/** * Computes a 3x3 rotation matrix that transforms vectors from an ellipsoid's east-north-up coordinate system * to eye coordinates. In east-north-up coordinates, x points east, y points north, and z points along the * surface normal. East-north-up can be used as an ellipsoid's tangent space for operations such as bump mapping. *

* The ellipsoid is assumed to be centered at the model coordinate's origin. * * @name czm_eastNorthUpToEyeCoordinates * @glslFunction * * @param {vec3} positionMC The position on the ellipsoid in model coordinates. * @param {vec3} normalEC The normalized ellipsoid surface normal, at positionMC, in eye coordinates. * * @returns {mat3} A 3x3 rotation matrix that transforms vectors from the east-north-up coordinate system to eye coordinates. * * @example * // Transform a vector defined in the east-north-up coordinate * // system, (0, 0, 1) which is the surface normal, to eye * // coordinates. * mat3 m = czm_eastNorthUpToEyeCoordinates(positionMC, normalEC); * vec3 normalEC = m * vec3(0.0, 0.0, 1.0); */ mat3 czm_eastNorthUpToEyeCoordinates(vec3 positionMC, vec3 normalEC) { vec3 tangentMC = normalize(vec3(-positionMC.y, positionMC.x, 0.0)); // normalized surface tangent in model coordinates vec3 tangentEC = normalize(czm_normal3D * tangentMC); // normalized surface tangent in eye coordiantes vec3 bitangentEC = normalize(cross(normalEC, tangentEC)); // normalized surface bitangent in eye coordinates return mat3( tangentEC.x, tangentEC.y, tangentEC.z, bitangentEC.x, bitangentEC.y, bitangentEC.z, normalEC.x, normalEC.y, normalEC.z); }