qd-changjing/public/static/Build/CesiumUnminified/Workers/EllipseGeometryLibrary-4ab5...

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{"version":3,"file":"EllipseGeometryLibrary-4ab591fa.js","sources":["../../../../Source/Core/EllipseGeometryLibrary.js"],"sourcesContent":["import Cartesian3 from \"./Cartesian3.js\";\nimport CesiumMath from \"./Math.js\";\nimport Matrix3 from \"./Matrix3.js\";\nimport Quaternion from \"./Quaternion.js\";\n\nconst EllipseGeometryLibrary = {};\n\nconst rotAxis = new Cartesian3();\nconst tempVec = new Cartesian3();\nconst unitQuat = new Quaternion();\nconst rotMtx = new Matrix3();\n\nfunction pointOnEllipsoid(\n theta,\n rotation,\n northVec,\n eastVec,\n aSqr,\n ab,\n bSqr,\n mag,\n unitPos,\n result\n) {\n const azimuth = theta + rotation;\n\n Cartesian3.multiplyByScalar(eastVec, Math.cos(azimuth), rotAxis);\n Cartesian3.multiplyByScalar(northVec, Math.sin(azimuth), tempVec);\n Cartesian3.add(rotAxis, tempVec, rotAxis);\n\n let cosThetaSquared = Math.cos(theta);\n cosThetaSquared = cosThetaSquared * cosThetaSquared;\n\n let sinThetaSquared = Math.sin(theta);\n sinThetaSquared = sinThetaSquared * sinThetaSquared;\n\n const radius =\n ab / Math.sqrt(bSqr * cosThetaSquared + aSqr * sinThetaSquared);\n const angle = radius / mag;\n\n // Create the quaternion to rotate the position vector to the boundary of the ellipse.\n Quaternion.fromAxisAngle(rotAxis, angle, unitQuat);\n Matrix3.fromQuaternion(unitQuat, rotMtx);\n\n Matrix3.multiplyByVector(rotMtx, unitPos, result);\n Cartesian3.normalize(result, result);\n Cartesian3.multiplyByScalar(result, mag, result);\n return result;\n}\n\nconst scratchCartesian1 = new Cartesian3();\nconst scratchCartesian2 = new Cartesian3();\nconst scratchCartesian3 = new Cartesian3();\nconst scratchNormal = new Cartesian3();\n/**\n * Returns the positions raised to the given heights\n * @private\n */\nEllipseGeometryLibrary.raisePositionsToHeight = function (\n positions,\n options,\n extrude\n) {\n const ellipsoid = options.ellipsoid;\n const height = options.height;\n const extrudedHeight = options.extrudedHeight;\n const size = extrude ? (positions.length / 3) * 2 : positions.length / 3;\n\n const finalPositions = new Float64Array(size * 3);\n\n const length = positions.length;\n const bottomOffset = extrude ? length : 0;\n for (let i = 0; i < length; i += 3) {\n const i1 = i + 1;\n const i2 = i + 2;\n\n const position = Cartesian3.fromArray(positions, i, scratchCartesian1);\n ellipsoid.scaleToGeodeticSurface(position, position);\n\n const extrudedPosition = Cartesian3.clone(position, scratchCartesian2);\n const normal = ellipsoid.geodeticSurfaceNormal(position, scratchNormal);\n const scaledNormal = Cartesian3.multiplyByScalar(\n normal,\n height,\n scratchCartesian3\n );\n Cartesian3.add(position, scaledNormal, position);\n\n if (extrude) {\n Cartesian3.multiplyByScalar(normal, extrudedHeight, scaledNormal);\n Cartesian3.add(extrudedPosition, scaledNormal, extrudedPosition);\n\n finalPositions[i + bottomOffset] = extrudedPosition.x;\n finalPositions[i1 + bottomOffset] = extrudedPosition.y;\n finalPositions[i2 + bottomOffset] = extrudedPosition.z;\n }\n\n finalPositions[i] = position.x;\n finalPositions[i1] = position.y;\n finalPositions[i2] = position.z;\n }\n\n return finalPositions;\n};\n\nconst unitPosScratch = new Cartesian3();\nconst eastVecScratch = new Cartesian3();\nconst northVecScratch = new Cartesian3();\n/**\n * Returns an array of positions that make up the ellipse.