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- /* This file is automatically rebuilt by the Cesium build process. */
- define(['exports', './when-e6985d2a', './Check-24cae389', './Cartesian2-a5d6dde9', './Transforms-81680c41', './WebGLConstants-34c08bc0'], function (exports, when, Check, Cartesian2, Transforms, WebGLConstants) { 'use strict';
- /**
- * @private
- */
- var GeometryType = {
- NONE: 0,
- TRIANGLES: 1,
- LINES: 2,
- POLYLINES: 3,
- };
- var GeometryType$1 = Object.freeze(GeometryType);
- /**
- * A 2x2 matrix, indexable as a column-major order array.
- * Constructor parameters are in row-major order for code readability.
- * @alias Matrix2
- * @constructor
- * @implements {ArrayLike<number>}
- *
- * @param {Number} [column0Row0=0.0] The value for column 0, row 0.
- * @param {Number} [column1Row0=0.0] The value for column 1, row 0.
- * @param {Number} [column0Row1=0.0] The value for column 0, row 1.
- * @param {Number} [column1Row1=0.0] The value for column 1, row 1.
- *
- * @see Matrix2.fromColumnMajorArray
- * @see Matrix2.fromRowMajorArray
- * @see Matrix2.fromScale
- * @see Matrix2.fromUniformScale
- * @see Matrix3
- * @see Matrix4
- */
- function Matrix2(column0Row0, column1Row0, column0Row1, column1Row1) {
- this[0] = when.defaultValue(column0Row0, 0.0);
- this[1] = when.defaultValue(column0Row1, 0.0);
- this[2] = when.defaultValue(column1Row0, 0.0);
- this[3] = when.defaultValue(column1Row1, 0.0);
- }
- /**
- * The number of elements used to pack the object into an array.
- * @type {Number}
- */
- Matrix2.packedLength = 4;
- /**
- * Stores the provided instance into the provided array.
- *
- * @param {Matrix2} value The value to pack.
- * @param {Number[]} array The array to pack into.
- * @param {Number} [startingIndex=0] The index into the array at which to start packing the elements.
- *
- * @returns {Number[]} The array that was packed into
- */
- Matrix2.pack = function (value, array, startingIndex) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.object("value", value);
- Check.Check.defined("array", array);
- //>>includeEnd('debug');
- startingIndex = when.defaultValue(startingIndex, 0);
- array[startingIndex++] = value[0];
- array[startingIndex++] = value[1];
- array[startingIndex++] = value[2];
- array[startingIndex++] = value[3];
- return array;
- };
- /**
- * Retrieves an instance from a packed array.
- *
- * @param {Number[]} array The packed array.
- * @param {Number} [startingIndex=0] The starting index of the element to be unpacked.
- * @param {Matrix2} [result] The object into which to store the result.
- * @returns {Matrix2} The modified result parameter or a new Matrix2 instance if one was not provided.
- */
- Matrix2.unpack = function (array, startingIndex, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.defined("array", array);
- //>>includeEnd('debug');
- startingIndex = when.defaultValue(startingIndex, 0);
- if (!when.defined(result)) {
- result = new Matrix2();
- }
- result[0] = array[startingIndex++];
- result[1] = array[startingIndex++];
- result[2] = array[startingIndex++];
- result[3] = array[startingIndex++];
- return result;
- };
- /**
- * Duplicates a Matrix2 instance.
- *
- * @param {Matrix2} matrix The matrix to duplicate.
- * @param {Matrix2} [result] The object onto which to store the result.
- * @returns {Matrix2} The modified result parameter or a new Matrix2 instance if one was not provided. (Returns undefined if matrix is undefined)
- */
- Matrix2.clone = function (matrix, result) {
- if (!when.defined(matrix)) {
- return undefined;
- }
- if (!when.defined(result)) {
- return new Matrix2(matrix[0], matrix[2], matrix[1], matrix[3]);
- }
- result[0] = matrix[0];
- result[1] = matrix[1];
- result[2] = matrix[2];
- result[3] = matrix[3];
- return result;
- };
- /**
- * Creates a Matrix2 from 4 consecutive elements in an array.
- *
- * @param {Number[]} array The array whose 4 consecutive elements correspond to the positions of the matrix. Assumes column-major order.
- * @param {Number} [startingIndex=0] The offset into the array of the first element, which corresponds to first column first row position in the matrix.
- * @param {Matrix2} [result] The object onto which to store the result.
- * @returns {Matrix2} The modified result parameter or a new Matrix2 instance if one was not provided.
- *
- * @example
- * // Create the Matrix2:
- * // [1.0, 2.0]
- * // [1.0, 2.0]
- *
- * var v = [1.0, 1.0, 2.0, 2.0];
- * var m = Cesium.Matrix2.fromArray(v);
- *
- * // Create same Matrix2 with using an offset into an array
- * var v2 = [0.0, 0.0, 1.0, 1.0, 2.0, 2.0];
- * var m2 = Cesium.Matrix2.fromArray(v2, 2);
- */
- Matrix2.fromArray = function (array, startingIndex, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.defined("array", array);
- //>>includeEnd('debug');
- startingIndex = when.defaultValue(startingIndex, 0);
- if (!when.defined(result)) {
- result = new Matrix2();
- }
- result[0] = array[startingIndex];
- result[1] = array[startingIndex + 1];
- result[2] = array[startingIndex + 2];
- result[3] = array[startingIndex + 3];
- return result;
- };
- /**
- * Creates a Matrix2 instance from a column-major order array.
- *
- * @param {Number[]} values The column-major order array.
- * @param {Matrix2} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix2} The modified result parameter, or a new Matrix2 instance if one was not provided.
- */
- Matrix2.fromColumnMajorArray = function (values, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.defined("values", values);
- //>>includeEnd('debug');
- return Matrix2.clone(values, result);
- };
- /**
- * Creates a Matrix2 instance from a row-major order array.
- * The resulting matrix will be in column-major order.
- *
- * @param {Number[]} values The row-major order array.
- * @param {Matrix2} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix2} The modified result parameter, or a new Matrix2 instance if one was not provided.
- */
- Matrix2.fromRowMajorArray = function (values, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.defined("values", values);
- //>>includeEnd('debug');
- if (!when.defined(result)) {
- return new Matrix2(values[0], values[1], values[2], values[3]);
- }
- result[0] = values[0];
- result[1] = values[2];
- result[2] = values[1];
- result[3] = values[3];
- return result;
- };
- /**
- * Computes a Matrix2 instance representing a non-uniform scale.
