qd-changjing/public/static/Build/CesiumUnminified/Workers/EllipseGeometry-3ffe669c.js...

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{"version":3,"file":"EllipseGeometry-3ffe669c.js","sources":["../../../../Source/Core/EllipseGeometry.js"],"sourcesContent":["import arrayFill from \"./arrayFill.js\";\nimport BoundingSphere from \"./BoundingSphere.js\";\nimport Cartesian2 from \"./Cartesian2.js\";\nimport Cartesian3 from \"./Cartesian3.js\";\nimport Cartographic from \"./Cartographic.js\";\nimport Check from \"./Check.js\";\nimport ComponentDatatype from \"./ComponentDatatype.js\";\nimport defaultValue from \"./defaultValue.js\";\nimport defined from \"./defined.js\";\nimport DeveloperError from \"./DeveloperError.js\";\nimport EllipseGeometryLibrary from \"./EllipseGeometryLibrary.js\";\nimport Ellipsoid from \"./Ellipsoid.js\";\nimport GeographicProjection from \"./GeographicProjection.js\";\nimport Geometry from \"./Geometry.js\";\nimport GeometryAttribute from \"./GeometryAttribute.js\";\nimport GeometryAttributes from \"./GeometryAttributes.js\";\nimport GeometryInstance from \"./GeometryInstance.js\";\nimport GeometryOffsetAttribute from \"./GeometryOffsetAttribute.js\";\nimport GeometryPipeline from \"./GeometryPipeline.js\";\nimport IndexDatatype from \"./IndexDatatype.js\";\nimport CesiumMath from \"./Math.js\";\nimport Matrix3 from \"./Matrix3.js\";\nimport PrimitiveType from \"./PrimitiveType.js\";\nimport Quaternion from \"./Quaternion.js\";\nimport Rectangle from \"./Rectangle.js\";\nimport VertexFormat from \"./VertexFormat.js\";\n\nconst scratchCartesian1 = new Cartesian3();\nconst scratchCartesian2 = new Cartesian3();\nconst scratchCartesian3 = new Cartesian3();\nconst scratchCartesian4 = new Cartesian3();\nconst texCoordScratch = new Cartesian2();\nconst textureMatrixScratch = new Matrix3();\nconst tangentMatrixScratch = new Matrix3();\nconst quaternionScratch = new Quaternion();\n\nconst scratchNormal = new Cartesian3();\nconst scratchTangent = new Cartesian3();\nconst scratchBitangent = new Cartesian3();\n\nconst scratchCartographic = new Cartographic();\nconst projectedCenterScratch = new Cartesian3();\n\nconst scratchMinTexCoord = new Cartesian2();\nconst scratchMaxTexCoord = new Cartesian2();\n\nfunction computeTopBottomAttributes(positions, options, extrude) {\n const vertexFormat = options.vertexFormat;\n const center = options.center;\n const semiMajorAxis = options.semiMajorAxis;\n const semiMinorAxis = options.semiMinorAxis;\n const ellipsoid = options.ellipsoid;\n const stRotation = options.stRotation;\n const size = extrude ? (positions.length / 3) * 2 : positions.length / 3;\n const shadowVolume = options.shadowVolume;\n\n const textureCoordinates = vertexFormat.st\n ? new Float32Array(size * 2)\n : undefined;\n const normals = vertexFormat.normal ? new Float32Array(size * 3) : undefined;\n const tangents = vertexFormat.tangent\n ? new Float32Array(size * 3)\n : undefined;\n const bitangents = vertexFormat.bitangent\n ? new Float32Array(size * 3)\n : undefined;\n\n const extrudeNormals = shadowVolume ? new Float32Array(size * 3) : undefined;\n\n let textureCoordIndex = 0;\n\n // Raise positions to a height above the ellipsoid and compute the\n // texture coordinates, normals, tangents, and bitangents.\n let normal = scratchNormal;\n let tangent = scratchTangent;\n let bitangent = scratchBitangent;\n\n const projection = new GeographicProjection(ellipsoid);\n const projectedCenter = projection.project(\n ellipsoid.cartesianToCartographic(center, scratchCartographic),\n projectedCenterScratch\n );\n\n const geodeticNormal = ellipsoid.scaleToGeodeticSurface(\n center,\n scratchCartesian1\n );\n ellipsoid.geodeticSurfaceNormal(geodeticNormal, geodeticNormal);\n\n let textureMatrix = textureMatrixScratch;\n let tangentMatrix = tangentMatrixScratch;\n if (stRotation !== 0) {\n let rotation = Quaternion.fromAxisAngle(\n geodeticNormal,\n stRotation,\n quaternionScratch\n );\n textureMatrix = Matrix3.fromQuaternion(rotation, textureMatrix);\n\n rotation = Quaternion.fromAxisAngle(\n geodeticNormal,\n -stRotation,\n quaternionScratch\n );\n tangentMatrix = Matrix3.fromQuaternion(rotation, tangentMatrix);\n } else {\n textureMatrix = Matrix3.clone(Matrix3.IDENTITY, textureMatrix);\n tangentMatrix = Matrix3.clone(Matrix3.IDENTITY, tangentMatrix);\n }\n\n const minTexCoord = Cartesian2.fromElements(\n Number.POSITIVE_INFINITY,\n Number.POSITIVE_INFINITY,\n scratchMinTexCoord\n );\n const maxTexCoord = Cartesian2.fromElements(\n Number.NEGATIVE_INFINITY,\n Number.NEGATIVE_INFINITY,\n scratchMaxTexCoord\n );\n\n let length = positions.length;\n const bottomOffset = extrude ? length : 0;\n const stOffset = (bottomOffset / 3) * 2;\n for (let i = 0; i < length; i += 3) {\n const i1 = i + 1;\n const i2 = i + 2;\n const position = Cartesian3.fromArray(positions, i, scratchCartesian1);\n\n if (vertexFormat.st) {\n const rotatedPoint = Matrix3.multiplyByVector(\n textureMatrix,\n position,\n scratchCartesian2\n );\n const projectedPoint = projection.project(\n ellipsoid.cartesianToCartographic(rotatedPoint, scratchCartographic),\n scratchCartesian3\n );\n Cartesian3.subtract(projectedPoint, projectedCenter, projectedPoint);\n\n texCoordScratch.x =\n (projectedPoint.x + semiMajorAxis) / (2.0 * semiMajorAxis);\n texCoordScratch.y =\n (projectedPoint.y + semiMinorAxis) / (2.0 * semiMinorAxis);\n\n minTexCoord.x = Math.min(texCoordScratch.x, minTexCoord.x);\n minTexCoord.y = Math.min(texCoordScratch.y, minTexCoord.y);\n maxTexCoord.x = Math.max(texCoordScratch.x, maxTexCoord.x);\n maxTexCoord.y = Math.max(texCoordScratch.y, maxTexCoord.y);\n\n if (extrude) {\n textureCoordinates[textureCoordIndex + stOffset] = texCoordScratch.x;\n textureCoordinates[textureCoordIndex + 1 + stOffset] =\n texCoordScratch.y;\n }\n\n textureCoordinates[textureCoordIndex++] = texCoordScratch.x;\n textureCoordinates[textureCoordIndex++] = texCoordScratch.y;\n }\n\n if (\n vertexFormat.normal ||\n vertexFormat.tangent ||\n vertexFormat.bitangent ||\n shadowVolume\n ) {\n normal = ellipsoid.geodeticSurfaceNormal(position, normal);\n\n if (shadowVolume) {\n extrudeNormals[i + bottomOffset] = -normal.x;\n extrudeNormals[i1 + bottomOffset] = -normal.y;\n extrudeNormals[i2 + bottomOffset] = -normal.z;\n }\n\n if (\n vertexFormat.normal ||\n vertexFormat.tangent ||\n vertexFormat.bitangent\n ) {\n if (vertexFormat.tangent || vertexFormat.bitangent) {\n tangent = Cartesian3.normalize(\n Cartesian3.cross(Cartesian3.UNIT_Z, normal, tangent),\n tangent\n );\n Matrix3.multiplyByVector(tangentMatrix, tangent, tangent);\n }\n if (vertexFormat.normal) {\n normals[i] = normal.x;\n normals[i1] = normal.y;\n normals[i2] = normal.z;\n if (extrude) {\n normals[i + bottomOffset] = -normal.x;\n normals[i1 + bottomOffset] = -normal.y;\n normals[i2 + bottomOffset] = -normal.z;\n }\n }\n\n if (vertexFormat.tangent) {\n tangents[i] = tangent.x;\n tangents[i1] = tangent.y;\n tangents[i2] = tangent.z;\n if (extrude) {\n tangents[i + bottomOffset] = -tangent.x;\n tangents[i1 + bottomOffset] = -tangent.y;\n tangents[i2 + bottomOffset] = -tangent.z;\n }\n }\n\n if (vertexFormat.bitangent) {\n bitangent = Cartesian3.normalize(\n Cartesian3.cross(normal, tangent, bitangent),\n bitangent\n );\n bitangents[i] = bitangent.x;\n bitangents[i1] = bitangent.y;\n bitangents[i2] = bitangent.z;\n if (extrude) {\n bitangents[i + bottomOffset] = bitangent.x;\n bitangents[i1 + bottomOffset] = bitangent.y;\n bitangents[i2 + bottomOffset] = bitangent.z;\n }\n }\n }\n }\n }\n\n if (vertexFormat.st) {\n length = textureCoordinates.length;\n for (let k = 0; k < length; k += 2) {\n textureCoordinates[k] =\n (textureCoordinates[k] - minTexCoord.x) /\n (maxTexCoord.x - minTexCoord.x);\n textureCoordinates[k + 1] =\n (textureCoordinates[k + 1] - minTexCoord.y) /\n (maxTexCoord.y - minTexCoord.y);\n }\n }\n\n const attributes = new GeometryAttributes();\n\n if (vertexFormat.position) {\n const finalPositions = EllipseGeometryLibrary.raisePositionsToHeight(\n positions,\n options,\n extrude\n );\n attributes.position = new GeometryAttribute({\n componentDatatype: ComponentDatatype.DOUBLE,\n componentsPerAttribute: 3,\n values: finalPositions,\n });\n }\n\n if (vertexFormat.st) {\n attributes.st = new GeometryAttribute({\n componentDatatype: ComponentDatatype.FLOAT,\n componentsPerAttribute: 2,\n values: textureCoordinates,\n });\n }\n\n if (vertexFormat.normal) {\n attributes.normal = new GeometryAttribute({\n componentDatatype: ComponentDatatype.FLOAT,\n componentsPerAttribute: 3,\n values: normals,\n });\n }\n\n if (vertexFormat.tangent) {\n attributes.tangent = new GeometryAttribute({\n componentDatatype: ComponentDatatype.FLOAT,\n componentsPerAttribute: 3,\n values: tangents,\n });\n }\n\n if (vertexFormat.bitangent) {\n attributes.bitangent = new GeometryAttribute({\n componentDatatype: ComponentDatatype.FLOAT,\n componentsPerAttribute: 3,\n values: bitangents,\n });\n }\n\n if (shadowVolume) {\n attributes.extrudeDirection = new GeometryAttribute({\n componentDatatype: ComponentDatatype.FLOAT,\n componentsPerAttribute: 3,\n values: extrudeNormals,\n });\n }\n\n if (extrude && defined(options.offsetAttribute)) {\n let offsetAttribute = new Uint8Array(size);\n if (options.offsetAttribute === GeometryOffsetAttribute.TOP) {\n offsetAttribute = arrayFill(offsetAttribute, 1, 0, size / 2);\n } else {\n const offsetValue =\n options.offsetAttribute === GeometryOffsetAttribute.NONE ? 