Add existing to tracked
This commit is contained in:
+95
@@ -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);
|
||||
}
|
||||
Reference in New Issue
Block a user