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|
- /**
- * Cesium - https://github.com/AnalyticalGraphicsInc/cesium
- *
- * Copyright 2011-2016 Cesium Contributors
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- *
- * Columbus View (Pat. Pend.)
- *
- * Portions licensed separately.
- * See https://github.com/AnalyticalGraphicsInc/cesium/blob/master/LICENSE.md for full licensing details.
- */
- (function () {
- /*global define*/
- define('Core/defined',[],function() {
- 'use strict';
- /**
- * @exports defined
- *
- * @param {Object} value The object.
- * @returns {Boolean} Returns true if the object is defined, returns false otherwise.
- *
- * @example
- * if (Cesium.defined(positions)) {
- * doSomething();
- * } else {
- * doSomethingElse();
- * }
- */
- function defined(value) {
- return value !== undefined && value !== null;
- }
- return defined;
- });
- /*global define*/
- define('Core/freezeObject',[
- './defined'
- ], function(
- defined) {
- 'use strict';
- /**
- * Freezes an object, using Object.freeze if available, otherwise returns
- * the object unchanged. This function should be used in setup code to prevent
- * errors from completely halting JavaScript execution in legacy browsers.
- *
- * @private
- *
- * @exports freezeObject
- */
- var freezeObject = Object.freeze;
- if (!defined(freezeObject)) {
- freezeObject = function(o) {
- return o;
- };
- }
- return freezeObject;
- });
- /*global define*/
- define('Core/defaultValue',[
- './freezeObject'
- ], function(
- freezeObject) {
- 'use strict';
- /**
- * Returns the first parameter if not undefined, otherwise the second parameter.
- * Useful for setting a default value for a parameter.
- *
- * @exports defaultValue
- *
- * @param {*} a
- * @param {*} b
- * @returns {*} Returns the first parameter if not undefined, otherwise the second parameter.
- *
- * @example
- * param = Cesium.defaultValue(param, 'default');
- */
- function defaultValue(a, b) {
- if (a !== undefined) {
- return a;
- }
- return b;
- }
- /**
- * A frozen empty object that can be used as the default value for options passed as
- * an object literal.
- */
- defaultValue.EMPTY_OBJECT = freezeObject({});
- return defaultValue;
- });
- /*global define*/
- define('Core/DeveloperError',[
- './defined'
- ], function(
- defined) {
- 'use strict';
- /**
- * Constructs an exception object that is thrown due to a developer error, e.g., invalid argument,
- * argument out of range, etc. This exception should only be thrown during development;
- * it usually indicates a bug in the calling code. This exception should never be
- * caught; instead the calling code should strive not to generate it.
- * <br /><br />
- * On the other hand, a {@link RuntimeError} indicates an exception that may
- * be thrown at runtime, e.g., out of memory, that the calling code should be prepared
- * to catch.
- *
- * @alias DeveloperError
- * @constructor
- * @extends Error
- *
- * @param {String} [message] The error message for this exception.
- *
- * @see RuntimeError
- */
- function DeveloperError(message) {
- /**
- * 'DeveloperError' indicating that this exception was thrown due to a developer error.
- * @type {String}
- * @readonly
- */
- this.name = 'DeveloperError';
- /**
- * The explanation for why this exception was thrown.
- * @type {String}
- * @readonly
- */
- this.message = message;
- //Browsers such as IE don't have a stack property until you actually throw the error.
- var stack;
- try {
- throw new Error();
- } catch (e) {
- stack = e.stack;
- }
- /**
- * The stack trace of this exception, if available.
- * @type {String}
- * @readonly
- */
- this.stack = stack;
- }
- if (defined(Object.create)) {
- DeveloperError.prototype = Object.create(Error.prototype);
- DeveloperError.prototype.constructor = DeveloperError;
- }
- DeveloperError.prototype.toString = function() {
- var str = this.name + ': ' + this.message;
- if (defined(this.stack)) {
- str += '\n' + this.stack.toString();
- }
- return str;
- };
- /**
- * @private
- */
- DeveloperError.throwInstantiationError = function() {
- throw new DeveloperError('This function defines an interface and should not be called directly.');
- };
- return DeveloperError;
- });
- /*global define*/
- define('Core/isArray',[
- './defined'
- ], function(
- defined) {
- 'use strict';
- /**
- * Tests an object to see if it is an array.
- * @exports isArray
- *
- * @param {Object} value The value to test.
- * @returns {Boolean} true if the value is an array, false otherwise.
- */
- var isArray = Array.isArray;
- if (!defined(isArray)) {
- isArray = function(value) {
- return Object.prototype.toString.call(value) === '[object Array]';
- };
- }
- return isArray;
- });
- /*global define*/
- define('Core/Check',[
- './defaultValue',
- './defined',
- './DeveloperError',
- './isArray'
- ], function(
- defaultValue,
- defined,
- DeveloperError,
- isArray) {
- 'use strict';
- /**
- * Contains functions for checking that supplied arguments are of a specified type
- * or meet specified conditions
- * @private
- */
- var Check = {};
- /**
- * Contains type checking functions, all using the typeof operator
- */
- Check.typeOf = {};
- /**
- * Contains functions for checking numeric conditions such as minimum and maximum values
- */
- Check.numeric = {};
- function getUndefinedErrorMessage(name) {
- return name + ' was required but undefined.';
- }
- function getFailedTypeErrorMessage(actual, expected, name) {
- return 'Expected ' + name + ' to be typeof ' + expected + ', got ' + actual;
- }
- /**
- * Throws if test is not defined
- *
- * @param {*} test The value that is to be checked
- * @param {String} name The name of the variable being tested
- * @exception {DeveloperError} test must be defined
- */
- Check.defined = function (test, name) {
- if (!defined(test)) {
- throw new DeveloperError(getUndefinedErrorMessage(name));
- }
- };
- /**
- * Throws if test is greater than maximum
- *
- * @param {Number} test The value to test
- * @param {Number} maximum The maximum allowed value
- * @exception {DeveloperError} test must not be greater than maximum
- * @exception {DeveloperError} Both test and maximum must be typeof 'number'
- */
- Check.numeric.maximum = function (test, maximum) {
- Check.typeOf.number(test);
- Check.typeOf.number(maximum);
- if (test > maximum) {
- throw new DeveloperError('Expected ' + test + ' to be at most ' + maximum);
- }
- };
- /**
- * Throws if test is less than minimum
- *
- * @param {Number} test The value to test
- * @param {Number} minimum The minimum allowed value
- * @exception {DeveloperError} test must not be less than mininum
- * @exception {DeveloperError} Both test and maximum must be typeof 'number'
- */
- Check.numeric.minimum = function (test, minimum) {
- Check.typeOf.number(test);
- Check.typeOf.number(minimum);
- if (test < minimum) {
- throw new DeveloperError('Expected ' + test + ' to be at least ' + minimum);
- }
- };
- /**
- * Throws if test is not typeof 'function'
- *
- * @param {*} test The value to test
- * @param {String} name The name of the variable being tested
- * @exception {DeveloperError} test must be typeof 'function'
- */
- Check.typeOf.function = function (test, name) {
- if (typeof test !== 'function') {
- throw new DeveloperError(getFailedTypeErrorMessage(typeof test, 'function', name));
- }
- };
- /**
- * Throws if test is not typeof 'string'
- *
- * @param {*} test The value to test
- * @param {String} name The name of the variable being tested
- * @exception {DeveloperError} test must be typeof 'string'
- */
- Check.typeOf.string = function (test, name) {
- if (typeof test !== 'string') {
- throw new DeveloperError(getFailedTypeErrorMessage(typeof test, 'string', name));
- }
- };
- /**
- * Throws if test is not typeof 'number'
- *
- * @param {*} test The value to test
- * @param {String} name The name of the variable being tested
- * @exception {DeveloperError} test must be typeof 'number'
- */
- Check.typeOf.number = function (test, name) {
- if (typeof test !== 'number') {
- throw new DeveloperError(getFailedTypeErrorMessage(typeof test, 'number', name));
- }
- };
- /**
- * Throws if test is not typeof 'object'
- *
- * @param {*} test The value to test
- * @param {String} name The name of the variable being tested
- * @exception {DeveloperError} test must be typeof 'object'
- */
- Check.typeOf.object = function (test, name) {
- if (typeof test !== 'object') {
- throw new DeveloperError(getFailedTypeErrorMessage(typeof test, 'object', name));
- }
- };
- /**
- * Throws if test is not typeof 'boolean'
- *
- * @param {*} test The value to test
- * @param {String} name The name of the variable being tested
- * @exception {DeveloperError} test must be typeof 'boolean'
- */
- Check.typeOf.boolean = function (test, name) {
- if (typeof test !== 'boolean') {
- throw new DeveloperError(getFailedTypeErrorMessage(typeof test, 'boolean', name));
- }
- };
- return Check;
- });
- /*
- I've wrapped Makoto Matsumoto and Takuji Nishimura's code in a namespace
- so it's better encapsulated. Now you can have multiple random number generators
- and they won't stomp all over eachother's state.
- If you want to use this as a substitute for Math.random(), use the random()
- method like so:
- var m = new MersenneTwister();
- var randomNumber = m.random();
- You can also call the other genrand_{foo}() methods on the instance.
- If you want to use a specific seed in order to get a repeatable random
- sequence, pass an integer into the constructor:
- var m = new MersenneTwister(123);
- and that will always produce the same random sequence.
- Sean McCullough (banksean@gmail.com)
- */
- /*
- A C-program for MT19937, with initialization improved 2002/1/26.
- Coded by Takuji Nishimura and Makoto Matsumoto.
- Before using, initialize the state by using init_genrand(seed)
- or init_by_array(init_key, key_length).
- */
- /**
- @license
- mersenne-twister.js - https://gist.github.com/banksean/300494
- Copyright (C) 1997 - 2002, Makoto Matsumoto and Takuji Nishimura,
- All rights reserved.
- Redistribution and use in source and binary forms, with or without
- modification, are permitted provided that the following conditions
- are met:
- 1. Redistributions of source code must retain the above copyright
- notice, this list of conditions and the following disclaimer.
- 2. Redistributions in binary form must reproduce the above copyright
- notice, this list of conditions and the following disclaimer in the
- documentation and/or other materials provided with the distribution.
- 3. The names of its contributors may not be used to endorse or promote
- products derived from this software without specific prior written
- permission.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
- CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
- PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
- LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
- NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- /*
- Any feedback is very welcome.
- http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/emt.html
- email: m-mat @ math.sci.hiroshima-u.ac.jp (remove space)
- */
- define('ThirdParty/mersenne-twister',[],function() {
- var MersenneTwister = function(seed) {
- if (seed == undefined) {
- seed = new Date().getTime();
- }
- /* Period parameters */
- this.N = 624;
- this.M = 397;
- this.MATRIX_A = 0x9908b0df; /* constant vector a */
- this.UPPER_MASK = 0x80000000; /* most significant w-r bits */
- this.LOWER_MASK = 0x7fffffff; /* least significant r bits */
- this.mt = new Array(this.N); /* the array for the state vector */
- this.mti=this.N+1; /* mti==N+1 means mt[N] is not initialized */
- this.init_genrand(seed);
- }
- /* initializes mt[N] with a seed */
- MersenneTwister.prototype.init_genrand = function(s) {
- this.mt[0] = s >>> 0;
- for (this.mti=1; this.mti<this.N; this.mti++) {
- var s = this.mt[this.mti-1] ^ (this.mt[this.mti-1] >>> 30);
- this.mt[this.mti] = (((((s & 0xffff0000) >>> 16) * 1812433253) << 16) + (s & 0x0000ffff) * 1812433253)
- + this.mti;
- /* See Knuth TAOCP Vol2. 3rd Ed. P.106 for multiplier. */
- /* In the previous versions, MSBs of the seed affect */
- /* only MSBs of the array mt[]. */
- /* 2002/01/09 modified by Makoto Matsumoto */
- this.mt[this.mti] >>>= 0;
- /* for >32 bit machines */
- }
- }
- /* initialize by an array with array-length */
- /* init_key is the array for initializing keys */
- /* key_length is its length */
- /* slight change for C++, 2004/2/26 */
- //MersenneTwister.prototype.init_by_array = function(init_key, key_length) {
- // var i, j, k;
- // this.init_genrand(19650218);
- // i=1; j=0;
- // k = (this.N>key_length ? this.N : key_length);
- // for (; k; k--) {
- // var s = this.mt[i-1] ^ (this.mt[i-1] >>> 30)
- // this.mt[i] = (this.mt[i] ^ (((((s & 0xffff0000) >>> 16) * 1664525) << 16) + ((s & 0x0000ffff) * 1664525)))
- // + init_key[j] + j; /* non linear */
- // this.mt[i] >>>= 0; /* for WORDSIZE > 32 machines */
- // i++; j++;
- // if (i>=this.N) { this.mt[0] = this.mt[this.N-1]; i=1; }
- // if (j>=key_length) j=0;
- // }
- // for (k=this.N-1; k; k--) {
- // var s = this.mt[i-1] ^ (this.mt[i-1] >>> 30);
- // this.mt[i] = (this.mt[i] ^ (((((s & 0xffff0000) >>> 16) * 1566083941) << 16) + (s & 0x0000ffff) * 1566083941))
- // - i; /* non linear */
- // this.mt[i] >>>= 0; /* for WORDSIZE > 32 machines */
- // i++;
- // if (i>=this.N) { this.mt[0] = this.mt[this.N-1]; i=1; }
- // }
- //
- // this.mt[0] = 0x80000000; /* MSB is 1; assuring non-zero initial array */
- //}
- /* generates a random number on [0,0xffffffff]-interval */
- MersenneTwister.prototype.genrand_int32 = function() {
- var y;
- var mag01 = new Array(0x0, this.MATRIX_A);
- /* mag01[x] = x * MATRIX_A for x=0,1 */
- if (this.mti >= this.N) { /* generate N words at one time */
- var kk;
- if (this.mti == this.N+1) /* if init_genrand() has not been called, */
- this.init_genrand(5489); /* a default initial seed is used */
- for (kk=0;kk<this.N-this.M;kk++) {
- y = (this.mt[kk]&this.UPPER_MASK)|(this.mt[kk+1]&this.LOWER_MASK);
- this.mt[kk] = this.mt[kk+this.M] ^ (y >>> 1) ^ mag01[y & 0x1];
- }
- for (;kk<this.N-1;kk++) {
- y = (this.mt[kk]&this.UPPER_MASK)|(this.mt[kk+1]&this.LOWER_MASK);
- this.mt[kk] = this.mt[kk+(this.M-this.N)] ^ (y >>> 1) ^ mag01[y & 0x1];
- }
- y = (this.mt[this.N-1]&this.UPPER_MASK)|(this.mt[0]&this.LOWER_MASK);
- this.mt[this.N-1] = this.mt[this.M-1] ^ (y >>> 1) ^ mag01[y & 0x1];
- this.mti = 0;
- }
- y = this.mt[this.mti++];
- /* Tempering */
- y ^= (y >>> 11);
- y ^= (y << 7) & 0x9d2c5680;
- y ^= (y << 15) & 0xefc60000;
- y ^= (y >>> 18);
- return y >>> 0;
- }
- /* generates a random number on [0,0x7fffffff]-interval */
- //MersenneTwister.prototype.genrand_int31 = function() {
- // return (this.genrand_int32()>>>1);
- //}
- /* generates a random number on [0,1]-real-interval */
- //MersenneTwister.prototype.genrand_real1 = function() {
- // return this.genrand_int32()*(1.0/4294967295.0);
- // /* divided by 2^32-1 */
- //}
- /* generates a random number on [0,1)-real-interval */
- MersenneTwister.prototype.random = function() {
- return this.genrand_int32()*(1.0/4294967296.0);
- /* divided by 2^32 */
- }
- /* generates a random number on (0,1)-real-interval */
- //MersenneTwister.prototype.genrand_real3 = function() {
- // return (this.genrand_int32() + 0.5)*(1.0/4294967296.0);
- // /* divided by 2^32 */
- //}
- /* generates a random number on [0,1) with 53-bit resolution*/
- //MersenneTwister.prototype.genrand_res53 = function() {
- // var a=this.genrand_int32()>>>5, b=this.genrand_int32()>>>6;
- // return(a*67108864.0+b)*(1.0/9007199254740992.0);
- //}
- /* These real versions are due to Isaku Wada, 2002/01/09 added */
- return MersenneTwister;
- });
- /*global define*/
- define('Core/Math',[
- '../ThirdParty/mersenne-twister',
- './defaultValue',
- './defined',
- './DeveloperError'
- ], function(
- MersenneTwister,
- defaultValue,
- defined,
- DeveloperError) {
- 'use strict';
- /**
- * Math functions.
- *
- * @exports CesiumMath
- */
- var CesiumMath = {};
- /**
- * 0.1
- * @type {Number}
- * @constant
- */
- CesiumMath.EPSILON1 = 0.1;
- /**
- * 0.01
- * @type {Number}
- * @constant
- */
- CesiumMath.EPSILON2 = 0.01;
- /**
- * 0.001
- * @type {Number}
- * @constant
- */
- CesiumMath.EPSILON3 = 0.001;
- /**
- * 0.0001
- * @type {Number}
- * @constant
- */
- CesiumMath.EPSILON4 = 0.0001;
- /**
- * 0.00001
- * @type {Number}
- * @constant
- */
- CesiumMath.EPSILON5 = 0.00001;
- /**
- * 0.000001
- * @type {Number}
- * @constant
- */
- CesiumMath.EPSILON6 = 0.000001;
- /**
- * 0.0000001
- * @type {Number}
- * @constant
- */
- CesiumMath.EPSILON7 = 0.0000001;
- /**
- * 0.00000001
- * @type {Number}
- * @constant
- */
- CesiumMath.EPSILON8 = 0.00000001;
- /**
- * 0.000000001
- * @type {Number}
- * @constant
- */
- CesiumMath.EPSILON9 = 0.000000001;
- /**
- * 0.0000000001
- * @type {Number}
- * @constant
- */
- CesiumMath.EPSILON10 = 0.0000000001;
- /**
- * 0.00000000001
- * @type {Number}
- * @constant
- */
- CesiumMath.EPSILON11 = 0.00000000001;
- /**
- * 0.000000000001
- * @type {Number}
- * @constant
- */
- CesiumMath.EPSILON12 = 0.000000000001;
- /**
- * 0.0000000000001
- * @type {Number}
- * @constant
- */
- CesiumMath.EPSILON13 = 0.0000000000001;
- /**
- * 0.00000000000001
- * @type {Number}
- * @constant
- */
- CesiumMath.EPSILON14 = 0.00000000000001;
- /**
- * 0.000000000000001
- * @type {Number}
- * @constant
- */
- CesiumMath.EPSILON15 = 0.000000000000001;
- /**
- * 0.0000000000000001
- * @type {Number}
- * @constant
- */
- CesiumMath.EPSILON16 = 0.0000000000000001;
- /**
- * 0.00000000000000001
- * @type {Number}
- * @constant
- */
- CesiumMath.EPSILON17 = 0.00000000000000001;
- /**
- * 0.000000000000000001
- * @type {Number}
- * @constant
- */
- CesiumMath.EPSILON18 = 0.000000000000000001;
- /**
- * 0.0000000000000000001
- * @type {Number}
- * @constant
- */
- CesiumMath.EPSILON19 = 0.0000000000000000001;
- /**
- * 0.00000000000000000001
- * @type {Number}
- * @constant
- */
- CesiumMath.EPSILON20 = 0.00000000000000000001;
- /**
- * 3.986004418e14
- * @type {Number}
- * @constant
- */
- CesiumMath.GRAVITATIONALPARAMETER = 3.986004418e14;
- /**
- * Radius of the sun in meters: 6.955e8
- * @type {Number}
- * @constant
- */
- CesiumMath.SOLAR_RADIUS = 6.955e8;
- /**
- * The mean radius of the moon, according to the "Report of the IAU/IAG Working Group on
- * Cartographic Coordinates and Rotational Elements of the Planets and satellites: 2000",
- * Celestial Mechanics 82: 83-110, 2002.
- * @type {Number}
- * @constant
- */
- CesiumMath.LUNAR_RADIUS = 1737400.0;
- /**
- * 64 * 1024
- * @type {Number}
- * @constant
- */
- CesiumMath.SIXTY_FOUR_KILOBYTES = 64 * 1024;
- /**
- * Returns the sign of the value; 1 if the value is positive, -1 if the value is
- * negative, or 0 if the value is 0.
- *
- * @param {Number} value The value to return the sign of.
- * @returns {Number} The sign of value.
- */
- CesiumMath.sign = function(value) {
- if (value > 0) {
- return 1;
- }
- if (value < 0) {
- return -1;
- }
- return 0;
- };
- /**
- * Returns 1.0 if the given value is positive or zero, and -1.0 if it is negative.
- * This is similar to {@link CesiumMath#sign} except that returns 1.0 instead of
- * 0.0 when the input value is 0.0.
- * @param {Number} value The value to return the sign of.
- * @returns {Number} The sign of value.
- */
- CesiumMath.signNotZero = function(value) {
- return value < 0.0 ? -1.0 : 1.0;
- };
- /**
- * Converts a scalar value in the range [-1.0, 1.0] to a SNORM in the range [0, rangeMax]
- * @param {Number} value The scalar value in the range [-1.0, 1.0]
- * @param {Number} [rangeMax=255] The maximum value in the mapped range, 255 by default.
- * @returns {Number} A SNORM value, where 0 maps to -1.0 and rangeMax maps to 1.0.
- *
- * @see CesiumMath.fromSNorm
- */
- CesiumMath.toSNorm = function(value, rangeMax) {
- rangeMax = defaultValue(rangeMax, 255);
- return Math.round((CesiumMath.clamp(value, -1.0, 1.0) * 0.5 + 0.5) * rangeMax);
- };
- /**
- * Converts a SNORM value in the range [0, rangeMax] to a scalar in the range [-1.0, 1.0].
- * @param {Number} value SNORM value in the range [0, 255]
- * @param {Number} [rangeMax=255] The maximum value in the SNORM range, 255 by default.
- * @returns {Number} Scalar in the range [-1.0, 1.0].
- *
- * @see CesiumMath.toSNorm
- */
- CesiumMath.fromSNorm = function(value, rangeMax) {
- rangeMax = defaultValue(rangeMax, 255);
- return CesiumMath.clamp(value, 0.0, rangeMax) / rangeMax * 2.0 - 1.0;
- };
- /**
- * Returns the hyperbolic sine of a number.
- * The hyperbolic sine of <em>value</em> is defined to be
- * (<em>e<sup>x</sup> - e<sup>-x</sup></em>)/2.0
- * where <i>e</i> is Euler's number, approximately 2.71828183.
- *
- * <p>Special cases:
- * <ul>
- * <li>If the argument is NaN, then the result is NaN.</li>
- *
- * <li>If the argument is infinite, then the result is an infinity
- * with the same sign as the argument.</li>
- *
- * <li>If the argument is zero, then the result is a zero with the
- * same sign as the argument.</li>
- * </ul>
- *</p>
- *
- * @param {Number} value The number whose hyperbolic sine is to be returned.
- * @returns {Number} The hyperbolic sine of <code>value</code>.
- */
- CesiumMath.sinh = function(value) {
- var part1 = Math.pow(Math.E, value);
- var part2 = Math.pow(Math.E, -1.0 * value);
- return (part1 - part2) * 0.5;
- };
- /**
- * Returns the hyperbolic cosine of a number.
- * The hyperbolic cosine of <strong>value</strong> is defined to be
- * (<em>e<sup>x</sup> + e<sup>-x</sup></em>)/2.0
- * where <i>e</i> is Euler's number, approximately 2.71828183.
- *
- * <p>Special cases:
- * <ul>
- * <li>If the argument is NaN, then the result is NaN.</li>
- *
- * <li>If the argument is infinite, then the result is positive infinity.</li>
- *
- * <li>If the argument is zero, then the result is 1.0.</li>
- * </ul>
- *</p>
- *
- * @param {Number} value The number whose hyperbolic cosine is to be returned.
- * @returns {Number} The hyperbolic cosine of <code>value</code>.
- */
- CesiumMath.cosh = function(value) {
- var part1 = Math.pow(Math.E, value);
- var part2 = Math.pow(Math.E, -1.0 * value);
- return (part1 + part2) * 0.5;
- };
- /**
- * Computes the linear interpolation of two values.
- *
- * @param {Number} p The start value to interpolate.
- * @param {Number} q The end value to interpolate.
- * @param {Number} time The time of interpolation generally in the range <code>[0.0, 1.0]</code>.
- * @returns {Number} The linearly interpolated value.
- *
- * @example
- * var n = Cesium.Math.lerp(0.0, 2.0, 0.5); // returns 1.0
- */
- CesiumMath.lerp = function(p, q, time) {
- return ((1.0 - time) * p) + (time * q);
- };
- /**
- * pi
- *
- * @type {Number}
- * @constant
- */
- CesiumMath.PI = Math.PI;
- /**
- * 1/pi
- *
- * @type {Number}
- * @constant
- */
- CesiumMath.ONE_OVER_PI = 1.0 / Math.PI;
- /**
- * pi/2
- *
- * @type {Number}
- * @constant
- */
- CesiumMath.PI_OVER_TWO = Math.PI * 0.5;
- /**
- * pi/3
- *
- * @type {Number}
- * @constant
- */
- CesiumMath.PI_OVER_THREE = Math.PI / 3.0;
- /**
- * pi/4
- *
- * @type {Number}
- * @constant
- */
- CesiumMath.PI_OVER_FOUR = Math.PI / 4.0;
- /**
- * pi/6
- *
- * @type {Number}
- * @constant
- */
- CesiumMath.PI_OVER_SIX = Math.PI / 6.0;
- /**
- * 3pi/2
- *
- * @type {Number}
- * @constant
- */
- CesiumMath.THREE_PI_OVER_TWO = (3.0 * Math.PI) * 0.5;
- /**
- * 2pi
- *
- * @type {Number}
- * @constant
- */
- CesiumMath.TWO_PI = 2.0 * Math.PI;
- /**
- * 1/2pi
- *
- * @type {Number}
- * @constant
- */
- CesiumMath.ONE_OVER_TWO_PI = 1.0 / (2.0 * Math.PI);
- /**
- * The number of radians in a degree.
- *
- * @type {Number}
- * @constant
- * @default Math.PI / 180.0
- */
- CesiumMath.RADIANS_PER_DEGREE = Math.PI / 180.0;
- /**
- * The number of degrees in a radian.
- *
- * @type {Number}
- * @constant
- * @default 180.0 / Math.PI
- */
- CesiumMath.DEGREES_PER_RADIAN = 180.0 / Math.PI;
- /**
- * The number of radians in an arc second.
- *
- * @type {Number}
- * @constant
- * @default {@link CesiumMath.RADIANS_PER_DEGREE} / 3600.0
- */
- CesiumMath.RADIANS_PER_ARCSECOND = CesiumMath.RADIANS_PER_DEGREE / 3600.0;
- /**
- * Converts degrees to radians.
- * @param {Number} degrees The angle to convert in degrees.
- * @returns {Number} The corresponding angle in radians.
- */
- CesiumMath.toRadians = function(degrees) {
- if (!defined(degrees)) {
- throw new DeveloperError('degrees is required.');
- }
- return degrees * CesiumMath.RADIANS_PER_DEGREE;
- };
- /**
- * Converts radians to degrees.
- * @param {Number} radians The angle to convert in radians.
- * @returns {Number} The corresponding angle in degrees.
- */
- CesiumMath.toDegrees = function(radians) {
- if (!defined(radians)) {
- throw new DeveloperError('radians is required.');
- }
- return radians * CesiumMath.DEGREES_PER_RADIAN;
- };
- /**
- * Converts a longitude value, in radians, to the range [<code>-Math.PI</code>, <code>Math.PI</code>).
- *
- * @param {Number} angle The longitude value, in radians, to convert to the range [<code>-Math.PI</code>, <code>Math.PI</code>).
- * @returns {Number} The equivalent longitude value in the range [<code>-Math.PI</code>, <code>Math.PI</code>).
- *
- * @example
- * // Convert 270 degrees to -90 degrees longitude
- * var longitude = Cesium.Math.convertLongitudeRange(Cesium.Math.toRadians(270.0));
- */
- CesiumMath.convertLongitudeRange = function(angle) {
- if (!defined(angle)) {
- throw new DeveloperError('angle is required.');
- }
- var twoPi = CesiumMath.TWO_PI;
- var simplified = angle - Math.floor(angle / twoPi) * twoPi;
- if (simplified < -Math.PI) {
- return simplified + twoPi;
- }
- if (simplified >= Math.PI) {
- return simplified - twoPi;
- }
- return simplified;
- };
- /**
- * Convenience function that clamps a latitude value, in radians, to the range [<code>-Math.PI/2</code>, <code>Math.PI/2</code>).
- * Useful for sanitizing data before use in objects requiring correct range.
- *
- * @param {Number} angle The latitude value, in radians, to clamp to the range [<code>-Math.PI/2</code>, <code>Math.PI/2</code>).
- * @returns {Number} The latitude value clamped to the range [<code>-Math.PI/2</code>, <code>Math.PI/2</code>).
- *
- * @example
- * // Clamp 108 degrees latitude to 90 degrees latitude
- * var latitude = Cesium.Math.clampToLatitudeRange(Cesium.Math.toRadians(108.0));
- */
- CesiumMath.clampToLatitudeRange = function(angle) {
- if (!defined(angle)) {
- throw new DeveloperError('angle is required.');
- }
-
- return CesiumMath.clamp(angle, -1*CesiumMath.PI_OVER_TWO, CesiumMath.PI_OVER_TWO);
- };
- /**
- * Produces an angle in the range -Pi <= angle <= Pi which is equivalent to the provided angle.
- *
- * @param {Number} angle in radians
- * @returns {Number} The angle in the range [<code>-CesiumMath.PI</code>, <code>CesiumMath.PI</code>].
- */
- CesiumMath.negativePiToPi = function(x) {
- if (!defined(x)) {
- throw new DeveloperError('x is required.');
- }
- return CesiumMath.zeroToTwoPi(x + CesiumMath.PI) - CesiumMath.PI;
- };
- /**
- * Produces an angle in the range 0 <= angle <= 2Pi which is equivalent to the provided angle.
- *
- * @param {Number} angle in radians
- * @returns {Number} The angle in the range [0, <code>CesiumMath.TWO_PI</code>].
- */
- CesiumMath.zeroToTwoPi = function(x) {
- if (!defined(x)) {
- throw new DeveloperError('x is required.');
- }
- var mod = CesiumMath.mod(x, CesiumMath.TWO_PI);
- if (Math.abs(mod) < CesiumMath.EPSILON14 && Math.abs(x) > CesiumMath.EPSILON14) {
- return CesiumMath.TWO_PI;
- }
- return mod;
- };
- /**
- * The modulo operation that also works for negative dividends.
- *
- * @param {Number} m The dividend.
- * @param {Number} n The divisor.
- * @returns {Number} The remainder.
- */
- CesiumMath.mod = function(m, n) {
- if (!defined(m)) {
- throw new DeveloperError('m is required.');
- }
- if (!defined(n)) {
- throw new DeveloperError('n is required.');
- }
- return ((m % n) + n) % n;
- };
- /**
- * Determines if two values are equal using an absolute or relative tolerance test. This is useful
- * to avoid problems due to roundoff error when comparing floating-point values directly. The values are
- * first compared using an absolute tolerance test. If that fails, a relative tolerance test is performed.
- * Use this test if you are unsure of the magnitudes of left and right.
- *
- * @param {Number} left The first value to compare.
- * @param {Number} right The other value to compare.
- * @param {Number} relativeEpsilon The maximum inclusive delta between <code>left</code> and <code>right</code> for the relative tolerance test.
- * @param {Number} [absoluteEpsilon=relativeEpsilon] The maximum inclusive delta between <code>left</code> and <code>right</code> for the absolute tolerance test.
- * @returns {Boolean} <code>true</code> if the values are equal within the epsilon; otherwise, <code>false</code>.
- *
- * @example
- * var a = Cesium.Math.equalsEpsilon(0.0, 0.01, Cesium.Math.EPSILON2); // true
- * var b = Cesium.Math.equalsEpsilon(0.0, 0.1, Cesium.Math.EPSILON2); // false
- * var c = Cesium.Math.equalsEpsilon(3699175.1634344, 3699175.2, Cesium.Math.EPSILON7); // true
- * var d = Cesium.Math.equalsEpsilon(3699175.1634344, 3699175.2, Cesium.Math.EPSILON9); // false
- */
- CesiumMath.equalsEpsilon = function(left, right, relativeEpsilon, absoluteEpsilon) {
- if (!defined(left)) {
- throw new DeveloperError('left is required.');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required.');
- }
- if (!defined(relativeEpsilon)) {
- throw new DeveloperError('relativeEpsilon is required.');
- }
- absoluteEpsilon = defaultValue(absoluteEpsilon, relativeEpsilon);
- var absDiff = Math.abs(left - right);
- return absDiff <= absoluteEpsilon || absDiff <= relativeEpsilon * Math.max(Math.abs(left), Math.abs(right));
- };
- var factorials = [1];
- /**
- * Computes the factorial of the provided number.
- *
- * @param {Number} n The number whose factorial is to be computed.
- * @returns {Number} The factorial of the provided number or undefined if the number is less than 0.
- *
- * @exception {DeveloperError} A number greater than or equal to 0 is required.
- *
- *
- * @example
- * //Compute 7!, which is equal to 5040
- * var computedFactorial = Cesium.Math.factorial(7);
- *
- * @see {@link http://en.wikipedia.org/wiki/Factorial|Factorial on Wikipedia}
- */
- CesiumMath.factorial = function(n) {
- if (typeof n !== 'number' || n < 0) {
- throw new DeveloperError('A number greater than or equal to 0 is required.');
- }
-
- var length = factorials.length;
- if (n >= length) {
- var sum = factorials[length - 1];
- for (var i = length; i <= n; i++) {
- factorials.push(sum * i);
- }
- }
- return factorials[n];
- };
- /**
- * Increments a number with a wrapping to a minimum value if the number exceeds the maximum value.
- *
- * @param {Number} [n] The number to be incremented.
- * @param {Number} [maximumValue] The maximum incremented value before rolling over to the minimum value.
- * @param {Number} [minimumValue=0.0] The number reset to after the maximum value has been exceeded.
- * @returns {Number} The incremented number.
- *
- * @exception {DeveloperError} Maximum value must be greater than minimum value.
- *
- * @example
- * var n = Cesium.Math.incrementWrap(5, 10, 0); // returns 6
- * var n = Cesium.Math.incrementWrap(10, 10, 0); // returns 0
- */
- CesiumMath.incrementWrap = function(n, maximumValue, minimumValue) {
- minimumValue = defaultValue(minimumValue, 0.0);
- if (!defined(n)) {
- throw new DeveloperError('n is required.');
- }
- if (maximumValue <= minimumValue) {
- throw new DeveloperError('maximumValue must be greater than minimumValue.');
- }
-
- ++n;
- if (n > maximumValue) {
- n = minimumValue;
- }
- return n;
- };
- /**
- * Determines if a positive integer is a power of two.
- *
- * @param {Number} n The positive integer to test.
- * @returns {Boolean} <code>true</code> if the number if a power of two; otherwise, <code>false</code>.
- *
- * @exception {DeveloperError} A number greater than or equal to 0 is required.
- *
- * @example
- * var t = Cesium.Math.isPowerOfTwo(16); // true
- * var f = Cesium.Math.isPowerOfTwo(20); // false
- */
- CesiumMath.isPowerOfTwo = function(n) {
- if (typeof n !== 'number' || n < 0) {
- throw new DeveloperError('A number greater than or equal to 0 is required.');
- }
-
- return (n !== 0) && ((n & (n - 1)) === 0);
- };
- /**
- * Computes the next power-of-two integer greater than or equal to the provided positive integer.
- *
- * @param {Number} n The positive integer to test.
- * @returns {Number} The next power-of-two integer.
- *
- * @exception {DeveloperError} A number greater than or equal to 0 is required.
- *
- * @example
- * var n = Cesium.Math.nextPowerOfTwo(29); // 32
- * var m = Cesium.Math.nextPowerOfTwo(32); // 32
- */
- CesiumMath.nextPowerOfTwo = function(n) {
- if (typeof n !== 'number' || n < 0) {
- throw new DeveloperError('A number greater than or equal to 0 is required.');
- }
-
- // From http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2
- --n;
- n |= n >> 1;
- n |= n >> 2;
- n |= n >> 4;
- n |= n >> 8;
- n |= n >> 16;
- ++n;
- return n;
- };
- /**
- * Constraint a value to lie between two values.
- *
- * @param {Number} value The value to constrain.
- * @param {Number} min The minimum value.
- * @param {Number} max The maximum value.
- * @returns {Number} The value clamped so that min <= value <= max.
- */
- CesiumMath.clamp = function(value, min, max) {
- if (!defined(value)) {
- throw new DeveloperError('value is required');
- }
- if (!defined(min)) {
- throw new DeveloperError('min is required.');
- }
- if (!defined(max)) {
- throw new DeveloperError('max is required.');
- }
- return value < min ? min : value > max ? max : value;
- };
- var randomNumberGenerator = new MersenneTwister();
- /**
- * Sets the seed used by the random number generator
- * in {@link CesiumMath#nextRandomNumber}.
- *
- * @param {Number} seed An integer used as the seed.
- */
- CesiumMath.setRandomNumberSeed = function(seed) {
- if (!defined(seed)) {
- throw new DeveloperError('seed is required.');
- }
-
- randomNumberGenerator = new MersenneTwister(seed);
- };
- /**
- * Generates a random number in the range of [0.0, 1.0)
- * using a Mersenne twister.
- *
- * @returns {Number} A random number in the range of [0.0, 1.0).
- *
- * @see CesiumMath.setRandomNumberSeed
- * @see {@link http://en.wikipedia.org/wiki/Mersenne_twister|Mersenne twister on Wikipedia}
- */
- CesiumMath.nextRandomNumber = function() {
- return randomNumberGenerator.random();
- };
- /**
- * Computes <code>Math.acos(value)</acode>, but first clamps <code>value</code> to the range [-1.0, 1.0]
- * so that the function will never return NaN.
- *
- * @param {Number} value The value for which to compute acos.
- * @returns {Number} The acos of the value if the value is in the range [-1.0, 1.0], or the acos of -1.0 or 1.0,
- * whichever is closer, if the value is outside the range.
- */
- CesiumMath.acosClamped = function(value) {
- if (!defined(value)) {
- throw new DeveloperError('value is required.');
- }
- return Math.acos(CesiumMath.clamp(value, -1.0, 1.0));
- };
- /**
- * Computes <code>Math.asin(value)</acode>, but first clamps <code>value</code> to the range [-1.0, 1.0]
- * so that the function will never return NaN.
- *
- * @param {Number} value The value for which to compute asin.
- * @returns {Number} The asin of the value if the value is in the range [-1.0, 1.0], or the asin of -1.0 or 1.0,
- * whichever is closer, if the value is outside the range.
- */
- CesiumMath.asinClamped = function(value) {
- if (!defined(value)) {
- throw new DeveloperError('value is required.');
- }
- return Math.asin(CesiumMath.clamp(value, -1.0, 1.0));
- };
- /**
- * Finds the chord length between two points given the circle's radius and the angle between the points.
- *
- * @param {Number} angle The angle between the two points.
- * @param {Number} radius The radius of the circle.
- * @returns {Number} The chord length.
- */
- CesiumMath.chordLength = function(angle, radius) {
- if (!defined(angle)) {
- throw new DeveloperError('angle is required.');
- }
- if (!defined(radius)) {
- throw new DeveloperError('radius is required.');
- }
- return 2.0 * radius * Math.sin(angle * 0.5);
- };
- /**
- * Finds the logarithm of a number to a base.
- *
- * @param {Number} number The number.
- * @param {Number} base The base.
- * @returns {Number} The result.
- */
- CesiumMath.logBase = function(number, base) {
- if (!defined(number)) {
- throw new DeveloperError('number is required.');
- }
- if (!defined(base)) {
- throw new DeveloperError('base is required.');
- }
- return Math.log(number) / Math.log(base);
- };
- /**
- * @private
- */
- CesiumMath.fog = function(distanceToCamera, density) {
- var scalar = distanceToCamera * density;
- return 1.0 - Math.exp(-(scalar * scalar));
- };
- return CesiumMath;
- });
- /*global define*/
- define('Core/Cartesian3',[
- './Check',
- './defaultValue',
- './defined',
- './DeveloperError',
- './freezeObject',
- './Math'
- ], function(
- Check,
- defaultValue,
- defined,
- DeveloperError,
- freezeObject,
- CesiumMath) {
- 'use strict';
- /**
- * A 3D Cartesian point.
- * @alias Cartesian3
- * @constructor
- *
- * @param {Number} [x=0.0] The X component.
- * @param {Number} [y=0.0] The Y component.
- * @param {Number} [z=0.0] The Z component.
- *
- * @see Cartesian2
- * @see Cartesian4
- * @see Packable
- */
- function Cartesian3(x, y, z) {
- /**
- * The X component.
- * @type {Number}
- * @default 0.0
- */
- this.x = defaultValue(x, 0.0);
- /**
- * The Y component.
- * @type {Number}
- * @default 0.0
- */
- this.y = defaultValue(y, 0.0);
- /**
- * The Z component.
- * @type {Number}
- * @default 0.0
- */
- this.z = defaultValue(z, 0.0);
- }
- /**
- * Converts the provided Spherical into Cartesian3 coordinates.
- *
- * @param {Spherical} spherical The Spherical to be converted to Cartesian3.
- * @param {Cartesian3} [result] The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if one was not provided.
- */
- Cartesian3.fromSpherical = function(spherical, result) {
- Check.typeOf.object(spherical, 'spherical');
-
- if (!defined(result)) {
- result = new Cartesian3();
- }
- var clock = spherical.clock;
- var cone = spherical.cone;
- var magnitude = defaultValue(spherical.magnitude, 1.0);
- var radial = magnitude * Math.sin(cone);
- result.x = radial * Math.cos(clock);
- result.y = radial * Math.sin(clock);
- result.z = magnitude * Math.cos(cone);
- return result;
- };
- /**
- * Creates a Cartesian3 instance from x, y and z coordinates.
- *
- * @param {Number} x The x coordinate.
- * @param {Number} y The y coordinate.
- * @param {Number} z The z coordinate.
- * @param {Cartesian3} [result] The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if one was not provided.
- */
- Cartesian3.fromElements = function(x, y, z, result) {
- if (!defined(result)) {
- return new Cartesian3(x, y, z);
- }
- result.x = x;
- result.y = y;
- result.z = z;
- return result;
- };
- /**
- * Duplicates a Cartesian3 instance.
- *
- * @param {Cartesian3} cartesian The Cartesian to duplicate.
- * @param {Cartesian3} [result] The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if one was not provided. (Returns undefined if cartesian is undefined)
- */
- Cartesian3.clone = function(cartesian, result) {
- if (!defined(cartesian)) {
- return undefined;
- }
- if (!defined(result)) {
- return new Cartesian3(cartesian.x, cartesian.y, cartesian.z);
- }
- result.x = cartesian.x;
- result.y = cartesian.y;
- result.z = cartesian.z;
- return result;
- };
- /**
- * Creates a Cartesian3 instance from an existing Cartesian4. This simply takes the
- * x, y, and z properties of the Cartesian4 and drops w.
- * @function
- *
- * @param {Cartesian4} cartesian The Cartesian4 instance to create a Cartesian3 instance from.
- * @param {Cartesian3} [result] The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if one was not provided.
- */
- Cartesian3.fromCartesian4 = Cartesian3.clone;
- /**
- * The number of elements used to pack the object into an array.
- * @type {Number}
- */
- Cartesian3.packedLength = 3;
- /**
- * Stores the provided instance into the provided array.
- *
- * @param {Cartesian3} 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
- */
- Cartesian3.pack = function(value, array, startingIndex) {
- Check.typeOf.object(value, 'value');
- Check.defined(array, 'array');
-
- startingIndex = defaultValue(startingIndex, 0);
- array[startingIndex++] = value.x;
- array[startingIndex++] = value.y;
- array[startingIndex] = value.z;
- 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 {Cartesian3} [result] The object into which to store the result.
- * @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if one was not provided.
- */
- Cartesian3.unpack = function(array, startingIndex, result) {
- Check.defined(array, 'array');
-
- startingIndex = defaultValue(startingIndex, 0);
- if (!defined(result)) {
- result = new Cartesian3();
- }
- result.x = array[startingIndex++];
- result.y = array[startingIndex++];
- result.z = array[startingIndex];
- return result;
- };
- /**
- * Flattens an array of Cartesian3s into an array of components.
- *
- * @param {Cartesian3[]} array The array of cartesians to pack.
- * @param {Number[]} result The array onto which to store the result.
- * @returns {Number[]} The packed array.
- */
- Cartesian3.packArray = function(array, result) {
- Check.defined(array, 'array');
-
- var length = array.length;
- if (!defined(result)) {
- result = new Array(length * 3);
- } else {
- result.length = length * 3;
- }
- for (var i = 0; i < length; ++i) {
- Cartesian3.pack(array[i], result, i * 3);
- }
- return result;
- };
- /**
- * Unpacks an array of cartesian components into an array of Cartesian3s.
- *
- * @param {Number[]} array The array of components to unpack.
- * @param {Cartesian3[]} result The array onto which to store the result.
- * @returns {Cartesian3[]} The unpacked array.
- */
- Cartesian3.unpackArray = function(array, result) {
- Check.defined(array, 'array');
- Check.numeric.minimum(array.length, 3);
- if (array.length % 3 !== 0) {
- throw new DeveloperError('array length must be a multiple of 3.');
- }
-
- var length = array.length;
- if (!defined(result)) {
- result = new Array(length / 3);
- } else {
- result.length = length / 3;
- }
- for (var i = 0; i < length; i += 3) {
- var index = i / 3;
- result[index] = Cartesian3.unpack(array, i, result[index]);
- }
- return result;
- };
- /**
- * Creates a Cartesian3 from three consecutive elements in an array.
- * @function
- *
- * @param {Number[]} array The array whose three consecutive elements correspond to the x, y, and z components, respectively.
- * @param {Number} [startingIndex=0] The offset into the array of the first element, which corresponds to the x component.
- * @param {Cartesian3} [result] The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if one was not provided.
- *
- * @example
- * // Create a Cartesian3 with (1.0, 2.0, 3.0)
- * var v = [1.0, 2.0, 3.0];
- * var p = Cesium.Cartesian3.fromArray(v);
- *
- * // Create a Cartesian3 with (1.0, 2.0, 3.0) using an offset into an array
- * var v2 = [0.0, 0.0, 1.0, 2.0, 3.0];
- * var p2 = Cesium.Cartesian3.fromArray(v2, 2);
- */
- Cartesian3.fromArray = Cartesian3.unpack;
- /**
- * Computes the value of the maximum component for the supplied Cartesian.
- *
- * @param {Cartesian3} cartesian The cartesian to use.
- * @returns {Number} The value of the maximum component.
- */
- Cartesian3.maximumComponent = function(cartesian) {
- Check.typeOf.object(cartesian, 'cartesian');
-
- return Math.max(cartesian.x, cartesian.y, cartesian.z);
- };
- /**
- * Computes the value of the minimum component for the supplied Cartesian.
- *
- * @param {Cartesian3} cartesian The cartesian to use.
- * @returns {Number} The value of the minimum component.
- */
- Cartesian3.minimumComponent = function(cartesian) {
- Check.typeOf.object(cartesian, 'cartesian');
-
- return Math.min(cartesian.x, cartesian.y, cartesian.z);
- };
- /**
- * Compares two Cartesians and computes a Cartesian which contains the minimum components of the supplied Cartesians.
- *
- * @param {Cartesian3} first A cartesian to compare.
- * @param {Cartesian3} second A cartesian to compare.
- * @param {Cartesian3} result The object into which to store the result.
- * @returns {Cartesian3} A cartesian with the minimum components.
- */
- Cartesian3.minimumByComponent = function(first, second, result) {
- Check.typeOf.object(first, 'first');
- Check.typeOf.object(second, 'second');
- Check.typeOf.object(result, 'result');
-
- result.x = Math.min(first.x, second.x);
- result.y = Math.min(first.y, second.y);
- result.z = Math.min(first.z, second.z);
- return result;
- };
- /**
- * Compares two Cartesians and computes a Cartesian which contains the maximum components of the supplied Cartesians.
- *
- * @param {Cartesian3} first A cartesian to compare.
- * @param {Cartesian3} second A cartesian to compare.
- * @param {Cartesian3} result The object into which to store the result.
- * @returns {Cartesian3} A cartesian with the maximum components.
- */
- Cartesian3.maximumByComponent = function(first, second, result) {
- Check.typeOf.object(first, 'first');
- Check.typeOf.object(second, 'second');
- Check.typeOf.object(result, 'result');
-
- result.x = Math.max(first.x, second.x);
- result.y = Math.max(first.y, second.y);
- result.z = Math.max(first.z, second.z);
- return result;
- };
- /**
- * Computes the provided Cartesian's squared magnitude.
- *
- * @param {Cartesian3} cartesian The Cartesian instance whose squared magnitude is to be computed.
- * @returns {Number} The squared magnitude.
- */
- Cartesian3.magnitudeSquared = function(cartesian) {
- Check.typeOf.object(cartesian, 'cartesian');
-
- return cartesian.x * cartesian.x + cartesian.y * cartesian.y + cartesian.z * cartesian.z;
- };
- /**
- * Computes the Cartesian's magnitude (length).
- *
- * @param {Cartesian3} cartesian The Cartesian instance whose magnitude is to be computed.
- * @returns {Number} The magnitude.
- */
- Cartesian3.magnitude = function(cartesian) {
- return Math.sqrt(Cartesian3.magnitudeSquared(cartesian));
- };
- var distanceScratch = new Cartesian3();
- /**
- * Computes the distance between two points.
- *
- * @param {Cartesian3} left The first point to compute the distance from.
- * @param {Cartesian3} right The second point to compute the distance to.
- * @returns {Number} The distance between two points.
- *
- * @example
- * // Returns 1.0
- * var d = Cesium.Cartesian3.distance(new Cesium.Cartesian3(1.0, 0.0, 0.0), new Cesium.Cartesian3(2.0, 0.0, 0.0));
- */
- Cartesian3.distance = function(left, right) {
- Check.typeOf.object(left, 'left');
- Check.typeOf.object(right, 'right');
-
- Cartesian3.subtract(left, right, distanceScratch);
- return Cartesian3.magnitude(distanceScratch);
- };
- /**
- * Computes the squared distance between two points. Comparing squared distances
- * using this function is more efficient than comparing distances using {@link Cartesian3#distance}.
- *
- * @param {Cartesian3} left The first point to compute the distance from.
- * @param {Cartesian3} right The second point to compute the distance to.
- * @returns {Number} The distance between two points.
- *
- * @example
- * // Returns 4.0, not 2.0
- * var d = Cesium.Cartesian3.distanceSquared(new Cesium.Cartesian3(1.0, 0.0, 0.0), new Cesium.Cartesian3(3.0, 0.0, 0.0));
- */
- Cartesian3.distanceSquared = function(left, right) {
- Check.typeOf.object(left, 'left');
- Check.typeOf.object(right, 'right');
-
- Cartesian3.subtract(left, right, distanceScratch);
- return Cartesian3.magnitudeSquared(distanceScratch);
- };
- /**
- * Computes the normalized form of the supplied Cartesian.
- *
- * @param {Cartesian3} cartesian The Cartesian to be normalized.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- */
- Cartesian3.normalize = function(cartesian, result) {
- Check.typeOf.object(cartesian, 'cartesian');
- Check.typeOf.object(result, 'result');
-
- var magnitude = Cartesian3.magnitude(cartesian);
- result.x = cartesian.x / magnitude;
- result.y = cartesian.y / magnitude;
- result.z = cartesian.z / magnitude;
- if (isNaN(result.x) || isNaN(result.y) || isNaN(result.z)) {
- throw new DeveloperError('normalized result is not a number');
- }
-
- return result;
- };
- /**
- * Computes the dot (scalar) product of two Cartesians.
- *
- * @param {Cartesian3} left The first Cartesian.
- * @param {Cartesian3} right The second Cartesian.
- * @returns {Number} The dot product.
- */
- Cartesian3.dot = function(left, right) {
- Check.typeOf.object(left, 'left');
- Check.typeOf.object(right, 'right');
-
- return left.x * right.x + left.y * right.y + left.z * right.z;
- };
- /**
- * Computes the componentwise product of two Cartesians.
- *
- * @param {Cartesian3} left The first Cartesian.
- * @param {Cartesian3} right The second Cartesian.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- */
- Cartesian3.multiplyComponents = function(left, right, result) {
- Check.typeOf.object(left, 'left');
- Check.typeOf.object(right, 'right');
- Check.typeOf.object(result, 'result');
-
- result.x = left.x * right.x;
- result.y = left.y * right.y;
- result.z = left.z * right.z;
- return result;
- };
- /**
- * Computes the componentwise quotient of two Cartesians.
- *
- * @param {Cartesian3} left The first Cartesian.
- * @param {Cartesian3} right The second Cartesian.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- */
- Cartesian3.divideComponents = function(left, right, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = left.x / right.x;
- result.y = left.y / right.y;
- result.z = left.z / right.z;
- return result;
- };
- /**
- * Computes the componentwise sum of two Cartesians.
- *
- * @param {Cartesian3} left The first Cartesian.
- * @param {Cartesian3} right The second Cartesian.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- */
- Cartesian3.add = function(left, right, result) {
- Check.typeOf.object(left, 'left');
- Check.typeOf.object(right, 'right');
- Check.typeOf.object(result, 'result');
-
- result.x = left.x + right.x;
- result.y = left.y + right.y;
- result.z = left.z + right.z;
- return result;
- };
- /**
- * Computes the componentwise difference of two Cartesians.
- *
- * @param {Cartesian3} left The first Cartesian.
- * @param {Cartesian3} right The second Cartesian.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- */
- Cartesian3.subtract = function(left, right, result) {
- Check.typeOf.object(left, 'left');
- Check.typeOf.object(right, 'right');
- Check.typeOf.object(result, 'result');
-
- result.x = left.x - right.x;
- result.y = left.y - right.y;
- result.z = left.z - right.z;
- return result;
- };
- /**
- * Multiplies the provided Cartesian componentwise by the provided scalar.
- *
- * @param {Cartesian3} cartesian The Cartesian to be scaled.
- * @param {Number} scalar The scalar to multiply with.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- */
- Cartesian3.multiplyByScalar = function(cartesian, scalar, result) {
- Check.typeOf.object(cartesian, 'cartesian');
- Check.typeOf.number(scalar, 'scalar');
- Check.typeOf.object(result, 'result');
-
- result.x = cartesian.x * scalar;
- result.y = cartesian.y * scalar;
- result.z = cartesian.z * scalar;
- return result;
- };
- /**
- * Divides the provided Cartesian componentwise by the provided scalar.
- *
- * @param {Cartesian3} cartesian The Cartesian to be divided.
- * @param {Number} scalar The scalar to divide by.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- */
- Cartesian3.divideByScalar = function(cartesian, scalar, result) {
- Check.typeOf.object(cartesian, 'cartesian');
- Check.typeOf.number(scalar, 'scalar');
- Check.typeOf.object(result, 'result');
-
- result.x = cartesian.x / scalar;
- result.y = cartesian.y / scalar;
- result.z = cartesian.z / scalar;
- return result;
- };
- /**
- * Negates the provided Cartesian.
- *
- * @param {Cartesian3} cartesian The Cartesian to be negated.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- */
- Cartesian3.negate = function(cartesian, result) {
- Check.typeOf.object(cartesian, 'cartesian');
- Check.typeOf.object(result, 'result');
-
- result.x = -cartesian.x;
- result.y = -cartesian.y;
- result.z = -cartesian.z;
- return result;
- };
- /**
- * Computes the absolute value of the provided Cartesian.
- *
- * @param {Cartesian3} cartesian The Cartesian whose absolute value is to be computed.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- */
- Cartesian3.abs = function(cartesian, result) {
- Check.typeOf.object(cartesian, 'cartesian');
- Check.typeOf.object(result, 'result');
-
- result.x = Math.abs(cartesian.x);
- result.y = Math.abs(cartesian.y);
- result.z = Math.abs(cartesian.z);
- return result;
- };
- var lerpScratch = new Cartesian3();
- /**
- * Computes the linear interpolation or extrapolation at t using the provided cartesians.
- *
- * @param {Cartesian3} start The value corresponding to t at 0.0.
- * @param {Cartesian3} end The value corresponding to t at 1.0.
- * @param {Number} t The point along t at which to interpolate.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- */
- Cartesian3.lerp = function(start, end, t, result) {
- Check.typeOf.object(start, 'start');
- Check.typeOf.object(end, 'end');
- Check.typeOf.number(t, 't');
- Check.typeOf.object(result, 'result');
-
- Cartesian3.multiplyByScalar(end, t, lerpScratch);
- result = Cartesian3.multiplyByScalar(start, 1.0 - t, result);
- return Cartesian3.add(lerpScratch, result, result);
- };
- var angleBetweenScratch = new Cartesian3();
- var angleBetweenScratch2 = new Cartesian3();
- /**
- * Returns the angle, in radians, between the provided Cartesians.
- *
- * @param {Cartesian3} left The first Cartesian.
- * @param {Cartesian3} right The second Cartesian.
- * @returns {Number} The angle between the Cartesians.
- */
- Cartesian3.angleBetween = function(left, right) {
- Check.typeOf.object(left, 'left');
- Check.typeOf.object(right, 'right');
-
- Cartesian3.normalize(left, angleBetweenScratch);
- Cartesian3.normalize(right, angleBetweenScratch2);
- var cosine = Cartesian3.dot(angleBetweenScratch, angleBetweenScratch2);
- var sine = Cartesian3.magnitude(Cartesian3.cross(angleBetweenScratch, angleBetweenScratch2, angleBetweenScratch));
- return Math.atan2(sine, cosine);
- };
- var mostOrthogonalAxisScratch = new Cartesian3();
- /**
- * Returns the axis that is most orthogonal to the provided Cartesian.
- *
- * @param {Cartesian3} cartesian The Cartesian on which to find the most orthogonal axis.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The most orthogonal axis.
- */
- Cartesian3.mostOrthogonalAxis = function(cartesian, result) {
- Check.typeOf.object(cartesian, 'cartesian');
- Check.typeOf.object(result, 'result');
-
- var f = Cartesian3.normalize(cartesian, mostOrthogonalAxisScratch);
- Cartesian3.abs(f, f);
- if (f.x <= f.y) {
- if (f.x <= f.z) {
- result = Cartesian3.clone(Cartesian3.UNIT_X, result);
- } else {
- result = Cartesian3.clone(Cartesian3.UNIT_Z, result);
- }
- } else {
- if (f.y <= f.z) {
- result = Cartesian3.clone(Cartesian3.UNIT_Y, result);
- } else {
- result = Cartesian3.clone(Cartesian3.UNIT_Z, result);
- }
- }
- return result;
- };
- /**
- * Compares the provided Cartesians componentwise and returns
- * <code>true</code> if they are equal, <code>false</code> otherwise.
- *
- * @param {Cartesian3} [left] The first Cartesian.
- * @param {Cartesian3} [right] The second Cartesian.
- * @returns {Boolean} <code>true</code> if left and right are equal, <code>false</code> otherwise.
- */
- Cartesian3.equals = function(left, right) {
- return (left === right) ||
- ((defined(left)) &&
- (defined(right)) &&
- (left.x === right.x) &&
- (left.y === right.y) &&
- (left.z === right.z));
- };
- /**
- * @private
- */
- Cartesian3.equalsArray = function(cartesian, array, offset) {
- return cartesian.x === array[offset] &&
- cartesian.y === array[offset + 1] &&
- cartesian.z === array[offset + 2];
- };
- /**
- * Compares the provided Cartesians componentwise and returns
- * <code>true</code> if they pass an absolute or relative tolerance test,
- * <code>false</code> otherwise.
- *
- * @param {Cartesian3} [left] The first Cartesian.
- * @param {Cartesian3} [right] The second Cartesian.
- * @param {Number} relativeEpsilon The relative epsilon tolerance to use for equality testing.
- * @param {Number} [absoluteEpsilon=relativeEpsilon] The absolute epsilon tolerance to use for equality testing.
- * @returns {Boolean} <code>true</code> if left and right are within the provided epsilon, <code>false</code> otherwise.
- */
- Cartesian3.equalsEpsilon = function(left, right, relativeEpsilon, absoluteEpsilon) {
- return (left === right) ||
- (defined(left) &&
- defined(right) &&
- CesiumMath.equalsEpsilon(left.x, right.x, relativeEpsilon, absoluteEpsilon) &&
- CesiumMath.equalsEpsilon(left.y, right.y, relativeEpsilon, absoluteEpsilon) &&
- CesiumMath.equalsEpsilon(left.z, right.z, relativeEpsilon, absoluteEpsilon));
- };
- /**
- * Computes the cross (outer) product of two Cartesians.
- *
- * @param {Cartesian3} left The first Cartesian.
- * @param {Cartesian3} right The second Cartesian.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The cross product.
- */
- Cartesian3.cross = function(left, right, result) {
- Check.typeOf.object(left, 'left');
- Check.typeOf.object(right, 'right');
- Check.typeOf.object(result, 'result');
-
- var leftX = left.x;
- var leftY = left.y;
- var leftZ = left.z;
- var rightX = right.x;
- var rightY = right.y;
- var rightZ = right.z;
- var x = leftY * rightZ - leftZ * rightY;
- var y = leftZ * rightX - leftX * rightZ;
- var z = leftX * rightY - leftY * rightX;
- result.x = x;
- result.y = y;
- result.z = z;
- return result;
- };
- /**
- * Returns a Cartesian3 position from longitude and latitude values given in degrees.
- *
- * @param {Number} longitude The longitude, in degrees
- * @param {Number} latitude The latitude, in degrees
- * @param {Number} [height=0.0] The height, in meters, above the ellipsoid.
- * @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid on which the position lies.
- * @param {Cartesian3} [result] The object onto which to store the result.
- * @returns {Cartesian3} The position
- *
- * @example
- * var position = Cesium.Cartesian3.fromDegrees(-115.0, 37.0);
- */
- Cartesian3.fromDegrees = function(longitude, latitude, height, ellipsoid, result) {
- Check.typeOf.number(longitude, 'longitude');
- Check.typeOf.number(latitude, 'latitude');
-
- longitude = CesiumMath.toRadians(longitude);
- latitude = CesiumMath.toRadians(latitude);
- return Cartesian3.fromRadians(longitude, latitude, height, ellipsoid, result);
- };
- var scratchN = new Cartesian3();
- var scratchK = new Cartesian3();
- var wgs84RadiiSquared = new Cartesian3(6378137.0 * 6378137.0, 6378137.0 * 6378137.0, 6356752.3142451793 * 6356752.3142451793);
- /**
- * Returns a Cartesian3 position from longitude and latitude values given in radians.
- *
- * @param {Number} longitude The longitude, in radians
- * @param {Number} latitude The latitude, in radians
- * @param {Number} [height=0.0] The height, in meters, above the ellipsoid.
- * @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid on which the position lies.
- * @param {Cartesian3} [result] The object onto which to store the result.
- * @returns {Cartesian3} The position
- *
- * @example
- * var position = Cesium.Cartesian3.fromRadians(-2.007, 0.645);
- */
- Cartesian3.fromRadians = function(longitude, latitude, height, ellipsoid, result) {
- Check.typeOf.number(longitude, 'longitude');
- Check.typeOf.number(latitude, 'latitude');
-
- height = defaultValue(height, 0.0);
- var radiiSquared = defined(ellipsoid) ? ellipsoid.radiiSquared : wgs84RadiiSquared;
- var cosLatitude = Math.cos(latitude);
- scratchN.x = cosLatitude * Math.cos(longitude);
- scratchN.y = cosLatitude * Math.sin(longitude);
- scratchN.z = Math.sin(latitude);
- scratchN = Cartesian3.normalize(scratchN, scratchN);
- Cartesian3.multiplyComponents(radiiSquared, scratchN, scratchK);
- var gamma = Math.sqrt(Cartesian3.dot(scratchN, scratchK));
- scratchK = Cartesian3.divideByScalar(scratchK, gamma, scratchK);
- scratchN = Cartesian3.multiplyByScalar(scratchN, height, scratchN);
- if (!defined(result)) {
- result = new Cartesian3();
- }
- return Cartesian3.add(scratchK, scratchN, result);
- };
- /**
- * Returns an array of Cartesian3 positions given an array of longitude and latitude values given in degrees.
- *
- * @param {Number[]} coordinates A list of longitude and latitude values. Values alternate [longitude, latitude, longitude, latitude...].
- * @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid on which the coordinates lie.
- * @param {Cartesian3[]} [result] An array of Cartesian3 objects to store the result.
- * @returns {Cartesian3[]} The array of positions.
- *
- * @example
- * var positions = Cesium.Cartesian3.fromDegreesArray([-115.0, 37.0, -107.0, 33.0]);
- */
- Cartesian3.fromDegreesArray = function(coordinates, ellipsoid, result) {
- Check.defined(coordinates, 'coordinates');
- if (coordinates.length < 2 || coordinates.length % 2 !== 0) {
- throw new DeveloperError('the number of coordinates must be a multiple of 2 and at least 2');
- }
-
- var length = coordinates.length;
- if (!defined(result)) {
- result = new Array(length / 2);
- } else {
- result.length = length / 2;
- }
- for (var i = 0; i < length; i += 2) {
- var longitude = coordinates[i];
- var latitude = coordinates[i + 1];
- var index = i / 2;
- result[index] = Cartesian3.fromDegrees(longitude, latitude, 0, ellipsoid, result[index]);
- }
- return result;
- };
- /**
- * Returns an array of Cartesian3 positions given an array of longitude and latitude values given in radians.
- *
- * @param {Number[]} coordinates A list of longitude and latitude values. Values alternate [longitude, latitude, longitude, latitude...].
- * @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid on which the coordinates lie.
- * @param {Cartesian3[]} [result] An array of Cartesian3 objects to store the result.
- * @returns {Cartesian3[]} The array of positions.
- *
- * @example
- * var positions = Cesium.Cartesian3.fromRadiansArray([-2.007, 0.645, -1.867, .575]);
- */
- Cartesian3.fromRadiansArray = function(coordinates, ellipsoid, result) {
- Check.defined(coordinates, 'coordinates');
- if (coordinates.length < 2 || coordinates.length % 2 !== 0) {
- throw new DeveloperError('the number of coordinates must be a multiple of 2 and at least 2');
- }
-
- var length = coordinates.length;
- if (!defined(result)) {
- result = new Array(length / 2);
- } else {
- result.length = length / 2;
- }
- for (var i = 0; i < length; i += 2) {
- var longitude = coordinates[i];
- var latitude = coordinates[i + 1];
- var index = i / 2;
- result[index] = Cartesian3.fromRadians(longitude, latitude, 0, ellipsoid, result[index]);
- }
- return result;
- };
- /**
- * Returns an array of Cartesian3 positions given an array of longitude, latitude and height values where longitude and latitude are given in degrees.
- *
- * @param {Number[]} coordinates A list of longitude, latitude and height values. Values alternate [longitude, latitude, height, longitude, latitude, height...].
- * @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid on which the position lies.
- * @param {Cartesian3[]} [result] An array of Cartesian3 objects to store the result.
- * @returns {Cartesian3[]} The array of positions.
- *
- * @example
- * var positions = Cesium.Cartesian3.fromDegreesArrayHeights([-115.0, 37.0, 100000.0, -107.0, 33.0, 150000.0]);
- */
- Cartesian3.fromDegreesArrayHeights = function(coordinates, ellipsoid, result) {
- Check.defined(coordinates, 'coordinates');
- if (coordinates.length < 3 || coordinates.length % 3 !== 0) {
- throw new DeveloperError('the number of coordinates must be a multiple of 3 and at least 3');
- }
-
- var length = coordinates.length;
- if (!defined(result)) {
- result = new Array(length / 3);
- } else {
- result.length = length / 3;
- }
- for (var i = 0; i < length; i += 3) {
- var longitude = coordinates[i];
- var latitude = coordinates[i + 1];
- var height = coordinates[i + 2];
- var index = i / 3;
- result[index] = Cartesian3.fromDegrees(longitude, latitude, height, ellipsoid, result[index]);
- }
- return result;
- };
- /**
- * Returns an array of Cartesian3 positions given an array of longitude, latitude and height values where longitude and latitude are given in radians.
- *
- * @param {Number[]} coordinates A list of longitude, latitude and height values. Values alternate [longitude, latitude, height, longitude, latitude, height...].
- * @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid on which the position lies.
- * @param {Cartesian3[]} [result] An array of Cartesian3 objects to store the result.
- * @returns {Cartesian3[]} The array of positions.
- *
- * @example
- * var positions = Cesium.Cartesian3.fromRadiansArrayHeights([-2.007, 0.645, 100000.0, -1.867, .575, 150000.0]);
- */
- Cartesian3.fromRadiansArrayHeights = function(coordinates, ellipsoid, result) {
- Check.defined(coordinates, 'coordinates');
- if (coordinates.length < 3 || coordinates.length % 3 !== 0) {
- throw new DeveloperError('the number of coordinates must be a multiple of 3 and at least 3');
- }
-
- var length = coordinates.length;
- if (!defined(result)) {
- result = new Array(length / 3);
- } else {
- result.length = length / 3;
- }
- for (var i = 0; i < length; i += 3) {
- var longitude = coordinates[i];
- var latitude = coordinates[i + 1];
- var height = coordinates[i + 2];
- var index = i / 3;
- result[index] = Cartesian3.fromRadians(longitude, latitude, height, ellipsoid, result[index]);
- }
- return result;
- };
- /**
- * An immutable Cartesian3 instance initialized to (0.0, 0.0, 0.0).
- *
- * @type {Cartesian3}
- * @constant
- */
- Cartesian3.ZERO = freezeObject(new Cartesian3(0.0, 0.0, 0.0));
- /**
- * An immutable Cartesian3 instance initialized to (1.0, 0.0, 0.0).
- *
- * @type {Cartesian3}
- * @constant
- */
- Cartesian3.UNIT_X = freezeObject(new Cartesian3(1.0, 0.0, 0.0));
- /**
- * An immutable Cartesian3 instance initialized to (0.0, 1.0, 0.0).
- *
- * @type {Cartesian3}
- * @constant
- */
- Cartesian3.UNIT_Y = freezeObject(new Cartesian3(0.0, 1.0, 0.0));
- /**
- * An immutable Cartesian3 instance initialized to (0.0, 0.0, 1.0).
- *
- * @type {Cartesian3}
- * @constant
- */
- Cartesian3.UNIT_Z = freezeObject(new Cartesian3(0.0, 0.0, 1.0));
- /**
- * Duplicates this Cartesian3 instance.
- *
- * @param {Cartesian3} [result] The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if one was not provided.
- */
- Cartesian3.prototype.clone = function(result) {
- return Cartesian3.clone(this, result);
- };
- /**
- * Compares this Cartesian against the provided Cartesian componentwise and returns
- * <code>true</code> if they are equal, <code>false</code> otherwise.
- *
- * @param {Cartesian3} [right] The right hand side Cartesian.
- * @returns {Boolean} <code>true</code> if they are equal, <code>false</code> otherwise.
- */
- Cartesian3.prototype.equals = function(right) {
- return Cartesian3.equals(this, right);
- };
- /**
- * Compares this Cartesian against the provided Cartesian componentwise and returns
- * <code>true</code> if they pass an absolute or relative tolerance test,
- * <code>false</code> otherwise.
- *
- * @param {Cartesian3} [right] The right hand side Cartesian.
- * @param {Number} relativeEpsilon The relative epsilon tolerance to use for equality testing.
- * @param {Number} [absoluteEpsilon=relativeEpsilon] The absolute epsilon tolerance to use for equality testing.
- * @returns {Boolean} <code>true</code> if they are within the provided epsilon, <code>false</code> otherwise.
- */
- Cartesian3.prototype.equalsEpsilon = function(right, relativeEpsilon, absoluteEpsilon) {
- return Cartesian3.equalsEpsilon(this, right, relativeEpsilon, absoluteEpsilon);
- };
- /**
- * Creates a string representing this Cartesian in the format '(x, y, z)'.
- *
- * @returns {String} A string representing this Cartesian in the format '(x, y, z)'.
- */
- Cartesian3.prototype.toString = function() {
- return '(' + this.x + ', ' + this.y + ', ' + this.z + ')';
- };
- return Cartesian3;
- });
- /*global define*/
- define('Core/scaleToGeodeticSurface',[
- './Cartesian3',
- './defined',
- './DeveloperError',
- './Math'
- ], function(
- Cartesian3,
- defined,
- DeveloperError,
- CesiumMath) {
- 'use strict';
- var scaleToGeodeticSurfaceIntersection = new Cartesian3();
- var scaleToGeodeticSurfaceGradient = new Cartesian3();
- /**
- * Scales the provided Cartesian position along the geodetic surface normal
- * so that it is on the surface of this ellipsoid. If the position is
- * at the center of the ellipsoid, this function returns undefined.
- *
- * @param {Cartesian3} cartesian The Cartesian position to scale.
- * @param {Cartesian3} oneOverRadii One over radii of the ellipsoid.
- * @param {Cartesian3} oneOverRadiiSquared One over radii squared of the ellipsoid.
- * @param {Number} centerToleranceSquared Tolerance for closeness to the center.
- * @param {Cartesian3} [result] The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter, a new Cartesian3 instance if none was provided, or undefined if the position is at the center.
- *
- * @exports scaleToGeodeticSurface
- *
- * @private
- */
- function scaleToGeodeticSurface(cartesian, oneOverRadii, oneOverRadiiSquared, centerToleranceSquared, result) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required.');
- }
- if (!defined(oneOverRadii)) {
- throw new DeveloperError('oneOverRadii is required.');
- }
- if (!defined(oneOverRadiiSquared)) {
- throw new DeveloperError('oneOverRadiiSquared is required.');
- }
- if (!defined(centerToleranceSquared)) {
- throw new DeveloperError('centerToleranceSquared is required.');
- }
-
- var positionX = cartesian.x;
- var positionY = cartesian.y;
- var positionZ = cartesian.z;
- var oneOverRadiiX = oneOverRadii.x;
- var oneOverRadiiY = oneOverRadii.y;
- var oneOverRadiiZ = oneOverRadii.z;
- var x2 = positionX * positionX * oneOverRadiiX * oneOverRadiiX;
- var y2 = positionY * positionY * oneOverRadiiY * oneOverRadiiY;
- var z2 = positionZ * positionZ * oneOverRadiiZ * oneOverRadiiZ;
- // Compute the squared ellipsoid norm.
- var squaredNorm = x2 + y2 + z2;
- var ratio = Math.sqrt(1.0 / squaredNorm);
- // As an initial approximation, assume that the radial intersection is the projection point.
- var intersection = Cartesian3.multiplyByScalar(cartesian, ratio, scaleToGeodeticSurfaceIntersection);
- // If the position is near the center, the iteration will not converge.
- if (squaredNorm < centerToleranceSquared) {
- return !isFinite(ratio) ? undefined : Cartesian3.clone(intersection, result);
- }
- var oneOverRadiiSquaredX = oneOverRadiiSquared.x;
- var oneOverRadiiSquaredY = oneOverRadiiSquared.y;
- var oneOverRadiiSquaredZ = oneOverRadiiSquared.z;
- // Use the gradient at the intersection point in place of the true unit normal.
- // The difference in magnitude will be absorbed in the multiplier.
- var gradient = scaleToGeodeticSurfaceGradient;
- gradient.x = intersection.x * oneOverRadiiSquaredX * 2.0;
- gradient.y = intersection.y * oneOverRadiiSquaredY * 2.0;
- gradient.z = intersection.z * oneOverRadiiSquaredZ * 2.0;
- // Compute the initial guess at the normal vector multiplier, lambda.
- var lambda = (1.0 - ratio) * Cartesian3.magnitude(cartesian) / (0.5 * Cartesian3.magnitude(gradient));
- var correction = 0.0;
- var func;
- var denominator;
- var xMultiplier;
- var yMultiplier;
- var zMultiplier;
- var xMultiplier2;
- var yMultiplier2;
- var zMultiplier2;
- var xMultiplier3;
- var yMultiplier3;
- var zMultiplier3;
- do {
- lambda -= correction;
- xMultiplier = 1.0 / (1.0 + lambda * oneOverRadiiSquaredX);
- yMultiplier = 1.0 / (1.0 + lambda * oneOverRadiiSquaredY);
- zMultiplier = 1.0 / (1.0 + lambda * oneOverRadiiSquaredZ);
- xMultiplier2 = xMultiplier * xMultiplier;
- yMultiplier2 = yMultiplier * yMultiplier;
- zMultiplier2 = zMultiplier * zMultiplier;
- xMultiplier3 = xMultiplier2 * xMultiplier;
- yMultiplier3 = yMultiplier2 * yMultiplier;
- zMultiplier3 = zMultiplier2 * zMultiplier;
- func = x2 * xMultiplier2 + y2 * yMultiplier2 + z2 * zMultiplier2 - 1.0;
- // "denominator" here refers to the use of this expression in the velocity and acceleration
- // computations in the sections to follow.
- denominator = x2 * xMultiplier3 * oneOverRadiiSquaredX + y2 * yMultiplier3 * oneOverRadiiSquaredY + z2 * zMultiplier3 * oneOverRadiiSquaredZ;
- var derivative = -2.0 * denominator;
- correction = func / derivative;
- } while (Math.abs(func) > CesiumMath.EPSILON12);
- if (!defined(result)) {
- return new Cartesian3(positionX * xMultiplier, positionY * yMultiplier, positionZ * zMultiplier);
- }
- result.x = positionX * xMultiplier;
- result.y = positionY * yMultiplier;
- result.z = positionZ * zMultiplier;
- return result;
- }
- return scaleToGeodeticSurface;
- });
- /*global define*/
- define('Core/Cartographic',[
- './Cartesian3',
- './defaultValue',
- './defined',
- './DeveloperError',
- './freezeObject',
- './Math',
- './scaleToGeodeticSurface'
- ], function(
- Cartesian3,
- defaultValue,
- defined,
- DeveloperError,
- freezeObject,
- CesiumMath,
- scaleToGeodeticSurface) {
- 'use strict';
- /**
- * A position defined by longitude, latitude, and height.
- * @alias Cartographic
- * @constructor
- *
- * @param {Number} [longitude=0.0] The longitude, in radians.
- * @param {Number} [latitude=0.0] The latitude, in radians.
- * @param {Number} [height=0.0] The height, in meters, above the ellipsoid.
- *
- * @see Ellipsoid
- */
- function Cartographic(longitude, latitude, height) {
- /**
- * The longitude, in radians.
- * @type {Number}
- * @default 0.0
- */
- this.longitude = defaultValue(longitude, 0.0);
- /**
- * The latitude, in radians.
- * @type {Number}
- * @default 0.0
- */
- this.latitude = defaultValue(latitude, 0.0);
- /**
- * The height, in meters, above the ellipsoid.
- * @type {Number}
- * @default 0.0
- */
- this.height = defaultValue(height, 0.0);
- }
- /**
- * Creates a new Cartographic instance from longitude and latitude
- * specified in radians.
- *
- * @param {Number} longitude The longitude, in radians.
- * @param {Number} latitude The latitude, in radians.
- * @param {Number} [height=0.0] The height, in meters, above the ellipsoid.
- * @param {Cartographic} [result] The object onto which to store the result.
- * @returns {Cartographic} The modified result parameter or a new Cartographic instance if one was not provided.
- */
- Cartographic.fromRadians = function(longitude, latitude, height, result) {
- if (!defined(longitude)) {
- throw new DeveloperError('longitude is required.');
- }
- if (!defined(latitude)) {
- throw new DeveloperError('latitude is required.');
- }
-
- height = defaultValue(height, 0.0);
- if (!defined(result)) {
- return new Cartographic(longitude, latitude, height);
- }
- result.longitude = longitude;
- result.latitude = latitude;
- result.height = height;
- return result;
- };
- /**
- * Creates a new Cartographic instance from longitude and latitude
- * specified in degrees. The values in the resulting object will
- * be in radians.
- *
- * @param {Number} longitude The longitude, in degrees.
- * @param {Number} latitude The latitude, in degrees.
- * @param {Number} [height=0.0] The height, in meters, above the ellipsoid.
- * @param {Cartographic} [result] The object onto which to store the result.
- * @returns {Cartographic} The modified result parameter or a new Cartographic instance if one was not provided.
- */
- Cartographic.fromDegrees = function(longitude, latitude, height, result) {
- if (!defined(longitude)) {
- throw new DeveloperError('longitude is required.');
- }
- if (!defined(latitude)) {
- throw new DeveloperError('latitude is required.');
- }
- longitude = CesiumMath.toRadians(longitude);
- latitude = CesiumMath.toRadians(latitude);
- return Cartographic.fromRadians(longitude, latitude, height, result);
- };
- var cartesianToCartographicN = new Cartesian3();
- var cartesianToCartographicP = new Cartesian3();
- var cartesianToCartographicH = new Cartesian3();
- var wgs84OneOverRadii = new Cartesian3(1.0 / 6378137.0, 1.0 / 6378137.0, 1.0 / 6356752.3142451793);
- var wgs84OneOverRadiiSquared = new Cartesian3(1.0 / (6378137.0 * 6378137.0), 1.0 / (6378137.0 * 6378137.0), 1.0 / (6356752.3142451793 * 6356752.3142451793));
- var wgs84CenterToleranceSquared = CesiumMath.EPSILON1;
- /**
- * Creates a new Cartographic instance from a Cartesian position. The values in the
- * resulting object will be in radians.
- *
- * @param {Cartesian3} cartesian The Cartesian position to convert to cartographic representation.
- * @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid on which the position lies.
- * @param {Cartographic} [result] The object onto which to store the result.
- * @returns {Cartographic} The modified result parameter, new Cartographic instance if none was provided, or undefined if the cartesian is at the center of the ellipsoid.
- */
- Cartographic.fromCartesian = function(cartesian, ellipsoid, result) {
- var oneOverRadii = defined(ellipsoid) ? ellipsoid.oneOverRadii : wgs84OneOverRadii;
- var oneOverRadiiSquared = defined(ellipsoid) ? ellipsoid.oneOverRadiiSquared : wgs84OneOverRadiiSquared;
- var centerToleranceSquared = defined(ellipsoid) ? ellipsoid._centerToleranceSquared : wgs84CenterToleranceSquared;
- //`cartesian is required.` is thrown from scaleToGeodeticSurface
- var p = scaleToGeodeticSurface(cartesian, oneOverRadii, oneOverRadiiSquared, centerToleranceSquared, cartesianToCartographicP);
- if (!defined(p)) {
- return undefined;
- }
- var n = Cartesian3.multiplyComponents(p, oneOverRadiiSquared, cartesianToCartographicN);
- n = Cartesian3.normalize(n, n);
- var h = Cartesian3.subtract(cartesian, p, cartesianToCartographicH);
- var longitude = Math.atan2(n.y, n.x);
- var latitude = Math.asin(n.z);
- var height = CesiumMath.sign(Cartesian3.dot(h, cartesian)) * Cartesian3.magnitude(h);
- if (!defined(result)) {
- return new Cartographic(longitude, latitude, height);
- }
- result.longitude = longitude;
- result.latitude = latitude;
- result.height = height;
- return result;
- };
- /**
- * Duplicates a Cartographic instance.
- *
- * @param {Cartographic} cartographic The cartographic to duplicate.
- * @param {Cartographic} [result] The object onto which to store the result.
- * @returns {Cartographic} The modified result parameter or a new Cartographic instance if one was not provided. (Returns undefined if cartographic is undefined)
- */
- Cartographic.clone = function(cartographic, result) {
- if (!defined(cartographic)) {
- return undefined;
- }
- if (!defined(result)) {
- return new Cartographic(cartographic.longitude, cartographic.latitude, cartographic.height);
- }
- result.longitude = cartographic.longitude;
- result.latitude = cartographic.latitude;
- result.height = cartographic.height;
- return result;
- };
- /**
- * Compares the provided cartographics componentwise and returns
- * <code>true</code> if they are equal, <code>false</code> otherwise.
- *
- * @param {Cartographic} [left] The first cartographic.
- * @param {Cartographic} [right] The second cartographic.
- * @returns {Boolean} <code>true</code> if left and right are equal, <code>false</code> otherwise.
- */
- Cartographic.equals = function(left, right) {
- return (left === right) ||
- ((defined(left)) &&
- (defined(right)) &&
- (left.longitude === right.longitude) &&
- (left.latitude === right.latitude) &&
- (left.height === right.height));
- };
- /**
- * Compares the provided cartographics componentwise and returns
- * <code>true</code> if they are within the provided epsilon,
- * <code>false</code> otherwise.
- *
- * @param {Cartographic} [left] The first cartographic.
- * @param {Cartographic} [right] The second cartographic.
- * @param {Number} epsilon 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.
- */
- Cartographic.equalsEpsilon = function(left, right, epsilon) {
- if (typeof epsilon !== 'number') {
- throw new DeveloperError('epsilon is required and must be a number.');
- }
-
- return (left === right) ||
- ((defined(left)) &&
- (defined(right)) &&
- (Math.abs(left.longitude - right.longitude) <= epsilon) &&
- (Math.abs(left.latitude - right.latitude) <= epsilon) &&
- (Math.abs(left.height - right.height) <= epsilon));
- };
- /**
- * An immutable Cartographic instance initialized to (0.0, 0.0, 0.0).
- *
- * @type {Cartographic}
- * @constant
- */
- Cartographic.ZERO = freezeObject(new Cartographic(0.0, 0.0, 0.0));
- /**
- * Duplicates this instance.
- *
- * @param {Cartographic} [result] The object onto which to store the result.
- * @returns {Cartographic} The modified result parameter or a new Cartographic instance if one was not provided.
- */
- Cartographic.prototype.clone = function(result) {
- return Cartographic.clone(this, result);
- };
- /**
- * Compares the provided against this cartographic componentwise and returns
- * <code>true</code> if they are equal, <code>false</code> otherwise.
- *
- * @param {Cartographic} [right] The second cartographic.
- * @returns {Boolean} <code>true</code> if left and right are equal, <code>false</code> otherwise.
- */
- Cartographic.prototype.equals = function(right) {
- return Cartographic.equals(this, right);
- };
- /**
- * Compares the provided against this cartographic componentwise and returns
- * <code>true</code> if they are within the provided epsilon,
- * <code>false</code> otherwise.
- *
- * @param {Cartographic} [right] The second cartographic.
- * @param {Number} epsilon 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.
- */
- Cartographic.prototype.equalsEpsilon = function(right, epsilon) {
- return Cartographic.equalsEpsilon(this, right, epsilon);
- };
- /**
- * Creates a string representing this cartographic in the format '(longitude, latitude, height)'.
- *
- * @returns {String} A string representing the provided cartographic in the format '(longitude, latitude, height)'.
- */
- Cartographic.prototype.toString = function() {
- return '(' + this.longitude + ', ' + this.latitude + ', ' + this.height + ')';
- };
- return Cartographic;
- });
- /*global define*/
- define('Core/defineProperties',[
- './defined'
- ], function(
- defined) {
- 'use strict';
- var definePropertyWorks = (function() {
- try {
- return 'x' in Object.defineProperty({}, 'x', {});
- } catch (e) {
- return false;
- }
- })();
- /**
- * Defines properties on an object, using Object.defineProperties if available,
- * otherwise returns the object unchanged. This function should be used in
- * setup code to prevent errors from completely halting JavaScript execution
- * in legacy browsers.
- *
- * @private
- *
- * @exports defineProperties
- */
- var defineProperties = Object.defineProperties;
- if (!definePropertyWorks || !defined(defineProperties)) {
- defineProperties = function(o) {
- return o;
- };
- }
- return defineProperties;
- });
- /*global define*/
- define('Core/Ellipsoid',[
- './Cartesian3',
- './Cartographic',
- './defaultValue',
- './defined',
- './defineProperties',
- './DeveloperError',
- './freezeObject',
- './Math',
- './scaleToGeodeticSurface'
- ], function(
- Cartesian3,
- Cartographic,
- defaultValue,
- defined,
- defineProperties,
- DeveloperError,
- freezeObject,
- CesiumMath,
- scaleToGeodeticSurface) {
- 'use strict';
- function initialize(ellipsoid, x, y, z) {
- x = defaultValue(x, 0.0);
- y = defaultValue(y, 0.0);
- z = defaultValue(z, 0.0);
- if (x < 0.0 || y < 0.0 || z < 0.0) {
- throw new DeveloperError('All radii components must be greater than or equal to zero.');
- }
-
- ellipsoid._radii = new Cartesian3(x, y, z);
- ellipsoid._radiiSquared = new Cartesian3(x * x,
- y * y,
- z * z);
- ellipsoid._radiiToTheFourth = new Cartesian3(x * x * x * x,
- y * y * y * y,
- z * z * z * z);
- ellipsoid._oneOverRadii = new Cartesian3(x === 0.0 ? 0.0 : 1.0 / x,
- y === 0.0 ? 0.0 : 1.0 / y,
- z === 0.0 ? 0.0 : 1.0 / z);
- ellipsoid._oneOverRadiiSquared = new Cartesian3(x === 0.0 ? 0.0 : 1.0 / (x * x),
- y === 0.0 ? 0.0 : 1.0 / (y * y),
- z === 0.0 ? 0.0 : 1.0 / (z * z));
- ellipsoid._minimumRadius = Math.min(x, y, z);
- ellipsoid._maximumRadius = Math.max(x, y, z);
- ellipsoid._centerToleranceSquared = CesiumMath.EPSILON1;
- if (ellipsoid._radiiSquared.z !== 0) {
- ellipsoid._sqauredXOverSquaredZ = ellipsoid._radiiSquared.x / ellipsoid._radiiSquared.z;
- }
- }
- /**
- * A quadratic surface defined in Cartesian coordinates by the equation
- * <code>(x / a)^2 + (y / b)^2 + (z / c)^2 = 1</code>. Primarily used
- * by Cesium to represent the shape of planetary bodies.