- *
- * @param {Cartesian2} scale The x and y scale factors.
- * @param {Matrix2} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix2} The modified result parameter, or a new Matrix2 instance if one was not provided.
- *
- * @example
- * // Creates
- * // [7.0, 0.0]
- * // [0.0, 8.0]
- * var m = Cesium.Matrix2.fromScale(new Cesium.Cartesian2(7.0, 8.0));
- */
- Matrix2.fromScale = function (scale, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.object("scale", scale);
- //>>includeEnd('debug');
- if (!when.defined(result)) {
- return new Matrix2(scale.x, 0.0, 0.0, scale.y);
- }
- result[0] = scale.x;
- result[1] = 0.0;
- result[2] = 0.0;
- result[3] = scale.y;
- return result;
- };
- /**
- * Computes a Matrix2 instance representing a uniform scale.
- *
- * @param {Number} scale The uniform scale factor.
- * @param {Matrix2} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix2} The modified result parameter, or a new Matrix2 instance if one was not provided.
- *
- * @example
- * // Creates
- * // [2.0, 0.0]
- * // [0.0, 2.0]
- * var m = Cesium.Matrix2.fromUniformScale(2.0);
- */
- Matrix2.fromUniformScale = function (scale, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.number("scale", scale);
- //>>includeEnd('debug');
- if (!when.defined(result)) {
- return new Matrix2(scale, 0.0, 0.0, scale);
- }
- result[0] = scale;
- result[1] = 0.0;
- result[2] = 0.0;
- result[3] = scale;
- return result;
- };
- /**
- * Creates a rotation matrix.
- *
- * @param {Number} angle The angle, in radians, of the rotation. Positive angles are counterclockwise.
- * @param {Matrix2} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix2} The modified result parameter, or a new Matrix2 instance if one was not provided.
- *
- * @example
- * // Rotate a point 45 degrees counterclockwise.
- * var p = new Cesium.Cartesian2(5, 6);
- * var m = Cesium.Matrix2.fromRotation(Cesium.Math.toRadians(45.0));
- * var rotated = Cesium.Matrix2.multiplyByVector(m, p, new Cesium.Cartesian2());
- */
- Matrix2.fromRotation = function (angle, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.number("angle", angle);
- //>>includeEnd('debug');
- var cosAngle = Math.cos(angle);
- var sinAngle = Math.sin(angle);
- if (!when.defined(result)) {
- return new Matrix2(cosAngle, -sinAngle, sinAngle, cosAngle);
- }
- result[0] = cosAngle;
- result[1] = sinAngle;
- result[2] = -sinAngle;
- result[3] = cosAngle;
- return result;
- };
- /**
- * Creates an Array from the provided Matrix2 instance.
- * The array will be in column-major order.
- *
- * @param {Matrix2} matrix The matrix to use..
- * @param {Number[]} [result] The Array onto which to store the result.
- * @returns {Number[]} The modified Array parameter or a new Array instance if one was not provided.
- */
- Matrix2.toArray = function (matrix, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.object("matrix", matrix);
- //>>includeEnd('debug');
- if (!when.defined(result)) {
- return [matrix[0], matrix[1], matrix[2], matrix[3]];
- }
- result[0] = matrix[0];
- result[1] = matrix[1];
- result[2] = matrix[2];
- result[3] = matrix[3];
- return result;
- };
- /**
- * Computes the array index of the element at the provided row and column.
- *
- * @param {Number} row The zero-based index of the row.
- * @param {Number} column The zero-based index of the column.
- * @returns {Number} The index of the element at the provided row and column.
- *
- * @exception {DeveloperError} row must be 0 or 1.
- * @exception {DeveloperError} column must be 0 or 1.
- *
- * @example
- * var myMatrix = new Cesium.Matrix2();
- * var column1Row0Index = Cesium.Matrix2.getElementIndex(1, 0);
- * var column1Row0 = myMatrix[column1Row0Index]
- * myMatrix[column1Row0Index] = 10.0;
- */
- Matrix2.getElementIndex = function (column, row) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.number.greaterThanOrEquals("row", row, 0);
- Check.Check.typeOf.number.lessThanOrEquals("row", row, 1);
- Check.Check.typeOf.number.greaterThanOrEquals("column", column, 0);
- Check.Check.typeOf.number.lessThanOrEquals("column", column, 1);
- //>>includeEnd('debug');
- return column * 2 + row;
- };
- /**
- * Retrieves a copy of the matrix column at the provided index as a Cartesian2 instance.
- *
- * @param {Matrix2} matrix The matrix to use.
- * @param {Number} index The zero-based index of the column to retrieve.
- * @param {Cartesian2} result The object onto which to store the result.
- * @returns {Cartesian2} The modified result parameter.
- *
- * @exception {DeveloperError} index must be 0 or 1.
- */
- Matrix2.getColumn = function (matrix, index, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.object("matrix", matrix);
- Check.Check.typeOf.number.greaterThanOrEquals("index", index, 0);
- Check.Check.typeOf.number.lessThanOrEquals("index", index, 1);
- Check.Check.typeOf.object("result", result);
- //>>includeEnd('debug');
- var startIndex = index * 2;
- var x = matrix[startIndex];
- var y = matrix[startIndex + 1];
- result.x = x;
- result.y = y;
- return result;
- };
- /**
- * Computes a new matrix that replaces the specified column in the provided matrix with the provided Cartesian2 instance.
- *
- * @param {Matrix2} matrix The matrix to use.
- * @param {Number} index The zero-based index of the column to set.
- * @param {Cartesian2} cartesian The Cartesian whose values will be assigned to the specified column.
- * @param {Cartesian2} result The object onto which to store the result.
- * @returns {Matrix2} The modified result parameter.
- *
- * @exception {DeveloperError} index must be 0 or 1.
- */
- Matrix2.setColumn = function (matrix, index, cartesian, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.object("matrix", matrix);
- Check.Check.typeOf.number.greaterThanOrEquals("index", index, 0);
- Check.Check.typeOf.number.lessThanOrEquals("index", index, 1);
- Check.Check.typeOf.object("cartesian", cartesian);
- Check.Check.typeOf.object("result", result);
- //>>includeEnd('debug');
- result = Matrix2.clone(matrix, result);
- var startIndex = index * 2;
- result[startIndex] = cartesian.x;
- result[startIndex + 1] = cartesian.y;
- return result;
- };
- /**
- * Retrieves a copy of the matrix row at the provided index as a Cartesian2 instance.
