Flatlogic Bot 055d24df95 WORKING
2025-10-14 02:37:44 +00:00

100 lines
4.0 KiB
GLSL

/* Cylinder defines (set in Scene/VoxelCylinderShape.js)
#define CYLINDER_HAS_SHAPE_BOUNDS_RADIUS
#define CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT
#define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE
#define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY
#define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY
#define CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_MAX_REVERSED
*/
#if defined(CYLINDER_HAS_SHAPE_BOUNDS_RADIUS)
uniform vec2 u_cylinderUvToShapeUvRadius; // x = scale, y = offset
#endif
#if defined(CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT)
uniform vec2 u_cylinderUvToShapeUvHeight; // x = scale, y = offset
#endif
#if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE)
uniform vec2 u_cylinderUvToShapeUvAngle; // x = scale, y = offset
#endif
#if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY) || defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY)
uniform vec2 u_cylinderShapeUvAngleMinMax;
#endif
#if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY) || defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY) || defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_MAX_REVERSED)
uniform float u_cylinderShapeUvAngleRangeZeroMid;
#endif
PointJacobianT convertUvToShapeSpaceDerivative(in vec3 positionUv) {
// Convert from Cartesian UV space [0, 1] to Cartesian local space [-1, 1]
vec3 position = positionUv * 2.0 - 1.0;
float radius = length(position.xy); // [0, 1]
vec3 radial = normalize(vec3(position.xy, 0.0));
// Shape space height is defined within [0, 1]
float height = positionUv.z; // [0, 1]
vec3 z = vec3(0.0, 0.0, 1.0);
float angle = atan(position.y, position.x);
vec3 east = normalize(vec3(-position.y, position.x, 0.0));
vec3 point = vec3(radius, height, angle);
mat3 jacobianT = mat3(radial, z, east / length(position.xy));
return PointJacobianT(point, jacobianT);
}
vec3 convertShapeToShapeUvSpace(in vec3 positionShape) {
float radius = positionShape.x;
#if defined(CYLINDER_HAS_SHAPE_BOUNDS_RADIUS)
radius = radius * u_cylinderUvToShapeUvRadius.x + u_cylinderUvToShapeUvRadius.y;
#endif
float height = positionShape.y;
#if defined(CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT)
height = height * u_cylinderUvToShapeUvHeight.x + u_cylinderUvToShapeUvHeight.y;
#endif
float angle = (positionShape.z + czm_pi) / czm_twoPi;
#if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE)
#if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_MAX_REVERSED)
// Comparing against u_cylinderShapeUvAngleMinMax has precision problems. u_cylinderShapeUvAngleRangeZeroMid is more conservative.
angle += float(angle < u_cylinderShapeUvAngleRangeZeroMid);
#endif
// Avoid flickering from reading voxels from both sides of the -pi/+pi discontinuity.
#if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MIN_DISCONTINUITY)
angle = angle > u_cylinderShapeUvAngleRangeZeroMid ? u_cylinderShapeUvAngleMinMax.x : angle;
#elif defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE_MAX_DISCONTINUITY)
angle = angle < u_cylinderShapeUvAngleRangeZeroMid ? u_cylinderShapeUvAngleMinMax.y : angle;
#endif
angle = angle * u_cylinderUvToShapeUvAngle.x + u_cylinderUvToShapeUvAngle.y;
#endif
return vec3(radius, height, angle);
}
PointJacobianT convertUvToShapeUvSpaceDerivative(in vec3 positionUv) {
PointJacobianT pointJacobian = convertUvToShapeSpaceDerivative(positionUv);
pointJacobian.point = convertShapeToShapeUvSpace(pointJacobian.point);
return pointJacobian;
}
vec3 scaleShapeUvToShapeSpace(in vec3 shapeUv) {
float radius = shapeUv.x;
#if defined(CYLINDER_HAS_SHAPE_BOUNDS_RADIUS)
radius /= u_cylinderUvToShapeUvRadius.x;
#endif
float height = shapeUv.y;
#if defined(CYLINDER_HAS_SHAPE_BOUNDS_HEIGHT)
height /= u_cylinderUvToShapeUvHeight.x;
#endif
float angle = shapeUv.z * czm_twoPi;
#if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE)
angle /= u_cylinderUvToShapeUvAngle.x;
#endif
return vec3(radius, height, angle);
}