- *
- * Rather than constructing this object directly, one of the provided
- * constants is normally used.
- * @alias Ellipsoid
- * @constructor
- *
- * @param {Number} [x=0] The radius in the x direction.
- * @param {Number} [y=0] The radius in the y direction.
- * @param {Number} [z=0] The radius in the z direction.
- *
- * @exception {DeveloperError} All radii components must be greater than or equal to zero.
- *
- * @see Ellipsoid.fromCartesian3
- * @see Ellipsoid.WGS84
- * @see Ellipsoid.UNIT_SPHERE
- */
- function Ellipsoid(x, y, z) {
- this._radii = undefined;
- this._radiiSquared = undefined;
- this._radiiToTheFourth = undefined;
- this._oneOverRadii = undefined;
- this._oneOverRadiiSquared = undefined;
- this._minimumRadius = undefined;
- this._maximumRadius = undefined;
- this._centerToleranceSquared = undefined;
- this._sqauredXOverSquaredZ = undefined;
- initialize(this, x, y, z);
- }
- defineProperties(Ellipsoid.prototype, {
- /**
- * Gets the radii of the ellipsoid.
- * @memberof Ellipsoid.prototype
- * @type {Cartesian3}
- * @readonly
- */
- radii : {
- get: function() {
- return this._radii;
- }
- },
- /**
- * Gets the squared radii of the ellipsoid.
- * @memberof Ellipsoid.prototype
- * @type {Cartesian3}
- * @readonly
- */
- radiiSquared : {
- get : function() {
- return this._radiiSquared;
- }
- },
- /**
- * Gets the radii of the ellipsoid raise to the fourth power.
- * @memberof Ellipsoid.prototype
- * @type {Cartesian3}
- * @readonly
- */
- radiiToTheFourth : {
- get : function() {
- return this._radiiToTheFourth;
- }
- },
- /**
- * Gets one over the radii of the ellipsoid.
- * @memberof Ellipsoid.prototype
- * @type {Cartesian3}
- * @readonly
- */
- oneOverRadii : {
- get : function() {
- return this._oneOverRadii;
- }
- },
- /**
- * Gets one over the squared radii of the ellipsoid.
- * @memberof Ellipsoid.prototype
- * @type {Cartesian3}
- * @readonly
- */
- oneOverRadiiSquared : {
- get : function() {
- return this._oneOverRadiiSquared;
- }
- },
- /**
- * Gets the minimum radius of the ellipsoid.
- * @memberof Ellipsoid.prototype
- * @type {Number}
- * @readonly
- */
- minimumRadius : {
- get : function() {
- return this._minimumRadius;
- }
- },
- /**
- * Gets the maximum radius of the ellipsoid.
- * @memberof Ellipsoid.prototype
- * @type {Number}
- * @readonly
- */
- maximumRadius : {
- get : function() {
- return this._maximumRadius;
- }
- }
- });
- /**
- * Duplicates an Ellipsoid instance.
- *
- * @param {Ellipsoid} ellipsoid The ellipsoid to duplicate.
- * @param {Ellipsoid} [result] The object onto which to store the result, or undefined if a new
- * instance should be created.
- * @returns {Ellipsoid} The cloned Ellipsoid. (Returns undefined if ellipsoid is undefined)
- */
- Ellipsoid.clone = function(ellipsoid, result) {
- if (!defined(ellipsoid)) {
- return undefined;
- }
- var radii = ellipsoid._radii;
- if (!defined(result)) {
- return new Ellipsoid(radii.x, radii.y, radii.z);
- }
- Cartesian3.clone(radii, result._radii);
- Cartesian3.clone(ellipsoid._radiiSquared, result._radiiSquared);
- Cartesian3.clone(ellipsoid._radiiToTheFourth, result._radiiToTheFourth);
- Cartesian3.clone(ellipsoid._oneOverRadii, result._oneOverRadii);
- Cartesian3.clone(ellipsoid._oneOverRadiiSquared, result._oneOverRadiiSquared);
- result._minimumRadius = ellipsoid._minimumRadius;
- result._maximumRadius = ellipsoid._maximumRadius;
- result._centerToleranceSquared = ellipsoid._centerToleranceSquared;
- return result;
- };
- /**
- * Computes an Ellipsoid from a Cartesian specifying the radii in x, y, and z directions.
- *
- * @param {Cartesian3} [radii=Cartesian3.ZERO] The ellipsoid's radius in the x, y, and z directions.
- * @returns {Ellipsoid} A new Ellipsoid instance.
- *
- * @exception {DeveloperError} All radii components must be greater than or equal to zero.
- *
- * @see Ellipsoid.WGS84
- * @see Ellipsoid.UNIT_SPHERE
- */
- Ellipsoid.fromCartesian3 = function(cartesian, result) {
- if (!defined(result)) {
- result = new Ellipsoid();
- }
- if (!defined(cartesian)) {
- return result;
- }
- initialize(result, cartesian.x, cartesian.y, cartesian.z);
- return result;
- };
- /**
- * An Ellipsoid instance initialized to the WGS84 standard.
- *
- * @type {Ellipsoid}
- * @constant
- */
- Ellipsoid.WGS84 = freezeObject(new Ellipsoid(6378137.0, 6378137.0, 6356752.3142451793));
- /**
- * An Ellipsoid instance initialized to radii of (1.0, 1.0, 1.0).
- *
- * @type {Ellipsoid}
- * @constant
- */
- Ellipsoid.UNIT_SPHERE = freezeObject(new Ellipsoid(1.0, 1.0, 1.0));
- /**
- * An Ellipsoid instance initialized to a sphere with the lunar radius.
- *
- * @type {Ellipsoid}
- * @constant
- */
- Ellipsoid.MOON = freezeObject(new Ellipsoid(CesiumMath.LUNAR_RADIUS, CesiumMath.LUNAR_RADIUS, CesiumMath.LUNAR_RADIUS));
- /**
- * Duplicates an Ellipsoid instance.
- *
- * @param {Ellipsoid} [result] The object onto which to store the result, or undefined if a new
- * instance should be created.
- * @returns {Ellipsoid} The cloned Ellipsoid.
- */
- Ellipsoid.prototype.clone = function(result) {
- return Ellipsoid.clone(this, result);
- };
- /**
- * The number of elements used to pack the object into an array.
- * @type {Number}
- */
- Ellipsoid.packedLength = Cartesian3.packedLength;
- /**
- * Stores the provided instance into the provided array.
- *
- * @param {Ellipsoid} 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
- */
- Ellipsoid.pack = function(value, array, startingIndex) {
- if (!defined(value)) {
- throw new DeveloperError('value is required');
- }
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- Cartesian3.pack(value._radii, array, startingIndex);
- 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 {Ellipsoid} [result] The object into which to store the result.
- * @returns {Ellipsoid} The modified result parameter or a new Ellipsoid instance if one was not provided.
- */
- Ellipsoid.unpack = function(array, startingIndex, result) {
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- var radii = Cartesian3.unpack(array, startingIndex);
- return Ellipsoid.fromCartesian3(radii, result);
- };
- /**
- * Computes the unit vector directed from the center of this ellipsoid toward the provided Cartesian position.
- * @function
- *
- * @param {Cartesian3} cartesian The Cartesian for which to to determine the geocentric normal.
- * @param {Cartesian3} [result] The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if none was provided.
- */
- Ellipsoid.prototype.geocentricSurfaceNormal = Cartesian3.normalize;
- /**
- * Computes the normal of the plane tangent to the surface of the ellipsoid at the provided position.
- *
- * @param {Cartographic} cartographic The cartographic position for which to to determine the geodetic normal.
- * @param {Cartesian3} [result] The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if none was provided.
- */
- Ellipsoid.prototype.geodeticSurfaceNormalCartographic = function(cartographic, result) {
- if (!defined(cartographic)) {
- throw new DeveloperError('cartographic is required.');
- }
-
- var longitude = cartographic.longitude;
- var latitude = cartographic.latitude;
- var cosLatitude = Math.cos(latitude);
- var x = cosLatitude * Math.cos(longitude);
- var y = cosLatitude * Math.sin(longitude);
- var z = Math.sin(latitude);
- if (!defined(result)) {
- result = new Cartesian3();
- }
- result.x = x;
- result.y = y;
- result.z = z;
- return Cartesian3.normalize(result, result);
- };
- /**
- * Computes the normal of the plane tangent to the surface of the ellipsoid at the provided position.
- *
- * @param {Cartesian3} cartesian The Cartesian position for which to to determine the surface normal.
- * @param {Cartesian3} [result] The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if none was provided.
- */
- Ellipsoid.prototype.geodeticSurfaceNormal = function(cartesian, result) {
- if (!defined(result)) {
- result = new Cartesian3();
- }
- result = Cartesian3.multiplyComponents(cartesian, this._oneOverRadiiSquared, result);
- return Cartesian3.normalize(result, result);
- };
- var cartographicToCartesianNormal = new Cartesian3();
- var cartographicToCartesianK = new Cartesian3();
- /**
- * Converts the provided cartographic to Cartesian representation.
- *
- * @param {Cartographic} cartographic The cartographic position.
- * @param {Cartesian3} [result] The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if none was provided.
- *
- * @example
- * //Create a Cartographic and determine it's Cartesian representation on a WGS84 ellipsoid.
- * var position = new Cesium.Cartographic(Cesium.Math.toRadians(21), Cesium.Math.toRadians(78), 5000);
- * var cartesianPosition = Cesium.Ellipsoid.WGS84.cartographicToCartesian(position);
- */
- Ellipsoid.prototype.cartographicToCartesian = function(cartographic, result) {
- //`cartographic is required` is thrown from geodeticSurfaceNormalCartographic.
- var n = cartographicToCartesianNormal;
- var k = cartographicToCartesianK;
- this.geodeticSurfaceNormalCartographic(cartographic, n);
- Cartesian3.multiplyComponents(this._radiiSquared, n, k);
- var gamma = Math.sqrt(Cartesian3.dot(n, k));
- Cartesian3.divideByScalar(k, gamma, k);
- Cartesian3.multiplyByScalar(n, cartographic.height, n);
- if (!defined(result)) {
- result = new Cartesian3();
- }
- return Cartesian3.add(k, n, result);
- };
- /**
- * Converts the provided array of cartographics to an array of Cartesians.
- *
- * @param {Cartographic[]} cartographics An array of cartographic positions.
- * @param {Cartesian3[]} [result] The object onto which to store the result.
- * @returns {Cartesian3[]} The modified result parameter or a new Array instance if none was provided.
- *
- * @example
- * //Convert an array of Cartographics and determine their Cartesian representation on a WGS84 ellipsoid.
- * var positions = [new Cesium.Cartographic(Cesium.Math.toRadians(21), Cesium.Math.toRadians(78), 0),
- * new Cesium.Cartographic(Cesium.Math.toRadians(21.321), Cesium.Math.toRadians(78.123), 100),
- * new Cesium.Cartographic(Cesium.Math.toRadians(21.645), Cesium.Math.toRadians(78.456), 250)];
- * var cartesianPositions = Cesium.Ellipsoid.WGS84.cartographicArrayToCartesianArray(positions);
- */
- Ellipsoid.prototype.cartographicArrayToCartesianArray = function(cartographics, result) {
- if (!defined(cartographics)) {
- throw new DeveloperError('cartographics is required.');
- }
-
- var length = cartographics.length;
- if (!defined(result)) {
- result = new Array(length);
- } else {
- result.length = length;
- }
- for ( var i = 0; i < length; i++) {
- result[i] = this.cartographicToCartesian(cartographics[i], result[i]);
- }
- return result;
- };
- var cartesianToCartographicN = new Cartesian3();
- var cartesianToCartographicP = new Cartesian3();
- var cartesianToCartographicH = new Cartesian3();
- /**
- * Converts the provided cartesian to cartographic representation.
- * The cartesian is undefined at the center of the ellipsoid.
- *
- * @param {Cartesian3} cartesian The Cartesian position to convert to cartographic representation.
- * @param {Cartographic} [result] The object onto which to store the result.
- * @returns {Cartographic} The modified result parameter, new Cartographic instance if none was provided, or undefined if the cartesian is at the center of the ellipsoid.
- *
- * @example
- * //Create a Cartesian and determine it's Cartographic representation on a WGS84 ellipsoid.
- * var position = new Cesium.Cartesian3(17832.12, 83234.52, 952313.73);
- * var cartographicPosition = Cesium.Ellipsoid.WGS84.cartesianToCartographic(position);
- */
- Ellipsoid.prototype.cartesianToCartographic = function(cartesian, result) {
- //`cartesian is required.` is thrown from scaleToGeodeticSurface
- var p = this.scaleToGeodeticSurface(cartesian, cartesianToCartographicP);
- if (!defined(p)) {
- return undefined;
- }
- var n = this.geodeticSurfaceNormal(p, cartesianToCartographicN);
- var h = Cartesian3.subtract(cartesian, p, cartesianToCartographicH);
- var longitude = Math.atan2(n.y, n.x);
- var latitude = Math.asin(n.z);
- var height = CesiumMath.sign(Cartesian3.dot(h, cartesian)) * Cartesian3.magnitude(h);
- if (!defined(result)) {
- return new Cartographic(longitude, latitude, height);
- }
- result.longitude = longitude;
- result.latitude = latitude;
- result.height = height;
- return result;
- };
- /**
- * Converts the provided array of cartesians to an array of cartographics.
- *
- * @param {Cartesian3[]} cartesians An array of Cartesian positions.
- * @param {Cartographic[]} [result] The object onto which to store the result.
- * @returns {Cartographic[]} The modified result parameter or a new Array instance if none was provided.
- *
- * @example
- * //Create an array of Cartesians and determine their Cartographic representation on a WGS84 ellipsoid.
- * var positions = [new Cesium.Cartesian3(17832.12, 83234.52, 952313.73),
- * new Cesium.Cartesian3(17832.13, 83234.53, 952313.73),
- * new Cesium.Cartesian3(17832.14, 83234.54, 952313.73)]
- * var cartographicPositions = Cesium.Ellipsoid.WGS84.cartesianArrayToCartographicArray(positions);
- */
- Ellipsoid.prototype.cartesianArrayToCartographicArray = function(cartesians, result) {
- if (!defined(cartesians)) {
- throw new DeveloperError('cartesians is required.');
- }
-
- var length = cartesians.length;
- if (!defined(result)) {
- result = new Array(length);
- } else {
- result.length = length;
- }
- for ( var i = 0; i < length; ++i) {
- result[i] = this.cartesianToCartographic(cartesians[i], result[i]);
- }
- return result;
- };
- /**
- * Scales the provided Cartesian position along the geodetic surface normal
- * so that it is on the surface of this ellipsoid. If the position is
- * at the center of the ellipsoid, this function returns undefined.
- *
- * @param {Cartesian3} cartesian The Cartesian position to scale.
- * @param {Cartesian3} [result] The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter, a new Cartesian3 instance if none was provided, or undefined if the position is at the center.
- */
- Ellipsoid.prototype.scaleToGeodeticSurface = function(cartesian, result) {
- return scaleToGeodeticSurface(cartesian, this._oneOverRadii, this._oneOverRadiiSquared, this._centerToleranceSquared, result);
- };
- /**
- * Scales the provided Cartesian position along the geocentric surface normal
- * so that it is on the surface of this ellipsoid.
- *
- * @param {Cartesian3} cartesian The Cartesian position to scale.
- * @param {Cartesian3} [result] The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if none was provided.
- */
- Ellipsoid.prototype.scaleToGeocentricSurface = function(cartesian, result) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required.');
- }
-
- if (!defined(result)) {
- result = new Cartesian3();
- }
- var positionX = cartesian.x;
- var positionY = cartesian.y;
- var positionZ = cartesian.z;
- var oneOverRadiiSquared = this._oneOverRadiiSquared;
- var beta = 1.0 / Math.sqrt((positionX * positionX) * oneOverRadiiSquared.x +
- (positionY * positionY) * oneOverRadiiSquared.y +
- (positionZ * positionZ) * oneOverRadiiSquared.z);
- return Cartesian3.multiplyByScalar(cartesian, beta, result);
- };
- /**
- * Transforms a Cartesian X, Y, Z position to the ellipsoid-scaled space by multiplying
- * its components by the result of {@link Ellipsoid#oneOverRadii}.
- *
- * @param {Cartesian3} position The position to transform.
- * @param {Cartesian3} [result] The position to which to copy the result, or undefined to create and
- * return a new instance.
- * @returns {Cartesian3} The position expressed in the scaled space. The returned instance is the
- * one passed as the result parameter if it is not undefined, or a new instance of it is.
- */
- Ellipsoid.prototype.transformPositionToScaledSpace = function(position, result) {
- if (!defined(result)) {
- result = new Cartesian3();
- }
- return Cartesian3.multiplyComponents(position, this._oneOverRadii, result);
- };
- /**
- * Transforms a Cartesian X, Y, Z position from the ellipsoid-scaled space by multiplying
- * its components by the result of {@link Ellipsoid#radii}.
- *
- * @param {Cartesian3} position The position to transform.
- * @param {Cartesian3} [result] The position to which to copy the result, or undefined to create and
- * return a new instance.
- * @returns {Cartesian3} The position expressed in the unscaled space. The returned instance is the
- * one passed as the result parameter if it is not undefined, or a new instance of it is.
- */
- Ellipsoid.prototype.transformPositionFromScaledSpace = function(position, result) {
- if (!defined(result)) {
- result = new Cartesian3();
- }
- return Cartesian3.multiplyComponents(position, this._radii, result);
- };
- /**
- * Compares this Ellipsoid against the provided Ellipsoid componentwise and returns
- * <code>true</code> if they are equal, <code>false</code> otherwise.
- *
- * @param {Ellipsoid} [right] The other Ellipsoid.
- * @returns {Boolean} <code>true</code> if they are equal, <code>false</code> otherwise.
- */
- Ellipsoid.prototype.equals = function(right) {
- return (this === right) ||
- (defined(right) &&
- Cartesian3.equals(this._radii, right._radii));
- };
- /**
- * Creates a string representing this Ellipsoid in the format '(radii.x, radii.y, radii.z)'.
- *
- * @returns {String} A string representing this ellipsoid in the format '(radii.x, radii.y, radii.z)'.
- */
- Ellipsoid.prototype.toString = function() {
- return this._radii.toString();
- };
- /**
- * Computes a point which is the intersection of the surface normal with the z-axis.
- *
- * @param {Cartesian3} position the position. must be on the surface of the ellipsoid.
- * @param {Number} [buffer = 0.0] A buffer to subtract from the ellipsoid size when checking if the point is inside the ellipsoid.
- * In earth case, with common earth datums, there is no need for this buffer since the intersection point is always (relatively) very close to the center.
- * In WGS84 datum, intersection point is at max z = +-42841.31151331382 (0.673% of z-axis).
- * Intersection point could be outside the ellipsoid if the ratio of MajorAxis / AxisOfRotation is bigger than the square root of 2
- * @param {Cartesian} [result] The cartesian to which to copy the result, or undefined to create and
- * return a new instance.
- * @returns {Cartesian | undefined} the intersection point if it's inside the ellipsoid, undefined otherwise
- *
- * @exception {DeveloperError} position is required.
- * @exception {DeveloperError} Ellipsoid must be an ellipsoid of revolution (radii.x == radii.y).
- * @exception {DeveloperError} Ellipsoid.radii.z must be greater than 0.
- */
- Ellipsoid.prototype.getSurfaceNormalIntersectionWithZAxis = function(position, buffer, result) {
- if (!defined(position)) {
- throw new DeveloperError('position is required.');
- }
- if (!CesiumMath.equalsEpsilon(this._radii.x, this._radii.y, CesiumMath.EPSILON15)) {
- throw new DeveloperError('Ellipsoid must be an ellipsoid of revolution (radii.x == radii.y)');
- }
- if (this._radii.z === 0) {
- throw new DeveloperError('Ellipsoid.radii.z must be greater than 0');
- }
-
- buffer = defaultValue(buffer, 0.0);
- var sqauredXOverSquaredZ = this._sqauredXOverSquaredZ;
- if (!defined(result)) {
- result = new Cartesian3();
- }
- result.x = 0.0;
- result.y = 0.0;
- result.z = position.z * (1 - sqauredXOverSquaredZ);
- if (Math.abs(result.z) >= this._radii.z - buffer) {
- return undefined;
- }
- return result;
- };
- return Ellipsoid;
- });
- /*global define*/
- define('Core/Rectangle',[
- './Cartographic',
- './defaultValue',
- './defined',
- './defineProperties',
- './DeveloperError',
- './Ellipsoid',
- './freezeObject',
- './Math'
- ], function(
- Cartographic,
- defaultValue,
- defined,
- defineProperties,
- DeveloperError,
- Ellipsoid,
- freezeObject,
- CesiumMath) {
- 'use strict';
- /**
- * A two dimensional region specified as longitude and latitude coordinates.
- *
- * @alias Rectangle
- * @constructor
- *
- * @param {Number} [west=0.0] The westernmost longitude, in radians, in the range [-Pi, Pi].
- * @param {Number} [south=0.0] The southernmost latitude, in radians, in the range [-Pi/2, Pi/2].
- * @param {Number} [east=0.0] The easternmost longitude, in radians, in the range [-Pi, Pi].
- * @param {Number} [north=0.0] The northernmost latitude, in radians, in the range [-Pi/2, Pi/2].
- *
- * @see Packable
- */
- function Rectangle(west, south, east, north) {
- /**
- * The westernmost longitude in radians in the range [-Pi, Pi].
- *
- * @type {Number}
- * @default 0.0
- */
- this.west = defaultValue(west, 0.0);
- /**
- * The southernmost latitude in radians in the range [-Pi/2, Pi/2].
- *
- * @type {Number}
- * @default 0.0
- */
- this.south = defaultValue(south, 0.0);
- /**
- * The easternmost longitude in radians in the range [-Pi, Pi].
- *
- * @type {Number}
- * @default 0.0
- */
- this.east = defaultValue(east, 0.0);
- /**
- * The northernmost latitude in radians in the range [-Pi/2, Pi/2].
- *
- * @type {Number}
- * @default 0.0
- */
- this.north = defaultValue(north, 0.0);
- }
- defineProperties(Rectangle.prototype, {
- /**
- * Gets the width of the rectangle in radians.
- * @memberof Rectangle.prototype
- * @type {Number}
- */
- width : {
- get : function() {
- return Rectangle.computeWidth(this);
- }
- },
- /**
- * Gets the height of the rectangle in radians.
- * @memberof Rectangle.prototype
- * @type {Number}
- */
- height : {
- get : function() {
- return Rectangle.computeHeight(this);
- }
- }
- });
- /**
- * The number of elements used to pack the object into an array.
- * @type {Number}
- */
- Rectangle.packedLength = 4;
- /**
- * Stores the provided instance into the provided array.
- *
- * @param {Rectangle} 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
- */
- Rectangle.pack = function(value, array, startingIndex) {
- if (!defined(value)) {
- throw new DeveloperError('value is required');
- }
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- array[startingIndex++] = value.west;
- array[startingIndex++] = value.south;
- array[startingIndex++] = value.east;
- array[startingIndex] = value.north;
- 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 {Rectangle} [result] The object into which to store the result.
- * @returns {Rectangle} The modified result parameter or a new Rectangle instance if one was not provided.
- */
- Rectangle.unpack = function(array, startingIndex, result) {
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- if (!defined(result)) {
- result = new Rectangle();
- }
- result.west = array[startingIndex++];
- result.south = array[startingIndex++];
- result.east = array[startingIndex++];
- result.north = array[startingIndex];
- return result;
- };
- /**
- * Computes the width of a rectangle in radians.
- * @param {Rectangle} rectangle The rectangle to compute the width of.
- * @returns {Number} The width.
- */
- Rectangle.computeWidth = function(rectangle) {
- if (!defined(rectangle)) {
- throw new DeveloperError('rectangle is required.');
- }
- var east = rectangle.east;
- var west = rectangle.west;
- if (east < west) {
- east += CesiumMath.TWO_PI;
- }
- return east - west;
- };
- /**
- * Computes the height of a rectangle in radians.
- * @param {Rectangle} rectangle The rectangle to compute the height of.
- * @returns {Number} The height.
- */
- Rectangle.computeHeight = function(rectangle) {
- if (!defined(rectangle)) {
- throw new DeveloperError('rectangle is required.');
- }
- return rectangle.north - rectangle.south;
- };
- /**
- * Creates an rectangle given the boundary longitude and latitude in degrees.
- *
- * @param {Number} [west=0.0] The westernmost longitude in degrees in the range [-180.0, 180.0].
- * @param {Number} [south=0.0] The southernmost latitude in degrees in the range [-90.0, 90.0].
- * @param {Number} [east=0.0] The easternmost longitude in degrees in the range [-180.0, 180.0].
- * @param {Number} [north=0.0] The northernmost latitude in degrees in the range [-90.0, 90.0].
- * @param {Rectangle} [result] The object onto which to store the result, or undefined if a new instance should be created.
- * @returns {Rectangle} The modified result parameter or a new Rectangle instance if none was provided.
- *
- * @example
- * var rectangle = Cesium.Rectangle.fromDegrees(0.0, 20.0, 10.0, 30.0);
- */
- Rectangle.fromDegrees = function(west, south, east, north, result) {
- west = CesiumMath.toRadians(defaultValue(west, 0.0));
- south = CesiumMath.toRadians(defaultValue(south, 0.0));
- east = CesiumMath.toRadians(defaultValue(east, 0.0));
- north = CesiumMath.toRadians(defaultValue(north, 0.0));
- if (!defined(result)) {
- return new Rectangle(west, south, east, north);
- }
- result.west = west;
- result.south = south;
- result.east = east;
- result.north = north;
- return result;
- };
- /**
- * Creates the smallest possible Rectangle that encloses all positions in the provided array.
- *
- * @param {Cartographic[]} cartographics The list of Cartographic instances.
- * @param {Rectangle} [result] The object onto which to store the result, or undefined if a new instance should be created.
- * @returns {Rectangle} The modified result parameter or a new Rectangle instance if none was provided.
- */
- Rectangle.fromCartographicArray = function(cartographics, result) {
- if (!defined(cartographics)) {
- throw new DeveloperError('cartographics is required.');
- }
-
- var west = Number.MAX_VALUE;
- var east = -Number.MAX_VALUE;
- var westOverIDL = Number.MAX_VALUE;
- var eastOverIDL = -Number.MAX_VALUE;
- var south = Number.MAX_VALUE;
- var north = -Number.MAX_VALUE;
- for ( var i = 0, len = cartographics.length; i < len; i++) {
- var position = cartographics[i];
- west = Math.min(west, position.longitude);
- east = Math.max(east, position.longitude);
- south = Math.min(south, position.latitude);
- north = Math.max(north, position.latitude);
- var lonAdjusted = position.longitude >= 0 ? position.longitude : position.longitude + CesiumMath.TWO_PI;
- westOverIDL = Math.min(westOverIDL, lonAdjusted);
- eastOverIDL = Math.max(eastOverIDL, lonAdjusted);
- }
- if(east - west > eastOverIDL - westOverIDL) {
- west = westOverIDL;
- east = eastOverIDL;
- if (east > CesiumMath.PI) {
- east = east - CesiumMath.TWO_PI;
- }
- if (west > CesiumMath.PI) {
- west = west - CesiumMath.TWO_PI;
- }
- }
- if (!defined(result)) {
- return new Rectangle(west, south, east, north);
- }
- result.west = west;
- result.south = south;
- result.east = east;
- result.north = north;
- return result;
- };
- /**
- * Creates the smallest possible Rectangle that encloses all positions in the provided array.
- *
- * @param {Cartesian[]} cartesians The list of Cartesian instances.
- * @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid the cartesians are on.
- * @param {Rectangle} [result] The object onto which to store the result, or undefined if a new instance should be created.
- * @returns {Rectangle} The modified result parameter or a new Rectangle instance if none was provided.
- */
- Rectangle.fromCartesianArray = function(cartesians, ellipsoid, result) {
- if (!defined(cartesians)) {
- throw new DeveloperError('cartesians is required.');
- }
-
- var west = Number.MAX_VALUE;
- var east = -Number.MAX_VALUE;
- var westOverIDL = Number.MAX_VALUE;
- var eastOverIDL = -Number.MAX_VALUE;
- var south = Number.MAX_VALUE;
- var north = -Number.MAX_VALUE;
- for ( var i = 0, len = cartesians.length; i < len; i++) {
- var position = ellipsoid.cartesianToCartographic(cartesians[i]);
- west = Math.min(west, position.longitude);
- east = Math.max(east, position.longitude);
- south = Math.min(south, position.latitude);
- north = Math.max(north, position.latitude);
- var lonAdjusted = position.longitude >= 0 ? position.longitude : position.longitude + CesiumMath.TWO_PI;
- westOverIDL = Math.min(westOverIDL, lonAdjusted);
- eastOverIDL = Math.max(eastOverIDL, lonAdjusted);
- }
- if(east - west > eastOverIDL - westOverIDL) {
- west = westOverIDL;
- east = eastOverIDL;
- if (east > CesiumMath.PI) {
- east = east - CesiumMath.TWO_PI;
- }
- if (west > CesiumMath.PI) {
- west = west - CesiumMath.TWO_PI;
- }
- }
- if (!defined(result)) {
- return new Rectangle(west, south, east, north);
- }
- result.west = west;
- result.south = south;
- result.east = east;
- result.north = north;
- return result;
- };
- /**
- * Duplicates an Rectangle.
- *
- * @param {Rectangle} rectangle The rectangle to clone.
- * @param {Rectangle} [result] The object onto which to store the result, or undefined if a new instance should be created.
- * @returns {Rectangle} The modified result parameter or a new Rectangle instance if none was provided. (Returns undefined if rectangle is undefined)
- */
- Rectangle.clone = function(rectangle, result) {
- if (!defined(rectangle)) {
- return undefined;
- }
- if (!defined(result)) {
- return new Rectangle(rectangle.west, rectangle.south, rectangle.east, rectangle.north);
- }
- result.west = rectangle.west;
- result.south = rectangle.south;
- result.east = rectangle.east;
- result.north = rectangle.north;
- return result;
- };
- /**
- * Duplicates this Rectangle.
- *
- * @param {Rectangle} [result] The object onto which to store the result.
- * @returns {Rectangle} The modified result parameter or a new Rectangle instance if none was provided.
- */
- Rectangle.prototype.clone = function(result) {
- return Rectangle.clone(this, result);
- };
- /**
- * Compares the provided Rectangle with this Rectangle componentwise and returns
- * <code>true</code> if they are equal, <code>false</code> otherwise.
- *
- * @param {Rectangle} [other] The Rectangle to compare.
- * @returns {Boolean} <code>true</code> if the Rectangles are equal, <code>false</code> otherwise.
- */
- Rectangle.prototype.equals = function(other) {
- return Rectangle.equals(this, other);
- };
- /**
- * Compares the provided rectangles and returns <code>true</code> if they are equal,
- * <code>false</code> otherwise.
- *
- * @param {Rectangle} [left] The first Rectangle.
- * @param {Rectangle} [right] The second Rectangle.
- * @returns {Boolean} <code>true</code> if left and right are equal; otherwise <code>false</code>.
- */
- Rectangle.equals = function(left, right) {
- return (left === right) ||
- ((defined(left)) &&
- (defined(right)) &&
- (left.west === right.west) &&
- (left.south === right.south) &&
- (left.east === right.east) &&
- (left.north === right.north));
- };
- /**
- * Compares the provided Rectangle with this Rectangle componentwise and returns
- * <code>true</code> if they are within the provided epsilon,
- * <code>false</code> otherwise.
- *
- * @param {Rectangle} [other] The Rectangle to compare.
- * @param {Number} epsilon The epsilon to use for equality testing.
- * @returns {Boolean} <code>true</code> if the Rectangles are within the provided epsilon, <code>false</code> otherwise.
- */
- Rectangle.prototype.equalsEpsilon = function(other, epsilon) {
- if (typeof epsilon !== 'number') {
- throw new DeveloperError('epsilon is required and must be a number.');
- }
-
- return defined(other) &&
- (Math.abs(this.west - other.west) <= epsilon) &&
- (Math.abs(this.south - other.south) <= epsilon) &&
- (Math.abs(this.east - other.east) <= epsilon) &&
- (Math.abs(this.north - other.north) <= epsilon);
- };
- /**
- * Checks an Rectangle's properties and throws if they are not in valid ranges.
- *
- * @param {Rectangle} rectangle The rectangle to validate
- *
- * @exception {DeveloperError} <code>north</code> must be in the interval [<code>-Pi/2</code>, <code>Pi/2</code>].
- * @exception {DeveloperError} <code>south</code> must be in the interval [<code>-Pi/2</code>, <code>Pi/2</code>].
- * @exception {DeveloperError} <code>east</code> must be in the interval [<code>-Pi</code>, <code>Pi</code>].
- * @exception {DeveloperError} <code>west</code> must be in the interval [<code>-Pi</code>, <code>Pi</code>].
- */
- Rectangle.validate = function(rectangle) {
- if (!defined(rectangle)) {
- throw new DeveloperError('rectangle is required');
- }
- var north = rectangle.north;
- if (typeof north !== 'number') {
- throw new DeveloperError('north is required to be a number.');
- }
- if (north < -CesiumMath.PI_OVER_TWO || north > CesiumMath.PI_OVER_TWO) {
- throw new DeveloperError('north must be in the interval [-Pi/2, Pi/2].');
- }
- var south = rectangle.south;
- if (typeof south !== 'number') {
- throw new DeveloperError('south is required to be a number.');
- }
- if (south < -CesiumMath.PI_OVER_TWO || south > CesiumMath.PI_OVER_TWO) {
- throw new DeveloperError('south must be in the interval [-Pi/2, Pi/2].');
- }
- var west = rectangle.west;
- if (typeof west !== 'number') {
- throw new DeveloperError('west is required to be a number.');
- }
- if (west < -Math.PI || west > Math.PI) {
- throw new DeveloperError('west must be in the interval [-Pi, Pi].');
- }
- var east = rectangle.east;
- if (typeof east !== 'number') {
- throw new DeveloperError('east is required to be a number.');
- }
- if (east < -Math.PI || east > Math.PI) {
- throw new DeveloperError('east must be in the interval [-Pi, Pi].');
- }
- };
- /**
- * Computes the southwest corner of an rectangle.
- *
- * @param {Rectangle} rectangle The rectangle for which to find the corner
- * @param {Cartographic} [result] The object onto which to store the result.
- * @returns {Cartographic} The modified result parameter or a new Cartographic instance if none was provided.
- */
- Rectangle.southwest = function(rectangle, result) {
- if (!defined(rectangle)) {
- throw new DeveloperError('rectangle is required');
- }
-
- if (!defined(result)) {
- return new Cartographic(rectangle.west, rectangle.south);
- }
- result.longitude = rectangle.west;
- result.latitude = rectangle.south;
- result.height = 0.0;
- return result;
- };
- /**
- * Computes the northwest corner of an rectangle.
- *
- * @param {Rectangle} rectangle The rectangle for which to find the corner
- * @param {Cartographic} [result] The object onto which to store the result.
- * @returns {Cartographic} The modified result parameter or a new Cartographic instance if none was provided.
- */
- Rectangle.northwest = function(rectangle, result) {
- if (!defined(rectangle)) {
- throw new DeveloperError('rectangle is required');
- }
-
- if (!defined(result)) {
- return new Cartographic(rectangle.west, rectangle.north);
- }
- result.longitude = rectangle.west;
- result.latitude = rectangle.north;
- result.height = 0.0;
- return result;
- };
- /**
- * Computes the northeast corner of an rectangle.
- *
- * @param {Rectangle} rectangle The rectangle for which to find the corner
- * @param {Cartographic} [result] The object onto which to store the result.
- * @returns {Cartographic} The modified result parameter or a new Cartographic instance if none was provided.
- */
- Rectangle.northeast = function(rectangle, result) {
- if (!defined(rectangle)) {
- throw new DeveloperError('rectangle is required');
- }
-
- if (!defined(result)) {
- return new Cartographic(rectangle.east, rectangle.north);
- }
- result.longitude = rectangle.east;
- result.latitude = rectangle.north;
- result.height = 0.0;
- return result;
- };
- /**
- * Computes the southeast corner of an rectangle.
- *
- * @param {Rectangle} rectangle The rectangle for which to find the corner
- * @param {Cartographic} [result] The object onto which to store the result.
- * @returns {Cartographic} The modified result parameter or a new Cartographic instance if none was provided.
- */
- Rectangle.southeast = function(rectangle, result) {
- if (!defined(rectangle)) {
- throw new DeveloperError('rectangle is required');
- }
-
- if (!defined(result)) {
- return new Cartographic(rectangle.east, rectangle.south);
- }
- result.longitude = rectangle.east;
- result.latitude = rectangle.south;
- result.height = 0.0;
- return result;
- };
- /**
- * Computes the center of an rectangle.
- *
- * @param {Rectangle} rectangle The rectangle for which to find the center
- * @param {Cartographic} [result] The object onto which to store the result.
- * @returns {Cartographic} The modified result parameter or a new Cartographic instance if none was provided.
- */
- Rectangle.center = function(rectangle, result) {
- if (!defined(rectangle)) {
- throw new DeveloperError('rectangle is required');
- }
-
- var east = rectangle.east;
- var west = rectangle.west;
- if (east < west) {
- east += CesiumMath.TWO_PI;
- }
- var longitude = CesiumMath.negativePiToPi((west + east) * 0.5);
- var latitude = (rectangle.south + rectangle.north) * 0.5;
- if (!defined(result)) {
- return new Cartographic(longitude, latitude);
- }
- result.longitude = longitude;
- result.latitude = latitude;
- result.height = 0.0;
- return result;
- };
- /**
- * Computes the intersection of two rectangles. This function assumes that the rectangle's coordinates are
- * latitude and longitude in radians and produces a correct intersection, taking into account the fact that
- * the same angle can be represented with multiple values as well as the wrapping of longitude at the
- * anti-meridian. For a simple intersection that ignores these factors and can be used with projected
- * coordinates, see {@link Rectangle.simpleIntersection}.
- *
- * @param {Rectangle} rectangle On rectangle to find an intersection
- * @param {Rectangle} otherRectangle Another rectangle to find an intersection
- * @param {Rectangle} [result] The object onto which to store the result.
- * @returns {Rectangle|undefined} The modified result parameter, a new Rectangle instance if none was provided or undefined if there is no intersection.
- */
- Rectangle.intersection = function(rectangle, otherRectangle, result) {
- if (!defined(rectangle)) {
- throw new DeveloperError('rectangle is required');
- }
- if (!defined(otherRectangle)) {
- throw new DeveloperError('otherRectangle is required.');
- }
-
- var rectangleEast = rectangle.east;
- var rectangleWest = rectangle.west;
- var otherRectangleEast = otherRectangle.east;
- var otherRectangleWest = otherRectangle.west;
- if (rectangleEast < rectangleWest && otherRectangleEast > 0.0) {
- rectangleEast += CesiumMath.TWO_PI;
- } else if (otherRectangleEast < otherRectangleWest && rectangleEast > 0.0) {
- otherRectangleEast += CesiumMath.TWO_PI;
- }
- if (rectangleEast < rectangleWest && otherRectangleWest < 0.0) {
- otherRectangleWest += CesiumMath.TWO_PI;
- } else if (otherRectangleEast < otherRectangleWest && rectangleWest < 0.0) {
- rectangleWest += CesiumMath.TWO_PI;
- }
- var west = CesiumMath.negativePiToPi(Math.max(rectangleWest, otherRectangleWest));
- var east = CesiumMath.negativePiToPi(Math.min(rectangleEast, otherRectangleEast));
- if ((rectangle.west < rectangle.east || otherRectangle.west < otherRectangle.east) && east <= west) {
- return undefined;
- }
- var south = Math.max(rectangle.south, otherRectangle.south);
- var north = Math.min(rectangle.north, otherRectangle.north);
- if (south >= north) {
- return undefined;
- }
- if (!defined(result)) {
- return new Rectangle(west, south, east, north);
- }
- result.west = west;
- result.south = south;
- result.east = east;
- result.north = north;
- return result;
- };
- /**
- * Computes a simple intersection of two rectangles. Unlike {@link Rectangle.intersection}, this function
- * does not attempt to put the angular coordinates into a consistent range or to account for crossing the
- * anti-meridian. As such, it can be used for rectangles where the coordinates are not simply latitude
- * and longitude (i.e. projected coordinates).
- *
- * @param {Rectangle} rectangle On rectangle to find an intersection
- * @param {Rectangle} otherRectangle Another rectangle to find an intersection
- * @param {Rectangle} [result] The object onto which to store the result.
- * @returns {Rectangle|undefined} The modified result parameter, a new Rectangle instance if none was provided or undefined if there is no intersection.
- */
- Rectangle.simpleIntersection = function(rectangle, otherRectangle, result) {
- if (!defined(rectangle)) {
- throw new DeveloperError('rectangle is required');
- }
- if (!defined(otherRectangle)) {
- throw new DeveloperError('otherRectangle is required.');
- }
-
- var west = Math.max(rectangle.west, otherRectangle.west);
- var south = Math.max(rectangle.south, otherRectangle.south);
- var east = Math.min(rectangle.east, otherRectangle.east);
- var north = Math.min(rectangle.north, otherRectangle.north);
- if (south >= north || west >= east) {
- return undefined;
- }
- if (!defined(result)) {
- return new Rectangle(west, south, east, north);
- }
- result.west = west;
- result.south = south;
- result.east = east;
- result.north = north;
- return result;
- };
- /**
- * Computes a rectangle that is the union of two rectangles.
- *
- * @param {Rectangle} rectangle A rectangle to enclose in rectangle.
- * @param {Rectangle} otherRectangle A rectangle to enclose in a rectangle.
- * @param {Rectangle} [result] The object onto which to store the result.
- * @returns {Rectangle} The modified result parameter or a new Rectangle instance if none was provided.
- */
- Rectangle.union = function(rectangle, otherRectangle, result) {
- if (!defined(rectangle)) {
- throw new DeveloperError('rectangle is required');
- }
- if (!defined(otherRectangle)) {
- throw new DeveloperError('otherRectangle is required.');
- }
-
- if (!defined(result)) {
- result = new Rectangle();
- }
- var rectangleEast = rectangle.east;
- var rectangleWest = rectangle.west;
- var otherRectangleEast = otherRectangle.east;
- var otherRectangleWest = otherRectangle.west;
- if (rectangleEast < rectangleWest && otherRectangleEast > 0.0) {
- rectangleEast += CesiumMath.TWO_PI;
- } else if (otherRectangleEast < otherRectangleWest && rectangleEast > 0.0) {
- otherRectangleEast += CesiumMath.TWO_PI;
- }
- if (rectangleEast < rectangleWest && otherRectangleWest < 0.0) {
- otherRectangleWest += CesiumMath.TWO_PI;
- } else if (otherRectangleEast < otherRectangleWest && rectangleWest < 0.0) {
- rectangleWest += CesiumMath.TWO_PI;
- }
- var west = CesiumMath.convertLongitudeRange(Math.min(rectangleWest, otherRectangleWest));
- var east = CesiumMath.convertLongitudeRange(Math.max(rectangleEast, otherRectangleEast));
- result.west = west;
- result.south = Math.min(rectangle.south, otherRectangle.south);
- result.east = east;
- result.north = Math.max(rectangle.north, otherRectangle.north);
- return result;
- };
- /**
- * Computes a rectangle by enlarging the provided rectangle until it contains the provided cartographic.
- *
- * @param {Rectangle} rectangle A rectangle to expand.
- * @param {Cartographic} cartographic A cartographic to enclose in a rectangle.
- * @param {Rectangle} [result] The object onto which to store the result.
- * @returns {Rectangle} The modified result parameter or a new Rectangle instance if one was not provided.
- */
- Rectangle.expand = function(rectangle, cartographic, result) {
- if (!defined(rectangle)) {
- throw new DeveloperError('rectangle is required.');
- }
- if (!defined(cartographic)) {
- throw new DeveloperError('cartographic is required.');
- }
-
- if (!defined(result)) {
- result = new Rectangle();
- }
- result.west = Math.min(rectangle.west, cartographic.longitude);
- result.south = Math.min(rectangle.south, cartographic.latitude);
- result.east = Math.max(rectangle.east, cartographic.longitude);
- result.north = Math.max(rectangle.north, cartographic.latitude);
- return result;
- };
- /**
- * Returns true if the cartographic is on or inside the rectangle, false otherwise.
- *
- * @param {Rectangle} rectangle The rectangle
- * @param {Cartographic} cartographic The cartographic to test.
- * @returns {Boolean} true if the provided cartographic is inside the rectangle, false otherwise.
- */
- Rectangle.contains = function(rectangle, cartographic) {
- if (!defined(rectangle)) {
- throw new DeveloperError('rectangle is required');
- }
- if (!defined(cartographic)) {
- throw new DeveloperError('cartographic is required.');
- }
-
- var longitude = cartographic.longitude;
- var latitude = cartographic.latitude;
- var west = rectangle.west;
- var east = rectangle.east;
- if (east < west) {
- east += CesiumMath.TWO_PI;
- if (longitude < 0.0) {
- longitude += CesiumMath.TWO_PI;
- }
- }
- return (longitude > west || CesiumMath.equalsEpsilon(longitude, west, CesiumMath.EPSILON14)) &&
- (longitude < east || CesiumMath.equalsEpsilon(longitude, east, CesiumMath.EPSILON14)) &&
- latitude >= rectangle.south &&
- latitude <= rectangle.north;
- };
- var subsampleLlaScratch = new Cartographic();
- /**
- * Samples an rectangle so that it includes a list of Cartesian points suitable for passing to
- * {@link BoundingSphere#fromPoints}. Sampling is necessary to account
- * for rectangles that cover the poles or cross the equator.
- *
- * @param {Rectangle} rectangle The rectangle to subsample.
- * @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid to use.
- * @param {Number} [surfaceHeight=0.0] The height of the rectangle above the ellipsoid.
- * @param {Cartesian3[]} [result] The array of Cartesians onto which to store the result.
- * @returns {Cartesian3[]} The modified result parameter or a new Array of Cartesians instances if none was provided.
- */
- Rectangle.subsample = function(rectangle, ellipsoid, surfaceHeight, result) {
- if (!defined(rectangle)) {
- throw new DeveloperError('rectangle is required');
- }
-
- ellipsoid = defaultValue(ellipsoid, Ellipsoid.WGS84);
- surfaceHeight = defaultValue(surfaceHeight, 0.0);
- if (!defined(result)) {
- result = [];
- }
- var length = 0;
- var north = rectangle.north;
- var south = rectangle.south;
- var east = rectangle.east;
- var west = rectangle.west;
- var lla = subsampleLlaScratch;
- lla.height = surfaceHeight;
- lla.longitude = west;
- lla.latitude = north;
- result[length] = ellipsoid.cartographicToCartesian(lla, result[length]);
- length++;
- lla.longitude = east;
- result[length] = ellipsoid.cartographicToCartesian(lla, result[length]);
- length++;
- lla.latitude = south;
- result[length] = ellipsoid.cartographicToCartesian(lla, result[length]);
- length++;
- lla.longitude = west;
- result[length] = ellipsoid.cartographicToCartesian(lla, result[length]);
- length++;
- if (north < 0.0) {
- lla.latitude = north;
- } else if (south > 0.0) {
- lla.latitude = south;
- } else {
- lla.latitude = 0.0;
- }
- for ( var i = 1; i < 8; ++i) {
- lla.longitude = -Math.PI + i * CesiumMath.PI_OVER_TWO;
- if (Rectangle.contains(rectangle, lla)) {
- result[length] = ellipsoid.cartographicToCartesian(lla, result[length]);
- length++;
- }
- }
- if (lla.latitude === 0.0) {
- lla.longitude = west;
- result[length] = ellipsoid.cartographicToCartesian(lla, result[length]);
- length++;
- lla.longitude = east;
- result[length] = ellipsoid.cartographicToCartesian(lla, result[length]);
- length++;
- }
- result.length = length;
- return result;
- };
- /**
- * The largest possible rectangle.
- *
- * @type {Rectangle}
- * @constant
- */
- Rectangle.MAX_VALUE = freezeObject(new Rectangle(-Math.PI, -CesiumMath.PI_OVER_TWO, Math.PI, CesiumMath.PI_OVER_TWO));
- return Rectangle;
- });
- /*global define*/
- define('Core/GeographicProjection',[
- './Cartesian3',
- './Cartographic',
- './defaultValue',
- './defined',
- './defineProperties',
- './DeveloperError',
- './Ellipsoid'
- ], function(
- Cartesian3,
- Cartographic,
- defaultValue,
- defined,
- defineProperties,
- DeveloperError,
- Ellipsoid) {
- 'use strict';
- /**
- * A simple map projection where longitude and latitude are linearly mapped to X and Y by multiplying
- * them by the {@link Ellipsoid#maximumRadius}. This projection
- * is commonly known as geographic, equirectangular, equidistant cylindrical, or plate carrée. It
- * is also known as EPSG:4326.
- *
- * @alias GeographicProjection
- * @constructor
- *
- * @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid.
- *
- * @see WebMercatorProjection
- */
- function GeographicProjection(ellipsoid) {
- this._ellipsoid = defaultValue(ellipsoid, Ellipsoid.WGS84);
- this._semimajorAxis = this._ellipsoid.maximumRadius;
- this._oneOverSemimajorAxis = 1.0 / this._semimajorAxis;
- }
- defineProperties(GeographicProjection.prototype, {
- /**
- * Gets the {@link Ellipsoid}.
- *
- * @memberof GeographicProjection.prototype
- *
- * @type {Ellipsoid}
- * @readonly
- */
- ellipsoid : {
- get : function() {
- return this._ellipsoid;
- }
- }
- });
- /**
- * Projects a set of {@link Cartographic} coordinates, in radians, to map coordinates, in meters.
- * X and Y are the longitude and latitude, respectively, multiplied by the maximum radius of the
- * ellipsoid. Z is the unmodified height.
- *
- * @param {Cartographic} cartographic The coordinates to project.
- * @param {Cartesian3} [result] An instance into which to copy the result. If this parameter is
- * undefined, a new instance is created and returned.
- * @returns {Cartesian3} The projected coordinates. If the result parameter is not undefined, the
- * coordinates are copied there and that instance is returned. Otherwise, a new instance is
- * created and returned.
- */
- GeographicProjection.prototype.project = function(cartographic, result) {
- // Actually this is the special case of equidistant cylindrical called the plate carree
- var semimajorAxis = this._semimajorAxis;
- var x = cartographic.longitude * semimajorAxis;
- var y = cartographic.latitude * semimajorAxis;
- var z = cartographic.height;
- if (!defined(result)) {
- return new Cartesian3(x, y, z);
- }
- result.x = x;
- result.y = y;
- result.z = z;
- return result;
- };
- /**
- * Unprojects a set of projected {@link Cartesian3} coordinates, in meters, to {@link Cartographic}
- * coordinates, in radians. Longitude and Latitude are the X and Y coordinates, respectively,
- * divided by the maximum radius of the ellipsoid. Height is the unmodified Z coordinate.
- *
- * @param {Cartesian3} cartesian The Cartesian position to unproject with height (z) in meters.
- * @param {Cartographic} [result] An instance into which to copy the result. If this parameter is
- * undefined, a new instance is created and returned.
- * @returns {Cartographic} The unprojected coordinates. If the result parameter is not undefined, the
- * coordinates are copied there and that instance is returned. Otherwise, a new instance is
- * created and returned.
- */
- GeographicProjection.prototype.unproject = function(cartesian, result) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
-
- var oneOverEarthSemimajorAxis = this._oneOverSemimajorAxis;
- var longitude = cartesian.x * oneOverEarthSemimajorAxis;
- var latitude = cartesian.y * oneOverEarthSemimajorAxis;
- var height = cartesian.z;
- if (!defined(result)) {
- return new Cartographic(longitude, latitude, height);
- }
- result.longitude = longitude;
- result.latitude = latitude;
- result.height = height;
- return result;
- };
- return GeographicProjection;
- });
- /*global define*/
- define('Core/Intersect',[
- './freezeObject'
- ], function(
- freezeObject) {
- 'use strict';
- /**
- * This enumerated type is used in determining where, relative to the frustum, an
- * object is located. The object can either be fully contained within the frustum (INSIDE),
- * partially inside the frustum and partially outside (INTERSECTING), or somwhere entirely
- * outside of the frustum's 6 planes (OUTSIDE).
- *
- * @exports Intersect
- */
- var Intersect = {
- /**
- * Represents that an object is not contained within the frustum.
- *
- * @type {Number}
- * @constant
- */
- OUTSIDE : -1,
- /**
- * Represents that an object intersects one of the frustum's planes.
- *
- * @type {Number}
- * @constant
- */
- INTERSECTING : 0,
- /**
- * Represents that an object is fully within the frustum.
- *
- * @type {Number}
- * @constant
- */
- INSIDE : 1
- };
- return freezeObject(Intersect);
- });
- /*global define*/
- define('Core/Interval',[
- './defaultValue'
- ], function(
- defaultValue) {
- 'use strict';
- /**
- * Represents the closed interval [start, stop].
- * @alias Interval
- * @constructor
- *
- * @param {Number} [start=0.0] The beginning of the interval.
- * @param {Number} [stop=0.0] The end of the interval.
- */
- function Interval(start, stop) {
- /**
- * The beginning of the interval.
- * @type {Number}
- * @default 0.0
- */
- this.start = defaultValue(start, 0.0);
- /**
- * The end of the interval.
- * @type {Number}
- * @default 0.0
- */
- this.stop = defaultValue(stop, 0.0);
- }
- return Interval;
- });
- /*global define*/
- define('Core/Matrix3',[
- './Cartesian3',
- './defaultValue',
- './defined',
- './defineProperties',
- './DeveloperError',
- './freezeObject',
- './Math'
- ], function(
- Cartesian3,
- defaultValue,
- defined,
- defineProperties,
- DeveloperError,
- freezeObject,
- CesiumMath) {
- 'use strict';
- /**
- * A 3x3 matrix, indexable as a column-major order array.
- * Constructor parameters are in row-major order for code readability.
- * @alias Matrix3
- * @constructor
- *
- * @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} [column2Row0=0.0] The value for column 2, 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.
- * @param {Number} [column2Row1=0.0] The value for column 2, row 1.
- * @param {Number} [column0Row2=0.0] The value for column 0, row 2.
- * @param {Number} [column1Row2=0.0] The value for column 1, row 2.
- * @param {Number} [column2Row2=0.0] The value for column 2, row 2.
- *
- * @see Matrix3.fromColumnMajorArray
- * @see Matrix3.fromRowMajorArray
- * @see Matrix3.fromQuaternion
- * @see Matrix3.fromScale
- * @see Matrix3.fromUniformScale
- * @see Matrix2
- * @see Matrix4
- */
- function Matrix3(column0Row0, column1Row0, column2Row0,
- column0Row1, column1Row1, column2Row1,
- column0Row2, column1Row2, column2Row2) {
- this[0] = defaultValue(column0Row0, 0.0);
- this[1] = defaultValue(column0Row1, 0.0);
- this[2] = defaultValue(column0Row2, 0.0);
- this[3] = defaultValue(column1Row0, 0.0);
- this[4] = defaultValue(column1Row1, 0.0);
- this[5] = defaultValue(column1Row2, 0.0);
- this[6] = defaultValue(column2Row0, 0.0);
- this[7] = defaultValue(column2Row1, 0.0);
- this[8] = defaultValue(column2Row2, 0.0);
- }
- /**
- * The number of elements used to pack the object into an array.
- * @type {Number}
- */
- Matrix3.packedLength = 9;
- /**
- * Stores the provided instance into the provided array.
- *
- * @param {Matrix3} 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
- */
- Matrix3.pack = function(value, array, startingIndex) {
- if (!defined(value)) {
- throw new DeveloperError('value is required');
- }
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- array[startingIndex++] = value[0];
- array[startingIndex++] = value[1];
- array[startingIndex++] = value[2];
- array[startingIndex++] = value[3];
- array[startingIndex++] = value[4];
- array[startingIndex++] = value[5];
- array[startingIndex++] = value[6];
- array[startingIndex++] = value[7];
- array[startingIndex++] = value[8];
- 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 {Matrix3} [result] The object into which to store the result.
- * @returns {Matrix3} The modified result parameter or a new Matrix3 instance if one was not provided.
- */
- Matrix3.unpack = function(array, startingIndex, result) {
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- if (!defined(result)) {
- result = new Matrix3();
- }
- result[0] = array[startingIndex++];
- result[1] = array[startingIndex++];
- result[2] = array[startingIndex++];
- result[3] = array[startingIndex++];
- result[4] = array[startingIndex++];
- result[5] = array[startingIndex++];
- result[6] = array[startingIndex++];
- result[7] = array[startingIndex++];
- result[8] = array[startingIndex++];
- return result;
- };
- /**
- * Duplicates a Matrix3 instance.
- *
- * @param {Matrix3} matrix The matrix to duplicate.
- * @param {Matrix3} [result] The object onto which to store the result.
- * @returns {Matrix3} The modified result parameter or a new Matrix3 instance if one was not provided. (Returns undefined if matrix is undefined)
- */
- Matrix3.clone = function(values, result) {
- if (!defined(values)) {
- return undefined;
- }
- if (!defined(result)) {
- return new Matrix3(values[0], values[3], values[6],
- values[1], values[4], values[7],
- values[2], values[5], values[8]);
- }
- result[0] = values[0];
- result[1] = values[1];
- result[2] = values[2];
- result[3] = values[3];
- result[4] = values[4];
- result[5] = values[5];
- result[6] = values[6];
- result[7] = values[7];
- result[8] = values[8];
- return result;
- };
- /**
- * Creates a Matrix3 from 9 consecutive elements in an array.
- *
- * @param {Number[]} array The array whose 9 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 {Matrix3} [result] The object onto which to store the result.
- * @returns {Matrix3} The modified result parameter or a new Matrix3 instance if one was not provided.
- *
- * @example
- * // Create the Matrix3:
- * // [1.0, 2.0, 3.0]
- * // [1.0, 2.0, 3.0]
- * // [1.0, 2.0, 3.0]
- *
- * var v = [1.0, 1.0, 1.0, 2.0, 2.0, 2.0, 3.0, 3.0, 3.0];
- * var m = Cesium.Matrix3.fromArray(v);
- *
- * // Create same Matrix3 with using an offset into an array
- * var v2 = [0.0, 0.0, 1.0, 1.0, 1.0, 2.0, 2.0, 2.0, 3.0, 3.0, 3.0];
- * var m2 = Cesium.Matrix3.fromArray(v2, 2);
- */
- Matrix3.fromArray = function(array, startingIndex, result) {
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- if (!defined(result)) {
- result = new Matrix3();
- }
- result[0] = array[startingIndex];
- result[1] = array[startingIndex + 1];
- result[2] = array[startingIndex + 2];
- result[3] = array[startingIndex + 3];
- result[4] = array[startingIndex + 4];
- result[5] = array[startingIndex + 5];
- result[6] = array[startingIndex + 6];
- result[7] = array[startingIndex + 7];
- result[8] = array[startingIndex + 8];
- return result;
- };
- /**
- * Creates a Matrix3 instance from a column-major order array.
- *
- * @param {Number[]} values The column-major order array.
- * @param {Matrix3} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix3} The modified result parameter, or a new Matrix3 instance if one was not provided.
- */
- Matrix3.fromColumnMajorArray = function(values, result) {
- if (!defined(values)) {
- throw new DeveloperError('values parameter is required');
- }
-
- return Matrix3.clone(values, result);
- };
- /**
- * Creates a Matrix3 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 {Matrix3} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix3} The modified result parameter, or a new Matrix3 instance if one was not provided.
- */
- Matrix3.fromRowMajorArray = function(values, result) {
- if (!defined(values)) {
- throw new DeveloperError('values is required.');
- }
-
- if (!defined(result)) {
- return new Matrix3(values[0], values[1], values[2],
- values[3], values[4], values[5],
- values[6], values[7], values[8]);
- }
- result[0] = values[0];
- result[1] = values[3];
- result[2] = values[6];
- result[3] = values[1];
- result[4] = values[4];
- result[5] = values[7];
- result[6] = values[2];
- result[7] = values[5];
- result[8] = values[8];
- return result;
- };
- /**
- * Computes a 3x3 rotation matrix from the provided quaternion.
- *
- * @param {Quaternion} quaternion the quaternion to use.
- * @param {Matrix3} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix3} The 3x3 rotation matrix from this quaternion.
- */
- Matrix3.fromQuaternion = function(quaternion, result) {
- if (!defined(quaternion)) {
- throw new DeveloperError('quaternion is required');
- }
-
- var x2 = quaternion.x * quaternion.x;
- var xy = quaternion.x * quaternion.y;
- var xz = quaternion.x * quaternion.z;
- var xw = quaternion.x * quaternion.w;
- var y2 = quaternion.y * quaternion.y;
- var yz = quaternion.y * quaternion.z;
- var yw = quaternion.y * quaternion.w;
- var z2 = quaternion.z * quaternion.z;
- var zw = quaternion.z * quaternion.w;
- var w2 = quaternion.w * quaternion.w;
- var m00 = x2 - y2 - z2 + w2;
- var m01 = 2.0 * (xy - zw);
- var m02 = 2.0 * (xz + yw);
- var m10 = 2.0 * (xy + zw);
- var m11 = -x2 + y2 - z2 + w2;
- var m12 = 2.0 * (yz - xw);
- var m20 = 2.0 * (xz - yw);
- var m21 = 2.0 * (yz + xw);
- var m22 = -x2 - y2 + z2 + w2;
- if (!defined(result)) {
- return new Matrix3(m00, m01, m02,
- m10, m11, m12,
- m20, m21, m22);
- }
- result[0] = m00;
- result[1] = m10;
- result[2] = m20;
- result[3] = m01;
- result[4] = m11;
- result[5] = m21;
- result[6] = m02;
- result[7] = m12;
- result[8] = m22;
- return result;
- };
- /**
- * Computes a 3x3 rotation matrix from the provided headingPitchRoll. (see http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles )
- *
- * @param {HeadingPitchRoll} headingPitchRoll the headingPitchRoll to use.
- * @param {Matrix3} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix3} The 3x3 rotation matrix from this headingPitchRoll.
- */
- Matrix3.fromHeadingPitchRoll = function(headingPitchRoll, result) {
- if (!defined(headingPitchRoll)) {
- throw new DeveloperError('headingPitchRoll is required');
- }
- var cosTheta = Math.cos(-headingPitchRoll.pitch);
- var cosPsi = Math.cos(-headingPitchRoll.heading);
- var cosPhi = Math.cos(headingPitchRoll.roll);
- var sinTheta = Math.sin(-headingPitchRoll.pitch);
- var sinPsi = Math.sin(-headingPitchRoll.heading);
- var sinPhi = Math.sin(headingPitchRoll.roll);
- var m00 = cosTheta * cosPsi;
- var m01 = -cosPhi * sinPsi + sinPhi * sinTheta * cosPsi;
- var m02 = sinPhi * sinPsi + cosPhi * sinTheta * cosPsi;
- var m10 = cosTheta * sinPsi;
- var m11 = cosPhi * cosPsi + sinPhi * sinTheta * sinPsi;
- var m12 = -sinTheta * cosPhi + cosPhi * sinTheta * sinPsi;
- var m20 = -sinTheta;
- var m21 = sinPhi * cosTheta;
- var m22 = cosPhi * cosTheta;
- if (!defined(result)) {
- return new Matrix3(m00, m01, m02,
- m10, m11, m12,
- m20, m21, m22);
- }
- result[0] = m00;
- result[1] = m10;
- result[2] = m20;
- result[3] = m01;
- result[4] = m11;
- result[5] = m21;
- result[6] = m02;
- result[7] = m12;
- result[8] = m22;
- return result;
- };
- /**
- * Computes a Matrix3 instance representing a non-uniform scale.
- *
- * @param {Cartesian3} scale The x, y, and z scale factors.
- * @param {Matrix3} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix3} The modified result parameter, or a new Matrix3 instance if one was not provided.
- *
- * @example
- * // Creates
- * // [7.0, 0.0, 0.0]
- * // [0.0, 8.0, 0.0]
- * // [0.0, 0.0, 9.0]
- * var m = Cesium.Matrix3.fromScale(new Cesium.Cartesian3(7.0, 8.0, 9.0));
- */
- Matrix3.fromScale = function(scale, result) {
- if (!defined(scale)) {
- throw new DeveloperError('scale is required.');
- }
-
- if (!defined(result)) {
- return new Matrix3(
- scale.x, 0.0, 0.0,
- 0.0, scale.y, 0.0,
- 0.0, 0.0, scale.z);
- }
- result[0] = scale.x;
- result[1] = 0.0;
- result[2] = 0.0;
- result[3] = 0.0;
- result[4] = scale.y;
- result[5] = 0.0;
- result[6] = 0.0;
- result[7] = 0.0;
- result[8] = scale.z;
- return result;
- };
- /**
- * Computes a Matrix3 instance representing a uniform scale.
- *
- * @param {Number} scale The uniform scale factor.
- * @param {Matrix3} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix3} The modified result parameter, or a new Matrix3 instance if one was not provided.
- *
- * @example
- * // Creates
- * // [2.0, 0.0, 0.0]
- * // [0.0, 2.0, 0.0]
- * // [0.0, 0.0, 2.0]
- * var m = Cesium.Matrix3.fromUniformScale(2.0);
- */
- Matrix3.fromUniformScale = function(scale, result) {
- if (typeof scale !== 'number') {
- throw new DeveloperError('scale is required.');
- }
-
- if (!defined(result)) {
- return new Matrix3(
- scale, 0.0, 0.0,
- 0.0, scale, 0.0,
- 0.0, 0.0, scale);
- }
- result[0] = scale;
- result[1] = 0.0;
- result[2] = 0.0;
- result[3] = 0.0;
- result[4] = scale;
- result[5] = 0.0;
- result[6] = 0.0;
- result[7] = 0.0;
- result[8] = scale;
- return result;
- };
- /**
- * Computes a Matrix3 instance representing the cross product equivalent matrix of a Cartesian3 vector.
- *
- * @param {Cartesian3} the vector on the left hand side of the cross product operation.
- * @param {Matrix3} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix3} The modified result parameter, or a new Matrix3 instance if one was not provided.
- *
- * @example
- * // Creates
- * // [0.0, -9.0, 8.0]
- * // [9.0, 0.0, -7.0]
- * // [-8.0, 7.0, 0.0]
- * var m = Cesium.Matrix3.fromCrossProduct(new Cesium.Cartesian3(7.0, 8.0, 9.0));
- */
- Matrix3.fromCrossProduct = function(vector, result) {
- if (!defined(vector)) {
- throw new DeveloperError('vector is required.');
- }
-
- if (!defined(result)) {
- return new Matrix3(
- 0.0, -vector.z, vector.y,
- vector.z, 0.0, -vector.x,
- -vector.y, vector.x, 0.0);
- }
- result[0] = 0.0;
- result[1] = vector.z;
- result[2] = -vector.y;
- result[3] = -vector.z;
- result[4] = 0.0;
- result[5] = vector.x;
- result[6] = vector.y;
- result[7] = -vector.x;
- result[8] = 0.0;
- return result;
- };
- /**
- * Creates a rotation matrix around the x-axis.
- *
- * @param {Number} angle The angle, in radians, of the rotation. Positive angles are counterclockwise.
- * @param {Matrix3} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix3} The modified result parameter, or a new Matrix3 instance if one was not provided.
- *
- * @example
- * // Rotate a point 45 degrees counterclockwise around the x-axis.
- * var p = new Cesium.Cartesian3(5, 6, 7);
- * var m = Cesium.Matrix3.fromRotationX(Cesium.Math.toRadians(45.0));
- * var rotated = Cesium.Matrix3.multiplyByVector(m, p, new Cesium.Cartesian3());
- */
- Matrix3.fromRotationX = function(angle, result) {
- if (!defined(angle)) {
- throw new DeveloperError('angle is required.');
- }
-
- var cosAngle = Math.cos(angle);
- var sinAngle = Math.sin(angle);
- if (!defined(result)) {
- return new Matrix3(
- 1.0, 0.0, 0.0,
- 0.0, cosAngle, -sinAngle,
- 0.0, sinAngle, cosAngle);
- }
- result[0] = 1.0;
- result[1] = 0.0;
- result[2] = 0.0;
- result[3] = 0.0;
- result[4] = cosAngle;
- result[5] = sinAngle;
- result[6] = 0.0;
- result[7] = -sinAngle;
- result[8] = cosAngle;
- return result;
- };
- /**
- * Creates a rotation matrix around the y-axis.
- *
- * @param {Number} angle The angle, in radians, of the rotation. Positive angles are counterclockwise.
- * @param {Matrix3} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix3} The modified result parameter, or a new Matrix3 instance if one was not provided.
- *
- * @example
- * // Rotate a point 45 degrees counterclockwise around the y-axis.
- * var p = new Cesium.Cartesian3(5, 6, 7);
- * var m = Cesium.Matrix3.fromRotationY(Cesium.Math.toRadians(45.0));
- * var rotated = Cesium.Matrix3.multiplyByVector(m, p, new Cesium.Cartesian3());
- */
- Matrix3.fromRotationY = function(angle, result) {
- if (!defined(angle)) {
- throw new DeveloperError('angle is required.');
- }
-
- var cosAngle = Math.cos(angle);
- var sinAngle = Math.sin(angle);
- if (!defined(result)) {
- return new Matrix3(
- cosAngle, 0.0, sinAngle,
- 0.0, 1.0, 0.0,
- -sinAngle, 0.0, cosAngle);
- }
- result[0] = cosAngle;
- result[1] = 0.0;
- result[2] = -sinAngle;
- result[3] = 0.0;
- result[4] = 1.0;
- result[5] = 0.0;
- result[6] = sinAngle;
- result[7] = 0.0;
- result[8] = cosAngle;
- return result;
- };
- /**
- * Creates a rotation matrix around the z-axis.
- *
- * @param {Number} angle The angle, in radians, of the rotation. Positive angles are counterclockwise.
- * @param {Matrix3} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix3} The modified result parameter, or a new Matrix3 instance if one was not provided.
- *
- * @example
- * // Rotate a point 45 degrees counterclockwise around the z-axis.
- * var p = new Cesium.Cartesian3(5, 6, 7);
- * var m = Cesium.Matrix3.fromRotationZ(Cesium.Math.toRadians(45.0));
- * var rotated = Cesium.Matrix3.multiplyByVector(m, p, new Cesium.Cartesian3());
- */
- Matrix3.fromRotationZ = function(angle, result) {
- if (!defined(angle)) {
- throw new DeveloperError('angle is required.');
- }
-
- var cosAngle = Math.cos(angle);
- var sinAngle = Math.sin(angle);
- if (!defined(result)) {
- return new Matrix3(
- cosAngle, -sinAngle, 0.0,
- sinAngle, cosAngle, 0.0,
- 0.0, 0.0, 1.0);
- }
- result[0] = cosAngle;
- result[1] = sinAngle;
- result[2] = 0.0;
- result[3] = -sinAngle;
- result[4] = cosAngle;
- result[5] = 0.0;
- result[6] = 0.0;
- result[7] = 0.0;
- result[8] = 1.0;
- return result;
- };
- /**
- * Creates an Array from the provided Matrix3 instance.
- * The array will be in column-major order.
- *
- * @param {Matrix3} 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.
- */
- Matrix3.toArray = function(matrix, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
-
- if (!defined(result)) {
- return [matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5], matrix[6], matrix[7], matrix[8]];
- }
- result[0] = matrix[0];
- result[1] = matrix[1];
- result[2] = matrix[2];
- result[3] = matrix[3];
- result[4] = matrix[4];
- result[5] = matrix[5];
- result[6] = matrix[6];
- result[7] = matrix[7];
- result[8] = matrix[8];
- 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, 1, or 2.
- * @exception {DeveloperError} column must be 0, 1, or 2.
- *
- * @example
- * var myMatrix = new Cesium.Matrix3();
- * var column1Row0Index = Cesium.Matrix3.getElementIndex(1, 0);
- * var column1Row0 = myMatrix[column1Row0Index]
- * myMatrix[column1Row0Index] = 10.0;
- */
- Matrix3.getElementIndex = function(column, row) {
- if (typeof row !== 'number' || row < 0 || row > 2) {
- throw new DeveloperError('row must be 0, 1, or 2.');
- }
- if (typeof column !== 'number' || column < 0 || column > 2) {
- throw new DeveloperError('column must be 0, 1, or 2.');
- }
-
- return column * 3 + row;
- };
- /**
- * Retrieves a copy of the matrix column at the provided index as a Cartesian3 instance.
- *
- * @param {Matrix3} matrix The matrix to use.
- * @param {Number} index The zero-based index of the column to retrieve.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- *
- * @exception {DeveloperError} index must be 0, 1, or 2.
- */
- Matrix3.getColumn = function(matrix, index, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required.');
- }
- if (typeof index !== 'number' || index < 0 || index > 2) {
- throw new DeveloperError('index must be 0, 1, or 2.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var startIndex = index * 3;
- var x = matrix[startIndex];
- var y = matrix[startIndex + 1];
- var z = matrix[startIndex + 2];
- result.x = x;
- result.y = y;
- result.z = z;
- return result;
- };
- /**
- * Computes a new matrix that replaces the specified column in the provided matrix with the provided Cartesian3 instance.
- *
- * @param {Matrix3} matrix The matrix to use.
- * @param {Number} index The zero-based index of the column to set.
- * @param {Cartesian3} cartesian The Cartesian whose values will be assigned to the specified column.
- * @param {Matrix3} result The object onto which to store the result.
- * @returns {Matrix3} The modified result parameter.
- *
- * @exception {DeveloperError} index must be 0, 1, or 2.
- */
- Matrix3.setColumn = function(matrix, index, cartesian, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (typeof index !== 'number' || index < 0 || index > 2) {
- throw new DeveloperError('index must be 0, 1, or 2.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result = Matrix3.clone(matrix, result);
- var startIndex = index * 3;
- result[startIndex] = cartesian.x;
- result[startIndex + 1] = cartesian.y;
- result[startIndex + 2] = cartesian.z;
- return result;
- };
- /**
- * Retrieves a copy of the matrix row at the provided index as a Cartesian3 instance.
- *
- * @param {Matrix3} matrix The matrix to use.
- * @param {Number} index The zero-based index of the row to retrieve.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- *
- * @exception {DeveloperError} index must be 0, 1, or 2.
- */
- Matrix3.getRow = function(matrix, index, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required.');
- }
- if (typeof index !== 'number' || index < 0 || index > 2) {
- throw new DeveloperError('index must be 0, 1, or 2.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var x = matrix[index];
- var y = matrix[index + 3];
- var z = matrix[index + 6];
- result.x = x;
- result.y = y;
- result.z = z;
- return result;
- };
- /**
- * Computes a new matrix that replaces the specified row in the provided matrix with the provided Cartesian3 instance.
- *
- * @param {Matrix3} matrix The matrix to use.
- * @param {Number} index The zero-based index of the row to set.
- * @param {Cartesian3} cartesian The Cartesian whose values will be assigned to the specified row.
- * @param {Matrix3} result The object onto which to store the result.
- * @returns {Matrix3} The modified result parameter.
- *
- * @exception {DeveloperError} index must be 0, 1, or 2.
- */
- Matrix3.setRow = function(matrix, index, cartesian, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (typeof index !== 'number' || index < 0 || index > 2) {
- throw new DeveloperError('index must be 0, 1, or 2.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result = Matrix3.clone(matrix, result);
- result[index] = cartesian.x;
- result[index + 3] = cartesian.y;
- result[index + 6] = cartesian.z;
- return result;
- };
- var scratchColumn = new Cartesian3();
- /**
- * Extracts the non-uniform scale assuming the matrix is an affine transformation.
- *
- * @param {Matrix3} matrix The matrix.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- */
- Matrix3.getScale = function(matrix, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = Cartesian3.magnitude(Cartesian3.fromElements(matrix[0], matrix[1], matrix[2], scratchColumn));
- result.y = Cartesian3.magnitude(Cartesian3.fromElements(matrix[3], matrix[4], matrix[5], scratchColumn));
- result.z = Cartesian3.magnitude(Cartesian3.fromElements(matrix[6], matrix[7], matrix[8], scratchColumn));
- return result;
- };
- var scratchScale = new Cartesian3();
- /**
- * Computes the maximum scale assuming the matrix is an affine transformation.
- * The maximum scale is the maximum length of the column vectors.
- *
- * @param {Matrix3} matrix The matrix.
- * @returns {Number} The maximum scale.
- */
- Matrix3.getMaximumScale = function(matrix) {
- Matrix3.getScale(matrix, scratchScale);
- return Cartesian3.maximumComponent(scratchScale);
- };
- /**
- * Computes the product of two matrices.
- *
- * @param {Matrix3} left The first matrix.
- * @param {Matrix3} right The second matrix.
- * @param {Matrix3} result The object onto which to store the result.
- * @returns {Matrix3} The modified result parameter.
- */
- Matrix3.multiply = function(left, right, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var column0Row0 = left[0] * right[0] + left[3] * right[1] + left[6] * right[2];
- var column0Row1 = left[1] * right[0] + left[4] * right[1] + left[7] * right[2];
- var column0Row2 = left[2] * right[0] + left[5] * right[1] + left[8] * right[2];
- var column1Row0 = left[0] * right[3] + left[3] * right[4] + left[6] * right[5];
- var column1Row1 = left[1] * right[3] + left[4] * right[4] + left[7] * right[5];
- var column1Row2 = left[2] * right[3] + left[5] * right[4] + left[8] * right[5];
- var column2Row0 = left[0] * right[6] + left[3] * right[7] + left[6] * right[8];
- var column2Row1 = left[1] * right[6] + left[4] * right[7] + left[7] * right[8];
- var column2Row2 = left[2] * right[6] + left[5] * right[7] + left[8] * right[8];
- result[0] = column0Row0;
- result[1] = column0Row1;
- result[2] = column0Row2;
- result[3] = column1Row0;
- result[4] = column1Row1;
- result[5] = column1Row2;
- result[6] = column2Row0;
- result[7] = column2Row1;
- result[8] = column2Row2;
- return result;
- };
- /**
- * Computes the sum of two matrices.
- *
- * @param {Matrix3} left The first matrix.
- * @param {Matrix3} right The second matrix.
- * @param {Matrix3} result The object onto which to store the result.
- * @returns {Matrix3} The modified result parameter.
- */
- Matrix3.add = function(left, right, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result[0] = left[0] + right[0];
- result[1] = left[1] + right[1];
- result[2] = left[2] + right[2];
- result[3] = left[3] + right[3];
- result[4] = left[4] + right[4];
- result[5] = left[5] + right[5];
- result[6] = left[6] + right[6];
- result[7] = left[7] + right[7];
- result[8] = left[8] + right[8];
- return result;
- };
- /**
- * Computes the difference of two matrices.
- *
- * @param {Matrix3} left The first matrix.
- * @param {Matrix3} right The second matrix.
- * @param {Matrix3} result The object onto which to store the result.
- * @returns {Matrix3} The modified result parameter.
- */
- Matrix3.subtract = function(left, right, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result[0] = left[0] - right[0];
- result[1] = left[1] - right[1];
- result[2] = left[2] - right[2];
- result[3] = left[3] - right[3];
- result[4] = left[4] - right[4];
- result[5] = left[5] - right[5];
- result[6] = left[6] - right[6];
- result[7] = left[7] - right[7];
- result[8] = left[8] - right[8];
- return result;
- };
- /**
- * Computes the product of a matrix and a column vector.
- *
- * @param {Matrix3} matrix The matrix.
- * @param {Cartesian3} cartesian The column.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- */
- Matrix3.multiplyByVector = function(matrix, cartesian, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var vX = cartesian.x;
- var vY = cartesian.y;
- var vZ = cartesian.z;
- var x = matrix[0] * vX + matrix[3] * vY + matrix[6] * vZ;
- var y = matrix[1] * vX + matrix[4] * vY + matrix[7] * vZ;
- var z = matrix[2] * vX + matrix[5] * vY + matrix[8] * vZ;
- result.x = x;
- result.y = y;
- result.z = z;
- return result;
- };
- /**
- * Computes the product of a matrix and a scalar.
- *
- * @param {Matrix3} matrix The matrix.
- * @param {Number} scalar The number to multiply by.
- * @param {Matrix3} result The object onto which to store the result.
- * @returns {Matrix3} The modified result parameter.
- */
- Matrix3.multiplyByScalar = function(matrix, scalar, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (typeof scalar !== 'number') {
- throw new DeveloperError('scalar must be a number');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result[0] = matrix[0] * scalar;
- result[1] = matrix[1] * scalar;
- result[2] = matrix[2] * scalar;
- result[3] = matrix[3] * scalar;
- result[4] = matrix[4] * scalar;
- result[5] = matrix[5] * scalar;
- result[6] = matrix[6] * scalar;
- result[7] = matrix[7] * scalar;
- result[8] = matrix[8] * scalar;
- return result;
- };
- /**
- * Computes the product of a matrix times a (non-uniform) scale, as if the scale were a scale matrix.
- *
- * @param {Matrix3} matrix The matrix on the left-hand side.
- * @param {Cartesian3} scale The non-uniform scale on the right-hand side.
- * @param {Matrix3} result The object onto which to store the result.
- * @returns {Matrix3} The modified result parameter.
- *
- *
- * @example
- * // Instead of Cesium.Matrix3.multiply(m, Cesium.Matrix3.fromScale(scale), m);
- * Cesium.Matrix3.multiplyByScale(m, scale, m);
- *
- * @see Matrix3.fromScale
- * @see Matrix3.multiplyByUniformScale
- */
- Matrix3.multiplyByScale = function(matrix, scale, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(scale)) {
- throw new DeveloperError('scale is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result[0] = matrix[0] * scale.x;
- result[1] = matrix[1] * scale.x;
- result[2] = matrix[2] * scale.x;
- result[3] = matrix[3] * scale.y;
- result[4] = matrix[4] * scale.y;
- result[5] = matrix[5] * scale.y;
- result[6] = matrix[6] * scale.z;
- result[7] = matrix[7] * scale.z;
- result[8] = matrix[8] * scale.z;
- return result;
- };
- /**
- * Creates a negated copy of the provided matrix.
- *
- * @param {Matrix3} matrix The matrix to negate.
- * @param {Matrix3} result The object onto which to store the result.
- * @returns {Matrix3} The modified result parameter.
- */
- Matrix3.negate = function(matrix, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result[0] = -matrix[0];
- result[1] = -matrix[1];
- result[2] = -matrix[2];
- result[3] = -matrix[3];
- result[4] = -matrix[4];
- result[5] = -matrix[5];
- result[6] = -matrix[6];
- result[7] = -matrix[7];
- result[8] = -matrix[8];
- return result;
- };
- /**
- * Computes the transpose of the provided matrix.
- *
- * @param {Matrix3} matrix The matrix to transpose.
- * @param {Matrix3} result The object onto which to store the result.
- * @returns {Matrix3} The modified result parameter.
- */
- Matrix3.transpose = function(matrix, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var column0Row0 = matrix[0];
- var column0Row1 = matrix[3];
- var column0Row2 = matrix[6];
- var column1Row0 = matrix[1];
- var column1Row1 = matrix[4];
- var column1Row2 = matrix[7];
- var column2Row0 = matrix[2];
- var column2Row1 = matrix[5];
- var column2Row2 = matrix[8];
- result[0] = column0Row0;
- result[1] = column0Row1;
- result[2] = column0Row2;
- result[3] = column1Row0;
- result[4] = column1Row1;
- result[5] = column1Row2;
- result[6] = column2Row0;
- result[7] = column2Row1;
- result[8] = column2Row2;
- return result;
- };
- function computeFrobeniusNorm(matrix) {
- var norm = 0.0;
- for (var i = 0; i < 9; ++i) {
- var temp = matrix[i];
- norm += temp * temp;
- }
- return Math.sqrt(norm);
- }
- var rowVal = [1, 0, 0];
- var colVal = [2, 2, 1];
- function offDiagonalFrobeniusNorm(matrix) {
- // Computes the "off-diagonal" Frobenius norm.
- // Assumes matrix is symmetric.
- var norm = 0.0;
- for (var i = 0; i < 3; ++i) {
- var temp = matrix[Matrix3.getElementIndex(colVal[i], rowVal[i])];
- norm += 2.0 * temp * temp;
- }
- return Math.sqrt(norm);
- }
- function shurDecomposition(matrix, result) {
- // This routine was created based upon Matrix Computations, 3rd ed., by Golub and Van Loan,
- // section 8.4.2 The 2by2 Symmetric Schur Decomposition.
- //
- // The routine takes a matrix, which is assumed to be symmetric, and
- // finds the largest off-diagonal term, and then creates
- // a matrix (result) which can be used to help reduce it
- var tolerance = CesiumMath.EPSILON15;
- var maxDiagonal = 0.0;
- var rotAxis = 1;
- // find pivot (rotAxis) based on max diagonal of matrix
- for (var i = 0; i < 3; ++i) {
- var temp = Math.abs(matrix[Matrix3.getElementIndex(colVal[i], rowVal[i])]);
- if (temp > maxDiagonal) {
- rotAxis = i;
- maxDiagonal = temp;
- }
- }
- var c = 1.0;
- var s = 0.0;
- var p = rowVal[rotAxis];
- var q = colVal[rotAxis];
- if (Math.abs(matrix[Matrix3.getElementIndex(q, p)]) > tolerance) {
- var qq = matrix[Matrix3.getElementIndex(q, q)];
- var pp = matrix[Matrix3.getElementIndex(p, p)];
- var qp = matrix[Matrix3.getElementIndex(q, p)];
- var tau = (qq - pp) / 2.0 / qp;
- var t;
- if (tau < 0.0) {
- t = -1.0 / (-tau + Math.sqrt(1.0 + tau * tau));
- } else {
- t = 1.0 / (tau + Math.sqrt(1.0 + tau * tau));
- }
- c = 1.0 / Math.sqrt(1.0 + t * t);
- s = t * c;
- }
- result = Matrix3.clone(Matrix3.IDENTITY, result);
- result[Matrix3.getElementIndex(p, p)] = result[Matrix3.getElementIndex(q, q)] = c;
- result[Matrix3.getElementIndex(q, p)] = s;
- result[Matrix3.getElementIndex(p, q)] = -s;
- return result;
- }
- var jMatrix = new Matrix3();
- var jMatrixTranspose = new Matrix3();
- /**
- * Computes the eigenvectors and eigenvalues of a symmetric matrix.
- * <p>
- * Returns a diagonal matrix and unitary matrix such that:
- * <code>matrix = unitary matrix * diagonal matrix * transpose(unitary matrix)</code>
- * </p>
- * <p>
- * The values along the diagonal of the diagonal matrix are the eigenvalues. The columns
- * of the unitary matrix are the corresponding eigenvectors.
- * </p>
- *
- * @param {Matrix3} matrix The matrix to decompose into diagonal and unitary matrix. Expected to be symmetric.
- * @param {Object} [result] An object with unitary and diagonal properties which are matrices onto which to store the result.
- * @returns {Object} An object with unitary and diagonal properties which are the unitary and diagonal matrices, respectively.
- *
- * @example
- * var a = //... symetric matrix
- * var result = {
- * unitary : new Cesium.Matrix3(),
- * diagonal : new Cesium.Matrix3()
- * };
- * Cesium.Matrix3.computeEigenDecomposition(a, result);
- *
- * var unitaryTranspose = Cesium.Matrix3.transpose(result.unitary, new Cesium.Matrix3());
- * var b = Cesium.Matrix3.multiply(result.unitary, result.diagonal, new Cesium.Matrix3());
- * Cesium.Matrix3.multiply(b, unitaryTranspose, b); // b is now equal to a
- *
- * var lambda = Cesium.Matrix3.getColumn(result.diagonal, 0, new Cesium.Cartesian3()).x; // first eigenvalue
- * var v = Cesium.Matrix3.getColumn(result.unitary, 0, new Cesium.Cartesian3()); // first eigenvector
- * var c = Cesium.Cartesian3.multiplyByScalar(v, lambda, new Cesium.Cartesian3()); // equal to Cesium.Matrix3.multiplyByVector(a, v)
- */
- Matrix3.computeEigenDecomposition = function(matrix, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required.');
- }
-
- // This routine was created based upon Matrix Computations, 3rd ed., by Golub and Van Loan,
- // section 8.4.3 The Classical Jacobi Algorithm
- var tolerance = CesiumMath.EPSILON20;
- var maxSweeps = 10;
- var count = 0;
- var sweep = 0;
- if (!defined(result)) {
- result = {};
- }
- var unitaryMatrix = result.unitary = Matrix3.clone(Matrix3.IDENTITY, result.unitary);
- var diagMatrix = result.diagonal = Matrix3.clone(matrix, result.diagonal);
- var epsilon = tolerance * computeFrobeniusNorm(diagMatrix);
- while (sweep < maxSweeps && offDiagonalFrobeniusNorm(diagMatrix) > epsilon) {
- shurDecomposition(diagMatrix, jMatrix);
- Matrix3.transpose(jMatrix, jMatrixTranspose);
- Matrix3.multiply(diagMatrix, jMatrix, diagMatrix);
- Matrix3.multiply(jMatrixTranspose, diagMatrix, diagMatrix);
- Matrix3.multiply(unitaryMatrix, jMatrix, unitaryMatrix);
- if (++count > 2) {
- ++sweep;
- count = 0;
- }
- }
- return result;
- };
- /**
- * Computes a matrix, which contains the absolute (unsigned) values of the provided matrix's elements.