0 : 1;\n offsetAttribute = arrayFill(offsetAttribute, offsetValue);\n }\n\n attributes.applyOffset = new GeometryAttribute({\n componentDatatype: ComponentDatatype.UNSIGNED_BYTE,\n componentsPerAttribute: 1,\n values: offsetAttribute,\n });\n }\n\n return attributes;\n}\n\nfunction topIndices(numPts) {\n // numTriangles in half = 3 + 8 + 12 + ... = -1 + 4 + (4 + 4) + (4 + 4 + 4) + ... = -1 + 4 * (1 + 2 + 3 + ...)\n // = -1 + 4 * ((n * ( n + 1)) / 2)\n // total triangles = 2 * numTrangles in half\n // indices = total triangles * 3;\n // Substitute numPts for n above\n\n const indices = new Array(12 * (numPts * (numPts + 1)) - 6);\n let indicesIndex = 0;\n let prevIndex;\n let numInterior;\n let positionIndex;\n let i;\n let j;\n // Indices triangles to the 'right' of the north vector\n\n prevIndex = 0;\n positionIndex = 1;\n for (i = 0; i < 3; i++) {\n indices[indicesIndex++] = positionIndex++;\n indices[indicesIndex++] = prevIndex;\n indices[indicesIndex++] = positionIndex;\n }\n\n for (i = 2; i < numPts + 1; ++i) {\n positionIndex = i * (i + 1) - 1;\n prevIndex = (i - 1) * i - 1;\n\n indices[indicesIndex++] = positionIndex++;\n indices[indicesIndex++] = prevIndex;\n indices[indicesIndex++] = positionIndex;\n\n numInterior = 2 * i;\n for (j = 0; j < numInterior - 1; ++j) {\n indices[indicesIndex++] = positionIndex;\n indices[indicesIndex++] = prevIndex++;\n indices[indicesIndex++] = prevIndex;\n\n indices[indicesIndex++] = positionIndex++;\n indices[indicesIndex++] = prevIndex;\n indices[indicesIndex++] = positionIndex;\n }\n\n indices[indicesIndex++] = positionIndex++;\n indices[indicesIndex++] = prevIndex;\n indices[indicesIndex++] = positionIndex;\n }\n\n // Indices for center column of triangles\n numInterior = numPts * 2;\n ++positionIndex;\n ++prevIndex;\n for (i = 0; i < numInterior - 1; ++i) {\n indices[indicesIndex++] = positionIndex;\n indices[indicesIndex++] = prevIndex++;\n indices[indicesIndex++] = prevIndex;\n\n indices[indicesIndex++] = positionIndex++;\n indices[indicesIndex++] = prevIndex;\n indices[indicesIndex++] = positionIndex;\n }\n\n indices[indicesIndex++] = positionIndex;\n indices[indicesIndex++] = prevIndex++;\n indices[indicesIndex++] = prevIndex;\n\n indices[indicesIndex++] = positionIndex++;\n indices[indicesIndex++] = prevIndex++;\n indices[indicesIndex++] = prevIndex;\n\n // Reverse the process creating indices to the 'left' of the north vector\n ++prevIndex;\n for (i = numPts - 1; i > 1; --i) {\n indices[indicesIndex++] = prevIndex++;\n indices[indicesIndex++] = prevIndex;\n indices[indicesIndex++] = positionIndex;\n\n numInterior = 2 * i;\n for (j = 0; j < numInterior - 1; ++j) {\n indices[indicesIndex++] = positionIndex;\n indices[indicesIndex++] = prevIndex++;\n indices[indicesIndex++] = prevIndex;\n\n indices[indicesIndex++] = positionIndex++;\n indices[indicesIndex++] = prevIndex;\n indices[indicesIndex++] = positionIndex;\n }\n\n indices[indicesIndex++] = prevIndex++;\n indices[indicesIndex++] = prevIndex++;\n indices[indicesIndex++] = positionIndex++;\n }\n\n for (i = 0; i < 3; i++) {\n indices[indicesIndex++] = prevIndex++;\n indices[indicesIndex++] = prevIndex;\n indices[indicesIndex++] = positionIndex;\n }\n return indices;\n}\n\nlet boundingSphereCenter = new Cartesian3();\n\nfunction computeEllipse(options) {\n const center = options.center;\n boundingSphereCenter = Cartesian3.multiplyByScalar(\n options.ellipsoid.geodeticSurfaceNormal(center, boundingSphereCenter),\n options.height,\n boundingSphereCenter\n );\n boundingSphereCenter = Cartesian3.add(\n center,\n boundingSphereCenter,\n boundingSphereCenter\n );\n const boundingSphere = new BoundingSphere(\n boundingSphereCenter,\n options.semiMajorAxis\n );\n const cep = EllipseGeometryLibrary.computeEllipsePositions(\n options,\n true,\n false\n );\n const positions = cep.positions;\n const numPts = cep.numPts;\n const attributes = computeTopBottomAttributes(positions, options, false);\n let indices = topIndices(numPts);\n indices = IndexDatatype.createTypedArray(positions.length / 3, indices);\n return {\n boundingSphere: boundingSphere,\n attributes: attributes,\n indices: indices,\n };\n}\n\nfunction computeWallAttributes(positions, options) {\n const vertexFormat = options.vertexFormat;\n const center = options.center;\n const semiMajorAxis = options.semiMajorAxis;\n const semiMinorAxis = options.semiMinorAxis;\n const ellipsoid = options.ellipsoid;\n const height = options.height;\n const extrudedHeight = options.extrudedHeight;\n const stRotation = options.stRotation;\n const size = (positions.length / 3) * 2;\n\n const finalPositions = new Float64Array(size * 3);\n const textureCoordinates = vertexFormat.st\n ? new Float32Array(size * 2)\n : undefined;\n const normals = vertexFormat.normal ? new Float32Array(size * 3) : undefined;\n const tangents = vertexFormat.tangent\n ? new Float32Array(size * 3)\n : undefined;\n const bitangents = vertexFormat.bitangent\n ? new Float32Array(size * 3)\n : undefined;\n\n const shadowVolume = options.shadowVolume;\n const extrudeNormals = shadowVolume ? new Float32Array(size * 3) : undefined;\n\n let textureCoordIndex = 0;\n\n // Raise positions to a height above the ellipsoid and compute the\n // texture coordinates, normals, tangents, and bitangents.