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
@@ -0,0 +1,95 @@
uniform vec3 u_cylinderLocalToShapeUvScale; // x = radius scale, y = angle scale, z = height scale
uniform float u_cylinderShapeUvAngleRangeOrigin;
uniform mat3 u_cylinderEcToRadialTangentUp;
uniform ivec4 u_cameraTileCoordinates;
uniform vec3 u_cameraTileUv;
uniform vec3 u_cameraShapePosition; // (radial distance, angle, height) of camera in shape space
mat3 convertLocalToShapeSpaceDerivative(in vec3 position) {
vec3 radial = normalize(vec3(position.xy, 0.0));
vec3 z = vec3(0.0, 0.0, 1.0);
vec3 east = normalize(vec3(-position.y, position.x, 0.0));
return mat3(radial, east / length(position.xy), z);
}
vec3 scaleShapeUvToShapeSpace(in vec3 shapeUv) {
float radius = shapeUv.x / u_cylinderLocalToShapeUvScale.x;
float angle = shapeUv.y * czm_twoPi / u_cylinderLocalToShapeUvScale.y;
float height = shapeUv.z / u_cylinderLocalToShapeUvScale.z;
return vec3(radius, angle, height);
}
/**
* Computes the change in polar coordinates given a change in position.
* @param {vec2} dPosition The change in position in Cartesian coordinates.
* @param {float} cameraRadialDistance The radial distance of the camera from the origin.
* @return {vec2} The change in polar coordinates (radial distance, angle).
*/
vec2 computePolarChange(in vec2 dPosition, in float cameraRadialDistance) {
float dAngle = atan(dPosition.y, cameraRadialDistance + dPosition.x);
// Find the direction of the radial axis at the output angle, in Cartesian coordinates
vec2 outputRadialAxis = vec2(cos(dAngle), sin(dAngle));
float sinHalfAngle = sin(dAngle / 2.0);
float versine = 2.0 * sinHalfAngle * sinHalfAngle;
float dRadial = dot(dPosition, outputRadialAxis) - cameraRadialDistance * versine;
return vec2(dRadial, dAngle);
}
vec3 convertEcToDeltaShape(in vec3 positionEC) {
// 1. Rotate to radial, tangent, and up coordinates
vec3 rtu = u_cylinderEcToRadialTangentUp * positionEC;
// 2. Compute change in angular and radial coordinates.
vec2 dPolar = computePolarChange(rtu.xy, u_cameraShapePosition.x);
return vec3(dPolar.xy, rtu.z);
}
vec3 convertEcToDeltaTile(in vec3 positionEC) {
vec3 deltaShape = convertEcToDeltaShape(positionEC);
// Convert to tileset coordinates in [0, 1]
float dx = u_cylinderLocalToShapeUvScale.x * deltaShape.x;
float dy = deltaShape.y / czm_twoPi;
#if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE)
// Wrap to ensure dy is not crossing through the unoccupied angle range, where
// angle to tile coordinate conversions would be more complicated
float cameraUvAngle = (u_cameraShapePosition.y + czm_pi) / czm_twoPi;
float cameraUvAngleShift = fract(cameraUvAngle - u_cylinderShapeUvAngleRangeOrigin);
float rawOutputUvAngle = cameraUvAngleShift + dy;
float rotation = floor(rawOutputUvAngle);
dy -= rotation;
#endif
dy *= u_cylinderLocalToShapeUvScale.y;
float dz = u_cylinderLocalToShapeUvScale.z * deltaShape.z;
// Convert to tile coordinate changes
return vec3(dx, dy, dz) * float(1 << u_cameraTileCoordinates.w);
}
TileAndUvCoordinate getTileAndUvCoordinate(in vec3 positionEC) {
vec3 deltaTileCoordinate = convertEcToDeltaTile(positionEC);
vec3 tileUvSum = u_cameraTileUv + deltaTileCoordinate;
ivec3 tileCoordinate = u_cameraTileCoordinates.xyz + ivec3(floor(tileUvSum));
int maxTileCoordinate = (1 << u_cameraTileCoordinates.w) - 1;
tileCoordinate.x = min(max(0, tileCoordinate.x), maxTileCoordinate);
tileCoordinate.z = min(max(0, tileCoordinate.z), maxTileCoordinate);
#if (!defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE))
ivec3 tileCoordinateChange = tileCoordinate - u_cameraTileCoordinates.xyz;
if (tileCoordinate.y < 0) {
tileCoordinate.y += (maxTileCoordinate + 1);
} else if (tileCoordinate.y > maxTileCoordinate) {
tileCoordinate.y -= (maxTileCoordinate + 1);
}
#else
tileCoordinate.y = min(max(0, tileCoordinate.y), maxTileCoordinate);
ivec3 tileCoordinateChange = tileCoordinate - u_cameraTileCoordinates.xyz;
#endif
vec3 tileUv = tileUvSum - vec3(tileCoordinateChange);
tileUv.x = clamp(tileUv.x, 0.0, 1.0);
#if (!defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE))
// If there is only one tile spanning 2*PI angle, the coordinate wraps around
tileUv.y = (u_cameraTileCoordinates.w == 0) ? fract(tileUv.y) : clamp(tileUv.y, 0.0, 1.0);
#else
tileUv.y = clamp(tileUv.y, 0.0, 1.0);
#endif
tileUv.z = clamp(tileUv.z, 0.0, 1.0);
return TileAndUvCoordinate(ivec4(tileCoordinate, u_cameraTileCoordinates.w), tileUv);
}