- *
- * @param {Matrix3} matrix The matrix with signed elements.
- * @param {Matrix3} result The object onto which to store the result.
- * @returns {Matrix3} The modified result parameter.
- */
- Matrix3.abs = function(matrix, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result[0] = Math.abs(matrix[0]);
- result[1] = Math.abs(matrix[1]);
- result[2] = Math.abs(matrix[2]);
- result[3] = Math.abs(matrix[3]);
- result[4] = Math.abs(matrix[4]);
- result[5] = Math.abs(matrix[5]);
- result[6] = Math.abs(matrix[6]);
- result[7] = Math.abs(matrix[7]);
- result[8] = Math.abs(matrix[8]);
- return result;
- };
- /**
- * Computes the determinant of the provided matrix.
- *
- * @param {Matrix3} matrix The matrix to use.
- * @returns {Number} The value of the determinant of the matrix.
- */
- Matrix3.determinant = function(matrix) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
-
- var m11 = matrix[0];
- var m21 = matrix[3];
- var m31 = matrix[6];
- var m12 = matrix[1];
- var m22 = matrix[4];
- var m32 = matrix[7];
- var m13 = matrix[2];
- var m23 = matrix[5];
- var m33 = matrix[8];
- return m11 * (m22 * m33 - m23 * m32) + m12 * (m23 * m31 - m21 * m33) + m13 * (m21 * m32 - m22 * m31);
- };
- /**
- * Computes the inverse of the provided matrix.
- *
- * @param {Matrix3} matrix The matrix to invert.
- * @param {Matrix3} result The object onto which to store the result.
- * @returns {Matrix3} The modified result parameter.
- *
- * @exception {DeveloperError} matrix is not invertible.
- */
- Matrix3.inverse = function(matrix, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var m11 = matrix[0];
- var m21 = matrix[1];
- var m31 = matrix[2];
- var m12 = matrix[3];
- var m22 = matrix[4];
- var m32 = matrix[5];
- var m13 = matrix[6];
- var m23 = matrix[7];
- var m33 = matrix[8];
- var determinant = Matrix3.determinant(matrix);
- if (Math.abs(determinant) <= CesiumMath.EPSILON15) {
- throw new DeveloperError('matrix is not invertible');
- }
-
- result[0] = m22 * m33 - m23 * m32;
- result[1] = m23 * m31 - m21 * m33;
- result[2] = m21 * m32 - m22 * m31;
- result[3] = m13 * m32 - m12 * m33;
- result[4] = m11 * m33 - m13 * m31;
- result[5] = m12 * m31 - m11 * m32;
- result[6] = m12 * m23 - m13 * m22;
- result[7] = m13 * m21 - m11 * m23;
- result[8] = m11 * m22 - m12 * m21;
- var scale = 1.0 / determinant;
- return Matrix3.multiplyByScalar(result, scale, result);
- };
- /**
- * Compares the provided matrices componentwise and returns
- * <code>true</code> if they are equal, <code>false</code> otherwise.
- *
- * @param {Matrix3} [left] The first matrix.
- * @param {Matrix3} [right] The second matrix.
- * @returns {Boolean} <code>true</code> if left and right are equal, <code>false</code> otherwise.
- */
- Matrix3.equals = function(left, right) {
- return (left === right) ||
- (defined(left) &&
- defined(right) &&
- left[0] === right[0] &&
- left[1] === right[1] &&
- left[2] === right[2] &&
- left[3] === right[3] &&
- left[4] === right[4] &&
- left[5] === right[5] &&
- left[6] === right[6] &&
- left[7] === right[7] &&
- left[8] === right[8]);
- };
- /**
- * Compares the provided matrices componentwise and returns
- * <code>true</code> if they are within the provided epsilon,
- * <code>false</code> otherwise.
- *
- * @param {Matrix3} [left] The first matrix.
- * @param {Matrix3} [right] The second matrix.
- * @param {Number} epsilon 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.
- */
- Matrix3.equalsEpsilon = function(left, right, epsilon) {
- if (typeof epsilon !== 'number') {
- throw new DeveloperError('epsilon must be a number');
- }
-
- return (left === right) ||
- (defined(left) &&
- 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 &&
- Math.abs(left[4] - right[4]) <= epsilon &&
- Math.abs(left[5] - right[5]) <= epsilon &&
- Math.abs(left[6] - right[6]) <= epsilon &&
- Math.abs(left[7] - right[7]) <= epsilon &&
- Math.abs(left[8] - right[8]) <= epsilon);
- };
- /**
- * An immutable Matrix3 instance initialized to the identity matrix.
- *
- * @type {Matrix3}
- * @constant
- */
- Matrix3.IDENTITY = freezeObject(new Matrix3(1.0, 0.0, 0.0,
- 0.0, 1.0, 0.0,
- 0.0, 0.0, 1.0));
- /**
- * An immutable Matrix3 instance initialized to the zero matrix.
- *
- * @type {Matrix3}
- * @constant
- */
- Matrix3.ZERO = freezeObject(new Matrix3(0.0, 0.0, 0.0,
- 0.0, 0.0, 0.0,
- 0.0, 0.0, 0.0));
- /**
- * The index into Matrix3 for column 0, row 0.
- *
- * @type {Number}
- * @constant
- */
- Matrix3.COLUMN0ROW0 = 0;
- /**
- * The index into Matrix3 for column 0, row 1.
- *
- * @type {Number}
- * @constant
- */
- Matrix3.COLUMN0ROW1 = 1;
- /**
- * The index into Matrix3 for column 0, row 2.
- *
- * @type {Number}
- * @constant
- */
- Matrix3.COLUMN0ROW2 = 2;
- /**
- * The index into Matrix3 for column 1, row 0.
- *
- * @type {Number}
- * @constant
- */
- Matrix3.COLUMN1ROW0 = 3;
- /**
- * The index into Matrix3 for column 1, row 1.
- *
- * @type {Number}
- * @constant
- */
- Matrix3.COLUMN1ROW1 = 4;
- /**
- * The index into Matrix3 for column 1, row 2.
- *
- * @type {Number}
- * @constant
- */
- Matrix3.COLUMN1ROW2 = 5;
- /**
- * The index into Matrix3 for column 2, row 0.
- *
- * @type {Number}
- * @constant
- */
- Matrix3.COLUMN2ROW0 = 6;
- /**
- * The index into Matrix3 for column 2, row 1.
- *
- * @type {Number}
- * @constant
- */
- Matrix3.COLUMN2ROW1 = 7;
- /**
- * The index into Matrix3 for column 2, row 2.
- *
- * @type {Number}
- * @constant
- */
- Matrix3.COLUMN2ROW2 = 8;
- defineProperties(Matrix3.prototype, {
- /**
- * Gets the number of items in the collection.
- * @memberof Matrix3.prototype
- *
- * @type {Number}
- */
- length : {
- get : function() {
- return Matrix3.packedLength;
- }
- }
- });
- /**
- * Duplicates the provided Matrix3 instance.
- *
- * @param {Matrix3} [result] The object onto which to store the result.
- * @returns {Matrix3} The modified result parameter or a new Matrix3 instance if one was not provided.
- */
- Matrix3.prototype.clone = function(result) {
- return Matrix3.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 {Matrix3} [right] The right hand side matrix.
- * @returns {Boolean} <code>true</code> if they are equal, <code>false</code> otherwise.
- */
- Matrix3.prototype.equals = function(right) {
- return Matrix3.equals(this, right);
- };
- /**
- * @private
- */
- Matrix3.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] &&
- matrix[4] === array[offset + 4] &&
- matrix[5] === array[offset + 5] &&
- matrix[6] === array[offset + 6] &&
- matrix[7] === array[offset + 7] &&
- matrix[8] === array[offset + 8];
- };
- /**
- * 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 {Matrix3} [right] The right hand side matrix.
- * @param {Number} epsilon The epsilon to use for equality testing.
- * @returns {Boolean} <code>true</code> if they are within the provided epsilon, <code>false</code> otherwise.
- */
- Matrix3.prototype.equalsEpsilon = function(right, epsilon) {
- return Matrix3.equalsEpsilon(this, right, epsilon);
- };
- /**
- * Creates a string representing this Matrix with each row being
- * on a separate line and in the format '(column0, column1, column2)'.
- *
- * @returns {String} A string representing the provided Matrix with each row being on a separate line and in the format '(column0, column1, column2)'.
- */
- Matrix3.prototype.toString = function() {
- return '(' + this[0] + ', ' + this[3] + ', ' + this[6] + ')\n' +
- '(' + this[1] + ', ' + this[4] + ', ' + this[7] + ')\n' +
- '(' + this[2] + ', ' + this[5] + ', ' + this[8] + ')';
- };
- return Matrix3;
- });
- /*global define*/
- define('Core/Cartesian4',[
- './defaultValue',
- './defined',
- './DeveloperError',
- './freezeObject',
- './Math'
- ], function(
- defaultValue,
- defined,
- DeveloperError,
- freezeObject,
- CesiumMath) {
- 'use strict';
- /**
- * A 4D Cartesian point.
- * @alias Cartesian4
- * @constructor
- *
- * @param {Number} [x=0.0] The X component.
- * @param {Number} [y=0.0] The Y component.
- * @param {Number} [z=0.0] The Z component.
- * @param {Number} [w=0.0] The W component.
- *
- * @see Cartesian2
- * @see Cartesian3
- * @see Packable
- */
- function Cartesian4(x, y, z, w) {
- /**
- * The X component.
- * @type {Number}
- * @default 0.0
- */
- this.x = defaultValue(x, 0.0);
- /**
- * The Y component.
- * @type {Number}
- * @default 0.0
- */
- this.y = defaultValue(y, 0.0);
- /**
- * The Z component.
- * @type {Number}
- * @default 0.0
- */
- this.z = defaultValue(z, 0.0);
- /**
- * The W component.
- * @type {Number}
- * @default 0.0
- */
- this.w = defaultValue(w, 0.0);
- }
- /**
- * Creates a Cartesian4 instance from x, y, z and w coordinates.
- *
- * @param {Number} x The x coordinate.
- * @param {Number} y The y coordinate.
- * @param {Number} z The z coordinate.
- * @param {Number} w The w coordinate.
- * @param {Cartesian4} [result] The object onto which to store the result.
- * @returns {Cartesian4} The modified result parameter or a new Cartesian4 instance if one was not provided.
- */
- Cartesian4.fromElements = function(x, y, z, w, result) {
- if (!defined(result)) {
- return new Cartesian4(x, y, z, w);
- }
- result.x = x;
- result.y = y;
- result.z = z;
- result.w = w;
- return result;
- };
- /**
- * Creates a Cartesian4 instance from a {@link Color}. <code>red</code>, <code>green</code>, <code>blue</code>,
- * and <code>alpha</code> map to <code>x</code>, <code>y</code>, <code>z</code>, and <code>w</code>, respectively.
- *
- * @param {Color} color The source color.
- * @param {Cartesian4} [result] The object onto which to store the result.
- * @returns {Cartesian4} The modified result parameter or a new Cartesian4 instance if one was not provided.
- */
- Cartesian4.fromColor = function(color, result) {
- if (!defined(color)) {
- throw new DeveloperError('color is required');
- }
- if (!defined(result)) {
- return new Cartesian4(color.red, color.green, color.blue, color.alpha);
- }
- result.x = color.red;
- result.y = color.green;
- result.z = color.blue;
- result.w = color.alpha;
- return result;
- };
- /**
- * Duplicates a Cartesian4 instance.
- *
- * @param {Cartesian4} cartesian The Cartesian to duplicate.
- * @param {Cartesian4} [result] The object onto which to store the result.
- * @returns {Cartesian4} The modified result parameter or a new Cartesian4 instance if one was not provided. (Returns undefined if cartesian is undefined)
- */
- Cartesian4.clone = function(cartesian, result) {
- if (!defined(cartesian)) {
- return undefined;
- }
- if (!defined(result)) {
- return new Cartesian4(cartesian.x, cartesian.y, cartesian.z, cartesian.w);
- }
- result.x = cartesian.x;
- result.y = cartesian.y;
- result.z = cartesian.z;
- result.w = cartesian.w;
- return result;
- };
- /**
- * The number of elements used to pack the object into an array.
- * @type {Number}
- */
- Cartesian4.packedLength = 4;
- /**
- * Stores the provided instance into the provided array.
- *
- * @param {Cartesian4} 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
- */
- Cartesian4.pack = function(value, array, startingIndex) {
- if (!defined(value)) {
- throw new DeveloperError('value is required');
- }
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- array[startingIndex++] = value.x;
- array[startingIndex++] = value.y;
- array[startingIndex++] = value.z;
- array[startingIndex] = value.w;
- 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 {Cartesian4} [result] The object into which to store the result.
- * @returns {Cartesian4} The modified result parameter or a new Cartesian4 instance if one was not provided.
- */
- Cartesian4.unpack = function(array, startingIndex, result) {
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- if (!defined(result)) {
- result = new Cartesian4();
- }
- result.x = array[startingIndex++];
- result.y = array[startingIndex++];
- result.z = array[startingIndex++];
- result.w = array[startingIndex];
- return result;
- };
- /**
- * Flattens an array of Cartesian4s into and array of components.
- *
- * @param {Cartesian4[]} array The array of cartesians to pack.
- * @param {Number[]} result The array onto which to store the result.
- * @returns {Number[]} The packed array.
- */
- Cartesian4.packArray = function(array, result) {
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- var length = array.length;
- if (!defined(result)) {
- result = new Array(length * 4);
- } else {
- result.length = length * 4;
- }
- for (var i = 0; i < length; ++i) {
- Cartesian4.pack(array[i], result, i * 4);
- }
- return result;
- };
- /**
- * Unpacks an array of cartesian components into and array of Cartesian4s.
- *
- * @param {Number[]} array The array of components to unpack.
- * @param {Cartesian4[]} result The array onto which to store the result.
- * @returns {Cartesian4[]} The unpacked array.
- */
- Cartesian4.unpackArray = function(array, result) {
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- var length = array.length;
- if (!defined(result)) {
- result = new Array(length / 4);
- } else {
- result.length = length / 4;
- }
- for (var i = 0; i < length; i += 4) {
- var index = i / 4;
- result[index] = Cartesian4.unpack(array, i, result[index]);
- }
- return result;
- };
- /**
- * Creates a Cartesian4 from four consecutive elements in an array.
- * @function
- *
- * @param {Number[]} array The array whose four consecutive elements correspond to the x, y, z, and w components, respectively.
- * @param {Number} [startingIndex=0] The offset into the array of the first element, which corresponds to the x component.
- * @param {Cartesian4} [result] The object onto which to store the result.
- * @returns {Cartesian4} The modified result parameter or a new Cartesian4 instance if one was not provided.
- *
- * @example
- * // Create a Cartesian4 with (1.0, 2.0, 3.0, 4.0)
- * var v = [1.0, 2.0, 3.0, 4.0];
- * var p = Cesium.Cartesian4.fromArray(v);
- *
- * // Create a Cartesian4 with (1.0, 2.0, 3.0, 4.0) using an offset into an array
- * var v2 = [0.0, 0.0, 1.0, 2.0, 3.0, 4.0];
- * var p2 = Cesium.Cartesian4.fromArray(v2, 2);
- */
- Cartesian4.fromArray = Cartesian4.unpack;
- /**
- * Computes the value of the maximum component for the supplied Cartesian.
- *
- * @param {Cartesian4} cartesian The cartesian to use.
- * @returns {Number} The value of the maximum component.
- */
- Cartesian4.maximumComponent = function(cartesian) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
-
- return Math.max(cartesian.x, cartesian.y, cartesian.z, cartesian.w);
- };
- /**
- * Computes the value of the minimum component for the supplied Cartesian.
- *
- * @param {Cartesian4} cartesian The cartesian to use.
- * @returns {Number} The value of the minimum component.
- */
- Cartesian4.minimumComponent = function(cartesian) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
-
- return Math.min(cartesian.x, cartesian.y, cartesian.z, cartesian.w);
- };
- /**
- * Compares two Cartesians and computes a Cartesian which contains the minimum components of the supplied Cartesians.
- *
- * @param {Cartesian4} first A cartesian to compare.
- * @param {Cartesian4} second A cartesian to compare.
- * @param {Cartesian4} result The object into which to store the result.
- * @returns {Cartesian4} A cartesian with the minimum components.
- */
- Cartesian4.minimumByComponent = function(first, second, result) {
- if (!defined(first)) {
- throw new DeveloperError('first is required.');
- }
- if (!defined(second)) {
- throw new DeveloperError('second is required.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required.');
- }
-
- result.x = Math.min(first.x, second.x);
- result.y = Math.min(first.y, second.y);
- result.z = Math.min(first.z, second.z);
- result.w = Math.min(first.w, second.w);
- return result;
- };
- /**
- * Compares two Cartesians and computes a Cartesian which contains the maximum components of the supplied Cartesians.
- *
- * @param {Cartesian4} first A cartesian to compare.
- * @param {Cartesian4} second A cartesian to compare.
- * @param {Cartesian4} result The object into which to store the result.
- * @returns {Cartesian4} A cartesian with the maximum components.
- */
- Cartesian4.maximumByComponent = function(first, second, result) {
- if (!defined(first)) {
- throw new DeveloperError('first is required.');
- }
- if (!defined(second)) {
- throw new DeveloperError('second is required.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required.');
- }
-
- result.x = Math.max(first.x, second.x);
- result.y = Math.max(first.y, second.y);
- result.z = Math.max(first.z, second.z);
- result.w = Math.max(first.w, second.w);
- return result;
- };
- /**
- * Computes the provided Cartesian's squared magnitude.
- *
- * @param {Cartesian4} cartesian The Cartesian instance whose squared magnitude is to be computed.
- * @returns {Number} The squared magnitude.
- */
- Cartesian4.magnitudeSquared = function(cartesian) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
-
- return cartesian.x * cartesian.x + cartesian.y * cartesian.y + cartesian.z * cartesian.z + cartesian.w * cartesian.w;
- };
- /**
- * Computes the Cartesian's magnitude (length).
- *
- * @param {Cartesian4} cartesian The Cartesian instance whose magnitude is to be computed.
- * @returns {Number} The magnitude.
- */
- Cartesian4.magnitude = function(cartesian) {
- return Math.sqrt(Cartesian4.magnitudeSquared(cartesian));
- };
- var distanceScratch = new Cartesian4();
- /**
- * Computes the 4-space distance between two points.
- *
- * @param {Cartesian4} left The first point to compute the distance from.
- * @param {Cartesian4} right The second point to compute the distance to.
- * @returns {Number} The distance between two points.
- *
- * @example
- * // Returns 1.0
- * var d = Cesium.Cartesian4.distance(
- * new Cesium.Cartesian4(1.0, 0.0, 0.0, 0.0),
- * new Cesium.Cartesian4(2.0, 0.0, 0.0, 0.0));
- */
- Cartesian4.distance = function(left, right) {
- if (!defined(left) || !defined(right)) {
- throw new DeveloperError('left and right are required.');
- }
-
- Cartesian4.subtract(left, right, distanceScratch);
- return Cartesian4.magnitude(distanceScratch);
- };
- /**
- * Computes the squared distance between two points. Comparing squared distances
- * using this function is more efficient than comparing distances using {@link Cartesian4#distance}.
- *
- * @param {Cartesian4} left The first point to compute the distance from.
- * @param {Cartesian4} right The second point to compute the distance to.
- * @returns {Number} The distance between two points.
- *
- * @example
- * // Returns 4.0, not 2.0
- * var d = Cesium.Cartesian4.distance(
- * new Cesium.Cartesian4(1.0, 0.0, 0.0, 0.0),
- * new Cesium.Cartesian4(3.0, 0.0, 0.0, 0.0));
- */
- Cartesian4.distanceSquared = function(left, right) {
- if (!defined(left) || !defined(right)) {
- throw new DeveloperError('left and right are required.');
- }
-
- Cartesian4.subtract(left, right, distanceScratch);
- return Cartesian4.magnitudeSquared(distanceScratch);
- };
- /**
- * Computes the normalized form of the supplied Cartesian.
- *
- * @param {Cartesian4} cartesian The Cartesian to be normalized.
- * @param {Cartesian4} result The object onto which to store the result.
- * @returns {Cartesian4} The modified result parameter.
- */
- Cartesian4.normalize = function(cartesian, result) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var magnitude = Cartesian4.magnitude(cartesian);
- result.x = cartesian.x / magnitude;
- result.y = cartesian.y / magnitude;
- result.z = cartesian.z / magnitude;
- result.w = cartesian.w / magnitude;
- if (isNaN(result.x) || isNaN(result.y) || isNaN(result.z) || isNaN(result.w)) {
- throw new DeveloperError('normalized result is not a number');
- }
-
- return result;
- };
- /**
- * Computes the dot (scalar) product of two Cartesians.
- *
- * @param {Cartesian4} left The first Cartesian.
- * @param {Cartesian4} right The second Cartesian.
- * @returns {Number} The dot product.
- */
- Cartesian4.dot = function(left, right) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
-
- return left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w;
- };
- /**
- * Computes the componentwise product of two Cartesians.
- *
- * @param {Cartesian4} left The first Cartesian.
- * @param {Cartesian4} right The second Cartesian.
- * @param {Cartesian4} result The object onto which to store the result.
- * @returns {Cartesian4} The modified result parameter.
- */
- Cartesian4.multiplyComponents = function(left, right, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = left.x * right.x;
- result.y = left.y * right.y;
- result.z = left.z * right.z;
- result.w = left.w * right.w;
- return result;
- };
- /**
- * Computes the componentwise quotient of two Cartesians.
- *
- * @param {Cartesian4} left The first Cartesian.
- * @param {Cartesian4} right The second Cartesian.
- * @param {Cartesian4} result The object onto which to store the result.
- * @returns {Cartesian4} The modified result parameter.
- */
- Cartesian4.divideComponents = function(left, right, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = left.x / right.x;
- result.y = left.y / right.y;
- result.z = left.z / right.z;
- result.w = left.w / right.w;
- return result;
- };
- /**
- * Computes the componentwise sum of two Cartesians.
- *
- * @param {Cartesian4} left The first Cartesian.
- * @param {Cartesian4} right The second Cartesian.
- * @param {Cartesian4} result The object onto which to store the result.
- * @returns {Cartesian4} The modified result parameter.
- */
- Cartesian4.add = function(left, right, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = left.x + right.x;
- result.y = left.y + right.y;
- result.z = left.z + right.z;
- result.w = left.w + right.w;
- return result;
- };
- /**
- * Computes the componentwise difference of two Cartesians.
- *
- * @param {Cartesian4} left The first Cartesian.
- * @param {Cartesian4} right The second Cartesian.
- * @param {Cartesian4} result The object onto which to store the result.
- * @returns {Cartesian4} The modified result parameter.
- */
- Cartesian4.subtract = function(left, right, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = left.x - right.x;
- result.y = left.y - right.y;
- result.z = left.z - right.z;
- result.w = left.w - right.w;
- return result;
- };
- /**
- * Multiplies the provided Cartesian componentwise by the provided scalar.
- *
- * @param {Cartesian4} cartesian The Cartesian to be scaled.
- * @param {Number} scalar The scalar to multiply with.
- * @param {Cartesian4} result The object onto which to store the result.
- * @returns {Cartesian4} The modified result parameter.
- */
- Cartesian4.multiplyByScalar = function(cartesian, scalar, result) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (typeof scalar !== 'number') {
- throw new DeveloperError('scalar is required and must be a number.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = cartesian.x * scalar;
- result.y = cartesian.y * scalar;
- result.z = cartesian.z * scalar;
- result.w = cartesian.w * scalar;
- return result;
- };
- /**
- * Divides the provided Cartesian componentwise by the provided scalar.
- *
- * @param {Cartesian4} cartesian The Cartesian to be divided.
- * @param {Number} scalar The scalar to divide by.
- * @param {Cartesian4} result The object onto which to store the result.
- * @returns {Cartesian4} The modified result parameter.
- */
- Cartesian4.divideByScalar = function(cartesian, scalar, result) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (typeof scalar !== 'number') {
- throw new DeveloperError('scalar is required and must be a number.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = cartesian.x / scalar;
- result.y = cartesian.y / scalar;
- result.z = cartesian.z / scalar;
- result.w = cartesian.w / scalar;
- return result;
- };
- /**
- * Negates the provided Cartesian.
- *
- * @param {Cartesian4} cartesian The Cartesian to be negated.
- * @param {Cartesian4} result The object onto which to store the result.
- * @returns {Cartesian4} The modified result parameter.
- */
- Cartesian4.negate = function(cartesian, result) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = -cartesian.x;
- result.y = -cartesian.y;
- result.z = -cartesian.z;
- result.w = -cartesian.w;
- return result;
- };
- /**
- * Computes the absolute value of the provided Cartesian.
- *
- * @param {Cartesian4} cartesian The Cartesian whose absolute value is to be computed.
- * @param {Cartesian4} result The object onto which to store the result.
- * @returns {Cartesian4} The modified result parameter.
- */
- Cartesian4.abs = function(cartesian, result) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = Math.abs(cartesian.x);
- result.y = Math.abs(cartesian.y);
- result.z = Math.abs(cartesian.z);
- result.w = Math.abs(cartesian.w);
- return result;
- };
- var lerpScratch = new Cartesian4();
- /**
- * Computes the linear interpolation or extrapolation at t using the provided cartesians.
- *
- * @param {Cartesian4} start The value corresponding to t at 0.0.
- * @param {Cartesian4}end The value corresponding to t at 1.0.
- * @param {Number} t The point along t at which to interpolate.
- * @param {Cartesian4} result The object onto which to store the result.
- * @returns {Cartesian4} The modified result parameter.
- */
- Cartesian4.lerp = function(start, end, t, result) {
- if (!defined(start)) {
- throw new DeveloperError('start is required.');
- }
- if (!defined(end)) {
- throw new DeveloperError('end is required.');
- }
- if (typeof t !== 'number') {
- throw new DeveloperError('t is required and must be a number.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required.');
- }
-
- Cartesian4.multiplyByScalar(end, t, lerpScratch);
- result = Cartesian4.multiplyByScalar(start, 1.0 - t, result);
- return Cartesian4.add(lerpScratch, result, result);
- };
- var mostOrthogonalAxisScratch = new Cartesian4();
- /**
- * Returns the axis that is most orthogonal to the provided Cartesian.
- *
- * @param {Cartesian4} cartesian The Cartesian on which to find the most orthogonal axis.
- * @param {Cartesian4} result The object onto which to store the result.
- * @returns {Cartesian4} The most orthogonal axis.
- */
- Cartesian4.mostOrthogonalAxis = function(cartesian, result) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required.');
- }
-
- var f = Cartesian4.normalize(cartesian, mostOrthogonalAxisScratch);
- Cartesian4.abs(f, f);
- if (f.x <= f.y) {
- if (f.x <= f.z) {
- if (f.x <= f.w) {
- result = Cartesian4.clone(Cartesian4.UNIT_X, result);
- } else {
- result = Cartesian4.clone(Cartesian4.UNIT_W, result);
- }
- } else if (f.z <= f.w) {
- result = Cartesian4.clone(Cartesian4.UNIT_Z, result);
- } else {
- result = Cartesian4.clone(Cartesian4.UNIT_W, result);
- }
- } else if (f.y <= f.z) {
- if (f.y <= f.w) {
- result = Cartesian4.clone(Cartesian4.UNIT_Y, result);
- } else {
- result = Cartesian4.clone(Cartesian4.UNIT_W, result);
- }
- } else if (f.z <= f.w) {
- result = Cartesian4.clone(Cartesian4.UNIT_Z, result);
- } else {
- result = Cartesian4.clone(Cartesian4.UNIT_W, result);
- }
- return result;
- };
- /**
- * Compares the provided Cartesians componentwise and returns
- * <code>true</code> if they are equal, <code>false</code> otherwise.
- *
- * @param {Cartesian4} [left] The first Cartesian.
- * @param {Cartesian4} [right] The second Cartesian.
- * @returns {Boolean} <code>true</code> if left and right are equal, <code>false</code> otherwise.
- */
- Cartesian4.equals = function(left, right) {
- return (left === right) ||
- ((defined(left)) &&
- (defined(right)) &&
- (left.x === right.x) &&
- (left.y === right.y) &&
- (left.z === right.z) &&
- (left.w === right.w));
- };
- /**
- * @private
- */
- Cartesian4.equalsArray = function(cartesian, array, offset) {
- return cartesian.x === array[offset] &&
- cartesian.y === array[offset + 1] &&
- cartesian.z === array[offset + 2] &&
- cartesian.w === array[offset + 3];
- };
- /**
- * Compares the provided Cartesians componentwise and returns
- * <code>true</code> if they pass an absolute or relative tolerance test,
- * <code>false</code> otherwise.
- *
- * @param {Cartesian4} [left] The first Cartesian.
- * @param {Cartesian4} [right] The second Cartesian.
- * @param {Number} relativeEpsilon The relative epsilon tolerance to use for equality testing.
- * @param {Number} [absoluteEpsilon=relativeEpsilon] The absolute epsilon tolerance to use for equality testing.
- * @returns {Boolean} <code>true</code> if left and right are within the provided epsilon, <code>false</code> otherwise.
- */
- Cartesian4.equalsEpsilon = function(left, right, relativeEpsilon, absoluteEpsilon) {
- return (left === right) ||
- (defined(left) &&
- defined(right) &&
- CesiumMath.equalsEpsilon(left.x, right.x, relativeEpsilon, absoluteEpsilon) &&
- CesiumMath.equalsEpsilon(left.y, right.y, relativeEpsilon, absoluteEpsilon) &&
- CesiumMath.equalsEpsilon(left.z, right.z, relativeEpsilon, absoluteEpsilon) &&
- CesiumMath.equalsEpsilon(left.w, right.w, relativeEpsilon, absoluteEpsilon));
- };
- /**
- * An immutable Cartesian4 instance initialized to (0.0, 0.0, 0.0, 0.0).
- *
- * @type {Cartesian4}
- * @constant
- */
- Cartesian4.ZERO = freezeObject(new Cartesian4(0.0, 0.0, 0.0, 0.0));
- /**
- * An immutable Cartesian4 instance initialized to (1.0, 0.0, 0.0, 0.0).
- *
- * @type {Cartesian4}
- * @constant
- */
- Cartesian4.UNIT_X = freezeObject(new Cartesian4(1.0, 0.0, 0.0, 0.0));
- /**
- * An immutable Cartesian4 instance initialized to (0.0, 1.0, 0.0, 0.0).
- *
- * @type {Cartesian4}
- * @constant
- */
- Cartesian4.UNIT_Y = freezeObject(new Cartesian4(0.0, 1.0, 0.0, 0.0));
- /**
- * An immutable Cartesian4 instance initialized to (0.0, 0.0, 1.0, 0.0).
- *
- * @type {Cartesian4}
- * @constant
- */
- Cartesian4.UNIT_Z = freezeObject(new Cartesian4(0.0, 0.0, 1.0, 0.0));
- /**
- * An immutable Cartesian4 instance initialized to (0.0, 0.0, 0.0, 1.0).
- *
- * @type {Cartesian4}
- * @constant
- */
- Cartesian4.UNIT_W = freezeObject(new Cartesian4(0.0, 0.0, 0.0, 1.0));
- /**
- * Duplicates this Cartesian4 instance.
- *
- * @param {Cartesian4} [result] The object onto which to store the result.
- * @returns {Cartesian4} The modified result parameter or a new Cartesian4 instance if one was not provided.
- */
- Cartesian4.prototype.clone = function(result) {
- return Cartesian4.clone(this, result);
- };
- /**
- * Compares this Cartesian against the provided Cartesian componentwise and returns
- * <code>true</code> if they are equal, <code>false</code> otherwise.
- *
- * @param {Cartesian4} [right] The right hand side Cartesian.
- * @returns {Boolean} <code>true</code> if they are equal, <code>false</code> otherwise.
- */
- Cartesian4.prototype.equals = function(right) {
- return Cartesian4.equals(this, right);
- };
- /**
- * Compares this Cartesian against the provided Cartesian componentwise and returns
- * <code>true</code> if they pass an absolute or relative tolerance test,
- * <code>false</code> otherwise.
- *
- * @param {Cartesian4} [right] The right hand side Cartesian.
- * @param {Number} relativeEpsilon The relative epsilon tolerance to use for equality testing.
- * @param {Number} [absoluteEpsilon=relativeEpsilon] The absolute epsilon tolerance to use for equality testing.
- * @returns {Boolean} <code>true</code> if they are within the provided epsilon, <code>false</code> otherwise.
- */
- Cartesian4.prototype.equalsEpsilon = function(right, relativeEpsilon, absoluteEpsilon) {
- return Cartesian4.equalsEpsilon(this, right, relativeEpsilon, absoluteEpsilon);
- };
- /**
- * Creates a string representing this Cartesian in the format '(x, y)'.
- *
- * @returns {String} A string representing the provided Cartesian in the format '(x, y)'.
- */
- Cartesian4.prototype.toString = function() {
- return '(' + this.x + ', ' + this.y + ', ' + this.z + ', ' + this.w + ')';
- };
- return Cartesian4;
- });
- /*global define*/
- define('Core/RuntimeError',[
- './defined'
- ], function(
- defined) {
- 'use strict';
- /**
- * Constructs an exception object that is thrown due to an error that can occur at runtime, e.g.,
- * out of memory, could not compile shader, etc. If a function may throw this
- * exception, the calling code should be prepared to catch it.
- * <br /><br />
- * On the other hand, a {@link DeveloperError} indicates an exception due
- * to a developer error, e.g., invalid argument, that usually indicates a bug in the
- * calling code.
- *
- * @alias RuntimeError
- * @constructor
- * @extends Error
- *
- * @param {String} [message] The error message for this exception.
- *
- * @see DeveloperError
- */
- function RuntimeError(message) {
- /**
- * 'RuntimeError' indicating that this exception was thrown due to a runtime error.
- * @type {String}
- * @readonly
- */
- this.name = 'RuntimeError';
- /**
- * The explanation for why this exception was thrown.
- * @type {String}
- * @readonly
- */
- this.message = message;
- //Browsers such as IE don't have a stack property until you actually throw the error.
- var stack;
- try {
- throw new Error();
- } catch (e) {
- stack = e.stack;
- }
- /**
- * The stack trace of this exception, if available.
- * @type {String}
- * @readonly
- */
- this.stack = stack;
- }
- if (defined(Object.create)) {
- RuntimeError.prototype = Object.create(Error.prototype);
- RuntimeError.prototype.constructor = RuntimeError;
- }
- RuntimeError.prototype.toString = function() {
- var str = this.name + ': ' + this.message;
- if (defined(this.stack)) {
- str += '\n' + this.stack.toString();
- }
- return str;
- };
- return RuntimeError;
- });
- /*global define*/
- define('Core/Matrix4',[
- './Cartesian3',
- './Cartesian4',
- './defaultValue',
- './defined',
- './defineProperties',
- './DeveloperError',
- './freezeObject',
- './Math',
- './Matrix3',
- './RuntimeError'
- ], function(
- Cartesian3,
- Cartesian4,
- defaultValue,
- defined,
- defineProperties,
- DeveloperError,
- freezeObject,
- CesiumMath,
- Matrix3,
- RuntimeError) {
- 'use strict';
- /**
- * A 4x4 matrix, indexable as a column-major order array.
- * Constructor parameters are in row-major order for code readability.
- * @alias Matrix4
- * @constructor
- *
- * @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} [column2Row0=0.0] The value for column 2, row 0.
- * @param {Number} [column3Row0=0.0] The value for column 3, 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.
- * @param {Number} [column2Row1=0.0] The value for column 2, row 1.
- * @param {Number} [column3Row1=0.0] The value for column 3, row 1.
- * @param {Number} [column0Row2=0.0] The value for column 0, row 2.
- * @param {Number} [column1Row2=0.0] The value for column 1, row 2.
- * @param {Number} [column2Row2=0.0] The value for column 2, row 2.
- * @param {Number} [column3Row2=0.0] The value for column 3, row 2.
- * @param {Number} [column0Row3=0.0] The value for column 0, row 3.
- * @param {Number} [column1Row3=0.0] The value for column 1, row 3.
- * @param {Number} [column2Row3=0.0] The value for column 2, row 3.
- * @param {Number} [column3Row3=0.0] The value for column 3, row 3.
- *
- * @see Matrix4.fromColumnMajorArray
- * @see Matrix4.fromRowMajorArray
- * @see Matrix4.fromRotationTranslation
- * @see Matrix4.fromTranslationRotationScale
- * @see Matrix4.fromTranslationQuaternionRotationScale
- * @see Matrix4.fromTranslation
- * @see Matrix4.fromScale
- * @see Matrix4.fromUniformScale
- * @see Matrix4.fromCamera
- * @see Matrix4.computePerspectiveFieldOfView
- * @see Matrix4.computeOrthographicOffCenter
- * @see Matrix4.computePerspectiveOffCenter
- * @see Matrix4.computeInfinitePerspectiveOffCenter
- * @see Matrix4.computeViewportTransformation
- * @see Matrix4.computeView
- * @see Matrix2
- * @see Matrix3
- * @see Packable
- */
- function Matrix4(column0Row0, column1Row0, column2Row0, column3Row0,
- column0Row1, column1Row1, column2Row1, column3Row1,
- column0Row2, column1Row2, column2Row2, column3Row2,
- column0Row3, column1Row3, column2Row3, column3Row3) {
- this[0] = defaultValue(column0Row0, 0.0);
- this[1] = defaultValue(column0Row1, 0.0);
- this[2] = defaultValue(column0Row2, 0.0);
- this[3] = defaultValue(column0Row3, 0.0);
- this[4] = defaultValue(column1Row0, 0.0);
- this[5] = defaultValue(column1Row1, 0.0);
- this[6] = defaultValue(column1Row2, 0.0);
- this[7] = defaultValue(column1Row3, 0.0);
- this[8] = defaultValue(column2Row0, 0.0);
- this[9] = defaultValue(column2Row1, 0.0);
- this[10] = defaultValue(column2Row2, 0.0);
- this[11] = defaultValue(column2Row3, 0.0);
- this[12] = defaultValue(column3Row0, 0.0);
- this[13] = defaultValue(column3Row1, 0.0);
- this[14] = defaultValue(column3Row2, 0.0);
- this[15] = defaultValue(column3Row3, 0.0);
- }
- /**
- * The number of elements used to pack the object into an array.
- * @type {Number}
- */
- Matrix4.packedLength = 16;
- /**
- * Stores the provided instance into the provided array.
- *
- * @param {Matrix4} 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
- */
- Matrix4.pack = function(value, array, startingIndex) {
- if (!defined(value)) {
- throw new DeveloperError('value is required');
- }
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- array[startingIndex++] = value[0];
- array[startingIndex++] = value[1];
- array[startingIndex++] = value[2];
- array[startingIndex++] = value[3];
- array[startingIndex++] = value[4];
- array[startingIndex++] = value[5];
- array[startingIndex++] = value[6];
- array[startingIndex++] = value[7];
- array[startingIndex++] = value[8];
- array[startingIndex++] = value[9];
- array[startingIndex++] = value[10];
- array[startingIndex++] = value[11];
- array[startingIndex++] = value[12];
- array[startingIndex++] = value[13];
- array[startingIndex++] = value[14];
- array[startingIndex] = value[15];
- 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 {Matrix4} [result] The object into which to store the result.
- * @returns {Matrix4} The modified result parameter or a new Matrix4 instance if one was not provided.
- */
- Matrix4.unpack = function(array, startingIndex, result) {
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- if (!defined(result)) {
- result = new Matrix4();
- }
- result[0] = array[startingIndex++];
- result[1] = array[startingIndex++];
- result[2] = array[startingIndex++];
- result[3] = array[startingIndex++];
- result[4] = array[startingIndex++];
- result[5] = array[startingIndex++];
- result[6] = array[startingIndex++];
- result[7] = array[startingIndex++];
- result[8] = array[startingIndex++];
- result[9] = array[startingIndex++];
- result[10] = array[startingIndex++];
- result[11] = array[startingIndex++];
- result[12] = array[startingIndex++];
- result[13] = array[startingIndex++];
- result[14] = array[startingIndex++];
- result[15] = array[startingIndex];
- return result;
- };
- /**
- * Duplicates a Matrix4 instance.
- *
- * @param {Matrix4} matrix The matrix to duplicate.
- * @param {Matrix4} [result] The object onto which to store the result.
- * @returns {Matrix4} The modified result parameter or a new Matrix4 instance if one was not provided. (Returns undefined if matrix is undefined)
- */
- Matrix4.clone = function(matrix, result) {
- if (!defined(matrix)) {
- return undefined;
- }
- if (!defined(result)) {
- return new Matrix4(matrix[0], matrix[4], matrix[8], matrix[12],
- matrix[1], matrix[5], matrix[9], matrix[13],
- matrix[2], matrix[6], matrix[10], matrix[14],
- matrix[3], matrix[7], matrix[11], matrix[15]);
- }
- result[0] = matrix[0];
- result[1] = matrix[1];
- result[2] = matrix[2];
- result[3] = matrix[3];
- result[4] = matrix[4];
- result[5] = matrix[5];
- result[6] = matrix[6];
- result[7] = matrix[7];
- result[8] = matrix[8];
- result[9] = matrix[9];
- result[10] = matrix[10];
- result[11] = matrix[11];
- result[12] = matrix[12];
- result[13] = matrix[13];
- result[14] = matrix[14];
- result[15] = matrix[15];
- return result;
- };
- /**
- * Creates a Matrix4 from 16 consecutive elements in an array.
- * @function
- *
- * @param {Number[]} array The array whose 16 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 {Matrix4} [result] The object onto which to store the result.
- * @returns {Matrix4} The modified result parameter or a new Matrix4 instance if one was not provided.
- *
- * @example
- * // Create the Matrix4:
- * // [1.0, 2.0, 3.0, 4.0]
- * // [1.0, 2.0, 3.0, 4.0]
- * // [1.0, 2.0, 3.0, 4.0]
- * // [1.0, 2.0, 3.0, 4.0]
- *
- * var v = [1.0, 1.0, 1.0, 1.0, 2.0, 2.0, 2.0, 2.0, 3.0, 3.0, 3.0, 3.0, 4.0, 4.0, 4.0, 4.0];
- * var m = Cesium.Matrix4.fromArray(v);
- *
- * // Create same Matrix4 with using an offset into an array
- * var v2 = [0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 2.0, 2.0, 2.0, 2.0, 3.0, 3.0, 3.0, 3.0, 4.0, 4.0, 4.0, 4.0];
- * var m2 = Cesium.Matrix4.fromArray(v2, 2);
- */
- Matrix4.fromArray = Matrix4.unpack;
- /**
- * Computes a Matrix4 instance from a column-major order array.
- *
- * @param {Number[]} values The column-major order array.
- * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided.
- */
- Matrix4.fromColumnMajorArray = function(values, result) {
- if (!defined(values)) {
- throw new DeveloperError('values is required');
- }
-
- return Matrix4.clone(values, result);
- };
- /**
- * Computes a Matrix4 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 {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided.
- */
- Matrix4.fromRowMajorArray = function(values, result) {
- if (!defined(values)) {
- throw new DeveloperError('values is required.');
- }
-
- if (!defined(result)) {
- return new Matrix4(values[0], values[1], values[2], values[3],
- values[4], values[5], values[6], values[7],
- values[8], values[9], values[10], values[11],
- values[12], values[13], values[14], values[15]);
- }
- result[0] = values[0];
- result[1] = values[4];
- result[2] = values[8];
- result[3] = values[12];
- result[4] = values[1];
- result[5] = values[5];
- result[6] = values[9];
- result[7] = values[13];
- result[8] = values[2];
- result[9] = values[6];
- result[10] = values[10];
- result[11] = values[14];
- result[12] = values[3];
- result[13] = values[7];
- result[14] = values[11];
- result[15] = values[15];
- return result;
- };
- /**
- * Computes a Matrix4 instance from a Matrix3 representing the rotation
- * and a Cartesian3 representing the translation.
- *
- * @param {Matrix3} rotation The upper left portion of the matrix representing the rotation.
- * @param {Cartesian3} [translation=Cartesian3.ZERO] The upper right portion of the matrix representing the translation.
- * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided.
- */
- Matrix4.fromRotationTranslation = function(rotation, translation, result) {
- if (!defined(rotation)) {
- throw new DeveloperError('rotation is required.');
- }
-
- translation = defaultValue(translation, Cartesian3.ZERO);
- if (!defined(result)) {
- return new Matrix4(rotation[0], rotation[3], rotation[6], translation.x,
- rotation[1], rotation[4], rotation[7], translation.y,
- rotation[2], rotation[5], rotation[8], translation.z,
- 0.0, 0.0, 0.0, 1.0);
- }
- result[0] = rotation[0];
- result[1] = rotation[1];
- result[2] = rotation[2];
- result[3] = 0.0;
- result[4] = rotation[3];
- result[5] = rotation[4];
- result[6] = rotation[5];
- result[7] = 0.0;
- result[8] = rotation[6];
- result[9] = rotation[7];
- result[10] = rotation[8];
- result[11] = 0.0;
- result[12] = translation.x;
- result[13] = translation.y;
- result[14] = translation.z;
- result[15] = 1.0;
- return result;
- };
- /**
- * Computes a Matrix4 instance from a translation, rotation, and scale (TRS)
- * representation with the rotation represented as a quaternion.
- *
- * @param {Cartesian3} translation The translation transformation.
- * @param {Quaternion} rotation The rotation transformation.
- * @param {Cartesian3} scale The non-uniform scale transformation.
- * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided.
- *
- * @example
- * var result = Cesium.Matrix4.fromTranslationQuaternionRotationScale(
- * new Cesium.Cartesian3(1.0, 2.0, 3.0), // translation
- * Cesium.Quaternion.IDENTITY, // rotation
- * new Cesium.Cartesian3(7.0, 8.0, 9.0), // scale
- * result);
- */
- Matrix4.fromTranslationQuaternionRotationScale = function(translation, rotation, scale, result) {
- if (!defined(translation)) {
- throw new DeveloperError('translation is required.');
- }
- if (!defined(rotation)) {
- throw new DeveloperError('rotation is required.');
- }
- if (!defined(scale)) {
- throw new DeveloperError('scale is required.');
- }
-
- if (!defined(result)) {
- result = new Matrix4();
- }
- var scaleX = scale.x;
- var scaleY = scale.y;
- var scaleZ = scale.z;
- var x2 = rotation.x * rotation.x;
- var xy = rotation.x * rotation.y;
- var xz = rotation.x * rotation.z;
- var xw = rotation.x * rotation.w;
- var y2 = rotation.y * rotation.y;
- var yz = rotation.y * rotation.z;
- var yw = rotation.y * rotation.w;
- var z2 = rotation.z * rotation.z;
- var zw = rotation.z * rotation.w;
- var w2 = rotation.w * rotation.w;
- var m00 = x2 - y2 - z2 + w2;
- var m01 = 2.0 * (xy - zw);
- var m02 = 2.0 * (xz + yw);
- var m10 = 2.0 * (xy + zw);
- var m11 = -x2 + y2 - z2 + w2;
- var m12 = 2.0 * (yz - xw);
- var m20 = 2.0 * (xz - yw);
- var m21 = 2.0 * (yz + xw);
- var m22 = -x2 - y2 + z2 + w2;
- result[0] = m00 * scaleX;
- result[1] = m10 * scaleX;
- result[2] = m20 * scaleX;
- result[3] = 0.0;
- result[4] = m01 * scaleY;
- result[5] = m11 * scaleY;
- result[6] = m21 * scaleY;
- result[7] = 0.0;
- result[8] = m02 * scaleZ;
- result[9] = m12 * scaleZ;
- result[10] = m22 * scaleZ;
- result[11] = 0.0;
- result[12] = translation.x;
- result[13] = translation.y;
- result[14] = translation.z;
- result[15] = 1.0;
- return result;
- };
- /**
- * Creates a Matrix4 instance from a {@link TranslationRotationScale} instance.
- *
- * @param {TranslationRotationScale} translationRotationScale The instance.
- * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided.
- */
- Matrix4.fromTranslationRotationScale = function(translationRotationScale, result) {
- if (!defined(translationRotationScale)) {
- throw new DeveloperError('translationRotationScale is required.');
- }
-
- return Matrix4.fromTranslationQuaternionRotationScale(translationRotationScale.translation, translationRotationScale.rotation, translationRotationScale.scale, result);
- };
- /**
- * Creates a Matrix4 instance from a Cartesian3 representing the translation.
- *
- * @param {Cartesian3} translation The upper right portion of the matrix representing the translation.
- * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided.
- *
- * @see Matrix4.multiplyByTranslation
- */
- Matrix4.fromTranslation = function(translation, result) {
- if (!defined(translation)) {
- throw new DeveloperError('translation is required.');
- }
-
- return Matrix4.fromRotationTranslation(Matrix3.IDENTITY, translation, result);
- };
- /**
- * Computes a Matrix4 instance representing a non-uniform scale.
- *
- * @param {Cartesian3} scale The x, y, and z scale factors.
- * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided.
- *
- * @example
- * // Creates
- * // [7.0, 0.0, 0.0, 0.0]
- * // [0.0, 8.0, 0.0, 0.0]
- * // [0.0, 0.0, 9.0, 0.0]
- * // [0.0, 0.0, 0.0, 1.0]
- * var m = Cesium.Matrix4.fromScale(new Cesium.Cartesian3(7.0, 8.0, 9.0));
- */
- Matrix4.fromScale = function(scale, result) {
- if (!defined(scale)) {
- throw new DeveloperError('scale is required.');
- }
-
- if (!defined(result)) {
- return new Matrix4(
- scale.x, 0.0, 0.0, 0.0,
- 0.0, scale.y, 0.0, 0.0,
- 0.0, 0.0, scale.z, 0.0,
- 0.0, 0.0, 0.0, 1.0);
- }
- result[0] = scale.x;
- result[1] = 0.0;
- result[2] = 0.0;
- result[3] = 0.0;
- result[4] = 0.0;
- result[5] = scale.y;
- result[6] = 0.0;
- result[7] = 0.0;
- result[8] = 0.0;
- result[9] = 0.0;
- result[10] = scale.z;
- result[11] = 0.0;
- result[12] = 0.0;
- result[13] = 0.0;
- result[14] = 0.0;
- result[15] = 1.0;
- return result;
- };
- /**
- * Computes a Matrix4 instance representing a uniform scale.
- *
- * @param {Number} scale The uniform scale factor.
- * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided.
- *
- * @example
- * // Creates
- * // [2.0, 0.0, 0.0, 0.0]
- * // [0.0, 2.0, 0.0, 0.0]
- * // [0.0, 0.0, 2.0, 0.0]
- * // [0.0, 0.0, 0.0, 1.0]
- * var m = Cesium.Matrix4.fromUniformScale(2.0);
- */
- Matrix4.fromUniformScale = function(scale, result) {
- if (typeof scale !== 'number') {
- throw new DeveloperError('scale is required.');
- }
-
- if (!defined(result)) {
- return new Matrix4(scale, 0.0, 0.0, 0.0,
- 0.0, scale, 0.0, 0.0,
- 0.0, 0.0, scale, 0.0,
- 0.0, 0.0, 0.0, 1.0);
- }
- result[0] = scale;
- result[1] = 0.0;
- result[2] = 0.0;
- result[3] = 0.0;
- result[4] = 0.0;
- result[5] = scale;
- result[6] = 0.0;
- result[7] = 0.0;
- result[8] = 0.0;
- result[9] = 0.0;
- result[10] = scale;
- result[11] = 0.0;
- result[12] = 0.0;
- result[13] = 0.0;
- result[14] = 0.0;
- result[15] = 1.0;
- return result;
- };
- var fromCameraF = new Cartesian3();
- var fromCameraR = new Cartesian3();
- var fromCameraU = new Cartesian3();
- /**
- * Computes a Matrix4 instance from a Camera.
- *
- * @param {Camera} camera The camera to use.
- * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created.
- * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided.
- */
- Matrix4.fromCamera = function(camera, result) {
- if (!defined(camera)) {
- throw new DeveloperError('camera is required.');
- }
-
- var position = camera.position;
- var direction = camera.direction;
- var up = camera.up;
- if (!defined(position)) {
- throw new DeveloperError('camera.position is required.');
- }
- if (!defined(direction)) {
- throw new DeveloperError('camera.direction is required.');
- }
- if (!defined(up)) {
- throw new DeveloperError('camera.up is required.');
- }
-
- Cartesian3.normalize(direction, fromCameraF);
- Cartesian3.normalize(Cartesian3.cross(fromCameraF, up, fromCameraR), fromCameraR);
- Cartesian3.normalize(Cartesian3.cross(fromCameraR, fromCameraF, fromCameraU), fromCameraU);
- var sX = fromCameraR.x;
- var sY = fromCameraR.y;
- var sZ = fromCameraR.z;
- var fX = fromCameraF.x;
- var fY = fromCameraF.y;
- var fZ = fromCameraF.z;
- var uX = fromCameraU.x;
- var uY = fromCameraU.y;
- var uZ = fromCameraU.z;
- var positionX = position.x;
- var positionY = position.y;
- var positionZ = position.z;
- var t0 = sX * -positionX + sY * -positionY+ sZ * -positionZ;
- var t1 = uX * -positionX + uY * -positionY+ uZ * -positionZ;
- var t2 = fX * positionX + fY * positionY + fZ * positionZ;
- // The code below this comment is an optimized
- // version of the commented lines.
- // Rather that create two matrices and then multiply,
- // we just bake in the multiplcation as part of creation.
- // var rotation = new Matrix4(
- // sX, sY, sZ, 0.0,
- // uX, uY, uZ, 0.0,
- // -fX, -fY, -fZ, 0.0,
- // 0.0, 0.0, 0.0, 1.0);
- // var translation = new Matrix4(
- // 1.0, 0.0, 0.0, -position.x,
- // 0.0, 1.0, 0.0, -position.y,
- // 0.0, 0.0, 1.0, -position.z,
- // 0.0, 0.0, 0.0, 1.0);
- // return rotation.multiply(translation);
- if (!defined(result)) {
- return new Matrix4(
- sX, sY, sZ, t0,
- uX, uY, uZ, t1,
- -fX, -fY, -fZ, t2,
- 0.0, 0.0, 0.0, 1.0);
- }
- result[0] = sX;
- result[1] = uX;
- result[2] = -fX;
- result[3] = 0.0;
- result[4] = sY;
- result[5] = uY;
- result[6] = -fY;
- result[7] = 0.0;
- result[8] = sZ;
- result[9] = uZ;
- result[10] = -fZ;
- result[11] = 0.0;
- result[12] = t0;
- result[13] = t1;
- result[14] = t2;
- result[15] = 1.0;
- return result;
- };
- /**
- * Computes a Matrix4 instance representing a perspective transformation matrix.
- *
- * @param {Number} fovY The field of view along the Y axis in radians.
- * @param {Number} aspectRatio The aspect ratio.
- * @param {Number} near The distance to the near plane in meters.
- * @param {Number} far The distance to the far plane in meters.
- * @param {Matrix4} result The object in which the result will be stored.
- * @returns {Matrix4} The modified result parameter.
- *
- * @exception {DeveloperError} fovY must be in (0, PI].
- * @exception {DeveloperError} aspectRatio must be greater than zero.
- * @exception {DeveloperError} near must be greater than zero.
- * @exception {DeveloperError} far must be greater than zero.
- */
- Matrix4.computePerspectiveFieldOfView = function(fovY, aspectRatio, near, far, result) {
- if (fovY <= 0.0 || fovY > Math.PI) {
- throw new DeveloperError('fovY must be in (0, PI].');
- }
- if (aspectRatio <= 0.0) {
- throw new DeveloperError('aspectRatio must be greater than zero.');
- }
- if (near <= 0.0) {
- throw new DeveloperError('near must be greater than zero.');
- }
- if (far <= 0.0) {
- throw new DeveloperError('far must be greater than zero.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var bottom = Math.tan(fovY * 0.5);
- var column1Row1 = 1.0 / bottom;
- var column0Row0 = column1Row1 / aspectRatio;
- var column2Row2 = (far + near) / (near - far);
- var column3Row2 = (2.0 * far * near) / (near - far);
- result[0] = column0Row0;
- result[1] = 0.0;
- result[2] = 0.0;
- result[3] = 0.0;
- result[4] = 0.0;
- result[5] = column1Row1;
- result[6] = 0.0;
- result[7] = 0.0;
- result[8] = 0.0;
- result[9] = 0.0;
- result[10] = column2Row2;
- result[11] = -1.0;
- result[12] = 0.0;
- result[13] = 0.0;
- result[14] = column3Row2;
- result[15] = 0.0;
- return result;
- };
- /**
- * Computes a Matrix4 instance representing an orthographic transformation matrix.
- *
- * @param {Number} left The number of meters to the left of the camera that will be in view.
- * @param {Number} right The number of meters to the right of the camera that will be in view.
- * @param {Number} bottom The number of meters below of the camera that will be in view.
- * @param {Number} top The number of meters above of the camera that will be in view.
- * @param {Number} near The distance to the near plane in meters.
- * @param {Number} far The distance to the far plane in meters.
- * @param {Matrix4} result The object in which the result will be stored.
- * @returns {Matrix4} The modified result parameter.
- */
- Matrix4.computeOrthographicOffCenter = function(left, right, bottom, top, near, far, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required.');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required.');
- }
- if (!defined(bottom)) {
- throw new DeveloperError('bottom is required.');
- }
- if (!defined(top)) {
- throw new DeveloperError('top is required.');
- }
- if (!defined(near)) {
- throw new DeveloperError('near is required.');
- }
- if (!defined(far)) {
- throw new DeveloperError('far is required.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var a = 1.0 / (right - left);
- var b = 1.0 / (top - bottom);
- var c = 1.0 / (far - near);
- var tx = -(right + left) * a;
- var ty = -(top + bottom) * b;
- var tz = -(far + near) * c;
- a *= 2.0;
- b *= 2.0;
- c *= -2.0;
- result[0] = a;
- result[1] = 0.0;
- result[2] = 0.0;
- result[3] = 0.0;
- result[4] = 0.0;
- result[5] = b;
- result[6] = 0.0;
- result[7] = 0.0;
- result[8] = 0.0;
- result[9] = 0.0;
- result[10] = c;
- result[11] = 0.0;
- result[12] = tx;
- result[13] = ty;
- result[14] = tz;
- result[15] = 1.0;
- return result;
- };
- /**
- * Computes a Matrix4 instance representing an off center perspective transformation.
- *
- * @param {Number} left The number of meters to the left of the camera that will be in view.
- * @param {Number} right The number of meters to the right of the camera that will be in view.
- * @param {Number} bottom The number of meters below of the camera that will be in view.
- * @param {Number} top The number of meters above of the camera that will be in view.
- * @param {Number} near The distance to the near plane in meters.
- * @param {Number} far The distance to the far plane in meters.
- * @param {Matrix4} result The object in which the result will be stored.
- * @returns {Matrix4} The modified result parameter.
- */
- Matrix4.computePerspectiveOffCenter = function(left, right, bottom, top, near, far, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required.');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required.');
- }
- if (!defined(bottom)) {
- throw new DeveloperError('bottom is required.');
- }
- if (!defined(top)) {
- throw new DeveloperError('top is required.');
- }
- if (!defined(near)) {
- throw new DeveloperError('near is required.');
- }
- if (!defined(far)) {
- throw new DeveloperError('far is required.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var column0Row0 = 2.0 * near / (right - left);
- var column1Row1 = 2.0 * near / (top - bottom);
- var column2Row0 = (right + left) / (right - left);
- var column2Row1 = (top + bottom) / (top - bottom);
- var column2Row2 = -(far + near) / (far - near);
- var column2Row3 = -1.0;
- var column3Row2 = -2.0 * far * near / (far - near);
- result[0] = column0Row0;
- result[1] = 0.0;
- result[2] = 0.0;
- result[3] = 0.0;
- result[4] = 0.0;
- result[5] = column1Row1;
- result[6] = 0.0;
- result[7] = 0.0;
- result[8] = column2Row0;
- result[9] = column2Row1;
- result[10] = column2Row2;
- result[11] = column2Row3;
- result[12] = 0.0;
- result[13] = 0.0;
- result[14] = column3Row2;
- result[15] = 0.0;
- return result;
- };
- /**
- * Computes a Matrix4 instance representing an infinite off center perspective transformation.
- *
- * @param {Number} left The number of meters to the left of the camera that will be in view.
- * @param {Number} right The number of meters to the right of the camera that will be in view.
- * @param {Number} bottom The number of meters below of the camera that will be in view.
- * @param {Number} top The number of meters above of the camera that will be in view.
- * @param {Number} near The distance to the near plane in meters.
- * @param {Matrix4} result The object in which the result will be stored.
- * @returns {Matrix4} The modified result parameter.
- */
- Matrix4.computeInfinitePerspectiveOffCenter = function(left, right, bottom, top, near, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required.');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required.');
- }
- if (!defined(bottom)) {
- throw new DeveloperError('bottom is required.');
- }
- if (!defined(top)) {
- throw new DeveloperError('top is required.');
- }
- if (!defined(near)) {
- throw new DeveloperError('near is required.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var column0Row0 = 2.0 * near / (right - left);
- var column1Row1 = 2.0 * near / (top - bottom);
- var column2Row0 = (right + left) / (right - left);
- var column2Row1 = (top + bottom) / (top - bottom);
- var column2Row2 = -1.0;
- var column2Row3 = -1.0;
- var column3Row2 = -2.0 * near;
- result[0] = column0Row0;
- result[1] = 0.0;
- result[2] = 0.0;
- result[3] = 0.0;
- result[4] = 0.0;
- result[5] = column1Row1;
- result[6] = 0.0;
- result[7] = 0.0;
- result[8] = column2Row0;
- result[9] = column2Row1;
- result[10] = column2Row2;
- result[11] = column2Row3;
- result[12] = 0.0;
- result[13] = 0.0;
- result[14] = column3Row2;
- result[15] = 0.0;
- return result;
- };
- /**
- * Computes a Matrix4 instance that transforms from normalized device coordinates to window coordinates.
- *
- * @param {Object}[viewport = { x : 0.0, y : 0.0, width : 0.0, height : 0.0 }] The viewport's corners as shown in Example 1.
- * @param {Number}[nearDepthRange=0.0] The near plane distance in window coordinates.
- * @param {Number}[farDepthRange=1.0] The far plane distance in window coordinates.
- * @param {Matrix4} result The object in which the result will be stored.
- * @returns {Matrix4} The modified result parameter.
- *
- * @example
- * // Create viewport transformation using an explicit viewport and depth range.
- * var m = Cesium.Matrix4.computeViewportTransformation({
- * x : 0.0,
- * y : 0.0,
- * width : 1024.0,
- * height : 768.0
- * }, 0.0, 1.0, new Cesium.Matrix4());
- */
- Matrix4.computeViewportTransformation = function(viewport, nearDepthRange, farDepthRange, result) {
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- viewport = defaultValue(viewport, defaultValue.EMPTY_OBJECT);
- var x = defaultValue(viewport.x, 0.0);
- var y = defaultValue(viewport.y, 0.0);
- var width = defaultValue(viewport.width, 0.0);
- var height = defaultValue(viewport.height, 0.0);
- nearDepthRange = defaultValue(nearDepthRange, 0.0);
- farDepthRange = defaultValue(farDepthRange, 1.0);
- var halfWidth = width * 0.5;
- var halfHeight = height * 0.5;
- var halfDepth = (farDepthRange - nearDepthRange) * 0.5;
- var column0Row0 = halfWidth;
- var column1Row1 = halfHeight;
- var column2Row2 = halfDepth;
- var column3Row0 = x + halfWidth;
- var column3Row1 = y + halfHeight;
- var column3Row2 = nearDepthRange + halfDepth;
- var column3Row3 = 1.0;
- result[0] = column0Row0;
- result[1] = 0.0;
- result[2] = 0.0;
- result[3] = 0.0;
- result[4] = 0.0;
- result[5] = column1Row1;
- result[6] = 0.0;
- result[7] = 0.0;
- result[8] = 0.0;
- result[9] = 0.0;
- result[10] = column2Row2;
- result[11] = 0.0;
- result[12] = column3Row0;
- result[13] = column3Row1;
- result[14] = column3Row2;
- result[15] = column3Row3;
- return result;
- };
- /**
- * Computes a Matrix4 instance that transforms from world space to view space.
- *
- * @param {Cartesian3} position The position of the camera.
- * @param {Cartesian3} direction The forward direction.
- * @param {Cartesian3} up The up direction.
- * @param {Cartesian3} right The right direction.
- * @param {Matrix4} result The object in which the result will be stored.
- * @returns {Matrix4} The modified result parameter.
- */
- Matrix4.computeView = function(position, direction, up, right, result) {
- if (!defined(position)) {
- throw new DeveloperError('position is required');
- }
- if (!defined(direction)) {
- throw new DeveloperError('direction is required');
- }
- if (!defined(up)) {
- throw new DeveloperError('up is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result[0] = right.x;
- result[1] = up.x;
- result[2] = -direction.x;
- result[3] = 0.0;
- result[4] = right.y;
- result[5] = up.y;
- result[6] = -direction.y;
- result[7] = 0.0;
- result[8] = right.z;
- result[9] = up.z;
- result[10] = -direction.z;
- result[11] = 0.0;
- result[12] = -Cartesian3.dot(right, position);
- result[13] = -Cartesian3.dot(up, position);
- result[14] = Cartesian3.dot(direction, position);
- result[15] = 1.0;
- return result;
- };
- /**
- * Computes an Array from the provided Matrix4 instance.
- * The array will be in column-major order.
- *
- * @param {Matrix4} 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.
- *
- * @example
- * //create an array from an instance of Matrix4
- * // m = [10.0, 14.0, 18.0, 22.0]
- * // [11.0, 15.0, 19.0, 23.0]
- * // [12.0, 16.0, 20.0, 24.0]
- * // [13.0, 17.0, 21.0, 25.0]
- * var a = Cesium.Matrix4.toArray(m);
- *
- * // m remains the same
- * //creates a = [10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0]
- */
- Matrix4.toArray = function(matrix, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
-
- if (!defined(result)) {
- return [matrix[0], matrix[1], matrix[2], matrix[3],
- matrix[4], matrix[5], matrix[6], matrix[7],
- matrix[8], matrix[9], matrix[10], matrix[11],
- matrix[12], matrix[13], matrix[14], matrix[15]];
- }
- result[0] = matrix[0];
- result[1] = matrix[1];
- result[2] = matrix[2];
- result[3] = matrix[3];
- result[4] = matrix[4];
- result[5] = matrix[5];
- result[6] = matrix[6];
- result[7] = matrix[7];
- result[8] = matrix[8];
- result[9] = matrix[9];
- result[10] = matrix[10];
- result[11] = matrix[11];
- result[12] = matrix[12];
- result[13] = matrix[13];
- result[14] = matrix[14];
- result[15] = matrix[15];
- 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, 1, 2, or 3.
- * @exception {DeveloperError} column must be 0, 1, 2, or 3.
- *
- * @example
- * var myMatrix = new Cesium.Matrix4();
- * var column1Row0Index = Cesium.Matrix4.getElementIndex(1, 0);
- * var column1Row0 = myMatrix[column1Row0Index];
- * myMatrix[column1Row0Index] = 10.0;
- */
- Matrix4.getElementIndex = function(column, row) {
- if (typeof row !== 'number' || row < 0 || row > 3) {
- throw new DeveloperError('row must be 0, 1, 2, or 3.');
- }
- if (typeof column !== 'number' || column < 0 || column > 3) {
- throw new DeveloperError('column must be 0, 1, 2, or 3.');
- }
-
- return column * 4 + row;
- };
- /**
- * Retrieves a copy of the matrix column at the provided index as a Cartesian4 instance.
- *
- * @param {Matrix4} matrix The matrix to use.
- * @param {Number} index The zero-based index of the column to retrieve.
- * @param {Cartesian4} result The object onto which to store the result.
- * @returns {Cartesian4} The modified result parameter.
- *
- * @exception {DeveloperError} index must be 0, 1, 2, or 3.
- *
- * @example
- * //returns a Cartesian4 instance with values from the specified column
- * // m = [10.0, 11.0, 12.0, 13.0]
- * // [14.0, 15.0, 16.0, 17.0]
- * // [18.0, 19.0, 20.0, 21.0]
- * // [22.0, 23.0, 24.0, 25.0]
- *
- * //Example 1: Creates an instance of Cartesian
- * var a = Cesium.Matrix4.getColumn(m, 2, new Cesium.Cartesian4());
- *
- * @example
- * //Example 2: Sets values for Cartesian instance
- * var a = new Cesium.Cartesian4();
- * Cesium.Matrix4.getColumn(m, 2, a);
- *
- * // a.x = 12.0; a.y = 16.0; a.z = 20.0; a.w = 24.0;
- */
- Matrix4.getColumn = function(matrix, index, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required.');
- }
- if (typeof index !== 'number' || index < 0 || index > 3) {
- throw new DeveloperError('index must be 0, 1, 2, or 3.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var startIndex = index * 4;
- var x = matrix[startIndex];
- var y = matrix[startIndex + 1];
- var z = matrix[startIndex + 2];
- var w = matrix[startIndex + 3];
- result.x = x;
- result.y = y;
- result.z = z;
- result.w = w;
- return result;
- };
- /**
- * Computes a new matrix that replaces the specified column in the provided matrix with the provided Cartesian4 instance.
- *
- * @param {Matrix4} matrix The matrix to use.
- * @param {Number} index The zero-based index of the column to set.
- * @param {Cartesian4} cartesian The Cartesian whose values will be assigned to the specified column.
- * @param {Matrix4} result The object onto which to store the result.
- * @returns {Matrix4} The modified result parameter.
- *
- * @exception {DeveloperError} index must be 0, 1, 2, or 3.
- *
- * @example
- * //creates a new Matrix4 instance with new column values from the Cartesian4 instance
- * // m = [10.0, 11.0, 12.0, 13.0]
- * // [14.0, 15.0, 16.0, 17.0]
- * // [18.0, 19.0, 20.0, 21.0]
- * // [22.0, 23.0, 24.0, 25.0]
- *
- * var a = Cesium.Matrix4.setColumn(m, 2, new Cesium.Cartesian4(99.0, 98.0, 97.0, 96.0), new Cesium.Matrix4());
- *
- * // m remains the same
- * // a = [10.0, 11.0, 99.0, 13.0]
- * // [14.0, 15.0, 98.0, 17.0]
- * // [18.0, 19.0, 97.0, 21.0]
- * // [22.0, 23.0, 96.0, 25.0]
- */
- Matrix4.setColumn = function(matrix, index, cartesian, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (typeof index !== 'number' || index < 0 || index > 3) {
- throw new DeveloperError('index must be 0, 1, 2, or 3.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result = Matrix4.clone(matrix, result);
- var startIndex = index * 4;
- result[startIndex] = cartesian.x;
- result[startIndex + 1] = cartesian.y;
- result[startIndex + 2] = cartesian.z;
- result[startIndex + 3] = cartesian.w;
- return result;
- };
- /**
- * Computes a new matrix that replaces the translation in the rightmost column of the provided
- * matrix with the provided translation. This assumes the matrix is an affine transformation
- *
- * @param {Matrix4} matrix The matrix to use.
- * @param {Cartesian3} translation The translation that replaces the translation of the provided matrix.
- * @param {Cartesian4} result The object onto which to store the result.
- * @returns {Matrix4} The modified result parameter.
- */
- Matrix4.setTranslation = function(matrix, translation, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(translation)) {
- throw new DeveloperError('translation is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result[0] = matrix[0];
- result[1] = matrix[1];
- result[2] = matrix[2];
- result[3] = matrix[3];
- result[4] = matrix[4];
- result[5] = matrix[5];
- result[6] = matrix[6];
- result[7] = matrix[7];
- result[8] = matrix[8];
- result[9] = matrix[9];
- result[10] = matrix[10];
- result[11] = matrix[11];
- result[12] = translation.x;
- result[13] = translation.y;
- result[14] = translation.z;
- result[15] = matrix[15];
- return result;
- };
- /**
- * Retrieves a copy of the matrix row at the provided index as a Cartesian4 instance.
- *
- * @param {Matrix4} matrix The matrix to use.
- * @param {Number} index The zero-based index of the row to retrieve.
- * @param {Cartesian4} result The object onto which to store the result.
- * @returns {Cartesian4} The modified result parameter.
- *
- * @exception {DeveloperError} index must be 0, 1, 2, or 3.
- *
- * @example
- * //returns a Cartesian4 instance with values from the specified column
- * // m = [10.0, 11.0, 12.0, 13.0]
- * // [14.0, 15.0, 16.0, 17.0]
- * // [18.0, 19.0, 20.0, 21.0]
- * // [22.0, 23.0, 24.0, 25.0]
- *
- * //Example 1: Returns an instance of Cartesian
- * var a = Cesium.Matrix4.getRow(m, 2, new Cesium.Cartesian4());
- *
- * @example
- * //Example 2: Sets values for a Cartesian instance
- * var a = new Cesium.Cartesian4();
- * Cesium.Matrix4.getRow(m, 2, a);
- *
- * // a.x = 18.0; a.y = 19.0; a.z = 20.0; a.w = 21.0;
- */
- Matrix4.getRow = function(matrix, index, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required.');
- }
- if (typeof index !== 'number' || index < 0 || index > 3) {
- throw new DeveloperError('index must be 0, 1, 2, or 3.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var x = matrix[index];
- var y = matrix[index + 4];
- var z = matrix[index + 8];
- var w = matrix[index + 12];
- result.x = x;
- result.y = y;
- result.z = z;
- result.w = w;
- return result;
- };
- /**
- * Computes a new matrix that replaces the specified row in the provided matrix with the provided Cartesian4 instance.
- *
- * @param {Matrix4} matrix The matrix to use.
- * @param {Number} index The zero-based index of the row to set.
- * @param {Cartesian4} cartesian The Cartesian whose values will be assigned to the specified row.
- * @param {Matrix4} result The object onto which to store the result.
- * @returns {Matrix4} The modified result parameter.
- *
- * @exception {DeveloperError} index must be 0, 1, 2, or 3.
- *
- * @example
- * //create a new Matrix4 instance with new row values from the Cartesian4 instance
- * // m = [10.0, 11.0, 12.0, 13.0]
- * // [14.0, 15.0, 16.0, 17.0]
- * // [18.0, 19.0, 20.0, 21.0]
- * // [22.0, 23.0, 24.0, 25.0]
- *
- * var a = Cesium.Matrix4.setRow(m, 2, new Cesium.Cartesian4(99.0, 98.0, 97.0, 96.0), new Cesium.Matrix4());
- *
- * // m remains the same
- * // a = [10.0, 11.0, 12.0, 13.0]
- * // [14.0, 15.0, 16.0, 17.0]
- * // [99.0, 98.0, 97.0, 96.0]
- * // [22.0, 23.0, 24.0, 25.0]
- */
- Matrix4.setRow = function(matrix, index, cartesian, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (typeof index !== 'number' || index < 0 || index > 3) {
- throw new DeveloperError('index must be 0, 1, 2, or 3.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result = Matrix4.clone(matrix, result);
- result[index] = cartesian.x;
- result[index + 4] = cartesian.y;
- result[index + 8] = cartesian.z;
- result[index + 12] = cartesian.w;
- return result;
- };
- var scratchColumn = new Cartesian3();
- /**
- * Extracts the non-uniform scale assuming the matrix is an affine transformation.
- *
- * @param {Matrix4} matrix The matrix.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter
- */
- Matrix4.getScale = function(matrix, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = Cartesian3.magnitude(Cartesian3.fromElements(matrix[0], matrix[1], matrix[2], scratchColumn));
- result.y = Cartesian3.magnitude(Cartesian3.fromElements(matrix[4], matrix[5], matrix[6], scratchColumn));
- result.z = Cartesian3.magnitude(Cartesian3.fromElements(matrix[8], matrix[9], matrix[10], scratchColumn));
- return result;
- };
- var scratchScale = new Cartesian3();
- /**
- * Computes the maximum scale assuming the matrix is an affine transformation.
- * The maximum scale is the maximum length of the column vectors in the upper-left
- * 3x3 matrix.
- *
- * @param {Matrix4} matrix The matrix.
- * @returns {Number} The maximum scale.
- */
- Matrix4.getMaximumScale = function(matrix) {
- Matrix4.getScale(matrix, scratchScale);
- return Cartesian3.maximumComponent(scratchScale);
- };
- /**
- * Computes the product of two matrices.
- *
- * @param {Matrix4} left The first matrix.
- * @param {Matrix4} right The second matrix.
- * @param {Matrix4} result The object onto which to store the result.
- * @returns {Matrix4} The modified result parameter.
- */
- Matrix4.multiply = function(left, right, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var left0 = left[0];
- var left1 = left[1];
- var left2 = left[2];
- var left3 = left[3];
- var left4 = left[4];
- var left5 = left[5];
- var left6 = left[6];
- var left7 = left[7];
- var left8 = left[8];
- var left9 = left[9];
- var left10 = left[10];
- var left11 = left[11];
- var left12 = left[12];
- var left13 = left[13];
- var left14 = left[14];
- var left15 = left[15];
- var right0 = right[0];
- var right1 = right[1];
- var right2 = right[2];
- var right3 = right[3];
- var right4 = right[4];
- var right5 = right[5];
- var right6 = right[6];
- var right7 = right[7];
- var right8 = right[8];
- var right9 = right[9];
- var right10 = right[10];
- var right11 = right[11];
- var right12 = right[12];
- var right13 = right[13];
- var right14 = right[14];
- var right15 = right[15];
- var column0Row0 = left0 * right0 + left4 * right1 + left8 * right2 + left12 * right3;
- var column0Row1 = left1 * right0 + left5 * right1 + left9 * right2 + left13 * right3;
- var column0Row2 = left2 * right0 + left6 * right1 + left10 * right2 + left14 * right3;
- var column0Row3 = left3 * right0 + left7 * right1 + left11 * right2 + left15 * right3;
- var column1Row0 = left0 * right4 + left4 * right5 + left8 * right6 + left12 * right7;
- var column1Row1 = left1 * right4 + left5 * right5 + left9 * right6 + left13 * right7;
- var column1Row2 = left2 * right4 + left6 * right5 + left10 * right6 + left14 * right7;
- var column1Row3 = left3 * right4 + left7 * right5 + left11 * right6 + left15 * right7;
- var column2Row0 = left0 * right8 + left4 * right9 + left8 * right10 + left12 * right11;
- var column2Row1 = left1 * right8 + left5 * right9 + left9 * right10 + left13 * right11;
- var column2Row2 = left2 * right8 + left6 * right9 + left10 * right10 + left14 * right11;
- var column2Row3 = left3 * right8 + left7 * right9 + left11 * right10 + left15 * right11;
- var column3Row0 = left0 * right12 + left4 * right13 + left8 * right14 + left12 * right15;
- var column3Row1 = left1 * right12 + left5 * right13 + left9 * right14 + left13 * right15;
- var column3Row2 = left2 * right12 + left6 * right13 + left10 * right14 + left14 * right15;
- var column3Row3 = left3 * right12 + left7 * right13 + left11 * right14 + left15 * right15;
- result[0] = column0Row0;
- result[1] = column0Row1;
- result[2] = column0Row2;
- result[3] = column0Row3;
- result[4] = column1Row0;
- result[5] = column1Row1;
- result[6] = column1Row2;
- result[7] = column1Row3;
- result[8] = column2Row0;
- result[9] = column2Row1;
- result[10] = column2Row2;
- result[11] = column2Row3;
- result[12] = column3Row0;
- result[13] = column3Row1;
- result[14] = column3Row2;
- result[15] = column3Row3;
- return result;
- };
- /**
- * Computes the sum of two matrices.
- *
- * @param {Matrix4} left The first matrix.
- * @param {Matrix4} right The second matrix.
- * @param {Matrix4} result The object onto which to store the result.
- * @returns {Matrix4} The modified result parameter.
- */
- Matrix4.add = function(left, right, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result[0] = left[0] + right[0];
- result[1] = left[1] + right[1];
- result[2] = left[2] + right[2];
- result[3] = left[3] + right[3];
- result[4] = left[4] + right[4];
- result[5] = left[5] + right[5];
- result[6] = left[6] + right[6];
- result[7] = left[7] + right[7];
- result[8] = left[8] + right[8];
- result[9] = left[9] + right[9];
- result[10] = left[10] + right[10];
- result[11] = left[11] + right[11];
- result[12] = left[12] + right[12];
- result[13] = left[13] + right[13];
- result[14] = left[14] + right[14];
- result[15] = left[15] + right[15];
- return result;
- };
- /**
- * Computes the difference of two matrices.
- *
- * @param {Matrix4} left The first matrix.
- * @param {Matrix4} right The second matrix.
- * @param {Matrix4} result The object onto which to store the result.
- * @returns {Matrix4} The modified result parameter.
- */
- Matrix4.subtract = function(left, right, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result[0] = left[0] - right[0];
- result[1] = left[1] - right[1];
- result[2] = left[2] - right[2];
- result[3] = left[3] - right[3];
- result[4] = left[4] - right[4];
- result[5] = left[5] - right[5];
- result[6] = left[6] - right[6];
- result[7] = left[7] - right[7];
- result[8] = left[8] - right[8];
- result[9] = left[9] - right[9];
- result[10] = left[10] - right[10];
- result[11] = left[11] - right[11];
- result[12] = left[12] - right[12];
- result[13] = left[13] - right[13];
- result[14] = left[14] - right[14];
- result[15] = left[15] - right[15];
- return result;
- };
- /**
- * Computes the product of two matrices assuming the matrices are
- * affine transformation matrices, where the upper left 3x3 elements
- * are a rotation matrix, and the upper three elements in the fourth
- * column are the translation. The bottom row is assumed to be [0, 0, 0, 1].
- * The matrix is not verified to be in the proper form.
- * This method is faster than computing the product for general 4x4
- * matrices using {@link Matrix4.multiply}.
- *
- * @param {Matrix4} left The first matrix.
- * @param {Matrix4} right The second matrix.
- * @param {Matrix4} result The object onto which to store the result.
- * @returns {Matrix4} The modified result parameter.
- *
- * @example
- * var m1 = new Cesium.Matrix4(1.0, 6.0, 7.0, 0.0, 2.0, 5.0, 8.0, 0.0, 3.0, 4.0, 9.0, 0.0, 0.0, 0.0, 0.0, 1.0);
- * var m2 = Cesium.Transforms.eastNorthUpToFixedFrame(new Cesium.Cartesian3(1.0, 1.0, 1.0));
- * var m3 = Cesium.Matrix4.multiplyTransformation(m1, m2, new Cesium.Matrix4());
- */
- Matrix4.multiplyTransformation = function(left, right, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var left0 = left[0];
- var left1 = left[1];
- var left2 = left[2];
- var left4 = left[4];
- var left5 = left[5];
- var left6 = left[6];
- var left8 = left[8];
- var left9 = left[9];
- var left10 = left[10];
- var left12 = left[12];
- var left13 = left[13];
- var left14 = left[14];
- var right0 = right[0];
- var right1 = right[1];
- var right2 = right[2];
- var right4 = right[4];
- var right5 = right[5];
- var right6 = right[6];
- var right8 = right[8];
- var right9 = right[9];
- var right10 = right[10];
- var right12 = right[12];
- var right13 = right[13];
- var right14 = right[14];
- var column0Row0 = left0 * right0 + left4 * right1 + left8 * right2;
- var column0Row1 = left1 * right0 + left5 * right1 + left9 * right2;
- var column0Row2 = left2 * right0 + left6 * right1 + left10 * right2;
- var column1Row0 = left0 * right4 + left4 * right5 + left8 * right6;
- var column1Row1 = left1 * right4 + left5 * right5 + left9 * right6;
- var column1Row2 = left2 * right4 + left6 * right5 + left10 * right6;
- var column2Row0 = left0 * right8 + left4 * right9 + left8 * right10;
- var column2Row1 = left1 * right8 + left5 * right9 + left9 * right10;
- var column2Row2 = left2 * right8 + left6 * right9 + left10 * right10;
- var column3Row0 = left0 * right12 + left4 * right13 + left8 * right14 + left12;
- var column3Row1 = left1 * right12 + left5 * right13 + left9 * right14 + left13;
- var column3Row2 = left2 * right12 + left6 * right13 + left10 * right14 + left14;
- result[0] = column0Row0;
- result[1] = column0Row1;
- result[2] = column0Row2;
- result[3] = 0.0;
- result[4] = column1Row0;
- result[5] = column1Row1;
- result[6] = column1Row2;
- result[7] = 0.0;
- result[8] = column2Row0;
- result[9] = column2Row1;
- result[10] = column2Row2;
- result[11] = 0.0;
- result[12] = column3Row0;
- result[13] = column3Row1;
- result[14] = column3Row2;
- result[15] = 1.0;
- return result;
- };
- /**
- * Multiplies a transformation matrix (with a bottom row of <code>[0.0, 0.0, 0.0, 1.0]</code>)
- * by a 3x3 rotation matrix. This is an optimization
- * for <code>Matrix4.multiply(m, Matrix4.fromRotationTranslation(rotation), m);</code> with less allocations and arithmetic operations.
- *
- * @param {Matrix4} matrix The matrix on the left-hand side.
- * @param {Matrix3} rotation The 3x3 rotation matrix on the right-hand side.
- * @param {Matrix4} result The object onto which to store the result.
- * @returns {Matrix4} The modified result parameter.
- *
- * @example
- * // Instead of Cesium.Matrix4.multiply(m, Cesium.Matrix4.fromRotationTranslation(rotation), m);
- * Cesium.Matrix4.multiplyByMatrix3(m, rotation, m);
- */
- Matrix4.multiplyByMatrix3 = function(matrix, rotation, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(rotation)) {
- throw new DeveloperError('rotation is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var left0 = matrix[0];
- var left1 = matrix[1];
- var left2 = matrix[2];
- var left4 = matrix[4];
- var left5 = matrix[5];
- var left6 = matrix[6];
- var left8 = matrix[8];
- var left9 = matrix[9];
- var left10 = matrix[10];
- var right0 = rotation[0];
- var right1 = rotation[1];
- var right2 = rotation[2];
- var right4 = rotation[3];
- var right5 = rotation[4];
- var right6 = rotation[5];
- var right8 = rotation[6];
- var right9 = rotation[7];
- var right10 = rotation[8];
- var column0Row0 = left0 * right0 + left4 * right1 + left8 * right2;
- var column0Row1 = left1 * right0 + left5 * right1 + left9 * right2;
- var column0Row2 = left2 * right0 + left6 * right1 + left10 * right2;
- var column1Row0 = left0 * right4 + left4 * right5 + left8 * right6;
- var column1Row1 = left1 * right4 + left5 * right5 + left9 * right6;
- var column1Row2 = left2 * right4 + left6 * right5 + left10 * right6;
- var column2Row0 = left0 * right8 + left4 * right9 + left8 * right10;
- var column2Row1 = left1 * right8 + left5 * right9 + left9 * right10;
- var column2Row2 = left2 * right8 + left6 * right9 + left10 * right10;
- result[0] = column0Row0;
- result[1] = column0Row1;
- result[2] = column0Row2;
- result[3] = 0.0;
- result[4] = column1Row0;
- result[5] = column1Row1;
- result[6] = column1Row2;
- result[7] = 0.0;
- result[8] = column2Row0;
- result[9] = column2Row1;
- result[10] = column2Row2;
- result[11] = 0.0;
- result[12] = matrix[12];
- result[13] = matrix[13];
- result[14] = matrix[14];
- result[15] = matrix[15];
- return result;
- };
- /**
- * Multiplies a transformation matrix (with a bottom row of <code>[0.0, 0.0, 0.0, 1.0]</code>)
- * by an implicit translation matrix defined by a {@link Cartesian3}. This is an optimization
- * for <code>Matrix4.multiply(m, Matrix4.fromTranslation(position), m);</code> with less allocations and arithmetic operations.
- *
- * @param {Matrix4} matrix The matrix on the left-hand side.
- * @param {Cartesian3} translation The translation on the right-hand side.
- * @param {Matrix4} result The object onto which to store the result.
- * @returns {Matrix4} The modified result parameter.