- *
- * @param {Matrix2} matrix The matrix to use.
- * @param {Number} index The zero-based index of the row to retrieve.
- * @param {Cartesian2} result The object onto which to store the result.
- * @returns {Cartesian2} The modified result parameter.
- *
- * @exception {DeveloperError} index must be 0 or 1.
- */
- Matrix2.getRow = function (matrix, index, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.object("matrix", matrix);
- Check.Check.typeOf.number.greaterThanOrEquals("index", index, 0);
- Check.Check.typeOf.number.lessThanOrEquals("index", index, 1);
- Check.Check.typeOf.object("result", result);
- //>>includeEnd('debug');
- var x = matrix[index];
- var y = matrix[index + 2];
- result.x = x;
- result.y = y;
- return result;
- };
- /**
- * Computes a new matrix that replaces the specified row in the provided matrix with the provided Cartesian2 instance.
- *
- * @param {Matrix2} matrix The matrix to use.
- * @param {Number} index The zero-based index of the row to set.
- * @param {Cartesian2} cartesian The Cartesian whose values will be assigned to the specified row.
- * @param {Matrix2} result The object onto which to store the result.
- * @returns {Matrix2} The modified result parameter.
- *
- * @exception {DeveloperError} index must be 0 or 1.
- */
- Matrix2.setRow = function (matrix, index, cartesian, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.object("matrix", matrix);
- Check.Check.typeOf.number.greaterThanOrEquals("index", index, 0);
- Check.Check.typeOf.number.lessThanOrEquals("index", index, 1);
- Check.Check.typeOf.object("cartesian", cartesian);
- Check.Check.typeOf.object("result", result);
- //>>includeEnd('debug');
- result = Matrix2.clone(matrix, result);
- result[index] = cartesian.x;
- result[index + 2] = cartesian.y;
- return result;
- };
- var scratchColumn = new Cartesian2.Cartesian2();
- /**
- * Extracts the non-uniform scale assuming the matrix is an affine transformation.
- *
- * @param {Matrix2} matrix The matrix.
- * @param {Cartesian2} result The object onto which to store the result.
- * @returns {Cartesian2} The modified result parameter.
- */
- Matrix2.getScale = function (matrix, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.object("matrix", matrix);
- Check.Check.typeOf.object("result", result);
- //>>includeEnd('debug');
- result.x = Cartesian2.Cartesian2.magnitude(
- Cartesian2.Cartesian2.fromElements(matrix[0], matrix[1], scratchColumn)
- );
- result.y = Cartesian2.Cartesian2.magnitude(
- Cartesian2.Cartesian2.fromElements(matrix[2], matrix[3], scratchColumn)
- );
- return result;
- };
- var scratchScale = new Cartesian2.Cartesian2();
- /**
- * Computes the maximum scale assuming the matrix is an affine transformation.
- * The maximum scale is the maximum length of the column vectors.
- *
- * @param {Matrix2} matrix The matrix.
- * @returns {Number} The maximum scale.
- */
- Matrix2.getMaximumScale = function (matrix) {
- Matrix2.getScale(matrix, scratchScale);
- return Cartesian2.Cartesian2.maximumComponent(scratchScale);
- };
- /**
- * Computes the product of two matrices.
- *
- * @param {Matrix2} left The first matrix.
- * @param {Matrix2} right The second matrix.
- * @param {Matrix2} result The object onto which to store the result.
- * @returns {Matrix2} The modified result parameter.
- */
- Matrix2.multiply = function (left, right, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.object("left", left);
- Check.Check.typeOf.object("right", right);
- Check.Check.typeOf.object("result", result);
- //>>includeEnd('debug');
- var column0Row0 = left[0] * right[0] + left[2] * right[1];
- var column1Row0 = left[0] * right[2] + left[2] * right[3];
- var column0Row1 = left[1] * right[0] + left[3] * right[1];
- var column1Row1 = left[1] * right[2] + left[3] * right[3];
- result[0] = column0Row0;
- result[1] = column0Row1;
- result[2] = column1Row0;
- result[3] = column1Row1;
- return result;
- };
- /**
- * Computes the sum of two matrices.
- *
- * @param {Matrix2} left The first matrix.
- * @param {Matrix2} right The second matrix.
- * @param {Matrix2} result The object onto which to store the result.
- * @returns {Matrix2} The modified result parameter.
- */
- Matrix2.add = function (left, right, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.object("left", left);
- Check.Check.typeOf.object("right", right);
- Check.Check.typeOf.object("result", result);
- //>>includeEnd('debug');
- result[0] = left[0] + right[0];
- result[1] = left[1] + right[1];
- result[2] = left[2] + right[2];
- result[3] = left[3] + right[3];
- return result;
- };
- /**
- * Computes the difference of two matrices.
- *
- * @param {Matrix2} left The first matrix.
- * @param {Matrix2} right The second matrix.
- * @param {Matrix2} result The object onto which to store the result.
- * @returns {Matrix2} The modified result parameter.
- */
- Matrix2.subtract = function (left, right, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.object("left", left);
- Check.Check.typeOf.object("right", right);
- Check.Check.typeOf.object("result", result);
- //>>includeEnd('debug');
- result[0] = left[0] - right[0];
- result[1] = left[1] - right[1];
- result[2] = left[2] - right[2];
- result[3] = left[3] - right[3];
- return result;
- };
- /**
- * Computes the product of a matrix and a column vector.
- *
- * @param {Matrix2} matrix The matrix.
- * @param {Cartesian2} cartesian The column.
- * @param {Cartesian2} result The object onto which to store the result.
- * @returns {Cartesian2} The modified result parameter.
- */
- Matrix2.multiplyByVector = function (matrix, cartesian, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.object("matrix", matrix);
- Check.Check.typeOf.object("cartesian", cartesian);
- Check.Check.typeOf.object("result", result);
- //>>includeEnd('debug');
- var x = matrix[0] * cartesian.x + matrix[2] * cartesian.y;
- var y = matrix[1] * cartesian.x + matrix[3] * cartesian.y;
- result.x = x;
- result.y = y;
- return result;
- };
- /**
- * Computes the product of a matrix and a scalar.
- *
- * @param {Matrix2} matrix The matrix.
- * @param {Number} scalar The number to multiply by.
- * @param {Matrix2} result The object onto which to store the result.
- * @returns {Matrix2} The modified result parameter.