\n * @private\n */\nEllipseGeometryLibrary.computeEllipsePositions = function (\n options,\n addFillPositions,\n addEdgePositions\n) {\n const semiMinorAxis = options.semiMinorAxis;\n const semiMajorAxis = options.semiMajorAxis;\n const rotation = options.rotation;\n const center = options.center;\n\n // Computing the arc-length of the ellipse is too expensive to be practical. Estimating it using the\n // arc length of the sphere is too inaccurate and creates sharp edges when either the semi-major or\n // semi-minor axis is much bigger than the other. Instead, scale the angle delta to make\n // the distance along the ellipse boundary more closely match the granularity.\n const granularity = options.granularity * 8.0;\n\n const aSqr = semiMinorAxis * semiMinorAxis;\n const bSqr = semiMajorAxis * semiMajorAxis;\n const ab = semiMajorAxis * semiMinorAxis;\n\n const mag = Cartesian3.magnitude(center);\n\n const unitPos = Cartesian3.normalize(center, unitPosScratch);\n let eastVec = Cartesian3.cross(Cartesian3.UNIT_Z, center, eastVecScratch);\n eastVec = Cartesian3.normalize(eastVec, eastVec);\n const northVec = Cartesian3.cross(unitPos, eastVec, northVecScratch);\n\n // The number of points in the first quadrant\n let numPts = 1 + Math.ceil(CesiumMath.PI_OVER_TWO / granularity);\n\n const deltaTheta = CesiumMath.PI_OVER_TWO / (numPts - 1);\n let theta = CesiumMath.PI_OVER_TWO - numPts * deltaTheta;\n if (theta < 0.0) {\n numPts -= Math.ceil(Math.abs(theta) / deltaTheta);\n }\n\n // If the number of points were three, the ellipse\n // would be tessellated like below:\n //\n // *---*\n // / | \\ | \\\n // *---*---*---*\n // / | \\ | \\ | \\ | \\\n // / .*---*---*---*. \\\n // * ` | \\ | \\ | \\ | `*\n // \\`.*---*---*---*.`/\n // \\ | \\ | \\ | \\ | /\n // *---*---*---*\n // \\ | \\ | /\n // *---*\n // The first and last column have one position and fan to connect to the adjacent column.\n // Each other vertical column contains an even number of positions.\n const size = 2 * (numPts * (numPts + 2));\n const positions = addFillPositions ? new Array(size * 3) : undefined;\n let positionIndex = 0;\n let position = scratchCartesian1;\n let reflectedPosition = scratchCartesian2;\n\n const outerPositionsLength = numPts * 4 * 3;\n let outerRightIndex = outerPositionsLength - 1;\n let outerLeftIndex = 0;\n const outerPositions = addEdgePositions\n ? new Array(outerPositionsLength)\n : undefined;\n\n let i;\n let j;\n let numInterior;\n let t;\n let interiorPosition;\n\n // Compute points in the 'eastern' half of the ellipse\n theta = CesiumMath.PI_OVER_TWO;\n position = pointOnEllipsoid(\n theta,\n rotation,\n northVec,\n eastVec,\n aSqr,\n ab,\n bSqr,\n mag,\n unitPos,\n position\n );\n if (addFillPositions) {\n positions[positionIndex++] = position.x;\n positions[positionIndex++] = position.y;\n positions[positionIndex++] = position.z;\n }\n if (addEdgePositions) {\n outerPositions[outerRightIndex--] = position.z;\n outerPositions[outerRightIndex--] = position.y;\n outerPositions[outerRightIndex--] = position.x;\n }\n theta = CesiumMath.PI_OVER_TWO - deltaTheta;\n for (i = 1; i < numPts + 1; ++i) {\n position = pointOnEllipsoid(\n theta,\n rotation,\n northVec,\n eastVec,\n aSqr,\n ab,\n bSqr,\n mag,\n unitPos,\n position\n );\n reflectedPosition = pointOnEllipsoid(\n Math.PI - theta,\n rotation,\n northVec,\n eastVec,\n aSqr,\n ab,\n bSqr,\n mag,\n unitPos,\n reflectedPosition\n );\n\n if (addFillPositions) {\n positions[positionIndex++] = position.x;\n positions[positionIndex++] = position.y;\n positions[positionIndex++] = position.z;\n\n numInterior = 2 * i + 2;\n for (j = 1; j < numInterior - 1; ++j) {\n t = j / (numInterior - 1);\n interiorPosition = Cartesian3.lerp(\n position,\n reflectedPosition,\n t,\n scratchCartesian3\n );\n positions[positionIndex++] = interiorPosition.x;\n positions[positionIndex++] = interiorPosition.y;\n positions[positionIndex++] = interiorPosition.z;\n }\n\n positions[positionIndex++] = reflectedPosition.x;\n positions[positionIndex++] = reflectedPosition.y;\n positions[positionIndex++] = reflectedPosition.z;\n }\n\n if (addEdgePositions) {\n outerPositions[outerRightIndex--] = position.z;\n outerPositions[outerRightIndex--] = position.y;\n outerPositions[outerRightIndex--] = position.x;\n outerPositions[outerLeftIndex++] = reflectedPosition.x;\n outerPositions[outerLeftIndex++] = reflectedPosition.y;\n outerPositions[outerLeftIndex++] = reflectedPosition.z;\n }\n\n theta = CesiumMath.PI_OVER_TWO - (i + 1) * deltaTheta;\n }\n\n // Compute points in the 'western' half of the ellipse\n for (i = numPts; i > 1; --i) {\n theta = CesiumMath.PI_OVER_TWO - (i - 1) * deltaTheta;\n\n position = pointOnEllipsoid(\n -theta,\n rotation,\n northVec,\n eastVec,\n aSqr,\n ab,\n bSqr,\n mag,\n unitPos,\n position\n );\n reflectedPosition = pointOnEllipsoid(\n theta + Math.PI,\n rotation,\n northVec,\n eastVec,\n aSqr,\n ab,\n bSqr,\n mag,\n unitPos,\n reflectedPosition\n );\n\n if (addFillPositions) {\n positions[positionIndex++] = position.x;\n positions[positionIndex++] = position.y;\n positions[positionIndex++] = position.z;\n\n numInterior = 2 * (i - 1) + 2;\n for (j = 1; j < numInterior - 1; ++j) {\n t = j / (numInterior - 1);\n interiorPosition = Cartesian3.lerp(\n position,\n reflectedPosition,\n t,\n scratchCartesian3\n );\n positions[positionIndex++] = interiorPosition.x;\n positions[positionIndex++] = interiorPosition.y;\n positions[positionIndex++] = interiorPosition.z;\n }\n\n positions[positionIndex++] = reflectedPosition.x;\n positions[positionIndex++] = reflectedPosition.y;\n positions[positionIndex++] = reflectedPosition.z;\n }\n\n if (addEdgePositions) {\n outerPositions[outerRightIndex--] = position.z;\n outerPositions[outerRightIndex--] = position.y;\n outerPositions[outerRightIndex--] = position.x;\n outerPositions[outerLeftIndex++] = reflectedPosition.x;\n outerPositions[outerLeftIndex++] = reflectedPosition.y;\n outerPositions[outerLeftIndex++] = reflectedPosition.z;\n }\n }\n\n theta = CesiumMath.PI_OVER_TWO;\n position = pointOnEllipsoid(\n -theta,\n rotation,\n northVec,\n eastVec,\n aSqr,\n ab,\n bSqr,\n mag,\n unitPos,\n position\n );\n\n const r = {};\n if (addFillPositions) {\n positions[positionIndex++] = position.x;\n positions[positionIndex++] = position.y;\n positions[positionIndex++] = position.z;\n r.positions = positions;\n r.numPts = numPts;\n }\n if (addEdgePositions) {\n outerPositions[outerRightIndex--] = position.z;\n outerPositions[outerRightIndex--] = position.y;\n outerPositions[outerRightIndex--] = position.x;\n r.outerPositions = outerPositions;\n }\n\n return r;\n};\nexport default 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