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- //This file is automatically rebuilt by the Cesium build process.
- export default "/**\n\
- * DOC_TBA\n\
- *\n\
- * @name czm_rayEllipsoidIntersectionInterval\n\
- * @glslFunction\n\
- */\n\
- czm_raySegment czm_rayEllipsoidIntersectionInterval(czm_ray ray, vec3 ellipsoid_center, vec3 ellipsoid_inverseRadii)\n\
- {\n\
- // ray and ellipsoid center in eye coordinates. radii in model coordinates.\n\
- vec3 q = ellipsoid_inverseRadii * (czm_inverseModelView * vec4(ray.origin, 1.0)).xyz;\n\
- vec3 w = ellipsoid_inverseRadii * (czm_inverseModelView * vec4(ray.direction, 0.0)).xyz;\n\
- \n\
- q = q - ellipsoid_inverseRadii * (czm_inverseModelView * vec4(ellipsoid_center, 1.0)).xyz;\n\
- \n\
- float q2 = dot(q, q);\n\
- float qw = dot(q, w);\n\
- \n\
- if (q2 > 1.0) // Outside ellipsoid.\n\
- {\n\
- if (qw >= 0.0) // Looking outward or tangent (0 intersections).\n\
- {\n\
- return czm_emptyRaySegment;\n\
- }\n\
- else // qw < 0.0.\n\
- {\n\
- float qw2 = qw * qw;\n\
- float difference = q2 - 1.0; // Positively valued.\n\
- float w2 = dot(w, w);\n\
- float product = w2 * difference;\n\
- \n\
- if (qw2 < product) // Imaginary roots (0 intersections).\n\
- {\n\
- return czm_emptyRaySegment;\n\
- }\n\
- else if (qw2 > product) // Distinct roots (2 intersections).\n\
- {\n\
- float discriminant = qw * qw - product;\n\
- float temp = -qw + sqrt(discriminant); // Avoid cancellation.\n\
- float root0 = temp / w2;\n\
- float root1 = difference / temp;\n\
- if (root0 < root1)\n\
- {\n\
- czm_raySegment i = czm_raySegment(root0, root1);\n\
- return i;\n\
- }\n\
- else\n\
- {\n\
- czm_raySegment i = czm_raySegment(root1, root0);\n\
- return i;\n\
- }\n\
- }\n\
- else // qw2 == product. Repeated roots (2 intersections).\n\
- {\n\
- float root = sqrt(difference / w2);\n\
- czm_raySegment i = czm_raySegment(root, root);\n\
- return i;\n\
- }\n\
- }\n\
- }\n\
- else if (q2 < 1.0) // Inside ellipsoid (2 intersections).\n\
- {\n\
- float difference = q2 - 1.0; // Negatively valued.\n\
- float w2 = dot(w, w);\n\
- float product = w2 * difference; // Negatively valued.\n\
- float discriminant = qw * qw - product;\n\
- float temp = -qw + sqrt(discriminant); // Positively valued.\n\
- czm_raySegment i = czm_raySegment(0.0, temp / w2);\n\
- return i;\n\
- }\n\
- else // q2 == 1.0. On ellipsoid.\n\
- {\n\
- if (qw < 0.0) // Looking inward.\n\
- {\n\
- float w2 = dot(w, w);\n\
- czm_raySegment i = czm_raySegment(0.0, -qw / w2);\n\
- return i;\n\
- }\n\
- else // qw >= 0.0. Looking outward or tangent.\n\
- {\n\
- return czm_emptyRaySegment;\n\
- }\n\
- }\n\
- }\n\
- ";
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