\n let normal = scratchNormal;\n let tangent = scratchTangent;\n let bitangent = scratchBitangent;\n\n const projection = new GeographicProjection(ellipsoid);\n const projectedCenter = projection.project(\n ellipsoid.cartesianToCartographic(center, scratchCartographic),\n projectedCenterScratch\n );\n\n const geodeticNormal = ellipsoid.scaleToGeodeticSurface(\n center,\n scratchCartesian1\n );\n ellipsoid.geodeticSurfaceNormal(geodeticNormal, geodeticNormal);\n const rotation = Quaternion.fromAxisAngle(\n geodeticNormal,\n stRotation,\n quaternionScratch\n );\n const textureMatrix = Matrix3.fromQuaternion(rotation, textureMatrixScratch);\n\n const minTexCoord = Cartesian2.fromElements(\n Number.POSITIVE_INFINITY,\n Number.POSITIVE_INFINITY,\n scratchMinTexCoord\n );\n const maxTexCoord = Cartesian2.fromElements(\n Number.NEGATIVE_INFINITY,\n Number.NEGATIVE_INFINITY,\n scratchMaxTexCoord\n );\n\n let length = positions.length;\n const stOffset = (length / 3) * 2;\n for (let i = 0; i < length; i += 3) {\n const i1 = i + 1;\n const i2 = i + 2;\n let position = Cartesian3.fromArray(positions, i, scratchCartesian1);\n let extrudedPosition;\n\n if (vertexFormat.st) {\n const rotatedPoint = Matrix3.multiplyByVector(\n textureMatrix,\n position,\n scratchCartesian2\n );\n const projectedPoint = projection.project(\n ellipsoid.cartesianToCartographic(rotatedPoint, scratchCartographic),\n scratchCartesian3\n );\n Cartesian3.subtract(projectedPoint, projectedCenter, projectedPoint);\n\n texCoordScratch.x =\n (projectedPoint.x + semiMajorAxis) / (2.0 * semiMajorAxis);\n texCoordScratch.y =\n (projectedPoint.y + semiMinorAxis) / (2.0 * semiMinorAxis);\n\n minTexCoord.x = Math.min(texCoordScratch.x, minTexCoord.x);\n minTexCoord.y = Math.min(texCoordScratch.y, minTexCoord.y);\n maxTexCoord.x = Math.max(texCoordScratch.x, maxTexCoord.x);\n maxTexCoord.y = Math.max(texCoordScratch.y, maxTexCoord.y);\n\n textureCoordinates[textureCoordIndex + stOffset] = texCoordScratch.x;\n textureCoordinates[textureCoordIndex + 1 + stOffset] = texCoordScratch.y;\n\n textureCoordinates[textureCoordIndex++] = texCoordScratch.x;\n textureCoordinates[textureCoordIndex++] = texCoordScratch.y;\n }\n\n position = ellipsoid.scaleToGeodeticSurface(position, position);\n extrudedPosition = Cartesian3.clone(position, scratchCartesian2);\n normal = ellipsoid.geodeticSurfaceNormal(position, normal);\n\n if (shadowVolume) {\n extrudeNormals[i + length] = -normal.x;\n extrudeNormals[i1 + length] = -normal.y;\n extrudeNormals[i2 + length] = -normal.z;\n }\n\n let scaledNormal = Cartesian3.multiplyByScalar(\n normal,\n height,\n scratchCartesian4\n );\n position = Cartesian3.add(position, scaledNormal, position);\n scaledNormal = Cartesian3.multiplyByScalar(\n normal,\n extrudedHeight,\n scaledNormal\n );\n extrudedPosition = Cartesian3.add(\n extrudedPosition,\n scaledNormal,\n extrudedPosition\n );\n\n if (vertexFormat.position) {\n finalPositions[i + length] = extrudedPosition.x;\n finalPositions[i1 + length] = extrudedPosition.y;\n finalPositions[i2 + length] = extrudedPosition.z;\n\n finalPositions[i] = position.x;\n finalPositions[i1] = position.y;\n finalPositions[i2] = position.z;\n }\n\n if (vertexFormat.normal || vertexFormat.tangent || vertexFormat.bitangent) {\n bitangent = Cartesian3.clone(normal, bitangent);\n const next = Cartesian3.fromArray(\n positions,\n (i + 3) % length,\n scratchCartesian4\n );\n Cartesian3.subtract(next, position, next);\n const bottom = Cartesian3.subtract(\n extrudedPosition,\n position,\n scratchCartesian3\n );\n\n normal = Cartesian3.normalize(\n Cartesian3.cross(bottom, next, normal),\n normal\n );\n\n if (vertexFormat.normal) {\n normals[i] = normal.x;\n normals[i1] = normal.y;\n normals[i2] = normal.z;\n\n normals[i + length] = normal.x;\n normals[i1 + length] = normal.y;\n normals[i2 + length] = normal.z;\n }\n\n if (vertexFormat.tangent) {\n tangent = Cartesian3.normalize(\n Cartesian3.cross(bitangent, normal, tangent),\n tangent\n );\n tangents[i] = tangent.x;\n tangents[i1] = tangent.y;\n tangents[i2] = tangent.z;\n\n tangents[i + length] = tangent.x;\n tangents[i + 1 + length] = tangent.y;\n tangents[i + 2 + length] = tangent.z;\n }\n\n if (vertexFormat.bitangent) {\n bitangents[i] = bitangent.x;\n bitangents[i1] = bitangent.y;\n bitangents[i2] = bitangent.z;\n\n bitangents[i + length] = bitangent.x;\n bitangents[i1 + length] = bitangent.y;\n bitangents[i2 + length] = bitangent.z;\n }\n }\n }\n\n if (vertexFormat.st) {\n length = textureCoordinates.length;\n for (let k = 0; k < length; k += 2) {\n textureCoordinates[k] =\n (textureCoordinates[k] - minTexCoord.x) /\n (maxTexCoord.x - minTexCoord.x);\n textureCoordinates[k + 1] =\n (textureCoordinates[k + 1] - minTexCoord.y) /\n (maxTexCoord.y - minTexCoord.y);\n }\n }\n\n const attributes = new GeometryAttributes();\n\n if (vertexFormat.position) {\n attributes.position = new GeometryAttribute({\n componentDatatype: ComponentDatatype.DOUBLE,\n componentsPerAttribute: 3,\n values: finalPositions,\n });\n }\n\n if (vertexFormat.st) {\n attributes.st = new GeometryAttribute({\n componentDatatype: ComponentDatatype.FLOAT,\n componentsPerAttribute: 2,\n values: textureCoordinates,\n });\n }\n\n if (vertexFormat.normal) {\n attributes.normal = new GeometryAttribute({\n componentDatatype: ComponentDatatype.FLOAT,\n componentsPerAttribute: 3,\n values: normals,\n });\n }\n\n if (vertexFormat.tangent) {\n attributes.tangent = new GeometryAttribute({\n componentDatatype: ComponentDatatype.FLOAT,\n componentsPerAttribute: 3,\n values: tangents,\n });\n }\n\n if (vertexFormat.bitangent) {\n attributes.bitangent = new GeometryAttribute({\n componentDatatype: ComponentDatatype.FLOAT,\n componentsPerAttribute: 3,\n values: bitangents,\n });\n }\n\n if (shadowVolume) {\n attributes.extrudeDirection = new GeometryAttribute({\n componentDatatype: ComponentDatatype.FLOAT,\n componentsPerAttribute: 3,\n values: extrudeNormals,\n });\n }\n\n if (defined(options.offsetAttribute)) {\n let offsetAttribute = new Uint8Array(size);\n if (options.offsetAttribute === GeometryOffsetAttribute.TOP) {\n offsetAttribute = arrayFill(offsetAttribute, 1, 0, size / 2);\n } else {\n const offsetValue =\n options.offsetAttribute === GeometryOffsetAttribute.NONE ? 0 : 1;\n offsetAttribute = arrayFill(offsetAttribute, offsetValue);\n }\n attributes.applyOffset = new GeometryAttribute({\n componentDatatype: ComponentDatatype.UNSIGNED_BYTE,\n componentsPerAttribute: 1,\n values: offsetAttribute,\n });\n }\n\n return attributes;\n}\n\nfunction computeWallIndices(positions) {\n const length = positions.length / 3;\n const indices = IndexDatatype.createTypedArray(length, length * 6);\n let index = 0;\n for (let i = 0; i < length; i++) {\n const UL = i;\n const LL = i + length;\n const UR = (UL + 1) % length;\n const LR = UR + length;\n indices[index++] = UL;\n indices[index++] = LL;\n indices[index++] = UR;\n indices[index++] = UR;\n indices[index++] = LL;\n indices[index++] = LR;\n }\n\n return indices;\n}\n\nconst topBoundingSphere = new BoundingSphere();\nconst bottomBoundingSphere = new BoundingSphere();\n\nfunction computeExtrudedEllipse(options) {\n const center = options.center;\n const ellipsoid = options.ellipsoid;\n const semiMajorAxis = options.semiMajorAxis;\n let scaledNormal = Cartesian3.multiplyByScalar(\n ellipsoid.geodeticSurfaceNormal(center, scratchCartesian1),\n options.height,\n scratchCartesian1\n );\n topBoundingSphere.center = Cartesian3.add(\n center,\n scaledNormal,\n topBoundingSphere.center\n );\n topBoundingSphere.radius = semiMajorAxis;\n\n scaledNormal = Cartesian3.multiplyByScalar(\n ellipsoid.geodeticSurfaceNormal(center, scaledNormal),\n options.extrudedHeight,\n scaledNormal\n );\n bottomBoundingSphere.center = Cartesian3.add(\n center,\n scaledNormal,\n bottomBoundingSphere.center\n );\n bottomBoundingSphere.radius = semiMajorAxis;\n\n const cep = EllipseGeometryLibrary.computeEllipsePositions(\n options,\n true,\n true\n );\n const positions = cep.positions;\n const numPts = cep.numPts;\n const outerPositions = cep.outerPositions;\n const boundingSphere = BoundingSphere.union(\n topBoundingSphere,\n bottomBoundingSphere\n );\n const topBottomAttributes = computeTopBottomAttributes(\n positions,\n options,\n true\n );\n let indices = topIndices(numPts);\n const length = indices.length;\n indices.length = length * 2;\n const posLength = positions.length / 3;\n for (let i = 0; i < length; i += 3) {\n indices[i + length] = indices[i + 2] + posLength;\n indices[i + 1 + length] = indices[i + 1] + posLength;\n indices[i + 2 + length] = indices[i] + posLength;\n }\n\n const topBottomIndices = IndexDatatype.createTypedArray(\n (posLength * 2) / 3,\n indices\n );\n\n const topBottomGeo = new Geometry({\n attributes: topBottomAttributes,\n indices: topBottomIndices,\n primitiveType: PrimitiveType.TRIANGLES,\n });\n\n const wallAttributes = computeWallAttributes(outerPositions, options);\n indices = computeWallIndices(outerPositions);\n const wallIndices = IndexDatatype.createTypedArray(\n (outerPositions.length * 2) / 3,\n indices\n );\n\n const wallGeo = new Geometry({\n attributes: wallAttributes,\n indices: wallIndices,\n primitiveType: PrimitiveType.TRIANGLES,\n });\n\n const geo = GeometryPipeline.combineInstances([\n new GeometryInstance({\n geometry: topBottomGeo,\n }),\n new GeometryInstance({\n geometry: wallGeo,\n }),\n ]);\n\n return {\n boundingSphere: boundingSphere,\n attributes: geo[0].attributes,\n indices: geo[0].indices,\n };\n}\n\nfunction computeRectangle(\n center,\n semiMajorAxis,\n semiMinorAxis,\n rotation,\n granularity,\n ellipsoid,\n result\n) {\n const cep = EllipseGeometryLibrary.computeEllipsePositions(\n {\n center: center,\n semiMajorAxis: semiMajorAxis,\n semiMinorAxis: semiMinorAxis,\n rotation: rotation,\n granularity: granularity,\n },\n false,\n true\n );\n const positionsFlat = cep.outerPositions;\n const positionsCount = positionsFlat.length / 3;\n const positions = new Array(positionsCount);\n for (let i = 0; i < positionsCount; ++i) {\n positions[i] = Cartesian3.fromArray(positionsFlat, i * 3);\n }\n const rectangle = Rectangle.fromCartesianArray(positions, ellipsoid, result);\n // Rectangle width goes beyond 180 degrees when the ellipse crosses a pole.\n // When this happens, make the rectangle into a \"circle\" around the pole\n if (rectangle.width > CesiumMath.PI) {\n rectangle.north =\n rectangle.north > 0.0\n ? CesiumMath.PI_OVER_TWO - CesiumMath.EPSILON7\n : rectangle.north;\n rectangle.south =\n rectangle.south < 0.0\n ? CesiumMath.EPSILON7 - CesiumMath.PI_OVER_TWO\n : rectangle.south;\n rectangle.east = CesiumMath.PI;\n rectangle.west = -CesiumMath.PI;\n }\n return rectangle;\n}\n\n/**\n * A description of an ellipse on an ellipsoid. Ellipse geometry can be rendered with both {@link Primitive} and {@link GroundPrimitive}.\n *\n * @alias EllipseGeometry\n * @constructor\n *\n * @param {Object} options Object with the following properties:\n * @param {Cartesian3} options.center The ellipse's center point in the fixed frame.\n * @param {Number} options.semiMajorAxis The length of the ellipse's semi-major axis in meters.\n * @param {Number} options.semiMinorAxis The length of the ellipse's semi-minor axis in meters.\n * @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid the ellipse will be on.\n * @param {Number} [options.height=0.0] The distance in meters between the ellipse and the ellipsoid surface.\n * @param {Number} [options.extrudedHeight] The distance in meters between the ellipse's extruded face and the ellipsoid surface.\n * @param {Number} [options.rotation=0.0] The angle of rotation counter-clockwise from north.\n * @param {Number} [options.stRotation=0.0] The rotation of the texture coordinates counter-clockwise from north.\n * @param {Number} [options.granularity=CesiumMath.RADIANS_PER_DEGREE] The angular distance between points on the ellipse in radians.\n * @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed.\n *\n * @exception {DeveloperError} semiMajorAxis and semiMinorAxis must be greater than zero.\n * @exception {DeveloperError} semiMajorAxis must be greater than or equal to the semiMinorAxis.\n * @exception {DeveloperError} granularity must be greater than zero.\n *\n *\n * @example\n * // Create an ellipse.\n * const ellipse = new Cesium.EllipseGeometry({\n * center : Cesium.Cartesian3.fromDegrees(-75.59777, 40.03883),\n * semiMajorAxis : 500000.0,\n * semiMinorAxis : 300000.0,\n * rotation : Cesium.Math.toRadians(60.0)\n * });\n * const geometry = Cesium.EllipseGeometry.createGeometry(ellipse);\n *\n * @see EllipseGeometry.createGeometry\n */\nfunction EllipseGeometry(options) {\n options = defaultValue(options, defaultValue.EMPTY_OBJECT);\n\n const center = options.center;\n const ellipsoid = defaultValue(options.ellipsoid, Ellipsoid.WGS84);\n const semiMajorAxis = options.semiMajorAxis;\n const semiMinorAxis = options.semiMinorAxis;\n const granularity = defaultValue(\n options.granularity,\n CesiumMath.RADIANS_PER_DEGREE\n );\n const vertexFormat = defaultValue(options.vertexFormat, VertexFormat.DEFAULT);\n\n //>>includeStart('debug', pragmas.debug);\n Check.defined(\"options.center\", center);\n Check.typeOf.number(\"options.semiMajorAxis\", semiMajorAxis);\n Check.typeOf.number(\"options.semiMinorAxis\", semiMinorAxis);\n if (semiMajorAxis < semiMinorAxis) {\n throw new DeveloperError(\n \"semiMajorAxis must be greater than or equal to the semiMinorAxis.\"\n );\n }\n if (granularity <= 0.0) {\n throw new DeveloperError(\"granularity must be greater than zero.