- */
- Matrix2.multiplyByScalar = function (matrix, scalar, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.object("matrix", matrix);
- Check.Check.typeOf.number("scalar", scalar);
- Check.Check.typeOf.object("result", result);
- //>>includeEnd('debug');
- result[0] = matrix[0] * scalar;
- result[1] = matrix[1] * scalar;
- result[2] = matrix[2] * scalar;
- result[3] = matrix[3] * scalar;
- return result;
- };
- /**
- * Computes the product of a matrix times a (non-uniform) scale, as if the scale were a scale matrix.
- *
- * @param {Matrix2} matrix The matrix on the left-hand side.
- * @param {Cartesian2} scale The non-uniform scale on the right-hand side.
- * @param {Matrix2} result The object onto which to store the result.
- * @returns {Matrix2} The modified result parameter.
- *
- *
- * @example
- * // Instead of Cesium.Matrix2.multiply(m, Cesium.Matrix2.fromScale(scale), m);
- * Cesium.Matrix2.multiplyByScale(m, scale, m);
- *
- * @see Matrix2.fromScale
- * @see Matrix2.multiplyByUniformScale
- */
- Matrix2.multiplyByScale = function (matrix, scale, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.object("matrix", matrix);
- Check.Check.typeOf.object("scale", scale);
- Check.Check.typeOf.object("result", result);
- //>>includeEnd('debug');
- result[0] = matrix[0] * scale.x;
- result[1] = matrix[1] * scale.x;
- result[2] = matrix[2] * scale.y;
- result[3] = matrix[3] * scale.y;
- return result;
- };
- /**
- * Creates a negated copy of the provided matrix.
- *
- * @param {Matrix2} matrix The matrix to negate.
- * @param {Matrix2} result The object onto which to store the result.
- * @returns {Matrix2} The modified result parameter.
- */
- Matrix2.negate = function (matrix, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.object("matrix", matrix);
- Check.Check.typeOf.object("result", result);
- //>>includeEnd('debug');
- result[0] = -matrix[0];
- result[1] = -matrix[1];
- result[2] = -matrix[2];
- result[3] = -matrix[3];
- return result;
- };
- /**
- * Computes the transpose of the provided matrix.
- *
- * @param {Matrix2} matrix The matrix to transpose.
- * @param {Matrix2} result The object onto which to store the result.
- * @returns {Matrix2} The modified result parameter.
- */
- Matrix2.transpose = function (matrix, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.object("matrix", matrix);
- Check.Check.typeOf.object("result", result);
- //>>includeEnd('debug');
- var column0Row0 = matrix[0];
- var column0Row1 = matrix[2];
- var column1Row0 = matrix[1];
- var column1Row1 = matrix[3];
- result[0] = column0Row0;
- result[1] = column0Row1;
- result[2] = column1Row0;
- result[3] = column1Row1;
- return result;
- };
- /**
- * Computes a matrix, which contains the absolute (unsigned) values of the provided matrix's elements.
- *
- * @param {Matrix2} matrix The matrix with signed elements.
- * @param {Matrix2} result The object onto which to store the result.
- * @returns {Matrix2} The modified result parameter.
- */
- Matrix2.abs = function (matrix, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.object("matrix", matrix);
- Check.Check.typeOf.object("result", result);
- //>>includeEnd('debug');
- result[0] = Math.abs(matrix[0]);
- result[1] = Math.abs(matrix[1]);
- result[2] = Math.abs(matrix[2]);
- result[3] = Math.abs(matrix[3]);
- return result;
- };
- /**
- * Compares the provided matrices componentwise and returns
- * <code>true</code> if they are equal, <code>false</code> otherwise.
- *
- * @param {Matrix2} [left] The first matrix.
- * @param {Matrix2} [right] The second matrix.
- * @returns {Boolean} <code>true</code> if left and right are equal, <code>false</code> otherwise.
- */
- Matrix2.equals = function (left, right) {
- return (
- left === right ||
- (when.defined(left) &&
- when.defined(right) &&
- left[0] === right[0] &&
- left[1] === right[1] &&
- left[2] === right[2] &&
- left[3] === right[3])
- );
- };
- /**
- * @private
- */
- Matrix2.equalsArray = function (matrix, array, offset) {
- return (
- matrix[0] === array[offset] &&
- matrix[1] === array[offset + 1] &&
- matrix[2] === array[offset + 2] &&
- matrix[3] === array[offset + 3]
- );
- };
- /**
- * Compares the provided matrices componentwise and returns
- * <code>true</code> if they are within the provided epsilon,
- * <code>false</code> otherwise.
- *
- * @param {Matrix2} [left] The first matrix.
- * @param {Matrix2} [right] The second matrix.
- * @param {Number} [epsilon=0] The epsilon to use for equality testing.
- * @returns {Boolean} <code>true</code> if left and right are within the provided epsilon, <code>false</code> otherwise.
- */
- Matrix2.equalsEpsilon = function (left, right, epsilon) {
- epsilon = when.defaultValue(epsilon, 0);
- return (
- left === right ||
- (when.defined(left) &&
- when.defined(right) &&
- Math.abs(left[0] - right[0]) <= epsilon &&
- Math.abs(left[1] - right[1]) <= epsilon &&
- Math.abs(left[2] - right[2]) <= epsilon &&
- Math.abs(left[3] - right[3]) <= epsilon)
- );
- };
- /**
- * An immutable Matrix2 instance initialized to the identity matrix.
- *
- * @type {Matrix2}
- * @constant
- */
- Matrix2.IDENTITY = Object.freeze(new Matrix2(1.0, 0.0, 0.0, 1.0));
- /**
- * An immutable Matrix2 instance initialized to the zero matrix.
- *
- * @type {Matrix2}
- * @constant
- */
- Matrix2.ZERO = Object.freeze(new Matrix2(0.0, 0.0, 0.0, 0.0));
- /**
- * The index into Matrix2 for column 0, row 0.
- *
- * @type {Number}
- * @constant
- *
- * @example
- * var matrix = new Cesium.Matrix2();
- * matrix[Cesium.Matrix2.COLUMN0ROW0] = 5.0; // set column 0, row 0 to 5.0
- */
- Matrix2.COLUMN0ROW0 = 0;
- /**
- * The index into Matrix2 for column 0, row 1.
- *
- * @type {Number}
- * @constant
- *
- * @example
- * var matrix = new Cesium.Matrix2();
- * matrix[Cesium.Matrix2.COLUMN0ROW1] = 5.0; // set column 0, row 1 to 5.0
- */
- Matrix2.COLUMN0ROW1 = 1;
- /**
- * The index into Matrix2 for column 1, row 0.
