylinder(ray, radius, true);
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RayShapeIntersection heightBoundsIntersection = intersectBoundPlanes(rayEC);
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return intersectIntersections(ray, cylinderIntersection, heightBoundsIntersection);
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}
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void intersectShape(in Ray ray, in Ray rayEC, inout Intersections ix)
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{
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RayShapeIntersection outerIntersect = intersectBoundedCylinder(ray, rayEC, u_cylinderRenderRadiusMinMax.y);
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setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_RADIUS_MAX, outerIntersect);
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if (outerIntersect.entry.w == NO_HIT) {
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return;
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}
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#if defined(CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT)
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// When the cylinder is perfectly thin it's necessary to sandwich the
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// inner cylinder intersection inside the outer cylinder intersection.
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// Without this special case,
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// [outerMin, outerMax, innerMin, innerMax] will bubble sort to
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// [outerMin, innerMin, outerMax, innerMax] which will cause the back
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// side of the cylinder to be invisible because it will think the ray
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// is still inside the inner (negative) cylinder after exiting the
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// outer (positive) cylinder.
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// With this special case,
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// [outerMin, innerMin, innerMax, outerMax] will bubble sort to
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// [outerMin, innerMin, innerMax, outerMax] which will work correctly.
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// Note: If initializeIntersections() changes its sorting function
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// from bubble sort to something else, this code may need to change.
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RayShapeIntersection innerIntersect = intersectCylinder(ray, 1.0, false);
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setSurfaceIntersection(ix, 0, outerIntersect.entry, true, true); // positive, enter
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setSurfaceIntersection(ix, 1, innerIntersect.entry, false, true); // negative, enter
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setSurfaceIntersection(ix, 2, innerIntersect.exit, false, false); // negative, exit
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setSurfaceIntersection(ix, 3, outerIntersect.exit, true, false); // positive, exit
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#elif defined(CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN)
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RayShapeIntersection innerIntersect = intersectCylinder(ray, u_cylinderRenderRadiusMinMax.x, false);
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setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_RADIUS_MIN, innerIntersect);
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#endif
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#if defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF)
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RayShapeIntersection wedgeIntersect = intersectRegularWedge(ray, u_cylinderRenderAngleMinMax);
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setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE, wedgeIntersect);
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#elif defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF)
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RayShapeIntersection wedgeIntersects[2];
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intersectFlippedWedge(ray, u_cylinderRenderAngleMinMax, wedgeIntersects);
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setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 0, wedgeIntersects[0]);
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setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 1, wedgeIntersects[1]);
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#elif defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO)
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RayShapeIntersection wedgeIntersects[2];
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intersectHalfPlane(ray, u_cylinderRenderAngleMinMax.x, wedgeIntersects);
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setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 0, wedgeIntersects[0]);
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setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 1, wedgeIntersects[1]);
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#endif
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}
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