- *
- * @example
- * // Instead of Cesium.Matrix4.multiply(m, Cesium.Matrix4.fromTranslation(position), m);
- * Cesium.Matrix4.multiplyByTranslation(m, position, m);
- */
- Matrix4.multiplyByTranslation = function(matrix, translation, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(translation)) {
- throw new DeveloperError('translation is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var x = translation.x;
- var y = translation.y;
- var z = translation.z;
- var tx = (x * matrix[0]) + (y * matrix[4]) + (z * matrix[8]) + matrix[12];
- var ty = (x * matrix[1]) + (y * matrix[5]) + (z * matrix[9]) + matrix[13];
- var tz = (x * matrix[2]) + (y * matrix[6]) + (z * matrix[10]) + matrix[14];
- result[0] = matrix[0];
- result[1] = matrix[1];
- result[2] = matrix[2];
- result[3] = matrix[3];
- result[4] = matrix[4];
- result[5] = matrix[5];
- result[6] = matrix[6];
- result[7] = matrix[7];
- result[8] = matrix[8];
- result[9] = matrix[9];
- result[10] = matrix[10];
- result[11] = matrix[11];
- result[12] = tx;
- result[13] = ty;
- result[14] = tz;
- result[15] = matrix[15];
- return result;
- };
- var uniformScaleScratch = new Cartesian3();
- /**
- * Multiplies an affine transformation matrix (with a bottom row of <code>[0.0, 0.0, 0.0, 1.0]</code>)
- * by an implicit uniform scale matrix. This is an optimization
- * for <code>Matrix4.multiply(m, Matrix4.fromUniformScale(scale), m);</code>, where
- * <code>m</code> must be an affine matrix.
- * This function performs fewer allocations and arithmetic operations.
- *
- * @param {Matrix4} matrix The affine matrix on the left-hand side.
- * @param {Number} scale The uniform scale on the right-hand side.
- * @param {Matrix4} result The object onto which to store the result.
- * @returns {Matrix4} The modified result parameter.
- *
- *
- * @example
- * // Instead of Cesium.Matrix4.multiply(m, Cesium.Matrix4.fromUniformScale(scale), m);
- * Cesium.Matrix4.multiplyByUniformScale(m, scale, m);
- *
- * @see Matrix4.fromUniformScale
- * @see Matrix4.multiplyByScale
- */
- Matrix4.multiplyByUniformScale = function(matrix, scale, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (typeof scale !== 'number') {
- throw new DeveloperError('scale is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- uniformScaleScratch.x = scale;
- uniformScaleScratch.y = scale;
- uniformScaleScratch.z = scale;
- return Matrix4.multiplyByScale(matrix, uniformScaleScratch, result);
- };
- /**
- * Multiplies an affine transformation matrix (with a bottom row of <code>[0.0, 0.0, 0.0, 1.0]</code>)
- * by an implicit non-uniform scale matrix. This is an optimization
- * for <code>Matrix4.multiply(m, Matrix4.fromUniformScale(scale), m);</code>, where
- * <code>m</code> must be an affine matrix.
- * This function performs fewer allocations and arithmetic operations.
- *
- * @param {Matrix4} matrix The affine matrix on the left-hand side.
- * @param {Cartesian3} scale The non-uniform scale on the right-hand side.
- * @param {Matrix4} result The object onto which to store the result.
- * @returns {Matrix4} The modified result parameter.
- *
- *
- * @example
- * // Instead of Cesium.Matrix4.multiply(m, Cesium.Matrix4.fromScale(scale), m);
- * Cesium.Matrix4.multiplyByScale(m, scale, m);
- *
- * @see Matrix4.fromScale
- * @see Matrix4.multiplyByUniformScale
- */
- Matrix4.multiplyByScale = function(matrix, scale, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(scale)) {
- throw new DeveloperError('scale is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var scaleX = scale.x;
- var scaleY = scale.y;
- var scaleZ = scale.z;
- // Faster than Cartesian3.equals
- if ((scaleX === 1.0) && (scaleY === 1.0) && (scaleZ === 1.0)) {
- return Matrix4.clone(matrix, result);
- }
- result[0] = scaleX * matrix[0];
- result[1] = scaleX * matrix[1];
- result[2] = scaleX * matrix[2];
- result[3] = 0.0;
- result[4] = scaleY * matrix[4];
- result[5] = scaleY * matrix[5];
- result[6] = scaleY * matrix[6];
- result[7] = 0.0;
- result[8] = scaleZ * matrix[8];
- result[9] = scaleZ * matrix[9];
- result[10] = scaleZ * matrix[10];
- result[11] = 0.0;
- result[12] = matrix[12];
- result[13] = matrix[13];
- result[14] = matrix[14];
- result[15] = 1.0;
- return result;
- };
- /**
- * Computes the product of a matrix and a column vector.
- *
- * @param {Matrix4} matrix The matrix.
- * @param {Cartesian4} cartesian The vector.
- * @param {Cartesian4} result The object onto which to store the result.
- * @returns {Cartesian4} The modified result parameter.
- */
- Matrix4.multiplyByVector = function(matrix, cartesian, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var vX = cartesian.x;
- var vY = cartesian.y;
- var vZ = cartesian.z;
- var vW = cartesian.w;
- var x = matrix[0] * vX + matrix[4] * vY + matrix[8] * vZ + matrix[12] * vW;
- var y = matrix[1] * vX + matrix[5] * vY + matrix[9] * vZ + matrix[13] * vW;
- var z = matrix[2] * vX + matrix[6] * vY + matrix[10] * vZ + matrix[14] * vW;
- var w = matrix[3] * vX + matrix[7] * vY + matrix[11] * vZ + matrix[15] * vW;
- result.x = x;
- result.y = y;
- result.z = z;
- result.w = w;
- return result;
- };
- /**
- * Computes the product of a matrix and a {@link Cartesian3}. This is equivalent to calling {@link Matrix4.multiplyByVector}
- * with a {@link Cartesian4} with a <code>w</code> component of zero.
- *
- * @param {Matrix4} matrix The matrix.
- * @param {Cartesian3} cartesian The point.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- *
- * @example
- * var p = new Cesium.Cartesian3(1.0, 2.0, 3.0);
- * var result = Cesium.Matrix4.multiplyByPointAsVector(matrix, p, new Cesium.Cartesian3());
- * // A shortcut for
- * // Cartesian3 p = ...
- * // Cesium.Matrix4.multiplyByVector(matrix, new Cesium.Cartesian4(p.x, p.y, p.z, 0.0), result);
- */
- Matrix4.multiplyByPointAsVector = function(matrix, cartesian, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var vX = cartesian.x;
- var vY = cartesian.y;
- var vZ = cartesian.z;
- var x = matrix[0] * vX + matrix[4] * vY + matrix[8] * vZ;
- var y = matrix[1] * vX + matrix[5] * vY + matrix[9] * vZ;
- var z = matrix[2] * vX + matrix[6] * vY + matrix[10] * vZ;
- result.x = x;
- result.y = y;
- result.z = z;
- return result;
- };
- /**
- * Computes the product of a matrix and a {@link Cartesian3}. This is equivalent to calling {@link Matrix4.multiplyByVector}
- * with a {@link Cartesian4} with a <code>w</code> component of 1, but returns a {@link Cartesian3} instead of a {@link Cartesian4}.
- *
- * @param {Matrix4} matrix The matrix.
- * @param {Cartesian3} cartesian The point.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- *
- * @example
- * var p = new Cesium.Cartesian3(1.0, 2.0, 3.0);
- * var result = Cesium.Matrix4.multiplyByPoint(matrix, p, new Cesium.Cartesian3());
- */
- Matrix4.multiplyByPoint = function(matrix, cartesian, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var vX = cartesian.x;
- var vY = cartesian.y;
- var vZ = cartesian.z;
- var x = matrix[0] * vX + matrix[4] * vY + matrix[8] * vZ + matrix[12];
- var y = matrix[1] * vX + matrix[5] * vY + matrix[9] * vZ + matrix[13];
- var z = matrix[2] * vX + matrix[6] * vY + matrix[10] * vZ + matrix[14];
- result.x = x;
- result.y = y;
- result.z = z;
- return result;
- };
- /**
- * Computes the product of a matrix and a scalar.
- *
- * @param {Matrix4} matrix The matrix.
- * @param {Number} scalar The number to multiply by.
- * @param {Matrix4} result The object onto which to store the result.
- * @returns {Matrix4} The modified result parameter.
- *
- * @example
- * //create a Matrix4 instance which is a scaled version of the supplied Matrix4
- * // m = [10.0, 11.0, 12.0, 13.0]
- * // [14.0, 15.0, 16.0, 17.0]
- * // [18.0, 19.0, 20.0, 21.0]
- * // [22.0, 23.0, 24.0, 25.0]
- *
- * var a = Cesium.Matrix4.multiplyByScalar(m, -2, new Cesium.Matrix4());
- *
- * // m remains the same
- * // a = [-20.0, -22.0, -24.0, -26.0]
- * // [-28.0, -30.0, -32.0, -34.0]
- * // [-36.0, -38.0, -40.0, -42.0]
- * // [-44.0, -46.0, -48.0, -50.0]
- */
- Matrix4.multiplyByScalar = function(matrix, scalar, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (typeof scalar !== 'number') {
- throw new DeveloperError('scalar must be a number');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result[0] = matrix[0] * scalar;
- result[1] = matrix[1] * scalar;
- result[2] = matrix[2] * scalar;
- result[3] = matrix[3] * scalar;
- result[4] = matrix[4] * scalar;
- result[5] = matrix[5] * scalar;
- result[6] = matrix[6] * scalar;
- result[7] = matrix[7] * scalar;
- result[8] = matrix[8] * scalar;
- result[9] = matrix[9] * scalar;
- result[10] = matrix[10] * scalar;
- result[11] = matrix[11] * scalar;
- result[12] = matrix[12] * scalar;
- result[13] = matrix[13] * scalar;
- result[14] = matrix[14] * scalar;
- result[15] = matrix[15] * scalar;
- return result;
- };
- /**
- * Computes a negated copy of the provided matrix.
- *
- * @param {Matrix4} matrix The matrix to negate.
- * @param {Matrix4} result The object onto which to store the result.
- * @returns {Matrix4} The modified result parameter.
- *
- * @example
- * //create a new Matrix4 instance which is a negation of a Matrix4
- * // m = [10.0, 11.0, 12.0, 13.0]
- * // [14.0, 15.0, 16.0, 17.0]
- * // [18.0, 19.0, 20.0, 21.0]
- * // [22.0, 23.0, 24.0, 25.0]
- *
- * var a = Cesium.Matrix4.negate(m, new Cesium.Matrix4());
- *
- * // m remains the same
- * // a = [-10.0, -11.0, -12.0, -13.0]
- * // [-14.0, -15.0, -16.0, -17.0]
- * // [-18.0, -19.0, -20.0, -21.0]
- * // [-22.0, -23.0, -24.0, -25.0]
- */
- Matrix4.negate = function(matrix, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result[0] = -matrix[0];
- result[1] = -matrix[1];
- result[2] = -matrix[2];
- result[3] = -matrix[3];
- result[4] = -matrix[4];
- result[5] = -matrix[5];
- result[6] = -matrix[6];
- result[7] = -matrix[7];
- result[8] = -matrix[8];
- result[9] = -matrix[9];
- result[10] = -matrix[10];
- result[11] = -matrix[11];
- result[12] = -matrix[12];
- result[13] = -matrix[13];
- result[14] = -matrix[14];
- result[15] = -matrix[15];
- return result;
- };
- /**
- * Computes the transpose of the provided matrix.
- *
- * @param {Matrix4} matrix The matrix to transpose.
- * @param {Matrix4} result The object onto which to store the result.
- * @returns {Matrix4} The modified result parameter.
- *
- * @example
- * //returns transpose of a Matrix4
- * // m = [10.0, 11.0, 12.0, 13.0]
- * // [14.0, 15.0, 16.0, 17.0]
- * // [18.0, 19.0, 20.0, 21.0]
- * // [22.0, 23.0, 24.0, 25.0]
- *
- * var a = Cesium.Matrix4.transpose(m, new Cesium.Matrix4());
- *
- * // m remains the same
- * // a = [10.0, 14.0, 18.0, 22.0]
- * // [11.0, 15.0, 19.0, 23.0]
- * // [12.0, 16.0, 20.0, 24.0]
- * // [13.0, 17.0, 21.0, 25.0]
- */
- Matrix4.transpose = function(matrix, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var matrix1 = matrix[1];
- var matrix2 = matrix[2];
- var matrix3 = matrix[3];
- var matrix6 = matrix[6];
- var matrix7 = matrix[7];
- var matrix11 = matrix[11];
- result[0] = matrix[0];
- result[1] = matrix[4];
- result[2] = matrix[8];
- result[3] = matrix[12];
- result[4] = matrix1;
- result[5] = matrix[5];
- result[6] = matrix[9];
- result[7] = matrix[13];
- result[8] = matrix2;
- result[9] = matrix6;
- result[10] = matrix[10];
- result[11] = matrix[14];
- result[12] = matrix3;
- result[13] = matrix7;
- result[14] = matrix11;
- result[15] = matrix[15];
- return result;
- };
- /**
- * Computes a matrix, which contains the absolute (unsigned) values of the provided matrix's elements.
- *
- * @param {Matrix4} matrix The matrix with signed elements.
- * @param {Matrix4} result The object onto which to store the result.
- * @returns {Matrix4} The modified result parameter.
- */
- Matrix4.abs = function(matrix, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result[0] = Math.abs(matrix[0]);
- result[1] = Math.abs(matrix[1]);
- result[2] = Math.abs(matrix[2]);
- result[3] = Math.abs(matrix[3]);
- result[4] = Math.abs(matrix[4]);
- result[5] = Math.abs(matrix[5]);
- result[6] = Math.abs(matrix[6]);
- result[7] = Math.abs(matrix[7]);
- result[8] = Math.abs(matrix[8]);
- result[9] = Math.abs(matrix[9]);
- result[10] = Math.abs(matrix[10]);
- result[11] = Math.abs(matrix[11]);
- result[12] = Math.abs(matrix[12]);
- result[13] = Math.abs(matrix[13]);
- result[14] = Math.abs(matrix[14]);
- result[15] = Math.abs(matrix[15]);
- return result;
- };
- /**
- * Compares the provided matrices componentwise and returns
- * <code>true</code> if they are equal, <code>false</code> otherwise.
- *
- * @param {Matrix4} [left] The first matrix.
- * @param {Matrix4} [right] The second matrix.
- * @returns {Boolean} <code>true</code> if left and right are equal, <code>false</code> otherwise.
- *
- * @example
- * //compares two Matrix4 instances
- *
- * // a = [10.0, 14.0, 18.0, 22.0]
- * // [11.0, 15.0, 19.0, 23.0]
- * // [12.0, 16.0, 20.0, 24.0]
- * // [13.0, 17.0, 21.0, 25.0]
- *
- * // b = [10.0, 14.0, 18.0, 22.0]
- * // [11.0, 15.0, 19.0, 23.0]
- * // [12.0, 16.0, 20.0, 24.0]
- * // [13.0, 17.0, 21.0, 25.0]
- *
- * if(Cesium.Matrix4.equals(a,b)) {
- * console.log("Both matrices are equal");
- * } else {
- * console.log("They are not equal");
- * }
- *
- * //Prints "Both matrices are equal" on the console
- */
- Matrix4.equals = function(left, right) {
- // Given that most matrices will be transformation matrices, the elements
- // are tested in order such that the test is likely to fail as early
- // as possible. I _think_ this is just as friendly to the L1 cache
- // as testing in index order. It is certainty faster in practice.
- return (left === right) ||
- (defined(left) &&
- defined(right) &&
- // Translation
- left[12] === right[12] &&
- left[13] === right[13] &&
- left[14] === right[14] &&
- // Rotation/scale
- left[0] === right[0] &&
- left[1] === right[1] &&
- left[2] === right[2] &&
- left[4] === right[4] &&
- left[5] === right[5] &&
- left[6] === right[6] &&
- left[8] === right[8] &&
- left[9] === right[9] &&
- left[10] === right[10] &&
- // Bottom row
- left[3] === right[3] &&
- left[7] === right[7] &&
- left[11] === right[11] &&
- left[15] === right[15]);
- };
- /**
- * Compares the provided matrices componentwise and returns
- * <code>true</code> if they are within the provided epsilon,
- * <code>false</code> otherwise.
- *
- * @param {Matrix4} [left] The first matrix.
- * @param {Matrix4} [right] The second matrix.
- * @param {Number} epsilon 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.
- *
- * @example
- * //compares two Matrix4 instances
- *
- * // a = [10.5, 14.5, 18.5, 22.5]
- * // [11.5, 15.5, 19.5, 23.5]
- * // [12.5, 16.5, 20.5, 24.5]
- * // [13.5, 17.5, 21.5, 25.5]
- *
- * // b = [10.0, 14.0, 18.0, 22.0]
- * // [11.0, 15.0, 19.0, 23.0]
- * // [12.0, 16.0, 20.0, 24.0]
- * // [13.0, 17.0, 21.0, 25.0]
- *
- * if(Cesium.Matrix4.equalsEpsilon(a,b,0.1)){
- * console.log("Difference between both the matrices is less than 0.1");
- * } else {
- * console.log("Difference between both the matrices is not less than 0.1");
- * }
- *
- * //Prints "Difference between both the matrices is not less than 0.1" on the console
- */
- Matrix4.equalsEpsilon = function(left, right, epsilon) {
- if (typeof epsilon !== 'number') {
- throw new DeveloperError('epsilon must be a number');
- }
-
- return (left === right) ||
- (defined(left) &&
- 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 &&
- Math.abs(left[4] - right[4]) <= epsilon &&
- Math.abs(left[5] - right[5]) <= epsilon &&
- Math.abs(left[6] - right[6]) <= epsilon &&
- Math.abs(left[7] - right[7]) <= epsilon &&
- Math.abs(left[8] - right[8]) <= epsilon &&
- Math.abs(left[9] - right[9]) <= epsilon &&
- Math.abs(left[10] - right[10]) <= epsilon &&
- Math.abs(left[11] - right[11]) <= epsilon &&
- Math.abs(left[12] - right[12]) <= epsilon &&
- Math.abs(left[13] - right[13]) <= epsilon &&
- Math.abs(left[14] - right[14]) <= epsilon &&
- Math.abs(left[15] - right[15]) <= epsilon);
- };
- /**
- * Gets the translation portion of the provided matrix, assuming the matrix is a affine transformation matrix.
- *
- * @param {Matrix4} matrix The matrix to use.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- */
- Matrix4.getTranslation = function(matrix, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = matrix[12];
- result.y = matrix[13];
- result.z = matrix[14];
- return result;
- };
- /**
- * Gets the upper left 3x3 rotation matrix of the provided matrix, assuming the matrix is a affine transformation matrix.
- *
- * @param {Matrix4} matrix The matrix to use.
- * @param {Matrix3} result The object onto which to store the result.
- * @returns {Matrix3} The modified result parameter.
- *
- * @example
- * // returns a Matrix3 instance from a Matrix4 instance
- *
- * // m = [10.0, 14.0, 18.0, 22.0]
- * // [11.0, 15.0, 19.0, 23.0]
- * // [12.0, 16.0, 20.0, 24.0]
- * // [13.0, 17.0, 21.0, 25.0]
- *
- * var b = new Cesium.Matrix3();
- * Cesium.Matrix4.getRotation(m,b);
- *
- * // b = [10.0, 14.0, 18.0]
- * // [11.0, 15.0, 19.0]
- * // [12.0, 16.0, 20.0]
- */
- Matrix4.getRotation = function(matrix, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result[0] = matrix[0];
- result[1] = matrix[1];
- result[2] = matrix[2];
- result[3] = matrix[4];
- result[4] = matrix[5];
- result[5] = matrix[6];
- result[6] = matrix[8];
- result[7] = matrix[9];
- result[8] = matrix[10];
- return result;
- };
- var scratchInverseRotation = new Matrix3();
- var scratchMatrix3Zero = new Matrix3();
- var scratchBottomRow = new Cartesian4();
- var scratchExpectedBottomRow = new Cartesian4(0.0, 0.0, 0.0, 1.0);
- /**
- * Computes the inverse of the provided matrix using Cramers Rule.
- * If the determinant is zero, the matrix can not be inverted, and an exception is thrown.
- * If the matrix is an affine transformation matrix, it is more efficient
- * to invert it with {@link Matrix4.inverseTransformation}.
- *
- * @param {Matrix4} matrix The matrix to invert.
- * @param {Matrix4} result The object onto which to store the result.
- * @returns {Matrix4} The modified result parameter.
- *
- * @exception {RuntimeError} matrix is not invertible because its determinate is zero.
- */
- Matrix4.inverse = function(matrix, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- // Special case for a zero scale matrix that can occur, for example,
- // when a model's node has a [0, 0, 0] scale.
- if (Matrix3.equalsEpsilon(Matrix4.getRotation(matrix, scratchInverseRotation), scratchMatrix3Zero, CesiumMath.EPSILON7) &&
- Cartesian4.equals(Matrix4.getRow(matrix, 3, scratchBottomRow), scratchExpectedBottomRow)) {
- result[0] = 0.0;
- result[1] = 0.0;
- result[2] = 0.0;
- result[3] = 0.0;
- result[4] = 0.0;
- result[5] = 0.0;
- result[6] = 0.0;
- result[7] = 0.0;
- result[8] = 0.0;
- result[9] = 0.0;
- result[10] = 0.0;
- result[11] = 0.0;
- result[12] = -matrix[12];
- result[13] = -matrix[13];
- result[14] = -matrix[14];
- result[15] = 1.0;
- return result;
- }
- //
- // Ported from:
- // ftp://download.intel.com/design/PentiumIII/sml/24504301.pdf
- //
- var src0 = matrix[0];
- var src1 = matrix[4];
- var src2 = matrix[8];
- var src3 = matrix[12];
- var src4 = matrix[1];
- var src5 = matrix[5];
- var src6 = matrix[9];
- var src7 = matrix[13];
- var src8 = matrix[2];
- var src9 = matrix[6];
- var src10 = matrix[10];
- var src11 = matrix[14];
- var src12 = matrix[3];
- var src13 = matrix[7];
- var src14 = matrix[11];
- var src15 = matrix[15];
- // calculate pairs for first 8 elements (cofactors)
- var tmp0 = src10 * src15;
- var tmp1 = src11 * src14;
- var tmp2 = src9 * src15;
- var tmp3 = src11 * src13;
- var tmp4 = src9 * src14;
- var tmp5 = src10 * src13;
- var tmp6 = src8 * src15;
- var tmp7 = src11 * src12;
- var tmp8 = src8 * src14;
- var tmp9 = src10 * src12;
- var tmp10 = src8 * src13;
- var tmp11 = src9 * src12;
- // calculate first 8 elements (cofactors)
- var dst0 = (tmp0 * src5 + tmp3 * src6 + tmp4 * src7) - (tmp1 * src5 + tmp2 * src6 + tmp5 * src7);
- var dst1 = (tmp1 * src4 + tmp6 * src6 + tmp9 * src7) - (tmp0 * src4 + tmp7 * src6 + tmp8 * src7);
- var dst2 = (tmp2 * src4 + tmp7 * src5 + tmp10 * src7) - (tmp3 * src4 + tmp6 * src5 + tmp11 * src7);
- var dst3 = (tmp5 * src4 + tmp8 * src5 + tmp11 * src6) - (tmp4 * src4 + tmp9 * src5 + tmp10 * src6);
- var dst4 = (tmp1 * src1 + tmp2 * src2 + tmp5 * src3) - (tmp0 * src1 + tmp3 * src2 + tmp4 * src3);
- var dst5 = (tmp0 * src0 + tmp7 * src2 + tmp8 * src3) - (tmp1 * src0 + tmp6 * src2 + tmp9 * src3);
- var dst6 = (tmp3 * src0 + tmp6 * src1 + tmp11 * src3) - (tmp2 * src0 + tmp7 * src1 + tmp10 * src3);
- var dst7 = (tmp4 * src0 + tmp9 * src1 + tmp10 * src2) - (tmp5 * src0 + tmp8 * src1 + tmp11 * src2);
- // calculate pairs for second 8 elements (cofactors)
- tmp0 = src2 * src7;
- tmp1 = src3 * src6;
- tmp2 = src1 * src7;
- tmp3 = src3 * src5;
- tmp4 = src1 * src6;
- tmp5 = src2 * src5;
- tmp6 = src0 * src7;
- tmp7 = src3 * src4;
- tmp8 = src0 * src6;
- tmp9 = src2 * src4;
- tmp10 = src0 * src5;
- tmp11 = src1 * src4;
- // calculate second 8 elements (cofactors)
- var dst8 = (tmp0 * src13 + tmp3 * src14 + tmp4 * src15) - (tmp1 * src13 + tmp2 * src14 + tmp5 * src15);
- var dst9 = (tmp1 * src12 + tmp6 * src14 + tmp9 * src15) - (tmp0 * src12 + tmp7 * src14 + tmp8 * src15);
- var dst10 = (tmp2 * src12 + tmp7 * src13 + tmp10 * src15) - (tmp3 * src12 + tmp6 * src13 + tmp11 * src15);
- var dst11 = (tmp5 * src12 + tmp8 * src13 + tmp11 * src14) - (tmp4 * src12 + tmp9 * src13 + tmp10 * src14);
- var dst12 = (tmp2 * src10 + tmp5 * src11 + tmp1 * src9) - (tmp4 * src11 + tmp0 * src9 + tmp3 * src10);
- var dst13 = (tmp8 * src11 + tmp0 * src8 + tmp7 * src10) - (tmp6 * src10 + tmp9 * src11 + tmp1 * src8);
- var dst14 = (tmp6 * src9 + tmp11 * src11 + tmp3 * src8) - (tmp10 * src11 + tmp2 * src8 + tmp7 * src9);
- var dst15 = (tmp10 * src10 + tmp4 * src8 + tmp9 * src9) - (tmp8 * src9 + tmp11 * src10 + tmp5 * src8);
- // calculate determinant
- var det = src0 * dst0 + src1 * dst1 + src2 * dst2 + src3 * dst3;
- if (Math.abs(det) < CesiumMath.EPSILON20) {
- throw new RuntimeError('matrix is not invertible because its determinate is zero.');
- }
- // calculate matrix inverse
- det = 1.0 / det;
- result[0] = dst0 * det;
- result[1] = dst1 * det;
- result[2] = dst2 * det;
- result[3] = dst3 * det;
- result[4] = dst4 * det;
- result[5] = dst5 * det;
- result[6] = dst6 * det;
- result[7] = dst7 * det;
- result[8] = dst8 * det;
- result[9] = dst9 * det;
- result[10] = dst10 * det;
- result[11] = dst11 * det;
- result[12] = dst12 * det;
- result[13] = dst13 * det;
- result[14] = dst14 * det;
- result[15] = dst15 * det;
- return result;
- };
- /**
- * Computes the inverse of the provided matrix assuming it is
- * an affine transformation matrix, where the upper left 3x3 elements
- * are a rotation matrix, and the upper three elements in the fourth
- * column are the translation. The bottom row is assumed to be [0, 0, 0, 1].
- * The matrix is not verified to be in the proper form.
- * This method is faster than computing the inverse for a general 4x4
- * matrix using {@link Matrix4.inverse}.
- *
- * @param {Matrix4} matrix The matrix to invert.
- * @param {Matrix4} result The object onto which to store the result.
- * @returns {Matrix4} The modified result parameter.
- */
- Matrix4.inverseTransformation = function(matrix, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- //This function is an optimized version of the below 4 lines.
- //var rT = Matrix3.transpose(Matrix4.getRotation(matrix));
- //var rTN = Matrix3.negate(rT);
- //var rTT = Matrix3.multiplyByVector(rTN, Matrix4.getTranslation(matrix));
- //return Matrix4.fromRotationTranslation(rT, rTT, result);
- var matrix0 = matrix[0];
- var matrix1 = matrix[1];
- var matrix2 = matrix[2];
- var matrix4 = matrix[4];
- var matrix5 = matrix[5];
- var matrix6 = matrix[6];
- var matrix8 = matrix[8];
- var matrix9 = matrix[9];
- var matrix10 = matrix[10];
- var vX = matrix[12];
- var vY = matrix[13];
- var vZ = matrix[14];
- var x = -matrix0 * vX - matrix1 * vY - matrix2 * vZ;
- var y = -matrix4 * vX - matrix5 * vY - matrix6 * vZ;
- var z = -matrix8 * vX - matrix9 * vY - matrix10 * vZ;
- result[0] = matrix0;
- result[1] = matrix4;
- result[2] = matrix8;
- result[3] = 0.0;
- result[4] = matrix1;
- result[5] = matrix5;
- result[6] = matrix9;
- result[7] = 0.0;
- result[8] = matrix2;
- result[9] = matrix6;
- result[10] = matrix10;
- result[11] = 0.0;
- result[12] = x;
- result[13] = y;
- result[14] = z;
- result[15] = 1.0;
- return result;
- };
- /**
- * An immutable Matrix4 instance initialized to the identity matrix.
- *
- * @type {Matrix4}
- * @constant
- */
- Matrix4.IDENTITY = freezeObject(new Matrix4(1.0, 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- 0.0, 0.0, 0.0, 1.0));
- /**
- * An immutable Matrix4 instance initialized to the zero matrix.
- *
- * @type {Matrix4}
- * @constant
- */
- Matrix4.ZERO = freezeObject(new Matrix4(0.0, 0.0, 0.0, 0.0,
- 0.0, 0.0, 0.0, 0.0,
- 0.0, 0.0, 0.0, 0.0,
- 0.0, 0.0, 0.0, 0.0));
- /**
- * The index into Matrix4 for column 0, row 0.
- *
- * @type {Number}
- * @constant
- */
- Matrix4.COLUMN0ROW0 = 0;
- /**
- * The index into Matrix4 for column 0, row 1.
- *
- * @type {Number}
- * @constant
- */
- Matrix4.COLUMN0ROW1 = 1;
- /**
- * The index into Matrix4 for column 0, row 2.
- *
- * @type {Number}
- * @constant
- */
- Matrix4.COLUMN0ROW2 = 2;
- /**
- * The index into Matrix4 for column 0, row 3.
- *
- * @type {Number}
- * @constant
- */
- Matrix4.COLUMN0ROW3 = 3;
- /**
- * The index into Matrix4 for column 1, row 0.
- *
- * @type {Number}
- * @constant
- */
- Matrix4.COLUMN1ROW0 = 4;
- /**
- * The index into Matrix4 for column 1, row 1.
- *
- * @type {Number}
- * @constant
- */
- Matrix4.COLUMN1ROW1 = 5;
- /**
- * The index into Matrix4 for column 1, row 2.
- *
- * @type {Number}
- * @constant
- */
- Matrix4.COLUMN1ROW2 = 6;
- /**
- * The index into Matrix4 for column 1, row 3.
- *
- * @type {Number}
- * @constant
- */
- Matrix4.COLUMN1ROW3 = 7;
- /**
- * The index into Matrix4 for column 2, row 0.
- *
- * @type {Number}
- * @constant
- */
- Matrix4.COLUMN2ROW0 = 8;
- /**
- * The index into Matrix4 for column 2, row 1.
- *
- * @type {Number}
- * @constant
- */
- Matrix4.COLUMN2ROW1 = 9;
- /**
- * The index into Matrix4 for column 2, row 2.
- *
- * @type {Number}
- * @constant
- */
- Matrix4.COLUMN2ROW2 = 10;
- /**
- * The index into Matrix4 for column 2, row 3.
- *
- * @type {Number}
- * @constant
- */
- Matrix4.COLUMN2ROW3 = 11;
- /**
- * The index into Matrix4 for column 3, row 0.
- *
- * @type {Number}
- * @constant
- */
- Matrix4.COLUMN3ROW0 = 12;
- /**
- * The index into Matrix4 for column 3, row 1.
- *
- * @type {Number}
- * @constant
- */
- Matrix4.COLUMN3ROW1 = 13;
- /**
- * The index into Matrix4 for column 3, row 2.
- *
- * @type {Number}
- * @constant
- */
- Matrix4.COLUMN3ROW2 = 14;
- /**
- * The index into Matrix4 for column 3, row 3.
- *
- * @type {Number}
- * @constant
- */
- Matrix4.COLUMN3ROW3 = 15;
- defineProperties(Matrix4.prototype, {
- /**
- * Gets the number of items in the collection.
- * @memberof Matrix4.prototype
- *
- * @type {Number}
- */
- length : {
- get : function() {
- return Matrix4.packedLength;
- }
- }
- });
- /**
- * Duplicates the provided Matrix4 instance.
- *
- * @param {Matrix4} [result] The object onto which to store the result.
- * @returns {Matrix4} The modified result parameter or a new Matrix4 instance if one was not provided.
- */
- Matrix4.prototype.clone = function(result) {
- return Matrix4.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 {Matrix4} [right] The right hand side matrix.
- * @returns {Boolean} <code>true</code> if they are equal, <code>false</code> otherwise.
- */
- Matrix4.prototype.equals = function(right) {
- return Matrix4.equals(this, right);
- };
- /**
- * @private
- */
- Matrix4.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] &&
- matrix[4] === array[offset + 4] &&
- matrix[5] === array[offset + 5] &&
- matrix[6] === array[offset + 6] &&
- matrix[7] === array[offset + 7] &&
- matrix[8] === array[offset + 8] &&
- matrix[9] === array[offset + 9] &&
- matrix[10] === array[offset + 10] &&
- matrix[11] === array[offset + 11] &&
- matrix[12] === array[offset + 12] &&
- matrix[13] === array[offset + 13] &&
- matrix[14] === array[offset + 14] &&
- matrix[15] === array[offset + 15];
- };
- /**
- * 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 {Matrix4} [right] The right hand side matrix.
- * @param {Number} epsilon The epsilon to use for equality testing.
- * @returns {Boolean} <code>true</code> if they are within the provided epsilon, <code>false</code> otherwise.
- */
- Matrix4.prototype.equalsEpsilon = function(right, epsilon) {
- return Matrix4.equalsEpsilon(this, right, epsilon);
- };
- /**
- * Computes a string representing this Matrix with each row being
- * on a separate line and in the format '(column0, column1, column2, column3)'.
- *
- * @returns {String} A string representing the provided Matrix with each row being on a separate line and in the format '(column0, column1, column2, column3)'.
- */
- Matrix4.prototype.toString = function() {
- return '(' + this[0] + ', ' + this[4] + ', ' + this[8] + ', ' + this[12] +')\n' +
- '(' + this[1] + ', ' + this[5] + ', ' + this[9] + ', ' + this[13] +')\n' +
- '(' + this[2] + ', ' + this[6] + ', ' + this[10] + ', ' + this[14] +')\n' +
- '(' + this[3] + ', ' + this[7] + ', ' + this[11] + ', ' + this[15] +')';
- };
- return Matrix4;
- });
- /*global define*/
- define('Core/BoundingSphere',[
- './Cartesian3',
- './Cartographic',
- './defaultValue',
- './defined',
- './DeveloperError',
- './Ellipsoid',
- './GeographicProjection',
- './Intersect',
- './Interval',
- './Matrix3',
- './Matrix4',
- './Rectangle'
- ], function(
- Cartesian3,
- Cartographic,
- defaultValue,
- defined,
- DeveloperError,
- Ellipsoid,
- GeographicProjection,
- Intersect,
- Interval,
- Matrix3,
- Matrix4,
- Rectangle) {
- 'use strict';
- /**
- * A bounding sphere with a center and a radius.
- * @alias BoundingSphere
- * @constructor
- *
- * @param {Cartesian3} [center=Cartesian3.ZERO] The center of the bounding sphere.
- * @param {Number} [radius=0.0] The radius of the bounding sphere.
- *
- * @see AxisAlignedBoundingBox
- * @see BoundingRectangle
- * @see Packable
- */
- function BoundingSphere(center, radius) {
- /**
- * The center point of the sphere.
- * @type {Cartesian3}
- * @default {@link Cartesian3.ZERO}
- */
- this.center = Cartesian3.clone(defaultValue(center, Cartesian3.ZERO));
- /**
- * The radius of the sphere.
- * @type {Number}
- * @default 0.0
- */
- this.radius = defaultValue(radius, 0.0);
- }
- var fromPointsXMin = new Cartesian3();
- var fromPointsYMin = new Cartesian3();
- var fromPointsZMin = new Cartesian3();
- var fromPointsXMax = new Cartesian3();
- var fromPointsYMax = new Cartesian3();
- var fromPointsZMax = new Cartesian3();
- var fromPointsCurrentPos = new Cartesian3();
- var fromPointsScratch = new Cartesian3();
- var fromPointsRitterCenter = new Cartesian3();
- var fromPointsMinBoxPt = new Cartesian3();
- var fromPointsMaxBoxPt = new Cartesian3();
- var fromPointsNaiveCenterScratch = new Cartesian3();
- /**
- * Computes a tight-fitting bounding sphere enclosing a list of 3D Cartesian points.
- * The bounding sphere is computed by running two algorithms, a naive algorithm and
- * Ritter's algorithm. The smaller of the two spheres is used to ensure a tight fit.
- *
- * @param {Cartesian3[]} positions An array of points that the bounding sphere will enclose. Each point must have <code>x</code>, <code>y</code>, and <code>z</code> properties.
- * @param {BoundingSphere} [result] The object onto which to store the result.
- * @returns {BoundingSphere} The modified result parameter or a new BoundingSphere instance if one was not provided.
- *
- * @see {@link http://blogs.agi.com/insight3d/index.php/2008/02/04/a-bounding/|Bounding Sphere computation article}
- */
- BoundingSphere.fromPoints = function(positions, result) {
- if (!defined(result)) {
- result = new BoundingSphere();
- }
- if (!defined(positions) || positions.length === 0) {
- result.center = Cartesian3.clone(Cartesian3.ZERO, result.center);
- result.radius = 0.0;
- return result;
- }
- var currentPos = Cartesian3.clone(positions[0], fromPointsCurrentPos);
- var xMin = Cartesian3.clone(currentPos, fromPointsXMin);
- var yMin = Cartesian3.clone(currentPos, fromPointsYMin);
- var zMin = Cartesian3.clone(currentPos, fromPointsZMin);
- var xMax = Cartesian3.clone(currentPos, fromPointsXMax);
- var yMax = Cartesian3.clone(currentPos, fromPointsYMax);
- var zMax = Cartesian3.clone(currentPos, fromPointsZMax);
- var numPositions = positions.length;
- for (var i = 1; i < numPositions; i++) {
- Cartesian3.clone(positions[i], currentPos);
- var x = currentPos.x;
- var y = currentPos.y;
- var z = currentPos.z;
- // Store points containing the the smallest and largest components
- if (x < xMin.x) {
- Cartesian3.clone(currentPos, xMin);
- }
- if (x > xMax.x) {
- Cartesian3.clone(currentPos, xMax);
- }
- if (y < yMin.y) {
- Cartesian3.clone(currentPos, yMin);
- }
- if (y > yMax.y) {
- Cartesian3.clone(currentPos, yMax);
- }
- if (z < zMin.z) {
- Cartesian3.clone(currentPos, zMin);
- }
- if (z > zMax.z) {
- Cartesian3.clone(currentPos, zMax);
- }
- }
- // Compute x-, y-, and z-spans (Squared distances b/n each component's min. and max.).
- var xSpan = Cartesian3.magnitudeSquared(Cartesian3.subtract(xMax, xMin, fromPointsScratch));
- var ySpan = Cartesian3.magnitudeSquared(Cartesian3.subtract(yMax, yMin, fromPointsScratch));
- var zSpan = Cartesian3.magnitudeSquared(Cartesian3.subtract(zMax, zMin, fromPointsScratch));
- // Set the diameter endpoints to the largest span.
- var diameter1 = xMin;
- var diameter2 = xMax;
- var maxSpan = xSpan;
- if (ySpan > maxSpan) {
- maxSpan = ySpan;
- diameter1 = yMin;
- diameter2 = yMax;
- }
- if (zSpan > maxSpan) {
- maxSpan = zSpan;
- diameter1 = zMin;
- diameter2 = zMax;
- }
- // Calculate the center of the initial sphere found by Ritter's algorithm
- var ritterCenter = fromPointsRitterCenter;
- ritterCenter.x = (diameter1.x + diameter2.x) * 0.5;
- ritterCenter.y = (diameter1.y + diameter2.y) * 0.5;
- ritterCenter.z = (diameter1.z + diameter2.z) * 0.5;
- // Calculate the radius of the initial sphere found by Ritter's algorithm
- var radiusSquared = Cartesian3.magnitudeSquared(Cartesian3.subtract(diameter2, ritterCenter, fromPointsScratch));
- var ritterRadius = Math.sqrt(radiusSquared);
- // Find the center of the sphere found using the Naive method.
- var minBoxPt = fromPointsMinBoxPt;
- minBoxPt.x = xMin.x;
- minBoxPt.y = yMin.y;
- minBoxPt.z = zMin.z;
- var maxBoxPt = fromPointsMaxBoxPt;
- maxBoxPt.x = xMax.x;
- maxBoxPt.y = yMax.y;
- maxBoxPt.z = zMax.z;
- var naiveCenter = Cartesian3.multiplyByScalar(Cartesian3.add(minBoxPt, maxBoxPt, fromPointsScratch), 0.5, fromPointsNaiveCenterScratch);
- // Begin 2nd pass to find naive radius and modify the ritter sphere.
- var naiveRadius = 0;
- for (i = 0; i < numPositions; i++) {
- Cartesian3.clone(positions[i], currentPos);
- // Find the furthest point from the naive center to calculate the naive radius.
- var r = Cartesian3.magnitude(Cartesian3.subtract(currentPos, naiveCenter, fromPointsScratch));
- if (r > naiveRadius) {
- naiveRadius = r;
- }
- // Make adjustments to the Ritter Sphere to include all points.
- var oldCenterToPointSquared = Cartesian3.magnitudeSquared(Cartesian3.subtract(currentPos, ritterCenter, fromPointsScratch));
- if (oldCenterToPointSquared > radiusSquared) {
- var oldCenterToPoint = Math.sqrt(oldCenterToPointSquared);
- // Calculate new radius to include the point that lies outside
- ritterRadius = (ritterRadius + oldCenterToPoint) * 0.5;
- radiusSquared = ritterRadius * ritterRadius;
- // Calculate center of new Ritter sphere
- var oldToNew = oldCenterToPoint - ritterRadius;
- ritterCenter.x = (ritterRadius * ritterCenter.x + oldToNew * currentPos.x) / oldCenterToPoint;
- ritterCenter.y = (ritterRadius * ritterCenter.y + oldToNew * currentPos.y) / oldCenterToPoint;
- ritterCenter.z = (ritterRadius * ritterCenter.z + oldToNew * currentPos.z) / oldCenterToPoint;
- }
- }
- if (ritterRadius < naiveRadius) {
- Cartesian3.clone(ritterCenter, result.center);
- result.radius = ritterRadius;
- } else {
- Cartesian3.clone(naiveCenter, result.center);
- result.radius = naiveRadius;
- }
- return result;
- };
- var defaultProjection = new GeographicProjection();
- var fromRectangle2DLowerLeft = new Cartesian3();
- var fromRectangle2DUpperRight = new Cartesian3();
- var fromRectangle2DSouthwest = new Cartographic();
- var fromRectangle2DNortheast = new Cartographic();
- /**
- * Computes a bounding sphere from an rectangle projected in 2D.
- *
- * @param {Rectangle} rectangle The rectangle around which to create a bounding sphere.
- * @param {Object} [projection=GeographicProjection] The projection used to project the rectangle into 2D.
- * @param {BoundingSphere} [result] The object onto which to store the result.
- * @returns {BoundingSphere} The modified result parameter or a new BoundingSphere instance if none was provided.
- */
- BoundingSphere.fromRectangle2D = function(rectangle, projection, result) {
- return BoundingSphere.fromRectangleWithHeights2D(rectangle, projection, 0.0, 0.0, result);
- };
- /**
- * Computes a bounding sphere from an rectangle projected in 2D. The bounding sphere accounts for the
- * object's minimum and maximum heights over the rectangle.
- *
- * @param {Rectangle} rectangle The rectangle around which to create a bounding sphere.
- * @param {Object} [projection=GeographicProjection] The projection used to project the rectangle into 2D.
- * @param {Number} [minimumHeight=0.0] The minimum height over the rectangle.
- * @param {Number} [maximumHeight=0.0] The maximum height over the rectangle.
- * @param {BoundingSphere} [result] The object onto which to store the result.
- * @returns {BoundingSphere} The modified result parameter or a new BoundingSphere instance if none was provided.
- */
- BoundingSphere.fromRectangleWithHeights2D = function(rectangle, projection, minimumHeight, maximumHeight, result) {
- if (!defined(result)) {
- result = new BoundingSphere();
- }
- if (!defined(rectangle)) {
- result.center = Cartesian3.clone(Cartesian3.ZERO, result.center);
- result.radius = 0.0;
- return result;
- }
- projection = defaultValue(projection, defaultProjection);
- Rectangle.southwest(rectangle, fromRectangle2DSouthwest);
- fromRectangle2DSouthwest.height = minimumHeight;
- Rectangle.northeast(rectangle, fromRectangle2DNortheast);
- fromRectangle2DNortheast.height = maximumHeight;
- var lowerLeft = projection.project(fromRectangle2DSouthwest, fromRectangle2DLowerLeft);
- var upperRight = projection.project(fromRectangle2DNortheast, fromRectangle2DUpperRight);
- var width = upperRight.x - lowerLeft.x;
- var height = upperRight.y - lowerLeft.y;
- var elevation = upperRight.z - lowerLeft.z;
- result.radius = Math.sqrt(width * width + height * height + elevation * elevation) * 0.5;
- var center = result.center;
- center.x = lowerLeft.x + width * 0.5;
- center.y = lowerLeft.y + height * 0.5;
- center.z = lowerLeft.z + elevation * 0.5;
- return result;
- };
- var fromRectangle3DScratch = [];
- /**
- * Computes a bounding sphere from an rectangle in 3D. The bounding sphere is created using a subsample of points
- * on the ellipsoid and contained in the rectangle. It may not be accurate for all rectangles on all types of ellipsoids.
- *
- * @param {Rectangle} rectangle The valid rectangle used to create a bounding sphere.
- * @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid used to determine positions of the rectangle.
- * @param {Number} [surfaceHeight=0.0] The height above the surface of the ellipsoid.
- * @param {BoundingSphere} [result] The object onto which to store the result.
- * @returns {BoundingSphere} The modified result parameter or a new BoundingSphere instance if none was provided.
- */
- BoundingSphere.fromRectangle3D = function(rectangle, ellipsoid, surfaceHeight, result) {
- ellipsoid = defaultValue(ellipsoid, Ellipsoid.WGS84);
- surfaceHeight = defaultValue(surfaceHeight, 0.0);
- var positions;
- if (defined(rectangle)) {
- positions = Rectangle.subsample(rectangle, ellipsoid, surfaceHeight, fromRectangle3DScratch);
- }
- return BoundingSphere.fromPoints(positions, result);
- };
- /**
- * Computes a tight-fitting bounding sphere enclosing a list of 3D points, where the points are
- * stored in a flat array in X, Y, Z, order. The bounding sphere is computed by running two
- * algorithms, a naive algorithm and Ritter's algorithm. The smaller of the two spheres is used to
- * ensure a tight fit.
- *
- * @param {Number[]} positions An array of points that the bounding sphere will enclose. Each point
- * is formed from three elements in the array in the order X, Y, Z.
- * @param {Cartesian3} [center=Cartesian3.ZERO] The position to which the positions are relative, which need not be the
- * origin of the coordinate system. This is useful when the positions are to be used for
- * relative-to-center (RTC) rendering.
- * @param {Number} [stride=3] The number of array elements per vertex. It must be at least 3, but it may
- * be higher. Regardless of the value of this parameter, the X coordinate of the first position
- * is at array index 0, the Y coordinate is at array index 1, and the Z coordinate is at array index
- * 2. When stride is 3, the X coordinate of the next position then begins at array index 3. If
- * the stride is 5, however, two array elements are skipped and the next position begins at array
- * index 5.
- * @param {BoundingSphere} [result] The object onto which to store the result.
- * @returns {BoundingSphere} The modified result parameter or a new BoundingSphere instance if one was not provided.
- *
- * @example
- * // Compute the bounding sphere from 3 positions, each specified relative to a center.
- * // In addition to the X, Y, and Z coordinates, the points array contains two additional
- * // elements per point which are ignored for the purpose of computing the bounding sphere.
- * var center = new Cesium.Cartesian3(1.0, 2.0, 3.0);
- * var points = [1.0, 2.0, 3.0, 0.1, 0.2,
- * 4.0, 5.0, 6.0, 0.1, 0.2,
- * 7.0, 8.0, 9.0, 0.1, 0.2];
- * var sphere = Cesium.BoundingSphere.fromVertices(points, center, 5);
- *
- * @see {@link http://blogs.agi.com/insight3d/index.php/2008/02/04/a-bounding/|Bounding Sphere computation article}
- */
- BoundingSphere.fromVertices = function(positions, center, stride, result) {
- if (!defined(result)) {
- result = new BoundingSphere();
- }
- if (!defined(positions) || positions.length === 0) {
- result.center = Cartesian3.clone(Cartesian3.ZERO, result.center);
- result.radius = 0.0;
- return result;
- }
- center = defaultValue(center, Cartesian3.ZERO);
- stride = defaultValue(stride, 3);
- if (stride < 3) {
- throw new DeveloperError('stride must be 3 or greater.');
- }
-
- var currentPos = fromPointsCurrentPos;
- currentPos.x = positions[0] + center.x;
- currentPos.y = positions[1] + center.y;
- currentPos.z = positions[2] + center.z;
- var xMin = Cartesian3.clone(currentPos, fromPointsXMin);
- var yMin = Cartesian3.clone(currentPos, fromPointsYMin);
- var zMin = Cartesian3.clone(currentPos, fromPointsZMin);
- var xMax = Cartesian3.clone(currentPos, fromPointsXMax);
- var yMax = Cartesian3.clone(currentPos, fromPointsYMax);
- var zMax = Cartesian3.clone(currentPos, fromPointsZMax);
- var numElements = positions.length;
- for (var i = 0; i < numElements; i += stride) {
- var x = positions[i] + center.x;
- var y = positions[i + 1] + center.y;
- var z = positions[i + 2] + center.z;
- currentPos.x = x;
- currentPos.y = y;
- currentPos.z = z;
- // Store points containing the the smallest and largest components
- if (x < xMin.x) {
- Cartesian3.clone(currentPos, xMin);
- }
- if (x > xMax.x) {
- Cartesian3.clone(currentPos, xMax);
- }
- if (y < yMin.y) {
- Cartesian3.clone(currentPos, yMin);
- }
- if (y > yMax.y) {
- Cartesian3.clone(currentPos, yMax);
- }
- if (z < zMin.z) {
- Cartesian3.clone(currentPos, zMin);
- }
- if (z > zMax.z) {
- Cartesian3.clone(currentPos, zMax);
- }
- }
- // Compute x-, y-, and z-spans (Squared distances b/n each component's min. and max.).
- var xSpan = Cartesian3.magnitudeSquared(Cartesian3.subtract(xMax, xMin, fromPointsScratch));
- var ySpan = Cartesian3.magnitudeSquared(Cartesian3.subtract(yMax, yMin, fromPointsScratch));
- var zSpan = Cartesian3.magnitudeSquared(Cartesian3.subtract(zMax, zMin, fromPointsScratch));
- // Set the diameter endpoints to the largest span.
- var diameter1 = xMin;
- var diameter2 = xMax;
- var maxSpan = xSpan;
- if (ySpan > maxSpan) {
- maxSpan = ySpan;
- diameter1 = yMin;
- diameter2 = yMax;
- }
- if (zSpan > maxSpan) {
- maxSpan = zSpan;
- diameter1 = zMin;
- diameter2 = zMax;
- }
- // Calculate the center of the initial sphere found by Ritter's algorithm
- var ritterCenter = fromPointsRitterCenter;
- ritterCenter.x = (diameter1.x + diameter2.x) * 0.5;
- ritterCenter.y = (diameter1.y + diameter2.y) * 0.5;
- ritterCenter.z = (diameter1.z + diameter2.z) * 0.5;
- // Calculate the radius of the initial sphere found by Ritter's algorithm
- var radiusSquared = Cartesian3.magnitudeSquared(Cartesian3.subtract(diameter2, ritterCenter, fromPointsScratch));
- var ritterRadius = Math.sqrt(radiusSquared);
- // Find the center of the sphere found using the Naive method.
- var minBoxPt = fromPointsMinBoxPt;
- minBoxPt.x = xMin.x;
- minBoxPt.y = yMin.y;
- minBoxPt.z = zMin.z;
- var maxBoxPt = fromPointsMaxBoxPt;
- maxBoxPt.x = xMax.x;
- maxBoxPt.y = yMax.y;
- maxBoxPt.z = zMax.z;
- var naiveCenter = Cartesian3.multiplyByScalar(Cartesian3.add(minBoxPt, maxBoxPt, fromPointsScratch), 0.5, fromPointsNaiveCenterScratch);
- // Begin 2nd pass to find naive radius and modify the ritter sphere.
- var naiveRadius = 0;
- for (i = 0; i < numElements; i += stride) {
- currentPos.x = positions[i] + center.x;
- currentPos.y = positions[i + 1] + center.y;
- currentPos.z = positions[i + 2] + center.z;
- // Find the furthest point from the naive center to calculate the naive radius.
- var r = Cartesian3.magnitude(Cartesian3.subtract(currentPos, naiveCenter, fromPointsScratch));
- if (r > naiveRadius) {
- naiveRadius = r;
- }
- // Make adjustments to the Ritter Sphere to include all points.
- var oldCenterToPointSquared = Cartesian3.magnitudeSquared(Cartesian3.subtract(currentPos, ritterCenter, fromPointsScratch));
- if (oldCenterToPointSquared > radiusSquared) {
- var oldCenterToPoint = Math.sqrt(oldCenterToPointSquared);
- // Calculate new radius to include the point that lies outside
- ritterRadius = (ritterRadius + oldCenterToPoint) * 0.5;
- radiusSquared = ritterRadius * ritterRadius;
- // Calculate center of new Ritter sphere
- var oldToNew = oldCenterToPoint - ritterRadius;
- ritterCenter.x = (ritterRadius * ritterCenter.x + oldToNew * currentPos.x) / oldCenterToPoint;
- ritterCenter.y = (ritterRadius * ritterCenter.y + oldToNew * currentPos.y) / oldCenterToPoint;
- ritterCenter.z = (ritterRadius * ritterCenter.z + oldToNew * currentPos.z) / oldCenterToPoint;
- }
- }
- if (ritterRadius < naiveRadius) {
- Cartesian3.clone(ritterCenter, result.center);
- result.radius = ritterRadius;
- } else {
- Cartesian3.clone(naiveCenter, result.center);
- result.radius = naiveRadius;
- }
- return result;
- };
- /**
- * Computes a tight-fitting bounding sphere enclosing a list of {@link EncodedCartesian3}s, where the points are
- * stored in parallel flat arrays in X, Y, Z, order. The bounding sphere is computed by running two
- * algorithms, a naive algorithm and Ritter's algorithm. The smaller of the two spheres is used to
- * ensure a tight fit.
- *
- * @param {Number[]} positionsHigh An array of high bits of the encoded cartesians that the bounding sphere will enclose. Each point
- * is formed from three elements in the array in the order X, Y, Z.
- * @param {Number[]} positionsLow An array of low bits of the encoded cartesians that the bounding sphere will enclose. Each point
- * is formed from three elements in the array in the order X, Y, Z.
- * @param {BoundingSphere} [result] The object onto which to store the result.
- * @returns {BoundingSphere} The modified result parameter or a new BoundingSphere instance if one was not provided.
- *
- * @see {@link http://blogs.agi.com/insight3d/index.php/2008/02/04/a-bounding/|Bounding Sphere computation article}
- */
- BoundingSphere.fromEncodedCartesianVertices = function(positionsHigh, positionsLow, result) {
- if (!defined(result)) {
- result = new BoundingSphere();
- }
- if (!defined(positionsHigh) || !defined(positionsLow) || positionsHigh.length !== positionsLow.length || positionsHigh.length === 0) {
- result.center = Cartesian3.clone(Cartesian3.ZERO, result.center);
- result.radius = 0.0;
- return result;
- }
- var currentPos = fromPointsCurrentPos;
- currentPos.x = positionsHigh[0] + positionsLow[0];
- currentPos.y = positionsHigh[1] + positionsLow[1];
- currentPos.z = positionsHigh[2] + positionsLow[2];
- var xMin = Cartesian3.clone(currentPos, fromPointsXMin);
- var yMin = Cartesian3.clone(currentPos, fromPointsYMin);
- var zMin = Cartesian3.clone(currentPos, fromPointsZMin);
- var xMax = Cartesian3.clone(currentPos, fromPointsXMax);
- var yMax = Cartesian3.clone(currentPos, fromPointsYMax);
- var zMax = Cartesian3.clone(currentPos, fromPointsZMax);
- var numElements = positionsHigh.length;
- for (var i = 0; i < numElements; i += 3) {
- var x = positionsHigh[i] + positionsLow[i];
- var y = positionsHigh[i + 1] + positionsLow[i + 1];
- var z = positionsHigh[i + 2] + positionsLow[i + 2];
- currentPos.x = x;
- currentPos.y = y;
- currentPos.z = z;
- // Store points containing the the smallest and largest components
- if (x < xMin.x) {
- Cartesian3.clone(currentPos, xMin);
- }
- if (x > xMax.x) {
- Cartesian3.clone(currentPos, xMax);
- }
- if (y < yMin.y) {
- Cartesian3.clone(currentPos, yMin);
- }
- if (y > yMax.y) {
- Cartesian3.clone(currentPos, yMax);
- }
- if (z < zMin.z) {
- Cartesian3.clone(currentPos, zMin);
- }
- if (z > zMax.z) {
- Cartesian3.clone(currentPos, zMax);
- }
- }
- // Compute x-, y-, and z-spans (Squared distances b/n each component's min. and max.).
- var xSpan = Cartesian3.magnitudeSquared(Cartesian3.subtract(xMax, xMin, fromPointsScratch));
- var ySpan = Cartesian3.magnitudeSquared(Cartesian3.subtract(yMax, yMin, fromPointsScratch));
- var zSpan = Cartesian3.magnitudeSquared(Cartesian3.subtract(zMax, zMin, fromPointsScratch));
- // Set the diameter endpoints to the largest span.
- var diameter1 = xMin;
- var diameter2 = xMax;
- var maxSpan = xSpan;
- if (ySpan > maxSpan) {
- maxSpan = ySpan;
- diameter1 = yMin;
- diameter2 = yMax;
- }
- if (zSpan > maxSpan) {
- maxSpan = zSpan;
- diameter1 = zMin;
- diameter2 = zMax;
- }
- // Calculate the center of the initial sphere found by Ritter's algorithm
- var ritterCenter = fromPointsRitterCenter;
- ritterCenter.x = (diameter1.x + diameter2.x) * 0.5;
- ritterCenter.y = (diameter1.y + diameter2.y) * 0.5;
- ritterCenter.z = (diameter1.z + diameter2.z) * 0.5;
- // Calculate the radius of the initial sphere found by Ritter's algorithm
- var radiusSquared = Cartesian3.magnitudeSquared(Cartesian3.subtract(diameter2, ritterCenter, fromPointsScratch));
- var ritterRadius = Math.sqrt(radiusSquared);
- // Find the center of the sphere found using the Naive method.
- var minBoxPt = fromPointsMinBoxPt;
- minBoxPt.x = xMin.x;
- minBoxPt.y = yMin.y;
- minBoxPt.z = zMin.z;
- var maxBoxPt = fromPointsMaxBoxPt;
- maxBoxPt.x = xMax.x;
- maxBoxPt.y = yMax.y;
- maxBoxPt.z = zMax.z;
- var naiveCenter = Cartesian3.multiplyByScalar(Cartesian3.add(minBoxPt, maxBoxPt, fromPointsScratch), 0.5, fromPointsNaiveCenterScratch);
- // Begin 2nd pass to find naive radius and modify the ritter sphere.
- var naiveRadius = 0;
- for (i = 0; i < numElements; i += 3) {
- currentPos.x = positionsHigh[i] + positionsLow[i];
- currentPos.y = positionsHigh[i + 1] + positionsLow[i + 1];
- currentPos.z = positionsHigh[i + 2] + positionsLow[i + 2];
- // Find the furthest point from the naive center to calculate the naive radius.
- var r = Cartesian3.magnitude(Cartesian3.subtract(currentPos, naiveCenter, fromPointsScratch));
- if (r > naiveRadius) {
- naiveRadius = r;
- }
- // Make adjustments to the Ritter Sphere to include all points.
- var oldCenterToPointSquared = Cartesian3.magnitudeSquared(Cartesian3.subtract(currentPos, ritterCenter, fromPointsScratch));
- if (oldCenterToPointSquared > radiusSquared) {
- var oldCenterToPoint = Math.sqrt(oldCenterToPointSquared);
- // Calculate new radius to include the point that lies outside
- ritterRadius = (ritterRadius + oldCenterToPoint) * 0.5;
- radiusSquared = ritterRadius * ritterRadius;
- // Calculate center of new Ritter sphere
- var oldToNew = oldCenterToPoint - ritterRadius;
- ritterCenter.x = (ritterRadius * ritterCenter.x + oldToNew * currentPos.x) / oldCenterToPoint;
- ritterCenter.y = (ritterRadius * ritterCenter.y + oldToNew * currentPos.y) / oldCenterToPoint;
- ritterCenter.z = (ritterRadius * ritterCenter.z + oldToNew * currentPos.z) / oldCenterToPoint;
- }
- }
- if (ritterRadius < naiveRadius) {
- Cartesian3.clone(ritterCenter, result.center);
- result.radius = ritterRadius;
- } else {
- Cartesian3.clone(naiveCenter, result.center);
- result.radius = naiveRadius;
- }
- return result;
- };
- /**
- * Computes a bounding sphere from the corner points of an axis-aligned bounding box. The sphere
- * tighly and fully encompases the box.
- *
- * @param {Cartesian3} [corner] The minimum height over the rectangle.
- * @param {Cartesian3} [oppositeCorner] The maximum height over the rectangle.
- * @param {BoundingSphere} [result] The object onto which to store the result.
- * @returns {BoundingSphere} The modified result parameter or a new BoundingSphere instance if none was provided.
- *
- * @example
- * // Create a bounding sphere around the unit cube
- * var sphere = Cesium.BoundingSphere.fromCornerPoints(new Cesium.Cartesian3(-0.5, -0.5, -0.5), new Cesium.Cartesian3(0.5, 0.5, 0.5));
- */
- BoundingSphere.fromCornerPoints = function(corner, oppositeCorner, result) {
- if (!defined(corner) || !defined(oppositeCorner)) {
- throw new DeveloperError('corner and oppositeCorner are required.');
- }
-
- if (!defined(result)) {
- result = new BoundingSphere();
- }
- var center = result.center;
- Cartesian3.add(corner, oppositeCorner, center);
- Cartesian3.multiplyByScalar(center, 0.5, center);
- result.radius = Cartesian3.distance(center, oppositeCorner);
- return result;
- };
- /**
- * Creates a bounding sphere encompassing an ellipsoid.
- *
- * @param {Ellipsoid} ellipsoid The ellipsoid around which to create a bounding sphere.
- * @param {BoundingSphere} [result] The object onto which to store the result.
- * @returns {BoundingSphere} The modified result parameter or a new BoundingSphere instance if none was provided.
- *
- * @example
- * var boundingSphere = Cesium.BoundingSphere.fromEllipsoid(ellipsoid);
- */
- BoundingSphere.fromEllipsoid = function(ellipsoid, result) {
- if (!defined(ellipsoid)) {
- throw new DeveloperError('ellipsoid is required.');
- }
-
- if (!defined(result)) {
- result = new BoundingSphere();
- }
- Cartesian3.clone(Cartesian3.ZERO, result.center);
- result.radius = ellipsoid.maximumRadius;
- return result;
- };
- var fromBoundingSpheresScratch = new Cartesian3();
- /**
- * Computes a tight-fitting bounding sphere enclosing the provided array of bounding spheres.
- *
- * @param {BoundingSphere[]} boundingSpheres The array of bounding spheres.
- * @param {BoundingSphere} [result] The object onto which to store the result.
- * @returns {BoundingSphere} The modified result parameter or a new BoundingSphere instance if none was provided.
- */
- BoundingSphere.fromBoundingSpheres = function(boundingSpheres, result) {
- if (!defined(result)) {
- result = new BoundingSphere();
- }
- if (!defined(boundingSpheres) || boundingSpheres.length === 0) {
- result.center = Cartesian3.clone(Cartesian3.ZERO, result.center);
- result.radius = 0.0;
- return result;
- }
- var length = boundingSpheres.length;
- if (length === 1) {
- return BoundingSphere.clone(boundingSpheres[0], result);
- }
- if (length === 2) {
- return BoundingSphere.union(boundingSpheres[0], boundingSpheres[1], result);
- }
- var positions = [];
- for (var i = 0; i < length; i++) {
- positions.push(boundingSpheres[i].center);
- }
- result = BoundingSphere.fromPoints(positions, result);
- var center = result.center;
- var radius = result.radius;
- for (i = 0; i < length; i++) {
- var tmp = boundingSpheres[i];
- radius = Math.max(radius, Cartesian3.distance(center, tmp.center, fromBoundingSpheresScratch) + tmp.radius);
- }
- result.radius = radius;
- return result;
- };
- var fromOrientedBoundingBoxScratchU = new Cartesian3();
- var fromOrientedBoundingBoxScratchV = new Cartesian3();
- var fromOrientedBoundingBoxScratchW = new Cartesian3();
- /**
- * Computes a tight-fitting bounding sphere enclosing the provided oriented bounding box.
- *
- * @param {OrientedBoundingBox} orientedBoundingBox The oriented bounding box.
- * @param {BoundingSphere} [result] The object onto which to store the result.
- * @returns {BoundingSphere} The modified result parameter or a new BoundingSphere instance if none was provided.
- */
- BoundingSphere.fromOrientedBoundingBox = function(orientedBoundingBox, result) {
- if (!defined(result)) {
- result = new BoundingSphere();
- }
- var halfAxes = orientedBoundingBox.halfAxes;
- var u = Matrix3.getColumn(halfAxes, 0, fromOrientedBoundingBoxScratchU);
- var v = Matrix3.getColumn(halfAxes, 1, fromOrientedBoundingBoxScratchV);
- var w = Matrix3.getColumn(halfAxes, 2, fromOrientedBoundingBoxScratchW);
- var uHalf = Cartesian3.magnitude(u);
- var vHalf = Cartesian3.magnitude(v);
- var wHalf = Cartesian3.magnitude(w);
- result.center = Cartesian3.clone(orientedBoundingBox.center, result.center);
- result.radius = Math.max(uHalf, vHalf, wHalf);
- return result;
- };
- /**
- * Duplicates a BoundingSphere instance.
- *
- * @param {BoundingSphere} sphere The bounding sphere to duplicate.
- * @param {BoundingSphere} [result] The object onto which to store the result.
- * @returns {BoundingSphere} The modified result parameter or a new BoundingSphere instance if none was provided. (Returns undefined if sphere is undefined)
- */
- BoundingSphere.clone = function(sphere, result) {
- if (!defined(sphere)) {
- return undefined;
- }
- if (!defined(result)) {
- return new BoundingSphere(sphere.center, sphere.radius);
- }
- result.center = Cartesian3.clone(sphere.center, result.center);
- result.radius = sphere.radius;
- return result;
- };
- /**
- * The number of elements used to pack the object into an array.
- * @type {Number}
- */
- BoundingSphere.packedLength = 4;
- /**
- * Stores the provided instance into the provided array.
- *
- * @param {BoundingSphere} 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
- */
- BoundingSphere.pack = function(value, array, startingIndex) {
- if (!defined(value)) {
- throw new DeveloperError('value is required');
- }
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- var center = value.center;
- array[startingIndex++] = center.x;
- array[startingIndex++] = center.y;
- array[startingIndex++] = center.z;
- array[startingIndex] = value.radius;
- 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 {BoundingSphere} [result] The object into which to store the result.
- * @returns {BoundingSphere} The modified result parameter or a new BoundingSphere instance if one was not provided.
- */
- BoundingSphere.unpack = function(array, startingIndex, result) {
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- if (!defined(result)) {
- result = new BoundingSphere();
- }
- var center = result.center;
- center.x = array[startingIndex++];
- center.y = array[startingIndex++];
- center.z = array[startingIndex++];
- result.radius = array[startingIndex];
- return result;
- };
- var unionScratch = new Cartesian3();
- var unionScratchCenter = new Cartesian3();
- /**
- * Computes a bounding sphere that contains both the left and right bounding spheres.
- *
- * @param {BoundingSphere} left A sphere to enclose in a bounding sphere.
- * @param {BoundingSphere} right A sphere to enclose in a bounding sphere.
- * @param {BoundingSphere} [result] The object onto which to store the result.
- * @returns {BoundingSphere} The modified result parameter or a new BoundingSphere instance if none was provided.
- */
- BoundingSphere.union = function(left, right, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required.');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required.');
- }
-
- if (!defined(result)) {
- result = new BoundingSphere();
- }
- var leftCenter = left.center;
- var leftRadius = left.radius;
- var rightCenter = right.center;
- var rightRadius = right.radius;
- var toRightCenter = Cartesian3.subtract(rightCenter, leftCenter, unionScratch);
- var centerSeparation = Cartesian3.magnitude(toRightCenter);
- if (leftRadius >= (centerSeparation + rightRadius)) {
- // Left sphere wins.
- left.clone(result);
- return result;
- }
- if (rightRadius >= (centerSeparation + leftRadius)) {
- // Right sphere wins.
- right.clone(result);
- return result;
- }
- // There are two tangent points, one on far side of each sphere.
- var halfDistanceBetweenTangentPoints = (leftRadius + centerSeparation + rightRadius) * 0.5;
- // Compute the center point halfway between the two tangent points.
- var center = Cartesian3.multiplyByScalar(toRightCenter,
- (-leftRadius + halfDistanceBetweenTangentPoints) / centerSeparation, unionScratchCenter);
- Cartesian3.add(center, leftCenter, center);
- Cartesian3.clone(center, result.center);
- result.radius = halfDistanceBetweenTangentPoints;
- return result;
- };
- var expandScratch = new Cartesian3();
- /**
- * Computes a bounding sphere by enlarging the provided sphere to contain the provided point.
- *
- * @param {BoundingSphere} sphere A sphere to expand.
- * @param {Cartesian3} point A point to enclose in a bounding sphere.
- * @param {BoundingSphere} [result] The object onto which to store the result.
- * @returns {BoundingSphere} The modified result parameter or a new BoundingSphere instance if none was provided.
- */
- BoundingSphere.expand = function(sphere, point, result) {
- if (!defined(sphere)) {
- throw new DeveloperError('sphere is required.');
- }
- if (!defined(point)) {
- throw new DeveloperError('point is required.');
- }
-
- result = BoundingSphere.clone(sphere, result);
- var radius = Cartesian3.magnitude(Cartesian3.subtract(point, result.center, expandScratch));
- if (radius > result.radius) {
- result.radius = radius;
- }
- return result;
- };
- /**
- * Determines which side of a plane a sphere is located.
- *
- * @param {BoundingSphere} sphere The bounding sphere to test.
- * @param {Plane} plane The plane to test against.
- * @returns {Intersect} {@link Intersect.INSIDE} if the entire sphere is on the side of the plane
- * the normal is pointing, {@link Intersect.OUTSIDE} if the entire sphere is
- * on the opposite side, and {@link Intersect.INTERSECTING} if the sphere
- * intersects the plane.
- */
- BoundingSphere.intersectPlane = function(sphere, plane) {
- if (!defined(sphere)) {
- throw new DeveloperError('sphere is required.');
- }
- if (!defined(plane)) {
- throw new DeveloperError('plane is required.');
- }
-
- var center = sphere.center;
- var radius = sphere.radius;
- var normal = plane.normal;
- var distanceToPlane = Cartesian3.dot(normal, center) + plane.distance;
- if (distanceToPlane < -radius) {
- // The center point is negative side of the plane normal
- return Intersect.OUTSIDE;
- } else if (distanceToPlane < radius) {
- // The center point is positive side of the plane, but radius extends beyond it; partial overlap
- return Intersect.INTERSECTING;
- }
- return Intersect.INSIDE;
- };
- /**
- * Applies a 4x4 affine transformation matrix to a bounding sphere.
- *
- * @param {BoundingSphere} sphere The bounding sphere to apply the transformation to.
- * @param {Matrix4} transform The transformation matrix to apply to the bounding sphere.
- * @param {BoundingSphere} [result] The object onto which to store the result.
- * @returns {BoundingSphere} The modified result parameter or a new BoundingSphere instance if none was provided.
- */
- BoundingSphere.transform = function(sphere, transform, result) {
- if (!defined(sphere)) {
- throw new DeveloperError('sphere is required.');
- }
- if (!defined(transform)) {
- throw new DeveloperError('transform is required.');
- }
-
- if (!defined(result)) {
- result = new BoundingSphere();
- }
- result.center = Matrix4.multiplyByPoint(transform, sphere.center, result.center);
- result.radius = Matrix4.getMaximumScale(transform) * sphere.radius;
- return result;
- };
- var distanceSquaredToScratch = new Cartesian3();
- /**
- * Computes the estimated distance squared from the closest point on a bounding sphere to a point.
- *
- * @param {BoundingSphere} sphere The sphere.
- * @param {Cartesian3} cartesian The point
- * @returns {Number} The estimated distance squared from the bounding sphere to the point.
- *
- * @example
- * // Sort bounding spheres from back to front
- * spheres.sort(function(a, b) {
- * return Cesium.BoundingSphere.distanceSquaredTo(b, camera.positionWC) - Cesium.BoundingSphere.distanceSquaredTo(a, camera.positionWC);
- * });
- */
- BoundingSphere.distanceSquaredTo = function(sphere, cartesian) {
- if (!defined(sphere)) {
- throw new DeveloperError('sphere is required.');
- }
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required.');
- }
-
- var diff = Cartesian3.subtract(sphere.center, cartesian, distanceSquaredToScratch);
- return Cartesian3.magnitudeSquared(diff) - sphere.radius * sphere.radius;
- };
- /**
- * Applies a 4x4 affine transformation matrix to a bounding sphere where there is no scale
- * The transformation matrix is not verified to have a uniform scale of 1.
- * This method is faster than computing the general bounding sphere transform using {@link BoundingSphere.transform}.
- *
- * @param {BoundingSphere} sphere The bounding sphere to apply the transformation to.
- * @param {Matrix4} transform The transformation matrix to apply to the bounding sphere.
- * @param {BoundingSphere} [result] The object onto which to store the result.
- * @returns {BoundingSphere} The modified result parameter or a new BoundingSphere instance if none was provided.
- *
- * @example
- * var modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(positionOnEllipsoid);
- * var boundingSphere = new Cesium.BoundingSphere();
- * var newBoundingSphere = Cesium.BoundingSphere.transformWithoutScale(boundingSphere, modelMatrix);
- */
- BoundingSphere.transformWithoutScale = function(sphere, transform, result) {
- if (!defined(sphere)) {
- throw new DeveloperError('sphere is required.');
- }
- if (!defined(transform)) {
- throw new DeveloperError('transform is required.');
- }
-
- if (!defined(result)) {
- result = new BoundingSphere();
- }
- result.center = Matrix4.multiplyByPoint(transform, sphere.center, result.center);
- result.radius = sphere.radius;
- return result;
- };
- var scratchCartesian3 = new Cartesian3();
- /**
- * The distances calculated by the vector from the center of the bounding sphere to position projected onto direction
- * plus/minus the radius of the bounding sphere.
- * <br>
- * If you imagine the infinite number of planes with normal direction, this computes the smallest distance to the
- * closest and farthest planes from position that intersect the bounding sphere.
- *
- * @param {BoundingSphere} sphere The bounding sphere to calculate the distance to.
- * @param {Cartesian3} position The position to calculate the distance from.
- * @param {Cartesian3} direction The direction from position.
- * @param {Interval} [result] A Interval to store the nearest and farthest distances.
- * @returns {Interval} The nearest and farthest distances on the bounding sphere from position in direction.
- */
- BoundingSphere.computePlaneDistances = function(sphere, position, direction, result) {
- if (!defined(sphere)) {
- throw new DeveloperError('sphere is required.');
- }
- if (!defined(position)) {
- throw new DeveloperError('position is required.');
- }
- if (!defined(direction)) {
- throw new DeveloperError('direction is required.');
- }
-
- if (!defined(result)) {
- result = new Interval();
- }
- var toCenter = Cartesian3.subtract(sphere.center, position, scratchCartesian3);
- var mag = Cartesian3.dot(direction, toCenter);
- result.start = mag - sphere.radius;
- result.stop = mag + sphere.radius;
- return result;
- };
- var projectTo2DNormalScratch = new Cartesian3();
- var projectTo2DEastScratch = new Cartesian3();
- var projectTo2DNorthScratch = new Cartesian3();
- var projectTo2DWestScratch = new Cartesian3();
- var projectTo2DSouthScratch = new Cartesian3();
- var projectTo2DCartographicScratch = new Cartographic();
- var projectTo2DPositionsScratch = new Array(8);
- for (var n = 0; n < 8; ++n) {
- projectTo2DPositionsScratch[n] = new Cartesian3();
- }
- var projectTo2DProjection = new GeographicProjection();
- /**
- * Creates a bounding sphere in 2D from a bounding sphere in 3D world coordinates.
- *
- * @param {BoundingSphere} sphere The bounding sphere to transform to 2D.
- * @param {Object} [projection=GeographicProjection] The projection to 2D.
- * @param {BoundingSphere} [result] The object onto which to store the result.
- * @returns {BoundingSphere} The modified result parameter or a new BoundingSphere instance if none was provided.
- */
- BoundingSphere.projectTo2D = function(sphere, projection, result) {
- if (!defined(sphere)) {
- throw new DeveloperError('sphere is required.');
- }
-
- projection = defaultValue(projection, projectTo2DProjection);
- var ellipsoid = projection.ellipsoid;
- var center = sphere.center;
- var radius = sphere.radius;
- var normal = ellipsoid.geodeticSurfaceNormal(center, projectTo2DNormalScratch);
- var east = Cartesian3.cross(Cartesian3.UNIT_Z, normal, projectTo2DEastScratch);
- Cartesian3.normalize(east, east);
- var north = Cartesian3.cross(normal, east, projectTo2DNorthScratch);
- Cartesian3.normalize(north, north);
- Cartesian3.multiplyByScalar(normal, radius, normal);
- Cartesian3.multiplyByScalar(north, radius, north);
- Cartesian3.multiplyByScalar(east, radius, east);
- var south = Cartesian3.negate(north, projectTo2DSouthScratch);
- var west = Cartesian3.negate(east, projectTo2DWestScratch);
- var positions = projectTo2DPositionsScratch;
- // top NE corner
- var corner = positions[0];
- Cartesian3.add(normal, north, corner);
- Cartesian3.add(corner, east, corner);
- // top NW corner
- corner = positions[1];
- Cartesian3.add(normal, north, corner);
- Cartesian3.add(corner, west, corner);
- // top SW corner
- corner = positions[2];
- Cartesian3.add(normal, south, corner);
- Cartesian3.add(corner, west, corner);
- // top SE corner
- corner = positions[3];
- Cartesian3.add(normal, south, corner);
- Cartesian3.add(corner, east, corner);
- Cartesian3.negate(normal, normal);
- // bottom NE corner
- corner = positions[4];
- Cartesian3.add(normal, north, corner);
- Cartesian3.add(corner, east, corner);
- // bottom NW corner
- corner = positions[5];
- Cartesian3.add(normal, north, corner);
- Cartesian3.add(corner, west, corner);
- // bottom SW corner
- corner = positions[6];
- Cartesian3.add(normal, south, corner);
- Cartesian3.add(corner, west, corner);
- // bottom SE corner
- corner = positions[7];
- Cartesian3.add(normal, south, corner);
- Cartesian3.add(corner, east, corner);
- var length = positions.length;
- for (var i = 0; i < length; ++i) {
- var position = positions[i];
- Cartesian3.add(center, position, position);
- var cartographic = ellipsoid.cartesianToCartographic(position, projectTo2DCartographicScratch);
- projection.project(cartographic, position);
- }
- result = BoundingSphere.fromPoints(positions, result);
- // swizzle center components
- center = result.center;
- var x = center.x;
- var y = center.y;
- var z = center.z;
- center.x = z;
- center.y = x;
- center.z = y;
- return result;
- };
- /**
- * Determines whether or not a sphere is hidden from view by the occluder.
- *
- * @param {BoundingSphere} sphere The bounding sphere surrounding the occludee object.
- * @param {Occluder} occluder The occluder.
- * @returns {Boolean} <code>true</code> if the sphere is not visible; otherwise <code>false</code>.
- */
- BoundingSphere.isOccluded = function(sphere, occluder) {
- if (!defined(sphere)) {
- throw new DeveloperError('sphere is required.');
- }
- if (!defined(occluder)) {
- throw new DeveloperError('occluder is required.');
- }
- return !occluder.isBoundingSphereVisible(sphere);
- };
- /**
- * Compares the provided BoundingSphere componentwise and returns
- * <code>true</code> if they are equal, <code>false</code> otherwise.
- *
- * @param {BoundingSphere} [left] The first BoundingSphere.
- * @param {BoundingSphere} [right] The second BoundingSphere.
- * @returns {Boolean} <code>true</code> if left and right are equal, <code>false</code> otherwise.
- */
- BoundingSphere.equals = function(left, right) {
- return (left === right) ||
- ((defined(left)) &&
- (defined(right)) &&
- Cartesian3.equals(left.center, right.center) &&
- left.radius === right.radius);
- };
- /**
- * Determines which side of a plane the sphere is located.
- *
- * @param {Plane} plane The plane to test against.
- * @returns {Intersect} {@link Intersect.INSIDE} if the entire sphere is on the side of the plane
- * the normal is pointing, {@link Intersect.OUTSIDE} if the entire sphere is
- * on the opposite side, and {@link Intersect.INTERSECTING} if the sphere
- * intersects the plane.
- */
- BoundingSphere.prototype.intersectPlane = function(plane) {
- return BoundingSphere.intersectPlane(this, plane);
- };
- /**
- * Computes the estimated distance squared from the closest point on a bounding sphere to a point.
- *
- * @param {Cartesian3} cartesian The point
- * @returns {Number} The estimated distance squared from the bounding sphere to the point.
- *
- * @example
- * // Sort bounding spheres from back to front
- * spheres.sort(function(a, b) {
- * return b.distanceSquaredTo(camera.positionWC) - a.distanceSquaredTo(camera.positionWC);
- * });
- */
- BoundingSphere.prototype.distanceSquaredTo = function(cartesian) {
- return BoundingSphere.distanceSquaredTo(this, cartesian);
- };
- /**
- * The distances calculated by the vector from the center of the bounding sphere to position projected onto direction
- * plus/minus the radius of the bounding sphere.
- * <br>
- * If you imagine the infinite number of planes with normal direction, this computes the smallest distance to the
- * closest and farthest planes from position that intersect the bounding sphere.
- *
- * @param {Cartesian3} position The position to calculate the distance from.
- * @param {Cartesian3} direction The direction from position.
- * @param {Interval} [result] A Interval to store the nearest and farthest distances.
- * @returns {Interval} The nearest and farthest distances on the bounding sphere from position in direction.
- */
- BoundingSphere.prototype.computePlaneDistances = function(position, direction, result) {
- return BoundingSphere.computePlaneDistances(this, position, direction, result);
- };
- /**
- * Determines whether or not a sphere is hidden from view by the occluder.
- *
- * @param {Occluder} occluder The occluder.
- * @returns {Boolean} <code>true</code> if the sphere is not visible; otherwise <code>false</code>.
- */
- BoundingSphere.prototype.isOccluded = function(occluder) {
- return BoundingSphere.isOccluded(this, occluder);
- };
- /**
- * Compares this BoundingSphere against the provided BoundingSphere componentwise and returns
- * <code>true</code> if they are equal, <code>false</code> otherwise.
- *
- * @param {BoundingSphere} [right] The right hand side BoundingSphere.
- * @returns {Boolean} <code>true</code> if they are equal, <code>false</code> otherwise.
- */
- BoundingSphere.prototype.equals = function(right) {
- return BoundingSphere.equals(this, right);
- };
- /**
- * Duplicates this BoundingSphere instance.
- *
- * @param {BoundingSphere} [result] The object onto which to store the result.
- * @returns {BoundingSphere} The modified result parameter or a new BoundingSphere instance if none was provided.
- */
- BoundingSphere.prototype.clone = function(result) {
- return BoundingSphere.clone(this, result);
- };
- return BoundingSphere;
- });
- /*global define*/
- define('Core/Cartesian2',[
- './defaultValue',
- './defined',
- './DeveloperError',
- './freezeObject',
- './Math'
- ], function(
- defaultValue,
- defined,
- DeveloperError,
- freezeObject,
- CesiumMath) {
- 'use strict';
- /**
- * A 2D Cartesian point.
- * @alias Cartesian2
- * @constructor
- *
- * @param {Number} [x=0.0] The X component.
- * @param {Number} [y=0.0] The Y component.
- *
- * @see Cartesian3
- * @see Cartesian4
- * @see Packable
- */
- function Cartesian2(x, y) {
- /**
- * The X component.
- * @type {Number}
- * @default 0.0
- */
- this.x = defaultValue(x, 0.0);
- /**
- * The Y component.
- * @type {Number}
- * @default 0.0
- */
- this.y = defaultValue(y, 0.0);
- }
- /**
- * Creates a Cartesian2 instance from x and y coordinates.
- *
- * @param {Number} x The x coordinate.
- * @param {Number} y The y coordinate.
- * @param {Cartesian2} [result] The object onto which to store the result.
- * @returns {Cartesian2} The modified result parameter or a new Cartesian2 instance if one was not provided.
- */
- Cartesian2.fromElements = function(x, y, result) {
- if (!defined(result)) {
- return new Cartesian2(x, y);
- }
- result.x = x;
- result.y = y;
- return result;
- };
- /**
- * Duplicates a Cartesian2 instance.
- *
- * @param {Cartesian2} cartesian The Cartesian to duplicate.
- * @param {Cartesian2} [result] The object onto which to store the result.
- * @returns {Cartesian2} The modified result parameter or a new Cartesian2 instance if one was not provided. (Returns undefined if cartesian is undefined)
- */
- Cartesian2.clone = function(cartesian, result) {
- if (!defined(cartesian)) {
- return undefined;
- }
- if (!defined(result)) {
- return new Cartesian2(cartesian.x, cartesian.y);
- }
- result.x = cartesian.x;
- result.y = cartesian.y;
- return result;
- };
- /**
- * Creates a Cartesian2 instance from an existing Cartesian3. This simply takes the
- * x and y properties of the Cartesian3 and drops z.
- * @function
- *
- * @param {Cartesian3} cartesian The Cartesian3 instance to create a Cartesian2 instance from.
- * @param {Cartesian2} [result] The object onto which to store the result.
- * @returns {Cartesian2} The modified result parameter or a new Cartesian2 instance if one was not provided.
- */
- Cartesian2.fromCartesian3 = Cartesian2.clone;
- /**
- * Creates a Cartesian2 instance from an existing Cartesian4. This simply takes the
- * x and y properties of the Cartesian4 and drops z and w.
- * @function
- *
- * @param {Cartesian4} cartesian The Cartesian4 instance to create a Cartesian2 instance from.
- * @param {Cartesian2} [result] The object onto which to store the result.
- * @returns {Cartesian2} The modified result parameter or a new Cartesian2 instance if one was not provided.
- */
- Cartesian2.fromCartesian4 = Cartesian2.clone;
- /**
- * The number of elements used to pack the object into an array.
- * @type {Number}
- */
- Cartesian2.packedLength = 2;
- /**
- * Stores the provided instance into the provided array.
- *
- * @param {Cartesian2} 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
- */
- Cartesian2.pack = function(value, array, startingIndex) {
- if (!defined(value)) {
- throw new DeveloperError('value is required');
- }
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- array[startingIndex++] = value.x;
- array[startingIndex] = value.y;
- 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 {Cartesian2} [result] The object into which to store the result.
- * @returns {Cartesian2} The modified result parameter or a new Cartesian2 instance if one was not provided.
- */
- Cartesian2.unpack = function(array, startingIndex, result) {
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- if (!defined(result)) {
- result = new Cartesian2();
- }
- result.x = array[startingIndex++];
- result.y = array[startingIndex];
- return result;
- };
- /**
- * Flattens an array of Cartesian2s into and array of components.
- *
- * @param {Cartesian2[]} array The array of cartesians to pack.
- * @param {Number[]} result The array onto which to store the result.
- * @returns {Number[]} The packed array.
- */
- Cartesian2.packArray = function(array, result) {
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- var length = array.length;
- if (!defined(result)) {
- result = new Array(length * 2);
- } else {
- result.length = length * 2;
- }
- for (var i = 0; i < length; ++i) {
- Cartesian2.pack(array[i], result, i * 2);
- }
- return result;
- };
- /**
- * Unpacks an array of cartesian components into and array of Cartesian2s.
- *
- * @param {Number[]} array The array of components to unpack.
- * @param {Cartesian2[]} result The array onto which to store the result.
- * @returns {Cartesian2[]} The unpacked array.