\");\n }\n //>>includeEnd('debug');\n\n const height = defaultValue(options.height, 0.0);\n const extrudedHeight = defaultValue(options.extrudedHeight, height);\n\n this._center = Cartesian3.clone(center);\n this._semiMajorAxis = semiMajorAxis;\n this._semiMinorAxis = semiMinorAxis;\n this._ellipsoid = Ellipsoid.clone(ellipsoid);\n this._rotation = defaultValue(options.rotation, 0.0);\n this._stRotation = defaultValue(options.stRotation, 0.0);\n this._height = Math.max(extrudedHeight, height);\n this._granularity = granularity;\n this._vertexFormat = VertexFormat.clone(vertexFormat);\n this._extrudedHeight = Math.min(extrudedHeight, height);\n this._shadowVolume = defaultValue(options.shadowVolume, false);\n this._workerName = \"createEllipseGeometry\";\n this._offsetAttribute = options.offsetAttribute;\n\n this._rectangle = undefined;\n this._textureCoordinateRotationPoints = undefined;\n}\n\n/**\n * The number of elements used to pack the object into an array.\n * @type {Number}\n */\nEllipseGeometry.packedLength =\n Cartesian3.packedLength +\n Ellipsoid.packedLength +\n VertexFormat.packedLength +\n 9;\n\n/**\n * Stores the provided instance into the provided array.\n *\n * @param {EllipseGeometry} value The value to pack.\n * @param {Number[]} array The array to pack into.\n * @param {Number} [startingIndex=0] The index into the array at which to start packing the elements.\n *\n * @returns {Number[]} The array that was packed into\n */\nEllipseGeometry.pack = function (value, array, startingIndex) {\n //>>includeStart('debug', pragmas.debug);\n Check.defined(\"value\", value);\n Check.defined(\"array\", array);\n //>>includeEnd('debug');\n\n startingIndex = defaultValue(startingIndex, 0);\n\n Cartesian3.pack(value._center, array, startingIndex);\n startingIndex += Cartesian3.packedLength;\n\n Ellipsoid.pack(value._ellipsoid, array, startingIndex);\n startingIndex += Ellipsoid.packedLength;\n\n VertexFormat.pack(value._vertexFormat, array, startingIndex);\n startingIndex += VertexFormat.packedLength;\n\n array[startingIndex++] = value._semiMajorAxis;\n array[startingIndex++] = value._semiMinorAxis;\n array[startingIndex++] = value._rotation;\n array[startingIndex++] = value._stRotation;\n array[startingIndex++] = value._height;\n array[startingIndex++] = value._granularity;\n array[startingIndex++] = value._extrudedHeight;\n array[startingIndex++] = value._shadowVolume ? 1.0 : 0.0;\n array[startingIndex] = defaultValue(value._offsetAttribute, -1);\n\n return array;\n};\n\nconst scratchCenter = new Cartesian3();\nconst scratchEllipsoid = new Ellipsoid();\nconst scratchVertexFormat = new VertexFormat();\nconst scratchOptions = {\n center: scratchCenter,\n ellipsoid: scratchEllipsoid,\n vertexFormat: scratchVertexFormat,\n semiMajorAxis: undefined,\n semiMinorAxis: undefined,\n rotation: undefined,\n stRotation: undefined,\n height: undefined,\n granularity: undefined,\n extrudedHeight: undefined,\n shadowVolume: undefined,\n offsetAttribute: undefined,\n};\n\n/**\n * Retrieves an instance from a packed array.\n *\n * @param {Number[]} array The packed array.\n * @param {Number} [startingIndex=0] The starting index of the element to be unpacked.\n * @param {EllipseGeometry} [result] The object into which to store the result.\n * @returns {EllipseGeometry} The modified result parameter or a new EllipseGeometry instance if one was not provided.\n */\nEllipseGeometry.unpack = function (array, startingIndex, result) {\n //>>includeStart('debug', pragmas.debug);\n Check.defined(\"array\", array);\n //>>includeEnd('debug');\n\n startingIndex = defaultValue(startingIndex, 0);\n\n const center = Cartesian3.unpack(array, startingIndex, scratchCenter);\n startingIndex += Cartesian3.packedLength;\n\n const ellipsoid = Ellipsoid.unpack(array, startingIndex, scratchEllipsoid);\n startingIndex += Ellipsoid.packedLength;\n\n const vertexFormat = VertexFormat.unpack(\n array,\n startingIndex,\n scratchVertexFormat\n );\n startingIndex += VertexFormat.packedLength;\n\n const semiMajorAxis = array[startingIndex++];\n const semiMinorAxis = array[startingIndex++];\n const rotation = array[startingIndex++];\n const stRotation = array[startingIndex++];\n const height = array[startingIndex++];\n const granularity = array[startingIndex++];\n const extrudedHeight = array[startingIndex++];\n const shadowVolume = array[startingIndex++] === 1.0;\n const offsetAttribute = array[startingIndex];\n\n if (!defined(result)) {\n scratchOptions.height = height;\n scratchOptions.extrudedHeight = extrudedHeight;\n scratchOptions.granularity = granularity;\n scratchOptions.stRotation = stRotation;\n scratchOptions.rotation = rotation;\n scratchOptions.semiMajorAxis = semiMajorAxis;\n scratchOptions.semiMinorAxis = semiMinorAxis;\n scratchOptions.shadowVolume = shadowVolume;\n scratchOptions.offsetAttribute =\n offsetAttribute === -1 ? undefined : offsetAttribute;\n\n return new EllipseGeometry(scratchOptions);\n }\n\n result._center = Cartesian3.clone(center, result._center);\n result._ellipsoid = Ellipsoid.clone(ellipsoid, result._ellipsoid);\n result._vertexFormat = VertexFormat.clone(vertexFormat, result._vertexFormat);\n result._semiMajorAxis = semiMajorAxis;\n result._semiMinorAxis = semiMinorAxis;\n result._rotation = rotation;\n result._stRotation = stRotation;\n result._height = height;\n result._granularity = granularity;\n result._extrudedHeight = extrudedHeight;\n result._shadowVolume = shadowVolume;\n result._offsetAttribute =\n offsetAttribute === -1 ? undefined : offsetAttribute;\n\n return result;\n};\n\n/**\n * Computes the bounding rectangle based on the provided options\n *\n * @param {Object} options Object with the following properties:\n * @param {Cartesian3} options.center The ellipse's center point in the fixed frame.