LYGIA Shader Library

cylinderSDF (lygia/sdf/cylinderSDF)

generate the SDF of a cylinder

Use:

<float> cylinderSDF( in <vec3> pos, in <vec2|float> h [, <float> r] )
<float> cylinderSDF( <vec3> p, <vec3> a, <vec3> b, <float> r)

Check it on Github


#ifndef FNC_CYLINDERSDF
#define FNC_CYLINDERSDF

// vertical
float cylinderSDF( vec3 p, vec2 h ) {
    vec2 d = abs(vec2(length(p.xz),p.y)) - h;
    return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}

float cylinderSDF( vec3 p, float h ) {
    return cylinderSDF( p, vec2(h) );
}

float cylinderSDF( vec3 p, float h, float r ) {
    vec2 d = abs(vec2(length(p.xz),p.y)) - vec2(h,r);
    return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}

// arbitrary orientation
float cylinderSDF(vec3 p, vec3 a, vec3 b, float r) {
    vec3 pa = p - a;
    vec3 ba = b - a;
    float baba = dot(ba,ba);
    float paba = dot(pa,ba);

    float x = length(pa*baba-ba*paba) - r*baba;
    float y = abs(paba-baba*0.5)-baba*0.5;
    float x2 = x*x;
    float y2 = y*y*baba;
    float d = (max(x,y)<0.0)?-min(x2,y2):(((x>0.0)?x2:0.0)+((y>0.0)?y2:0.0));
    return sign(d)*sqrt(abs(d))/baba;
}

#endif

Use:

<float> cylinderSDF( in <float3> pos, in <float2|float> h [, <float> r] )
<float> cylinderSDF( <float3> p, <float3> a, <float3> b, <float> r)

Check it on Github


#ifndef FNC_CYLINDERSDF
#define FNC_CYLINDERSDF

// vertical
float cylinderSDF( float3 p, float2 h ) {
    float2 d = abs(float2(length(p.xz),p.y)) - h;
    return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}

float cylinderSDF( float3 p, float h ) {
    return cylinderSDF( p, float2(h, h) );
}

float cylinderSDF( float3 p, float h, float r ) {
    float2 d = abs(float2(length(p.xz),p.y)) - float2(h,r);
    return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}

// arbitrary orientation
float cylinderSDF(float3 p, float3 a, float3 b, float r) {
    float3 pa = p - a;
    float3 ba = b - a;
    float baba = dot(ba,ba);
    float paba = dot(pa,ba);

    float x = length(pa*baba-ba*paba) - r*baba;
    float y = abs(paba-baba*0.5)-baba*0.5;
    float x2 = x*x;
    float y2 = y*y*baba;
    float d = (max(x,y)<0.0)?-min(x2,y2):(((x>0.0)?x2:0.0)+((y>0.0)?y2:0.0));
    return sign(d)*sqrt(abs(d))/baba;
}

#endif

Use:

<float> cylinderSDF( <float3> pos, <float2|float> h [, <float> r] )
<float> cylinderSDF( <float3> p, <float3> a, <float3> b, <float> r)

Check it on Github


#ifndef FNC_CYLINDERSDF
#define FNC_CYLINDERSDF

// vertical
float cylinderSDF( float3 p, float2 h ) {
    float2 d = abs(float2(length(p.xz),p.y)) - h;
    return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}

float cylinderSDF( float3 p, float h ) {
    return cylinderSDF( p, float2(h) );
}

float cylinderSDF( float3 p, float h, float r ) {
    float2 d = abs(float2(length(p.xz),p.y)) - float2(h,r);
    return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}

// arbitrary orientation
float cylinderSDF(float3 p, float3 a, float3 b, float r) {
    float3 pa = p - a;
    float3 ba = b - a;
    float baba = dot(ba,ba);
    float paba = dot(pa,ba);

    float x = length(pa*baba-ba*paba) - r*baba;
    float y = abs(paba-baba*0.5)-baba*0.5;
    float x2 = x*x;
    float y2 = y*y*baba;
    float d = (max(x,y)<0.0)?-min(x2,y2):(((x>0.0)?x2:0.0)+((y>0.0)?y2:0.0));
    return sign(d)*sqrt(abs(d))/baba;
}

#endif

Check it on Github


fn cylinderSDF(p: vec3f, h: vec2f) -> f32 {
    let d = abs(vec2f(length(p.xz),p.y)) - h;
    return min(max(d.x,d.y),0.0) + length(vec2f(max(d.x, 0.0), max(d.y, 0.0)));
}

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