- */
- Cartesian2.unpackArray = function(array, result) {
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- var length = array.length;
- if (!defined(result)) {
- result = new Array(length / 2);
- } else {
- result.length = length / 2;
- }
- for (var i = 0; i < length; i += 2) {
- var index = i / 2;
- result[index] = Cartesian2.unpack(array, i, result[index]);
- }
- return result;
- };
- /**
- * Creates a Cartesian2 from two consecutive elements in an array.
- * @function
- *
- * @param {Number[]} array The array whose two consecutive elements correspond to the x and y components, respectively.
- * @param {Number} [startingIndex=0] The offset into the array of the first element, which corresponds to the x component.
- * @param {Cartesian2} [result] The object onto which to store the result.
- * @returns {Cartesian2} The modified result parameter or a new Cartesian2 instance if one was not provided.
- *
- * @example
- * // Create a Cartesian2 with (1.0, 2.0)
- * var v = [1.0, 2.0];
- * var p = Cesium.Cartesian2.fromArray(v);
- *
- * // Create a Cartesian2 with (1.0, 2.0) using an offset into an array
- * var v2 = [0.0, 0.0, 1.0, 2.0];
- * var p2 = Cesium.Cartesian2.fromArray(v2, 2);
- */
- Cartesian2.fromArray = Cartesian2.unpack;
- /**
- * Computes the value of the maximum component for the supplied Cartesian.
- *
- * @param {Cartesian2} cartesian The cartesian to use.
- * @returns {Number} The value of the maximum component.
- */
- Cartesian2.maximumComponent = function(cartesian) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
-
- return Math.max(cartesian.x, cartesian.y);
- };
- /**
- * Computes the value of the minimum component for the supplied Cartesian.
- *
- * @param {Cartesian2} cartesian The cartesian to use.
- * @returns {Number} The value of the minimum component.
- */
- Cartesian2.minimumComponent = function(cartesian) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
-
- return Math.min(cartesian.x, cartesian.y);
- };
- /**
- * Compares two Cartesians and computes a Cartesian which contains the minimum components of the supplied Cartesians.
- *
- * @param {Cartesian2} first A cartesian to compare.
- * @param {Cartesian2} second A cartesian to compare.
- * @param {Cartesian2} result The object into which to store the result.
- * @returns {Cartesian2} A cartesian with the minimum components.
- */
- Cartesian2.minimumByComponent = function(first, second, result) {
- if (!defined(first)) {
- throw new DeveloperError('first is required.');
- }
- if (!defined(second)) {
- throw new DeveloperError('second is required.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required.');
- }
-
- result.x = Math.min(first.x, second.x);
- result.y = Math.min(first.y, second.y);
- return result;
- };
- /**
- * Compares two Cartesians and computes a Cartesian which contains the maximum components of the supplied Cartesians.
- *
- * @param {Cartesian2} first A cartesian to compare.
- * @param {Cartesian2} second A cartesian to compare.
- * @param {Cartesian2} result The object into which to store the result.
- * @returns {Cartesian2} A cartesian with the maximum components.
- */
- Cartesian2.maximumByComponent = function(first, second, result) {
- if (!defined(first)) {
- throw new DeveloperError('first is required.');
- }
- if (!defined(second)) {
- throw new DeveloperError('second is required.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required.');
- }
-
- result.x = Math.max(first.x, second.x);
- result.y = Math.max(first.y, second.y);
- return result;
- };
- /**
- * Computes the provided Cartesian's squared magnitude.
- *
- * @param {Cartesian2} cartesian The Cartesian instance whose squared magnitude is to be computed.
- * @returns {Number} The squared magnitude.
- */
- Cartesian2.magnitudeSquared = function(cartesian) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
-
- return cartesian.x * cartesian.x + cartesian.y * cartesian.y;
- };
- /**
- * Computes the Cartesian's magnitude (length).
- *
- * @param {Cartesian2} cartesian The Cartesian instance whose magnitude is to be computed.
- * @returns {Number} The magnitude.
- */
- Cartesian2.magnitude = function(cartesian) {
- return Math.sqrt(Cartesian2.magnitudeSquared(cartesian));
- };
- var distanceScratch = new Cartesian2();
- /**
- * Computes the distance between two points.
- *
- * @param {Cartesian2} left The first point to compute the distance from.
- * @param {Cartesian2} right The second point to compute the distance to.
- * @returns {Number} The distance between two points.
- *
- * @example
- * // Returns 1.0
- * var d = Cesium.Cartesian2.distance(new Cesium.Cartesian2(1.0, 0.0), new Cesium.Cartesian2(2.0, 0.0));
- */
- Cartesian2.distance = function(left, right) {
- if (!defined(left) || !defined(right)) {
- throw new DeveloperError('left and right are required.');
- }
-
- Cartesian2.subtract(left, right, distanceScratch);
- return Cartesian2.magnitude(distanceScratch);
- };
- /**
- * Computes the squared distance between two points. Comparing squared distances
- * using this function is more efficient than comparing distances using {@link Cartesian2#distance}.
- *
- * @param {Cartesian2} left The first point to compute the distance from.
- * @param {Cartesian2} right The second point to compute the distance to.
- * @returns {Number} The distance between two points.
- *
- * @example
- * // Returns 4.0, not 2.0
- * var d = Cesium.Cartesian2.distance(new Cesium.Cartesian2(1.0, 0.0), new Cesium.Cartesian2(3.0, 0.0));
- */
- Cartesian2.distanceSquared = function(left, right) {
- if (!defined(left) || !defined(right)) {
- throw new DeveloperError('left and right are required.');
- }
-
- Cartesian2.subtract(left, right, distanceScratch);
- return Cartesian2.magnitudeSquared(distanceScratch);
- };
- /**
- * Computes the normalized form of the supplied Cartesian.
- *
- * @param {Cartesian2} cartesian The Cartesian to be normalized.
- * @param {Cartesian2} result The object onto which to store the result.
- * @returns {Cartesian2} The modified result parameter.
- */
- Cartesian2.normalize = function(cartesian, result) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var magnitude = Cartesian2.magnitude(cartesian);
- result.x = cartesian.x / magnitude;
- result.y = cartesian.y / magnitude;
- if (isNaN(result.x) || isNaN(result.y)) {
- throw new DeveloperError('normalized result is not a number');
- }
-
- return result;
- };
- /**
- * Computes the dot (scalar) product of two Cartesians.
- *
- * @param {Cartesian2} left The first Cartesian.
- * @param {Cartesian2} right The second Cartesian.
- * @returns {Number} The dot product.
- */
- Cartesian2.dot = function(left, right) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
-
- return left.x * right.x + left.y * right.y;
- };
- /**
- * Computes the componentwise product of two Cartesians.
- *
- * @param {Cartesian2} left The first Cartesian.
- * @param {Cartesian2} right The second Cartesian.
- * @param {Cartesian2} result The object onto which to store the result.
- * @returns {Cartesian2} The modified result parameter.
- */
- Cartesian2.multiplyComponents = function(left, right, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = left.x * right.x;
- result.y = left.y * right.y;
- return result;
- };
- /**
- * Computes the componentwise quotient of two Cartesians.
- *
- * @param {Cartesian2} left The first Cartesian.
- * @param {Cartesian2} right The second Cartesian.
- * @param {Cartesian2} result The object onto which to store the result.
- * @returns {Cartesian2} The modified result parameter.
- */
- Cartesian2.divideComponents = function(left, right, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = left.x / right.x;
- result.y = left.y / right.y;
- return result;
- };
- /**
- * Computes the componentwise sum of two Cartesians.
- *
- * @param {Cartesian2} left The first Cartesian.
- * @param {Cartesian2} right The second Cartesian.
- * @param {Cartesian2} result The object onto which to store the result.
- * @returns {Cartesian2} The modified result parameter.
- */
- Cartesian2.add = function(left, right, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = left.x + right.x;
- result.y = left.y + right.y;
- return result;
- };
- /**
- * Computes the componentwise difference of two Cartesians.
- *
- * @param {Cartesian2} left The first Cartesian.
- * @param {Cartesian2} right The second Cartesian.
- * @param {Cartesian2} result The object onto which to store the result.
- * @returns {Cartesian2} The modified result parameter.
- */
- Cartesian2.subtract = function(left, right, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = left.x - right.x;
- result.y = left.y - right.y;
- return result;
- };
- /**
- * Multiplies the provided Cartesian componentwise by the provided scalar.
- *
- * @param {Cartesian2} cartesian The Cartesian to be scaled.
- * @param {Number} scalar The scalar to multiply with.
- * @param {Cartesian2} result The object onto which to store the result.
- * @returns {Cartesian2} The modified result parameter.
- */
- Cartesian2.multiplyByScalar = function(cartesian, scalar, result) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (typeof scalar !== 'number') {
- throw new DeveloperError('scalar is required and must be a number.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = cartesian.x * scalar;
- result.y = cartesian.y * scalar;
- return result;
- };
- /**
- * Divides the provided Cartesian componentwise by the provided scalar.
- *
- * @param {Cartesian2} cartesian The Cartesian to be divided.
- * @param {Number} scalar The scalar to divide by.
- * @param {Cartesian2} result The object onto which to store the result.
- * @returns {Cartesian2} The modified result parameter.
- */
- Cartesian2.divideByScalar = function(cartesian, scalar, result) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (typeof scalar !== 'number') {
- throw new DeveloperError('scalar is required and must be a number.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = cartesian.x / scalar;
- result.y = cartesian.y / scalar;
- return result;
- };
- /**
- * Negates the provided Cartesian.
- *
- * @param {Cartesian2} cartesian The Cartesian to be negated.
- * @param {Cartesian2} result The object onto which to store the result.
- * @returns {Cartesian2} The modified result parameter.
- */
- Cartesian2.negate = function(cartesian, result) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = -cartesian.x;
- result.y = -cartesian.y;
- return result;
- };
- /**
- * Computes the absolute value of the provided Cartesian.
- *
- * @param {Cartesian2} cartesian The Cartesian whose absolute value is to be computed.
- * @param {Cartesian2} result The object onto which to store the result.
- * @returns {Cartesian2} The modified result parameter.
- */
- Cartesian2.abs = function(cartesian, result) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = Math.abs(cartesian.x);
- result.y = Math.abs(cartesian.y);
- return result;
- };
- var lerpScratch = new Cartesian2();
- /**
- * Computes the linear interpolation or extrapolation at t using the provided cartesians.
- *
- * @param {Cartesian2} start The value corresponding to t at 0.0.
- * @param {Cartesian2} end The value corresponding to t at 1.0.
- * @param {Number} t The point along t at which to interpolate.
- * @param {Cartesian2} result The object onto which to store the result.
- * @returns {Cartesian2} The modified result parameter.
- */
- Cartesian2.lerp = function(start, end, t, result) {
- if (!defined(start)) {
- throw new DeveloperError('start is required.');
- }
- if (!defined(end)) {
- throw new DeveloperError('end is required.');
- }
- if (typeof t !== 'number') {
- throw new DeveloperError('t is required and must be a number.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required.');
- }
-
- Cartesian2.multiplyByScalar(end, t, lerpScratch);
- result = Cartesian2.multiplyByScalar(start, 1.0 - t, result);
- return Cartesian2.add(lerpScratch, result, result);
- };
- var angleBetweenScratch = new Cartesian2();
- var angleBetweenScratch2 = new Cartesian2();
- /**
- * Returns the angle, in radians, between the provided Cartesians.
- *
- * @param {Cartesian2} left The first Cartesian.
- * @param {Cartesian2} right The second Cartesian.
- * @returns {Number} The angle between the Cartesians.
- */
- Cartesian2.angleBetween = function(left, right) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
-
- Cartesian2.normalize(left, angleBetweenScratch);
- Cartesian2.normalize(right, angleBetweenScratch2);
- return CesiumMath.acosClamped(Cartesian2.dot(angleBetweenScratch, angleBetweenScratch2));
- };
- var mostOrthogonalAxisScratch = new Cartesian2();
- /**
- * Returns the axis that is most orthogonal to the provided Cartesian.
- *
- * @param {Cartesian2} cartesian The Cartesian on which to find the most orthogonal axis.
- * @param {Cartesian2} result The object onto which to store the result.
- * @returns {Cartesian2} The most orthogonal axis.
- */
- Cartesian2.mostOrthogonalAxis = function(cartesian, result) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required.');
- }
-
- var f = Cartesian2.normalize(cartesian, mostOrthogonalAxisScratch);
- Cartesian2.abs(f, f);
- if (f.x <= f.y) {
- result = Cartesian2.clone(Cartesian2.UNIT_X, result);
- } else {
- result = Cartesian2.clone(Cartesian2.UNIT_Y, result);
- }
- return result;
- };
- /**
- * Compares the provided Cartesians componentwise and returns
- * <code>true</code> if they are equal, <code>false</code> otherwise.
- *
- * @param {Cartesian2} [left] The first Cartesian.
- * @param {Cartesian2} [right] The second Cartesian.
- * @returns {Boolean} <code>true</code> if left and right are equal, <code>false</code> otherwise.
- */
- Cartesian2.equals = function(left, right) {
- return (left === right) ||
- ((defined(left)) &&
- (defined(right)) &&
- (left.x === right.x) &&
- (left.y === right.y));
- };
- /**
- * @private
- */
- Cartesian2.equalsArray = function(cartesian, array, offset) {
- return cartesian.x === array[offset] &&
- cartesian.y === array[offset + 1];
- };
- /**
- * Compares the provided Cartesians componentwise and returns
- * <code>true</code> if they pass an absolute or relative tolerance test,
- * <code>false</code> otherwise.
- *
- * @param {Cartesian2} [left] The first Cartesian.
- * @param {Cartesian2} [right] The second Cartesian.
- * @param {Number} relativeEpsilon The relative epsilon tolerance to use for equality testing.
- * @param {Number} [absoluteEpsilon=relativeEpsilon] The absolute epsilon tolerance to use for equality testing.
- * @returns {Boolean} <code>true</code> if left and right are within the provided epsilon, <code>false</code> otherwise.
- */
- Cartesian2.equalsEpsilon = function(left, right, relativeEpsilon, absoluteEpsilon) {
- return (left === right) ||
- (defined(left) &&
- defined(right) &&
- CesiumMath.equalsEpsilon(left.x, right.x, relativeEpsilon, absoluteEpsilon) &&
- CesiumMath.equalsEpsilon(left.y, right.y, relativeEpsilon, absoluteEpsilon));
- };
- /**
- * An immutable Cartesian2 instance initialized to (0.0, 0.0).
- *
- * @type {Cartesian2}
- * @constant
- */
- Cartesian2.ZERO = freezeObject(new Cartesian2(0.0, 0.0));
- /**
- * An immutable Cartesian2 instance initialized to (1.0, 0.0).
- *
- * @type {Cartesian2}
- * @constant
- */
- Cartesian2.UNIT_X = freezeObject(new Cartesian2(1.0, 0.0));
- /**
- * An immutable Cartesian2 instance initialized to (0.0, 1.0).
- *
- * @type {Cartesian2}
- * @constant
- */
- Cartesian2.UNIT_Y = freezeObject(new Cartesian2(0.0, 1.0));
- /**
- * Duplicates this Cartesian2 instance.
- *
- * @param {Cartesian2} [result] The object onto which to store the result.
- * @returns {Cartesian2} The modified result parameter or a new Cartesian2 instance if one was not provided.
- */
- Cartesian2.prototype.clone = function(result) {
- return Cartesian2.clone(this, result);
- };
- /**
- * Compares this Cartesian against the provided Cartesian componentwise and returns
- * <code>true</code> if they are equal, <code>false</code> otherwise.
- *
- * @param {Cartesian2} [right] The right hand side Cartesian.
- * @returns {Boolean} <code>true</code> if they are equal, <code>false</code> otherwise.
- */
- Cartesian2.prototype.equals = function(right) {
- return Cartesian2.equals(this, right);
- };
- /**
- * Compares this Cartesian against the provided Cartesian componentwise and returns
- * <code>true</code> if they pass an absolute or relative tolerance test,
- * <code>false</code> otherwise.
- *
- * @param {Cartesian2} [right] The right hand side Cartesian.
- * @param {Number} relativeEpsilon The relative epsilon tolerance to use for equality testing.
- * @param {Number} [absoluteEpsilon=relativeEpsilon] The absolute epsilon tolerance to use for equality testing.
- * @returns {Boolean} <code>true</code> if they are within the provided epsilon, <code>false</code> otherwise.
- */
- Cartesian2.prototype.equalsEpsilon = function(right, relativeEpsilon, absoluteEpsilon) {
- return Cartesian2.equalsEpsilon(this, right, relativeEpsilon, absoluteEpsilon);
- };
- /**
- * Creates a string representing this Cartesian in the format '(x, y)'.
- *
- * @returns {String} A string representing the provided Cartesian in the format '(x, y)'.
- */
- Cartesian2.prototype.toString = function() {
- return '(' + this.x + ', ' + this.y + ')';
- };
- return Cartesian2;
- });
- /*global define*/
- define('Core/Fullscreen',[
- './defined',
- './defineProperties'
- ], function(
- defined,
- defineProperties) {
- 'use strict';
- var _supportsFullscreen;
- var _names = {
- requestFullscreen : undefined,
- exitFullscreen : undefined,
- fullscreenEnabled : undefined,
- fullscreenElement : undefined,
- fullscreenchange : undefined,
- fullscreenerror : undefined
- };
- /**
- * Browser-independent functions for working with the standard fullscreen API.
- *
- * @exports Fullscreen
- *
- * @see {@link http://dvcs.w3.org/hg/fullscreen/raw-file/tip/Overview.html|W3C Fullscreen Living Specification}
- */
- var Fullscreen = {};
- defineProperties(Fullscreen, {
- /**
- * The element that is currently fullscreen, if any. To simply check if the
- * browser is in fullscreen mode or not, use {@link Fullscreen#fullscreen}.
- * @memberof Fullscreen
- * @type {Object}
- * @readonly
- */
- element : {
- get : function() {
- if (!Fullscreen.supportsFullscreen()) {
- return undefined;
- }
- return document[_names.fullscreenElement];
- }
- },
- /**
- * The name of the event on the document that is fired when fullscreen is
- * entered or exited. This event name is intended for use with addEventListener.
- * In your event handler, to determine if the browser is in fullscreen mode or not,
- * use {@link Fullscreen#fullscreen}.
- * @memberof Fullscreen
- * @type {String}
- * @readonly
- */
- changeEventName : {
- get : function() {
- if (!Fullscreen.supportsFullscreen()) {
- return undefined;
- }
- return _names.fullscreenchange;
- }
- },
- /**
- * The name of the event that is fired when a fullscreen error
- * occurs. This event name is intended for use with addEventListener.
- * @memberof Fullscreen
- * @type {String}
- * @readonly
- */
- errorEventName : {
- get : function() {
- if (!Fullscreen.supportsFullscreen()) {
- return undefined;
- }
- return _names.fullscreenerror;
- }
- },
- /**
- * Determine whether the browser will allow an element to be made fullscreen, or not.
- * For example, by default, iframes cannot go fullscreen unless the containing page
- * adds an "allowfullscreen" attribute (or prefixed equivalent).
- * @memberof Fullscreen
- * @type {Boolean}
- * @readonly
- */
- enabled : {
- get : function() {
- if (!Fullscreen.supportsFullscreen()) {
- return undefined;
- }
- return document[_names.fullscreenEnabled];
- }
- },
- /**
- * Determines if the browser is currently in fullscreen mode.
- * @memberof Fullscreen
- * @type {Boolean}
- * @readonly
- */
- fullscreen : {
- get : function() {
- if (!Fullscreen.supportsFullscreen()) {
- return undefined;
- }
- return Fullscreen.element !== null;
- }
- }
- });
- /**
- * Detects whether the browser supports the standard fullscreen API.
- *
- * @returns {Boolean} <code>true</code> if the browser supports the standard fullscreen API,
- * <code>false</code> otherwise.
- */
- Fullscreen.supportsFullscreen = function() {
- if (defined(_supportsFullscreen)) {
- return _supportsFullscreen;
- }
- _supportsFullscreen = false;
- var body = document.body;
- if (typeof body.requestFullscreen === 'function') {
- // go with the unprefixed, standard set of names
- _names.requestFullscreen = 'requestFullscreen';
- _names.exitFullscreen = 'exitFullscreen';
- _names.fullscreenEnabled = 'fullscreenEnabled';
- _names.fullscreenElement = 'fullscreenElement';
- _names.fullscreenchange = 'fullscreenchange';
- _names.fullscreenerror = 'fullscreenerror';
- _supportsFullscreen = true;
- return _supportsFullscreen;
- }
- //check for the correct combination of prefix plus the various names that browsers use
- var prefixes = ['webkit', 'moz', 'o', 'ms', 'khtml'];
- var name;
- for (var i = 0, len = prefixes.length; i < len; ++i) {
- var prefix = prefixes[i];
- // casing of Fullscreen differs across browsers
- name = prefix + 'RequestFullscreen';
- if (typeof body[name] === 'function') {
- _names.requestFullscreen = name;
- _supportsFullscreen = true;
- } else {
- name = prefix + 'RequestFullScreen';
- if (typeof body[name] === 'function') {
- _names.requestFullscreen = name;
- _supportsFullscreen = true;
- }
- }
- // disagreement about whether it's "exit" as per spec, or "cancel"
- name = prefix + 'ExitFullscreen';
- if (typeof document[name] === 'function') {
- _names.exitFullscreen = name;
- } else {
- name = prefix + 'CancelFullScreen';
- if (typeof document[name] === 'function') {
- _names.exitFullscreen = name;
- }
- }
- // casing of Fullscreen differs across browsers
- name = prefix + 'FullscreenEnabled';
- if (document[name] !== undefined) {
- _names.fullscreenEnabled = name;
- } else {
- name = prefix + 'FullScreenEnabled';
- if (document[name] !== undefined) {
- _names.fullscreenEnabled = name;
- }
- }
- // casing of Fullscreen differs across browsers
- name = prefix + 'FullscreenElement';
- if (document[name] !== undefined) {
- _names.fullscreenElement = name;
- } else {
- name = prefix + 'FullScreenElement';
- if (document[name] !== undefined) {
- _names.fullscreenElement = name;
- }
- }
- // thankfully, event names are all lowercase per spec
- name = prefix + 'fullscreenchange';
- // event names do not have 'on' in the front, but the property on the document does
- if (document['on' + name] !== undefined) {
- //except on IE
- if (prefix === 'ms') {
- name = 'MSFullscreenChange';
- }
- _names.fullscreenchange = name;
- }
- name = prefix + 'fullscreenerror';
- if (document['on' + name] !== undefined) {
- //except on IE
- if (prefix === 'ms') {
- name = 'MSFullscreenError';
- }
- _names.fullscreenerror = name;
- }
- }
- return _supportsFullscreen;
- };
- /**
- * Asynchronously requests the browser to enter fullscreen mode on the given element.
- * If fullscreen mode is not supported by the browser, does nothing.
- *
- * @param {Object} element The HTML element which will be placed into fullscreen mode.
- * @param {HMDVRDevice} [vrDevice] The VR device.
- *
- * @example
- * // Put the entire page into fullscreen.
- * Cesium.Fullscreen.requestFullscreen(document.body)
- *
- * // Place only the Cesium canvas into fullscreen.
- * Cesium.Fullscreen.requestFullscreen(scene.canvas)
- */
- Fullscreen.requestFullscreen = function(element, vrDevice) {
- if (!Fullscreen.supportsFullscreen()) {
- return;
- }
- element[_names.requestFullscreen]({ vrDisplay: vrDevice });
- };
- /**
- * Asynchronously exits fullscreen mode. If the browser is not currently
- * in fullscreen, or if fullscreen mode is not supported by the browser, does nothing.
- */
- Fullscreen.exitFullscreen = function() {
- if (!Fullscreen.supportsFullscreen()) {
- return;
- }
- document[_names.exitFullscreen]();
- };
- return Fullscreen;
- });
- /*global define*/
- define('Core/FeatureDetection',[
- './defaultValue',
- './defined',
- './Fullscreen'
- ], function(
- defaultValue,
- defined,
- Fullscreen) {
- 'use strict';
- var theNavigator;
- if (typeof navigator !== 'undefined') {
- theNavigator = navigator;
- } else {
- theNavigator = {};
- }
- function extractVersion(versionString) {
- var parts = versionString.split('.');
- for (var i = 0, len = parts.length; i < len; ++i) {
- parts[i] = parseInt(parts[i], 10);
- }
- return parts;
- }
- var isChromeResult;
- var chromeVersionResult;
- function isChrome() {
- if (!defined(isChromeResult)) {
- isChromeResult = false;
- // Edge contains Chrome in the user agent too
- if (!isEdge()) {
- var fields = (/ Chrome\/([\.0-9]+)/).exec(theNavigator.userAgent);
- if (fields !== null) {
- isChromeResult = true;
- chromeVersionResult = extractVersion(fields[1]);
- }
- }
- }
- return isChromeResult;
- }
- function chromeVersion() {
- return isChrome() && chromeVersionResult;
- }
- var isSafariResult;
- var safariVersionResult;
- function isSafari() {
- if (!defined(isSafariResult)) {
- isSafariResult = false;
- // Chrome and Edge contain Safari in the user agent too
- if (!isChrome() && !isEdge() && (/ Safari\/[\.0-9]+/).test(theNavigator.userAgent)) {
- var fields = (/ Version\/([\.0-9]+)/).exec(theNavigator.userAgent);
- if (fields !== null) {
- isSafariResult = true;
- safariVersionResult = extractVersion(fields[1]);
- }
- }
- }
- return isSafariResult;
- }
- function safariVersion() {
- return isSafari() && safariVersionResult;
- }
- var isWebkitResult;
- var webkitVersionResult;
- function isWebkit() {
- if (!defined(isWebkitResult)) {
- isWebkitResult = false;
- var fields = (/ AppleWebKit\/([\.0-9]+)(\+?)/).exec(theNavigator.userAgent);
- if (fields !== null) {
- isWebkitResult = true;
- webkitVersionResult = extractVersion(fields[1]);
- webkitVersionResult.isNightly = !!fields[2];
- }
- }
- return isWebkitResult;
- }
- function webkitVersion() {
- return isWebkit() && webkitVersionResult;
- }
- var isInternetExplorerResult;
- var internetExplorerVersionResult;
- function isInternetExplorer() {
- if (!defined(isInternetExplorerResult)) {
- isInternetExplorerResult = false;
- var fields;
- if (theNavigator.appName === 'Microsoft Internet Explorer') {
- fields = /MSIE ([0-9]{1,}[\.0-9]{0,})/.exec(theNavigator.userAgent);
- if (fields !== null) {
- isInternetExplorerResult = true;
- internetExplorerVersionResult = extractVersion(fields[1]);
- }
- } else if (theNavigator.appName === 'Netscape') {
- fields = /Trident\/.*rv:([0-9]{1,}[\.0-9]{0,})/.exec(theNavigator.userAgent);
- if (fields !== null) {
- isInternetExplorerResult = true;
- internetExplorerVersionResult = extractVersion(fields[1]);
- }
- }
- }
- return isInternetExplorerResult;
- }
- function internetExplorerVersion() {
- return isInternetExplorer() && internetExplorerVersionResult;
- }
- var isEdgeResult;
- var edgeVersionResult;
- function isEdge() {
- if (!defined(isEdgeResult)) {
- isEdgeResult = false;
- var fields = (/ Edge\/([\.0-9]+)/).exec(theNavigator.userAgent);
- if (fields !== null) {
- isEdgeResult = true;
- edgeVersionResult = extractVersion(fields[1]);
- }
- }
- return isEdgeResult;
- }
- function edgeVersion() {
- return isEdge() && edgeVersionResult;
- }
- var isFirefoxResult;
- var firefoxVersionResult;
- function isFirefox() {
- if (!defined(isFirefoxResult)) {
- isFirefoxResult = false;
- var fields = /Firefox\/([\.0-9]+)/.exec(theNavigator.userAgent);
- if (fields !== null) {
- isFirefoxResult = true;
- firefoxVersionResult = extractVersion(fields[1]);
- }
- }
- return isFirefoxResult;
- }
- var isWindowsResult;
- function isWindows() {
- if (!defined(isWindowsResult)) {
- isWindowsResult = /Windows/i.test(theNavigator.appVersion);
- }
- return isWindowsResult;
- }
- function firefoxVersion() {
- return isFirefox() && firefoxVersionResult;
- }
- var hasPointerEvents;
- function supportsPointerEvents() {
- if (!defined(hasPointerEvents)) {
- //While navigator.pointerEnabled is deprecated in the W3C specification
- //we still need to use it if it exists in order to support browsers
- //that rely on it, such as the Windows WebBrowser control which defines
- //PointerEvent but sets navigator.pointerEnabled to false.
- hasPointerEvents = typeof PointerEvent !== 'undefined' && (!defined(theNavigator.pointerEnabled) || theNavigator.pointerEnabled);
- }
- return hasPointerEvents;
- }
- var imageRenderingValueResult;
- var supportsImageRenderingPixelatedResult;
- function supportsImageRenderingPixelated() {
- if (!defined(supportsImageRenderingPixelatedResult)) {
- var canvas = document.createElement('canvas');
- canvas.setAttribute('style',
- 'image-rendering: -moz-crisp-edges;' +
- 'image-rendering: pixelated;');
- //canvas.style.imageRendering will be undefined, null or an empty string on unsupported browsers.
- var tmp = canvas.style.imageRendering;
- supportsImageRenderingPixelatedResult = defined(tmp) && tmp !== '';
- if (supportsImageRenderingPixelatedResult) {
- imageRenderingValueResult = tmp;
- }
- }
- return supportsImageRenderingPixelatedResult;
- }
- function imageRenderingValue() {
- return supportsImageRenderingPixelated() ? imageRenderingValueResult : undefined;
- }
- /**
- * A set of functions to detect whether the current browser supports
- * various features.
- *
- * @exports FeatureDetection
- */
- var FeatureDetection = {
- isChrome : isChrome,
- chromeVersion : chromeVersion,
- isSafari : isSafari,
- safariVersion : safariVersion,
- isWebkit : isWebkit,
- webkitVersion : webkitVersion,
- isInternetExplorer : isInternetExplorer,
- internetExplorerVersion : internetExplorerVersion,
- isEdge : isEdge,
- edgeVersion : edgeVersion,
- isFirefox : isFirefox,
- firefoxVersion : firefoxVersion,
- isWindows : isWindows,
- hardwareConcurrency : defaultValue(theNavigator.hardwareConcurrency, 3),
- supportsPointerEvents : supportsPointerEvents,
- supportsImageRenderingPixelated: supportsImageRenderingPixelated,
- imageRenderingValue: imageRenderingValue
- };
- /**
- * Detects whether the current browser supports the full screen standard.
- *
- * @returns {Boolean} true if the browser supports the full screen standard, false if not.
- *
- * @see Fullscreen
- * @see {@link http://dvcs.w3.org/hg/fullscreen/raw-file/tip/Overview.html|W3C Fullscreen Living Specification}
- */
- FeatureDetection.supportsFullscreen = function() {
- return Fullscreen.supportsFullscreen();
- };
- /**
- * Detects whether the current browser supports typed arrays.
- *
- * @returns {Boolean} true if the browser supports typed arrays, false if not.
- *
- * @see {@link http://www.khronos.org/registry/typedarray/specs/latest/|Typed Array Specification}
- */
- FeatureDetection.supportsTypedArrays = function() {
- return typeof ArrayBuffer !== 'undefined';
- };
- /**
- * Detects whether the current browser supports Web Workers.
- *
- * @returns {Boolean} true if the browsers supports Web Workers, false if not.
- *
- * @see {@link http://www.w3.org/TR/workers/}
- */
- FeatureDetection.supportsWebWorkers = function() {
- return typeof Worker !== 'undefined';
- };
- return FeatureDetection;
- });
- /*global define*/
- define('Core/WebGLConstants',[
- './freezeObject'
- ], function(
- freezeObject) {
- 'use strict';
- /**
- * Enum containing WebGL Constant values by name.
- * for use without an active WebGL context, or in cases where certain constants are unavailable using the WebGL context
- * (For example, in [Safari 9]{@link https://github.com/AnalyticalGraphicsInc/cesium/issues/2989}).
- *
- * These match the constants from the [WebGL 1.0]{@link https://www.khronos.org/registry/webgl/specs/latest/1.0/}
- * and [WebGL 2.0]{@link https://www.khronos.org/registry/webgl/specs/latest/2.0/}
- * specifications.
- *
- * @exports WebGLConstants
- */
- var WebGLConstants = {
- DEPTH_BUFFER_BIT : 0x00000100,
- STENCIL_BUFFER_BIT : 0x00000400,
- COLOR_BUFFER_BIT : 0x00004000,
- POINTS : 0x0000,
- LINES : 0x0001,
- LINE_LOOP : 0x0002,
- LINE_STRIP : 0x0003,
- TRIANGLES : 0x0004,
- TRIANGLE_STRIP : 0x0005,
- TRIANGLE_FAN : 0x0006,
- ZERO : 0,
- ONE : 1,
- SRC_COLOR : 0x0300,
- ONE_MINUS_SRC_COLOR : 0x0301,
- SRC_ALPHA : 0x0302,
- ONE_MINUS_SRC_ALPHA : 0x0303,
- DST_ALPHA : 0x0304,
- ONE_MINUS_DST_ALPHA : 0x0305,
- DST_COLOR : 0x0306,
- ONE_MINUS_DST_COLOR : 0x0307,
- SRC_ALPHA_SATURATE : 0x0308,
- FUNC_ADD : 0x8006,
- BLEND_EQUATION : 0x8009,
- BLEND_EQUATION_RGB : 0x8009, // same as BLEND_EQUATION
- BLEND_EQUATION_ALPHA : 0x883D,
- FUNC_SUBTRACT : 0x800A,
- FUNC_REVERSE_SUBTRACT : 0x800B,
- BLEND_DST_RGB : 0x80C8,
- BLEND_SRC_RGB : 0x80C9,
- BLEND_DST_ALPHA : 0x80CA,
- BLEND_SRC_ALPHA : 0x80CB,
- CONSTANT_COLOR : 0x8001,
- ONE_MINUS_CONSTANT_COLOR : 0x8002,
- CONSTANT_ALPHA : 0x8003,
- ONE_MINUS_CONSTANT_ALPHA : 0x8004,
- BLEND_COLOR : 0x8005,
- ARRAY_BUFFER : 0x8892,
- ELEMENT_ARRAY_BUFFER : 0x8893,
- ARRAY_BUFFER_BINDING : 0x8894,
- ELEMENT_ARRAY_BUFFER_BINDING : 0x8895,
- STREAM_DRAW : 0x88E0,
- STATIC_DRAW : 0x88E4,
- DYNAMIC_DRAW : 0x88E8,
- BUFFER_SIZE : 0x8764,
- BUFFER_USAGE : 0x8765,
- CURRENT_VERTEX_ATTRIB : 0x8626,
- FRONT : 0x0404,
- BACK : 0x0405,
- FRONT_AND_BACK : 0x0408,
- CULL_FACE : 0x0B44,
- BLEND : 0x0BE2,
- DITHER : 0x0BD0,
- STENCIL_TEST : 0x0B90,
- DEPTH_TEST : 0x0B71,
- SCISSOR_TEST : 0x0C11,
- POLYGON_OFFSET_FILL : 0x8037,
- SAMPLE_ALPHA_TO_COVERAGE : 0x809E,
- SAMPLE_COVERAGE : 0x80A0,
- NO_ERROR : 0,
- INVALID_ENUM : 0x0500,
- INVALID_VALUE : 0x0501,
- INVALID_OPERATION : 0x0502,
- OUT_OF_MEMORY : 0x0505,
- CW : 0x0900,
- CCW : 0x0901,
- LINE_WIDTH : 0x0B21,
- ALIASED_POINT_SIZE_RANGE : 0x846D,
- ALIASED_LINE_WIDTH_RANGE : 0x846E,
- CULL_FACE_MODE : 0x0B45,
- FRONT_FACE : 0x0B46,
- DEPTH_RANGE : 0x0B70,
- DEPTH_WRITEMASK : 0x0B72,
- DEPTH_CLEAR_VALUE : 0x0B73,
- DEPTH_FUNC : 0x0B74,
- STENCIL_CLEAR_VALUE : 0x0B91,
- STENCIL_FUNC : 0x0B92,
- STENCIL_FAIL : 0x0B94,
- STENCIL_PASS_DEPTH_FAIL : 0x0B95,
- STENCIL_PASS_DEPTH_PASS : 0x0B96,
- STENCIL_REF : 0x0B97,
- STENCIL_VALUE_MASK : 0x0B93,
- STENCIL_WRITEMASK : 0x0B98,
- STENCIL_BACK_FUNC : 0x8800,
- STENCIL_BACK_FAIL : 0x8801,
- STENCIL_BACK_PASS_DEPTH_FAIL : 0x8802,
- STENCIL_BACK_PASS_DEPTH_PASS : 0x8803,
- STENCIL_BACK_REF : 0x8CA3,
- STENCIL_BACK_VALUE_MASK : 0x8CA4,
- STENCIL_BACK_WRITEMASK : 0x8CA5,
- VIEWPORT : 0x0BA2,
- SCISSOR_BOX : 0x0C10,
- COLOR_CLEAR_VALUE : 0x0C22,
- COLOR_WRITEMASK : 0x0C23,
- UNPACK_ALIGNMENT : 0x0CF5,
- PACK_ALIGNMENT : 0x0D05,
- MAX_TEXTURE_SIZE : 0x0D33,
- MAX_VIEWPORT_DIMS : 0x0D3A,
- SUBPIXEL_BITS : 0x0D50,
- RED_BITS : 0x0D52,
- GREEN_BITS : 0x0D53,
- BLUE_BITS : 0x0D54,
- ALPHA_BITS : 0x0D55,
- DEPTH_BITS : 0x0D56,
- STENCIL_BITS : 0x0D57,
- POLYGON_OFFSET_UNITS : 0x2A00,
- POLYGON_OFFSET_FACTOR : 0x8038,
- TEXTURE_BINDING_2D : 0x8069,
- SAMPLE_BUFFERS : 0x80A8,
- SAMPLES : 0x80A9,
- SAMPLE_COVERAGE_VALUE : 0x80AA,
- SAMPLE_COVERAGE_INVERT : 0x80AB,
- COMPRESSED_TEXTURE_FORMATS : 0x86A3,
- DONT_CARE : 0x1100,
- FASTEST : 0x1101,
- NICEST : 0x1102,
- GENERATE_MIPMAP_HINT : 0x8192,
- BYTE : 0x1400,
- UNSIGNED_BYTE : 0x1401,
- SHORT : 0x1402,
- UNSIGNED_SHORT : 0x1403,
- INT : 0x1404,
- UNSIGNED_INT : 0x1405,
- FLOAT : 0x1406,
- DEPTH_COMPONENT : 0x1902,
- ALPHA : 0x1906,
- RGB : 0x1907,
- RGBA : 0x1908,
- LUMINANCE : 0x1909,
- LUMINANCE_ALPHA : 0x190A,
- UNSIGNED_SHORT_4_4_4_4 : 0x8033,
- UNSIGNED_SHORT_5_5_5_1 : 0x8034,
- UNSIGNED_SHORT_5_6_5 : 0x8363,
- FRAGMENT_SHADER : 0x8B30,
- VERTEX_SHADER : 0x8B31,
- MAX_VERTEX_ATTRIBS : 0x8869,
- MAX_VERTEX_UNIFORM_VECTORS : 0x8DFB,
- MAX_VARYING_VECTORS : 0x8DFC,
- MAX_COMBINED_TEXTURE_IMAGE_UNITS : 0x8B4D,
- MAX_VERTEX_TEXTURE_IMAGE_UNITS : 0x8B4C,
- MAX_TEXTURE_IMAGE_UNITS : 0x8872,
- MAX_FRAGMENT_UNIFORM_VECTORS : 0x8DFD,
- SHADER_TYPE : 0x8B4F,
- DELETE_STATUS : 0x8B80,
- LINK_STATUS : 0x8B82,
- VALIDATE_STATUS : 0x8B83,
- ATTACHED_SHADERS : 0x8B85,
- ACTIVE_UNIFORMS : 0x8B86,
- ACTIVE_ATTRIBUTES : 0x8B89,
- SHADING_LANGUAGE_VERSION : 0x8B8C,
- CURRENT_PROGRAM : 0x8B8D,
- NEVER : 0x0200,
- LESS : 0x0201,
- EQUAL : 0x0202,
- LEQUAL : 0x0203,
- GREATER : 0x0204,
- NOTEQUAL : 0x0205,
- GEQUAL : 0x0206,
- ALWAYS : 0x0207,
- KEEP : 0x1E00,
- REPLACE : 0x1E01,
- INCR : 0x1E02,
- DECR : 0x1E03,
- INVERT : 0x150A,
- INCR_WRAP : 0x8507,
- DECR_WRAP : 0x8508,
- VENDOR : 0x1F00,
- RENDERER : 0x1F01,
- VERSION : 0x1F02,
- NEAREST : 0x2600,
- LINEAR : 0x2601,
- NEAREST_MIPMAP_NEAREST : 0x2700,
- LINEAR_MIPMAP_NEAREST : 0x2701,
- NEAREST_MIPMAP_LINEAR : 0x2702,
- LINEAR_MIPMAP_LINEAR : 0x2703,
- TEXTURE_MAG_FILTER : 0x2800,
- TEXTURE_MIN_FILTER : 0x2801,
- TEXTURE_WRAP_S : 0x2802,
- TEXTURE_WRAP_T : 0x2803,
- TEXTURE_2D : 0x0DE1,
- TEXTURE : 0x1702,
- TEXTURE_CUBE_MAP : 0x8513,
- TEXTURE_BINDING_CUBE_MAP : 0x8514,
- TEXTURE_CUBE_MAP_POSITIVE_X : 0x8515,
- TEXTURE_CUBE_MAP_NEGATIVE_X : 0x8516,
- TEXTURE_CUBE_MAP_POSITIVE_Y : 0x8517,
- TEXTURE_CUBE_MAP_NEGATIVE_Y : 0x8518,
- TEXTURE_CUBE_MAP_POSITIVE_Z : 0x8519,
- TEXTURE_CUBE_MAP_NEGATIVE_Z : 0x851A,
- MAX_CUBE_MAP_TEXTURE_SIZE : 0x851C,
- TEXTURE0 : 0x84C0,
- TEXTURE1 : 0x84C1,
- TEXTURE2 : 0x84C2,
- TEXTURE3 : 0x84C3,
- TEXTURE4 : 0x84C4,
- TEXTURE5 : 0x84C5,
- TEXTURE6 : 0x84C6,
- TEXTURE7 : 0x84C7,
- TEXTURE8 : 0x84C8,
- TEXTURE9 : 0x84C9,
- TEXTURE10 : 0x84CA,
- TEXTURE11 : 0x84CB,
- TEXTURE12 : 0x84CC,
- TEXTURE13 : 0x84CD,
- TEXTURE14 : 0x84CE,
- TEXTURE15 : 0x84CF,
- TEXTURE16 : 0x84D0,
- TEXTURE17 : 0x84D1,
- TEXTURE18 : 0x84D2,
- TEXTURE19 : 0x84D3,
- TEXTURE20 : 0x84D4,
- TEXTURE21 : 0x84D5,
- TEXTURE22 : 0x84D6,
- TEXTURE23 : 0x84D7,
- TEXTURE24 : 0x84D8,
- TEXTURE25 : 0x84D9,
- TEXTURE26 : 0x84DA,
- TEXTURE27 : 0x84DB,
- TEXTURE28 : 0x84DC,
- TEXTURE29 : 0x84DD,
- TEXTURE30 : 0x84DE,
- TEXTURE31 : 0x84DF,
- ACTIVE_TEXTURE : 0x84E0,
- REPEAT : 0x2901,
- CLAMP_TO_EDGE : 0x812F,
- MIRRORED_REPEAT : 0x8370,
- FLOAT_VEC2 : 0x8B50,
- FLOAT_VEC3 : 0x8B51,
- FLOAT_VEC4 : 0x8B52,
- INT_VEC2 : 0x8B53,
- INT_VEC3 : 0x8B54,
- INT_VEC4 : 0x8B55,
- BOOL : 0x8B56,
- BOOL_VEC2 : 0x8B57,
- BOOL_VEC3 : 0x8B58,
- BOOL_VEC4 : 0x8B59,
- FLOAT_MAT2 : 0x8B5A,
- FLOAT_MAT3 : 0x8B5B,
- FLOAT_MAT4 : 0x8B5C,
- SAMPLER_2D : 0x8B5E,
- SAMPLER_CUBE : 0x8B60,
- VERTEX_ATTRIB_ARRAY_ENABLED : 0x8622,
- VERTEX_ATTRIB_ARRAY_SIZE : 0x8623,
- VERTEX_ATTRIB_ARRAY_STRIDE : 0x8624,
- VERTEX_ATTRIB_ARRAY_TYPE : 0x8625,
- VERTEX_ATTRIB_ARRAY_NORMALIZED : 0x886A,
- VERTEX_ATTRIB_ARRAY_POINTER : 0x8645,
- VERTEX_ATTRIB_ARRAY_BUFFER_BINDING : 0x889F,
- IMPLEMENTATION_COLOR_READ_TYPE : 0x8B9A,
- IMPLEMENTATION_COLOR_READ_FORMAT : 0x8B9B,
- COMPILE_STATUS : 0x8B81,
- LOW_FLOAT : 0x8DF0,
- MEDIUM_FLOAT : 0x8DF1,
- HIGH_FLOAT : 0x8DF2,
- LOW_INT : 0x8DF3,
- MEDIUM_INT : 0x8DF4,
- HIGH_INT : 0x8DF5,
- FRAMEBUFFER : 0x8D40,
- RENDERBUFFER : 0x8D41,
- RGBA4 : 0x8056,
- RGB5_A1 : 0x8057,
- RGB565 : 0x8D62,
- DEPTH_COMPONENT16 : 0x81A5,
- STENCIL_INDEX : 0x1901,
- STENCIL_INDEX8 : 0x8D48,
- DEPTH_STENCIL : 0x84F9,
- RENDERBUFFER_WIDTH : 0x8D42,
- RENDERBUFFER_HEIGHT : 0x8D43,
- RENDERBUFFER_INTERNAL_FORMAT : 0x8D44,
- RENDERBUFFER_RED_SIZE : 0x8D50,
- RENDERBUFFER_GREEN_SIZE : 0x8D51,
- RENDERBUFFER_BLUE_SIZE : 0x8D52,
- RENDERBUFFER_ALPHA_SIZE : 0x8D53,
- RENDERBUFFER_DEPTH_SIZE : 0x8D54,
- RENDERBUFFER_STENCIL_SIZE : 0x8D55,
- FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE : 0x8CD0,
- FRAMEBUFFER_ATTACHMENT_OBJECT_NAME : 0x8CD1,
- FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL : 0x8CD2,
- FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE : 0x8CD3,
- COLOR_ATTACHMENT0 : 0x8CE0,
- DEPTH_ATTACHMENT : 0x8D00,
- STENCIL_ATTACHMENT : 0x8D20,
- DEPTH_STENCIL_ATTACHMENT : 0x821A,
- NONE : 0,
- FRAMEBUFFER_COMPLETE : 0x8CD5,
- FRAMEBUFFER_INCOMPLETE_ATTACHMENT : 0x8CD6,
- FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT : 0x8CD7,
- FRAMEBUFFER_INCOMPLETE_DIMENSIONS : 0x8CD9,
- FRAMEBUFFER_UNSUPPORTED : 0x8CDD,
- FRAMEBUFFER_BINDING : 0x8CA6,
- RENDERBUFFER_BINDING : 0x8CA7,
- MAX_RENDERBUFFER_SIZE : 0x84E8,
- INVALID_FRAMEBUFFER_OPERATION : 0x0506,
- UNPACK_FLIP_Y_WEBGL : 0x9240,
- UNPACK_PREMULTIPLY_ALPHA_WEBGL : 0x9241,
- CONTEXT_LOST_WEBGL : 0x9242,
- UNPACK_COLORSPACE_CONVERSION_WEBGL : 0x9243,
- BROWSER_DEFAULT_WEBGL : 0x9244,
- // Desktop OpenGL
- DOUBLE : 0x140A,
- // WebGL 2
- READ_BUFFER : 0x0C02,
- UNPACK_ROW_LENGTH : 0x0CF2,
- UNPACK_SKIP_ROWS : 0x0CF3,
- UNPACK_SKIP_PIXELS : 0x0CF4,
- PACK_ROW_LENGTH : 0x0D02,
- PACK_SKIP_ROWS : 0x0D03,
- PACK_SKIP_PIXELS : 0x0D04,
- COLOR : 0x1800,
- DEPTH : 0x1801,
- STENCIL : 0x1802,
- RED : 0x1903,
- RGB8 : 0x8051,
- RGBA8 : 0x8058,
- RGB10_A2 : 0x8059,
- TEXTURE_BINDING_3D : 0x806A,
- UNPACK_SKIP_IMAGES : 0x806D,
- UNPACK_IMAGE_HEIGHT : 0x806E,
- TEXTURE_3D : 0x806F,
- TEXTURE_WRAP_R : 0x8072,
- MAX_3D_TEXTURE_SIZE : 0x8073,
- UNSIGNED_INT_2_10_10_10_REV : 0x8368,
- MAX_ELEMENTS_VERTICES : 0x80E8,
- MAX_ELEMENTS_INDICES : 0x80E9,
- TEXTURE_MIN_LOD : 0x813A,
- TEXTURE_MAX_LOD : 0x813B,
- TEXTURE_BASE_LEVEL : 0x813C,
- TEXTURE_MAX_LEVEL : 0x813D,
- MIN : 0x8007,
- MAX : 0x8008,
- DEPTH_COMPONENT24 : 0x81A6,
- MAX_TEXTURE_LOD_BIAS : 0x84FD,
- TEXTURE_COMPARE_MODE : 0x884C,
- TEXTURE_COMPARE_FUNC : 0x884D,
- CURRENT_QUERY : 0x8865,
- QUERY_RESULT : 0x8866,
- QUERY_RESULT_AVAILABLE : 0x8867,
- STREAM_READ : 0x88E1,
- STREAM_COPY : 0x88E2,
- STATIC_READ : 0x88E5,
- STATIC_COPY : 0x88E6,
- DYNAMIC_READ : 0x88E9,
- DYNAMIC_COPY : 0x88EA,
- MAX_DRAW_BUFFERS : 0x8824,
- DRAW_BUFFER0 : 0x8825,
- DRAW_BUFFER1 : 0x8826,
- DRAW_BUFFER2 : 0x8827,
- DRAW_BUFFER3 : 0x8828,
- DRAW_BUFFER4 : 0x8829,
- DRAW_BUFFER5 : 0x882A,
- DRAW_BUFFER6 : 0x882B,
- DRAW_BUFFER7 : 0x882C,
- DRAW_BUFFER8 : 0x882D,
- DRAW_BUFFER9 : 0x882E,
- DRAW_BUFFER10 : 0x882F,
- DRAW_BUFFER11 : 0x8830,
- DRAW_BUFFER12 : 0x8831,
- DRAW_BUFFER13 : 0x8832,
- DRAW_BUFFER14 : 0x8833,
- DRAW_BUFFER15 : 0x8834,
- MAX_FRAGMENT_UNIFORM_COMPONENTS : 0x8B49,
- MAX_VERTEX_UNIFORM_COMPONENTS : 0x8B4A,
- SAMPLER_3D : 0x8B5F,
- SAMPLER_2D_SHADOW : 0x8B62,
- FRAGMENT_SHADER_DERIVATIVE_HINT : 0x8B8B,
- PIXEL_PACK_BUFFER : 0x88EB,
- PIXEL_UNPACK_BUFFER : 0x88EC,
- PIXEL_PACK_BUFFER_BINDING : 0x88ED,
- PIXEL_UNPACK_BUFFER_BINDING : 0x88EF,
- FLOAT_MAT2x3 : 0x8B65,
- FLOAT_MAT2x4 : 0x8B66,
- FLOAT_MAT3x2 : 0x8B67,
- FLOAT_MAT3x4 : 0x8B68,
- FLOAT_MAT4x2 : 0x8B69,
- FLOAT_MAT4x3 : 0x8B6A,
- SRGB : 0x8C40,
- SRGB8 : 0x8C41,
- SRGB8_ALPHA8 : 0x8C43,
- COMPARE_REF_TO_TEXTURE : 0x884E,
- RGBA32F : 0x8814,
- RGB32F : 0x8815,
- RGBA16F : 0x881A,
- RGB16F : 0x881B,
- VERTEX_ATTRIB_ARRAY_INTEGER : 0x88FD,
- MAX_ARRAY_TEXTURE_LAYERS : 0x88FF,
- MIN_PROGRAM_TEXEL_OFFSET : 0x8904,
- MAX_PROGRAM_TEXEL_OFFSET : 0x8905,
- MAX_VARYING_COMPONENTS : 0x8B4B,
- TEXTURE_2D_ARRAY : 0x8C1A,
- TEXTURE_BINDING_2D_ARRAY : 0x8C1D,
- R11F_G11F_B10F : 0x8C3A,
- UNSIGNED_INT_10F_11F_11F_REV : 0x8C3B,
- RGB9_E5 : 0x8C3D,
- UNSIGNED_INT_5_9_9_9_REV : 0x8C3E,
- TRANSFORM_FEEDBACK_BUFFER_MODE : 0x8C7F,
- MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS : 0x8C80,
- TRANSFORM_FEEDBACK_VARYINGS : 0x8C83,
- TRANSFORM_FEEDBACK_BUFFER_START : 0x8C84,
- TRANSFORM_FEEDBACK_BUFFER_SIZE : 0x8C85,
- TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN : 0x8C88,
- RASTERIZER_DISCARD : 0x8C89,
- MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS : 0x8C8A,
- MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS : 0x8C8B,
- INTERLEAVED_ATTRIBS : 0x8C8C,
- SEPARATE_ATTRIBS : 0x8C8D,
- TRANSFORM_FEEDBACK_BUFFER : 0x8C8E,
- TRANSFORM_FEEDBACK_BUFFER_BINDING : 0x8C8F,
- RGBA32UI : 0x8D70,
- RGB32UI : 0x8D71,
- RGBA16UI : 0x8D76,
- RGB16UI : 0x8D77,
- RGBA8UI : 0x8D7C,
- RGB8UI : 0x8D7D,
- RGBA32I : 0x8D82,
- RGB32I : 0x8D83,
- RGBA16I : 0x8D88,
- RGB16I : 0x8D89,
- RGBA8I : 0x8D8E,
- RGB8I : 0x8D8F,
- RED_INTEGER : 0x8D94,
- RGB_INTEGER : 0x8D98,
- RGBA_INTEGER : 0x8D99,
- SAMPLER_2D_ARRAY : 0x8DC1,
- SAMPLER_2D_ARRAY_SHADOW : 0x8DC4,
- SAMPLER_CUBE_SHADOW : 0x8DC5,
- UNSIGNED_INT_VEC2 : 0x8DC6,
- UNSIGNED_INT_VEC3 : 0x8DC7,
- UNSIGNED_INT_VEC4 : 0x8DC8,
- INT_SAMPLER_2D : 0x8DCA,
- INT_SAMPLER_3D : 0x8DCB,
- INT_SAMPLER_CUBE : 0x8DCC,
- INT_SAMPLER_2D_ARRAY : 0x8DCF,
- UNSIGNED_INT_SAMPLER_2D : 0x8DD2,
- UNSIGNED_INT_SAMPLER_3D : 0x8DD3,
- UNSIGNED_INT_SAMPLER_CUBE : 0x8DD4,
- UNSIGNED_INT_SAMPLER_2D_ARRAY : 0x8DD7,
- DEPTH_COMPONENT32F : 0x8CAC,
- DEPTH32F_STENCIL8 : 0x8CAD,
- FLOAT_32_UNSIGNED_INT_24_8_REV : 0x8DAD,
- FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING : 0x8210,
- FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE : 0x8211,
- FRAMEBUFFER_ATTACHMENT_RED_SIZE : 0x8212,
- FRAMEBUFFER_ATTACHMENT_GREEN_SIZE : 0x8213,
- FRAMEBUFFER_ATTACHMENT_BLUE_SIZE : 0x8214,
- FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE : 0x8215,
- FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE : 0x8216,
- FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE : 0x8217,
- FRAMEBUFFER_DEFAULT : 0x8218,
- UNSIGNED_INT_24_8 : 0x84FA,
- DEPTH24_STENCIL8 : 0x88F0,
- UNSIGNED_NORMALIZED : 0x8C17,
- DRAW_FRAMEBUFFER_BINDING : 0x8CA6, // Same as FRAMEBUFFER_BINDING
- READ_FRAMEBUFFER : 0x8CA8,
- DRAW_FRAMEBUFFER : 0x8CA9,
- READ_FRAMEBUFFER_BINDING : 0x8CAA,
- RENDERBUFFER_SAMPLES : 0x8CAB,
- FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER : 0x8CD4,
- MAX_COLOR_ATTACHMENTS : 0x8CDF,
- COLOR_ATTACHMENT1 : 0x8CE1,
- COLOR_ATTACHMENT2 : 0x8CE2,
- COLOR_ATTACHMENT3 : 0x8CE3,
- COLOR_ATTACHMENT4 : 0x8CE4,
- COLOR_ATTACHMENT5 : 0x8CE5,
- COLOR_ATTACHMENT6 : 0x8CE6,
- COLOR_ATTACHMENT7 : 0x8CE7,
- COLOR_ATTACHMENT8 : 0x8CE8,
- COLOR_ATTACHMENT9 : 0x8CE9,
- COLOR_ATTACHMENT10 : 0x8CEA,
- COLOR_ATTACHMENT11 : 0x8CEB,
- COLOR_ATTACHMENT12 : 0x8CEC,
- COLOR_ATTACHMENT13 : 0x8CED,
- COLOR_ATTACHMENT14 : 0x8CEE,
- COLOR_ATTACHMENT15 : 0x8CEF,
- FRAMEBUFFER_INCOMPLETE_MULTISAMPLE : 0x8D56,
- MAX_SAMPLES : 0x8D57,
- HALF_FLOAT : 0x140B,
- RG : 0x8227,
- RG_INTEGER : 0x8228,
- R8 : 0x8229,
- RG8 : 0x822B,
- R16F : 0x822D,
- R32F : 0x822E,
- RG16F : 0x822F,
- RG32F : 0x8230,
- R8I : 0x8231,
- R8UI : 0x8232,
- R16I : 0x8233,
- R16UI : 0x8234,
- R32I : 0x8235,
- R32UI : 0x8236,
- RG8I : 0x8237,
- RG8UI : 0x8238,
- RG16I : 0x8239,
- RG16UI : 0x823A,
- RG32I : 0x823B,
- RG32UI : 0x823C,
- VERTEX_ARRAY_BINDING : 0x85B5,
- R8_SNORM : 0x8F94,
- RG8_SNORM : 0x8F95,
- RGB8_SNORM : 0x8F96,
- RGBA8_SNORM : 0x8F97,
- SIGNED_NORMALIZED : 0x8F9C,
- COPY_READ_BUFFER : 0x8F36,
- COPY_WRITE_BUFFER : 0x8F37,
- COPY_READ_BUFFER_BINDING : 0x8F36, // Same as COPY_READ_BUFFER
- COPY_WRITE_BUFFER_BINDING : 0x8F37, // Same as COPY_WRITE_BUFFER
- UNIFORM_BUFFER : 0x8A11,
- UNIFORM_BUFFER_BINDING : 0x8A28,
- UNIFORM_BUFFER_START : 0x8A29,
- UNIFORM_BUFFER_SIZE : 0x8A2A,
- MAX_VERTEX_UNIFORM_BLOCKS : 0x8A2B,
- MAX_FRAGMENT_UNIFORM_BLOCKS : 0x8A2D,
- MAX_COMBINED_UNIFORM_BLOCKS : 0x8A2E,
- MAX_UNIFORM_BUFFER_BINDINGS : 0x8A2F,
- MAX_UNIFORM_BLOCK_SIZE : 0x8A30,
- MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS : 0x8A31,
- MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS : 0x8A33,
- UNIFORM_BUFFER_OFFSET_ALIGNMENT : 0x8A34,
- ACTIVE_UNIFORM_BLOCKS : 0x8A36,
- UNIFORM_TYPE : 0x8A37,
- UNIFORM_SIZE : 0x8A38,
- UNIFORM_BLOCK_INDEX : 0x8A3A,
- UNIFORM_OFFSET : 0x8A3B,
- UNIFORM_ARRAY_STRIDE : 0x8A3C,
- UNIFORM_MATRIX_STRIDE : 0x8A3D,
- UNIFORM_IS_ROW_MAJOR : 0x8A3E,
- UNIFORM_BLOCK_BINDING : 0x8A3F,
- UNIFORM_BLOCK_DATA_SIZE : 0x8A40,
- UNIFORM_BLOCK_ACTIVE_UNIFORMS : 0x8A42,
- UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES : 0x8A43,
- UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER : 0x8A44,
- UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER : 0x8A46,
- INVALID_INDEX : 0xFFFFFFFF,
- MAX_VERTEX_OUTPUT_COMPONENTS : 0x9122,
- MAX_FRAGMENT_INPUT_COMPONENTS : 0x9125,
- MAX_SERVER_WAIT_TIMEOUT : 0x9111,
- OBJECT_TYPE : 0x9112,
- SYNC_CONDITION : 0x9113,
- SYNC_STATUS : 0x9114,
- SYNC_FLAGS : 0x9115,
- SYNC_FENCE : 0x9116,
- SYNC_GPU_COMMANDS_COMPLETE : 0x9117,
- UNSIGNALED : 0x9118,
- SIGNALED : 0x9119,
- ALREADY_SIGNALED : 0x911A,
- TIMEOUT_EXPIRED : 0x911B,
- CONDITION_SATISFIED : 0x911C,
- WAIT_FAILED : 0x911D,
- SYNC_FLUSH_COMMANDS_BIT : 0x00000001,
- VERTEX_ATTRIB_ARRAY_DIVISOR : 0x88FE,
- ANY_SAMPLES_PASSED : 0x8C2F,
- ANY_SAMPLES_PASSED_CONSERVATIVE : 0x8D6A,
- SAMPLER_BINDING : 0x8919,
- RGB10_A2UI : 0x906F,
- INT_2_10_10_10_REV : 0x8D9F,
- TRANSFORM_FEEDBACK : 0x8E22,
- TRANSFORM_FEEDBACK_PAUSED : 0x8E23,
- TRANSFORM_FEEDBACK_ACTIVE : 0x8E24,
- TRANSFORM_FEEDBACK_BINDING : 0x8E25,
- COMPRESSED_R11_EAC : 0x9270,
- COMPRESSED_SIGNED_R11_EAC : 0x9271,
- COMPRESSED_RG11_EAC : 0x9272,
- COMPRESSED_SIGNED_RG11_EAC : 0x9273,
- COMPRESSED_RGB8_ETC2 : 0x9274,
- COMPRESSED_SRGB8_ETC2 : 0x9275,
- COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 : 0x9276,
- COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 : 0x9277,
- COMPRESSED_RGBA8_ETC2_EAC : 0x9278,
- COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : 0x9279,
- TEXTURE_IMMUTABLE_FORMAT : 0x912F,
- MAX_ELEMENT_INDEX : 0x8D6B,
- TEXTURE_IMMUTABLE_LEVELS : 0x82DF
- };
- return freezeObject(WebGLConstants);
- });
- /*global define*/
- define('Core/ComponentDatatype',[
- './defaultValue',
- './defined',
- './DeveloperError',
- './FeatureDetection',
- './freezeObject',
- './WebGLConstants'
- ], function(
- defaultValue,
- defined,
- DeveloperError,
- FeatureDetection,
- freezeObject,
- WebGLConstants) {
- 'use strict';
- // Bail out if the browser doesn't support typed arrays, to prevent the setup function
- // from failing, since we won't be able to create a WebGL context anyway.
- if (!FeatureDetection.supportsTypedArrays()) {
- return {};
- }
- /**
- * WebGL component datatypes. Components are intrinsics,
- * which form attributes, which form vertices.
- *
- * @exports ComponentDatatype
- */
- var ComponentDatatype = {
- /**
- * 8-bit signed byte corresponding to <code>gl.BYTE</code> and the type
- * of an element in <code>Int8Array</code>.
- *
- * @type {Number}
- * @constant
- */
- BYTE : WebGLConstants.BYTE,
- /**
- * 8-bit unsigned byte corresponding to <code>UNSIGNED_BYTE</code> and the type
- * of an element in <code>Uint8Array</code>.
- *
- * @type {Number}
- * @constant
- */
- UNSIGNED_BYTE : WebGLConstants.UNSIGNED_BYTE,
- /**
- * 16-bit signed short corresponding to <code>SHORT</code> and the type
- * of an element in <code>Int16Array</code>.
- *
- * @type {Number}
- * @constant
- */
- SHORT : WebGLConstants.SHORT,
- /**
- * 16-bit unsigned short corresponding to <code>UNSIGNED_SHORT</code> and the type
- * of an element in <code>Uint16Array</code>.
- *
- * @type {Number}
- * @constant
- */
- UNSIGNED_SHORT : WebGLConstants.UNSIGNED_SHORT,
- /**
- * 32-bit signed int corresponding to <code>INT</code> and the type
- * of an element in <code>Int32Array</code>.
- *
- * @memberOf ComponentDatatype
- *
- * @type {Number}
- * @constant
- */
- INT : WebGLConstants.INT,
- /**
- * 32-bit unsigned int corresponding to <code>UNSIGNED_INT</code> and the type
- * of an element in <code>Uint32Array</code>.
- *
- * @memberOf ComponentDatatype
- *
- * @type {Number}
- * @constant
- */
- UNSIGNED_INT : WebGLConstants.UNSIGNED_INT,
- /**
- * 32-bit floating-point corresponding to <code>FLOAT</code> and the type
- * of an element in <code>Float32Array</code>.
- *
- * @type {Number}
- * @constant
- */
- FLOAT : WebGLConstants.FLOAT,
- /**
- * 64-bit floating-point corresponding to <code>gl.DOUBLE</code> (in Desktop OpenGL;
- * this is not supported in WebGL, and is emulated in Cesium via {@link GeometryPipeline.encodeAttribute})
- * and the type of an element in <code>Float64Array</code>.
- *
- * @memberOf ComponentDatatype
- *
- * @type {Number}
- * @constant
- * @default 0x140A
- */
- DOUBLE : WebGLConstants.DOUBLE
- };
- /**
- * Returns the size, in bytes, of the corresponding datatype.
- *
- * @param {ComponentDatatype} componentDatatype The component datatype to get the size of.
- * @returns {Number} The size in bytes.
- *
- * @exception {DeveloperError} componentDatatype is not a valid value.
- *
- * @example
- * // Returns Int8Array.BYTES_PER_ELEMENT
- * var size = Cesium.ComponentDatatype.getSizeInBytes(Cesium.ComponentDatatype.BYTE);
- */
- ComponentDatatype.getSizeInBytes = function(componentDatatype){
- if (!defined(componentDatatype)) {
- throw new DeveloperError('value is required.');
- }
-
- switch (componentDatatype) {
- case ComponentDatatype.BYTE:
- return Int8Array.BYTES_PER_ELEMENT;
- case ComponentDatatype.UNSIGNED_BYTE:
- return Uint8Array.BYTES_PER_ELEMENT;
- case ComponentDatatype.SHORT:
- return Int16Array.BYTES_PER_ELEMENT;
- case ComponentDatatype.UNSIGNED_SHORT:
- return Uint16Array.BYTES_PER_ELEMENT;
- case ComponentDatatype.INT:
- return Int32Array.BYTES_PER_ELEMENT;
- case ComponentDatatype.UNSIGNED_INT:
- return Uint32Array.BYTES_PER_ELEMENT;
- case ComponentDatatype.FLOAT:
- return Float32Array.BYTES_PER_ELEMENT;
- case ComponentDatatype.DOUBLE:
- return Float64Array.BYTES_PER_ELEMENT;
- default:
- throw new DeveloperError('componentDatatype is not a valid value.');
- }
- };
- /**
- * Gets the {@link ComponentDatatype} for the provided TypedArray instance.
- *
- * @param {TypedArray} array The typed array.
- * @returns {ComponentDatatype} The ComponentDatatype for the provided array, or undefined if the array is not a TypedArray.
- */
- ComponentDatatype.fromTypedArray = function(array) {
- if (array instanceof Int8Array) {
- return ComponentDatatype.BYTE;
- }
- if (array instanceof Uint8Array) {
- return ComponentDatatype.UNSIGNED_BYTE;
- }
- if (array instanceof Int16Array) {
- return ComponentDatatype.SHORT;
- }
- if (array instanceof Uint16Array) {
- return ComponentDatatype.UNSIGNED_SHORT;
- }
- if (array instanceof Int32Array) {
- return ComponentDatatype.INT;
- }
- if (array instanceof Uint32Array) {
- return ComponentDatatype.UNSIGNED_INT;
- }
- if (array instanceof Float32Array) {
- return ComponentDatatype.FLOAT;
- }
- if (array instanceof Float64Array) {
- return ComponentDatatype.DOUBLE;
- }
- };
- /**
- * Validates that the provided component datatype is a valid {@link ComponentDatatype}
- *
- * @param {ComponentDatatype} componentDatatype The component datatype to validate.
- * @returns {Boolean} <code>true</code> if the provided component datatype is a valid value; otherwise, <code>false</code>.
- *
- * @example
- * if (!Cesium.ComponentDatatype.validate(componentDatatype)) {
- * throw new Cesium.DeveloperError('componentDatatype must be a valid value.');
- * }
- */
- ComponentDatatype.validate = function(componentDatatype) {
- return defined(componentDatatype) &&
- (componentDatatype === ComponentDatatype.BYTE ||
- componentDatatype === ComponentDatatype.UNSIGNED_BYTE ||
- componentDatatype === ComponentDatatype.SHORT ||
- componentDatatype === ComponentDatatype.UNSIGNED_SHORT ||
- componentDatatype === ComponentDatatype.INT ||
- componentDatatype === ComponentDatatype.UNSIGNED_INT ||
- componentDatatype === ComponentDatatype.FLOAT ||
- componentDatatype === ComponentDatatype.DOUBLE);
- };
- /**
- * Creates a typed array corresponding to component data type.
- *
- * @param {ComponentDatatype} componentDatatype The component data type.
- * @param {Number|Array} valuesOrLength The length of the array to create or an array.
- * @returns {Int8Array|Uint8Array|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array|Float64Array} A typed array.
- *
- * @exception {DeveloperError} componentDatatype is not a valid value.
- *
- * @example
- * // creates a Float32Array with length of 100
- * var typedArray = Cesium.ComponentDatatype.createTypedArray(Cesium.ComponentDatatype.FLOAT, 100);
- */
- ComponentDatatype.createTypedArray = function(componentDatatype, valuesOrLength) {
- if (!defined(componentDatatype)) {
- throw new DeveloperError('componentDatatype is required.');
- }
- if (!defined(valuesOrLength)) {
- throw new DeveloperError('valuesOrLength is required.');
- }
-
- switch (componentDatatype) {
- case ComponentDatatype.BYTE:
- return new Int8Array(valuesOrLength);
- case ComponentDatatype.UNSIGNED_BYTE:
- return new Uint8Array(valuesOrLength);
- case ComponentDatatype.SHORT:
- return new Int16Array(valuesOrLength);
- case ComponentDatatype.UNSIGNED_SHORT:
- return new Uint16Array(valuesOrLength);
- case ComponentDatatype.INT:
- return new Int32Array(valuesOrLength);
- case ComponentDatatype.UNSIGNED_INT:
- return new Uint32Array(valuesOrLength);
- case ComponentDatatype.FLOAT:
- return new Float32Array(valuesOrLength);
- case ComponentDatatype.DOUBLE:
- return new Float64Array(valuesOrLength);
- default:
- throw new DeveloperError('componentDatatype is not a valid value.');
- }
- };
- /**
- * Creates a typed view of an array of bytes.
- *
- * @param {ComponentDatatype} componentDatatype The type of the view to create.
- * @param {ArrayBuffer} buffer The buffer storage to use for the view.
- * @param {Number} [byteOffset] The offset, in bytes, to the first element in the view.
- * @param {Number} [length] The number of elements in the view.
- * @returns {Int8Array|Uint8Array|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array|Float64Array} A typed array view of the buffer.
- *
- * @exception {DeveloperError} componentDatatype is not a valid value.
- */
- ComponentDatatype.createArrayBufferView = function(componentDatatype, buffer, byteOffset, length) {
- if (!defined(componentDatatype)) {
- throw new DeveloperError('componentDatatype is required.');
- }
- if (!defined(buffer)) {
- throw new DeveloperError('buffer is required.');
- }
-
- byteOffset = defaultValue(byteOffset, 0);
- length = defaultValue(length, (buffer.byteLength - byteOffset) / ComponentDatatype.getSizeInBytes(componentDatatype));
- switch (componentDatatype) {
- case ComponentDatatype.BYTE:
- return new Int8Array(buffer, byteOffset, length);
- case ComponentDatatype.UNSIGNED_BYTE:
- return new Uint8Array(buffer, byteOffset, length);
- case ComponentDatatype.SHORT:
- return new Int16Array(buffer, byteOffset, length);
- case ComponentDatatype.UNSIGNED_SHORT:
- return new Uint16Array(buffer, byteOffset, length);
- case ComponentDatatype.INT:
- return new Int32Array(buffer, byteOffset, length);
- case ComponentDatatype.UNSIGNED_INT:
- return new Uint32Array(buffer, byteOffset, length);
- case ComponentDatatype.FLOAT:
- return new Float32Array(buffer, byteOffset, length);
- case ComponentDatatype.DOUBLE:
- return new Float64Array(buffer, byteOffset, length);
- default:
- throw new DeveloperError('componentDatatype is not a valid value.');
- }
- };
- /**
- * Get the ComponentDatatype from its name.
- *
- * @param {String} name The name of the ComponentDatatype.
- * @returns {ComponentDatatype} The ComponentDatatype.
- *
- * @exception {DeveloperError} name is not a valid value.
- */
- ComponentDatatype.fromName = function(name) {
- switch (name) {
- case 'BYTE':
- return ComponentDatatype.BYTE;
- case 'UNSIGNED_BYTE':
- return ComponentDatatype.UNSIGNED_BYTE;
- case 'SHORT':
- return ComponentDatatype.SHORT;
- case 'UNSIGNED_SHORT':
- return ComponentDatatype.UNSIGNED_SHORT;
- case 'INT':
- return ComponentDatatype.INT;
- case 'UNSIGNED_INT':
- return ComponentDatatype.UNSIGNED_INT;
- case 'FLOAT':
- return ComponentDatatype.FLOAT;
- case 'DOUBLE':
- return ComponentDatatype.DOUBLE;
- default:
- throw new DeveloperError('name is not a valid value.');
- }
- };
- return freezeObject(ComponentDatatype);
- });
- /*global define*/
- define('Core/GeometryType',[
- './freezeObject'
- ], function(
- freezeObject) {
- 'use strict';
- /**
- * @private
- */
- var GeometryType = {
- NONE : 0,
- TRIANGLES : 1,
- LINES : 2,
- POLYLINES : 3
- };
- return freezeObject(GeometryType);
- });
- /*global define*/
- define('Core/PrimitiveType',[
- './freezeObject',
- './WebGLConstants'
- ], function(
- freezeObject,
- WebGLConstants) {
- 'use strict';
- /**
- * The type of a geometric primitive, i.e., points, lines, and triangles.
- *
- * @exports PrimitiveType
- */
- var PrimitiveType = {
- /**
- * Points primitive where each vertex (or index) is a separate point.
- *
- * @type {Number}
- * @constant
- */
- POINTS : 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.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.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.LINE_STRIP,
- /**
- * Triangles primitive where each three vertices (or indices) is a triangle. Triangles do not necessarily share edges.
- *
- * @type {Number}
- * @constant
- */
- TRIANGLES : 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.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.TRIANGLE_FAN,
- /**
- * @private
- */
- 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;
- }
- };
- return freezeObject(PrimitiveType);
- });
- /*global define*/
- define('Core/Geometry',[
- './defaultValue',
- './defined',
- './DeveloperError',
- './GeometryType',
- './PrimitiveType'
- ], function(
- defaultValue,
- defined,
- DeveloperError,
- GeometryType,
- PrimitiveType) {
- 'use strict';
- /**
- * 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 http://cesiumjs.org/Cesium/Apps/Sandcastle/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 = defaultValue(options, defaultValue.EMPTY_OBJECT);
- if (!defined(options.attributes)) {
- throw new DeveloperError('options.attributes is required.');
- }
-
- /**
- * 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>binormal</code> - Binormal (normalized), used for tangent-space effects like bump mapping. 32-bit floating-point. 3 components per attribute. See {@link VertexFormat#binormal}.</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 = defaultValue(options.primitiveType, PrimitiveType.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 = defaultValue(options.geometryType, GeometryType.NONE);
- /**
- * @private
- */
- this.boundingSphereCV = options.boundingSphereCV;
- }
- /**
- * 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) {
- if (!defined(geometry)) {
- throw new DeveloperError('geometry is required.');
- }
-
- var numberOfVertices = -1;
- for ( var property in geometry.attributes) {
- if (geometry.attributes.hasOwnProperty(property) &&
- defined(geometry.attributes[property]) &&
- defined(geometry.attributes[property].values)) {
- var attribute = geometry.attributes[property];
- var num = attribute.values.length / attribute.componentsPerAttribute;
- if ((numberOfVertices !== num) && (numberOfVertices !== -1)) {
- throw new DeveloperError('All attribute lists must have the same number of attributes.');
- }
- numberOfVertices = num;
- }
- }
- return numberOfVertices;
- };
- return Geometry;
- });
- /*global define*/
- define('Core/GeometryAttribute',[
- './defaultValue',
- './defined',
- './DeveloperError'
- ], function(
- defaultValue,
- defined,
- DeveloperError) {
- 'use strict';
- /**
- * 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 {TypedArray} [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 = defaultValue(options, defaultValue.EMPTY_OBJECT);
- if (!defined(options.componentDatatype)) {
- throw new DeveloperError('options.componentDatatype is required.');
- }
- if (!defined(options.componentsPerAttribute)) {
- throw new DeveloperError('options.componentsPerAttribute is required.');
- }
- if (options.componentsPerAttribute < 1 || options.componentsPerAttribute > 4) {
- throw new DeveloperError('options.componentsPerAttribute must be between 1 and 4.');
- }
- if (!defined(options.values)) {
- throw new DeveloperError('options.values is required.');
- }
-
- /**
- * 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 = 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 TypedArray
- *
- * @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;
- }
- return GeometryAttribute;
- });
- /*global define*/
- define('Core/GeometryAttributes',[
- './defaultValue'
- ], function(
- defaultValue) {
- 'use strict';
- /**
- * Attributes, which make up a 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>
- *
- * @alias GeometryAttributes
- * @constructor
- */
- function GeometryAttributes(options) {
- options = defaultValue(options, defaultValue.EMPTY_OBJECT);
- /**
- * The 3D position attribute.
- * <p>
- * 64-bit floating-point (for precision). 3 components per attribute.
- * </p>
- *
- * @type GeometryAttribute
- *
- * @default undefined
- */
- this.position = options.position;
- /**
- * The normal attribute (normalized), which is commonly used for lighting.
- * <p>
- * 32-bit floating-point. 3 components per attribute.
- * </p>
- *
- * @type GeometryAttribute
- *
- * @default undefined
- */
- this.normal = options.normal;
- /**
- * The 2D texture coordinate attribute.
- * <p>
- * 32-bit floating-point. 2 components per attribute
- * </p>
- *
- * @type GeometryAttribute
- *
- * @default undefined
- */
- this.st = options.st;
- /**
- * The binormal attribute (normalized), which is used for tangent-space effects like bump mapping.
- * <p>
- * 32-bit floating-point. 3 components per attribute.
- * </p>
- *
- * @type GeometryAttribute
- *
- * @default undefined
- */
- this.binormal = options.binormal;
- /**
- * The tangent attribute (normalized), which is used for tangent-space effects like bump mapping.
- * <p>
- * 32-bit floating-point. 3 components per attribute.
- * </p>
- *
- * @type GeometryAttribute
- *
- * @default undefined
- */
- this.tangent = options.tangent;
- /**
- * The color attribute.
- * <p>
- * 8-bit unsigned integer. 4 components per attribute.
- * </p>
- *
- * @type GeometryAttribute
- *
- * @default undefined
- */
- this.color = options.color;
- }
- return GeometryAttributes;
- });
- /*global define*/
- define('Core/GeometryInstance',[
- './defaultValue',
- './defined',
- './DeveloperError',
- './Matrix4'
- ], function(
- defaultValue,
- defined,
- DeveloperError,
- Matrix4) {
- 'use strict';
- /**
- * Geometry instancing allows one {@link Geometry} object to be positions in several
- * different locations and colored uniquely. For example, one {@link BoxGeometry} can
- * be instanced several times, each with a different <code>modelMatrix</code> to change
- * its position, rotation, and scale.
- *
- * @alias GeometryInstance
- * @constructor
- *
- * @param {Object} options Object with the following properties:
- * @param {Geometry} options.geometry The geometry to instance.
- * @param {Matrix4} [options.modelMatrix=Matrix4.IDENTITY] The model matrix that transforms to transform the geometry from model to world coordinates.
- * @param {Object} [options.id] A user-defined object to return when the instance is picked with {@link Scene#pick} or get/set per-instance attributes with {@link Primitive#getGeometryInstanceAttributes}.
- * @param {Object} [options.attributes] Per-instance attributes like a show or color attribute shown in the example below.
- *
- *
- * @example
- * // Create geometry for a box, and two instances that refer to it.
- * // One instance positions the box on the bottom and colored aqua.
- * // The other instance positions the box on the top and color white.
- * var geometry = Cesium.BoxGeometry.fromDimensions({
- * vertexFormat : Cesium.VertexFormat.POSITION_AND_NORMAL,
- * dimensions : new Cesium.Cartesian3(1000000.0, 1000000.0, 500000.0)
- * });
- * var instanceBottom = new Cesium.GeometryInstance({
- * geometry : geometry,
- * modelMatrix : Cesium.Matrix4.multiplyByTranslation(Cesium.Transforms.eastNorthUpToFixedFrame(
- * Cesium.Cartesian3.fromDegrees(-75.59777, 40.03883)), new Cesium.Cartesian3(0.0, 0.0, 1000000.0), new Cesium.Matrix4()),
- * attributes : {
- * color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.AQUA)
- * },
- * id : 'bottom'
- * });
- * var instanceTop = new Cesium.GeometryInstance({
- * geometry : geometry,
- * modelMatrix : Cesium.Matrix4.multiplyByTranslation(Cesium.Transforms.eastNorthUpToFixedFrame(
- * Cesium.Cartesian3.fromDegrees(-75.59777, 40.03883)), new Cesium.Cartesian3(0.0, 0.0, 3000000.0), new Cesium.Matrix4()),
- * attributes : {
- * color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.AQUA)
- * },
- * id : 'top'
- * });
- *
- * @see Geometry
- */
- function GeometryInstance(options) {
- options = defaultValue(options, defaultValue.EMPTY_OBJECT);
- if (!defined(options.geometry)) {
- throw new DeveloperError('options.geometry is required.');
- }
-
- /**
- * The geometry being instanced.
- *
- * @type Geometry
- *
- * @default undefined
- */
- this.geometry = options.geometry;
- /**
- * The 4x4 transformation matrix that transforms the geometry from model to world coordinates.
- * When this is the identity matrix, the geometry is drawn in world coordinates, i.e., Earth's WGS84 coordinates.
- * Local reference frames can be used by providing a different transformation matrix, like that returned
- * by {@link Transforms.eastNorthUpToFixedFrame}.
- *
- * @type Matrix4
- *
- * @default Matrix4.IDENTITY
- */
- this.modelMatrix = Matrix4.clone(defaultValue(options.modelMatrix, Matrix4.IDENTITY));
- /**
- * User-defined object returned when the instance is picked or used to get/set per-instance attributes.
- *
- * @type Object
- *
- * @default undefined
- *
- * @see Scene#pick
- * @see Primitive#getGeometryInstanceAttributes
- */
- this.id = options.id;
- /**
- * Used for picking primitives that wrap geometry instances.
- *
- * @private
- */
- this.pickPrimitive = options.pickPrimitive;
- /**
- * Per-instance attributes like {@link ColorGeometryInstanceAttribute} or {@link ShowGeometryInstanceAttribute}.
- * {@link Geometry} attributes varying per vertex; these attributes are constant for the entire instance.
- *
- * @type Object
- *
- * @default undefined
- */
- this.attributes = defaultValue(options.attributes, {});
- /**
- * @private
- */
- this.westHemisphereGeometry = undefined;
- /**
- * @private
- */
- this.eastHemisphereGeometry = undefined;
- }
- return GeometryInstance;
- });
- /*global define*/
- define('Core/AttributeCompression',[
- './Cartesian2',
- './Cartesian3',
- './defined',
- './DeveloperError',
- './Math'
- ], function(
- Cartesian2,
- Cartesian3,
- defined,
- DeveloperError,
- CesiumMath) {
- 'use strict';
- /**
- * Attribute compression and decompression functions.
- *
- * @exports AttributeCompression
- *
- * @private
- */
- var AttributeCompression = {};
- /**
- * Encodes a normalized vector into 2 SNORM values in the range of [0-rangeMax] following the 'oct' encoding.
- *
- * Oct encoding is a compact representation of unit length vectors.
- * The 'oct' encoding is described in "A Survey of Efficient Representations of Independent Unit Vectors",
- * Cigolle et al 2014: {@link http://jcgt.org/published/0003/02/01/}
- *
- * @param {Cartesian3} vector The normalized vector to be compressed into 2 component 'oct' encoding.
- * @param {Cartesian2} result The 2 component oct-encoded unit length vector.
- * @param {Number} rangeMax The maximum value of the SNORM range. The encoded vector is stored in log2(rangeMax+1) bits.
- * @returns {Cartesian2} The 2 component oct-encoded unit length vector.
- *
- * @exception {DeveloperError} vector must be normalized.
- *
- * @see AttributeCompression.octDecodeInRange
- */
- AttributeCompression.octEncodeInRange = function(vector, rangeMax, result) {
- if (!defined(vector)) {
- throw new DeveloperError('vector is required.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required.');
- }
- var magSquared = Cartesian3.magnitudeSquared(vector);
- if (Math.abs(magSquared - 1.0) > CesiumMath.EPSILON6) {
- throw new DeveloperError('vector must be normalized.');
- }
-
- result.x = vector.x / (Math.abs(vector.x) + Math.abs(vector.y) + Math.abs(vector.z));
- result.y = vector.y / (Math.abs(vector.x) + Math.abs(vector.y) + Math.abs(vector.z));
- if (vector.z < 0) {
- var x = result.x;
- var y = result.y;
- result.x = (1.0 - Math.abs(y)) * CesiumMath.signNotZero(x);
- result.y = (1.0 - Math.abs(x)) * CesiumMath.signNotZero(y);
- }
- result.x = CesiumMath.toSNorm(result.x, rangeMax);
- result.y = CesiumMath.toSNorm(result.y, rangeMax);
- return result;
- };
- /**
- * Encodes a normalized vector into 2 SNORM values in the range of [0-255] following the 'oct' encoding.
- *
- * @param {Cartesian3} vector The normalized vector to be compressed into 2 byte 'oct' encoding.
- * @param {Cartesian2} result The 2 byte oct-encoded unit length vector.
- * @returns {Cartesian2} The 2 byte oct-encoded unit length vector.
- *
- * @exception {DeveloperError} vector must be normalized.
- *
- * @see AttributeCompression.octEncodeInRange
- * @see AttributeCompression.octDecode
- */
- AttributeCompression.octEncode = function(vector, result) {
- return AttributeCompression.octEncodeInRange(vector, 255, result);
- };
- /**
- * Decodes a unit-length vector in 'oct' encoding to a normalized 3-component vector.
- *
- * @param {Number} x The x component of the oct-encoded unit length vector.
- * @param {Number} y The y component of the oct-encoded unit length vector.
- * @param {Number} rangeMax The maximum value of the SNORM range. The encoded vector is stored in log2(rangeMax+1) bits.
- * @param {Cartesian3} result The decoded and normalized vector
- * @returns {Cartesian3} The decoded and normalized vector.
- *
- * @exception {DeveloperError} x and y must be an unsigned normalized integer between 0 and rangeMax.
- *
- * @see AttributeCompression.octEncodeInRange
- */
- AttributeCompression.octDecodeInRange = function(x, y, rangeMax, result) {
- if (!defined(result)) {
- throw new DeveloperError('result is required.');
- }
- if (x < 0 || x > rangeMax || y < 0 || y > rangeMax) {
- throw new DeveloperError('x and y must be a signed normalized integer between 0 and ' + rangeMax);
- }
-
- result.x = CesiumMath.fromSNorm(x, rangeMax);
- result.y = CesiumMath.fromSNorm(y, rangeMax);
- result.z = 1.0 - (Math.abs(result.x) + Math.abs(result.y));
- if (result.z < 0.0)
- {
- var oldVX = result.x;
- result.x = (1.0 - Math.abs(result.y)) * CesiumMath.signNotZero(oldVX);
- result.y = (1.0 - Math.abs(oldVX)) * CesiumMath.signNotZero(result.y);
- }
- return Cartesian3.normalize(result, result);
- };
- /**
- * Decodes a unit-length vector in 2 byte 'oct' encoding to a normalized 3-component vector.