- *
- * @type {Number}
- * @constant
- *
- * @example
- * var matrix = new Cesium.Matrix2();
- * matrix[Cesium.Matrix2.COLUMN1ROW0] = 5.0; // set column 1, row 0 to 5.0
- */
- Matrix2.COLUMN1ROW0 = 2;
- /**
- * The index into Matrix2 for column 1, row 1.
- *
- * @type {Number}
- * @constant
- *
- * @example
- * var matrix = new Cesium.Matrix2();
- * matrix[Cesium.Matrix2.COLUMN1ROW1] = 5.0; // set column 1, row 1 to 5.0
- */
- Matrix2.COLUMN1ROW1 = 3;
- Object.defineProperties(Matrix2.prototype, {
- /**
- * Gets the number of items in the collection.
- * @memberof Matrix2.prototype
- *
- * @type {Number}
- */
- length: {
- get: function () {
- return Matrix2.packedLength;
- },
- },
- });
- /**
- * Duplicates the provided Matrix2 instance.
- *
- * @param {Matrix2} [result] The object onto which to store the result.
- * @returns {Matrix2} The modified result parameter or a new Matrix2 instance if one was not provided.
- */
- Matrix2.prototype.clone = function (result) {
- return Matrix2.clone(this, result);
- };
- /**
- * Compares this matrix to the provided matrix componentwise and returns
- * <code>true</code> if they are equal, <code>false</code> otherwise.
- *
- * @param {Matrix2} [right] The right hand side matrix.
- * @returns {Boolean} <code>true</code> if they are equal, <code>false</code> otherwise.
- */
- Matrix2.prototype.equals = function (right) {
- return Matrix2.equals(this, right);
- };
- /**
- * Compares this matrix to the provided matrix componentwise and returns
- * <code>true</code> if they are within the provided epsilon,
- * <code>false</code> otherwise.
- *
- * @param {Matrix2} [right] The right hand side matrix.
- * @param {Number} [epsilon=0] The epsilon to use for equality testing.
- * @returns {Boolean} <code>true</code> if they are within the provided epsilon, <code>false</code> otherwise.
- */
- Matrix2.prototype.equalsEpsilon = function (right, epsilon) {
- return Matrix2.equalsEpsilon(this, right, epsilon);
- };
- /**
- * Creates a string representing this Matrix with each row being
- * on a separate line and in the format '(column0, column1)'.
- *
- * @returns {String} A string representing the provided Matrix with each row being on a separate line and in the format '(column0, column1)'.
- */
- Matrix2.prototype.toString = function () {
- return (
- "(" +
- this[0] +
- ", " +
- this[2] +
- ")\n" +
- "(" +
- this[1] +
- ", " +
- this[3] +
- ")"
- );
- };
- /**
- * The type of a geometric primitive, i.e., points, lines, and triangles.
- *
- * @enum {Number}
- */
- var PrimitiveType = {
- /**
- * Points primitive where each vertex (or index) is a separate point.
- *
- * @type {Number}
- * @constant
- */
- POINTS: WebGLConstants.WebGLConstants.POINTS,
- /**
- * Lines primitive where each two vertices (or indices) is a line segment. Line segments are not necessarily connected.
- *
- * @type {Number}
- * @constant
- */
- LINES: WebGLConstants.WebGLConstants.LINES,
- /**
- * Line loop primitive where each vertex (or index) after the first connects a line to
- * the previous vertex, and the last vertex implicitly connects to the first.
- *
- * @type {Number}
- * @constant
- */
- LINE_LOOP: WebGLConstants.WebGLConstants.LINE_LOOP,
- /**
- * Line strip primitive where each vertex (or index) after the first connects a line to the previous vertex.
- *
- * @type {Number}
- * @constant
- */
- LINE_STRIP: WebGLConstants.WebGLConstants.LINE_STRIP,
- /**
- * Triangles primitive where each three vertices (or indices) is a triangle. Triangles do not necessarily share edges.
- *
- * @type {Number}
- * @constant
- */
- TRIANGLES: WebGLConstants.WebGLConstants.TRIANGLES,
- /**
- * Triangle strip primitive where each vertex (or index) after the first two connect to
- * the previous two vertices forming a triangle. For example, this can be used to model a wall.
- *
- * @type {Number}
- * @constant
- */
- TRIANGLE_STRIP: WebGLConstants.WebGLConstants.TRIANGLE_STRIP,
- /**
- * Triangle fan primitive where each vertex (or index) after the first two connect to
- * the previous vertex and the first vertex forming a triangle. For example, this can be used
- * to model a cone or circle.
- *
- * @type {Number}
- * @constant
- */
- TRIANGLE_FAN: WebGLConstants.WebGLConstants.TRIANGLE_FAN,
- };
- /**
- * @private
- */
- PrimitiveType.validate = function (primitiveType) {
- return (
- primitiveType === PrimitiveType.POINTS ||
- primitiveType === PrimitiveType.LINES ||
- primitiveType === PrimitiveType.LINE_LOOP ||
- primitiveType === PrimitiveType.LINE_STRIP ||
- primitiveType === PrimitiveType.TRIANGLES ||
- primitiveType === PrimitiveType.TRIANGLE_STRIP ||
- primitiveType === PrimitiveType.TRIANGLE_FAN
- );
- };
- var PrimitiveType$1 = Object.freeze(PrimitiveType);
- /**
- * A geometry representation with attributes forming vertices and optional index data
- * defining primitives. Geometries and an {@link Appearance}, which describes the shading,
- * can be assigned to a {@link Primitive} for visualization. A <code>Primitive</code> can
- * be created from many heterogeneous - in many cases - geometries for performance.
- * <p>
- * Geometries can be transformed and optimized using functions in {@link GeometryPipeline}.
- * </p>
- *
- * @alias Geometry
- * @constructor
- *
- * @param {Object} options Object with the following properties:
- * @param {GeometryAttributes} options.attributes Attributes, which make up the geometry's vertices.
- * @param {PrimitiveType} [options.primitiveType=PrimitiveType.TRIANGLES] The type of primitives in the geometry.
- * @param {Uint16Array|Uint32Array} [options.indices] Optional index data that determines the primitives in the geometry.
- * @param {BoundingSphere} [options.boundingSphere] An optional bounding sphere that fully enclosed the geometry.
