var Cesium = require("cesium/Cesium");
export default
   function addCircleWave(viewer,msgarr,color) {
    viewer.entities.add({
        id:msgarr.userid+'',
        name: msgarr.username,
        position: Cesium.Cartesian3.fromDegrees(msgarr.lng ,msgarr.lat, 0 ),
        ellipse: {
          height: 0,
          semiMinorAxis: 15,
          semiMajorAxis: 15,
          material: new Cesium.CircleWaveMaterialProperty({
            duration: 2e3,
            gradient: 0,
            color: color,
            count: 3
          })
        },
        point: {
            pixelSize: 10,
            color: Cesium.Color.YELLOW,
          },
        label: {
            text: msgarr.username,
            font: "14pt monospace",
            style: Cesium.LabelStyle.FILL_AND_OUTLINE,
            outlineWidth: 2,
            verticalOrigin: Cesium.VerticalOrigin.BOTTOM,
            pixelOffset: new Cesium.Cartesian2(0, -9),
          },
      });
    }

export class CircleWaveMaterialProperty {
    constructor(options) {
        options = Cesium.defaultValue(options, Cesium.defaultValue.EMPTY_OBJECT);

        this._definitionChanged = new Cesium.Event();

        this._color = undefined;

        this._colorSubscription = undefined;

        this.color = options.color;

        this.duration = Cesium.defaultValue(options.duration, 1e3);

        this.count = Cesium.defaultValue(options.count, 2);

        if (this.count <= 0) this.count = 1;

        this.gradient = Cesium.defaultValue(options.gradient, 0.1);

        if (this.gradient < 0) this.gradient = 0;

        else if (this.gradient > 1) this.gradient = 1;

        this._time = performance.now();

    }

}

Object.defineProperties(CircleWaveMaterialProperty.prototype, {
    isConstant: {
        get: function() {
            return false;

        }

    },

    definitionChanged: {
        get: function() {
            return this._definitionChanged;

        }

    },

    color: Cesium.createPropertyDescriptor('color')

});

CircleWaveMaterialProperty.prototype.getType = function(time) {
    return Cesium.Material.CircleWaveMaterialType;

}

CircleWaveMaterialProperty.prototype.getValue = function(time, result) {
    if (!Cesium.defined(result)) {
        result = {};

    }

    result.color = Cesium.Property.getValueOrClonedDefault(this._color, time, Cesium.Color.WHITE, result.color);

    result.time = (performance.now() - this._time) / this.duration;

    result.count = this.count;

    result.gradient = 1 + 10 * (1 - this.gradient);

    return result;

}

CircleWaveMaterialProperty.prototype.equals = function(other) {
    return this === other ||

        (other instanceof CircleWaveMaterialProperty &&

            Cesium.Property.equals(this._color, other._color))

}

Cesium.Material.CircleWaveMaterialType = 'CircleWaveMaterial';

Cesium.Material.PolylineTrailSource = 
                                    //     `czm_material czm_getMaterial(czm_materialInput materialInput)\n
                                    //     {\n
                                    //         czm_material material = czm_getDefaultMaterial(materialInput);\n
                                    //         material.diffuse = 1.5 * color.rgb;\n
                                    //         vec2 st = materialInput.st;\n
                                    //         vec3 str = materialInput.str;\n
                                    //         float dis = distance(st, vec2(0.5, 0.5));\n
                                    //         float per = fract(time);\n
                                    //         if (abs(str.z) > 0.001) {\n
                                    //             discard;\n
                                    //         }\n
                                    //         if (dis > 0.5) { \n
                                    //             discard; \n
                                    //         } else { \n
                                    //             float perDis = 0.5 / count;\n
                                    //             float disNum; \n                       
                                    //             float bl = .0; \n                       
                                    //             for (int i = 0; i <= 999; i++) { \n                           
                                    //                 if (float(i) <= count) { \n                              
                                    //                   disNum = perDis *float(i) - dis + per / count; \n                             
                                    //                     if (disNum > 0.0) { \n                                 
                                    //                         if (disNum < perDis) { \n                                     
                                    //                             bl = 1.0 - disNum / perDis;\n
                                    //                         }\n                                
                                    //                       else if(disNum - perDis < perDis) { \n                                       
                                    //                                 bl = 1.0 - abs(1.0 - disNum / perDis); \n
                                    //                         } \n                                 
                                    //                         material.alpha = pow(bl, gradient); \n
                                    //                     } \n
                                    //                 } \n
                                    //             } \n
                                    //         } \n
                                    //     return material; \n
                                    // } \n`;
    "czm_material czm_getMaterial(czm_materialInput materialInput)\n" +
    "{\n" +
    "czm_material material = czm_getDefaultMaterial(materialInput);\n" +
    "material.diffuse = 1.5 * color.rgb;\n" +
    "vec2 st = materialInput.st;\n" +
    "float dis = distance(st, vec2(0.5, 0.5));\n" +
    "float per = fract(time);\n" +
    "if(dis > per * 0.5){\n" +
    "material.alpha = 0.0;\n"+                     
    "discard;\n" +
    "}else {\n" +
    "material.alpha = color.a  * dis / per / 1.0;\n" +
    "}\n" +
    "return material;\n" +
    "}";

Cesium.Material._materialCache.addMaterial(Cesium.Material.CircleWaveMaterialType, {
    fabric: {
        type: Cesium.Material.CircleWaveMaterialType,

        uniforms: {
            color: new Cesium.Color(1.0, 0.0, 0.0, 1.0),

            time: 1,

            count: 1,

            gradient: 0.1

        },

        source: Cesium.Material.PolylineTrailSource

    },

    translucent: function(material) {
        return !0;

    }

});

Cesium.CircleWaveMaterialProperty = CircleWaveMaterialProperty;