- *
- * @param {Number} x The x component of the oct-encoded unit length vector.
- * @param {Number} y The y component of the oct-encoded unit length vector.
- * @param {Cartesian3} result The decoded and normalized vector.
- * @returns {Cartesian3} The decoded and normalized vector.
- *
- * @exception {DeveloperError} x and y must be an unsigned normalized integer between 0 and 255.
- *
- * @see AttributeCompression.octDecodeInRange
- */
- AttributeCompression.octDecode = function(x, y, result) {
- return AttributeCompression.octDecodeInRange(x, y, 255, result);
- };
- /**
- * Packs an oct encoded vector into a single floating-point number.
- *
- * @param {Cartesian2} encoded The oct encoded vector.
- * @returns {Number} The oct encoded vector packed into a single float.
- *
- */
- AttributeCompression.octPackFloat = function(encoded) {
- if (!defined(encoded)) {
- throw new DeveloperError('encoded is required.');
- }
- return 256.0 * encoded.x + encoded.y;
- };
- var scratchEncodeCart2 = new Cartesian2();
- /**
- * Encodes a normalized vector into 2 SNORM values in the range of [0-255] following the 'oct' encoding and
- * stores those values in a single float-point number.
- *
- * @param {Cartesian3} vector The normalized vector to be compressed into 2 byte 'oct' encoding.
- * @returns {Number} The 2 byte oct-encoded unit length vector.
- *
- * @exception {DeveloperError} vector must be normalized.
- */
- AttributeCompression.octEncodeFloat = function(vector) {
- AttributeCompression.octEncode(vector, scratchEncodeCart2);
- return AttributeCompression.octPackFloat(scratchEncodeCart2);
- };
- /**
- * Decodes a unit-length vector in 'oct' encoding packed in a floating-point number to a normalized 3-component vector.
- *
- * @param {Number} value The oct-encoded unit length vector stored as a single floating-point number.
- * @param {Cartesian3} result The decoded and normalized vector
- * @returns {Cartesian3} The decoded and normalized vector.
- *
- */
- AttributeCompression.octDecodeFloat = function(value, result) {
- if (!defined(value)) {
- throw new DeveloperError('value is required.');
- }
-
- var temp = value / 256.0;
- var x = Math.floor(temp);
- var y = (temp - x) * 256.0;
- return AttributeCompression.octDecode(x, y, result);
- };
- /**
- * Encodes three normalized vectors into 6 SNORM values in the range of [0-255] following the 'oct' encoding and
- * packs those into two floating-point numbers.
- *
- * @param {Cartesian3} v1 A normalized vector to be compressed.
- * @param {Cartesian3} v2 A normalized vector to be compressed.
- * @param {Cartesian3} v3 A normalized vector to be compressed.
- * @param {Cartesian2} result The 'oct' encoded vectors packed into two floating-point numbers.
- * @returns {Cartesian2} The 'oct' encoded vectors packed into two floating-point numbers.
- *
- */
- AttributeCompression.octPack = function(v1, v2, v3, result) {
- if (!defined(v1)) {
- throw new DeveloperError('v1 is required.');
- }
- if (!defined(v2)) {
- throw new DeveloperError('v2 is required.');
- }
- if (!defined(v3)) {
- throw new DeveloperError('v3 is required.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required.');
- }
-
- var encoded1 = AttributeCompression.octEncodeFloat(v1);
- var encoded2 = AttributeCompression.octEncodeFloat(v2);
- var encoded3 = AttributeCompression.octEncode(v3, scratchEncodeCart2);
- result.x = 65536.0 * encoded3.x + encoded1;
- result.y = 65536.0 * encoded3.y + encoded2;
- return result;
- };
- /**
- * Decodes three unit-length vectors in 'oct' encoding packed into a floating-point number to a normalized 3-component vector.
- *
- * @param {Cartesian2} packed The three oct-encoded unit length vectors stored as two floating-point number.
- * @param {Cartesian3} v1 One decoded and normalized vector.
- * @param {Cartesian3} v2 One decoded and normalized vector.
- * @param {Cartesian3} v3 One decoded and normalized vector.
- */
- AttributeCompression.octUnpack = function(packed, v1, v2, v3) {
- if (!defined(packed)) {
- throw new DeveloperError('packed is required.');
- }
- if (!defined(v1)) {
- throw new DeveloperError('v1 is required.');
- }
- if (!defined(v2)) {
- throw new DeveloperError('v2 is required.');
- }
- if (!defined(v3)) {
- throw new DeveloperError('v3 is required.');
- }
-
- var temp = packed.x / 65536.0;
- var x = Math.floor(temp);
- var encodedFloat1 = (temp - x) * 65536.0;
- temp = packed.y / 65536.0;
- var y = Math.floor(temp);
- var encodedFloat2 = (temp - y) * 65536.0;
- AttributeCompression.octDecodeFloat(encodedFloat1, v1);
- AttributeCompression.octDecodeFloat(encodedFloat2, v2);
- AttributeCompression.octDecode(x, y, v3);
- };
- /**
- * Pack texture coordinates into a single float. The texture coordinates will only preserve 12 bits of precision.
- *
- * @param {Cartesian2} textureCoordinates The texture coordinates to compress. Both coordinates must be in the range 0.0-1.0.
- * @returns {Number} The packed texture coordinates.
- *
- */
- AttributeCompression.compressTextureCoordinates = function(textureCoordinates) {
- if (!defined(textureCoordinates)) {
- throw new DeveloperError('textureCoordinates is required.');
- }
-
- // Move x and y to the range 0-4095;
- var x = (textureCoordinates.x * 4095.0) | 0;
- var y = (textureCoordinates.y * 4095.0) | 0;
- return 4096.0 * x + y;
- };
- /**
- * Decompresses texture coordinates that were packed into a single float.
- *
- * @param {Number} compressed The compressed texture coordinates.
- * @param {Cartesian2} result The decompressed texture coordinates.
- * @returns {Cartesian2} The modified result parameter.
- *
- */
- AttributeCompression.decompressTextureCoordinates = function(compressed, result) {
- if (!defined(compressed)) {
- throw new DeveloperError('compressed is required.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required.');
- }
-
- var temp = compressed / 4096.0;
- var xZeroTo4095 = Math.floor(temp);
- result.x = xZeroTo4095 / 4095.0;
- result.y = (compressed - xZeroTo4095 * 4096) / 4095;
- return result;
- };
- return AttributeCompression;
- });
- /*global define*/
- define('Core/barycentricCoordinates',[
- './Cartesian2',
- './Cartesian3',
- './defined',
- './DeveloperError'
- ], function(
- Cartesian2,
- Cartesian3,
- defined,
- DeveloperError) {
- 'use strict';
- var scratchCartesian1 = new Cartesian3();
- var scratchCartesian2 = new Cartesian3();
- var scratchCartesian3 = new Cartesian3();
- /**
- * Computes the barycentric coordinates for a point with respect to a triangle.
- *
- * @exports barycentricCoordinates
- *
- * @param {Cartesian2|Cartesian3} point The point to test.
- * @param {Cartesian2|Cartesian3} p0 The first point of the triangle, corresponding to the barycentric x-axis.
- * @param {Cartesian2|Cartesian3} p1 The second point of the triangle, corresponding to the barycentric y-axis.
- * @param {Cartesian2|Cartesian3} p2 The third point of the triangle, corresponding to the barycentric z-axis.
- * @param {Cartesian3} [result] The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if one was not provided.
- *
- * @example
- * // Returns Cartesian3.UNIT_X
- * var p = new Cesium.Cartesian3(-1.0, 0.0, 0.0);
- * var b = Cesium.barycentricCoordinates(p,
- * new Cesium.Cartesian3(-1.0, 0.0, 0.0),
- * new Cesium.Cartesian3( 1.0, 0.0, 0.0),
- * new Cesium.Cartesian3( 0.0, 1.0, 1.0));
- */
- function barycentricCoordinates(point, p0, p1, p2, result) {
- if (!defined(point) || !defined(p0) || !defined(p1) || !defined(p2)) {
- throw new DeveloperError('point, p0, p1, and p2 are required.');
- }
-
- if (!defined(result)) {
- result = new Cartesian3();
- }
- // Implementation based on http://www.blackpawn.com/texts/pointinpoly/default.html.
- var v0, v1, v2;
- var dot00, dot01, dot02, dot11, dot12;
- if(!defined(p0.z)) {
- v0 = Cartesian2.subtract(p1, p0, scratchCartesian1);
- v1 = Cartesian2.subtract(p2, p0, scratchCartesian2);
- v2 = Cartesian2.subtract(point, p0, scratchCartesian3);
- dot00 = Cartesian2.dot(v0, v0);
- dot01 = Cartesian2.dot(v0, v1);
- dot02 = Cartesian2.dot(v0, v2);
- dot11 = Cartesian2.dot(v1, v1);
- dot12 = Cartesian2.dot(v1, v2);
- } else {
- v0 = Cartesian3.subtract(p1, p0, scratchCartesian1);
- v1 = Cartesian3.subtract(p2, p0, scratchCartesian2);
- v2 = Cartesian3.subtract(point, p0, scratchCartesian3);
- dot00 = Cartesian3.dot(v0, v0);
- dot01 = Cartesian3.dot(v0, v1);
- dot02 = Cartesian3.dot(v0, v2);
- dot11 = Cartesian3.dot(v1, v1);
- dot12 = Cartesian3.dot(v1, v2);
- }
- var q = 1.0 / (dot00 * dot11 - dot01 * dot01);
- result.y = (dot11 * dot02 - dot01 * dot12) * q;
- result.z = (dot00 * dot12 - dot01 * dot02) * q;
- result.x = 1.0 - result.y - result.z;
- return result;
- }
- return barycentricCoordinates;
- });
- /*global define*/
- define('Core/EncodedCartesian3',[
- './Cartesian3',
- './defined',
- './DeveloperError'
- ], function(
- Cartesian3,
- defined,
- DeveloperError) {
- 'use strict';
- /**
- * A fixed-point encoding of a {@link Cartesian3} with 64-bit floating-point components, as two {@link Cartesian3}
- * values that, when converted to 32-bit floating-point and added, approximate the original input.
- * <p>
- * This is used to encode positions in vertex buffers for rendering without jittering artifacts
- * as described in {@link http://blogs.agi.com/insight3d/index.php/2008/09/03/precisions-precisions/|Precisions, Precisions}.
- * </p>
- *
- * @alias EncodedCartesian3
- * @constructor
- *
- * @private
- */
- function EncodedCartesian3() {
- /**
- * The high bits for each component. Bits 0 to 22 store the whole value. Bits 23 to 31 are not used.
- *
- * @type {Cartesian3}
- * @default {@link Cartesian3.ZERO}
- */
- this.high = Cartesian3.clone(Cartesian3.ZERO);
- /**
- * The low bits for each component. Bits 7 to 22 store the whole value, and bits 0 to 6 store the fraction. Bits 23 to 31 are not used.
- *
- * @type {Cartesian3}
- * @default {@link Cartesian3.ZERO}
- */
- this.low = Cartesian3.clone(Cartesian3.ZERO);
- }
- /**
- * Encodes a 64-bit floating-point value as two floating-point values that, when converted to
- * 32-bit floating-point and added, approximate the original input. The returned object
- * has <code>high</code> and <code>low</code> properties for the high and low bits, respectively.
- * <p>
- * The fixed-point encoding follows {@link http://blogs.agi.com/insight3d/index.php/2008/09/03/precisions-precisions/|Precisions, Precisions}.
- * </p>
- *
- * @param {Number} value The floating-point value to encode.
- * @param {Object} [result] The object onto which to store the result.
- * @returns {Object} The modified result parameter or a new instance if one was not provided.
- *
- * @example
- * var value = 1234567.1234567;
- * var splitValue = Cesium.EncodedCartesian3.encode(value);
- */
- EncodedCartesian3.encode = function(value, result) {
- if (!defined(value)) {
- throw new DeveloperError('value is required');
- }
-
- if (!defined(result)) {
- result = {
- high : 0.0,
- low : 0.0
- };
- }
- var doubleHigh;
- if (value >= 0.0) {
- doubleHigh = Math.floor(value / 65536.0) * 65536.0;
- result.high = doubleHigh;
- result.low = value - doubleHigh;
- } else {
- doubleHigh = Math.floor(-value / 65536.0) * 65536.0;
- result.high = -doubleHigh;
- result.low = value + doubleHigh;
- }
- return result;
- };
- var scratchEncode = {
- high : 0.0,
- low : 0.0
- };
- /**
- * Encodes a {@link Cartesian3} with 64-bit floating-point components as two {@link Cartesian3}
- * values that, when converted to 32-bit floating-point and added, approximate the original input.
- * <p>
- * The fixed-point encoding follows {@link http://blogs.agi.com/insight3d/index.php/2008/09/03/precisions-precisions/|Precisions, Precisions}.
- * </p>
- *
- * @param {Cartesian3} cartesian The cartesian to encode.
- * @param {EncodedCartesian3} [result] The object onto which to store the result.
- * @returns {EncodedCartesian3} The modified result parameter or a new EncodedCartesian3 instance if one was not provided.
- *
- * @example
- * var cart = new Cesium.Cartesian3(-10000000.0, 0.0, 10000000.0);
- * var encoded = Cesium.EncodedCartesian3.fromCartesian(cart);
- */
- EncodedCartesian3.fromCartesian = function(cartesian, result) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
-
- if (!defined(result)) {
- result = new EncodedCartesian3();
- }
- var high = result.high;
- var low = result.low;
- EncodedCartesian3.encode(cartesian.x, scratchEncode);
- high.x = scratchEncode.high;
- low.x = scratchEncode.low;
- EncodedCartesian3.encode(cartesian.y, scratchEncode);
- high.y = scratchEncode.high;
- low.y = scratchEncode.low;
- EncodedCartesian3.encode(cartesian.z, scratchEncode);
- high.z = scratchEncode.high;
- low.z = scratchEncode.low;
- return result;
- };
- var encodedP = new EncodedCartesian3();
- /**
- * Encodes the provided <code>cartesian</code>, and writes it to an array with <code>high</code>
- * components followed by <code>low</code> components, i.e. <code>[high.x, high.y, high.z, low.x, low.y, low.z]</code>.
- * <p>
- * This is used to create interleaved high-precision position vertex attributes.
- * </p>
- *
- * @param {Cartesian3} cartesian The cartesian to encode.
- * @param {Number[]} cartesianArray The array to write to.
- * @param {Number} index The index into the array to start writing. Six elements will be written.
- *
- * @exception {DeveloperError} index must be a number greater than or equal to 0.
- *
- * @example
- * var positions = [
- * new Cesium.Cartesian3(),
- * // ...
- * ];
- * var encodedPositions = new Float32Array(2 * 3 * positions.length);
- * var j = 0;
- * for (var i = 0; i < positions.length; ++i) {
- * Cesium.EncodedCartesian3.writeElement(positions[i], encodedPositions, j);
- * j += 6;
- * }
- */
- EncodedCartesian3.writeElements = function(cartesian, cartesianArray, index) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (!defined(cartesianArray)) {
- throw new DeveloperError('cartesianArray is required');
- }
- if (typeof index !== 'number' || index < 0) {
- throw new DeveloperError('index must be a number greater than or equal to 0.');
- }
-
- EncodedCartesian3.fromCartesian(cartesian, encodedP);
- var high = encodedP.high;
- var low = encodedP.low;
- cartesianArray[index] = high.x;
- cartesianArray[index + 1] = high.y;
- cartesianArray[index + 2] = high.z;
- cartesianArray[index + 3] = low.x;
- cartesianArray[index + 4] = low.y;
- cartesianArray[index + 5] = low.z;
- };
- return EncodedCartesian3;
- });
- /*global define*/
- define('Core/IndexDatatype',[
- './defined',
- './DeveloperError',
- './freezeObject',
- './Math',
- './WebGLConstants'
- ], function(
- defined,
- DeveloperError,
- freezeObject,
- CesiumMath,
- WebGLConstants) {
- 'use strict';
- /**
- * Constants for WebGL index datatypes. These corresponds to the
- * <code>type</code> parameter of {@link http://www.khronos.org/opengles/sdk/docs/man/xhtml/glDrawElements.xml|drawElements}.
- *
- * @exports IndexDatatype
- */
- var IndexDatatype = {
- /**
- * 8-bit unsigned byte corresponding to <code>UNSIGNED_BYTE</code> and the type
- * of an element in <code>Uint8Array</code>.
- *
- * @type {Number}
- * @constant
- */
- UNSIGNED_BYTE : WebGLConstants.UNSIGNED_BYTE,
- /**
- * 16-bit unsigned short corresponding to <code>UNSIGNED_SHORT</code> and the type
- * of an element in <code>Uint16Array</code>.
- *
- * @type {Number}
- * @constant
- */
- UNSIGNED_SHORT : WebGLConstants.UNSIGNED_SHORT,
- /**
- * 32-bit unsigned int corresponding to <code>UNSIGNED_INT</code> and the type
- * of an element in <code>Uint32Array</code>.
- *
- * @type {Number}
- * @constant
- */
- UNSIGNED_INT : WebGLConstants.UNSIGNED_INT
- };
- /**
- * Returns the size, in bytes, of the corresponding datatype.
- *
- * @param {IndexDatatype} indexDatatype The index datatype to get the size of.
- * @returns {Number} The size in bytes.
- *
- * @example
- * // Returns 2
- * var size = Cesium.IndexDatatype.getSizeInBytes(Cesium.IndexDatatype.UNSIGNED_SHORT);
- */
- IndexDatatype.getSizeInBytes = function(indexDatatype) {
- switch(indexDatatype) {
- case IndexDatatype.UNSIGNED_BYTE:
- return Uint8Array.BYTES_PER_ELEMENT;
- case IndexDatatype.UNSIGNED_SHORT:
- return Uint16Array.BYTES_PER_ELEMENT;
- case IndexDatatype.UNSIGNED_INT:
- return Uint32Array.BYTES_PER_ELEMENT;
- }
- throw new DeveloperError('indexDatatype is required and must be a valid IndexDatatype constant.');
- };
- /**
- * Validates that the provided index datatype is a valid {@link IndexDatatype}.
- *
- * @param {IndexDatatype} indexDatatype The index datatype to validate.
- * @returns {Boolean} <code>true</code> if the provided index datatype is a valid value; otherwise, <code>false</code>.
- *
- * @example
- * if (!Cesium.IndexDatatype.validate(indexDatatype)) {
- * throw new Cesium.DeveloperError('indexDatatype must be a valid value.');
- * }
- */
- IndexDatatype.validate = function(indexDatatype) {
- return defined(indexDatatype) &&
- (indexDatatype === IndexDatatype.UNSIGNED_BYTE ||
- indexDatatype === IndexDatatype.UNSIGNED_SHORT ||
- indexDatatype === IndexDatatype.UNSIGNED_INT);
- };
- /**
- * Creates a typed array that will store indices, using either <code><Uint16Array</code>
- * or <code>Uint32Array</code> depending on the number of vertices.
- *
- * @param {Number} numberOfVertices Number of vertices that the indices will reference.
- * @param {Any} indicesLengthOrArray Passed through to the typed array constructor.
- * @returns {Uint16Array|Uint32Array} A <code>Uint16Array</code> or <code>Uint32Array</code> constructed with <code>indicesLengthOrArray</code>.
- *
- * @example
- * this.indices = Cesium.IndexDatatype.createTypedArray(positions.length / 3, numberOfIndices);
- */
- IndexDatatype.createTypedArray = function(numberOfVertices, indicesLengthOrArray) {
- if (!defined(numberOfVertices)) {
- throw new DeveloperError('numberOfVertices is required.');
- }
-
- if (numberOfVertices >= CesiumMath.SIXTY_FOUR_KILOBYTES) {
- return new Uint32Array(indicesLengthOrArray);
- }
- return new Uint16Array(indicesLengthOrArray);
- };
- /**
- * Creates a typed array from a source array buffer. The resulting typed array will store indices, using either <code><Uint16Array</code>
- * or <code>Uint32Array</code> depending on the number of vertices.
- *
- * @param {Number} numberOfVertices Number of vertices that the indices will reference.
- * @param {ArrayBuffer} sourceArray Passed through to the typed array constructor.
- * @param {Number} byteOffset Passed through to the typed array constructor.
- * @param {Number} length Passed through to the typed array constructor.
- * @returns {Uint16Array|Uint32Array} A <code>Uint16Array</code> or <code>Uint32Array</code> constructed with <code>sourceArray</code>, <code>byteOffset</code>, and <code>length</code>.
- *
- */
- IndexDatatype.createTypedArrayFromArrayBuffer = function(numberOfVertices, sourceArray, byteOffset, length) {
- if (!defined(numberOfVertices)) {
- throw new DeveloperError('numberOfVertices is required.');
- }
- if (!defined(sourceArray)) {
- throw new DeveloperError('sourceArray is required.');
- }
- if (!defined(byteOffset)) {
- throw new DeveloperError('byteOffset is required.');
- }
-
- if (numberOfVertices >= CesiumMath.SIXTY_FOUR_KILOBYTES) {
- return new Uint32Array(sourceArray, byteOffset, length);
- }
- return new Uint16Array(sourceArray, byteOffset, length);
- };
- return freezeObject(IndexDatatype);
- });
- /*global define*/
- define('Core/QuadraticRealPolynomial',[
- './DeveloperError',
- './Math'
- ], function(
- DeveloperError,
- CesiumMath) {
- 'use strict';
- /**
- * Defines functions for 2nd order polynomial functions of one variable with only real coefficients.
- *
- * @exports QuadraticRealPolynomial
- */
- var QuadraticRealPolynomial = {};
- /**
- * Provides the discriminant of the quadratic equation from the supplied coefficients.
- *
- * @param {Number} a The coefficient of the 2nd order monomial.
- * @param {Number} b The coefficient of the 1st order monomial.
- * @param {Number} c The coefficient of the 0th order monomial.
- * @returns {Number} The value of the discriminant.
- */
- QuadraticRealPolynomial.computeDiscriminant = function(a, b, c) {
- if (typeof a !== 'number') {
- throw new DeveloperError('a is a required number.');
- }
- if (typeof b !== 'number') {
- throw new DeveloperError('b is a required number.');
- }
- if (typeof c !== 'number') {
- throw new DeveloperError('c is a required number.');
- }
-
- var discriminant = b * b - 4.0 * a * c;
- return discriminant;
- };
- function addWithCancellationCheck(left, right, tolerance) {
- var difference = left + right;
- if ((CesiumMath.sign(left) !== CesiumMath.sign(right)) &&
- Math.abs(difference / Math.max(Math.abs(left), Math.abs(right))) < tolerance) {
- return 0.0;
- }
- return difference;
- }
- /**
- * Provides the real valued roots of the quadratic polynomial with the provided coefficients.
- *
- * @param {Number} a The coefficient of the 2nd order monomial.
- * @param {Number} b The coefficient of the 1st order monomial.
- * @param {Number} c The coefficient of the 0th order monomial.
- * @returns {Number[]} The real valued roots.
- */
- QuadraticRealPolynomial.computeRealRoots = function(a, b, c) {
- if (typeof a !== 'number') {
- throw new DeveloperError('a is a required number.');
- }
- if (typeof b !== 'number') {
- throw new DeveloperError('b is a required number.');
- }
- if (typeof c !== 'number') {
- throw new DeveloperError('c is a required number.');
- }
-
- var ratio;
- if (a === 0.0) {
- if (b === 0.0) {
- // Constant function: c = 0.
- return [];
- }
- // Linear function: b * x + c = 0.
- return [-c / b];
- } else if (b === 0.0) {
- if (c === 0.0) {
- // 2nd order monomial: a * x^2 = 0.
- return [0.0, 0.0];
- }
- var cMagnitude = Math.abs(c);
- var aMagnitude = Math.abs(a);
- if ((cMagnitude < aMagnitude) && (cMagnitude / aMagnitude < CesiumMath.EPSILON14)) { // c ~= 0.0.
- // 2nd order monomial: a * x^2 = 0.
- return [0.0, 0.0];
- } else if ((cMagnitude > aMagnitude) && (aMagnitude / cMagnitude < CesiumMath.EPSILON14)) { // a ~= 0.0.
- // Constant function: c = 0.
- return [];
- }
- // a * x^2 + c = 0
- ratio = -c / a;
- if (ratio < 0.0) {
- // Both roots are complex.
- return [];
- }
- // Both roots are real.
- var root = Math.sqrt(ratio);
- return [-root, root];
- } else if (c === 0.0) {
- // a * x^2 + b * x = 0
- ratio = -b / a;
- if (ratio < 0.0) {
- return [ratio, 0.0];
- }
- return [0.0, ratio];
- }
- // a * x^2 + b * x + c = 0
- var b2 = b * b;
- var four_ac = 4.0 * a * c;
- var radicand = addWithCancellationCheck(b2, -four_ac, CesiumMath.EPSILON14);
- if (radicand < 0.0) {
- // Both roots are complex.
- return [];
- }
- var q = -0.5 * addWithCancellationCheck(b, CesiumMath.sign(b) * Math.sqrt(radicand), CesiumMath.EPSILON14);
- if (b > 0.0) {
- return [q / a, c / q];
- }
- return [c / q, q / a];
- };
- return QuadraticRealPolynomial;
- });
- /*global define*/
- define('Core/CubicRealPolynomial',[
- './DeveloperError',
- './QuadraticRealPolynomial'
- ], function(
- DeveloperError,
- QuadraticRealPolynomial) {
- 'use strict';
- /**
- * Defines functions for 3rd order polynomial functions of one variable with only real coefficients.
- *
- * @exports CubicRealPolynomial
- */
- var CubicRealPolynomial = {};
- /**
- * Provides the discriminant of the cubic equation from the supplied coefficients.
- *
- * @param {Number} a The coefficient of the 3rd order monomial.
- * @param {Number} b The coefficient of the 2nd order monomial.
- * @param {Number} c The coefficient of the 1st order monomial.
- * @param {Number} d The coefficient of the 0th order monomial.
- * @returns {Number} The value of the discriminant.
- */
- CubicRealPolynomial.computeDiscriminant = function(a, b, c, d) {
- if (typeof a !== 'number') {
- throw new DeveloperError('a is a required number.');
- }
- if (typeof b !== 'number') {
- throw new DeveloperError('b is a required number.');
- }
- if (typeof c !== 'number') {
- throw new DeveloperError('c is a required number.');
- }
- if (typeof d !== 'number') {
- throw new DeveloperError('d is a required number.');
- }
-
- var a2 = a * a;
- var b2 = b * b;
- var c2 = c * c;
- var d2 = d * d;
- var discriminant = 18.0 * a * b * c * d + b2 * c2 - 27.0 * a2 * d2 - 4.0 * (a * c2 * c + b2 * b * d);
- return discriminant;
- };
- function computeRealRoots(a, b, c, d) {
- var A = a;
- var B = b / 3.0;
- var C = c / 3.0;
- var D = d;
- var AC = A * C;
- var BD = B * D;
- var B2 = B * B;
- var C2 = C * C;
- var delta1 = A * C - B2;
- var delta2 = A * D - B * C;
- var delta3 = B * D - C2;
- var discriminant = 4.0 * delta1 * delta3 - delta2 * delta2;
- var temp;
- var temp1;
- if (discriminant < 0.0) {
- var ABar;
- var CBar;
- var DBar;
- if (B2 * BD >= AC * C2) {
- ABar = A;
- CBar = delta1;
- DBar = -2.0 * B * delta1 + A * delta2;
- } else {
- ABar = D;
- CBar = delta3;
- DBar = -D * delta2 + 2.0 * C * delta3;
- }
- var s = (DBar < 0.0) ? -1.0 : 1.0; // This is not Math.Sign()!
- var temp0 = -s * Math.abs(ABar) * Math.sqrt(-discriminant);
- temp1 = -DBar + temp0;
- var x = temp1 / 2.0;
- var p = x < 0.0 ? -Math.pow(-x, 1.0 / 3.0) : Math.pow(x, 1.0 / 3.0);
- var q = (temp1 === temp0) ? -p : -CBar / p;
- temp = (CBar <= 0.0) ? p + q : -DBar / (p * p + q * q + CBar);
- if (B2 * BD >= AC * C2) {
- return [(temp - B) / A];
- }
- return [-D / (temp + C)];
- }
- var CBarA = delta1;
- var DBarA = -2.0 * B * delta1 + A * delta2;
- var CBarD = delta3;
- var DBarD = -D * delta2 + 2.0 * C * delta3;
- var squareRootOfDiscriminant = Math.sqrt(discriminant);
- var halfSquareRootOf3 = Math.sqrt(3.0) / 2.0;
- var theta = Math.abs(Math.atan2(A * squareRootOfDiscriminant, -DBarA) / 3.0);
- temp = 2.0 * Math.sqrt(-CBarA);
- var cosine = Math.cos(theta);
- temp1 = temp * cosine;
- var temp3 = temp * (-cosine / 2.0 - halfSquareRootOf3 * Math.sin(theta));
- var numeratorLarge = (temp1 + temp3 > 2.0 * B) ? temp1 - B : temp3 - B;
- var denominatorLarge = A;
- var root1 = numeratorLarge / denominatorLarge;
- theta = Math.abs(Math.atan2(D * squareRootOfDiscriminant, -DBarD) / 3.0);
- temp = 2.0 * Math.sqrt(-CBarD);
- cosine = Math.cos(theta);
- temp1 = temp * cosine;
- temp3 = temp * (-cosine / 2.0 - halfSquareRootOf3 * Math.sin(theta));
- var numeratorSmall = -D;
- var denominatorSmall = (temp1 + temp3 < 2.0 * C) ? temp1 + C : temp3 + C;
- var root3 = numeratorSmall / denominatorSmall;
- var E = denominatorLarge * denominatorSmall;
- var F = -numeratorLarge * denominatorSmall - denominatorLarge * numeratorSmall;
- var G = numeratorLarge * numeratorSmall;
- var root2 = (C * F - B * G) / (-B * F + C * E);
- if (root1 <= root2) {
- if (root1 <= root3) {
- if (root2 <= root3) {
- return [root1, root2, root3];
- }
- return [root1, root3, root2];
- }
- return [root3, root1, root2];
- }
- if (root1 <= root3) {
- return [root2, root1, root3];
- }
- if (root2 <= root3) {
- return [root2, root3, root1];
- }
- return [root3, root2, root1];
- }
- /**
- * Provides the real valued roots of the cubic polynomial with the provided coefficients.
- *
- * @param {Number} a The coefficient of the 3rd order monomial.
- * @param {Number} b The coefficient of the 2nd order monomial.
- * @param {Number} c The coefficient of the 1st order monomial.
- * @param {Number} d The coefficient of the 0th order monomial.
- * @returns {Number[]} The real valued roots.
- */
- CubicRealPolynomial.computeRealRoots = function(a, b, c, d) {
- if (typeof a !== 'number') {
- throw new DeveloperError('a is a required number.');
- }
- if (typeof b !== 'number') {
- throw new DeveloperError('b is a required number.');
- }
- if (typeof c !== 'number') {
- throw new DeveloperError('c is a required number.');
- }
- if (typeof d !== 'number') {
- throw new DeveloperError('d is a required number.');
- }
-
- var roots;
- var ratio;
- if (a === 0.0) {
- // Quadratic function: b * x^2 + c * x + d = 0.
- return QuadraticRealPolynomial.computeRealRoots(b, c, d);
- } else if (b === 0.0) {
- if (c === 0.0) {
- if (d === 0.0) {
- // 3rd order monomial: a * x^3 = 0.
- return [0.0, 0.0, 0.0];
- }
- // a * x^3 + d = 0
- ratio = -d / a;
- var root = (ratio < 0.0) ? -Math.pow(-ratio, 1.0 / 3.0) : Math.pow(ratio, 1.0 / 3.0);
- return [root, root, root];
- } else if (d === 0.0) {
- // x * (a * x^2 + c) = 0.
- roots = QuadraticRealPolynomial.computeRealRoots(a, 0, c);
- // Return the roots in ascending order.
- if (roots.Length === 0) {
- return [0.0];
- }
- return [roots[0], 0.0, roots[1]];
- }
- // Deflated cubic polynomial: a * x^3 + c * x + d= 0.
- return computeRealRoots(a, 0, c, d);
- } else if (c === 0.0) {
- if (d === 0.0) {
- // x^2 * (a * x + b) = 0.
- ratio = -b / a;
- if (ratio < 0.0) {
- return [ratio, 0.0, 0.0];
- }
- return [0.0, 0.0, ratio];
- }
- // a * x^3 + b * x^2 + d = 0.
- return computeRealRoots(a, b, 0, d);
- } else if (d === 0.0) {
- // x * (a * x^2 + b * x + c) = 0
- roots = QuadraticRealPolynomial.computeRealRoots(a, b, c);
- // Return the roots in ascending order.
- if (roots.length === 0) {
- return [0.0];
- } else if (roots[1] <= 0.0) {
- return [roots[0], roots[1], 0.0];
- } else if (roots[0] >= 0.0) {
- return [0.0, roots[0], roots[1]];
- }
- return [roots[0], 0.0, roots[1]];
- }
- return computeRealRoots(a, b, c, d);
- };
- return CubicRealPolynomial;
- });
- /*global define*/
- define('Core/QuarticRealPolynomial',[
- './CubicRealPolynomial',
- './DeveloperError',
- './Math',
- './QuadraticRealPolynomial'
- ], function(
- CubicRealPolynomial,
- DeveloperError,
- CesiumMath,
- QuadraticRealPolynomial) {
- 'use strict';
- /**
- * Defines functions for 4th order polynomial functions of one variable with only real coefficients.
- *
- * @exports QuarticRealPolynomial
- */
- var QuarticRealPolynomial = {};
- /**
- * Provides the discriminant of the quartic equation from the supplied coefficients.
- *
- * @param {Number} a The coefficient of the 4th order monomial.
- * @param {Number} b The coefficient of the 3rd order monomial.
- * @param {Number} c The coefficient of the 2nd order monomial.
- * @param {Number} d The coefficient of the 1st order monomial.
- * @param {Number} e The coefficient of the 0th order monomial.
- * @returns {Number} The value of the discriminant.
- */
- QuarticRealPolynomial.computeDiscriminant = function(a, b, c, d, e) {
- if (typeof a !== 'number') {
- throw new DeveloperError('a is a required number.');
- }
- if (typeof b !== 'number') {
- throw new DeveloperError('b is a required number.');
- }
- if (typeof c !== 'number') {
- throw new DeveloperError('c is a required number.');
- }
- if (typeof d !== 'number') {
- throw new DeveloperError('d is a required number.');
- }
- if (typeof e !== 'number') {
- throw new DeveloperError('e is a required number.');
- }
-
- var a2 = a * a;
- var a3 = a2 * a;
- var b2 = b * b;
- var b3 = b2 * b;
- var c2 = c * c;
- var c3 = c2 * c;
- var d2 = d * d;
- var d3 = d2 * d;
- var e2 = e * e;
- var e3 = e2 * e;
- var discriminant = (b2 * c2 * d2 - 4.0 * b3 * d3 - 4.0 * a * c3 * d2 + 18 * a * b * c * d3 - 27.0 * a2 * d2 * d2 + 256.0 * a3 * e3) +
- e * (18.0 * b3 * c * d - 4.0 * b2 * c3 + 16.0 * a * c2 * c2 - 80.0 * a * b * c2 * d - 6.0 * a * b2 * d2 + 144.0 * a2 * c * d2) +
- e2 * (144.0 * a * b2 * c - 27.0 * b2 * b2 - 128.0 * a2 * c2 - 192.0 * a2 * b * d);
- return discriminant;
- };
- function original(a3, a2, a1, a0) {
- var a3Squared = a3 * a3;
- var p = a2 - 3.0 * a3Squared / 8.0;
- var q = a1 - a2 * a3 / 2.0 + a3Squared * a3 / 8.0;
- var r = a0 - a1 * a3 / 4.0 + a2 * a3Squared / 16.0 - 3.0 * a3Squared * a3Squared / 256.0;
- // Find the roots of the cubic equations: h^6 + 2 p h^4 + (p^2 - 4 r) h^2 - q^2 = 0.
- var cubicRoots = CubicRealPolynomial.computeRealRoots(1.0, 2.0 * p, p * p - 4.0 * r, -q * q);
- if (cubicRoots.length > 0) {
- var temp = -a3 / 4.0;
- // Use the largest positive root.
- var hSquared = cubicRoots[cubicRoots.length - 1];
- if (Math.abs(hSquared) < CesiumMath.EPSILON14) {
- // y^4 + p y^2 + r = 0.
- var roots = QuadraticRealPolynomial.computeRealRoots(1.0, p, r);
- if (roots.length === 2) {
- var root0 = roots[0];
- var root1 = roots[1];
- var y;
- if (root0 >= 0.0 && root1 >= 0.0) {
- var y0 = Math.sqrt(root0);
- var y1 = Math.sqrt(root1);
- return [temp - y1, temp - y0, temp + y0, temp + y1];
- } else if (root0 >= 0.0 && root1 < 0.0) {
- y = Math.sqrt(root0);
- return [temp - y, temp + y];
- } else if (root0 < 0.0 && root1 >= 0.0) {
- y = Math.sqrt(root1);
- return [temp - y, temp + y];
- }
- }
- return [];
- } else if (hSquared > 0.0) {
- var h = Math.sqrt(hSquared);
- var m = (p + hSquared - q / h) / 2.0;
- var n = (p + hSquared + q / h) / 2.0;
- // Now solve the two quadratic factors: (y^2 + h y + m)(y^2 - h y + n);
- var roots1 = QuadraticRealPolynomial.computeRealRoots(1.0, h, m);
- var roots2 = QuadraticRealPolynomial.computeRealRoots(1.0, -h, n);
- if (roots1.length !== 0) {
- roots1[0] += temp;
- roots1[1] += temp;
- if (roots2.length !== 0) {
- roots2[0] += temp;
- roots2[1] += temp;
- if (roots1[1] <= roots2[0]) {
- return [roots1[0], roots1[1], roots2[0], roots2[1]];
- } else if (roots2[1] <= roots1[0]) {
- return [roots2[0], roots2[1], roots1[0], roots1[1]];
- } else if (roots1[0] >= roots2[0] && roots1[1] <= roots2[1]) {
- return [roots2[0], roots1[0], roots1[1], roots2[1]];
- } else if (roots2[0] >= roots1[0] && roots2[1] <= roots1[1]) {
- return [roots1[0], roots2[0], roots2[1], roots1[1]];
- } else if (roots1[0] > roots2[0] && roots1[0] < roots2[1]) {
- return [roots2[0], roots1[0], roots2[1], roots1[1]];
- }
- return [roots1[0], roots2[0], roots1[1], roots2[1]];
- }
- return roots1;
- }
- if (roots2.length !== 0) {
- roots2[0] += temp;
- roots2[1] += temp;
- return roots2;
- }
- return [];
- }
- }
- return [];
- }
- function neumark(a3, a2, a1, a0) {
- var a1Squared = a1 * a1;
- var a2Squared = a2 * a2;
- var a3Squared = a3 * a3;
- var p = -2.0 * a2;
- var q = a1 * a3 + a2Squared - 4.0 * a0;
- var r = a3Squared * a0 - a1 * a2 * a3 + a1Squared;
- var cubicRoots = CubicRealPolynomial.computeRealRoots(1.0, p, q, r);
- if (cubicRoots.length > 0) {
- // Use the most positive root
- var y = cubicRoots[0];
- var temp = (a2 - y);
- var tempSquared = temp * temp;
- var g1 = a3 / 2.0;
- var h1 = temp / 2.0;
- var m = tempSquared - 4.0 * a0;
- var mError = tempSquared + 4.0 * Math.abs(a0);
- var n = a3Squared - 4.0 * y;
- var nError = a3Squared + 4.0 * Math.abs(y);
- var g2;
- var h2;
- if (y < 0.0 || (m * nError < n * mError)) {
- var squareRootOfN = Math.sqrt(n);
- g2 = squareRootOfN / 2.0;
- h2 = squareRootOfN === 0.0 ? 0.0 : (a3 * h1 - a1) / squareRootOfN;
- } else {
- var squareRootOfM = Math.sqrt(m);
- g2 = squareRootOfM === 0.0 ? 0.0 : (a3 * h1 - a1) / squareRootOfM;
- h2 = squareRootOfM / 2.0;
- }
- var G;
- var g;
- if (g1 === 0.0 && g2 === 0.0) {
- G = 0.0;
- g = 0.0;
- } else if (CesiumMath.sign(g1) === CesiumMath.sign(g2)) {
- G = g1 + g2;
- g = y / G;
- } else {
- g = g1 - g2;
- G = y / g;
- }
- var H;
- var h;
- if (h1 === 0.0 && h2 === 0.0) {
- H = 0.0;
- h = 0.0;
- } else if (CesiumMath.sign(h1) === CesiumMath.sign(h2)) {
- H = h1 + h2;
- h = a0 / H;
- } else {
- h = h1 - h2;
- H = a0 / h;
- }
- // Now solve the two quadratic factors: (y^2 + G y + H)(y^2 + g y + h);
- var roots1 = QuadraticRealPolynomial.computeRealRoots(1.0, G, H);
- var roots2 = QuadraticRealPolynomial.computeRealRoots(1.0, g, h);
- if (roots1.length !== 0) {
- if (roots2.length !== 0) {
- if (roots1[1] <= roots2[0]) {
- return [roots1[0], roots1[1], roots2[0], roots2[1]];
- } else if (roots2[1] <= roots1[0]) {
- return [roots2[0], roots2[1], roots1[0], roots1[1]];
- } else if (roots1[0] >= roots2[0] && roots1[1] <= roots2[1]) {
- return [roots2[0], roots1[0], roots1[1], roots2[1]];
- } else if (roots2[0] >= roots1[0] && roots2[1] <= roots1[1]) {
- return [roots1[0], roots2[0], roots2[1], roots1[1]];
- } else if (roots1[0] > roots2[0] && roots1[0] < roots2[1]) {
- return [roots2[0], roots1[0], roots2[1], roots1[1]];
- } else {
- return [roots1[0], roots2[0], roots1[1], roots2[1]];
- }
- }
- return roots1;
- }
- if (roots2.length !== 0) {
- return roots2;
- }
- }
- return [];
- }
- /**
- * Provides the real valued roots of the quartic polynomial with the provided coefficients.
- *
- * @param {Number} a The coefficient of the 4th order monomial.
- * @param {Number} b The coefficient of the 3rd order monomial.
- * @param {Number} c The coefficient of the 2nd order monomial.
- * @param {Number} d The coefficient of the 1st order monomial.
- * @param {Number} e The coefficient of the 0th order monomial.
- * @returns {Number[]} The real valued roots.
- */
- QuarticRealPolynomial.computeRealRoots = function(a, b, c, d, e) {
- if (typeof a !== 'number') {
- throw new DeveloperError('a is a required number.');
- }
- if (typeof b !== 'number') {
- throw new DeveloperError('b is a required number.');
- }
- if (typeof c !== 'number') {
- throw new DeveloperError('c is a required number.');
- }
- if (typeof d !== 'number') {
- throw new DeveloperError('d is a required number.');
- }
- if (typeof e !== 'number') {
- throw new DeveloperError('e is a required number.');
- }
-
- if (Math.abs(a) < CesiumMath.EPSILON15) {
- return CubicRealPolynomial.computeRealRoots(b, c, d, e);
- }
- var a3 = b / a;
- var a2 = c / a;
- var a1 = d / a;
- var a0 = e / a;
- var k = (a3 < 0.0) ? 1 : 0;
- k += (a2 < 0.0) ? k + 1 : k;
- k += (a1 < 0.0) ? k + 1 : k;
- k += (a0 < 0.0) ? k + 1 : k;
- switch (k) {
- case 0:
- return original(a3, a2, a1, a0);
- case 1:
- return neumark(a3, a2, a1, a0);
- case 2:
- return neumark(a3, a2, a1, a0);
- case 3:
- return original(a3, a2, a1, a0);
- case 4:
- return original(a3, a2, a1, a0);
- case 5:
- return neumark(a3, a2, a1, a0);
- case 6:
- return original(a3, a2, a1, a0);
- case 7:
- return original(a3, a2, a1, a0);
- case 8:
- return neumark(a3, a2, a1, a0);
- case 9:
- return original(a3, a2, a1, a0);
- case 10:
- return original(a3, a2, a1, a0);
- case 11:
- return neumark(a3, a2, a1, a0);
- case 12:
- return original(a3, a2, a1, a0);
- case 13:
- return original(a3, a2, a1, a0);
- case 14:
- return original(a3, a2, a1, a0);
- case 15:
- return original(a3, a2, a1, a0);
- default:
- return undefined;
- }
- };
- return QuarticRealPolynomial;
- });
- /*global define*/
- define('Core/Ray',[
- './Cartesian3',
- './defaultValue',
- './defined',
- './DeveloperError'
- ], function(
- Cartesian3,
- defaultValue,
- defined,
- DeveloperError) {
- 'use strict';
- /**
- * Represents a ray that extends infinitely from the provided origin in the provided direction.
- * @alias Ray
- * @constructor
- *
- * @param {Cartesian3} [origin=Cartesian3.ZERO] The origin of the ray.
- * @param {Cartesian3} [direction=Cartesian3.ZERO] The direction of the ray.
- */
- function Ray(origin, direction) {
- direction = Cartesian3.clone(defaultValue(direction, Cartesian3.ZERO));
- if (!Cartesian3.equals(direction, Cartesian3.ZERO)) {
- Cartesian3.normalize(direction, direction);
- }
- /**
- * The origin of the ray.
- * @type {Cartesian3}
- * @default {@link Cartesian3.ZERO}
- */
- this.origin = Cartesian3.clone(defaultValue(origin, Cartesian3.ZERO));
- /**
- * The direction of the ray.
- * @type {Cartesian3}
- */
- this.direction = direction;
- }
- /**
- * Computes the point along the ray given by r(t) = o + t*d,
- * where o is the origin of the ray and d is the direction.
- *
- * @param {Ray} ray The ray.
- * @param {Number} t A scalar value.
- * @param {Cartesian3} [result] The object in which the result will be stored.
- * @returns {Cartesian3} The modified result parameter, or a new instance if none was provided.
- *
- * @example
- * //Get the first intersection point of a ray and an ellipsoid.
- * var intersection = Cesium.IntersectionTests.rayEllipsoid(ray, ellipsoid);
- * var point = Cesium.Ray.getPoint(ray, intersection.start);
- */
- Ray.getPoint = function(ray, t, result) {
- if (!defined(ray)){
- throw new DeveloperError('ray is requred');
- }
- if (typeof t !== 'number') {
- throw new DeveloperError('t is a required number');
- }
-
- if (!defined(result)) {
- result = new Cartesian3();
- }
- result = Cartesian3.multiplyByScalar(ray.direction, t, result);
- return Cartesian3.add(ray.origin, result, result);
- };
- return Ray;
- });
- /*global define*/
- define('Core/IntersectionTests',[
- './Cartesian3',
- './Cartographic',
- './defaultValue',
- './defined',
- './DeveloperError',
- './Math',
- './Matrix3',
- './QuadraticRealPolynomial',
- './QuarticRealPolynomial',
- './Ray'
- ], function(
- Cartesian3,
- Cartographic,
- defaultValue,
- defined,
- DeveloperError,
- CesiumMath,
- Matrix3,
- QuadraticRealPolynomial,
- QuarticRealPolynomial,
- Ray) {
- 'use strict';
- /**
- * Functions for computing the intersection between geometries such as rays, planes, triangles, and ellipsoids.
- *
- * @exports IntersectionTests
- */
- var IntersectionTests = {};
- /**
- * Computes the intersection of a ray and a plane.
- *
- * @param {Ray} ray The ray.
- * @param {Plane} plane The plane.
- * @param {Cartesian3} [result] The object onto which to store the result.
- * @returns {Cartesian3} The intersection point or undefined if there is no intersections.
- */
- IntersectionTests.rayPlane = function(ray, plane, result) {
- if (!defined(ray)) {
- throw new DeveloperError('ray is required.');
- }
- if (!defined(plane)) {
- throw new DeveloperError('plane is required.');
- }
-
- if (!defined(result)) {
- result = new Cartesian3();
- }
- var origin = ray.origin;
- var direction = ray.direction;
- var normal = plane.normal;
- var denominator = Cartesian3.dot(normal, direction);
- if (Math.abs(denominator) < CesiumMath.EPSILON15) {
- // Ray is parallel to plane. The ray may be in the polygon's plane.
- return undefined;
- }
- var t = (-plane.distance - Cartesian3.dot(normal, origin)) / denominator;
- if (t < 0) {
- return undefined;
- }
- result = Cartesian3.multiplyByScalar(direction, t, result);
- return Cartesian3.add(origin, result, result);
- };
- var scratchEdge0 = new Cartesian3();
- var scratchEdge1 = new Cartesian3();
- var scratchPVec = new Cartesian3();
- var scratchTVec = new Cartesian3();
- var scratchQVec = new Cartesian3();
- /**
- * Computes the intersection of a ray and a triangle as a parametric distance along the input ray.
- *
- * Implements {@link https://cadxfem.org/inf/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf|
- * Fast Minimum Storage Ray/Triangle Intersection} by Tomas Moller and Ben Trumbore.
- *
- * @memberof IntersectionTests
- *
- * @param {Ray} ray The ray.
- * @param {Cartesian3} p0 The first vertex of the triangle.
- * @param {Cartesian3} p1 The second vertex of the triangle.
- * @param {Cartesian3} p2 The third vertex of the triangle.
- * @param {Boolean} [cullBackFaces=false] If <code>true</code>, will only compute an intersection with the front face of the triangle
- * and return undefined for intersections with the back face.
- * @returns {Number} The intersection as a parametric distance along the ray, or undefined if there is no intersection.
- */
- IntersectionTests.rayTriangleParametric = function(ray, p0, p1, p2, cullBackFaces) {
- if (!defined(ray)) {
- throw new DeveloperError('ray is required.');
- }
- if (!defined(p0)) {
- throw new DeveloperError('p0 is required.');
- }
- if (!defined(p1)) {
- throw new DeveloperError('p1 is required.');
- }
- if (!defined(p2)) {
- throw new DeveloperError('p2 is required.');
- }
-
- cullBackFaces = defaultValue(cullBackFaces, false);
- var origin = ray.origin;
- var direction = ray.direction;
- var edge0 = Cartesian3.subtract(p1, p0, scratchEdge0);
- var edge1 = Cartesian3.subtract(p2, p0, scratchEdge1);
- var p = Cartesian3.cross(direction, edge1, scratchPVec);
- var det = Cartesian3.dot(edge0, p);
- var tvec;
- var q;
- var u;
- var v;
- var t;
- if (cullBackFaces) {
- if (det < CesiumMath.EPSILON6) {
- return undefined;
- }
- tvec = Cartesian3.subtract(origin, p0, scratchTVec);
- u = Cartesian3.dot(tvec, p);
- if (u < 0.0 || u > det) {
- return undefined;
- }
- q = Cartesian3.cross(tvec, edge0, scratchQVec);
- v = Cartesian3.dot(direction, q);
- if (v < 0.0 || u + v > det) {
- return undefined;
- }
- t = Cartesian3.dot(edge1, q) / det;
- } else {
- if (Math.abs(det) < CesiumMath.EPSILON6) {
- return undefined;
- }
- var invDet = 1.0 / det;
- tvec = Cartesian3.subtract(origin, p0, scratchTVec);
- u = Cartesian3.dot(tvec, p) * invDet;
- if (u < 0.0 || u > 1.0) {
- return undefined;
- }
- q = Cartesian3.cross(tvec, edge0, scratchQVec);
- v = Cartesian3.dot(direction, q) * invDet;
- if (v < 0.0 || u + v > 1.0) {
- return undefined;
- }
- t = Cartesian3.dot(edge1, q) * invDet;
- }
- return t;
- };
- /**
- * Computes the intersection of a ray and a triangle as a Cartesian3 coordinate.
- *
- * Implements {@link https://cadxfem.org/inf/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf|
- * Fast Minimum Storage Ray/Triangle Intersection} by Tomas Moller and Ben Trumbore.
- *
- * @memberof IntersectionTests
- *
- * @param {Ray} ray The ray.
- * @param {Cartesian3} p0 The first vertex of the triangle.
- * @param {Cartesian3} p1 The second vertex of the triangle.
- * @param {Cartesian3} p2 The third vertex of the triangle.
- * @param {Boolean} [cullBackFaces=false] If <code>true</code>, will only compute an intersection with the front face of the triangle
- * and return undefined for intersections with the back face.
- * @param {Cartesian3} [result] The <code>Cartesian3</code> onto which to store the result.
- * @returns {Cartesian3} The intersection point or undefined if there is no intersections.
- */
- IntersectionTests.rayTriangle = function(ray, p0, p1, p2, cullBackFaces, result) {
- var t = IntersectionTests.rayTriangleParametric(ray, p0, p1, p2, cullBackFaces);
- if (!defined(t) || t < 0.0) {
- return undefined;
- }
- if (!defined(result)) {
- result = new Cartesian3();
- }
- Cartesian3.multiplyByScalar(ray.direction, t, result);
- return Cartesian3.add(ray.origin, result, result);
- };
- var scratchLineSegmentTriangleRay = new Ray();
- /**
- * Computes the intersection of a line segment and a triangle.
- * @memberof IntersectionTests
- *
- * @param {Cartesian3} v0 The an end point of the line segment.
- * @param {Cartesian3} v1 The other end point of the line segment.
- * @param {Cartesian3} p0 The first vertex of the triangle.
- * @param {Cartesian3} p1 The second vertex of the triangle.
- * @param {Cartesian3} p2 The third vertex of the triangle.
- * @param {Boolean} [cullBackFaces=false] If <code>true</code>, will only compute an intersection with the front face of the triangle
- * and return undefined for intersections with the back face.
- * @param {Cartesian3} [result] The <code>Cartesian3</code> onto which to store the result.
- * @returns {Cartesian3} The intersection point or undefined if there is no intersections.
- */
- IntersectionTests.lineSegmentTriangle = function(v0, v1, p0, p1, p2, cullBackFaces, result) {
- if (!defined(v0)) {
- throw new DeveloperError('v0 is required.');
- }
- if (!defined(v1)) {
- throw new DeveloperError('v1 is required.');
- }
- if (!defined(p0)) {
- throw new DeveloperError('p0 is required.');
- }
- if (!defined(p1)) {
- throw new DeveloperError('p1 is required.');
- }
- if (!defined(p2)) {
- throw new DeveloperError('p2 is required.');
- }
-
- var ray = scratchLineSegmentTriangleRay;
- Cartesian3.clone(v0, ray.origin);
- Cartesian3.subtract(v1, v0, ray.direction);
- Cartesian3.normalize(ray.direction, ray.direction);
- var t = IntersectionTests.rayTriangleParametric(ray, p0, p1, p2, cullBackFaces);
- if (!defined(t) || t < 0.0 || t > Cartesian3.distance(v0, v1)) {
- return undefined;
- }
- if (!defined(result)) {
- result = new Cartesian3();
- }
- Cartesian3.multiplyByScalar(ray.direction, t, result);
- return Cartesian3.add(ray.origin, result, result);
- };
- function solveQuadratic(a, b, c, result) {
- var det = b * b - 4.0 * a * c;
- if (det < 0.0) {
- return undefined;
- } else if (det > 0.0) {
- var denom = 1.0 / (2.0 * a);
- var disc = Math.sqrt(det);
- var root0 = (-b + disc) * denom;
- var root1 = (-b - disc) * denom;
- if (root0 < root1) {
- result.root0 = root0;
- result.root1 = root1;
- } else {
- result.root0 = root1;
- result.root1 = root0;
- }
- return result;
- }
- var root = -b / (2.0 * a);
- if (root === 0.0) {
- return undefined;
- }
- result.root0 = result.root1 = root;
- return result;
- }
- var raySphereRoots = {
- root0 : 0.0,
- root1 : 0.0
- };
- function raySphere(ray, sphere, result) {
- if (!defined(result)) {
- result = {};
- }
- var origin = ray.origin;
- var direction = ray.direction;
- var center = sphere.center;
- var radiusSquared = sphere.radius * sphere.radius;
- var diff = Cartesian3.subtract(origin, center, scratchPVec);
- var a = Cartesian3.dot(direction, direction);
- var b = 2.0 * Cartesian3.dot(direction, diff);
- var c = Cartesian3.magnitudeSquared(diff) - radiusSquared;
- var roots = solveQuadratic(a, b, c, raySphereRoots);
- if (!defined(roots)) {
- return undefined;
- }
- result.start = roots.root0;
- result.stop = roots.root1;
- return result;
- }
- /**
- * Computes the intersection points of a ray with a sphere.
- * @memberof IntersectionTests
- *
- * @param {Ray} ray The ray.
- * @param {BoundingSphere} sphere The sphere.
- * @param {Object} [result] The result onto which to store the result.
- * @returns {Object} An object with the first (<code>start</code>) and the second (<code>stop</code>) intersection scalars for points along the ray or undefined if there are no intersections.
- */
- IntersectionTests.raySphere = function(ray, sphere, result) {
- if (!defined(ray)) {
- throw new DeveloperError('ray is required.');
- }
- if (!defined(sphere)) {
- throw new DeveloperError('sphere is required.');
- }
-
- result = raySphere(ray, sphere, result);
- if (!defined(result) || result.stop < 0.0) {
- return undefined;
- }
- result.start = Math.max(result.start, 0.0);
- return result;
- };
- var scratchLineSegmentRay = new Ray();
- /**
- * Computes the intersection points of a line segment with a sphere.
- * @memberof IntersectionTests
- *
- * @param {Cartesian3} p0 An end point of the line segment.
- * @param {Cartesian3} p1 The other end point of the line segment.
- * @param {BoundingSphere} sphere The sphere.
- * @param {Object} [result] The result onto which to store the result.
- * @returns {Object} An object with the first (<code>start</code>) and the second (<code>stop</code>) intersection scalars for points along the line segment or undefined if there are no intersections.
- */
- IntersectionTests.lineSegmentSphere = function(p0, p1, sphere, result) {
- if (!defined(p0)) {
- throw new DeveloperError('p0 is required.');
- }
- if (!defined(p1)) {
- throw new DeveloperError('p1 is required.');
- }
- if (!defined(sphere)) {
- throw new DeveloperError('sphere is required.');
- }
-
- var ray = scratchLineSegmentRay;
- Cartesian3.clone(p0, ray.origin);
- var direction = Cartesian3.subtract(p1, p0, ray.direction);
- var maxT = Cartesian3.magnitude(direction);
- Cartesian3.normalize(direction, direction);
- result = raySphere(ray, sphere, result);
- if (!defined(result) || result.stop < 0.0 || result.start > maxT) {
- return undefined;
- }
- result.start = Math.max(result.start, 0.0);
- result.stop = Math.min(result.stop, maxT);
- return result;
- };
- var scratchQ = new Cartesian3();
- var scratchW = new Cartesian3();
- /**
- * Computes the intersection points of a ray with an ellipsoid.
- *
- * @param {Ray} ray The ray.
- * @param {Ellipsoid} ellipsoid The ellipsoid.
- * @returns {Object} An object with the first (<code>start</code>) and the second (<code>stop</code>) intersection scalars for points along the ray or undefined if there are no intersections.
- */
- IntersectionTests.rayEllipsoid = function(ray, ellipsoid) {
- if (!defined(ray)) {
- throw new DeveloperError('ray is required.');
- }
- if (!defined(ellipsoid)) {
- throw new DeveloperError('ellipsoid is required.');
- }
-
- var inverseRadii = ellipsoid.oneOverRadii;
- var q = Cartesian3.multiplyComponents(inverseRadii, ray.origin, scratchQ);
- var w = Cartesian3.multiplyComponents(inverseRadii, ray.direction, scratchW);
- var q2 = Cartesian3.magnitudeSquared(q);
- var qw = Cartesian3.dot(q, w);
- var difference, w2, product, discriminant, temp;
- if (q2 > 1.0) {
- // Outside ellipsoid.
- if (qw >= 0.0) {
- // Looking outward or tangent (0 intersections).
- return undefined;
- }
- // qw < 0.0.
- var qw2 = qw * qw;
- difference = q2 - 1.0; // Positively valued.
- w2 = Cartesian3.magnitudeSquared(w);
- product = w2 * difference;
- if (qw2 < product) {
- // Imaginary roots (0 intersections).
- return undefined;
- } else if (qw2 > product) {
- // Distinct roots (2 intersections).
- discriminant = qw * qw - product;
- temp = -qw + Math.sqrt(discriminant); // Avoid cancellation.
- var root0 = temp / w2;
- var root1 = difference / temp;
- if (root0 < root1) {
- return {
- start : root0,
- stop : root1
- };
- }
- return {
- start : root1,
- stop : root0
- };
- } else {
- // qw2 == product. Repeated roots (2 intersections).
- var root = Math.sqrt(difference / w2);
- return {
- start : root,
- stop : root
- };
- }
- } else if (q2 < 1.0) {
- // Inside ellipsoid (2 intersections).
- difference = q2 - 1.0; // Negatively valued.
- w2 = Cartesian3.magnitudeSquared(w);
- product = w2 * difference; // Negatively valued.
- discriminant = qw * qw - product;
- temp = -qw + Math.sqrt(discriminant); // Positively valued.
- return {
- start : 0.0,
- stop : temp / w2
- };
- } else {
- // q2 == 1.0. On ellipsoid.
- if (qw < 0.0) {
- // Looking inward.
- w2 = Cartesian3.magnitudeSquared(w);
- return {
- start : 0.0,
- stop : -qw / w2
- };
- }
- // qw >= 0.0. Looking outward or tangent.
- return undefined;
- }
- };
- function addWithCancellationCheck(left, right, tolerance) {
- var difference = left + right;
- if ((CesiumMath.sign(left) !== CesiumMath.sign(right)) &&
- Math.abs(difference / Math.max(Math.abs(left), Math.abs(right))) < tolerance) {
- return 0.0;
- }
- return difference;
- }
- function quadraticVectorExpression(A, b, c, x, w) {
- var xSquared = x * x;
- var wSquared = w * w;
- var l2 = (A[Matrix3.COLUMN1ROW1] - A[Matrix3.COLUMN2ROW2]) * wSquared;
- var l1 = w * (x * addWithCancellationCheck(A[Matrix3.COLUMN1ROW0], A[Matrix3.COLUMN0ROW1], CesiumMath.EPSILON15) + b.y);
- var l0 = (A[Matrix3.COLUMN0ROW0] * xSquared + A[Matrix3.COLUMN2ROW2] * wSquared) + x * b.x + c;
- var r1 = wSquared * addWithCancellationCheck(A[Matrix3.COLUMN2ROW1], A[Matrix3.COLUMN1ROW2], CesiumMath.EPSILON15);
- var r0 = w * (x * addWithCancellationCheck(A[Matrix3.COLUMN2ROW0], A[Matrix3.COLUMN0ROW2]) + b.z);
- var cosines;
- var solutions = [];
- if (r0 === 0.0 && r1 === 0.0) {
- cosines = QuadraticRealPolynomial.computeRealRoots(l2, l1, l0);
- if (cosines.length === 0) {
- return solutions;
- }
- var cosine0 = cosines[0];
- var sine0 = Math.sqrt(Math.max(1.0 - cosine0 * cosine0, 0.0));
- solutions.push(new Cartesian3(x, w * cosine0, w * -sine0));
- solutions.push(new Cartesian3(x, w * cosine0, w * sine0));
- if (cosines.length === 2) {
- var cosine1 = cosines[1];
- var sine1 = Math.sqrt(Math.max(1.0 - cosine1 * cosine1, 0.0));
- solutions.push(new Cartesian3(x, w * cosine1, w * -sine1));
- solutions.push(new Cartesian3(x, w * cosine1, w * sine1));
- }
- return solutions;
- }
- var r0Squared = r0 * r0;
- var r1Squared = r1 * r1;
- var l2Squared = l2 * l2;
- var r0r1 = r0 * r1;
- var c4 = l2Squared + r1Squared;
- var c3 = 2.0 * (l1 * l2 + r0r1);
- var c2 = 2.0 * l0 * l2 + l1 * l1 - r1Squared + r0Squared;
- var c1 = 2.0 * (l0 * l1 - r0r1);
- var c0 = l0 * l0 - r0Squared;
- if (c4 === 0.0 && c3 === 0.0 && c2 === 0.0 && c1 === 0.0) {
- return solutions;
- }
- cosines = QuarticRealPolynomial.computeRealRoots(c4, c3, c2, c1, c0);
- var length = cosines.length;
- if (length === 0) {
- return solutions;
- }
- for ( var i = 0; i < length; ++i) {
- var cosine = cosines[i];
- var cosineSquared = cosine * cosine;
- var sineSquared = Math.max(1.0 - cosineSquared, 0.0);
- var sine = Math.sqrt(sineSquared);
- //var left = l2 * cosineSquared + l1 * cosine + l0;
- var left;
- if (CesiumMath.sign(l2) === CesiumMath.sign(l0)) {
- left = addWithCancellationCheck(l2 * cosineSquared + l0, l1 * cosine, CesiumMath.EPSILON12);
- } else if (CesiumMath.sign(l0) === CesiumMath.sign(l1 * cosine)) {
- left = addWithCancellationCheck(l2 * cosineSquared, l1 * cosine + l0, CesiumMath.EPSILON12);
- } else {
- left = addWithCancellationCheck(l2 * cosineSquared + l1 * cosine, l0, CesiumMath.EPSILON12);
- }
- var right = addWithCancellationCheck(r1 * cosine, r0, CesiumMath.EPSILON15);
- var product = left * right;
- if (product < 0.0) {
- solutions.push(new Cartesian3(x, w * cosine, w * sine));
- } else if (product > 0.0) {
- solutions.push(new Cartesian3(x, w * cosine, w * -sine));
- } else if (sine !== 0.0) {
- solutions.push(new Cartesian3(x, w * cosine, w * -sine));
- solutions.push(new Cartesian3(x, w * cosine, w * sine));
- ++i;
- } else {
- solutions.push(new Cartesian3(x, w * cosine, w * sine));
- }
- }
- return solutions;
- }
- var firstAxisScratch = new Cartesian3();
- var secondAxisScratch = new Cartesian3();
- var thirdAxisScratch = new Cartesian3();
- var referenceScratch = new Cartesian3();
- var bCart = new Cartesian3();
- var bScratch = new Matrix3();
- var btScratch = new Matrix3();
- var diScratch = new Matrix3();
- var dScratch = new Matrix3();
- var cScratch = new Matrix3();
- var tempMatrix = new Matrix3();
- var aScratch = new Matrix3();
- var sScratch = new Cartesian3();
- var closestScratch = new Cartesian3();
- var surfPointScratch = new Cartographic();
- /**
- * Provides the point along the ray which is nearest to the ellipsoid.
- *
- * @param {Ray} ray The ray.
- * @param {Ellipsoid} ellipsoid The ellipsoid.
- * @returns {Cartesian3} The nearest planetodetic point on the ray.
- */
- IntersectionTests.grazingAltitudeLocation = function(ray, ellipsoid) {
- if (!defined(ray)) {
- throw new DeveloperError('ray is required.');
- }
- if (!defined(ellipsoid)) {
- throw new DeveloperError('ellipsoid is required.');
- }
-
- var position = ray.origin;
- var direction = ray.direction;
- if (!Cartesian3.equals(position, Cartesian3.ZERO)) {
- var normal = ellipsoid.geodeticSurfaceNormal(position, firstAxisScratch);
- if (Cartesian3.dot(direction, normal) >= 0.0) { // The location provided is the closest point in altitude
- return position;
- }
- }
- var intersects = defined(this.rayEllipsoid(ray, ellipsoid));
- // Compute the scaled direction vector.
- var f = ellipsoid.transformPositionToScaledSpace(direction, firstAxisScratch);
- // Constructs a basis from the unit scaled direction vector. Construct its rotation and transpose.
- var firstAxis = Cartesian3.normalize(f, f);
- var reference = Cartesian3.mostOrthogonalAxis(f, referenceScratch);
- var secondAxis = Cartesian3.normalize(Cartesian3.cross(reference, firstAxis, secondAxisScratch), secondAxisScratch);
- var thirdAxis = Cartesian3.normalize(Cartesian3.cross(firstAxis, secondAxis, thirdAxisScratch), thirdAxisScratch);
- var B = bScratch;
- B[0] = firstAxis.x;
- B[1] = firstAxis.y;
- B[2] = firstAxis.z;
- B[3] = secondAxis.x;
- B[4] = secondAxis.y;
- B[5] = secondAxis.z;
- B[6] = thirdAxis.x;
- B[7] = thirdAxis.y;
- B[8] = thirdAxis.z;
- var B_T = Matrix3.transpose(B, btScratch);
- // Get the scaling matrix and its inverse.
- var D_I = Matrix3.fromScale(ellipsoid.radii, diScratch);
- var D = Matrix3.fromScale(ellipsoid.oneOverRadii, dScratch);
- var C = cScratch;
- C[0] = 0.0;
- C[1] = -direction.z;
- C[2] = direction.y;
- C[3] = direction.z;
- C[4] = 0.0;
- C[5] = -direction.x;
- C[6] = -direction.y;
- C[7] = direction.x;
- C[8] = 0.0;
- var temp = Matrix3.multiply(Matrix3.multiply(B_T, D, tempMatrix), C, tempMatrix);
- var A = Matrix3.multiply(Matrix3.multiply(temp, D_I, aScratch), B, aScratch);
- var b = Matrix3.multiplyByVector(temp, position, bCart);
- // Solve for the solutions to the expression in standard form:
- var solutions = quadraticVectorExpression(A, Cartesian3.negate(b, firstAxisScratch), 0.0, 0.0, 1.0);
- var s;
- var altitude;
- var length = solutions.length;
- if (length > 0) {
- var closest = Cartesian3.clone(Cartesian3.ZERO, closestScratch);
- var maximumValue = Number.NEGATIVE_INFINITY;
- for ( var i = 0; i < length; ++i) {
- s = Matrix3.multiplyByVector(D_I, Matrix3.multiplyByVector(B, solutions[i], sScratch), sScratch);
- var v = Cartesian3.normalize(Cartesian3.subtract(s, position, referenceScratch), referenceScratch);
- var dotProduct = Cartesian3.dot(v, direction);
- if (dotProduct > maximumValue) {
- maximumValue = dotProduct;
- closest = Cartesian3.clone(s, closest);
- }
- }
- var surfacePoint = ellipsoid.cartesianToCartographic(closest, surfPointScratch);
- maximumValue = CesiumMath.clamp(maximumValue, 0.0, 1.0);
- altitude = Cartesian3.magnitude(Cartesian3.subtract(closest, position, referenceScratch)) * Math.sqrt(1.0 - maximumValue * maximumValue);
- altitude = intersects ? -altitude : altitude;
- surfacePoint.height = altitude;
- return ellipsoid.cartographicToCartesian(surfacePoint, new Cartesian3());
- }
- return undefined;
- };
- var lineSegmentPlaneDifference = new Cartesian3();
- /**
- * Computes the intersection of a line segment and a plane.
- *
- * @param {Cartesian3} endPoint0 An end point of the line segment.
- * @param {Cartesian3} endPoint1 The other end point of the line segment.
- * @param {Plane} plane The plane.
- * @param {Cartesian3} [result] The object onto which to store the result.
- * @returns {Cartesian3} The intersection point or undefined if there is no intersection.
- *
- * @example
- * var origin = Cesium.Cartesian3.fromDegrees(-75.59777, 40.03883);
- * var normal = ellipsoid.geodeticSurfaceNormal(origin);
- * var plane = Cesium.Plane.fromPointNormal(origin, normal);
- *
- * var p0 = new Cesium.Cartesian3(...);
- * var p1 = new Cesium.Cartesian3(...);
- *
- * // find the intersection of the line segment from p0 to p1 and the tangent plane at origin.
- * var intersection = Cesium.IntersectionTests.lineSegmentPlane(p0, p1, plane);
- */
- IntersectionTests.lineSegmentPlane = function(endPoint0, endPoint1, plane, result) {
- if (!defined(endPoint0)) {
- throw new DeveloperError('endPoint0 is required.');
- }
- if (!defined(endPoint1)) {
- throw new DeveloperError('endPoint1 is required.');
- }
- if (!defined(plane)) {
- throw new DeveloperError('plane is required.');
- }
-
- if (!defined(result)) {
- result = new Cartesian3();
- }
- var difference = Cartesian3.subtract(endPoint1, endPoint0, lineSegmentPlaneDifference);
- var normal = plane.normal;
- var nDotDiff = Cartesian3.dot(normal, difference);
- // check if the segment and plane are parallel
- if (Math.abs(nDotDiff) < CesiumMath.EPSILON6) {
- return undefined;
- }
- var nDotP0 = Cartesian3.dot(normal, endPoint0);
- var t = -(plane.distance + nDotP0) / nDotDiff;
- // intersection only if t is in [0, 1]
- if (t < 0.0 || t > 1.0) {
- return undefined;
- }
- // intersection is endPoint0 + t * (endPoint1 - endPoint0)
- Cartesian3.multiplyByScalar(difference, t, result);
- Cartesian3.add(endPoint0, result, result);
- return result;
- };
- /**
- * Computes the intersection of a triangle and a plane
- *
- * @param {Cartesian3} p0 First point of the triangle
- * @param {Cartesian3} p1 Second point of the triangle
- * @param {Cartesian3} p2 Third point of the triangle
- * @param {Plane} plane Intersection plane
- * @returns {Object} An object with properties <code>positions</code> and <code>indices</code>, which are arrays that represent three triangles that do not cross the plane. (Undefined if no intersection exists)
- *
- * @example
- * var origin = Cesium.Cartesian3.fromDegrees(-75.59777, 40.03883);
- * var normal = ellipsoid.geodeticSurfaceNormal(origin);
- * var plane = Cesium.Plane.fromPointNormal(origin, normal);
- *
- * var p0 = new Cesium.Cartesian3(...);
- * var p1 = new Cesium.Cartesian3(...);
- * var p2 = new Cesium.Cartesian3(...);
- *
- * // convert the triangle composed of points (p0, p1, p2) to three triangles that don't cross the plane
- * var triangles = Cesium.IntersectionTests.trianglePlaneIntersection(p0, p1, p2, plane);
- */
- IntersectionTests.trianglePlaneIntersection = function(p0, p1, p2, plane) {
- if ((!defined(p0)) ||
- (!defined(p1)) ||
- (!defined(p2)) ||
- (!defined(plane))) {
- throw new DeveloperError('p0, p1, p2, and plane are required.');
- }
-
- var planeNormal = plane.normal;
- var planeD = plane.distance;
- var p0Behind = (Cartesian3.dot(planeNormal, p0) + planeD) < 0.0;
- var p1Behind = (Cartesian3.dot(planeNormal, p1) + planeD) < 0.0;
- var p2Behind = (Cartesian3.dot(planeNormal, p2) + planeD) < 0.0;
- // Given these dots products, the calls to lineSegmentPlaneIntersection
- // always have defined results.
- var numBehind = 0;
- numBehind += p0Behind ? 1 : 0;
- numBehind += p1Behind ? 1 : 0;
- numBehind += p2Behind ? 1 : 0;
- var u1, u2;
- if (numBehind === 1 || numBehind === 2) {
- u1 = new Cartesian3();
- u2 = new Cartesian3();
- }
- if (numBehind === 1) {
- if (p0Behind) {
- IntersectionTests.lineSegmentPlane(p0, p1, plane, u1);
- IntersectionTests.lineSegmentPlane(p0, p2, plane, u2);
- return {
- positions : [p0, p1, p2, u1, u2 ],
- indices : [
- // Behind
- 0, 3, 4,
- // In front
- 1, 2, 4,
- 1, 4, 3
- ]
- };
- } else if (p1Behind) {
- IntersectionTests.lineSegmentPlane(p1, p2, plane, u1);
- IntersectionTests.lineSegmentPlane(p1, p0, plane, u2);
- return {
- positions : [p0, p1, p2, u1, u2 ],
- indices : [
- // Behind
- 1, 3, 4,
- // In front
- 2, 0, 4,
- 2, 4, 3
- ]
- };
- } else if (p2Behind) {
- IntersectionTests.lineSegmentPlane(p2, p0, plane, u1);
- IntersectionTests.lineSegmentPlane(p2, p1, plane, u2);
- return {
- positions : [p0, p1, p2, u1, u2 ],
- indices : [
- // Behind
- 2, 3, 4,
- // In front
- 0, 1, 4,
- 0, 4, 3
- ]
- };
- }
- } else if (numBehind === 2) {
- if (!p0Behind) {
- IntersectionTests.lineSegmentPlane(p1, p0, plane, u1);
- IntersectionTests.lineSegmentPlane(p2, p0, plane, u2);
- return {
- positions : [p0, p1, p2, u1, u2 ],
- indices : [
- // Behind
- 1, 2, 4,
- 1, 4, 3,
- // In front
- 0, 3, 4
- ]
- };
- } else if (!p1Behind) {
- IntersectionTests.lineSegmentPlane(p2, p1, plane, u1);
- IntersectionTests.lineSegmentPlane(p0, p1, plane, u2);
- return {
- positions : [p0, p1, p2, u1, u2 ],
- indices : [
- // Behind
- 2, 0, 4,
- 2, 4, 3,
- // In front
- 1, 3, 4
- ]
- };
- } else if (!p2Behind) {
- IntersectionTests.lineSegmentPlane(p0, p2, plane, u1);
- IntersectionTests.lineSegmentPlane(p1, p2, plane, u2);
- return {
- positions : [p0, p1, p2, u1, u2 ],
- indices : [
- // Behind
- 0, 1, 4,
- 0, 4, 3,
- // In front
- 2, 3, 4
- ]
- };
- }
- }
- // if numBehind is 3, the triangle is completely behind the plane;
- // otherwise, it is completely in front (numBehind is 0).
- return undefined;
- };
- return IntersectionTests;
- });
- /*global define*/
- define('Core/Plane',[
- './Cartesian3',
- './defined',
- './DeveloperError',
- './freezeObject'
- ], function(
- Cartesian3,
- defined,
- DeveloperError,
- freezeObject) {
- 'use strict';
- /**
- * A plane in Hessian Normal Form defined by
- * <pre>
- * ax + by + cz + d = 0
- * </pre>
- * where (a, b, c) is the plane's <code>normal</code>, d is the signed
- * <code>distance</code> to the plane, and (x, y, z) is any point on
- * the plane.
- *
- * @alias Plane
- * @constructor
- *
- * @param {Cartesian3} normal The plane's normal (normalized).
- * @param {Number} distance The shortest distance from the origin to the plane. The sign of
- * <code>distance</code> determines which side of the plane the origin
- * is on. If <code>distance</code> is positive, the origin is in the half-space
- * in the direction of the normal; if negative, the origin is in the half-space
- * opposite to the normal; if zero, the plane passes through the origin.
- *
- * @example
- * // The plane x=0
- * var plane = new Cesium.Plane(Cesium.Cartesian3.UNIT_X, 0.0);
- */
- function Plane(normal, distance) {
- if (!defined(normal)) {
- throw new DeveloperError('normal is required.');
- }
- if (!defined(distance)) {
- throw new DeveloperError('distance is required.');
- }
-
- /**
- * The plane's normal.
- *
- * @type {Cartesian3}
- */
- this.normal = Cartesian3.clone(normal);
- /**
- * The shortest distance from the origin to the plane. The sign of
- * <code>distance</code> determines which side of the plane the origin
- * is on. If <code>distance</code> is positive, the origin is in the half-space
- * in the direction of the normal; if negative, the origin is in the half-space
- * opposite to the normal; if zero, the plane passes through the origin.
- *
- * @type {Number}
- */
- this.distance = distance;
- }
- /**
- * Creates a plane from a normal and a point on the plane.
- *
- * @param {Cartesian3} point The point on the plane.
- * @param {Cartesian3} normal The plane's normal (normalized).
- * @param {Plane} [result] The object onto which to store the result.
- * @returns {Plane} A new plane instance or the modified result parameter.
- *
- * @example
- * var point = Cesium.Cartesian3.fromDegrees(-72.0, 40.0);
- * var normal = ellipsoid.geodeticSurfaceNormal(point);
- * var tangentPlane = Cesium.Plane.fromPointNormal(point, normal);
- */
- Plane.fromPointNormal = function(point, normal, result) {
- if (!defined(point)) {
- throw new DeveloperError('point is required.');
- }
- if (!defined(normal)) {
- throw new DeveloperError('normal is required.');
- }
-
- var distance = -Cartesian3.dot(normal, point);
- if (!defined(result)) {
- return new Plane(normal, distance);
- }
- Cartesian3.clone(normal, result.normal);
- result.distance = distance;
- return result;
- };
- var scratchNormal = new Cartesian3();
- /**
- * Creates a plane from the general equation
- *
- * @param {Cartesian4} coefficients The plane's normal (normalized).
- * @param {Plane} [result] The object onto which to store the result.
- * @returns {Plane} A new plane instance or the modified result parameter.
- */
- Plane.fromCartesian4 = function(coefficients, result) {
- if (!defined(coefficients)) {
- throw new DeveloperError('coefficients is required.');
- }
-
- var normal = Cartesian3.fromCartesian4(coefficients, scratchNormal);
- var distance = coefficients.w;
- if (!defined(result)) {
- return new Plane(normal, distance);
- } else {
- Cartesian3.clone(normal, result.normal);
- result.distance = distance;
- return result;
- }
- };
- /**
- * Computes the signed shortest distance of a point to a plane.
- * The sign of the distance determines which side of the plane the point
- * is on. If the distance is positive, the point is in the half-space
- * in the direction of the normal; if negative, the point is in the half-space
- * opposite to the normal; if zero, the plane passes through the point.
- *
- * @param {Plane} plane The plane.
- * @param {Cartesian3} point The point.
- * @returns {Number} The signed shortest distance of the point to the plane.
- */
- Plane.getPointDistance = function(plane, point) {
- if (!defined(plane)) {
- throw new DeveloperError('plane is required.');
- }
- if (!defined(point)) {
- throw new DeveloperError('point is required.');
- }
-
- return Cartesian3.dot(plane.normal, point) + plane.distance;
- };
- /**
- * A constant initialized to the XY plane passing through the origin, with normal in positive Z.
- *
- * @type {Plane}
- * @constant
- */
- Plane.ORIGIN_XY_PLANE = freezeObject(new Plane(Cartesian3.UNIT_Z, 0.0));
- /**
- * A constant initialized to the YZ plane passing through the origin, with normal in positive X.
- *
- * @type {Plane}
- * @constant
- */
- Plane.ORIGIN_YZ_PLANE = freezeObject(new Plane(Cartesian3.UNIT_X, 0.0));
- /**
- * A constant initialized to the ZX plane passing through the origin, with normal in positive Y.
- *
- * @type {Plane}
- * @constant
- */
- Plane.ORIGIN_ZX_PLANE = freezeObject(new Plane(Cartesian3.UNIT_Y, 0.0));
- return Plane;
- });
- /*global define*/
- define('Core/Tipsify',[
- './defaultValue',
- './defined',
- './DeveloperError'
- ], function(
- defaultValue,
- defined,
- DeveloperError) {
- 'use strict';
- /**
- * Encapsulates an algorithm to optimize triangles for the post
- * vertex-shader cache. This is based on the 2007 SIGGRAPH paper
- * 'Fast Triangle Reordering for Vertex Locality and Reduced Overdraw.'
- * The runtime is linear but several passes are made.
- *
- * @exports Tipsify
- *
- * @see <a href='http://gfx.cs.princeton.edu/pubs/Sander_2007_%3ETR/tipsy.pdf'>
- * Fast Triangle Reordering for Vertex Locality and Reduced Overdraw</a>
- * by Sander, Nehab, and Barczak
- *
- * @private
- */
- var Tipsify = {};
- /**
- * Calculates the average cache miss ratio (ACMR) for a given set of indices.
- *
- * @param {Object} options Object with the following properties:
- * @param {Number[]} options.indices Lists triads of numbers corresponding to the indices of the vertices
- * in the vertex buffer that define the geometry's triangles.
- * @param {Number} [options.maximumIndex] The maximum value of the elements in <code>args.indices</code>.
- * If not supplied, this value will be computed.
- * @param {Number} [options.cacheSize=24] The number of vertices that can be stored in the cache at any one time.
- * @returns {Number} The average cache miss ratio (ACMR).
- *
- * @exception {DeveloperError} indices length must be a multiple of three.
- * @exception {DeveloperError} cacheSize must be greater than two.
- *
- * @example
- * var indices = [0, 1, 2, 3, 4, 5];
- * var maxIndex = 5;
- * var cacheSize = 3;
- * var acmr = Cesium.Tipsify.calculateACMR({indices : indices, maxIndex : maxIndex, cacheSize : cacheSize});
- */
- Tipsify.calculateACMR = function(options) {
- options = defaultValue(options, defaultValue.EMPTY_OBJECT);
- var indices = options.indices;
- var maximumIndex = options.maximumIndex;
- var cacheSize = defaultValue(options.cacheSize, 24);
- if (!defined(indices)) {
- throw new DeveloperError('indices is required.');
- }
-
- var numIndices = indices.length;
- if (numIndices < 3 || numIndices % 3 !== 0) {
- throw new DeveloperError('indices length must be a multiple of three.');
- }
- if (maximumIndex <= 0) {
- throw new DeveloperError('maximumIndex must be greater than zero.');
- }
- if (cacheSize < 3) {
- throw new DeveloperError('cacheSize must be greater than two.');
- }
-
- // Compute the maximumIndex if not given
- if (!defined(maximumIndex)) {
- maximumIndex = 0;
- var currentIndex = 0;
- var intoIndices = indices[currentIndex];
- while (currentIndex < numIndices) {
- if (intoIndices > maximumIndex) {
- maximumIndex = intoIndices;
- }
- ++currentIndex;
- intoIndices = indices[currentIndex];
- }
- }
- // Vertex time stamps
- var vertexTimeStamps = [];
- for ( var i = 0; i < maximumIndex + 1; i++) {
- vertexTimeStamps[i] = 0;
- }
- // Cache processing
- var s = cacheSize + 1;
- for ( var j = 0; j < numIndices; ++j) {
- if ((s - vertexTimeStamps[indices[j]]) > cacheSize) {
- vertexTimeStamps[indices[j]] = s;
- ++s;
- }
- }
- return (s - cacheSize + 1) / (numIndices / 3);
- };
- /**
- * Optimizes triangles for the post-vertex shader cache.
- *
- * @param {Number[]} options.indices Lists triads of numbers corresponding to the indices of the vertices
- * in the vertex buffer that define the geometry's triangles.
- * @param {Number} [options.maximumIndex] The maximum value of the elements in <code>args.indices</code>.
- * If not supplied, this value will be computed.
- * @param {Number} [options.cacheSize=24] The number of vertices that can be stored in the cache at any one time.
- * @returns {Number[]} A list of the input indices in an optimized order.
- *
- * @exception {DeveloperError} indices length must be a multiple of three.
- * @exception {DeveloperError} cacheSize must be greater than two.