- *
- * @see PolygonGeometry
- * @see RectangleGeometry
- * @see EllipseGeometry
- * @see CircleGeometry
- * @see WallGeometry
- * @see SimplePolylineGeometry
- * @see BoxGeometry
- * @see EllipsoidGeometry
- *
- * @demo {@link https://sandcastle.cesium.com/index.html?src=Geometry%20and%20Appearances.html|Geometry and Appearances Demo}
- *
- * @example
- * // Create geometry with a position attribute and indexed lines.
- * var positions = new Float64Array([
- * 0.0, 0.0, 0.0,
- * 7500000.0, 0.0, 0.0,
- * 0.0, 7500000.0, 0.0
- * ]);
- *
- * var geometry = new Cesium.Geometry({
- * attributes : {
- * position : new Cesium.GeometryAttribute({
- * componentDatatype : Cesium.ComponentDatatype.DOUBLE,
- * componentsPerAttribute : 3,
- * values : positions
- * })
- * },
- * indices : new Uint16Array([0, 1, 1, 2, 2, 0]),
- * primitiveType : Cesium.PrimitiveType.LINES,
- * boundingSphere : Cesium.BoundingSphere.fromVertices(positions)
- * });
- */
- function Geometry(options) {
- options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT);
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.object("options.attributes", options.attributes);
- //>>includeEnd('debug');
- /**
- * Attributes, which make up the geometry's vertices. Each property in this object corresponds to a
- * {@link GeometryAttribute} containing the attribute's data.
- * <p>
- * Attributes are always stored non-interleaved in a Geometry.
- * </p>
- * <p>
- * There are reserved attribute names with well-known semantics. The following attributes
- * are created by a Geometry (depending on the provided {@link VertexFormat}.
- * <ul>
- * <li><code>position</code> - 3D vertex position. 64-bit floating-point (for precision). 3 components per attribute. See {@link VertexFormat#position}.</li>
- * <li><code>normal</code> - Normal (normalized), commonly used for lighting. 32-bit floating-point. 3 components per attribute. See {@link VertexFormat#normal}.</li>
- * <li><code>st</code> - 2D texture coordinate. 32-bit floating-point. 2 components per attribute. See {@link VertexFormat#st}.</li>
- * <li><code>bitangent</code> - Bitangent (normalized), used for tangent-space effects like bump mapping. 32-bit floating-point. 3 components per attribute. See {@link VertexFormat#bitangent}.</li>
- * <li><code>tangent</code> - Tangent (normalized), used for tangent-space effects like bump mapping. 32-bit floating-point. 3 components per attribute. See {@link VertexFormat#tangent}.</li>
- * </ul>
- * </p>
- * <p>
- * The following attribute names are generally not created by a Geometry, but are added
- * to a Geometry by a {@link Primitive} or {@link GeometryPipeline} functions to prepare
- * the geometry for rendering.
- * <ul>
- * <li><code>position3DHigh</code> - High 32 bits for encoded 64-bit position computed with {@link GeometryPipeline.encodeAttribute}. 32-bit floating-point. 4 components per attribute.</li>
- * <li><code>position3DLow</code> - Low 32 bits for encoded 64-bit position computed with {@link GeometryPipeline.encodeAttribute}. 32-bit floating-point. 4 components per attribute.</li>
- * <li><code>position3DHigh</code> - High 32 bits for encoded 64-bit 2D (Columbus view) position computed with {@link GeometryPipeline.encodeAttribute}. 32-bit floating-point. 4 components per attribute.</li>
- * <li><code>position2DLow</code> - Low 32 bits for encoded 64-bit 2D (Columbus view) position computed with {@link GeometryPipeline.encodeAttribute}. 32-bit floating-point. 4 components per attribute.</li>
- * <li><code>color</code> - RGBA color (normalized) usually from {@link GeometryInstance#color}. 32-bit floating-point. 4 components per attribute.</li>
- * <li><code>pickColor</code> - RGBA color used for picking. 32-bit floating-point. 4 components per attribute.</li>
- * </ul>
- * </p>
- *
- * @type GeometryAttributes
- *
- * @default undefined
- *
- *
- * @example
- * geometry.attributes.position = new Cesium.GeometryAttribute({
- * componentDatatype : Cesium.ComponentDatatype.FLOAT,
- * componentsPerAttribute : 3,
- * values : new Float32Array(0)
- * });
- *
- * @see GeometryAttribute
- * @see VertexFormat
- */
- this.attributes = options.attributes;
- /**
- * Optional index data that - along with {@link Geometry#primitiveType} -
- * determines the primitives in the geometry.
- *
- * @type Array
- *
- * @default undefined
- */
- this.indices = options.indices;
- /**
- * The type of primitives in the geometry. This is most often {@link PrimitiveType.TRIANGLES},
- * but can varying based on the specific geometry.
- *
- * @type PrimitiveType
- *
- * @default undefined
- */
- this.primitiveType = when.defaultValue(
- options.primitiveType,
- PrimitiveType$1.TRIANGLES
- );
- /**
- * An optional bounding sphere that fully encloses the geometry. This is
- * commonly used for culling.
- *
- * @type BoundingSphere
- *
- * @default undefined
- */
- this.boundingSphere = options.boundingSphere;
- /**
- * @private
- */
- this.geometryType = when.defaultValue(options.geometryType, GeometryType$1.NONE);
- /**
- * @private
- */
- this.boundingSphereCV = options.boundingSphereCV;
- /**
- * Used for computing the bounding sphere for geometry using the applyOffset vertex attribute
- * @private
- */
- this.offsetAttribute = options.offsetAttribute;
- }
- /**
- * Computes the number of vertices in a geometry. The runtime is linear with
- * respect to the number of attributes in a vertex, not the number of vertices.
- *
- * @param {Geometry} geometry The geometry.
- * @returns {Number} The number of vertices in the geometry.
- *
- * @example
- * var numVertices = Cesium.Geometry.computeNumberOfVertices(geometry);
- */
- Geometry.computeNumberOfVertices = function (geometry) {
- //>>includeStart('debug', pragmas.debug);
- Check.Check.typeOf.object("geometry", geometry);
- //>>includeEnd('debug');
- var numberOfVertices = -1;
- for (var property in geometry.attributes) {
- if (
- geometry.attributes.hasOwnProperty(property) &&
- when.defined(geometry.attributes[property]) &&
- when.defined(geometry.attributes[property].values)
- ) {
- var attribute = geometry.attributes[property];
- var num = attribute.values.length / attribute.componentsPerAttribute;
- //>>includeStart('debug', pragmas.debug);
- if (numberOfVertices !== num && numberOfVertices !== -1) {
- throw new Check.DeveloperError(
- "All attribute lists must have the same number of attributes."