\n * @param {Number} options.semiMajorAxis The length of the ellipse's semi-major axis in meters.\n * @param {Number} options.semiMinorAxis The length of the ellipse's semi-minor axis in meters.\n * @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid the ellipse will be on.\n * @param {Number} [options.rotation=0.0] The angle of rotation counter-clockwise from north.\n * @param {Number} [options.granularity=CesiumMath.RADIANS_PER_DEGREE] The angular distance between points on the ellipse in radians.\n * @param {Rectangle} [result] An object in which to store the result\n *\n * @returns {Rectangle} The result rectangle\n */\nEllipseGeometry.computeRectangle = function (options, result) {\n options = defaultValue(options, defaultValue.EMPTY_OBJECT);\n\n const center = options.center;\n const ellipsoid = defaultValue(options.ellipsoid, Ellipsoid.WGS84);\n const semiMajorAxis = options.semiMajorAxis;\n const semiMinorAxis = options.semiMinorAxis;\n const granularity = defaultValue(\n options.granularity,\n CesiumMath.RADIANS_PER_DEGREE\n );\n const rotation = defaultValue(options.rotation, 0.0);\n\n //>>includeStart('debug', pragmas.debug);\n Check.defined(\"options.center\", center);\n Check.typeOf.number(\"options.semiMajorAxis\", semiMajorAxis);\n Check.typeOf.number(\"options.semiMinorAxis\", semiMinorAxis);\n if (semiMajorAxis < semiMinorAxis) {\n throw new DeveloperError(\n \"semiMajorAxis must be greater than or equal to the semiMinorAxis.\"\n );\n }\n if (granularity <= 0.0) {\n throw new DeveloperError(\"granularity must be greater than zero.\");\n }\n //>>includeEnd('debug');\n\n return computeRectangle(\n center,\n semiMajorAxis,\n semiMinorAxis,\n rotation,\n granularity,\n ellipsoid,\n result\n );\n};\n\n/**\n * Computes the geometric representation of a ellipse on an ellipsoid, including its vertices, indices, and a bounding sphere.\n *\n * @param {EllipseGeometry} ellipseGeometry A description of the ellipse.\n * @returns {Geometry|undefined} The computed vertices and indices.\n */\nEllipseGeometry.createGeometry = function (ellipseGeometry) {\n if (\n ellipseGeometry._semiMajorAxis <= 0.0 ||\n ellipseGeometry._semiMinorAxis <= 0.0\n ) {\n return;\n }\n\n const height = ellipseGeometry._height;\n const extrudedHeight = ellipseGeometry._extrudedHeight;\n const extrude = !CesiumMath.equalsEpsilon(\n height,\n extrudedHeight,\n 0,\n CesiumMath.EPSILON2\n );\n\n ellipseGeometry._center = ellipseGeometry._ellipsoid.scaleToGeodeticSurface(\n ellipseGeometry._center,\n ellipseGeometry._center\n );\n const options = {\n center: ellipseGeometry._center,\n semiMajorAxis: ellipseGeometry._semiMajorAxis,\n semiMinorAxis: ellipseGeometry._semiMinorAxis,\n ellipsoid: ellipseGeometry._ellipsoid,\n rotation: ellipseGeometry._rotation,\n height: height,\n granularity: ellipseGeometry._granularity,\n vertexFormat: ellipseGeometry._vertexFormat,\n stRotation: ellipseGeometry._stRotation,\n };\n let geometry;\n if (extrude) {\n options.extrudedHeight = extrudedHeight;\n options.shadowVolume = ellipseGeometry._shadowVolume;\n options.offsetAttribute = ellipseGeometry._offsetAttribute;\n geometry = computeExtrudedEllipse(options);\n } else {\n geometry = computeEllipse(options);\n\n if (defined(ellipseGeometry._offsetAttribute)) {\n const length = geometry.attributes.position.values.length;\n const applyOffset = new Uint8Array(length / 3);\n const offsetValue =\n ellipseGeometry._offsetAttribute === GeometryOffsetAttribute.NONE\n ? 0\n : 1;\n arrayFill(applyOffset, offsetValue);\n geometry.attributes.applyOffset = new GeometryAttribute({\n componentDatatype: ComponentDatatype.UNSIGNED_BYTE,\n componentsPerAttribute: 1,\n values: applyOffset,\n });\n }\n }\n\n return new Geometry({\n attributes: geometry.attributes,\n indices: geometry.indices,\n primitiveType: PrimitiveType.TRIANGLES,\n boundingSphere: geometry.boundingSphere,\n offsetAttribute: ellipseGeometry._offsetAttribute,\n });\n};\n\n/**\n * @private\n */\nEllipseGeometry.createShadowVolume = function (\n ellipseGeometry,\n minHeightFunc,\n maxHeightFunc\n) {\n const granularity = ellipseGeometry._granularity;\n const ellipsoid = ellipseGeometry._ellipsoid;\n\n const 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