Add existing to tracked

This commit is contained in:
Jay
2026-08-11 09:53:42 -04:00
parent afe07f3055
commit ffd6e3d73c
8531 changed files with 4396230 additions and 0 deletions
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// See IntersectionUtils.glsl for the definitions of Ray, NO_HIT, Intersections,
// RayShapeIntersection, setSurfaceIntersection, setShapeIntersection,
// intersectIntersections
// See IntersectLongitude.glsl for the definitions of intersectHalfPlane,
// intersectFlippedWedge, intersectRegularWedge
/* Cylinder defines (set in Scene/VoxelCylinderShape.js)
#define CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN
#define CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT
#define CYLINDER_HAS_RENDER_BOUNDS_ANGLE
#define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF
#define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF
#define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO
#define CYLINDER_INTERSECTION_INDEX_RADIUS_MAX
#define CYLINDER_INTERSECTION_INDEX_RADIUS_MIN
#define CYLINDER_INTERSECTION_INDEX_ANGLE
*/
// Cylinder uniforms
uniform vec2 u_cylinderRenderRadiusMinMax;
#if defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE)
uniform vec2 u_cylinderRenderAngleMinMax;
#endif
uniform sampler2D u_renderBoundPlanesTexture;
RayShapeIntersection intersectBoundPlanes(in Ray ray) {
vec4 lastEntry = vec4(ray.dir, -INF_HIT);
vec4 firstExit = vec4(-ray.dir, +INF_HIT);
for (int i = 0; i < 2; i++) {
vec4 boundPlane = getBoundPlane(u_renderBoundPlanesTexture, i);
vec4 intersection = intersectPlane(ray, boundPlane);
if (dot(ray.dir, boundPlane.xyz) < 0.0) {
lastEntry = intersection.w > lastEntry.w ? intersection : lastEntry;
} else {
firstExit = intersection.w < firstExit.w ? intersection: firstExit;
}
}
if (lastEntry.w < firstExit.w) {
return RayShapeIntersection(lastEntry, firstExit);
} else {
return RayShapeIntersection(vec4(-ray.dir, NO_HIT), vec4(ray.dir, NO_HIT));
}
}
/**
* Find the intersection of a ray with a right cylindrical surface of a given radius
* about the z-axis.
*/
RayShapeIntersection intersectCylinder(in Ray ray, in float radius, in bool convex)
{
vec2 position = ray.pos.xy;
vec2 direction = ray.dir.xy;
float a = dot(direction, direction);
float b = dot(position, direction);
float c = dot(position, position) - radius * radius;
float determinant = b * b - a * c;
if (determinant < 0.0) {
vec4 miss = vec4(normalize(ray.dir), NO_HIT);
return RayShapeIntersection(miss, miss);
}
determinant = sqrt(determinant);
float t1 = (-b - determinant) / a;
float t2 = (-b + determinant) / a;
float signFlip = convex ? 1.0 : -1.0;
vec3 normal1 = vec3((position + t1 * direction) * signFlip, 0.0);
vec3 normal2 = vec3((position + t2 * direction) * signFlip, 0.0);
// Return normals in eye coordinates
vec4 intersect1 = vec4(normalize(czm_normal * normal1), t1);
vec4 intersect2 = vec4(normalize(czm_normal * normal2), t2);
return RayShapeIntersection(intersect1, intersect2);
}
/**
* Find the intersection of a ray with a right cylindrical solid of given
* radius and height bounds. NOTE: The shape is assumed to be convex.
*/
RayShapeIntersection intersectBoundedCylinder(in Ray ray, in Ray rayEC, in float radius)
{
RayShapeIntersection cylinderIntersection = intersectCylinder(ray, radius, true);
RayShapeIntersection heightBoundsIntersection = intersectBoundPlanes(rayEC);
return intersectIntersections(ray, cylinderIntersection, heightBoundsIntersection);
}
void intersectShape(in Ray ray, in Ray rayEC, inout Intersections ix)
{
RayShapeIntersection outerIntersect = intersectBoundedCylinder(ray, rayEC, u_cylinderRenderRadiusMinMax.y);
setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_RADIUS_MAX, outerIntersect);
if (outerIntersect.entry.w == NO_HIT) {
return;
}
#if defined(CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT)
// When the cylinder is perfectly thin it's necessary to sandwich the
// inner cylinder intersection inside the outer cylinder intersection.
// Without this special case,
// [outerMin, outerMax, innerMin, innerMax] will bubble sort to
// [outerMin, innerMin, outerMax, innerMax] which will cause the back
// side of the cylinder to be invisible because it will think the ray
// is still inside the inner (negative) cylinder after exiting the
// outer (positive) cylinder.
// With this special case,
// [outerMin, innerMin, innerMax, outerMax] will bubble sort to
// [outerMin, innerMin, innerMax, outerMax] which will work correctly.
// Note: If initializeIntersections() changes its sorting function
// from bubble sort to something else, this code may need to change.
RayShapeIntersection innerIntersect = intersectCylinder(ray, 1.0, false);
setSurfaceIntersection(ix, 0, outerIntersect.entry, true, true); // positive, enter
setSurfaceIntersection(ix, 1, innerIntersect.entry, false, true); // negative, enter
setSurfaceIntersection(ix, 2, innerIntersect.exit, false, false); // negative, exit
setSurfaceIntersection(ix, 3, outerIntersect.exit, true, false); // positive, exit
#elif defined(CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN)
RayShapeIntersection innerIntersect = intersectCylinder(ray, u_cylinderRenderRadiusMinMax.x, false);
setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_RADIUS_MIN, innerIntersect);
#endif
#if defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF)
RayShapeIntersection wedgeIntersect = intersectRegularWedge(ray, u_cylinderRenderAngleMinMax);
setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE, wedgeIntersect);
#elif defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF)
RayShapeIntersection wedgeIntersects[2];
intersectFlippedWedge(ray, u_cylinderRenderAngleMinMax, wedgeIntersects);
setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 0, wedgeIntersects[0]);
setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 1, wedgeIntersects[1]);
#elif defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO)
RayShapeIntersection wedgeIntersects[2];
intersectHalfPlane(ray, u_cylinderRenderAngleMinMax.x, wedgeIntersects);
setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 0, wedgeIntersects[0]);
setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 1, wedgeIntersects[1]);
#endif
}