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{"version":3,"file":"GeometryAttribute-4bcb785f.js","sources":["../../../../Source/Core/GeometryType.js","../../../../Source/Core/PrimitiveType.js","../../../../Source/Core/Geometry.js","../../../../Source/Core/GeometryAttribute.js"],"sourcesContent":["/**\n * @private\n */\nconst GeometryType = {\n NONE: 0,\n TRIANGLES: 1,\n LINES: 2,\n POLYLINES: 3,\n};\nexport default Object.freeze(GeometryType);\n","import WebGLConstants from \"./WebGLConstants.js\";\n\n/**\n * The type of a geometric primitive, i.e., points, lines, and triangles.\n *\n * @enum {Number}\n */\nconst PrimitiveType = {\n /**\n * Points primitive where each vertex (or index) is a separate point.\n *\n * @type {Number}\n * @constant\n */\n POINTS: WebGLConstants.POINTS,\n\n /**\n * Lines primitive where each two vertices (or indices) is a line segment. Line segments are not necessarily connected.\n *\n * @type {Number}\n * @constant\n */\n LINES: WebGLConstants.LINES,\n\n /**\n * Line loop primitive where each vertex (or index) after the first connects a line to\n * the previous vertex, and the last vertex implicitly connects to the first.\n *\n * @type {Number}\n * @constant\n */\n LINE_LOOP: WebGLConstants.LINE_LOOP,\n\n /**\n * Line strip primitive where each vertex (or index) after the first connects a line to the previous vertex.\n *\n * @type {Number}\n * @constant\n */\n LINE_STRIP: WebGLConstants.LINE_STRIP,\n\n /**\n * Triangles primitive where each three vertices (or indices) is a triangle. Triangles do not necessarily share edges.\n *\n * @type {Number}\n * @constant\n */\n TRIANGLES: WebGLConstants.TRIANGLES,\n\n /**\n * Triangle strip primitive where each vertex (or index) after the first two connect to\n * the previous two vertices forming a triangle. For example, this can be used to model a wall.\n *\n * @type {Number}\n * @constant\n */\n TRIANGLE_STRIP: WebGLConstants.TRIANGLE_STRIP,\n\n /**\n * Triangle fan primitive where each vertex (or index) after the first two connect to\n * the previous vertex and the first vertex forming a triangle. For example, this can be used\n * to model a cone or circle.\n *\n * @type {Number}\n * @constant\n */\n TRIANGLE_FAN: WebGLConstants.TRIANGLE_FAN,\n};\n\n/**\n * @private\n */\nPrimitiveType.validate = function (primitiveType) {\n return (\n primitiveType === PrimitiveType.POINTS ||\n primitiveType === PrimitiveType.LINES ||\n primitiveType === PrimitiveType.LINE_LOOP ||\n primitiveType === PrimitiveType.LINE_STRIP ||\n primitiveType === PrimitiveType.TRIANGLES ||\n primitiveType === PrimitiveType.TRIANGLE_STRIP ||\n primitiveType === PrimitiveType.TRIANGLE_FAN\n );\n};\n\nexport default Object.freeze(PrimitiveType);\n","import Cartesian2 from \"./Cartesian2.js\";\nimport Cartesian3 from \"./Cartesian3.js\";\nimport Cartographic from \"./Cartographic.js\";\nimport Check from \"./Check.js\";\nimport defaultValue from \"./defaultValue.js\";\nimport defined from \"./defined.js\";\nimport DeveloperError from \"./DeveloperError.js\";\nimport GeometryType from \"./GeometryType.js\";\nimport Matrix2 from \"./Matrix2.js\";\nimport Matrix3 from \"./Matrix3.js\";\nimport Matrix4 from \"./Matrix4.js\";\nimport PrimitiveType from \"./PrimitiveType.js\";\nimport Quaternion from \"./Quaternion.js\";\nimport Rectangle from \"./Rectangle.js\";\nimport Transforms from \"./Transforms.js\";\n\n/**\n * A geometry representation with attributes forming vertices and optional index data\n * defining primitives. Geometries and an {@link Appearance}, which describes the shading,\n * can be assigned to a {@link Primitive} for visualization. A <code>Primitive</code> can\n * be created from many heterogeneous - in many cases - geometries for performance.\n * <p>\n * Geometries can be transformed and optimized using functions in {@link GeometryPipeline}.\n * </p>\n *\n * @alias Geometry\n * @constructor\n *\n * @param {Object} options Object with the following properties:\n * @param {GeometryAttributes} op
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