- );
- }
- //>>includeEnd('debug');
- numberOfVertices = num;
- }
- }
- return numberOfVertices;
- };
- var rectangleCenterScratch = new Cartesian2.Cartographic();
- var enuCenterScratch = new Cartesian2.Cartesian3();
- var fixedFrameToEnuScratch = new Transforms.Matrix4();
- var boundingRectanglePointsCartographicScratch = [
- new Cartesian2.Cartographic(),
- new Cartesian2.Cartographic(),
- new Cartesian2.Cartographic(),
- ];
- var boundingRectanglePointsEnuScratch = [
- new Cartesian2.Cartesian2(),
- new Cartesian2.Cartesian2(),
- new Cartesian2.Cartesian2(),
- ];
- var points2DScratch = [new Cartesian2.Cartesian2(), new Cartesian2.Cartesian2(), new Cartesian2.Cartesian2()];
- var pointEnuScratch = new Cartesian2.Cartesian3();
- var enuRotationScratch = new Transforms.Quaternion();
- var enuRotationMatrixScratch = new Transforms.Matrix4();
- var rotation2DScratch = new Matrix2();
- /**
- * For remapping texture coordinates when rendering GroundPrimitives with materials.
- * GroundPrimitive texture coordinates are computed to align with the cartographic coordinate system on the globe.
- * However, EllipseGeometry, RectangleGeometry, and PolygonGeometry all bake rotations to per-vertex texture coordinates
- * using different strategies.
- *
- * This method is used by EllipseGeometry and PolygonGeometry to approximate the same visual effect.
- * We encapsulate rotation and scale by computing a "transformed" texture coordinate system and computing
- * a set of reference points from which "cartographic" texture coordinates can be remapped to the "transformed"
- * system using distances to lines in 2D.
- *
- * This approximation becomes less accurate as the covered area increases, especially for GroundPrimitives near the poles,
- * but is generally reasonable for polygons and ellipses around the size of USA states.
- *
- * RectangleGeometry has its own version of this method that computes remapping coordinates using cartographic space
- * as an intermediary instead of local ENU, which is more accurate for large-area rectangles.
- *
- * @param {Cartesian3[]} positions Array of positions outlining the geometry
- * @param {Number} stRotation Texture coordinate rotation.
- * @param {Ellipsoid} ellipsoid Ellipsoid for projecting and generating local vectors.
- * @param {Rectangle} boundingRectangle Bounding rectangle around the positions.
- * @returns {Number[]} An array of 6 numbers specifying [minimum point, u extent, v extent] as points in the "cartographic" system.
- * @private
- */
- Geometry._textureCoordinateRotationPoints = function (
- positions,
- stRotation,
- ellipsoid,
- boundingRectangle
- ) {
- var i;
- // Create a local east-north-up coordinate system centered on the polygon's bounding rectangle.
- // Project the southwest, northwest, and southeast corners of the bounding rectangle into the plane of ENU as 2D points.
- // These are the equivalents of (0,0), (0,1), and (1,0) in the texture coordiante system computed in ShadowVolumeAppearanceFS,
- // aka "ENU texture space."
- var rectangleCenter = Cartesian2.Rectangle.center(
- boundingRectangle,
- rectangleCenterScratch
- );
- var enuCenter = Cartesian2.Cartographic.toCartesian(
- rectangleCenter,
- ellipsoid,
- enuCenterScratch
- );
- var enuToFixedFrame = Transforms.Transforms.eastNorthUpToFixedFrame(
- enuCenter,
- ellipsoid,
- fixedFrameToEnuScratch
- );
- var fixedFrameToEnu = Transforms.Matrix4.inverse(
- enuToFixedFrame,
- fixedFrameToEnuScratch
- );
- var boundingPointsEnu = boundingRectanglePointsEnuScratch;
- var boundingPointsCarto = boundingRectanglePointsCartographicScratch;
- boundingPointsCarto[0].longitude = boundingRectangle.west;
- boundingPointsCarto[0].latitude = boundingRectangle.south;
- boundingPointsCarto[1].longitude = boundingRectangle.west;
- boundingPointsCarto[1].latitude = boundingRectangle.north;
- boundingPointsCarto[2].longitude = boundingRectangle.east;
- boundingPointsCarto[2].latitude = boundingRectangle.south;
- var posEnu = pointEnuScratch;
- for (i = 0; i < 3; i++) {
- Cartesian2.Cartographic.toCartesian(boundingPointsCarto[i], ellipsoid, posEnu);
- posEnu = Transforms.Matrix4.multiplyByPointAsVector(fixedFrameToEnu, posEnu, posEnu);
- boundingPointsEnu[i].x = posEnu.x;
- boundingPointsEnu[i].y = posEnu.y;
- }
- // Rotate each point in the polygon around the up vector in the ENU by -stRotation and project into ENU as 2D.
- // Compute the bounding box of these rotated points in the 2D ENU plane.
- // Rotate the corners back by stRotation, then compute their equivalents in the ENU texture space using the corners computed earlier.