- *
- * @example
- * var indices = [0, 1, 2, 3, 4, 5];
- * var maxIndex = 5;
- * var cacheSize = 3;
- * var reorderedIndices = Cesium.Tipsify.tipsify({indices : indices, maxIndex : maxIndex, cacheSize : cacheSize});
- */
- Tipsify.tipsify = function(options) {
- options = defaultValue(options, defaultValue.EMPTY_OBJECT);
- var indices = options.indices;
- var maximumIndex = options.maximumIndex;
- var cacheSize = defaultValue(options.cacheSize, 24);
- var cursor;
- function skipDeadEnd(vertices, deadEnd, indices, maximumIndexPlusOne) {
- while (deadEnd.length >= 1) {
- // while the stack is not empty
- var d = deadEnd[deadEnd.length - 1]; // top of the stack
- deadEnd.splice(deadEnd.length - 1, 1); // pop the stack
- if (vertices[d].numLiveTriangles > 0) {
- return d;
- }
- }
- while (cursor < maximumIndexPlusOne) {
- if (vertices[cursor].numLiveTriangles > 0) {
- ++cursor;
- return cursor - 1;
- }
- ++cursor;
- }
- return -1;
- }
- function getNextVertex(indices, cacheSize, oneRing, vertices, s, deadEnd, maximumIndexPlusOne) {
- var n = -1;
- var p;
- var m = -1;
- var itOneRing = 0;
- while (itOneRing < oneRing.length) {
- var index = oneRing[itOneRing];
- if (vertices[index].numLiveTriangles) {
- p = 0;
- if ((s - vertices[index].timeStamp + (2 * vertices[index].numLiveTriangles)) <= cacheSize) {
- p = s - vertices[index].timeStamp;
- }
- if ((p > m) || (m === -1)) {
- m = p;
- n = index;
- }
- }
- ++itOneRing;
- }
- if (n === -1) {
- return skipDeadEnd(vertices, deadEnd, indices, maximumIndexPlusOne);
- }
- return n;
- }
- if (!defined(indices)) {
- throw new DeveloperError('indices is required.');
- }
-
- var numIndices = indices.length;
- if (numIndices < 3 || numIndices % 3 !== 0) {
- throw new DeveloperError('indices length must be a multiple of three.');
- }
- if (maximumIndex <= 0) {
- throw new DeveloperError('maximumIndex must be greater than zero.');
- }
- if (cacheSize < 3) {
- throw new DeveloperError('cacheSize must be greater than two.');
- }
-
- // Determine maximum index
- var maximumIndexPlusOne = 0;
- var currentIndex = 0;
- var intoIndices = indices[currentIndex];
- var endIndex = numIndices;
- if (defined(maximumIndex)) {
- maximumIndexPlusOne = maximumIndex + 1;
- } else {
- while (currentIndex < endIndex) {
- if (intoIndices > maximumIndexPlusOne) {
- maximumIndexPlusOne = intoIndices;
- }
- ++currentIndex;
- intoIndices = indices[currentIndex];
- }
- if (maximumIndexPlusOne === -1) {
- return 0;
- }
- ++maximumIndexPlusOne;
- }
- // Vertices
- var vertices = [];
- for ( var i = 0; i < maximumIndexPlusOne; i++) {
- vertices[i] = {
- numLiveTriangles : 0,
- timeStamp : 0,
- vertexTriangles : []
- };
- }
- currentIndex = 0;
- var triangle = 0;
- while (currentIndex < endIndex) {
- vertices[indices[currentIndex]].vertexTriangles.push(triangle);
- ++(vertices[indices[currentIndex]]).numLiveTriangles;
- vertices[indices[currentIndex + 1]].vertexTriangles.push(triangle);
- ++(vertices[indices[currentIndex + 1]]).numLiveTriangles;
- vertices[indices[currentIndex + 2]].vertexTriangles.push(triangle);
- ++(vertices[indices[currentIndex + 2]]).numLiveTriangles;
- ++triangle;
- currentIndex += 3;
- }
- // Starting index
- var f = 0;
- // Time Stamp
- var s = cacheSize + 1;
- cursor = 1;
- // Process
- var oneRing = [];
- var deadEnd = []; //Stack
- var vertex;
- var intoVertices;
- var currentOutputIndex = 0;
- var outputIndices = [];
- var numTriangles = numIndices / 3;
- var triangleEmitted = [];
- for (i = 0; i < numTriangles; i++) {
- triangleEmitted[i] = false;
- }
- var index;
- var limit;
- while (f !== -1) {
- oneRing = [];
- intoVertices = vertices[f];
- limit = intoVertices.vertexTriangles.length;
- for ( var k = 0; k < limit; ++k) {
- triangle = intoVertices.vertexTriangles[k];
- if (!triangleEmitted[triangle]) {
- triangleEmitted[triangle] = true;
- currentIndex = triangle + triangle + triangle;
- for ( var j = 0; j < 3; ++j) {
- // Set this index as a possible next index
- index = indices[currentIndex];
- oneRing.push(index);
- deadEnd.push(index);
- // Output index
- outputIndices[currentOutputIndex] = index;
- ++currentOutputIndex;
- // Cache processing
- vertex = vertices[index];
- --vertex.numLiveTriangles;
- if ((s - vertex.timeStamp) > cacheSize) {
- vertex.timeStamp = s;
- ++s;
- }
- ++currentIndex;
- }
- }
- }
- f = getNextVertex(indices, cacheSize, oneRing, vertices, s, deadEnd, maximumIndexPlusOne);
- }
- return outputIndices;
- };
- return Tipsify;
- });
- /*global define*/
- define('Core/GeometryPipeline',[
- './AttributeCompression',
- './barycentricCoordinates',
- './BoundingSphere',
- './Cartesian2',
- './Cartesian3',
- './Cartesian4',
- './Cartographic',
- './ComponentDatatype',
- './defaultValue',
- './defined',
- './DeveloperError',
- './EncodedCartesian3',
- './GeographicProjection',
- './Geometry',
- './GeometryAttribute',
- './GeometryType',
- './IndexDatatype',
- './Intersect',
- './IntersectionTests',
- './Math',
- './Matrix3',
- './Matrix4',
- './Plane',
- './PrimitiveType',
- './Tipsify'
- ], function(
- AttributeCompression,
- barycentricCoordinates,
- BoundingSphere,
- Cartesian2,
- Cartesian3,
- Cartesian4,
- Cartographic,
- ComponentDatatype,
- defaultValue,
- defined,
- DeveloperError,
- EncodedCartesian3,
- GeographicProjection,
- Geometry,
- GeometryAttribute,
- GeometryType,
- IndexDatatype,
- Intersect,
- IntersectionTests,
- CesiumMath,
- Matrix3,
- Matrix4,
- Plane,
- PrimitiveType,
- Tipsify) {
- 'use strict';
- /**
- * Content pipeline functions for geometries.
- *
- * @exports GeometryPipeline
- *
- * @see Geometry
- */
- var GeometryPipeline = {};
- function addTriangle(lines, index, i0, i1, i2) {
- lines[index++] = i0;
- lines[index++] = i1;
- lines[index++] = i1;
- lines[index++] = i2;
- lines[index++] = i2;
- lines[index] = i0;
- }
- function trianglesToLines(triangles) {
- var count = triangles.length;
- var size = (count / 3) * 6;
- var lines = IndexDatatype.createTypedArray(count, size);
- var index = 0;
- for ( var i = 0; i < count; i += 3, index += 6) {
- addTriangle(lines, index, triangles[i], triangles[i + 1], triangles[i + 2]);
- }
- return lines;
- }
- function triangleStripToLines(triangles) {
- var count = triangles.length;
- if (count >= 3) {
- var size = (count - 2) * 6;
- var lines = IndexDatatype.createTypedArray(count, size);
- addTriangle(lines, 0, triangles[0], triangles[1], triangles[2]);
- var index = 6;
- for ( var i = 3; i < count; ++i, index += 6) {
- addTriangle(lines, index, triangles[i - 1], triangles[i], triangles[i - 2]);
- }
- return lines;
- }
- return new Uint16Array();
- }
- function triangleFanToLines(triangles) {
- if (triangles.length > 0) {
- var count = triangles.length - 1;
- var size = (count - 1) * 6;
- var lines = IndexDatatype.createTypedArray(count, size);
- var base = triangles[0];
- var index = 0;
- for ( var i = 1; i < count; ++i, index += 6) {
- addTriangle(lines, index, base, triangles[i], triangles[i + 1]);
- }
- return lines;
- }
- return new Uint16Array();
- }
- /**
- * Converts a geometry's triangle indices to line indices. If the geometry has an <code>indices</code>
- * and its <code>primitiveType</code> is <code>TRIANGLES</code>, <code>TRIANGLE_STRIP</code>,
- * <code>TRIANGLE_FAN</code>, it is converted to <code>LINES</code>; otherwise, the geometry is not changed.
- * <p>
- * This is commonly used to create a wireframe geometry for visual debugging.
- * </p>
- *
- * @param {Geometry} geometry The geometry to modify.
- * @returns {Geometry} The modified <code>geometry</code> argument, with its triangle indices converted to lines.
- *
- * @exception {DeveloperError} geometry.primitiveType must be TRIANGLES, TRIANGLE_STRIP, or TRIANGLE_FAN.
- *
- * @example
- * geometry = Cesium.GeometryPipeline.toWireframe(geometry);
- */
- GeometryPipeline.toWireframe = function(geometry) {
- if (!defined(geometry)) {
- throw new DeveloperError('geometry is required.');
- }
-
- var indices = geometry.indices;
- if (defined(indices)) {
- switch (geometry.primitiveType) {
- case PrimitiveType.TRIANGLES:
- geometry.indices = trianglesToLines(indices);
- break;
- case PrimitiveType.TRIANGLE_STRIP:
- geometry.indices = triangleStripToLines(indices);
- break;
- case PrimitiveType.TRIANGLE_FAN:
- geometry.indices = triangleFanToLines(indices);
- break;
- default:
- throw new DeveloperError('geometry.primitiveType must be TRIANGLES, TRIANGLE_STRIP, or TRIANGLE_FAN.');
- }
- geometry.primitiveType = PrimitiveType.LINES;
- }
- return geometry;
- };
- /**
- * Creates a new {@link Geometry} with <code>LINES</code> representing the provided
- * attribute (<code>attributeName</code>) for the provided geometry. This is used to
- * visualize vector attributes like normals, binormals, and tangents.
- *
- * @param {Geometry} geometry The <code>Geometry</code> instance with the attribute.
- * @param {String} [attributeName='normal'] The name of the attribute.
- * @param {Number} [length=10000.0] The length of each line segment in meters. This can be negative to point the vector in the opposite direction.
- * @returns {Geometry} A new <code>Geometry</code> instance with line segments for the vector.
- *
- * @exception {DeveloperError} geometry.attributes must have an attribute with the same name as the attributeName parameter.
- *
- * @example
- * var geometry = Cesium.GeometryPipeline.createLineSegmentsForVectors(instance.geometry, 'binormal', 100000.0);
- */
- GeometryPipeline.createLineSegmentsForVectors = function(geometry, attributeName, length) {
- attributeName = defaultValue(attributeName, 'normal');
- if (!defined(geometry)) {
- throw new DeveloperError('geometry is required.');
- }
- if (!defined(geometry.attributes.position)) {
- throw new DeveloperError('geometry.attributes.position is required.');
- }
- if (!defined(geometry.attributes[attributeName])) {
- throw new DeveloperError('geometry.attributes must have an attribute with the same name as the attributeName parameter, ' + attributeName + '.');
- }
-
- length = defaultValue(length, 10000.0);
- var positions = geometry.attributes.position.values;
- var vectors = geometry.attributes[attributeName].values;
- var positionsLength = positions.length;
- var newPositions = new Float64Array(2 * positionsLength);
- var j = 0;
- for (var i = 0; i < positionsLength; i += 3) {
- newPositions[j++] = positions[i];
- newPositions[j++] = positions[i + 1];
- newPositions[j++] = positions[i + 2];
- newPositions[j++] = positions[i] + (vectors[i] * length);
- newPositions[j++] = positions[i + 1] + (vectors[i + 1] * length);
- newPositions[j++] = positions[i + 2] + (vectors[i + 2] * length);
- }
- var newBoundingSphere;
- var bs = geometry.boundingSphere;
- if (defined(bs)) {
- newBoundingSphere = new BoundingSphere(bs.center, bs.radius + length);
- }
- return new Geometry({
- attributes : {
- position : new GeometryAttribute({
- componentDatatype : ComponentDatatype.DOUBLE,
- componentsPerAttribute : 3,
- values : newPositions
- })
- },
- primitiveType : PrimitiveType.LINES,
- boundingSphere : newBoundingSphere
- });
- };
- /**
- * Creates an object that maps attribute names to unique locations (indices)
- * for matching vertex attributes and shader programs.
- *
- * @param {Geometry} geometry The geometry, which is not modified, to create the object for.
- * @returns {Object} An object with attribute name / index pairs.
- *
- * @example
- * var attributeLocations = Cesium.GeometryPipeline.createAttributeLocations(geometry);
- * // Example output
- * // {
- * // 'position' : 0,
- * // 'normal' : 1
- * // }
- */
- GeometryPipeline.createAttributeLocations = function(geometry) {
- if (!defined(geometry)) {
- throw new DeveloperError('geometry is required.');
- }
-
- // There can be a WebGL performance hit when attribute 0 is disabled, so
- // assign attribute locations to well-known attributes.
- var semantics = [
- 'position',
- 'positionHigh',
- 'positionLow',
- // From VertexFormat.position - after 2D projection and high-precision encoding
- 'position3DHigh',
- 'position3DLow',
- 'position2DHigh',
- 'position2DLow',
- // From Primitive
- 'pickColor',
- // From VertexFormat
- 'normal',
- 'st',
- 'binormal',
- 'tangent',
- // From compressing texture coordinates and normals
- 'compressedAttributes'
- ];
- var attributes = geometry.attributes;
- var indices = {};
- var j = 0;
- var i;
- var len = semantics.length;
- // Attribute locations for well-known attributes
- for (i = 0; i < len; ++i) {
- var semantic = semantics[i];
- if (defined(attributes[semantic])) {
- indices[semantic] = j++;
- }
- }
- // Locations for custom attributes
- for (var name in attributes) {
- if (attributes.hasOwnProperty(name) && (!defined(indices[name]))) {
- indices[name] = j++;
- }
- }
- return indices;
- };
- /**
- * Reorders a geometry's attributes and <code>indices</code> to achieve better performance from the GPU's pre-vertex-shader cache.
- *
- * @param {Geometry} geometry The geometry to modify.
- * @returns {Geometry} The modified <code>geometry</code> argument, with its attributes and indices reordered for the GPU's pre-vertex-shader cache.
- *
- * @exception {DeveloperError} Each attribute array in geometry.attributes must have the same number of attributes.
- *
- *
- * @example
- * geometry = Cesium.GeometryPipeline.reorderForPreVertexCache(geometry);
- *
- * @see GeometryPipeline.reorderForPostVertexCache
- */
- GeometryPipeline.reorderForPreVertexCache = function(geometry) {
- if (!defined(geometry)) {
- throw new DeveloperError('geometry is required.');
- }
-
- var numVertices = Geometry.computeNumberOfVertices(geometry);
- var indices = geometry.indices;
- if (defined(indices)) {
- var indexCrossReferenceOldToNew = new Int32Array(numVertices);
- for ( var i = 0; i < numVertices; i++) {
- indexCrossReferenceOldToNew[i] = -1;
- }
- // Construct cross reference and reorder indices
- var indicesIn = indices;
- var numIndices = indicesIn.length;
- var indicesOut = IndexDatatype.createTypedArray(numVertices, numIndices);
- var intoIndicesIn = 0;
- var intoIndicesOut = 0;
- var nextIndex = 0;
- var tempIndex;
- while (intoIndicesIn < numIndices) {
- tempIndex = indexCrossReferenceOldToNew[indicesIn[intoIndicesIn]];
- if (tempIndex !== -1) {
- indicesOut[intoIndicesOut] = tempIndex;
- } else {
- tempIndex = indicesIn[intoIndicesIn];
- indexCrossReferenceOldToNew[tempIndex] = nextIndex;
- indicesOut[intoIndicesOut] = nextIndex;
- ++nextIndex;
- }
- ++intoIndicesIn;
- ++intoIndicesOut;
- }
- geometry.indices = indicesOut;
- // Reorder attributes
- var attributes = geometry.attributes;
- for ( var property in attributes) {
- if (attributes.hasOwnProperty(property) &&
- defined(attributes[property]) &&
- defined(attributes[property].values)) {
- var attribute = attributes[property];
- var elementsIn = attribute.values;
- var intoElementsIn = 0;
- var numComponents = attribute.componentsPerAttribute;
- var elementsOut = ComponentDatatype.createTypedArray(attribute.componentDatatype, nextIndex * numComponents);
- while (intoElementsIn < numVertices) {
- var temp = indexCrossReferenceOldToNew[intoElementsIn];
- if (temp !== -1) {
- for (i = 0; i < numComponents; i++) {
- elementsOut[numComponents * temp + i] = elementsIn[numComponents * intoElementsIn + i];
- }
- }
- ++intoElementsIn;
- }
- attribute.values = elementsOut;
- }
- }
- }
- return geometry;
- };
- /**
- * Reorders a geometry's <code>indices</code> to achieve better performance from the GPU's
- * post vertex-shader cache by using the Tipsify algorithm. If the geometry <code>primitiveType</code>
- * is not <code>TRIANGLES</code> or the geometry does not have an <code>indices</code>, this function has no effect.
- *
- * @param {Geometry} geometry The geometry to modify.
- * @param {Number} [cacheCapacity=24] The number of vertices that can be held in the GPU's vertex cache.
- * @returns {Geometry} The modified <code>geometry</code> argument, with its indices reordered for the post-vertex-shader cache.
- *
- * @exception {DeveloperError} cacheCapacity must be greater than two.
- *
- *
- * @example
- * geometry = Cesium.GeometryPipeline.reorderForPostVertexCache(geometry);
- *
- * @see GeometryPipeline.reorderForPreVertexCache
- * @see {@link http://gfx.cs.princ0eton.edu/pubs/Sander_2007_%3ETR/tipsy.pdf|Fast Triangle Reordering for Vertex Locality and Reduced Overdraw}
- * by Sander, Nehab, and Barczak
- */
- GeometryPipeline.reorderForPostVertexCache = function(geometry, cacheCapacity) {
- if (!defined(geometry)) {
- throw new DeveloperError('geometry is required.');
- }
-
- var indices = geometry.indices;
- if ((geometry.primitiveType === PrimitiveType.TRIANGLES) && (defined(indices))) {
- var numIndices = indices.length;
- var maximumIndex = 0;
- for ( var j = 0; j < numIndices; j++) {
- if (indices[j] > maximumIndex) {
- maximumIndex = indices[j];
- }
- }
- geometry.indices = Tipsify.tipsify({
- indices : indices,
- maximumIndex : maximumIndex,
- cacheSize : cacheCapacity
- });
- }
- return geometry;
- };
- function copyAttributesDescriptions(attributes) {
- var newAttributes = {};
- for ( var attribute in attributes) {
- if (attributes.hasOwnProperty(attribute) &&
- defined(attributes[attribute]) &&
- defined(attributes[attribute].values)) {
- var attr = attributes[attribute];
- newAttributes[attribute] = new GeometryAttribute({
- componentDatatype : attr.componentDatatype,
- componentsPerAttribute : attr.componentsPerAttribute,
- normalize : attr.normalize,
- values : []
- });
- }
- }
- return newAttributes;
- }
- function copyVertex(destinationAttributes, sourceAttributes, index) {
- for ( var attribute in sourceAttributes) {
- if (sourceAttributes.hasOwnProperty(attribute) &&
- defined(sourceAttributes[attribute]) &&
- defined(sourceAttributes[attribute].values)) {
- var attr = sourceAttributes[attribute];
- for ( var k = 0; k < attr.componentsPerAttribute; ++k) {
- destinationAttributes[attribute].values.push(attr.values[(index * attr.componentsPerAttribute) + k]);
- }
- }
- }
- }
- /**
- * Splits a geometry into multiple geometries, if necessary, to ensure that indices in the
- * <code>indices</code> fit into unsigned shorts. This is used to meet the WebGL requirements
- * when unsigned int indices are not supported.
- * <p>
- * If the geometry does not have any <code>indices</code>, this function has no effect.
- * </p>
- *
- * @param {Geometry} geometry The geometry to be split into multiple geometries.
- * @returns {Geometry[]} An array of geometries, each with indices that fit into unsigned shorts.
- *
- * @exception {DeveloperError} geometry.primitiveType must equal to PrimitiveType.TRIANGLES, PrimitiveType.LINES, or PrimitiveType.POINTS
- * @exception {DeveloperError} All geometry attribute lists must have the same number of attributes.
- *
- * @example
- * var geometries = Cesium.GeometryPipeline.fitToUnsignedShortIndices(geometry);
- */
- GeometryPipeline.fitToUnsignedShortIndices = function(geometry) {
- if (!defined(geometry)) {
- throw new DeveloperError('geometry is required.');
- }
- if ((defined(geometry.indices)) &&
- ((geometry.primitiveType !== PrimitiveType.TRIANGLES) &&
- (geometry.primitiveType !== PrimitiveType.LINES) &&
- (geometry.primitiveType !== PrimitiveType.POINTS))) {
- throw new DeveloperError('geometry.primitiveType must equal to PrimitiveType.TRIANGLES, PrimitiveType.LINES, or PrimitiveType.POINTS.');
- }
-
- var geometries = [];
- // If there's an index list and more than 64K attributes, it is possible that
- // some indices are outside the range of unsigned short [0, 64K - 1]
- var numberOfVertices = Geometry.computeNumberOfVertices(geometry);
- if (defined(geometry.indices) && (numberOfVertices >= CesiumMath.SIXTY_FOUR_KILOBYTES)) {
- var oldToNewIndex = [];
- var newIndices = [];
- var currentIndex = 0;
- var newAttributes = copyAttributesDescriptions(geometry.attributes);
- var originalIndices = geometry.indices;
- var numberOfIndices = originalIndices.length;
- var indicesPerPrimitive;
- if (geometry.primitiveType === PrimitiveType.TRIANGLES) {
- indicesPerPrimitive = 3;
- } else if (geometry.primitiveType === PrimitiveType.LINES) {
- indicesPerPrimitive = 2;
- } else if (geometry.primitiveType === PrimitiveType.POINTS) {
- indicesPerPrimitive = 1;
- }
- for ( var j = 0; j < numberOfIndices; j += indicesPerPrimitive) {
- for (var k = 0; k < indicesPerPrimitive; ++k) {
- var x = originalIndices[j + k];
- var i = oldToNewIndex[x];
- if (!defined(i)) {
- i = currentIndex++;
- oldToNewIndex[x] = i;
- copyVertex(newAttributes, geometry.attributes, x);
- }
- newIndices.push(i);
- }
- if (currentIndex + indicesPerPrimitive >= CesiumMath.SIXTY_FOUR_KILOBYTES) {
- geometries.push(new Geometry({
- attributes : newAttributes,
- indices : newIndices,
- primitiveType : geometry.primitiveType,
- boundingSphere : geometry.boundingSphere,
- boundingSphereCV : geometry.boundingSphereCV
- }));
- // Reset for next vertex-array
- oldToNewIndex = [];
- newIndices = [];
- currentIndex = 0;
- newAttributes = copyAttributesDescriptions(geometry.attributes);
- }
- }
- if (newIndices.length !== 0) {
- geometries.push(new Geometry({
- attributes : newAttributes,
- indices : newIndices,
- primitiveType : geometry.primitiveType,
- boundingSphere : geometry.boundingSphere,
- boundingSphereCV : geometry.boundingSphereCV
- }));
- }
- } else {
- // No need to split into multiple geometries
- geometries.push(geometry);
- }
- return geometries;
- };
- var scratchProjectTo2DCartesian3 = new Cartesian3();
- var scratchProjectTo2DCartographic = new Cartographic();
- /**
- * Projects a geometry's 3D <code>position</code> attribute to 2D, replacing the <code>position</code>
- * attribute with separate <code>position3D</code> and <code>position2D</code> attributes.
- * <p>
- * If the geometry does not have a <code>position</code>, this function has no effect.
- * </p>
- *
- * @param {Geometry} geometry The geometry to modify.
- * @param {String} attributeName The name of the attribute.
- * @param {String} attributeName3D The name of the attribute in 3D.
- * @param {String} attributeName2D The name of the attribute in 2D.
- * @param {Object} [projection=new GeographicProjection()] The projection to use.
- * @returns {Geometry} The modified <code>geometry</code> argument with <code>position3D</code> and <code>position2D</code> attributes.
- *
- * @exception {DeveloperError} geometry must have attribute matching the attributeName argument.
- * @exception {DeveloperError} The attribute componentDatatype must be ComponentDatatype.DOUBLE.
- * @exception {DeveloperError} Could not project a point to 2D.
- *
- * @example
- * geometry = Cesium.GeometryPipeline.projectTo2D(geometry, 'position', 'position3D', 'position2D');
- */
- GeometryPipeline.projectTo2D = function(geometry, attributeName, attributeName3D, attributeName2D, projection) {
- if (!defined(geometry)) {
- throw new DeveloperError('geometry is required.');
- }
- if (!defined(attributeName)) {
- throw new DeveloperError('attributeName is required.');
- }
- if (!defined(attributeName3D)) {
- throw new DeveloperError('attributeName3D is required.');
- }
- if (!defined(attributeName2D)) {
- throw new DeveloperError('attributeName2D is required.');
- }
- if (!defined(geometry.attributes[attributeName])) {
- throw new DeveloperError('geometry must have attribute matching the attributeName argument: ' + attributeName + '.');
- }
- if (geometry.attributes[attributeName].componentDatatype !== ComponentDatatype.DOUBLE) {
- throw new DeveloperError('The attribute componentDatatype must be ComponentDatatype.DOUBLE.');
- }
-
- var attribute = geometry.attributes[attributeName];
- projection = (defined(projection)) ? projection : new GeographicProjection();
- var ellipsoid = projection.ellipsoid;
- // Project original values to 2D.
- var values3D = attribute.values;
- var projectedValues = new Float64Array(values3D.length);
- var index = 0;
- for ( var i = 0; i < values3D.length; i += 3) {
- var value = Cartesian3.fromArray(values3D, i, scratchProjectTo2DCartesian3);
- var lonLat = ellipsoid.cartesianToCartographic(value, scratchProjectTo2DCartographic);
- if (!defined(lonLat)) {
- throw new DeveloperError('Could not project point (' + value.x + ', ' + value.y + ', ' + value.z + ') to 2D.');
- }
-
- var projectedLonLat = projection.project(lonLat, scratchProjectTo2DCartesian3);
- projectedValues[index++] = projectedLonLat.x;
- projectedValues[index++] = projectedLonLat.y;
- projectedValues[index++] = projectedLonLat.z;
- }
- // Rename original cartesians to WGS84 cartesians.
- geometry.attributes[attributeName3D] = attribute;
- // Replace original cartesians with 2D projected cartesians
- geometry.attributes[attributeName2D] = new GeometryAttribute({
- componentDatatype : ComponentDatatype.DOUBLE,
- componentsPerAttribute : 3,
- values : projectedValues
- });
- delete geometry.attributes[attributeName];
- return geometry;
- };
- var encodedResult = {
- high : 0.0,
- low : 0.0
- };
- /**
- * Encodes floating-point geometry attribute values as two separate attributes to improve
- * rendering precision.
- * <p>
- * This is commonly used to create high-precision position vertex attributes.
- * </p>
- *
- * @param {Geometry} geometry The geometry to modify.
- * @param {String} attributeName The name of the attribute.
- * @param {String} attributeHighName The name of the attribute for the encoded high bits.
- * @param {String} attributeLowName The name of the attribute for the encoded low bits.
- * @returns {Geometry} The modified <code>geometry</code> argument, with its encoded attribute.
- *
- * @exception {DeveloperError} geometry must have attribute matching the attributeName argument.
- * @exception {DeveloperError} The attribute componentDatatype must be ComponentDatatype.DOUBLE.
- *
- * @example
- * geometry = Cesium.GeometryPipeline.encodeAttribute(geometry, 'position3D', 'position3DHigh', 'position3DLow');
- */
- GeometryPipeline.encodeAttribute = function(geometry, attributeName, attributeHighName, attributeLowName) {
- if (!defined(geometry)) {
- throw new DeveloperError('geometry is required.');
- }
- if (!defined(attributeName)) {
- throw new DeveloperError('attributeName is required.');
- }
- if (!defined(attributeHighName)) {
- throw new DeveloperError('attributeHighName is required.');
- }
- if (!defined(attributeLowName)) {
- throw new DeveloperError('attributeLowName is required.');
- }
- if (!defined(geometry.attributes[attributeName])) {
- throw new DeveloperError('geometry must have attribute matching the attributeName argument: ' + attributeName + '.');
- }
- if (geometry.attributes[attributeName].componentDatatype !== ComponentDatatype.DOUBLE) {
- throw new DeveloperError('The attribute componentDatatype must be ComponentDatatype.DOUBLE.');
- }
-
- var attribute = geometry.attributes[attributeName];
- var values = attribute.values;
- var length = values.length;
- var highValues = new Float32Array(length);
- var lowValues = new Float32Array(length);
- for (var i = 0; i < length; ++i) {
- EncodedCartesian3.encode(values[i], encodedResult);
- highValues[i] = encodedResult.high;
- lowValues[i] = encodedResult.low;
- }
- var componentsPerAttribute = attribute.componentsPerAttribute;
- geometry.attributes[attributeHighName] = new GeometryAttribute({
- componentDatatype : ComponentDatatype.FLOAT,
- componentsPerAttribute : componentsPerAttribute,
- values : highValues
- });
- geometry.attributes[attributeLowName] = new GeometryAttribute({
- componentDatatype : ComponentDatatype.FLOAT,
- componentsPerAttribute : componentsPerAttribute,
- values : lowValues
- });
- delete geometry.attributes[attributeName];
- return geometry;
- };
- var scratchCartesian3 = new Cartesian3();
- function transformPoint(matrix, attribute) {
- if (defined(attribute)) {
- var values = attribute.values;
- var length = values.length;
- for (var i = 0; i < length; i += 3) {
- Cartesian3.unpack(values, i, scratchCartesian3);
- Matrix4.multiplyByPoint(matrix, scratchCartesian3, scratchCartesian3);
- Cartesian3.pack(scratchCartesian3, values, i);
- }
- }
- }
- function transformVector(matrix, attribute) {
- if (defined(attribute)) {
- var values = attribute.values;
- var length = values.length;
- for (var i = 0; i < length; i += 3) {
- Cartesian3.unpack(values, i, scratchCartesian3);
- Matrix3.multiplyByVector(matrix, scratchCartesian3, scratchCartesian3);
- scratchCartesian3 = Cartesian3.normalize(scratchCartesian3, scratchCartesian3);
- Cartesian3.pack(scratchCartesian3, values, i);
- }
- }
- }
- var inverseTranspose = new Matrix4();
- var normalMatrix = new Matrix3();
- /**
- * Transforms a geometry instance to world coordinates. This changes
- * the instance's <code>modelMatrix</code> to {@link Matrix4.IDENTITY} and transforms the
- * following attributes if they are present: <code>position</code>, <code>normal</code>,
- * <code>binormal</code>, and <code>tangent</code>.
- *
- * @param {GeometryInstance} instance The geometry instance to modify.
- * @returns {GeometryInstance} The modified <code>instance</code> argument, with its attributes transforms to world coordinates.
- *
- * @example
- * Cesium.GeometryPipeline.transformToWorldCoordinates(instance);
- */
- GeometryPipeline.transformToWorldCoordinates = function(instance) {
- if (!defined(instance)) {
- throw new DeveloperError('instance is required.');
- }
-
- var modelMatrix = instance.modelMatrix;
- if (Matrix4.equals(modelMatrix, Matrix4.IDENTITY)) {
- // Already in world coordinates
- return instance;
- }
- var attributes = instance.geometry.attributes;
- // Transform attributes in known vertex formats
- transformPoint(modelMatrix, attributes.position);
- transformPoint(modelMatrix, attributes.prevPosition);
- transformPoint(modelMatrix, attributes.nextPosition);
- if ((defined(attributes.normal)) ||
- (defined(attributes.binormal)) ||
- (defined(attributes.tangent))) {
- Matrix4.inverse(modelMatrix, inverseTranspose);
- Matrix4.transpose(inverseTranspose, inverseTranspose);
- Matrix4.getRotation(inverseTranspose, normalMatrix);
- transformVector(normalMatrix, attributes.normal);
- transformVector(normalMatrix, attributes.binormal);
- transformVector(normalMatrix, attributes.tangent);
- }
- var boundingSphere = instance.geometry.boundingSphere;
- if (defined(boundingSphere)) {
- instance.geometry.boundingSphere = BoundingSphere.transform(boundingSphere, modelMatrix, boundingSphere);
- }
- instance.modelMatrix = Matrix4.clone(Matrix4.IDENTITY);
- return instance;
- };
- function findAttributesInAllGeometries(instances, propertyName) {
- var length = instances.length;
- var attributesInAllGeometries = {};
- var attributes0 = instances[0][propertyName].attributes;
- var name;
- for (name in attributes0) {
- if (attributes0.hasOwnProperty(name) &&
- defined(attributes0[name]) &&
- defined(attributes0[name].values)) {
- var attribute = attributes0[name];
- var numberOfComponents = attribute.values.length;
- var inAllGeometries = true;
- // Does this same attribute exist in all geometries?
- for (var i = 1; i < length; ++i) {
- var otherAttribute = instances[i][propertyName].attributes[name];
- if ((!defined(otherAttribute)) ||
- (attribute.componentDatatype !== otherAttribute.componentDatatype) ||
- (attribute.componentsPerAttribute !== otherAttribute.componentsPerAttribute) ||
- (attribute.normalize !== otherAttribute.normalize)) {
- inAllGeometries = false;
- break;
- }
- numberOfComponents += otherAttribute.values.length;
- }
- if (inAllGeometries) {
- attributesInAllGeometries[name] = new GeometryAttribute({
- componentDatatype : attribute.componentDatatype,
- componentsPerAttribute : attribute.componentsPerAttribute,
- normalize : attribute.normalize,
- values : ComponentDatatype.createTypedArray(attribute.componentDatatype, numberOfComponents)
- });
- }
- }
- }
- return attributesInAllGeometries;
- }
- var tempScratch = new Cartesian3();
- function combineGeometries(instances, propertyName) {
- var length = instances.length;
- var name;
- var i;
- var j;
- var k;
- var m = instances[0].modelMatrix;
- var haveIndices = (defined(instances[0][propertyName].indices));
- var primitiveType = instances[0][propertyName].primitiveType;
- for (i = 1; i < length; ++i) {
- if (!Matrix4.equals(instances[i].modelMatrix, m)) {
- throw new DeveloperError('All instances must have the same modelMatrix.');
- }
- if ((defined(instances[i][propertyName].indices)) !== haveIndices) {
- throw new DeveloperError('All instance geometries must have an indices or not have one.');
- }
- if (instances[i][propertyName].primitiveType !== primitiveType) {
- throw new DeveloperError('All instance geometries must have the same primitiveType.');
- }
- }
-
- // Find subset of attributes in all geometries
- var attributes = findAttributesInAllGeometries(instances, propertyName);
- var values;
- var sourceValues;
- var sourceValuesLength;
- // Combine attributes from each geometry into a single typed array
- for (name in attributes) {
- if (attributes.hasOwnProperty(name)) {
- values = attributes[name].values;
- k = 0;
- for (i = 0; i < length; ++i) {
- sourceValues = instances[i][propertyName].attributes[name].values;
- sourceValuesLength = sourceValues.length;
- for (j = 0; j < sourceValuesLength; ++j) {
- values[k++] = sourceValues[j];
- }
- }
- }
- }
- // Combine index lists
- var indices;
- if (haveIndices) {
- var numberOfIndices = 0;
- for (i = 0; i < length; ++i) {
- numberOfIndices += instances[i][propertyName].indices.length;
- }
- var numberOfVertices = Geometry.computeNumberOfVertices(new Geometry({
- attributes : attributes,
- primitiveType : PrimitiveType.POINTS
- }));
- var destIndices = IndexDatatype.createTypedArray(numberOfVertices, numberOfIndices);
- var destOffset = 0;
- var offset = 0;
- for (i = 0; i < length; ++i) {
- var sourceIndices = instances[i][propertyName].indices;
- var sourceIndicesLen = sourceIndices.length;
- for (k = 0; k < sourceIndicesLen; ++k) {
- destIndices[destOffset++] = offset + sourceIndices[k];
- }
- offset += Geometry.computeNumberOfVertices(instances[i][propertyName]);
- }
- indices = destIndices;
- }
- // Create bounding sphere that includes all instances
- var center = new Cartesian3();
- var radius = 0.0;
- var bs;
- for (i = 0; i < length; ++i) {
- bs = instances[i][propertyName].boundingSphere;
- if (!defined(bs)) {
- // If any geometries have an undefined bounding sphere, then so does the combined geometry
- center = undefined;
- break;
- }
- Cartesian3.add(bs.center, center, center);
- }
- if (defined(center)) {
- Cartesian3.divideByScalar(center, length, center);
- for (i = 0; i < length; ++i) {
- bs = instances[i][propertyName].boundingSphere;
- var tempRadius = Cartesian3.magnitude(Cartesian3.subtract(bs.center, center, tempScratch)) + bs.radius;
- if (tempRadius > radius) {
- radius = tempRadius;
- }
- }
- }
- return new Geometry({
- attributes : attributes,
- indices : indices,
- primitiveType : primitiveType,
- boundingSphere : (defined(center)) ? new BoundingSphere(center, radius) : undefined
- });
- }
- /**
- * Combines geometry from several {@link GeometryInstance} objects into one geometry.
- * This concatenates the attributes, concatenates and adjusts the indices, and creates
- * a bounding sphere encompassing all instances.
- * <p>
- * If the instances do not have the same attributes, a subset of attributes common
- * to all instances is used, and the others are ignored.
- * </p>
- * <p>
- * This is used by {@link Primitive} to efficiently render a large amount of static data.
- * </p>
- *
- * @private
- *
- * @param {GeometryInstance[]} [instances] The array of {@link GeometryInstance} objects whose geometry will be combined.
- * @returns {Geometry} A single geometry created from the provided geometry instances.
- *
- * @exception {DeveloperError} All instances must have the same modelMatrix.
- * @exception {DeveloperError} All instance geometries must have an indices or not have one.
- * @exception {DeveloperError} All instance geometries must have the same primitiveType.
- *
- *
- * @example
- * for (var i = 0; i < instances.length; ++i) {
- * Cesium.GeometryPipeline.transformToWorldCoordinates(instances[i]);
- * }
- * var geometries = Cesium.GeometryPipeline.combineInstances(instances);
- *
- * @see GeometryPipeline.transformToWorldCoordinates
- */
- GeometryPipeline.combineInstances = function(instances) {
- if ((!defined(instances)) || (instances.length < 1)) {
- throw new DeveloperError('instances is required and must have length greater than zero.');
- }
-
- var instanceGeometry = [];
- var instanceSplitGeometry = [];
- var length = instances.length;
- for (var i = 0; i < length; ++i) {
- var instance = instances[i];
- if (defined(instance.geometry)) {
- instanceGeometry.push(instance);
- } else if (defined(instance.westHemisphereGeometry) && defined(instance.eastHemisphereGeometry)) {
- instanceSplitGeometry.push(instance);
- }
- }
- var geometries = [];
- if (instanceGeometry.length > 0) {
- geometries.push(combineGeometries(instanceGeometry, 'geometry'));
- }
- if (instanceSplitGeometry.length > 0) {
- geometries.push(combineGeometries(instanceSplitGeometry, 'westHemisphereGeometry'));
- geometries.push(combineGeometries(instanceSplitGeometry, 'eastHemisphereGeometry'));
- }
- return geometries;
- };
- var normal = new Cartesian3();
- var v0 = new Cartesian3();
- var v1 = new Cartesian3();
- var v2 = new Cartesian3();
- /**
- * Computes per-vertex normals for a geometry containing <code>TRIANGLES</code> by averaging the normals of
- * all triangles incident to the vertex. The result is a new <code>normal</code> attribute added to the geometry.
- * This assumes a counter-clockwise winding order.
- *
- * @param {Geometry} geometry The geometry to modify.
- * @returns {Geometry} The modified <code>geometry</code> argument with the computed <code>normal</code> attribute.
- *
- * @exception {DeveloperError} geometry.indices length must be greater than 0 and be a multiple of 3.
- * @exception {DeveloperError} geometry.primitiveType must be {@link PrimitiveType.TRIANGLES}.
- *
- * @example
- * Cesium.GeometryPipeline.computeNormal(geometry);
- */
- GeometryPipeline.computeNormal = function(geometry) {
- if (!defined(geometry)) {
- throw new DeveloperError('geometry is required.');
- }
- if (!defined(geometry.attributes.position) || !defined(geometry.attributes.position.values)) {
- throw new DeveloperError('geometry.attributes.position.values is required.');
- }
- if (!defined(geometry.indices)) {
- throw new DeveloperError('geometry.indices is required.');
- }
- if (geometry.indices.length < 2 || geometry.indices.length % 3 !== 0) {
- throw new DeveloperError('geometry.indices length must be greater than 0 and be a multiple of 3.');
- }
- if (geometry.primitiveType !== PrimitiveType.TRIANGLES) {
- throw new DeveloperError('geometry.primitiveType must be PrimitiveType.TRIANGLES.');
- }
-
- var indices = geometry.indices;
- var attributes = geometry.attributes;
- var vertices = attributes.position.values;
- var numVertices = attributes.position.values.length / 3;
- var numIndices = indices.length;
- var normalsPerVertex = new Array(numVertices);
- var normalsPerTriangle = new Array(numIndices / 3);
- var normalIndices = new Array(numIndices);
- for ( var i = 0; i < numVertices; i++) {
- normalsPerVertex[i] = {
- indexOffset : 0,
- count : 0,
- currentCount : 0
- };
- }
- var j = 0;
- for (i = 0; i < numIndices; i += 3) {
- var i0 = indices[i];
- var i1 = indices[i + 1];
- var i2 = indices[i + 2];
- var i03 = i0 * 3;
- var i13 = i1 * 3;
- var i23 = i2 * 3;
- v0.x = vertices[i03];
- v0.y = vertices[i03 + 1];
- v0.z = vertices[i03 + 2];
- v1.x = vertices[i13];
- v1.y = vertices[i13 + 1];
- v1.z = vertices[i13 + 2];
- v2.x = vertices[i23];
- v2.y = vertices[i23 + 1];
- v2.z = vertices[i23 + 2];
- normalsPerVertex[i0].count++;
- normalsPerVertex[i1].count++;
- normalsPerVertex[i2].count++;
- Cartesian3.subtract(v1, v0, v1);
- Cartesian3.subtract(v2, v0, v2);
- normalsPerTriangle[j] = Cartesian3.cross(v1, v2, new Cartesian3());
- j++;
- }
- var indexOffset = 0;
- for (i = 0; i < numVertices; i++) {
- normalsPerVertex[i].indexOffset += indexOffset;
- indexOffset += normalsPerVertex[i].count;
- }
- j = 0;
- var vertexNormalData;
- for (i = 0; i < numIndices; i += 3) {
- vertexNormalData = normalsPerVertex[indices[i]];
- var index = vertexNormalData.indexOffset + vertexNormalData.currentCount;
- normalIndices[index] = j;
- vertexNormalData.currentCount++;
- vertexNormalData = normalsPerVertex[indices[i + 1]];
- index = vertexNormalData.indexOffset + vertexNormalData.currentCount;
- normalIndices[index] = j;
- vertexNormalData.currentCount++;
- vertexNormalData = normalsPerVertex[indices[i + 2]];
- index = vertexNormalData.indexOffset + vertexNormalData.currentCount;
- normalIndices[index] = j;
- vertexNormalData.currentCount++;
- j++;
- }
- var normalValues = new Float32Array(numVertices * 3);
- for (i = 0; i < numVertices; i++) {
- var i3 = i * 3;
- vertexNormalData = normalsPerVertex[i];
- if (vertexNormalData.count > 0) {
- Cartesian3.clone(Cartesian3.ZERO, normal);
- for (j = 0; j < vertexNormalData.count; j++) {
- Cartesian3.add(normal, normalsPerTriangle[normalIndices[vertexNormalData.indexOffset + j]], normal);
- }
- Cartesian3.normalize(normal, normal);
- normalValues[i3] = normal.x;
- normalValues[i3 + 1] = normal.y;
- normalValues[i3 + 2] = normal.z;
- } else {
- normalValues[i3] = 0.0;
- normalValues[i3 + 1] = 0.0;
- normalValues[i3 + 2] = 1.0;
- }
- }
- geometry.attributes.normal = new GeometryAttribute({
- componentDatatype : ComponentDatatype.FLOAT,
- componentsPerAttribute : 3,
- values : normalValues
- });
- return geometry;
- };
- var normalScratch = new Cartesian3();
- var normalScale = new Cartesian3();
- var tScratch = new Cartesian3();
- /**
- * Computes per-vertex binormals and tangents for a geometry containing <code>TRIANGLES</code>.
- * The result is new <code>binormal</code> and <code>tangent</code> attributes added to the geometry.
- * This assumes a counter-clockwise winding order.
- * <p>
- * Based on <a href="http://www.terathon.com/code/tangent.html">Computing Tangent Space Basis Vectors
- * for an Arbitrary Mesh</a> by Eric Lengyel.
- * </p>
- *
- * @param {Geometry} geometry The geometry to modify.
- * @returns {Geometry} The modified <code>geometry</code> argument with the computed <code>binormal</code> and <code>tangent</code> attributes.
- *
- * @exception {DeveloperError} geometry.indices length must be greater than 0 and be a multiple of 3.
- * @exception {DeveloperError} geometry.primitiveType must be {@link PrimitiveType.TRIANGLES}.
- *
- * @example
- * Cesium.GeometryPipeline.computeBinormalAndTangent(geometry);
- */
- GeometryPipeline.computeBinormalAndTangent = function(geometry) {
- if (!defined(geometry)) {
- throw new DeveloperError('geometry is required.');
- }
-
- var attributes = geometry.attributes;
- var indices = geometry.indices;
- if (!defined(attributes.position) || !defined(attributes.position.values)) {
- throw new DeveloperError('geometry.attributes.position.values is required.');
- }
- if (!defined(attributes.normal) || !defined(attributes.normal.values)) {
- throw new DeveloperError('geometry.attributes.normal.values is required.');
- }
- if (!defined(attributes.st) || !defined(attributes.st.values)) {
- throw new DeveloperError('geometry.attributes.st.values is required.');
- }
- if (!defined(indices)) {
- throw new DeveloperError('geometry.indices is required.');
- }
- if (indices.length < 2 || indices.length % 3 !== 0) {
- throw new DeveloperError('geometry.indices length must be greater than 0 and be a multiple of 3.');
- }
- if (geometry.primitiveType !== PrimitiveType.TRIANGLES) {
- throw new DeveloperError('geometry.primitiveType must be PrimitiveType.TRIANGLES.');
- }
-
- var vertices = geometry.attributes.position.values;
- var normals = geometry.attributes.normal.values;
- var st = geometry.attributes.st.values;
- var numVertices = geometry.attributes.position.values.length / 3;
- var numIndices = indices.length;
- var tan1 = new Array(numVertices * 3);
- for ( var i = 0; i < tan1.length; i++) {
- tan1[i] = 0;
- }
- var i03;
- var i13;
- var i23;
- for (i = 0; i < numIndices; i += 3) {
- var i0 = indices[i];
- var i1 = indices[i + 1];
- var i2 = indices[i + 2];
- i03 = i0 * 3;
- i13 = i1 * 3;
- i23 = i2 * 3;
- var i02 = i0 * 2;
- var i12 = i1 * 2;
- var i22 = i2 * 2;
- var ux = vertices[i03];
- var uy = vertices[i03 + 1];
- var uz = vertices[i03 + 2];
- var wx = st[i02];
- var wy = st[i02 + 1];
- var t1 = st[i12 + 1] - wy;
- var t2 = st[i22 + 1] - wy;
- var r = 1.0 / ((st[i12] - wx) * t2 - (st[i22] - wx) * t1);
- var sdirx = (t2 * (vertices[i13] - ux) - t1 * (vertices[i23] - ux)) * r;
- var sdiry = (t2 * (vertices[i13 + 1] - uy) - t1 * (vertices[i23 + 1] - uy)) * r;
- var sdirz = (t2 * (vertices[i13 + 2] - uz) - t1 * (vertices[i23 + 2] - uz)) * r;
- tan1[i03] += sdirx;
- tan1[i03 + 1] += sdiry;
- tan1[i03 + 2] += sdirz;
- tan1[i13] += sdirx;
- tan1[i13 + 1] += sdiry;
- tan1[i13 + 2] += sdirz;
- tan1[i23] += sdirx;
- tan1[i23 + 1] += sdiry;
- tan1[i23 + 2] += sdirz;
- }
- var binormalValues = new Float32Array(numVertices * 3);
- var tangentValues = new Float32Array(numVertices * 3);
- for (i = 0; i < numVertices; i++) {
- i03 = i * 3;
- i13 = i03 + 1;
- i23 = i03 + 2;
- var n = Cartesian3.fromArray(normals, i03, normalScratch);
- var t = Cartesian3.fromArray(tan1, i03, tScratch);
- var scalar = Cartesian3.dot(n, t);
- Cartesian3.multiplyByScalar(n, scalar, normalScale);
- Cartesian3.normalize(Cartesian3.subtract(t, normalScale, t), t);
- tangentValues[i03] = t.x;
- tangentValues[i13] = t.y;
- tangentValues[i23] = t.z;
- Cartesian3.normalize(Cartesian3.cross(n, t, t), t);
- binormalValues[i03] = t.x;
- binormalValues[i13] = t.y;
- binormalValues[i23] = t.z;
- }
- geometry.attributes.tangent = new GeometryAttribute({
- componentDatatype : ComponentDatatype.FLOAT,
- componentsPerAttribute : 3,
- values : tangentValues
- });
- geometry.attributes.binormal = new GeometryAttribute({
- componentDatatype : ComponentDatatype.FLOAT,
- componentsPerAttribute : 3,
- values : binormalValues
- });
- return geometry;
- };
- var scratchCartesian2 = new Cartesian2();
- var toEncode1 = new Cartesian3();
- var toEncode2 = new Cartesian3();
- var toEncode3 = new Cartesian3();
- /**
- * Compresses and packs geometry normal attribute values to save memory.
- *
- * @param {Geometry} geometry The geometry to modify.
- * @returns {Geometry} The modified <code>geometry</code> argument, with its normals compressed and packed.
- *
- * @example
- * geometry = Cesium.GeometryPipeline.compressVertices(geometry);
- */
- GeometryPipeline.compressVertices = function(geometry) {
- if (!defined(geometry)) {
- throw new DeveloperError('geometry is required.');
- }
-
- var normalAttribute = geometry.attributes.normal;
- var stAttribute = geometry.attributes.st;
- if (!defined(normalAttribute) && !defined(stAttribute)) {
- return geometry;
- }
- var tangentAttribute = geometry.attributes.tangent;
- var binormalAttribute = geometry.attributes.binormal;
- var normals;
- var st;
- var tangents;
- var binormals;
- if (defined(normalAttribute)) {
- normals = normalAttribute.values;
- }
- if (defined(stAttribute)) {
- st = stAttribute.values;
- }
- if (defined(tangentAttribute)) {
- tangents = tangentAttribute.values;
- }
- if (binormalAttribute) {
- binormals = binormalAttribute.values;
- }
- var length = defined(normals) ? normals.length : st.length;
- var numComponents = defined(normals) ? 3.0 : 2.0;
- var numVertices = length / numComponents;
- var compressedLength = numVertices;
- var numCompressedComponents = defined(st) && defined(normals) ? 2.0 : 1.0;
- numCompressedComponents += defined(tangents) || defined(binormals) ? 1.0 : 0.0;
- compressedLength *= numCompressedComponents;
- var compressedAttributes = new Float32Array(compressedLength);
- var normalIndex = 0;
- for (var i = 0; i < numVertices; ++i) {
- if (defined(st)) {
- Cartesian2.fromArray(st, i * 2.0, scratchCartesian2);
- compressedAttributes[normalIndex++] = AttributeCompression.compressTextureCoordinates(scratchCartesian2);
- }
- var index = i * 3.0;
- if (defined(normals) && defined(tangents) && defined(binormals)) {
- Cartesian3.fromArray(normals, index, toEncode1);
- Cartesian3.fromArray(tangents, index, toEncode2);
- Cartesian3.fromArray(binormals, index, toEncode3);
- AttributeCompression.octPack(toEncode1, toEncode2, toEncode3, scratchCartesian2);
- compressedAttributes[normalIndex++] = scratchCartesian2.x;
- compressedAttributes[normalIndex++] = scratchCartesian2.y;
- } else {
- if (defined(normals)) {
- Cartesian3.fromArray(normals, index, toEncode1);
- compressedAttributes[normalIndex++] = AttributeCompression.octEncodeFloat(toEncode1);
- }
- if (defined(tangents)) {
- Cartesian3.fromArray(tangents, index, toEncode1);
- compressedAttributes[normalIndex++] = AttributeCompression.octEncodeFloat(toEncode1);
- }
- if (defined(binormals)) {
- Cartesian3.fromArray(binormals, index, toEncode1);
- compressedAttributes[normalIndex++] = AttributeCompression.octEncodeFloat(toEncode1);
- }
- }
- }
- geometry.attributes.compressedAttributes = new GeometryAttribute({
- componentDatatype : ComponentDatatype.FLOAT,
- componentsPerAttribute : numCompressedComponents,
- values : compressedAttributes
- });
- if (defined(normals)) {
- delete geometry.attributes.normal;
- }
- if (defined(st)) {
- delete geometry.attributes.st;
- }
- if (defined(tangents)) {
- delete geometry.attributes.tangent;
- }
- if (defined(binormals)) {
- delete geometry.attributes.binormal;
- }
- return geometry;
- };
- function indexTriangles(geometry) {
- if (defined(geometry.indices)) {
- return geometry;
- }
- var numberOfVertices = Geometry.computeNumberOfVertices(geometry);
- if (numberOfVertices < 3) {
- throw new DeveloperError('The number of vertices must be at least three.');
- }
- if (numberOfVertices % 3 !== 0) {
- throw new DeveloperError('The number of vertices must be a multiple of three.');
- }
-
- var indices = IndexDatatype.createTypedArray(numberOfVertices, numberOfVertices);
- for (var i = 0; i < numberOfVertices; ++i) {
- indices[i] = i;
- }
- geometry.indices = indices;
- return geometry;
- }
- function indexTriangleFan(geometry) {
- var numberOfVertices = Geometry.computeNumberOfVertices(geometry);
- if (numberOfVertices < 3) {
- throw new DeveloperError('The number of vertices must be at least three.');
- }
-
- var indices = IndexDatatype.createTypedArray(numberOfVertices, (numberOfVertices - 2) * 3);
- indices[0] = 1;
- indices[1] = 0;
- indices[2] = 2;
- var indicesIndex = 3;
- for (var i = 3; i < numberOfVertices; ++i) {
- indices[indicesIndex++] = i - 1;
- indices[indicesIndex++] = 0;
- indices[indicesIndex++] = i;
- }
- geometry.indices = indices;
- geometry.primitiveType = PrimitiveType.TRIANGLES;
- return geometry;
- }
- function indexTriangleStrip(geometry) {
- var numberOfVertices = Geometry.computeNumberOfVertices(geometry);
- if (numberOfVertices < 3) {
- throw new DeveloperError('The number of vertices must be at least 3.');
- }
-
- var indices = IndexDatatype.createTypedArray(numberOfVertices, (numberOfVertices - 2) * 3);
- indices[0] = 0;
- indices[1] = 1;
- indices[2] = 2;
- if (numberOfVertices > 3) {
- indices[3] = 0;
- indices[4] = 2;
- indices[5] = 3;
- }
- var indicesIndex = 6;
- for (var i = 3; i < numberOfVertices - 1; i += 2) {
- indices[indicesIndex++] = i;
- indices[indicesIndex++] = i - 1;
- indices[indicesIndex++] = i + 1;
- if (i + 2 < numberOfVertices) {
- indices[indicesIndex++] = i;
- indices[indicesIndex++] = i + 1;
- indices[indicesIndex++] = i + 2;
- }
- }
- geometry.indices = indices;
- geometry.primitiveType = PrimitiveType.TRIANGLES;
- return geometry;
- }
- function indexLines(geometry) {
- if (defined(geometry.indices)) {
- return geometry;
- }
- var numberOfVertices = Geometry.computeNumberOfVertices(geometry);
- if (numberOfVertices < 2) {
- throw new DeveloperError('The number of vertices must be at least two.');
- }
- if (numberOfVertices % 2 !== 0) {
- throw new DeveloperError('The number of vertices must be a multiple of 2.');
- }
-
- var indices = IndexDatatype.createTypedArray(numberOfVertices, numberOfVertices);
- for (var i = 0; i < numberOfVertices; ++i) {
- indices[i] = i;
- }
- geometry.indices = indices;
- return geometry;
- }
- function indexLineStrip(geometry) {
- var numberOfVertices = Geometry.computeNumberOfVertices(geometry);
- if (numberOfVertices < 2) {
- throw new DeveloperError('The number of vertices must be at least two.');
- }
-
- var indices = IndexDatatype.createTypedArray(numberOfVertices, (numberOfVertices - 1) * 2);
- indices[0] = 0;
- indices[1] = 1;
- var indicesIndex = 2;
- for (var i = 2; i < numberOfVertices; ++i) {
- indices[indicesIndex++] = i - 1;
- indices[indicesIndex++] = i;
- }
- geometry.indices = indices;
- geometry.primitiveType = PrimitiveType.LINES;
- return geometry;
- }
- function indexLineLoop(geometry) {
- var numberOfVertices = Geometry.computeNumberOfVertices(geometry);
- if (numberOfVertices < 2) {
- throw new DeveloperError('The number of vertices must be at least two.');
- }
-
- var indices = IndexDatatype.createTypedArray(numberOfVertices, numberOfVertices * 2);
- indices[0] = 0;
- indices[1] = 1;
- var indicesIndex = 2;
- for (var i = 2; i < numberOfVertices; ++i) {
- indices[indicesIndex++] = i - 1;
- indices[indicesIndex++] = i;
- }
- indices[indicesIndex++] = numberOfVertices - 1;
- indices[indicesIndex] = 0;
- geometry.indices = indices;
- geometry.primitiveType = PrimitiveType.LINES;
- return geometry;
- }
- function indexPrimitive(geometry) {
- switch (geometry.primitiveType) {
- case PrimitiveType.TRIANGLE_FAN:
- return indexTriangleFan(geometry);
- case PrimitiveType.TRIANGLE_STRIP:
- return indexTriangleStrip(geometry);
- case PrimitiveType.TRIANGLES:
- return indexTriangles(geometry);
- case PrimitiveType.LINE_STRIP:
- return indexLineStrip(geometry);
- case PrimitiveType.LINE_LOOP:
- return indexLineLoop(geometry);
- case PrimitiveType.LINES:
- return indexLines(geometry);
- }
- return geometry;
- }
- function offsetPointFromXZPlane(p, isBehind) {
- if (Math.abs(p.y) < CesiumMath.EPSILON6){
- if (isBehind) {
- p.y = -CesiumMath.EPSILON6;
- } else {
- p.y = CesiumMath.EPSILON6;
- }
- }
- }
- function offsetTriangleFromXZPlane(p0, p1, p2) {
- if (p0.y !== 0.0 && p1.y !== 0.0 && p2.y !== 0.0) {
- offsetPointFromXZPlane(p0, p0.y < 0.0);
- offsetPointFromXZPlane(p1, p1.y < 0.0);
- offsetPointFromXZPlane(p2, p2.y < 0.0);
- return;
- }
- var p0y = Math.abs(p0.y);
- var p1y = Math.abs(p1.y);
- var p2y = Math.abs(p2.y);
- var sign;
- if (p0y > p1y) {
- if (p0y > p2y) {
- sign = CesiumMath.sign(p0.y);
- } else {
- sign = CesiumMath.sign(p2.y);
- }
- } else if (p1y > p2y) {
- sign = CesiumMath.sign(p1.y);
- } else {
- sign = CesiumMath.sign(p2.y);
- }
- var isBehind = sign < 0.0;
- offsetPointFromXZPlane(p0, isBehind);
- offsetPointFromXZPlane(p1, isBehind);
- offsetPointFromXZPlane(p2, isBehind);
- }
- var c3 = new Cartesian3();
- function getXZIntersectionOffsetPoints(p, p1, u1, v1) {
- Cartesian3.add(p, Cartesian3.multiplyByScalar(Cartesian3.subtract(p1, p, c3), p.y/(p.y-p1.y), c3), u1);
- Cartesian3.clone(u1, v1);
- offsetPointFromXZPlane(u1, true);
- offsetPointFromXZPlane(v1, false);
- }
- var u1 = new Cartesian3();
- var u2 = new Cartesian3();
- var q1 = new Cartesian3();
- var q2 = new Cartesian3();
- var splitTriangleResult = {
- positions : new Array(7),
- indices : new Array(3 * 3)
- };
- function splitTriangle(p0, p1, p2) {
- // In WGS84 coordinates, for a triangle approximately on the
- // ellipsoid to cross the IDL, first it needs to be on the
- // negative side of the plane x = 0.
- if ((p0.x >= 0.0) || (p1.x >= 0.0) || (p2.x >= 0.0)) {
- return undefined;
- }
- offsetTriangleFromXZPlane(p0, p1, p2);
- var p0Behind = p0.y < 0.0;
- var p1Behind = p1.y < 0.0;
- var p2Behind = p2.y < 0.0;
- var numBehind = 0;
- numBehind += p0Behind ? 1 : 0;
- numBehind += p1Behind ? 1 : 0;
- numBehind += p2Behind ? 1 : 0;
- var indices = splitTriangleResult.indices;
- if (numBehind === 1) {
- indices[1] = 3;
- indices[2] = 4;
- indices[5] = 6;
- indices[7] = 6;
- indices[8] = 5;
- if (p0Behind) {
- getXZIntersectionOffsetPoints(p0, p1, u1, q1);
- getXZIntersectionOffsetPoints(p0, p2, u2, q2);
- indices[0] = 0;
- indices[3] = 1;
- indices[4] = 2;
- indices[6] = 1;
- } else if (p1Behind) {
- getXZIntersectionOffsetPoints(p1, p2, u1, q1);
- getXZIntersectionOffsetPoints(p1, p0, u2, q2);
- indices[0] = 1;
- indices[3] = 2;
- indices[4] = 0;
- indices[6] = 2;
- } else if (p2Behind) {
- getXZIntersectionOffsetPoints(p2, p0, u1, q1);
- getXZIntersectionOffsetPoints(p2, p1, u2, q2);
- indices[0] = 2;
- indices[3] = 0;
- indices[4] = 1;
- indices[6] = 0;
- }
- } else if (numBehind === 2) {
- indices[2] = 4;
- indices[4] = 4;
- indices[5] = 3;
- indices[7] = 5;
- indices[8] = 6;
- if (!p0Behind) {
- getXZIntersectionOffsetPoints(p0, p1, u1, q1);
- getXZIntersectionOffsetPoints(p0, p2, u2, q2);
- indices[0] = 1;
- indices[1] = 2;
- indices[3] = 1;
- indices[6] = 0;
- } else if (!p1Behind) {
- getXZIntersectionOffsetPoints(p1, p2, u1, q1);
- getXZIntersectionOffsetPoints(p1, p0, u2, q2);
- indices[0] = 2;
- indices[1] = 0;
- indices[3] = 2;
- indices[6] = 1;
- } else if (!p2Behind) {
- getXZIntersectionOffsetPoints(p2, p0, u1, q1);
- getXZIntersectionOffsetPoints(p2, p1, u2, q2);
- indices[0] = 0;
- indices[1] = 1;
- indices[3] = 0;
- indices[6] = 2;
- }
- }
- var positions = splitTriangleResult.positions;
- positions[0] = p0;
- positions[1] = p1;
- positions[2] = p2;
- positions.length = 3;
- if (numBehind === 1 || numBehind === 2) {
- positions[3] = u1;
- positions[4] = u2;
- positions[5] = q1;
- positions[6] = q2;
- positions.length = 7;
- }
- return splitTriangleResult;
- }
- function updateGeometryAfterSplit(geometry, computeBoundingSphere) {
- var attributes = geometry.attributes;
- if (attributes.position.values.length === 0) {
- return undefined;
- }
- for (var property in attributes) {
- if (attributes.hasOwnProperty(property) &&
- defined(attributes[property]) &&
- defined(attributes[property].values)) {
- var attribute = attributes[property];
- attribute.values = ComponentDatatype.createTypedArray(attribute.componentDatatype, attribute.values);
- }
- }
- var numberOfVertices = Geometry.computeNumberOfVertices(geometry);
- geometry.indices = IndexDatatype.createTypedArray(numberOfVertices, geometry.indices);
- if (computeBoundingSphere) {
- geometry.boundingSphere = BoundingSphere.fromVertices(attributes.position.values);
- }
- return geometry;
- }
- function copyGeometryForSplit(geometry) {
- var attributes = geometry.attributes;
- var copiedAttributes = {};
- for (var property in attributes) {
- if (attributes.hasOwnProperty(property) &&
- defined(attributes[property]) &&
- defined(attributes[property].values)) {
- var attribute = attributes[property];
- copiedAttributes[property] = new GeometryAttribute({
- componentDatatype : attribute.componentDatatype,
- componentsPerAttribute : attribute.componentsPerAttribute,
- normalize : attribute.normalize,
- values : []
- });
- }
- }
- return new Geometry({
- attributes : copiedAttributes,
- indices : [],
- primitiveType : geometry.primitiveType
- });
- }
- function updateInstanceAfterSplit(instance, westGeometry, eastGeometry) {
- var computeBoundingSphere = defined(instance.geometry.boundingSphere);
- westGeometry = updateGeometryAfterSplit(westGeometry, computeBoundingSphere);
- eastGeometry = updateGeometryAfterSplit(eastGeometry, computeBoundingSphere);
- if (defined(eastGeometry) && !defined(westGeometry)) {
- instance.geometry = eastGeometry;
- } else if (!defined(eastGeometry) && defined(westGeometry)) {
- instance.geometry = westGeometry;
- } else {
- instance.westHemisphereGeometry = westGeometry;
- instance.eastHemisphereGeometry = eastGeometry;
- instance.geometry = undefined;
- }
- }
- var p0Scratch = new Cartesian3();
- var p1Scratch = new Cartesian3();
- var p2Scratch = new Cartesian3();
- var barycentricScratch = new Cartesian3();
- var s0Scratch = new Cartesian2();
- var s1Scratch = new Cartesian2();
- var s2Scratch = new Cartesian2();
- function computeTriangleAttributes(i0, i1, i2, point, positions, normals, binormals, tangents, texCoords, currentAttributes, insertedIndex) {
- if (!defined(normals) && !defined(binormals) && !defined(tangents) && !defined(texCoords)) {
- return;
- }
- var p0 = Cartesian3.fromArray(positions, i0 * 3, p0Scratch);
- var p1 = Cartesian3.fromArray(positions, i1 * 3, p1Scratch);
- var p2 = Cartesian3.fromArray(positions, i2 * 3, p2Scratch);
- var coords = barycentricCoordinates(point, p0, p1, p2, barycentricScratch);
- if (defined(normals)) {
- var n0 = Cartesian3.fromArray(normals, i0 * 3, p0Scratch);
- var n1 = Cartesian3.fromArray(normals, i1 * 3, p1Scratch);
- var n2 = Cartesian3.fromArray(normals, i2 * 3, p2Scratch);
- Cartesian3.multiplyByScalar(n0, coords.x, n0);
- Cartesian3.multiplyByScalar(n1, coords.y, n1);
- Cartesian3.multiplyByScalar(n2, coords.z, n2);
- var normal = Cartesian3.add(n0, n1, n0);
- Cartesian3.add(normal, n2, normal);
- Cartesian3.normalize(normal, normal);
- Cartesian3.pack(normal, currentAttributes.normal.values, insertedIndex * 3);
- }
- if (defined(binormals)) {
- var b0 = Cartesian3.fromArray(binormals, i0 * 3, p0Scratch);
- var b1 = Cartesian3.fromArray(binormals, i1 * 3, p1Scratch);
- var b2 = Cartesian3.fromArray(binormals, i2 * 3, p2Scratch);
- Cartesian3.multiplyByScalar(b0, coords.x, b0);
- Cartesian3.multiplyByScalar(b1, coords.y, b1);
- Cartesian3.multiplyByScalar(b2, coords.z, b2);
- var binormal = Cartesian3.add(b0, b1, b0);
- Cartesian3.add(binormal, b2, binormal);
- Cartesian3.normalize(binormal, binormal);
- Cartesian3.pack(binormal, currentAttributes.binormal.values, insertedIndex * 3);
- }
- if (defined(tangents)) {
- var t0 = Cartesian3.fromArray(tangents, i0 * 3, p0Scratch);
- var t1 = Cartesian3.fromArray(tangents, i1 * 3, p1Scratch);
- var t2 = Cartesian3.fromArray(tangents, i2 * 3, p2Scratch);
- Cartesian3.multiplyByScalar(t0, coords.x, t0);
- Cartesian3.multiplyByScalar(t1, coords.y, t1);
- Cartesian3.multiplyByScalar(t2, coords.z, t2);
- var tangent = Cartesian3.add(t0, t1, t0);
- Cartesian3.add(tangent, t2, tangent);
- Cartesian3.normalize(tangent, tangent);
- Cartesian3.pack(tangent, currentAttributes.tangent.values, insertedIndex * 3);
- }
- if (defined(texCoords)) {
- var s0 = Cartesian2.fromArray(texCoords, i0 * 2, s0Scratch);
- var s1 = Cartesian2.fromArray(texCoords, i1 * 2, s1Scratch);
- var s2 = Cartesian2.fromArray(texCoords, i2 * 2, s2Scratch);
- Cartesian2.multiplyByScalar(s0, coords.x, s0);
- Cartesian2.multiplyByScalar(s1, coords.y, s1);
- Cartesian2.multiplyByScalar(s2, coords.z, s2);
- var texCoord = Cartesian2.add(s0, s1, s0);
- Cartesian2.add(texCoord, s2, texCoord);
- Cartesian2.pack(texCoord, currentAttributes.st.values, insertedIndex * 2);
- }
- }
- function insertSplitPoint(currentAttributes, currentIndices, currentIndexMap, indices, currentIndex, point) {
- var insertIndex = currentAttributes.position.values.length / 3;
- if (currentIndex !== -1) {
- var prevIndex = indices[currentIndex];
- var newIndex = currentIndexMap[prevIndex];
- if (newIndex === -1) {
- currentIndexMap[prevIndex] = insertIndex;
- currentAttributes.position.values.push(point.x, point.y, point.z);
- currentIndices.push(insertIndex);
- return insertIndex;
- }
- currentIndices.push(newIndex);
- return newIndex;
- }
- currentAttributes.position.values.push(point.x, point.y, point.z);
- currentIndices.push(insertIndex);
- return insertIndex;
- }
- function splitLongitudeTriangles(instance) {
- var geometry = instance.geometry;
- var attributes = geometry.attributes;
- var positions = attributes.position.values;
- var normals = (defined(attributes.normal)) ? attributes.normal.values : undefined;
- var binormals = (defined(attributes.binormal)) ? attributes.binormal.values : undefined;
- var tangents = (defined(attributes.tangent)) ? attributes.tangent.values : undefined;
- var texCoords = (defined(attributes.st)) ? attributes.st.values : undefined;
- var indices = geometry.indices;
- var eastGeometry = copyGeometryForSplit(geometry);
- var westGeometry = copyGeometryForSplit(geometry);
- var currentAttributes;
- var currentIndices;
- var currentIndexMap;
- var insertedIndex;
- var i;
- var westGeometryIndexMap = [];
- westGeometryIndexMap.length = positions.length / 3;
- var eastGeometryIndexMap = [];
- eastGeometryIndexMap.length = positions.length / 3;
- for (i = 0; i < westGeometryIndexMap.length; ++i) {
- westGeometryIndexMap[i] = -1;
- eastGeometryIndexMap[i] = -1;
- }
- var len = indices.length;
- for (i = 0; i < len; i += 3) {
- var i0 = indices[i];
- var i1 = indices[i + 1];
- var i2 = indices[i + 2];
- var p0 = Cartesian3.fromArray(positions, i0 * 3);
- var p1 = Cartesian3.fromArray(positions, i1 * 3);
- var p2 = Cartesian3.fromArray(positions, i2 * 3);
- var result = splitTriangle(p0, p1, p2);
- if (defined(result) && result.positions.length > 3) {
- var resultPositions = result.positions;
- var resultIndices = result.indices;
- var resultLength = resultIndices.length;
- for (var j = 0; j < resultLength; ++j) {
- var resultIndex = resultIndices[j];
- var point = resultPositions[resultIndex];
- if (point.y < 0.0) {
- currentAttributes = westGeometry.attributes;
- currentIndices = westGeometry.indices;
- currentIndexMap = westGeometryIndexMap;
- } else {
- currentAttributes = eastGeometry.attributes;
- currentIndices = eastGeometry.indices;
- currentIndexMap = eastGeometryIndexMap;
- }
- insertedIndex = insertSplitPoint(currentAttributes, currentIndices, currentIndexMap, indices, resultIndex < 3 ? i + resultIndex : -1, point);
- computeTriangleAttributes(i0, i1, i2, point, positions, normals, binormals, tangents, texCoords, currentAttributes, insertedIndex);
- }
- } else {
- if (defined(result)) {
- p0 = result.positions[0];
- p1 = result.positions[1];
- p2 = result.positions[2];
- }
- if (p0.y < 0.0) {
- currentAttributes = westGeometry.attributes;
- currentIndices = westGeometry.indices;
- currentIndexMap = westGeometryIndexMap;
- } else {
- currentAttributes = eastGeometry.attributes;
- currentIndices = eastGeometry.indices;
- currentIndexMap = eastGeometryIndexMap;
- }
- insertedIndex = insertSplitPoint(currentAttributes, currentIndices, currentIndexMap, indices, i, p0);
- computeTriangleAttributes(i0, i1, i2, p0, positions, normals, binormals, tangents, texCoords, currentAttributes, insertedIndex);
- insertedIndex = insertSplitPoint(currentAttributes, currentIndices, currentIndexMap, indices, i + 1, p1);
- computeTriangleAttributes(i0, i1, i2, p1, positions, normals, binormals, tangents, texCoords, currentAttributes, insertedIndex);
- insertedIndex = insertSplitPoint(currentAttributes, currentIndices, currentIndexMap, indices, i + 2, p2);
- computeTriangleAttributes(i0, i1, i2, p2, positions, normals, binormals, tangents, texCoords, currentAttributes, insertedIndex);
- }
- }
- updateInstanceAfterSplit(instance, westGeometry, eastGeometry);
- }
- var xzPlane = Plane.fromPointNormal(Cartesian3.ZERO, Cartesian3.UNIT_Y);
- var offsetScratch = new Cartesian3();
- var offsetPointScratch = new Cartesian3();
- function splitLongitudeLines(instance) {
- var geometry = instance.geometry;
- var attributes = geometry.attributes;
- var positions = attributes.position.values;
- var indices = geometry.indices;
- var eastGeometry = copyGeometryForSplit(geometry);
- var westGeometry = copyGeometryForSplit(geometry);
- var i;
- var length = indices.length;
- var westGeometryIndexMap = [];
- westGeometryIndexMap.length = positions.length / 3;
- var eastGeometryIndexMap = [];
- eastGeometryIndexMap.length = positions.length / 3;
- for (i = 0; i < westGeometryIndexMap.length; ++i) {
- westGeometryIndexMap[i] = -1;
- eastGeometryIndexMap[i] = -1;
- }
- for (i = 0; i < length; i += 2) {
- var i0 = indices[i];
- var i1 = indices[i + 1];
- var p0 = Cartesian3.fromArray(positions, i0 * 3, p0Scratch);
- var p1 = Cartesian3.fromArray(positions, i1 * 3, p1Scratch);
- if (Math.abs(p0.y) < CesiumMath.EPSILON6){
- if (p0.y < 0.0) {
- p0.y = -CesiumMath.EPSILON6;
- } else {
- p0.y = CesiumMath.EPSILON6;
- }
- }
- if (Math.abs(p1.y) < CesiumMath.EPSILON6){
- if (p1.y < 0.0) {
- p1.y = -CesiumMath.EPSILON6;
- } else {
- p1.y = CesiumMath.EPSILON6;
- }
- }
- var p0Attributes = eastGeometry.attributes;
- var p0Indices = eastGeometry.indices;
- var p0IndexMap = eastGeometryIndexMap;
- var p1Attributes = westGeometry.attributes;
- var p1Indices = westGeometry.indices;
- var p1IndexMap = westGeometryIndexMap;
- var intersection = IntersectionTests.lineSegmentPlane(p0, p1, xzPlane, p2Scratch);
- if (defined(intersection)) {
- // move point on the xz-plane slightly away from the plane
- var offset = Cartesian3.multiplyByScalar(Cartesian3.UNIT_Y, 5.0 * CesiumMath.EPSILON9, offsetScratch);
- if (p0.y < 0.0) {
- Cartesian3.negate(offset, offset);
- p0Attributes = westGeometry.attributes;
- p0Indices = westGeometry.indices;
- p0IndexMap = westGeometryIndexMap;
- p1Attributes = eastGeometry.attributes;
- p1Indices = eastGeometry.indices;
- p1IndexMap = eastGeometryIndexMap;
- }
- var offsetPoint = Cartesian3.add(intersection, offset, offsetPointScratch);
- insertSplitPoint(p0Attributes, p0Indices, p0IndexMap, indices, i, p0);
- insertSplitPoint(p0Attributes, p0Indices, p0IndexMap, indices, -1, offsetPoint);
- Cartesian3.negate(offset, offset);
- Cartesian3.add(intersection, offset, offsetPoint);
- insertSplitPoint(p1Attributes, p1Indices, p1IndexMap, indices, -1, offsetPoint);
- insertSplitPoint(p1Attributes, p1Indices, p1IndexMap, indices, i + 1, p1);
- } else {
- var currentAttributes;
- var currentIndices;
- var currentIndexMap;
- if (p0.y < 0.0) {
- currentAttributes = westGeometry.attributes;
- currentIndices = westGeometry.indices;
- currentIndexMap = westGeometryIndexMap;
- } else {
- currentAttributes = eastGeometry.attributes;
- currentIndices = eastGeometry.indices;
- currentIndexMap = eastGeometryIndexMap;
- }
- insertSplitPoint(currentAttributes, currentIndices, currentIndexMap, indices, i, p0);
- insertSplitPoint(currentAttributes, currentIndices, currentIndexMap, indices, i + 1, p1);
- }
- }
- updateInstanceAfterSplit(instance, westGeometry, eastGeometry);
- }
- var cartesian2Scratch0 = new Cartesian2();
- var cartesian2Scratch1 = new Cartesian2();
- var cartesian3Scratch0 = new Cartesian3();
- var cartesian3Scratch2 = new Cartesian3();
- var cartesian3Scratch3 = new Cartesian3();
- var cartesian3Scratch4 = new Cartesian3();
- var cartesian3Scratch5 = new Cartesian3();
- var cartesian3Scratch6 = new Cartesian3();
- var cartesian4Scratch0 = new Cartesian4();
- function updateAdjacencyAfterSplit(geometry) {
- var attributes = geometry.attributes;
- var positions = attributes.position.values;
- var prevPositions = attributes.prevPosition.values;
- var nextPositions = attributes.nextPosition.values;
- var length = positions.length;
- for (var j = 0; j < length; j += 3) {
- var position = Cartesian3.unpack(positions, j, cartesian3Scratch0);
- if (position.x > 0.0) {
- continue;
- }
- var prevPosition = Cartesian3.unpack(prevPositions, j, cartesian3Scratch2);
- if ((position.y < 0.0 && prevPosition.y > 0.0) || (position.y > 0.0 && prevPosition.y < 0.0)) {
- if (j - 3 > 0) {
- prevPositions[j] = positions[j - 3];
- prevPositions[j + 1] = positions[j - 2];
- prevPositions[j + 2] = positions[j - 1];
- } else {
- Cartesian3.pack(position, prevPositions, j);
- }
- }
- var nextPosition = Cartesian3.unpack(nextPositions, j, cartesian3Scratch3);
- if ((position.y < 0.0 && nextPosition.y > 0.0) || (position.y > 0.0 && nextPosition.y < 0.0)) {
- if (j + 3 < length) {
- nextPositions[j] = positions[j + 3];
- nextPositions[j + 1] = positions[j + 4];
- nextPositions[j + 2] = positions[j + 5];
- } else {
- Cartesian3.pack(position, nextPositions, j);
- }
- }
- }
- }
- var offsetScalar = 5.0 * CesiumMath.EPSILON9;
- var coplanarOffset = CesiumMath.EPSILON6;
- function splitLongitudePolyline(instance) {
- var geometry = instance.geometry;
- var attributes = geometry.attributes;
- var positions = attributes.position.values;
- var prevPositions = attributes.prevPosition.values;
- var nextPositions = attributes.nextPosition.values;
- var expandAndWidths = attributes.expandAndWidth.values;
- var texCoords = (defined(attributes.st)) ? attributes.st.values : undefined;
- var colors = (defined(attributes.color)) ? attributes.color.values : undefined;
- var eastGeometry = copyGeometryForSplit(geometry);
- var westGeometry = copyGeometryForSplit(geometry);
- var i;
- var j;
- var index;
- var intersectionFound = false;
- var length = positions.length / 3;
- for (i = 0; i < length; i += 4) {
- var i0 = i;
- var i2 = i + 2;
- var p0 = Cartesian3.fromArray(positions, i0 * 3, cartesian3Scratch0);
- var p2 = Cartesian3.fromArray(positions, i2 * 3, cartesian3Scratch2);
- // Offset points that are close to the 180 longitude and change the previous/next point
- // to be the same offset point so it can be projected to 2D. There is special handling in the
- // shader for when position == prevPosition || position == nextPosition.
- if (Math.abs(p0.y) < coplanarOffset) {
- p0.y = coplanarOffset * (p2.y < 0.0 ? -1.0 : 1.0);
- positions[i * 3 + 1] = p0.y;
- positions[(i + 1) * 3 + 1] = p0.y;
- for (j = i0 * 3; j < i0 * 3 + 4 * 3; j += 3) {
- prevPositions[j] = positions[i * 3];
- prevPositions[j + 1] = positions[i * 3 + 1];
- prevPositions[j + 2] = positions[i * 3 + 2];
- }
- }
- // Do the same but for when the line crosses 180 longitude in the opposite direction.
- if (Math.abs(p2.y) < coplanarOffset) {
- p2.y = coplanarOffset * (p0.y < 0.0 ? -1.0 : 1.0);
- positions[(i + 2) * 3 + 1] = p2.y;
- positions[(i + 3) * 3 + 1] = p2.y;
- for (j = i0 * 3; j < i0 * 3 + 4 * 3; j += 3) {
- nextPositions[j] = positions[(i + 2) * 3];
- nextPositions[j + 1] = positions[(i + 2) * 3 + 1];
- nextPositions[j + 2] = positions[(i + 2) * 3 + 2];
- }
- }
- var p0Attributes = eastGeometry.attributes;
- var p0Indices = eastGeometry.indices;
- var p2Attributes = westGeometry.attributes;
- var p2Indices = westGeometry.indices;
- var intersection = IntersectionTests.lineSegmentPlane(p0, p2, xzPlane, cartesian3Scratch4);
- if (defined(intersection)) {
- intersectionFound = true;
- // move point on the xz-plane slightly away from the plane
- var offset = Cartesian3.multiplyByScalar(Cartesian3.UNIT_Y, offsetScalar, cartesian3Scratch5);
- if (p0.y < 0.0) {
- Cartesian3.negate(offset, offset);
- p0Attributes = westGeometry.attributes;
- p0Indices = westGeometry.indices;
- p2Attributes = eastGeometry.attributes;
- p2Indices = eastGeometry.indices;
- }
- var offsetPoint = Cartesian3.add(intersection, offset, cartesian3Scratch6);
- p0Attributes.position.values.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z);
- p0Attributes.position.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
- p0Attributes.position.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
- p0Attributes.prevPosition.values.push(prevPositions[i0 * 3], prevPositions[i0 * 3 + 1], prevPositions[i0 * 3 + 2]);
- p0Attributes.prevPosition.values.push(prevPositions[i0 * 3 + 3], prevPositions[i0 * 3 + 4], prevPositions[i0 * 3 + 5]);
- p0Attributes.prevPosition.values.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z);
- p0Attributes.nextPosition.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
- p0Attributes.nextPosition.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
- p0Attributes.nextPosition.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
- p0Attributes.nextPosition.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
- Cartesian3.negate(offset, offset);
- Cartesian3.add(intersection, offset, offsetPoint);
- p2Attributes.position.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
- p2Attributes.position.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
- p2Attributes.position.values.push(p2.x, p2.y, p2.z, p2.x, p2.y, p2.z);
- p2Attributes.prevPosition.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
- p2Attributes.prevPosition.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
- p2Attributes.prevPosition.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
- p2Attributes.prevPosition.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
- p2Attributes.nextPosition.values.push(p2.x, p2.y, p2.z, p2.x, p2.y, p2.z);
- p2Attributes.nextPosition.values.push(nextPositions[i2 * 3], nextPositions[i2 * 3 + 1], nextPositions[i2 * 3 + 2]);
- p2Attributes.nextPosition.values.push(nextPositions[i2 * 3 + 3], nextPositions[i2 * 3 + 4], nextPositions[i2 * 3 + 5]);
- var ew0 = Cartesian2.fromArray(expandAndWidths, i0 * 2, cartesian2Scratch0);
- var width = Math.abs(ew0.y);
- p0Attributes.expandAndWidth.values.push(-1, width, 1, width);
- p0Attributes.expandAndWidth.values.push(-1, -width, 1, -width);
- p2Attributes.expandAndWidth.values.push(-1, width, 1, width);
- p2Attributes.expandAndWidth.values.push(-1, -width, 1, -width);
- var t = Cartesian3.magnitudeSquared(Cartesian3.subtract(intersection, p0, cartesian3Scratch3));
- t /= Cartesian3.magnitudeSquared(Cartesian3.subtract(p2, p0, cartesian3Scratch3));
- if (defined(colors)) {
- var c0 = Cartesian4.fromArray(colors, i0 * 4, cartesian4Scratch0);
- var c2 = Cartesian4.fromArray(colors, i2 * 4, cartesian4Scratch0);
- var r = CesiumMath.lerp(c0.x, c2.x, t);
- var g = CesiumMath.lerp(c0.y, c2.y, t);
- var b = CesiumMath.lerp(c0.z, c2.z, t);
- var a = CesiumMath.lerp(c0.w, c2.w, t);
- for (j = i0 * 4; j < i0 * 4 + 2 * 4; ++j) {
- p0Attributes.color.values.push(colors[j]);
- }
- p0Attributes.color.values.push(r, g, b, a);
- p0Attributes.color.values.push(r, g, b, a);
- p2Attributes.color.values.push(r, g, b, a);
- p2Attributes.color.values.push(r, g, b, a);
- for (j = i2 * 4; j < i2 * 4 + 2 * 4; ++j) {
- p2Attributes.color.values.push(colors[j]);
- }
- }
- if (defined(texCoords)) {
- var s0 = Cartesian2.fromArray(texCoords, i0 * 2, cartesian2Scratch0);
- var s3 = Cartesian2.fromArray(texCoords, (i + 3) * 2, cartesian2Scratch1);
- var sx = CesiumMath.lerp(s0.x, s3.x, t);
- for (j = i0 * 2; j < i0 * 2 + 2 * 2; ++j) {
- p0Attributes.st.values.push(texCoords[j]);
- }
- p0Attributes.st.values.push(sx, s0.y);
- p0Attributes.st.values.push(sx, s3.y);
- p2Attributes.st.values.push(sx, s0.y);
- p2Attributes.st.values.push(sx, s3.y);
- for (j = i2 * 2; j < i2 * 2 + 2 * 2; ++j) {
- p2Attributes.st.values.push(texCoords[j]);
- }
- }
- index = p0Attributes.position.values.length / 3 - 4;
- p0Indices.push(index, index + 2, index + 1);
- p0Indices.push(index + 1, index + 2, index + 3);
- index = p2Attributes.position.values.length / 3 - 4;
- p2Indices.push(index, index + 2, index + 1);
- p2Indices.push(index + 1, index + 2, index + 3);
- } else {
- var currentAttributes;
- var currentIndices;
- if (p0.y < 0.0) {
- currentAttributes = westGeometry.attributes;
- currentIndices = westGeometry.indices;
- } else {
- currentAttributes = eastGeometry.attributes;
- currentIndices = eastGeometry.indices;
- }
- currentAttributes.position.values.push(p0.x, p0.y, p0.z);
- currentAttributes.position.values.push(p0.x, p0.y, p0.z);
- currentAttributes.position.values.push(p2.x, p2.y, p2.z);
- currentAttributes.position.values.push(p2.x, p2.y, p2.z);
- for (j = i * 3; j < i * 3 + 4 * 3; ++j) {
- currentAttributes.prevPosition.values.push(prevPositions[j]);
- currentAttributes.nextPosition.values.push(nextPositions[j]);
- }
- for (j = i * 2; j < i * 2 + 4 * 2; ++j) {
- currentAttributes.expandAndWidth.values.push(expandAndWidths[j]);
- if (defined(texCoords)) {
- currentAttributes.st.values.push(texCoords[j]);
- }
- }
- if (defined(colors)) {
- for (j = i * 4; j < i * 4 + 4 * 4; ++j) {
- currentAttributes.color.values.push(colors[j]);
- }
- }
- index = currentAttributes.position.values.length / 3 - 4;
- currentIndices.push(index, index + 2, index + 1);
- currentIndices.push(index + 1, index + 2, index + 3);
- }
- }
- if (intersectionFound) {
- updateAdjacencyAfterSplit(westGeometry);
- updateAdjacencyAfterSplit(eastGeometry);
- }
- updateInstanceAfterSplit(instance, westGeometry, eastGeometry);
- }
- /**
- * Splits the instances's geometry, by introducing new vertices and indices,that
- * intersect the International Date Line and Prime Meridian so that no primitives cross longitude
- * -180/180 degrees. This is not required for 3D drawing, but is required for
- * correcting drawing in 2D and Columbus view.
- *
- * @private
- *
- * @param {GeometryInstance} instance The instance to modify.
- * @returns {GeometryInstance} The modified <code>instance</code> argument, with it's geometry split at the International Date Line.