- var rotation = Transforms.Quaternion.fromAxisAngle(
- Cartesian2.Cartesian3.UNIT_Z,
- -stRotation,
- enuRotationScratch
- );
- var textureMatrix = Transforms.Matrix3.fromQuaternion(
- rotation,
- enuRotationMatrixScratch
- );
- var positionsLength = positions.length;
- var enuMinX = Number.POSITIVE_INFINITY;
- var enuMinY = Number.POSITIVE_INFINITY;
- var enuMaxX = Number.NEGATIVE_INFINITY;
- var enuMaxY = Number.NEGATIVE_INFINITY;
- for (i = 0; i < positionsLength; i++) {
- posEnu = Transforms.Matrix4.multiplyByPointAsVector(
- fixedFrameToEnu,
- positions[i],
- posEnu
- );
- posEnu = Transforms.Matrix3.multiplyByVector(textureMatrix, posEnu, posEnu);
- enuMinX = Math.min(enuMinX, posEnu.x);
- enuMinY = Math.min(enuMinY, posEnu.y);
- enuMaxX = Math.max(enuMaxX, posEnu.x);
- enuMaxY = Math.max(enuMaxY, posEnu.y);
- }
- var toDesiredInComputed = Matrix2.fromRotation(stRotation, rotation2DScratch);
- var points2D = points2DScratch;
- points2D[0].x = enuMinX;
- points2D[0].y = enuMinY;
- points2D[1].x = enuMinX;
- points2D[1].y = enuMaxY;
- points2D[2].x = enuMaxX;
- points2D[2].y = enuMinY;
- var boundingEnuMin = boundingPointsEnu[0];
- var boundingPointsWidth = boundingPointsEnu[2].x - boundingEnuMin.x;
- var boundingPointsHeight = boundingPointsEnu[1].y - boundingEnuMin.y;
- for (i = 0; i < 3; i++) {
- var point2D = points2D[i];
- // rotate back
- Matrix2.multiplyByVector(toDesiredInComputed, point2D, point2D);
- // Convert point into east-north texture coordinate space
- point2D.x = (point2D.x - boundingEnuMin.x) / boundingPointsWidth;
- point2D.y = (point2D.y - boundingEnuMin.y) / boundingPointsHeight;
- }
- var minXYCorner = points2D[0];
- var maxYCorner = points2D[1];
- var maxXCorner = points2D[2];
- var result = new Array(6);
- Cartesian2.Cartesian2.pack(minXYCorner, result);
- Cartesian2.Cartesian2.pack(maxYCorner, result, 2);
- Cartesian2.Cartesian2.pack(maxXCorner, result, 4);
- return result;
- };
- /**
- * Values and type information for geometry attributes. A {@link Geometry}
- * generally contains one or more attributes. All attributes together form
- * the geometry's vertices.
- *
- * @alias GeometryAttribute
- * @constructor
- *
- * @param {Object} [options] Object with the following properties:
- * @param {ComponentDatatype} [options.componentDatatype] The datatype of each component in the attribute, e.g., individual elements in values.
- * @param {Number} [options.componentsPerAttribute] A number between 1 and 4 that defines the number of components in an attributes.
- * @param {Boolean} [options.normalize=false] When <code>true</code> and <code>componentDatatype</code> is an integer format, indicate that the components should be mapped to the range [0, 1] (unsigned) or [-1, 1] (signed) when they are accessed as floating-point for rendering.
- * @param {number[]|Int8Array|Uint8Array|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array|Float64Array} [options.values] The values for the attributes stored in a typed array.
- *
- * @exception {DeveloperError} options.componentsPerAttribute must be between 1 and 4.
- *
- *
- * @example
- * var geometry = new Cesium.Geometry({
- * attributes : {
- * position : new Cesium.GeometryAttribute({
- * componentDatatype : Cesium.ComponentDatatype.FLOAT,
- * componentsPerAttribute : 3,
- * values : new Float32Array([
- * 0.0, 0.0, 0.0,
- * 7500000.0, 0.0, 0.0,
- * 0.0, 7500000.0, 0.0
- * ])
- * })
- * },
- * primitiveType : Cesium.PrimitiveType.LINE_LOOP
- * });
- *
- * @see Geometry
- */
- function GeometryAttribute(options) {
- options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT);
- //>>includeStart('debug', pragmas.debug);
- if (!when.defined(options.componentDatatype)) {
- throw new Check.DeveloperError("options.componentDatatype is required.");
- }
- if (!when.defined(options.componentsPerAttribute)) {
- throw new Check.DeveloperError("options.componentsPerAttribute is required.");
- }
- if (
- options.componentsPerAttribute < 1 ||
- options.componentsPerAttribute > 4
- ) {
- throw new Check.DeveloperError(
- "options.componentsPerAttribute must be between 1 and 4."
- );
- }
- if (!when.defined(options.values)) {
- throw new Check.DeveloperError("options.values is required.");
- }
- //>>includeEnd('debug');
- /**
- * The datatype of each component in the attribute, e.g., individual elements in
- * {@link GeometryAttribute#values}.
- *
- * @type ComponentDatatype
- *
- * @default undefined
- */
- this.componentDatatype = options.componentDatatype;
- /**
- * A number between 1 and 4 that defines the number of components in an attributes.
- * For example, a position attribute with x, y, and z components would have 3 as
- * shown in the code example.
- *
- * @type Number
- *
- * @default undefined
- *
- * @example
- * attribute.componentDatatype = Cesium.ComponentDatatype.FLOAT;
- * attribute.componentsPerAttribute = 3;
- * attribute.values = new Float32Array([
- * 0.0, 0.0, 0.0,
- * 7500000.0, 0.0, 0.0,
- * 0.0, 7500000.0, 0.0
- * ]);
- */
- this.componentsPerAttribute = options.componentsPerAttribute;
- /**
- * When <code>true</code> and <code>componentDatatype</code> is an integer format,
- * indicate that the components should be mapped to the range [0, 1] (unsigned)
- * or [-1, 1] (signed) when they are accessed as floating-point for rendering.
- * <p>
- * This is commonly used when storing colors using {@link ComponentDatatype.UNSIGNED_BYTE}.
- * </p>
- *
- * @type Boolean
- *
- * @default false
- *
- * @example
- * attribute.componentDatatype = Cesium.ComponentDatatype.UNSIGNED_BYTE;
- * attribute.componentsPerAttribute = 4;
- * attribute.normalize = true;
- * attribute.values = new Uint8Array([
- * Cesium.Color.floatToByte(color.red),
- * Cesium.Color.floatToByte(color.green),
- * Cesium.Color.floatToByte(color.blue),
- * Cesium.Color.floatToByte(color.alpha)
- * ]);
- */
- this.normalize = when.defaultValue(options.normalize, false);
- /**
- * The values for the attributes stored in a typed array. In the code example,
- * every three elements in <code>values</code> defines one attributes since
- * <code>componentsPerAttribute</code> is 3.
- *
- * @type {number[]|Int8Array|Uint8Array|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array|Float64Array}
- *
- * @default undefined
- *
- * @example
- * attribute.componentDatatype = Cesium.ComponentDatatype.FLOAT;
- * attribute.componentsPerAttribute = 3;
- * attribute.values = new Float32Array([
- * 0.0, 0.0, 0.0,
- * 7500000.0, 0.0, 0.0,
- * 0.0, 7500000.0, 0.0
- * ]);
- */
- this.values = options.values;
- }
- exports.Geometry = Geometry;
- exports.GeometryAttribute = GeometryAttribute;
- exports.GeometryType = GeometryType$1;
- exports.Matrix2 = Matrix2;
- exports.PrimitiveType = PrimitiveType$1;
- });
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