- *
- * @example
- * instance = Cesium.GeometryPipeline.splitLongitude(instance);
- */
- GeometryPipeline.splitLongitude = function(instance) {
- if (!defined(instance)) {
- throw new DeveloperError('instance is required.');
- }
-
- var geometry = instance.geometry;
- var boundingSphere = geometry.boundingSphere;
- if (defined(boundingSphere)) {
- var minX = boundingSphere.center.x - boundingSphere.radius;
- if (minX > 0 || BoundingSphere.intersectPlane(boundingSphere, Plane.ORIGIN_ZX_PLANE) !== Intersect.INTERSECTING) {
- return instance;
- }
- }
- if (geometry.geometryType !== GeometryType.NONE) {
- switch (geometry.geometryType) {
- case GeometryType.POLYLINES:
- splitLongitudePolyline(instance);
- break;
- case GeometryType.TRIANGLES:
- splitLongitudeTriangles(instance);
- break;
- case GeometryType.LINES:
- splitLongitudeLines(instance);
- break;
- }
- } else {
- indexPrimitive(geometry);
- if (geometry.primitiveType === PrimitiveType.TRIANGLES) {
- splitLongitudeTriangles(instance);
- } else if (geometry.primitiveType === PrimitiveType.LINES) {
- splitLongitudeLines(instance);
- }
- }
- return instance;
- };
- return GeometryPipeline;
- });
- /*global define*/
- define('Core/Matrix2',[
- './Cartesian2',
- './defaultValue',
- './defined',
- './defineProperties',
- './DeveloperError',
- './freezeObject'
- ], function(
- Cartesian2,
- defaultValue,
- defined,
- defineProperties,
- DeveloperError,
- freezeObject) {
- 'use strict';
- /**
- * A 2x2 matrix, indexable as a column-major order array.
- * Constructor parameters are in row-major order for code readability.
- * @alias Matrix2
- * @constructor
- *
- * @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] = defaultValue(column0Row0, 0.0);
- this[1] = defaultValue(column0Row1, 0.0);
- this[2] = defaultValue(column1Row0, 0.0);
- this[3] = 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) {
- if (!defined(value)) {
- throw new DeveloperError('value is required');
- }
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = 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) {
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- if (!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(values, result) {
- if (!defined(values)) {
- return undefined;
- }
- if (!defined(result)) {
- return new Matrix2(values[0], values[2],
- values[1], values[3]);
- }
- result[0] = values[0];
- result[1] = values[1];
- result[2] = values[2];
- result[3] = values[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) {
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- if (!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) {
- if (!defined(values)) {
- throw new DeveloperError('values parameter is required');
- }
-
- 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) {
- if (!defined(values)) {
- throw new DeveloperError('values is required.');
- }
-
- if (!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) {
- if (!defined(scale)) {
- throw new DeveloperError('scale is required.');
- }
-
- if (!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) {
- if (typeof scale !== 'number') {
- throw new DeveloperError('scale is required.');
- }
-
- if (!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) {
- if (!defined(angle)) {
- throw new DeveloperError('angle is required.');
- }
-
- var cosAngle = Math.cos(angle);
- var sinAngle = Math.sin(angle);
- if (!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) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
-
- if (!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) {
- if (typeof row !== 'number' || row < 0 || row > 1) {
- throw new DeveloperError('row must be 0 or 1.');
- }
- if (typeof column !== 'number' || column < 0 || column > 1) {
- throw new DeveloperError('column must be 0 or 1.');
- }
-
- 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) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required.');
- }
- if (typeof index !== 'number' || index < 0 || index > 1) {
- throw new DeveloperError('index must be 0 or 1.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- 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) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (typeof index !== 'number' || index < 0 || index > 1) {
- throw new DeveloperError('index must be 0 or 1.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- 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) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required.');
- }
- if (typeof index !== 'number' || index < 0 || index > 1) {
- throw new DeveloperError('index must be 0 or 1.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- 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) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (typeof index !== 'number' || index < 0 || index > 1) {
- throw new DeveloperError('index must be 0 or 1.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result = Matrix2.clone(matrix, result);
- result[index] = cartesian.x;
- result[index + 2] = cartesian.y;
- return result;
- };
- var scratchColumn = new 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) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = Cartesian2.magnitude(Cartesian2.fromElements(matrix[0], matrix[1], scratchColumn));
- result.y = Cartesian2.magnitude(Cartesian2.fromElements(matrix[2], matrix[3], scratchColumn));
- return result;
- };
- var scratchScale = new 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.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) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- 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) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- 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) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- 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) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- 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) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (typeof scalar !== 'number') {
- throw new DeveloperError('scalar is required and must be a number');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- 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) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(scale)) {
- throw new DeveloperError('scale is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- 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) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- 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) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- 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) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- 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) ||
- (defined(left) &&
- 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 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) {
- if (typeof epsilon !== 'number') {
- throw new DeveloperError('epsilon must be a number');
- }
-
- return (left === right) ||
- (defined(left) &&
- 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 = freezeObject(new Matrix2(1.0, 0.0,
- 0.0, 1.0));
- /**
- * An immutable Matrix2 instance initialized to the zero matrix.
- *
- * @type {Matrix2}
- * @constant
- */
- Matrix2.ZERO = freezeObject(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;
- 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 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] + ')';
- };
- return Matrix2;
- });
- /*global define*/
- define('ThirdParty/earcut-2.1.1',[], function() {
- 'use strict';
- function earcut(data, holeIndices, dim) {
- dim = dim || 2;
- var hasHoles = holeIndices && holeIndices.length,
- outerLen = hasHoles ? holeIndices[0] * dim : data.length,
- outerNode = linkedList(data, 0, outerLen, dim, true),
- triangles = [];
- if (!outerNode) return triangles;
- var minX, minY, maxX, maxY, x, y, size;
- if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
- // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
- if (data.length > 80 * dim) {
- minX = maxX = data[0];
- minY = maxY = data[1];
- for (var i = dim; i < outerLen; i += dim) {
- x = data[i];
- y = data[i + 1];
- if (x < minX) minX = x;
- if (y < minY) minY = y;
- if (x > maxX) maxX = x;
- if (y > maxY) maxY = y;
- }
- // minX, minY and size are later used to transform coords into integers for z-order calculation
- size = Math.max(maxX - minX, maxY - minY);
- }
- earcutLinked(outerNode, triangles, dim, minX, minY, size);
- return triangles;
- }
- // create a circular doubly linked list from polygon points in the specified winding order
- function linkedList(data, start, end, dim, clockwise) {
- var i, last;
- if (clockwise === (signedArea(data, start, end, dim) > 0)) {
- for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);
- } else {
- for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);
- }
- if (last && equals(last, last.next)) {
- removeNode(last);
- last = last.next;
- }
- return last;
- }
- // eliminate colinear or duplicate points
- function filterPoints(start, end) {
- if (!start) return start;
- if (!end) end = start;
- var p = start,
- again;
- do {
- again = false;
- if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
- removeNode(p);
- p = end = p.prev;
- if (p === p.next) return null;
- again = true;
- } else {
- p = p.next;
- }
- } while (again || p !== end);
- return end;
- }
- // main ear slicing loop which triangulates a polygon (given as a linked list)
- function earcutLinked(ear, triangles, dim, minX, minY, size, pass) {
- if (!ear) return;
- // interlink polygon nodes in z-order
- if (!pass && size) indexCurve(ear, minX, minY, size);
- var stop = ear,
- prev, next;
- // iterate through ears, slicing them one by one
- while (ear.prev !== ear.next) {
- prev = ear.prev;
- next = ear.next;
- if (size ? isEarHashed(ear, minX, minY, size) : isEar(ear)) {
- // cut off the triangle
- triangles.push(prev.i / dim);
- triangles.push(ear.i / dim);
- triangles.push(next.i / dim);
- removeNode(ear);
- // skipping the next vertice leads to less sliver triangles
- ear = next.next;
- stop = next.next;
- continue;
- }
- ear = next;
- // if we looped through the whole remaining polygon and can't find any more ears
- if (ear === stop) {
- // try filtering points and slicing again
- if (!pass) {
- earcutLinked(filterPoints(ear), triangles, dim, minX, minY, size, 1);
- // if this didn't work, try curing all small self-intersections locally
- } else if (pass === 1) {
- ear = cureLocalIntersections(ear, triangles, dim);
- earcutLinked(ear, triangles, dim, minX, minY, size, 2);
- // as a last resort, try splitting the remaining polygon into two
- } else if (pass === 2) {
- splitEarcut(ear, triangles, dim, minX, minY, size);
- }
- break;
- }
- }
- }
- // check whether a polygon node forms a valid ear with adjacent nodes
- function isEar(ear) {
- var a = ear.prev,
- b = ear,
- c = ear.next;
- if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
- // now make sure we don't have other points inside the potential ear
- var p = ear.next.next;
- while (p !== ear.prev) {
- if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
- area(p.prev, p, p.next) >= 0) return false;
- p = p.next;
- }
- return true;
- }
- function isEarHashed(ear, minX, minY, size) {
- var a = ear.prev,
- b = ear,
- c = ear.next;
- if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
- // triangle bbox; min & max are calculated like this for speed
- var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),
- minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),
- maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),
- maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);
- // z-order range for the current triangle bbox;
- var minZ = zOrder(minTX, minTY, minX, minY, size),
- maxZ = zOrder(maxTX, maxTY, minX, minY, size);
- // first look for points inside the triangle in increasing z-order
- var p = ear.nextZ;
- while (p && p.z <= maxZ) {
- if (p !== ear.prev && p !== ear.next &&
- pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
- area(p.prev, p, p.next) >= 0) return false;
- p = p.nextZ;
- }
- // then look for points in decreasing z-order
- p = ear.prevZ;
- while (p && p.z >= minZ) {
- if (p !== ear.prev && p !== ear.next &&
- pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
- area(p.prev, p, p.next) >= 0) return false;
- p = p.prevZ;
- }
- return true;
- }
- // go through all polygon nodes and cure small local self-intersections
- function cureLocalIntersections(start, triangles, dim) {
- var p = start;
- do {
- var a = p.prev,
- b = p.next.next;
- if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
- triangles.push(a.i / dim);
- triangles.push(p.i / dim);
- triangles.push(b.i / dim);
- // remove two nodes involved
- removeNode(p);
- removeNode(p.next);
- p = start = b;
- }
- p = p.next;
- } while (p !== start);
- return p;
- }
- // try splitting polygon into two and triangulate them independently
- function splitEarcut(start, triangles, dim, minX, minY, size) {
- // look for a valid diagonal that divides the polygon into two
- var a = start;
- do {
- var b = a.next.next;
- while (b !== a.prev) {
- if (a.i !== b.i && isValidDiagonal(a, b)) {
- // split the polygon in two by the diagonal
- var c = splitPolygon(a, b);
- // filter colinear points around the cuts
- a = filterPoints(a, a.next);
- c = filterPoints(c, c.next);
- // run earcut on each half
- earcutLinked(a, triangles, dim, minX, minY, size);
- earcutLinked(c, triangles, dim, minX, minY, size);
- return;
- }
- b = b.next;
- }
- a = a.next;
- } while (a !== start);
- }
- // link every hole into the outer loop, producing a single-ring polygon without holes
- function eliminateHoles(data, holeIndices, outerNode, dim) {
- var queue = [],
- i, len, start, end, list;
- for (i = 0, len = holeIndices.length; i < len; i++) {
- start = holeIndices[i] * dim;
- end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
- list = linkedList(data, start, end, dim, false);
- if (list === list.next) list.steiner = true;
- queue.push(getLeftmost(list));
- }
- queue.sort(compareX);
- // process holes from left to right
- for (i = 0; i < queue.length; i++) {
- eliminateHole(queue[i], outerNode);
- outerNode = filterPoints(outerNode, outerNode.next);
- }
- return outerNode;
- }
- function compareX(a, b) {
- return a.x - b.x;
- }
- // find a bridge between vertices that connects hole with an outer ring and and link it
- function eliminateHole(hole, outerNode) {
- outerNode = findHoleBridge(hole, outerNode);
- if (outerNode) {
- var b = splitPolygon(outerNode, hole);
- filterPoints(b, b.next);
- }
- }
- // David Eberly's algorithm for finding a bridge between hole and outer polygon
- function findHoleBridge(hole, outerNode) {
- var p = outerNode,
- hx = hole.x,
- hy = hole.y,
- qx = -Infinity,
- m;
- // find a segment intersected by a ray from the hole's leftmost point to the left;
- // segment's endpoint with lesser x will be potential connection point
- do {
- if (hy <= p.y && hy >= p.next.y) {
- var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
- if (x <= hx && x > qx) {
- qx = x;
- if (x === hx) {
- if (hy === p.y) return p;
- if (hy === p.next.y) return p.next;
- }
- m = p.x < p.next.x ? p : p.next;
- }
- }
- p = p.next;
- } while (p !== outerNode);
- if (!m) return null;
- if (hx === qx) return m.prev; // hole touches outer segment; pick lower endpoint
- // look for points inside the triangle of hole point, segment intersection and endpoint;
- // if there are no points found, we have a valid connection;
- // otherwise choose the point of the minimum angle with the ray as connection point
- var stop = m,
- mx = m.x,
- my = m.y,
- tanMin = Infinity,
- tan;
- p = m.next;
- while (p !== stop) {
- if (hx >= p.x && p.x >= mx &&
- pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
- tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
- if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && locallyInside(p, hole)) {
- m = p;
- tanMin = tan;
- }
- }
- p = p.next;
- }
- return m;
- }
- // interlink polygon nodes in z-order
- function indexCurve(start, minX, minY, size) {
- var p = start;
- do {
- if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, size);
- p.prevZ = p.prev;
- p.nextZ = p.next;
- p = p.next;
- } while (p !== start);
- p.prevZ.nextZ = null;
- p.prevZ = null;
- sortLinked(p);
- }
- // Simon Tatham's linked list merge sort algorithm
- // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
- function sortLinked(list) {
- var i, p, q, e, tail, numMerges, pSize, qSize,
- inSize = 1;
- do {
- p = list;
- list = null;
- tail = null;
- numMerges = 0;
- while (p) {
- numMerges++;
- q = p;
- pSize = 0;
- for (i = 0; i < inSize; i++) {
- pSize++;
- q = q.nextZ;
- if (!q) break;
- }
- qSize = inSize;
- while (pSize > 0 || (qSize > 0 && q)) {
- if (pSize === 0) {
- e = q;
- q = q.nextZ;
- qSize--;
- } else if (qSize === 0 || !q) {
- e = p;
- p = p.nextZ;
- pSize--;
- } else if (p.z <= q.z) {
- e = p;
- p = p.nextZ;
- pSize--;
- } else {
- e = q;
- q = q.nextZ;
- qSize--;
- }
- if (tail) tail.nextZ = e;
- else list = e;
- e.prevZ = tail;
- tail = e;
- }
- p = q;
- }
- tail.nextZ = null;
- inSize *= 2;
- } while (numMerges > 1);
- return list;
- }
- // z-order of a point given coords and size of the data bounding box
- function zOrder(x, y, minX, minY, size) {
- // coords are transformed into non-negative 15-bit integer range
- x = 32767 * (x - minX) / size;
- y = 32767 * (y - minY) / size;
- x = (x | (x << 8)) & 0x00FF00FF;
- x = (x | (x << 4)) & 0x0F0F0F0F;
- x = (x | (x << 2)) & 0x33333333;
- x = (x | (x << 1)) & 0x55555555;
- y = (y | (y << 8)) & 0x00FF00FF;
- y = (y | (y << 4)) & 0x0F0F0F0F;
- y = (y | (y << 2)) & 0x33333333;
- y = (y | (y << 1)) & 0x55555555;
- return x | (y << 1);
- }
- // find the leftmost node of a polygon ring
- function getLeftmost(start) {
- var p = start,
- leftmost = start;
- do {
- if (p.x < leftmost.x) leftmost = p;
- p = p.next;
- } while (p !== start);
- return leftmost;
- }
- // check if a point lies within a convex triangle
- function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
- return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&
- (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&
- (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
- }
- // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
- function isValidDiagonal(a, b) {
- return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) &&
- locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b);
- }
- // signed area of a triangle
- function area(p, q, r) {
- return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
- }
- // check if two points are equal
- function equals(p1, p2) {
- return p1.x === p2.x && p1.y === p2.y;
- }
- // check if two segments intersect
- function intersects(p1, q1, p2, q2) {
- if ((equals(p1, q1) && equals(p2, q2)) ||
- (equals(p1, q2) && equals(p2, q1))) return true;
- return area(p1, q1, p2) > 0 !== area(p1, q1, q2) > 0 &&
- area(p2, q2, p1) > 0 !== area(p2, q2, q1) > 0;
- }
- // check if a polygon diagonal intersects any polygon segments
- function intersectsPolygon(a, b) {
- var p = a;
- do {
- if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
- intersects(p, p.next, a, b)) return true;
- p = p.next;
- } while (p !== a);
- return false;
- }
- // check if a polygon diagonal is locally inside the polygon
- function locallyInside(a, b) {
- return area(a.prev, a, a.next) < 0 ?
- area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
- area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
- }
- // check if the middle point of a polygon diagonal is inside the polygon
- function middleInside(a, b) {
- var p = a,
- inside = false,
- px = (a.x + b.x) / 2,
- py = (a.y + b.y) / 2;
- do {
- if (((p.y > py) !== (p.next.y > py)) && (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
- inside = !inside;
- p = p.next;
- } while (p !== a);
- return inside;
- }
- // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
- // if one belongs to the outer ring and another to a hole, it merges it into a single ring
- function splitPolygon(a, b) {
- var a2 = new Node(a.i, a.x, a.y),
- b2 = new Node(b.i, b.x, b.y),
- an = a.next,
- bp = b.prev;
- a.next = b;
- b.prev = a;
- a2.next = an;
- an.prev = a2;
- b2.next = a2;
- a2.prev = b2;
- bp.next = b2;
- b2.prev = bp;
- return b2;
- }
- // create a node and optionally link it with previous one (in a circular doubly linked list)
- function insertNode(i, x, y, last) {
- var p = new Node(i, x, y);
- if (!last) {
- p.prev = p;
- p.next = p;
- } else {
- p.next = last.next;
- p.prev = last;
- last.next.prev = p;
- last.next = p;
- }
- return p;
- }
- function removeNode(p) {
- p.next.prev = p.prev;
- p.prev.next = p.next;
- if (p.prevZ) p.prevZ.nextZ = p.nextZ;
- if (p.nextZ) p.nextZ.prevZ = p.prevZ;
- }
- function Node(i, x, y) {
- // vertice index in coordinates array
- this.i = i;
- // vertex coordinates
- this.x = x;
- this.y = y;
- // previous and next vertice nodes in a polygon ring
- this.prev = null;
- this.next = null;
- // z-order curve value
- this.z = null;
- // previous and next nodes in z-order
- this.prevZ = null;
- this.nextZ = null;
- // indicates whether this is a steiner point
- this.steiner = false;
- }
- // return a percentage difference between the polygon area and its triangulation area;
- // used to verify correctness of triangulation
- earcut.deviation = function (data, holeIndices, dim, triangles) {
- var hasHoles = holeIndices && holeIndices.length;
- var outerLen = hasHoles ? holeIndices[0] * dim : data.length;
- var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));
- if (hasHoles) {
- for (var i = 0, len = holeIndices.length; i < len; i++) {
- var start = holeIndices[i] * dim;
- var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
- polygonArea -= Math.abs(signedArea(data, start, end, dim));
- }
- }
- var trianglesArea = 0;
- for (i = 0; i < triangles.length; i += 3) {
- var a = triangles[i] * dim;
- var b = triangles[i + 1] * dim;
- var c = triangles[i + 2] * dim;
- trianglesArea += Math.abs(
- (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -
- (data[a] - data[b]) * (data[c + 1] - data[a + 1]));
- }
- return polygonArea === 0 && trianglesArea === 0 ? 0 :
- Math.abs((trianglesArea - polygonArea) / polygonArea);
- };
- function signedArea(data, start, end, dim) {
- var sum = 0;
- for (var i = start, j = end - dim; i < end; i += dim) {
- sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
- j = i;
- }
- return sum;
- }
- // turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts
- earcut.flatten = function (data) {
- var dim = data[0][0].length,
- result = {vertices: [], holes: [], dimensions: dim},
- holeIndex = 0;
- for (var i = 0; i < data.length; i++) {
- for (var j = 0; j < data[i].length; j++) {
- for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);
- }
- if (i > 0) {
- holeIndex += data[i - 1].length;
- result.holes.push(holeIndex);
- }
- }
- return result;
- };
- return earcut;
- });
- /*global define*/
- define('Core/WindingOrder',[
- './freezeObject',
- './WebGLConstants'
- ], function(
- freezeObject,
- WebGLConstants) {
- 'use strict';
- /**
- * Winding order defines the order of vertices for a triangle to be considered front-facing.
- *
- * @exports WindingOrder
- */
- var WindingOrder = {
- /**
- * Vertices are in clockwise order.
- *
- * @type {Number}
- * @constant
- */
- CLOCKWISE : WebGLConstants.CW,
- /**
- * Vertices are in counter-clockwise order.
- *
- * @type {Number}
- * @constant
- */
- COUNTER_CLOCKWISE : WebGLConstants.CCW,
- /**
- * @private
- */
- validate : function(windingOrder) {
- return windingOrder === WindingOrder.CLOCKWISE ||
- windingOrder === WindingOrder.COUNTER_CLOCKWISE;
- }
- };
- return freezeObject(WindingOrder);
- });
- /*global define*/
- define('Core/PolygonPipeline',[
- '../ThirdParty/earcut-2.1.1',
- './Cartesian2',
- './Cartesian3',
- './ComponentDatatype',
- './defaultValue',
- './defined',
- './DeveloperError',
- './Ellipsoid',
- './Geometry',
- './GeometryAttribute',
- './Math',
- './PrimitiveType',
- './WindingOrder'
- ], function(
- earcut,
- Cartesian2,
- Cartesian3,
- ComponentDatatype,
- defaultValue,
- defined,
- DeveloperError,
- Ellipsoid,
- Geometry,
- GeometryAttribute,
- CesiumMath,
- PrimitiveType,
- WindingOrder) {
- 'use strict';
- var scaleToGeodeticHeightN = new Cartesian3();
- var scaleToGeodeticHeightP = new Cartesian3();
- /**
- * @private
- */
- var PolygonPipeline = {};
- /**
- * @exception {DeveloperError} At least three positions are required.
- */
- PolygonPipeline.computeArea2D = function(positions) {
- if (!defined(positions)) {
- throw new DeveloperError('positions is required.');
- }
- if (positions.length < 3) {
- throw new DeveloperError('At least three positions are required.');
- }
-
- var length = positions.length;
- var area = 0.0;
- for ( var i0 = length - 1, i1 = 0; i1 < length; i0 = i1++) {
- var v0 = positions[i0];
- var v1 = positions[i1];
- area += (v0.x * v1.y) - (v1.x * v0.y);
- }
- return area * 0.5;
- };
- /**
- * @returns {WindingOrder} The winding order.
- *
- * @exception {DeveloperError} At least three positions are required.
- */
- PolygonPipeline.computeWindingOrder2D = function(positions) {
- var area = PolygonPipeline.computeArea2D(positions);
- return (area > 0.0) ? WindingOrder.COUNTER_CLOCKWISE : WindingOrder.CLOCKWISE;
- };
- /**
- * Triangulate a polygon.
- *
- * @param {Cartesian2[]} positions Cartesian2 array containing the vertices of the polygon
- * @param {Number[]} [holes] An array of the staring indices of the holes.
- * @returns {Number[]} Index array representing triangles that fill the polygon
- */
- PolygonPipeline.triangulate = function(positions, holes) {
- if (!defined(positions)) {
- throw new DeveloperError('positions is required.');
- }
-
- var flattenedPositions = Cartesian2.packArray(positions);
- return earcut(flattenedPositions, holes, 2);
- };
- var subdivisionV0Scratch = new Cartesian3();
- var subdivisionV1Scratch = new Cartesian3();
- var subdivisionV2Scratch = new Cartesian3();
- var subdivisionS0Scratch = new Cartesian3();
- var subdivisionS1Scratch = new Cartesian3();
- var subdivisionS2Scratch = new Cartesian3();
- var subdivisionMidScratch = new Cartesian3();
- /**
- * Subdivides positions and raises points to the surface of the ellipsoid.
- *
- * @param {Ellipsoid} ellipsoid The ellipsoid the polygon in on.
- * @param {Cartesian3[]} positions An array of {@link Cartesian3} positions of the polygon.
- * @param {Number[]} indices An array of indices that determines the triangles in the polygon.
- * @param {Number} [granularity=CesiumMath.RADIANS_PER_DEGREE] The distance, in radians, between each latitude and longitude. Determines the number of positions in the buffer.
- *
- * @exception {DeveloperError} At least three indices are required.
- * @exception {DeveloperError} The number of indices must be divisable by three.
- * @exception {DeveloperError} Granularity must be greater than zero.
- */
- PolygonPipeline.computeSubdivision = function(ellipsoid, positions, indices, granularity) {
- granularity = defaultValue(granularity, CesiumMath.RADIANS_PER_DEGREE);
- if (!defined(ellipsoid)) {
- throw new DeveloperError('ellipsoid is required.');
- }
- if (!defined(positions)) {
- throw new DeveloperError('positions is required.');
- }
- if (!defined(indices)) {
- throw new DeveloperError('indices is required.');
- }
- if (indices.length < 3) {
- throw new DeveloperError('At least three indices are required.');
- }
- if (indices.length % 3 !== 0) {
- throw new DeveloperError('The number of indices must be divisable by three.');
- }
- if (granularity <= 0.0) {
- throw new DeveloperError('granularity must be greater than zero.');
- }
-
- // triangles that need (or might need) to be subdivided.
- var triangles = indices.slice(0);
- // New positions due to edge splits are appended to the positions list.
- var i;
- var length = positions.length;
- var subdividedPositions = new Array(length * 3);
- var q = 0;
- for (i = 0; i < length; i++) {
- var item = positions[i];
- subdividedPositions[q++] = item.x;
- subdividedPositions[q++] = item.y;
- subdividedPositions[q++] = item.z;
- }
- var subdividedIndices = [];
- // Used to make sure shared edges are not split more than once.
- var edges = {};
- var radius = ellipsoid.maximumRadius;
- var minDistance = CesiumMath.chordLength(granularity, radius);
- var minDistanceSqrd = minDistance * minDistance;
- while (triangles.length > 0) {
- var i2 = triangles.pop();
- var i1 = triangles.pop();
- var i0 = triangles.pop();
- var v0 = Cartesian3.fromArray(subdividedPositions, i0 * 3, subdivisionV0Scratch);
- var v1 = Cartesian3.fromArray(subdividedPositions, i1 * 3, subdivisionV1Scratch);
- var v2 = Cartesian3.fromArray(subdividedPositions, i2 * 3, subdivisionV2Scratch);
- var s0 = Cartesian3.multiplyByScalar(Cartesian3.normalize(v0, subdivisionS0Scratch), radius, subdivisionS0Scratch);
- var s1 = Cartesian3.multiplyByScalar(Cartesian3.normalize(v1, subdivisionS1Scratch), radius, subdivisionS1Scratch);
- var s2 = Cartesian3.multiplyByScalar(Cartesian3.normalize(v2, subdivisionS2Scratch), radius, subdivisionS2Scratch);
- var g0 = Cartesian3.magnitudeSquared(Cartesian3.subtract(s0, s1, subdivisionMidScratch));
- var g1 = Cartesian3.magnitudeSquared(Cartesian3.subtract(s1, s2, subdivisionMidScratch));
- var g2 = Cartesian3.magnitudeSquared(Cartesian3.subtract(s2, s0, subdivisionMidScratch));
- var max = Math.max(g0, g1, g2);
- var edge;
- var mid;
- // if the max length squared of a triangle edge is greater than the chord length of squared
- // of the granularity, subdivide the triangle
- if (max > minDistanceSqrd) {
- if (g0 === max) {
- edge = Math.min(i0, i1) + ' ' + Math.max(i0, i1);
- i = edges[edge];
- if (!defined(i)) {
- mid = Cartesian3.add(v0, v1, subdivisionMidScratch);
- Cartesian3.multiplyByScalar(mid, 0.5, mid);
- subdividedPositions.push(mid.x, mid.y, mid.z);
- i = subdividedPositions.length / 3 - 1;
- edges[edge] = i;
- }
- triangles.push(i0, i, i2);
- triangles.push(i, i1, i2);
- } else if (g1 === max) {
- edge = Math.min(i1, i2) + ' ' + Math.max(i1, i2);
- i = edges[edge];
- if (!defined(i)) {
- mid = Cartesian3.add(v1, v2, subdivisionMidScratch);
- Cartesian3.multiplyByScalar(mid, 0.5, mid);
- subdividedPositions.push(mid.x, mid.y, mid.z);
- i = subdividedPositions.length / 3 - 1;
- edges[edge] = i;
- }
- triangles.push(i1, i, i0);
- triangles.push(i, i2, i0);
- } else if (g2 === max) {
- edge = Math.min(i2, i0) + ' ' + Math.max(i2, i0);
- i = edges[edge];
- if (!defined(i)) {
- mid = Cartesian3.add(v2, v0, subdivisionMidScratch);
- Cartesian3.multiplyByScalar(mid, 0.5, mid);
- subdividedPositions.push(mid.x, mid.y, mid.z);
- i = subdividedPositions.length / 3 - 1;
- edges[edge] = i;
- }
- triangles.push(i2, i, i1);
- triangles.push(i, i0, i1);
- }
- } else {
- subdividedIndices.push(i0);
- subdividedIndices.push(i1);
- subdividedIndices.push(i2);
- }
- }
- return new Geometry({
- attributes : {
- position : new GeometryAttribute({
- componentDatatype : ComponentDatatype.DOUBLE,
- componentsPerAttribute : 3,
- values : subdividedPositions
- })
- },
- indices : subdividedIndices,
- primitiveType : PrimitiveType.TRIANGLES
- });
- };
- /**
- * Scales each position of a geometry's position attribute to a height, in place.
- *
- * @param {Number[]} positions The array of numbers representing the positions to be scaled
- * @param {Number} [height=0.0] The desired height to add to the positions
- * @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid on which the positions lie.
- * @param {Boolean} [scaleToSurface=true] <code>true</code> if the positions need to be scaled to the surface before the height is added.
- * @returns {Number[]} The input array of positions, scaled to height
- */
- PolygonPipeline.scaleToGeodeticHeight = function(positions, height, ellipsoid, scaleToSurface) {
- ellipsoid = defaultValue(ellipsoid, Ellipsoid.WGS84);
- var n = scaleToGeodeticHeightN;
- var p = scaleToGeodeticHeightP;
- height = defaultValue(height, 0.0);
- scaleToSurface = defaultValue(scaleToSurface, true);
- if (defined(positions)) {
- var length = positions.length;
- for ( var i = 0; i < length; i += 3) {
- Cartesian3.fromArray(positions, i, p);
- if (scaleToSurface) {
- p = ellipsoid.scaleToGeodeticSurface(p, p);
- }
- if (height !== 0) {
- n = ellipsoid.geodeticSurfaceNormal(p, n);
- Cartesian3.multiplyByScalar(n, height, n);
- Cartesian3.add(p, n, p);
- }
- positions[i] = p.x;
- positions[i + 1] = p.y;
- positions[i + 2] = p.z;
- }
- }
- return positions;
- };
- return PolygonPipeline;
- });
- /*global define*/
- define('Core/Quaternion',[
- './Cartesian3',
- './defaultValue',
- './defined',
- './DeveloperError',
- './FeatureDetection',
- './freezeObject',
- './Math',
- './Matrix3'
- ], function(
- Cartesian3,
- defaultValue,
- defined,
- DeveloperError,
- FeatureDetection,
- freezeObject,
- CesiumMath,
- Matrix3) {
- 'use strict';
- /**
- * A set of 4-dimensional coordinates used to represent rotation in 3-dimensional space.
- * @alias Quaternion
- * @constructor
- *
- * @param {Number} [x=0.0] The X component.
- * @param {Number} [y=0.0] The Y component.
- * @param {Number} [z=0.0] The Z component.
- * @param {Number} [w=0.0] The W component.
- *
- * @see PackableForInterpolation
- */
- function Quaternion(x, y, z, w) {
- /**
- * The X component.
- * @type {Number}
- * @default 0.0
- */
- this.x = defaultValue(x, 0.0);
- /**
- * The Y component.
- * @type {Number}
- * @default 0.0
- */
- this.y = defaultValue(y, 0.0);
- /**
- * The Z component.
- * @type {Number}
- * @default 0.0
- */
- this.z = defaultValue(z, 0.0);
- /**
- * The W component.
- * @type {Number}
- * @default 0.0
- */
- this.w = defaultValue(w, 0.0);
- }
- var fromAxisAngleScratch = new Cartesian3();
- /**
- * Computes a quaternion representing a rotation around an axis.
- *
- * @param {Cartesian3} axis The axis of rotation.
- * @param {Number} angle The angle in radians to rotate around the axis.
- * @param {Quaternion} [result] The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter or a new Quaternion instance if one was not provided.
- */
- Quaternion.fromAxisAngle = function(axis, angle, result) {
- if (!defined(axis)) {
- throw new DeveloperError('axis is required.');
- }
- if (typeof angle !== 'number') {
- throw new DeveloperError('angle is required and must be a number.');
- }
-
- var halfAngle = angle / 2.0;
- var s = Math.sin(halfAngle);
- fromAxisAngleScratch = Cartesian3.normalize(axis, fromAxisAngleScratch);
- var x = fromAxisAngleScratch.x * s;
- var y = fromAxisAngleScratch.y * s;
- var z = fromAxisAngleScratch.z * s;
- var w = Math.cos(halfAngle);
- if (!defined(result)) {
- return new Quaternion(x, y, z, w);
- }
- result.x = x;
- result.y = y;
- result.z = z;
- result.w = w;
- return result;
- };
- var fromRotationMatrixNext = [1, 2, 0];
- var fromRotationMatrixQuat = new Array(3);
- /**
- * Computes a Quaternion from the provided Matrix3 instance.
- *
- * @param {Matrix3} matrix The rotation matrix.
- * @param {Quaternion} [result] The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter or a new Quaternion instance if one was not provided.
- *
- * @see Matrix3.fromQuaternion
- */
- Quaternion.fromRotationMatrix = function(matrix, result) {
- if (!defined(matrix)) {
- throw new DeveloperError('matrix is required.');
- }
-
- var root;
- var x;
- var y;
- var z;
- var w;
- var m00 = matrix[Matrix3.COLUMN0ROW0];
- var m11 = matrix[Matrix3.COLUMN1ROW1];
- var m22 = matrix[Matrix3.COLUMN2ROW2];
- var trace = m00 + m11 + m22;
- if (trace > 0.0) {
- // |w| > 1/2, may as well choose w > 1/2
- root = Math.sqrt(trace + 1.0); // 2w
- w = 0.5 * root;
- root = 0.5 / root; // 1/(4w)
- x = (matrix[Matrix3.COLUMN1ROW2] - matrix[Matrix3.COLUMN2ROW1]) * root;
- y = (matrix[Matrix3.COLUMN2ROW0] - matrix[Matrix3.COLUMN0ROW2]) * root;
- z = (matrix[Matrix3.COLUMN0ROW1] - matrix[Matrix3.COLUMN1ROW0]) * root;
- } else {
- // |w| <= 1/2
- var next = fromRotationMatrixNext;
- var i = 0;
- if (m11 > m00) {
- i = 1;
- }
- if (m22 > m00 && m22 > m11) {
- i = 2;
- }
- var j = next[i];
- var k = next[j];
- root = Math.sqrt(matrix[Matrix3.getElementIndex(i, i)] - matrix[Matrix3.getElementIndex(j, j)] - matrix[Matrix3.getElementIndex(k, k)] + 1.0);
- var quat = fromRotationMatrixQuat;
- quat[i] = 0.5 * root;
- root = 0.5 / root;
- w = (matrix[Matrix3.getElementIndex(k, j)] - matrix[Matrix3.getElementIndex(j, k)]) * root;
- quat[j] = (matrix[Matrix3.getElementIndex(j, i)] + matrix[Matrix3.getElementIndex(i, j)]) * root;
- quat[k] = (matrix[Matrix3.getElementIndex(k, i)] + matrix[Matrix3.getElementIndex(i, k)]) * root;
- x = -quat[0];
- y = -quat[1];
- z = -quat[2];
- }
- if (!defined(result)) {
- return new Quaternion(x, y, z, w);
- }
- result.x = x;
- result.y = y;
- result.z = z;
- result.w = w;
- return result;
- };
- var scratchHPRQuaternion = new Quaternion();
- /**
- * Computes a rotation from the given heading, pitch and roll angles. Heading is the rotation about the
- * negative z axis. Pitch is the rotation about the negative y axis. Roll is the rotation about
- * the positive x axis.
- *
- * @param {Number} heading The heading angle in radians.
- * @param {Number} pitch The pitch angle in radians.
- * @param {Number} roll The roll angle in radians.
- * @param {Quaternion} [result] The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter or a new Quaternion instance if none was provided.
- */
- Quaternion.fromHeadingPitchRoll = function(heading, pitch, roll, result) {
- if (!defined(heading)) {
- throw new DeveloperError('heading is required.');
- }
- if (!defined(pitch)) {
- throw new DeveloperError('pitch is required.');
- }
- if (!defined(roll)) {
- throw new DeveloperError('roll is required.');
- }
-
- var rollQuaternion = Quaternion.fromAxisAngle(Cartesian3.UNIT_X, roll, scratchHPRQuaternion);
- var pitchQuaternion = Quaternion.fromAxisAngle(Cartesian3.UNIT_Y, -pitch, result);
- result = Quaternion.multiply(pitchQuaternion, rollQuaternion, pitchQuaternion);
- var headingQuaternion = Quaternion.fromAxisAngle(Cartesian3.UNIT_Z, -heading, scratchHPRQuaternion);
- return Quaternion.multiply(headingQuaternion, result, result);
- };
- var sampledQuaternionAxis = new Cartesian3();
- var sampledQuaternionRotation = new Cartesian3();
- var sampledQuaternionTempQuaternion = new Quaternion();
- var sampledQuaternionQuaternion0 = new Quaternion();
- var sampledQuaternionQuaternion0Conjugate = new Quaternion();
- /**
- * The number of elements used to pack the object into an array.
- * @type {Number}
- */
- Quaternion.packedLength = 4;
- /**
- * Stores the provided instance into the provided array.
- *
- * @param {Quaternion} 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
- */
- Quaternion.pack = function(value, array, startingIndex) {
- if (!defined(value)) {
- throw new DeveloperError('value is required');
- }
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- array[startingIndex++] = value.x;
- array[startingIndex++] = value.y;
- array[startingIndex++] = value.z;
- array[startingIndex] = value.w;
- 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 {Quaternion} [result] The object into which to store the result.
- * @returns {Quaternion} The modified result parameter or a new Quaternion instance if one was not provided.
- */
- Quaternion.unpack = function(array, startingIndex, result) {
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- if (!defined(result)) {
- result = new Quaternion();
- }
- result.x = array[startingIndex];
- result.y = array[startingIndex + 1];
- result.z = array[startingIndex + 2];
- result.w = array[startingIndex + 3];
- return result;
- };
- /**
- * The number of elements used to store the object into an array in its interpolatable form.
- * @type {Number}
- */
- Quaternion.packedInterpolationLength = 3;
- /**
- * Converts a packed array into a form suitable for interpolation.
- *
- * @param {Number[]} packedArray The packed array.
- * @param {Number} [startingIndex=0] The index of the first element to be converted.
- * @param {Number} [lastIndex=packedArray.length] The index of the last element to be converted.
- * @param {Number[]} result The object into which to store the result.
- */
- Quaternion.convertPackedArrayForInterpolation = function(packedArray, startingIndex, lastIndex, result) {
- Quaternion.unpack(packedArray, lastIndex * 4, sampledQuaternionQuaternion0Conjugate);
- Quaternion.conjugate(sampledQuaternionQuaternion0Conjugate, sampledQuaternionQuaternion0Conjugate);
- for (var i = 0, len = lastIndex - startingIndex + 1; i < len; i++) {
- var offset = i * 3;
- Quaternion.unpack(packedArray, (startingIndex + i) * 4, sampledQuaternionTempQuaternion);
- Quaternion.multiply(sampledQuaternionTempQuaternion, sampledQuaternionQuaternion0Conjugate, sampledQuaternionTempQuaternion);
- if (sampledQuaternionTempQuaternion.w < 0) {
- Quaternion.negate(sampledQuaternionTempQuaternion, sampledQuaternionTempQuaternion);
- }
- Quaternion.computeAxis(sampledQuaternionTempQuaternion, sampledQuaternionAxis);
- var angle = Quaternion.computeAngle(sampledQuaternionTempQuaternion);
- result[offset] = sampledQuaternionAxis.x * angle;
- result[offset + 1] = sampledQuaternionAxis.y * angle;
- result[offset + 2] = sampledQuaternionAxis.z * angle;
- }
- };
- /**
- * Retrieves an instance from a packed array converted with {@link convertPackedArrayForInterpolation}.
- *
- * @param {Number[]} array The array previously packed for interpolation.
- * @param {Number[]} sourceArray The original packed array.
- * @param {Number} [startingIndex=0] The startingIndex used to convert the array.
- * @param {Number} [lastIndex=packedArray.length] The lastIndex used to convert the array.
- * @param {Quaternion} [result] The object into which to store the result.
- * @returns {Quaternion} The modified result parameter or a new Quaternion instance if one was not provided.
- */
- Quaternion.unpackInterpolationResult = function(array, sourceArray, firstIndex, lastIndex, result) {
- if (!defined(result)) {
- result = new Quaternion();
- }
- Cartesian3.fromArray(array, 0, sampledQuaternionRotation);
- var magnitude = Cartesian3.magnitude(sampledQuaternionRotation);
- Quaternion.unpack(sourceArray, lastIndex * 4, sampledQuaternionQuaternion0);
- if (magnitude === 0) {
- Quaternion.clone(Quaternion.IDENTITY, sampledQuaternionTempQuaternion);
- } else {
- Quaternion.fromAxisAngle(sampledQuaternionRotation, magnitude, sampledQuaternionTempQuaternion);
- }
- return Quaternion.multiply(sampledQuaternionTempQuaternion, sampledQuaternionQuaternion0, result);
- };
- /**
- * Duplicates a Quaternion instance.
- *
- * @param {Quaternion} quaternion The quaternion to duplicate.
- * @param {Quaternion} [result] The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter or a new Quaternion instance if one was not provided. (Returns undefined if quaternion is undefined)
- */
- Quaternion.clone = function(quaternion, result) {
- if (!defined(quaternion)) {
- return undefined;
- }
- if (!defined(result)) {
- return new Quaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w);
- }
- result.x = quaternion.x;
- result.y = quaternion.y;
- result.z = quaternion.z;
- result.w = quaternion.w;
- return result;
- };
- /**
- * Computes the conjugate of the provided quaternion.
- *
- * @param {Quaternion} quaternion The quaternion to conjugate.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.conjugate = function(quaternion, result) {
- if (!defined(quaternion)) {
- throw new DeveloperError('quaternion is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = -quaternion.x;
- result.y = -quaternion.y;
- result.z = -quaternion.z;
- result.w = quaternion.w;
- return result;
- };
- /**
- * Computes magnitude squared for the provided quaternion.
- *
- * @param {Quaternion} quaternion The quaternion to conjugate.
- * @returns {Number} The magnitude squared.
- */
- Quaternion.magnitudeSquared = function(quaternion) {
- if (!defined(quaternion)) {
- throw new DeveloperError('quaternion is required');
- }
-
- return quaternion.x * quaternion.x + quaternion.y * quaternion.y + quaternion.z * quaternion.z + quaternion.w * quaternion.w;
- };
- /**
- * Computes magnitude for the provided quaternion.
- *
- * @param {Quaternion} quaternion The quaternion to conjugate.
- * @returns {Number} The magnitude.
- */
- Quaternion.magnitude = function(quaternion) {
- return Math.sqrt(Quaternion.magnitudeSquared(quaternion));
- };
- /**
- * Computes the normalized form of the provided quaternion.
- *
- * @param {Quaternion} quaternion The quaternion to normalize.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.normalize = function(quaternion, result) {
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var inverseMagnitude = 1.0 / Quaternion.magnitude(quaternion);
- var x = quaternion.x * inverseMagnitude;
- var y = quaternion.y * inverseMagnitude;
- var z = quaternion.z * inverseMagnitude;
- var w = quaternion.w * inverseMagnitude;
- result.x = x;
- result.y = y;
- result.z = z;
- result.w = w;
- return result;
- };
- /**
- * Computes the inverse of the provided quaternion.
- *
- * @param {Quaternion} quaternion The quaternion to normalize.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.inverse = function(quaternion, result) {
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var magnitudeSquared = Quaternion.magnitudeSquared(quaternion);
- result = Quaternion.conjugate(quaternion, result);
- return Quaternion.multiplyByScalar(result, 1.0 / magnitudeSquared, result);
- };
- /**
- * Computes the componentwise sum of two quaternions.
- *
- * @param {Quaternion} left The first quaternion.
- * @param {Quaternion} right The second quaternion.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.add = function(left, right, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = left.x + right.x;
- result.y = left.y + right.y;
- result.z = left.z + right.z;
- result.w = left.w + right.w;
- return result;
- };
- /**
- * Computes the componentwise difference of two quaternions.
- *
- * @param {Quaternion} left The first quaternion.
- * @param {Quaternion} right The second quaternion.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.subtract = function(left, right, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = left.x - right.x;
- result.y = left.y - right.y;
- result.z = left.z - right.z;
- result.w = left.w - right.w;
- return result;
- };
- /**
- * Negates the provided quaternion.
- *
- * @param {Quaternion} quaternion The quaternion to be negated.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.negate = function(quaternion, result) {
- if (!defined(quaternion)) {
- throw new DeveloperError('quaternion is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = -quaternion.x;
- result.y = -quaternion.y;
- result.z = -quaternion.z;
- result.w = -quaternion.w;
- return result;
- };
- /**
- * Computes the dot (scalar) product of two quaternions.
- *
- * @param {Quaternion} left The first quaternion.
- * @param {Quaternion} right The second quaternion.
- * @returns {Number} The dot product.
- */
- Quaternion.dot = function(left, right) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
-
- return left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w;
- };
- /**
- * Computes the product of two quaternions.
- *
- * @param {Quaternion} left The first quaternion.
- * @param {Quaternion} right The second quaternion.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.multiply = function(left, right, result) {
- if (!defined(left)) {
- throw new DeveloperError('left is required');
- }
- if (!defined(right)) {
- throw new DeveloperError('right is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var leftX = left.x;
- var leftY = left.y;
- var leftZ = left.z;
- var leftW = left.w;
- var rightX = right.x;
- var rightY = right.y;
- var rightZ = right.z;
- var rightW = right.w;
- var x = leftW * rightX + leftX * rightW + leftY * rightZ - leftZ * rightY;
- var y = leftW * rightY - leftX * rightZ + leftY * rightW + leftZ * rightX;
- var z = leftW * rightZ + leftX * rightY - leftY * rightX + leftZ * rightW;
- var w = leftW * rightW - leftX * rightX - leftY * rightY - leftZ * rightZ;
- result.x = x;
- result.y = y;
- result.z = z;
- result.w = w;
- return result;
- };
- /**
- * Multiplies the provided quaternion componentwise by the provided scalar.
- *
- * @param {Quaternion} quaternion The quaternion to be scaled.
- * @param {Number} scalar The scalar to multiply with.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.multiplyByScalar = function(quaternion, scalar, result) {
- if (!defined(quaternion)) {
- throw new DeveloperError('quaternion is required');
- }
- if (typeof scalar !== 'number') {
- throw new DeveloperError('scalar is required and must be a number.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = quaternion.x * scalar;
- result.y = quaternion.y * scalar;
- result.z = quaternion.z * scalar;
- result.w = quaternion.w * scalar;
- return result;
- };
- /**
- * Divides the provided quaternion componentwise by the provided scalar.
- *
- * @param {Quaternion} quaternion The quaternion to be divided.
- * @param {Number} scalar The scalar to divide by.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.divideByScalar = function(quaternion, scalar, result) {
- if (!defined(quaternion)) {
- throw new DeveloperError('quaternion is required');
- }
- if (typeof scalar !== 'number') {
- throw new DeveloperError('scalar is required and must be a number.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- result.x = quaternion.x / scalar;
- result.y = quaternion.y / scalar;
- result.z = quaternion.z / scalar;
- result.w = quaternion.w / scalar;
- return result;
- };
- /**
- * Computes the axis of rotation of the provided quaternion.
- *
- * @param {Quaternion} quaternion The quaternion to use.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- */
- Quaternion.computeAxis = function(quaternion, result) {
- if (!defined(quaternion)) {
- throw new DeveloperError('quaternion is required');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var w = quaternion.w;
- if (Math.abs(w - 1.0) < CesiumMath.EPSILON6) {
- result.x = result.y = result.z = 0;
- return result;
- }
- var scalar = 1.0 / Math.sqrt(1.0 - (w * w));
- result.x = quaternion.x * scalar;
- result.y = quaternion.y * scalar;
- result.z = quaternion.z * scalar;
- return result;
- };
- /**
- * Computes the angle of rotation of the provided quaternion.
- *
- * @param {Quaternion} quaternion The quaternion to use.
- * @returns {Number} The angle of rotation.
- */
- Quaternion.computeAngle = function(quaternion) {
- if (!defined(quaternion)) {
- throw new DeveloperError('quaternion is required');
- }
-
- if (Math.abs(quaternion.w - 1.0) < CesiumMath.EPSILON6) {
- return 0.0;
- }
- return 2.0 * Math.acos(quaternion.w);
- };
- var lerpScratch = new Quaternion();
- /**
- * Computes the linear interpolation or extrapolation at t using the provided quaternions.
- *
- * @param {Quaternion} start The value corresponding to t at 0.0.
- * @param {Quaternion} end The value corresponding to t at 1.0.
- * @param {Number} t The point along t at which to interpolate.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.lerp = function(start, end, t, result) {
- if (!defined(start)) {
- throw new DeveloperError('start is required.');
- }
- if (!defined(end)) {
- throw new DeveloperError('end is required.');
- }
- if (typeof t !== 'number') {
- throw new DeveloperError('t is required and must be a number.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- lerpScratch = Quaternion.multiplyByScalar(end, t, lerpScratch);
- result = Quaternion.multiplyByScalar(start, 1.0 - t, result);
- return Quaternion.add(lerpScratch, result, result);
- };
- var slerpEndNegated = new Quaternion();
- var slerpScaledP = new Quaternion();
- var slerpScaledR = new Quaternion();
- /**
- * Computes the spherical linear interpolation or extrapolation at t using the provided quaternions.
- *
- * @param {Quaternion} start The value corresponding to t at 0.0.
- * @param {Quaternion} end The value corresponding to t at 1.0.
- * @param {Number} t The point along t at which to interpolate.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- *
- * @see Quaternion#fastSlerp
- */
- Quaternion.slerp = function(start, end, t, result) {
- if (!defined(start)) {
- throw new DeveloperError('start is required.');
- }
- if (!defined(end)) {
- throw new DeveloperError('end is required.');
- }
- if (typeof t !== 'number') {
- throw new DeveloperError('t is required and must be a number.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var dot = Quaternion.dot(start, end);
- // The angle between start must be acute. Since q and -q represent
- // the same rotation, negate q to get the acute angle.
- var r = end;
- if (dot < 0.0) {
- dot = -dot;
- r = slerpEndNegated = Quaternion.negate(end, slerpEndNegated);
- }
- // dot > 0, as the dot product approaches 1, the angle between the
- // quaternions vanishes. use linear interpolation.
- if (1.0 - dot < CesiumMath.EPSILON6) {
- return Quaternion.lerp(start, r, t, result);
- }
- var theta = Math.acos(dot);
- slerpScaledP = Quaternion.multiplyByScalar(start, Math.sin((1 - t) * theta), slerpScaledP);
- slerpScaledR = Quaternion.multiplyByScalar(r, Math.sin(t * theta), slerpScaledR);
- result = Quaternion.add(slerpScaledP, slerpScaledR, result);
- return Quaternion.multiplyByScalar(result, 1.0 / Math.sin(theta), result);
- };
- /**
- * The logarithmic quaternion function.
- *
- * @param {Quaternion} quaternion The unit quaternion.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- */
- Quaternion.log = function(quaternion, result) {
- if (!defined(quaternion)) {
- throw new DeveloperError('quaternion is required.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var theta = CesiumMath.acosClamped(quaternion.w);
- var thetaOverSinTheta = 0.0;
- if (theta !== 0.0) {
- thetaOverSinTheta = theta / Math.sin(theta);
- }
- return Cartesian3.multiplyByScalar(quaternion, thetaOverSinTheta, result);
- };
- /**
- * The exponential quaternion function.
- *
- * @param {Cartesian3} cartesian The cartesian.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.exp = function(cartesian, result) {
- if (!defined(cartesian)) {
- throw new DeveloperError('cartesian is required.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var theta = Cartesian3.magnitude(cartesian);
- var sinThetaOverTheta = 0.0;
- if (theta !== 0.0) {
- sinThetaOverTheta = Math.sin(theta) / theta;
- }
- result.x = cartesian.x * sinThetaOverTheta;
- result.y = cartesian.y * sinThetaOverTheta;
- result.z = cartesian.z * sinThetaOverTheta;
- result.w = Math.cos(theta);
- return result;
- };
- var squadScratchCartesian0 = new Cartesian3();
- var squadScratchCartesian1 = new Cartesian3();
- var squadScratchQuaternion0 = new Quaternion();
- var squadScratchQuaternion1 = new Quaternion();
- /**
- * Computes an inner quadrangle point.
- * <p>This will compute quaternions that ensure a squad curve is C<sup>1</sup>.</p>
- *
- * @param {Quaternion} q0 The first quaternion.
- * @param {Quaternion} q1 The second quaternion.
- * @param {Quaternion} q2 The third quaternion.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- *
- * @see Quaternion#squad
- */
- Quaternion.computeInnerQuadrangle = function(q0, q1, q2, result) {
- if (!defined(q0) || !defined(q1) || !defined(q2)) {
- throw new DeveloperError('q0, q1, and q2 are required.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var qInv = Quaternion.conjugate(q1, squadScratchQuaternion0);
- Quaternion.multiply(qInv, q2, squadScratchQuaternion1);
- var cart0 = Quaternion.log(squadScratchQuaternion1, squadScratchCartesian0);
- Quaternion.multiply(qInv, q0, squadScratchQuaternion1);
- var cart1 = Quaternion.log(squadScratchQuaternion1, squadScratchCartesian1);
- Cartesian3.add(cart0, cart1, cart0);
- Cartesian3.multiplyByScalar(cart0, 0.25, cart0);
- Cartesian3.negate(cart0, cart0);
- Quaternion.exp(cart0, squadScratchQuaternion0);
- return Quaternion.multiply(q1, squadScratchQuaternion0, result);
- };
- /**
- * Computes the spherical quadrangle interpolation between quaternions.
- *
- * @param {Quaternion} q0 The first quaternion.
- * @param {Quaternion} q1 The second quaternion.
- * @param {Quaternion} s0 The first inner quadrangle.
- * @param {Quaternion} s1 The second inner quadrangle.
- * @param {Number} t The time in [0,1] used to interpolate.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- *
- *
- * @example
- * // 1. compute the squad interpolation between two quaternions on a curve
- * var s0 = Cesium.Quaternion.computeInnerQuadrangle(quaternions[i - 1], quaternions[i], quaternions[i + 1], new Cesium.Quaternion());
- * var s1 = Cesium.Quaternion.computeInnerQuadrangle(quaternions[i], quaternions[i + 1], quaternions[i + 2], new Cesium.Quaternion());
- * var q = Cesium.Quaternion.squad(quaternions[i], quaternions[i + 1], s0, s1, t, new Cesium.Quaternion());
- *
- * // 2. compute the squad interpolation as above but where the first quaternion is a end point.
- * var s1 = Cesium.Quaternion.computeInnerQuadrangle(quaternions[0], quaternions[1], quaternions[2], new Cesium.Quaternion());
- * var q = Cesium.Quaternion.squad(quaternions[0], quaternions[1], quaternions[0], s1, t, new Cesium.Quaternion());
- *
- * @see Quaternion#computeInnerQuadrangle
- */
- Quaternion.squad = function(q0, q1, s0, s1, t, result) {
- if (!defined(q0) || !defined(q1) || !defined(s0) || !defined(s1)) {
- throw new DeveloperError('q0, q1, s0, and s1 are required.');
- }
- if (typeof t !== 'number') {
- throw new DeveloperError('t is required and must be a number.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var slerp0 = Quaternion.slerp(q0, q1, t, squadScratchQuaternion0);
- var slerp1 = Quaternion.slerp(s0, s1, t, squadScratchQuaternion1);
- return Quaternion.slerp(slerp0, slerp1, 2.0 * t * (1.0 - t), result);
- };
- var fastSlerpScratchQuaternion = new Quaternion();
- var opmu = 1.90110745351730037;
- var u = FeatureDetection.supportsTypedArrays() ? new Float32Array(8) : [];
- var v = FeatureDetection.supportsTypedArrays() ? new Float32Array(8) : [];
- var bT = FeatureDetection.supportsTypedArrays() ? new Float32Array(8) : [];
- var bD = FeatureDetection.supportsTypedArrays() ? new Float32Array(8) : [];
- for (var i = 0; i < 7; ++i) {
- var s = i + 1.0;
- var t = 2.0 * s + 1.0;
- u[i] = 1.0 / (s * t);
- v[i] = s / t;
- }
- u[7] = opmu / (8.0 * 17.0);
- v[7] = opmu * 8.0 / 17.0;
- /**
- * Computes the spherical linear interpolation or extrapolation at t using the provided quaternions.
- * This implementation is faster than {@link Quaternion#slerp}, but is only accurate up to 10<sup>-6</sup>.
- *
- * @param {Quaternion} start The value corresponding to t at 0.0.
- * @param {Quaternion} end The value corresponding to t at 1.0.
- * @param {Number} t The point along t at which to interpolate.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- *
- * @see Quaternion#slerp
- */
- Quaternion.fastSlerp = function(start, end, t, result) {
- if (!defined(start)) {
- throw new DeveloperError('start is required.');
- }
- if (!defined(end)) {
- throw new DeveloperError('end is required.');
- }
- if (typeof t !== 'number') {
- throw new DeveloperError('t is required and must be a number.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var x = Quaternion.dot(start, end);
- var sign;
- if (x >= 0) {
- sign = 1.0;
- } else {
- sign = -1.0;
- x = -x;
- }
- var xm1 = x - 1.0;
- var d = 1.0 - t;
- var sqrT = t * t;
- var sqrD = d * d;
- for (var i = 7; i >= 0; --i) {
- bT[i] = (u[i] * sqrT - v[i]) * xm1;
- bD[i] = (u[i] * sqrD - v[i]) * xm1;
- }
- var cT = sign * t * (
- 1.0 + bT[0] * (1.0 + bT[1] * (1.0 + bT[2] * (1.0 + bT[3] * (
- 1.0 + bT[4] * (1.0 + bT[5] * (1.0 + bT[6] * (1.0 + bT[7]))))))));
- var cD = d * (
- 1.0 + bD[0] * (1.0 + bD[1] * (1.0 + bD[2] * (1.0 + bD[3] * (
- 1.0 + bD[4] * (1.0 + bD[5] * (1.0 + bD[6] * (1.0 + bD[7]))))))));
- var temp = Quaternion.multiplyByScalar(start, cD, fastSlerpScratchQuaternion);
- Quaternion.multiplyByScalar(end, cT, result);
- return Quaternion.add(temp, result, result);
- };
- /**
- * Computes the spherical quadrangle interpolation between quaternions.
- * An implementation that is faster than {@link Quaternion#squad}, but less accurate.
- *
- * @param {Quaternion} q0 The first quaternion.
- * @param {Quaternion} q1 The second quaternion.
- * @param {Quaternion} s0 The first inner quadrangle.
- * @param {Quaternion} s1 The second inner quadrangle.
- * @param {Number} t The time in [0,1] used to interpolate.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter or a new instance if none was provided.
- *
- * @see Quaternion#squad
- */
- Quaternion.fastSquad = function(q0, q1, s0, s1, t, result) {
- if (!defined(q0) || !defined(q1) || !defined(s0) || !defined(s1)) {
- throw new DeveloperError('q0, q1, s0, and s1 are required.');
- }
- if (typeof t !== 'number') {
- throw new DeveloperError('t is required and must be a number.');
- }
- if (!defined(result)) {
- throw new DeveloperError('result is required');
- }
-
- var slerp0 = Quaternion.fastSlerp(q0, q1, t, squadScratchQuaternion0);
- var slerp1 = Quaternion.fastSlerp(s0, s1, t, squadScratchQuaternion1);
- return Quaternion.fastSlerp(slerp0, slerp1, 2.0 * t * (1.0 - t), result);
- };
- /**
- * Compares the provided quaternions componentwise and returns
- * <code>true</code> if they are equal, <code>false</code> otherwise.
- *
- * @param {Quaternion} [left] The first quaternion.
- * @param {Quaternion} [right] The second quaternion.
- * @returns {Boolean} <code>true</code> if left and right are equal, <code>false</code> otherwise.
- */
- Quaternion.equals = function(left, right) {
- return (left === right) ||
- ((defined(left)) &&
- (defined(right)) &&
- (left.x === right.x) &&
- (left.y === right.y) &&
- (left.z === right.z) &&
- (left.w === right.w));
- };
- /**
- * Compares the provided quaternions componentwise and returns
- * <code>true</code> if they are within the provided epsilon,
- * <code>false</code> otherwise.
- *
- * @param {Quaternion} [left] The first quaternion.
- * @param {Quaternion} [right] The second quaternion.
- * @param {Number} epsilon 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.
- */
- Quaternion.equalsEpsilon = function(left, right, epsilon) {
- if (typeof epsilon !== 'number') {
- throw new DeveloperError('epsilon is required and must be a number.');
- }
-
- return (left === right) ||
- ((defined(left)) &&
- (defined(right)) &&
- (Math.abs(left.x - right.x) <= epsilon) &&
- (Math.abs(left.y - right.y) <= epsilon) &&
- (Math.abs(left.z - right.z) <= epsilon) &&
- (Math.abs(left.w - right.w) <= epsilon));
- };
- /**
- * An immutable Quaternion instance initialized to (0.0, 0.0, 0.0, 0.0).
- *
- * @type {Quaternion}
- * @constant
- */
- Quaternion.ZERO = freezeObject(new Quaternion(0.0, 0.0, 0.0, 0.0));
- /**
- * An immutable Quaternion instance initialized to (0.0, 0.0, 0.0, 1.0).
- *
- * @type {Quaternion}
- * @constant
- */
- Quaternion.IDENTITY = freezeObject(new Quaternion(0.0, 0.0, 0.0, 1.0));
- /**
- * Duplicates this Quaternion instance.
- *
- * @param {Quaternion} [result] The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter or a new Quaternion instance if one was not provided.
- */
- Quaternion.prototype.clone = function(result) {
- return Quaternion.clone(this, result);
- };
- /**
- * Compares this and the provided quaternion componentwise and returns
- * <code>true</code> if they are equal, <code>false</code> otherwise.
- *
- * @param {Quaternion} [right] The right hand side quaternion.
- * @returns {Boolean} <code>true</code> if left and right are equal, <code>false</code> otherwise.
- */
- Quaternion.prototype.equals = function(right) {
- return Quaternion.equals(this, right);
- };
- /**
- * Compares this and the provided quaternion componentwise and returns
- * <code>true</code> if they are within the provided epsilon,
- * <code>false</code> otherwise.
- *
- * @param {Quaternion} [right] The right hand side quaternion.
- * @param {Number} epsilon 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.
- */
- Quaternion.prototype.equalsEpsilon = function(right, epsilon) {
- return Quaternion.equalsEpsilon(this, right, epsilon);
- };
- /**
- * Returns a string representing this quaternion in the format (x, y, z, w).
- *
- * @returns {String} A string representing this Quaternion.
- */
- Quaternion.prototype.toString = function() {
- return '(' + this.x + ', ' + this.y + ', ' + this.z + ', ' + this.w + ')';
- };
- return Quaternion;
- });
- /*global define*/
- define('Core/RectangleGeometryLibrary',[
- './Cartesian3',
- './Cartographic',
- './defined',
- './DeveloperError',
- './GeographicProjection',
- './Math',
- './Matrix2',
- './Rectangle'
- ], function(
- Cartesian3,
- Cartographic,
- defined,
- DeveloperError,
- GeographicProjection,
- CesiumMath,
- Matrix2,
- Rectangle) {
- 'use strict';
- var cos = Math.cos;
- var sin = Math.sin;
- var sqrt = Math.sqrt;
- /**
- * @private
- */
- var RectangleGeometryLibrary = {};
- /**
- * @private
- */
- RectangleGeometryLibrary.computePosition = function(options, row, col, position, st) {
- var radiiSquared = options.ellipsoid.radiiSquared;
- var nwCorner = options.nwCorner;
- var rectangle = options.rectangle;
- var stLatitude = nwCorner.latitude - options.granYCos * row + col * options.granXSin;
- var cosLatitude = cos(stLatitude);
- var nZ = sin(stLatitude);
- var kZ = radiiSquared.z * nZ;
- var stLongitude = nwCorner.longitude + row * options.granYSin + col * options.granXCos;
- var nX = cosLatitude * cos(stLongitude);
- var nY = cosLatitude * sin(stLongitude);
- var kX = radiiSquared.x * nX;
- var kY = radiiSquared.y * nY;
- var gamma = sqrt((kX * nX) + (kY * nY) + (kZ * nZ));
- position.x = kX / gamma;
- position.y = kY / gamma;
- position.z = kZ / gamma;
- if (defined(options.vertexFormat) && options.vertexFormat.st) {
- var stNwCorner = options.stNwCorner;
- if (defined(stNwCorner)) {
- stLatitude = stNwCorner.latitude - options.stGranYCos * row + col * options.stGranXSin;
- stLongitude = stNwCorner.longitude + row * options.stGranYSin + col * options.stGranXCos;
- st.x = (stLongitude - options.stWest) * options.lonScalar;
- st.y = (stLatitude - options.stSouth) * options.latScalar;
- } else {
- st.x = (stLongitude - rectangle.west) * options.lonScalar;
- st.y = (stLatitude - rectangle.south) * options.latScalar;
- }
- }
- };
- var rotationMatrixScratch = new Matrix2();
- var nwCartesian = new Cartesian3();
- var centerScratch = new Cartographic();
- var centerCartesian = new Cartesian3();
- var proj = new GeographicProjection();
- function getRotationOptions(nwCorner, rotation, granularityX, granularityY, center, width, height) {
- var cosRotation = Math.cos(rotation);
- var granYCos = granularityY * cosRotation;
- var granXCos = granularityX * cosRotation;
- var sinRotation = Math.sin(rotation);
- var granYSin = granularityY * sinRotation;
- var granXSin = granularityX * sinRotation;
- nwCartesian = proj.project(nwCorner, nwCartesian);
- nwCartesian = Cartesian3.subtract(nwCartesian, centerCartesian, nwCartesian);
- var rotationMatrix = Matrix2.fromRotation(rotation, rotationMatrixScratch);
- nwCartesian = Matrix2.multiplyByVector(rotationMatrix, nwCartesian, nwCartesian);
- nwCartesian = Cartesian3.add(nwCartesian, centerCartesian, nwCartesian);
- nwCorner = proj.unproject(nwCartesian, nwCorner);
- width -= 1;
- height -= 1;
- var latitude = nwCorner.latitude;
- var latitude0 = latitude + width * granXSin;
- var latitude1 = latitude - granYCos * height;
- var latitude2 = latitude - granYCos * height + width * granXSin;
- var north = Math.max(latitude, latitude0, latitude1, latitude2);
- var south = Math.min(latitude, latitude0, latitude1, latitude2);
- var longitude = nwCorner.longitude;
- var longitude0 = longitude + width * granXCos;
- var longitude1 = longitude + height * granYSin;
- var longitude2 = longitude + height * granYSin + width * granXCos;
- var east = Math.max(longitude, longitude0, longitude1, longitude2);
- var west = Math.min(longitude, longitude0, longitude1, longitude2);
- return {
- north: north,
- south: south,
- east: east,
- west: west,
- granYCos : granYCos,
- granYSin : granYSin,
- granXCos : granXCos,
- granXSin : granXSin,
- nwCorner : nwCorner
- };
- }
- /**
- * @private
- */
- RectangleGeometryLibrary.computeOptions = function(geometry, rectangle, nwCorner, stNwCorner) {
- var granularity = geometry._granularity;
- var ellipsoid = geometry._ellipsoid;
- var surfaceHeight = geometry._surfaceHeight;
- var rotation = geometry._rotation;
- var stRotation = geometry._stRotation;
- var extrudedHeight = geometry._extrudedHeight;
- var east = rectangle.east;
- var west = rectangle.west;
- var north = rectangle.north;
- var south = rectangle.south;
- var width;
- var height;
- var granularityX;
- var granularityY;
- var dx;
- var dy = north - south;
- if (west > east) {
- dx = (CesiumMath.TWO_PI - west + east);
- width = Math.ceil(dx / granularity) + 1;
- height = Math.ceil(dy / granularity) + 1;
- granularityX = dx / (width - 1);
- granularityY = dy / (height - 1);
- } else {
- dx = east - west;
- width = Math.ceil(dx / granularity) + 1;
- height = Math.ceil(dy / granularity) + 1;
- granularityX = dx / (width - 1);
- granularityY = dy / (height - 1);
- }
- nwCorner = Rectangle.northwest(rectangle, nwCorner);
- var center = Rectangle.center(rectangle, centerScratch);
- if (rotation !== 0 || stRotation !== 0) {
- if (center.longitude < nwCorner.longitude) {
- center.longitude += CesiumMath.TWO_PI;
- }
- centerCartesian = proj.project(center, centerCartesian);
- }
- var granYCos = granularityY;
- var granXCos = granularityX;
- var granYSin = 0.0;
- var granXSin = 0.0;
- var options = {
- granYCos : granYCos,
- granYSin : granYSin,
- granXCos : granXCos,
- granXSin : granXSin,
- ellipsoid : ellipsoid,
- surfaceHeight : surfaceHeight,
- extrudedHeight : extrudedHeight,
- nwCorner : nwCorner,
- rectangle : rectangle,
- width: width,
- height: height
- };
- if (rotation !== 0) {
- var rotationOptions = getRotationOptions(nwCorner, rotation, granularityX, granularityY, center, width, height);
- north = rotationOptions.north;
- south = rotationOptions.south;
- east = rotationOptions.east;
- west = rotationOptions.west;
- if (north < -CesiumMath.PI_OVER_TWO || north > CesiumMath.PI_OVER_TWO ||
- south < -CesiumMath.PI_OVER_TWO || south > CesiumMath.PI_OVER_TWO) {
- throw new DeveloperError('Rotated rectangle is invalid. It crosses over either the north or south pole.');
- }
-
- options.granYCos = rotationOptions.granYCos;
- options.granYSin = rotationOptions.granYSin;
- options.granXCos = rotationOptions.granXCos;
- options.granXSin = rotationOptions.granXSin;
- rectangle.north = north;
- rectangle.south = south;
- rectangle.east = east;
- rectangle.west = west;
- }
- if (stRotation !== 0) {
- rotation = rotation - stRotation;
- stNwCorner = Rectangle.northwest(rectangle, stNwCorner);
- var stRotationOptions = getRotationOptions(stNwCorner, rotation, granularityX, granularityY, center, width, height);
- options.stGranYCos = stRotationOptions.granYCos;
- options.stGranXCos = stRotationOptions.granXCos;
- options.stGranYSin = stRotationOptions.granYSin;
- options.stGranXSin = stRotationOptions.granXSin;
- options.stNwCorner = stNwCorner;
- options.stWest = stRotationOptions.west;
- options.stSouth = stRotationOptions.south;
- }
- return options;
- };
- return RectangleGeometryLibrary;
- });
- /*global define*/
- define('Core/VertexFormat',[
- './defaultValue',
- './defined',
- './DeveloperError',
- './freezeObject'
- ], function(
- defaultValue,
- defined,
- DeveloperError,
- freezeObject) {
- 'use strict';
- /**
- * A vertex format defines what attributes make up a vertex. A VertexFormat can be provided
- * to a {@link Geometry} to request that certain properties be computed, e.g., just position,
- * position and normal, etc.
- *
- * @param {Object} [options] An object with boolean properties corresponding to VertexFormat properties as shown in the code example.
- *
- * @alias VertexFormat
- * @constructor
- *
- * @example
- * // Create a vertex format with position and 2D texture coordinate attributes.
- * var format = new Cesium.VertexFormat({
- * position : true,
- * st : true
- * });
- *
- * @see Geometry#attributes
- * @see Packable
- */
- function VertexFormat(options) {
- options = defaultValue(options, defaultValue.EMPTY_OBJECT);
- /**
- * When <code>true</code>, the vertex has a 3D position attribute.
- * <p>
- * 64-bit floating-point (for precision). 3 components per attribute.
- * </p>
- *
- * @type Boolean
- *
- * @default false
- */
- this.position = defaultValue(options.position, false);
- /**
- * When <code>true</code>, the vertex has a normal attribute (normalized), which is commonly used for lighting.
- * <p>
- * 32-bit floating-point. 3 components per attribute.
- * </p>
- *
- * @type Boolean
- *
- * @default false
- */
- this.normal = defaultValue(options.normal, false);
- /**
- * When <code>true</code>, the vertex has a 2D texture coordinate attribute.
- * <p>
- * 32-bit floating-point. 2 components per attribute
- * </p>
- *
- * @type Boolean
- *
- * @default false
- */
- this.st = defaultValue(options.st, false);
- /**
- * When <code>true</code>, the vertex has a binormal attribute (normalized), which is used for tangent-space effects like bump mapping.
- * <p>
- * 32-bit floating-point. 3 components per attribute.
- * </p>
- *
- * @type Boolean
- *
- * @default false
- */
- this.binormal = defaultValue(options.binormal, false);
- /**
- * When <code>true</code>, the vertex has a tangent attribute (normalized), which is used for tangent-space effects like bump mapping.
- * <p>
- * 32-bit floating-point. 3 components per attribute.
- * </p>
- *
- * @type Boolean
- *
- * @default false
- */
- this.tangent = defaultValue(options.tangent, false);
- /**
- * When <code>true</code>, the vertex has an RGB color attribute.
- * <p>
- * 8-bit unsigned byte. 3 components per attribute.
- * </p>
- *
- * @type Boolean
- *
- * @default false
- */
- this.color = defaultValue(options.color, false);
- }
- /**
- * An immutable vertex format with only a position attribute.
- *
- * @type {VertexFormat}
- * @constant
- *
- * @see VertexFormat#position
- */
- VertexFormat.POSITION_ONLY = freezeObject(new VertexFormat({
- position : true
- }));
- /**
- * An immutable vertex format with position and normal attributes.
- * This is compatible with per-instance color appearances like {@link PerInstanceColorAppearance}.
- *
- * @type {VertexFormat}
- * @constant
- *
- * @see VertexFormat#position
- * @see VertexFormat#normal
- */
- VertexFormat.POSITION_AND_NORMAL = freezeObject(new VertexFormat({
- position : true,
- normal : true
- }));
- /**
- * An immutable vertex format with position, normal, and st attributes.
- * This is compatible with {@link MaterialAppearance} when {@link MaterialAppearance#materialSupport}
- * is <code>TEXTURED/code>.
- *
- * @type {VertexFormat}
- * @constant
- *
- * @see VertexFormat#position
- * @see VertexFormat#normal
- * @see VertexFormat#st
- */
- VertexFormat.POSITION_NORMAL_AND_ST = freezeObject(new VertexFormat({
- position : true,
- normal : true,
- st : true
- }));
- /**
- * An immutable vertex format with position and st attributes.
- * This is compatible with {@link EllipsoidSurfaceAppearance}.
- *
- * @type {VertexFormat}
- * @constant
- *
- * @see VertexFormat#position
- * @see VertexFormat#st
- */
- VertexFormat.POSITION_AND_ST = freezeObject(new VertexFormat({
- position : true,
- st : true
- }));
- /**
- * An immutable vertex format with position and color attributes.
- *
- * @type {VertexFormat}
- * @constant
- *
- * @see VertexFormat#position
- * @see VertexFormat#color
- */
- VertexFormat.POSITION_AND_COLOR = freezeObject(new VertexFormat({
- position : true,
- color : true
- }));
- /**
- * An immutable vertex format with well-known attributes: position, normal, st, binormal, and tangent.
- *
- * @type {VertexFormat}
- * @constant
- *
- * @see VertexFormat#position
- * @see VertexFormat#normal
- * @see VertexFormat#st
- * @see VertexFormat#binormal
- * @see VertexFormat#tangent
- */
- VertexFormat.ALL = freezeObject(new VertexFormat({
- position : true,
- normal : true,
- st : true,
- binormal : true,
- tangent : true
- }));
- /**
- * An immutable vertex format with position, normal, and st attributes.
- * This is compatible with most appearances and materials; however
- * normal and st attributes are not always required. When this is
- * known in advance, another <code>VertexFormat</code> should be used.
- *
- * @type {VertexFormat}
- * @constant
- *
- * @see VertexFormat#position
- * @see VertexFormat#normal
- */
- VertexFormat.DEFAULT = VertexFormat.POSITION_NORMAL_AND_ST;
- /**
- * The number of elements used to pack the object into an array.
- * @type {Number}
- */
- VertexFormat.packedLength = 6;
- /**
- * Stores the provided instance into the provided array.
- *
- * @param {VertexFormat} 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
- */
- VertexFormat.pack = function(value, array, startingIndex) {
- if (!defined(value)) {
- throw new DeveloperError('value is required');
- }
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- array[startingIndex++] = value.position ? 1.0 : 0.0;
- array[startingIndex++] = value.normal ? 1.0 : 0.0;
- array[startingIndex++] = value.st ? 1.0 : 0.0;
- array[startingIndex++] = value.binormal ? 1.0 : 0.0;
- array[startingIndex++] = value.tangent ? 1.0 : 0.0;
- array[startingIndex++] = value.color ? 1.0 : 0.0;
- 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 {VertexFormat} [result] The object into which to store the result.
- * @returns {VertexFormat} The modified result parameter or a new VertexFormat instance if one was not provided.
- */
- VertexFormat.unpack = function(array, startingIndex, result) {
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- if (!defined(result)) {
- result = new VertexFormat();
- }
- result.position = array[startingIndex++] === 1.0;
- result.normal = array[startingIndex++] === 1.0;
- result.st = array[startingIndex++] === 1.0;
- result.binormal = array[startingIndex++] === 1.0;
- result.tangent = array[startingIndex++] === 1.0;
- result.color = array[startingIndex++] === 1.0;
- return result;
- };
- /**
- * Duplicates a VertexFormat instance.
- *
- * @param {VertexFormat} cartesian The vertex format to duplicate.
- * @param {VertexFormat} [result] The object onto which to store the result.
- * @returns {VertexFormat} The modified result parameter or a new VertexFormat instance if one was not provided. (Returns undefined if vertexFormat is undefined)
- */
- VertexFormat.clone = function(vertexFormat, result) {
- if (!defined(vertexFormat)) {
- return undefined;
- }
- if (!defined(result)) {
- result = new VertexFormat();
- }
- result.position = vertexFormat.position;
- result.normal = vertexFormat.normal;
- result.st = vertexFormat.st;
- result.binormal = vertexFormat.binormal;
- result.tangent = vertexFormat.tangent;
- result.color = vertexFormat.color;
- return result;
- };
- return VertexFormat;
- });
- /*global define*/
- define('Core/RectangleGeometry',[
- './BoundingSphere',
- './Cartesian2',
- './Cartesian3',
- './Cartographic',
- './ComponentDatatype',
- './defaultValue',
- './defined',
- './defineProperties',
- './DeveloperError',
- './Ellipsoid',
- './Geometry',
- './GeometryAttribute',
- './GeometryAttributes',
- './GeometryInstance',
- './GeometryPipeline',
- './IndexDatatype',
- './Math',
- './Matrix2',
- './Matrix3',
- './PolygonPipeline',
- './PrimitiveType',
- './Quaternion',
- './Rectangle',
- './RectangleGeometryLibrary',
- './VertexFormat'
- ], function(
- BoundingSphere,
- Cartesian2,
- Cartesian3,
- Cartographic,
- ComponentDatatype,
- defaultValue,
- defined,
- defineProperties,
- DeveloperError,
- Ellipsoid,
- Geometry,
- GeometryAttribute,
- GeometryAttributes,
- GeometryInstance,
- GeometryPipeline,
- IndexDatatype,
- CesiumMath,
- Matrix2,
- Matrix3,
- PolygonPipeline,
- PrimitiveType,
- Quaternion,
- Rectangle,
- RectangleGeometryLibrary,
- VertexFormat) {
- 'use strict';
- var positionScratch = new Cartesian3();
- var normalScratch = new Cartesian3();
- var tangentScratch = new Cartesian3();
- var binormalScratch = new Cartesian3();
- var rectangleScratch = new Rectangle();
- var stScratch = new Cartesian2();
- var bottomBoundingSphere = new BoundingSphere();
- var topBoundingSphere = new BoundingSphere();
- function createAttributes(vertexFormat, attributes) {
- var geo = new Geometry({
- attributes : new GeometryAttributes(),
- primitiveType : PrimitiveType.TRIANGLES
- });
- geo.attributes.position = new GeometryAttribute({
- componentDatatype : ComponentDatatype.DOUBLE,
- componentsPerAttribute : 3,
- values : attributes.positions
- });
- if (vertexFormat.normal) {
- geo.attributes.normal = new GeometryAttribute({
- componentDatatype : ComponentDatatype.FLOAT,
- componentsPerAttribute : 3,
- values : attributes.normals
- });
- }
- if (vertexFormat.tangent) {
- geo.attributes.tangent = new GeometryAttribute({
- componentDatatype : ComponentDatatype.FLOAT,
- componentsPerAttribute : 3,
- values : attributes.tangents
- });
- }
- if (vertexFormat.binormal) {
- geo.attributes.binormal = new GeometryAttribute({
- componentDatatype : ComponentDatatype.FLOAT,
- componentsPerAttribute : 3,
- values : attributes.binormals
- });
- }
- return geo;
- }
- function calculateAttributes(positions, vertexFormat, ellipsoid, tangentRotationMatrix) {
- var length = positions.length;
- var normals = (vertexFormat.normal) ? new Float32Array(length) : undefined;
- var tangents = (vertexFormat.tangent) ? new Float32Array(length) : undefined;
- var binormals = (vertexFormat.binormal) ? new Float32Array(length) : undefined;
- var attrIndex = 0;
- var binormal = binormalScratch;
- var tangent = tangentScratch;
- var normal = normalScratch;
- for (var i = 0; i < length; i += 3) {
- var p = Cartesian3.fromArray(positions, i, positionScratch);
- var attrIndex1 = attrIndex + 1;
- var attrIndex2 = attrIndex + 2;
- if (vertexFormat.normal || vertexFormat.tangent || vertexFormat.binormal) {
- normal = ellipsoid.geodeticSurfaceNormal(p, normal);
- if (vertexFormat.tangent || vertexFormat.binormal) {
- Cartesian3.cross(Cartesian3.UNIT_Z, normal, tangent);
- Matrix3.multiplyByVector(tangentRotationMatrix, tangent, tangent);
- Cartesian3.normalize(tangent, tangent);
- if (vertexFormat.binormal) {
- Cartesian3.normalize(Cartesian3.cross(normal, tangent, binormal), binormal);
- }
- }
- if (vertexFormat.normal) {
- normals[attrIndex] = normal.x;
- normals[attrIndex1] = normal.y;
- normals[attrIndex2] = normal.z;
- }
- if (vertexFormat.tangent) {
- tangents[attrIndex] = tangent.x;
- tangents[attrIndex1] = tangent.y;
- tangents[attrIndex2] = tangent.z;
- }
- if (vertexFormat.binormal) {
- binormals[attrIndex] = binormal.x;
- binormals[attrIndex1] = binormal.y;
- binormals[attrIndex2] = binormal.z;
- }
- }
- attrIndex += 3;
- }
- return createAttributes(vertexFormat, {
- positions : positions,
- normals : normals,
- tangents : tangents,
- binormals : binormals
- });
- }
- var v1Scratch = new Cartesian3();
- var v2Scratch = new Cartesian3();
- function calculateAttributesWall(positions, vertexFormat, ellipsoid) {
- var length = positions.length;
- var normals = (vertexFormat.normal) ? new Float32Array(length) : undefined;
- var tangents = (vertexFormat.tangent) ? new Float32Array(length) : undefined;
- var binormals = (vertexFormat.binormal) ? new Float32Array(length) : undefined;
- var normalIndex = 0;
- var tangentIndex = 0;
- var binormalIndex = 0;
- var recomputeNormal = true;
- var binormal = binormalScratch;
- var tangent = tangentScratch;
- var normal = normalScratch;
- for (var i = 0; i < length; i += 6) {
- var p = Cartesian3.fromArray(positions, i, positionScratch);
- if (vertexFormat.normal || vertexFormat.tangent || vertexFormat.binormal) {
- var p1 = Cartesian3.fromArray(positions, (i + 6) % length, v1Scratch);
- if (recomputeNormal) {
- var p2 = Cartesian3.fromArray(positions, (i + 3) % length, v2Scratch);
- Cartesian3.subtract(p1, p, p1);
- Cartesian3.subtract(p2, p, p2);
- normal = Cartesian3.normalize(Cartesian3.cross(p2, p1, normal), normal);
- recomputeNormal = false;
- }
- if (Cartesian3.equalsEpsilon(p1, p, CesiumMath.EPSILON10)) { // if we've reached a corner
- recomputeNormal = true;
- }
- if (vertexFormat.tangent || vertexFormat.binormal) {
- binormal = ellipsoid.geodeticSurfaceNormal(p, binormal);
- if (vertexFormat.tangent) {
- tangent = Cartesian3.normalize(Cartesian3.cross(binormal, normal, tangent), tangent);
- }
- }
- if (vertexFormat.normal) {
- normals[normalIndex++] = normal.x;
- normals[normalIndex++] = normal.y;
- normals[normalIndex++] = normal.z;
- normals[normalIndex++] = normal.x;
- normals[normalIndex++] = normal.y;
- normals[normalIndex++] = normal.z;
- }
- if (vertexFormat.tangent) {
- tangents[tangentIndex++] = tangent.x;
- tangents[tangentIndex++] = tangent.y;
- tangents[tangentIndex++] = tangent.z;
- tangents[tangentIndex++] = tangent.x;
- tangents[tangentIndex++] = tangent.y;
- tangents[tangentIndex++] = tangent.z;
- }
- if (vertexFormat.binormal) {
- binormals[binormalIndex++] = binormal.x;
- binormals[binormalIndex++] = binormal.y;
- binormals[binormalIndex++] = binormal.z;
- binormals[binormalIndex++] = binormal.x;
- binormals[binormalIndex++] = binormal.y;
- binormals[binormalIndex++] = binormal.z;
- }
- }
- }
- return createAttributes(vertexFormat, {
- positions : positions,
- normals : normals,
- tangents : tangents,
- binormals : binormals
- });
- }
- function constructRectangle(options) {
- var vertexFormat = options.vertexFormat;
- var ellipsoid = options.ellipsoid;
- var size = options.size;
- var height = options.height;
- var width = options.width;
- var positions = (vertexFormat.position) ? new Float64Array(size * 3) : undefined;
- var textureCoordinates = (vertexFormat.st) ? new Float32Array(size * 2) : undefined;
- var posIndex = 0;
- var stIndex = 0;
- var position = positionScratch;
- var st = stScratch;
- var minX = Number.MAX_VALUE;
- var minY = Number.MAX_VALUE;
- var maxX = -Number.MAX_VALUE;
- var maxY = -Number.MAX_VALUE;
- for (var row = 0; row < height; ++row) {
- for (var col = 0; col < width; ++col) {
- RectangleGeometryLibrary.computePosition(options, row, col, position, st);
- positions[posIndex++] = position.x;
- positions[posIndex++] = position.y;
- positions[posIndex++] = position.z;
- if (vertexFormat.st) {
- textureCoordinates[stIndex++] = st.x;
- textureCoordinates[stIndex++] = st.y;
- minX = Math.min(minX, st.x);
- minY = Math.min(minY, st.y);
- maxX = Math.max(maxX, st.x);
- maxY = Math.max(maxY, st.y);
- }
- }
- }
- if (vertexFormat.st && (minX < 0.0 || minY < 0.0 || maxX > 1.0 || maxY > 1.0)) {
- for (var k = 0; k < textureCoordinates.length; k += 2) {
- textureCoordinates[k] = (textureCoordinates[k] - minX) / (maxX - minX);
- textureCoordinates[k + 1] = (textureCoordinates[k + 1] - minY) / (maxY - minY);
- }
- }
- var geo = calculateAttributes(positions, vertexFormat, ellipsoid, options.tangentRotationMatrix);
- var indicesSize = 6 * (width - 1) * (height - 1);
- var indices = IndexDatatype.createTypedArray(size, indicesSize);
- var index = 0;
- var indicesIndex = 0;
- for (var i = 0; i < height - 1; ++i) {
- for (var j = 0; j < width - 1; ++j) {
- var upperLeft = index;
- var lowerLeft = upperLeft + width;
- var lowerRight = lowerLeft + 1;
- var upperRight = upperLeft + 1;
- indices[indicesIndex++] = upperLeft;
- indices[indicesIndex++] = lowerLeft;
- indices[indicesIndex++] = upperRight;
- indices[indicesIndex++] = upperRight;
- indices[indicesIndex++] = lowerLeft;
- indices[indicesIndex++] = lowerRight;
- ++index;
- }
- ++index;
- }
- geo.indices = indices;
- if (vertexFormat.st) {
- geo.attributes.st = new GeometryAttribute({
- componentDatatype : ComponentDatatype.FLOAT,
- componentsPerAttribute : 2,
- values : textureCoordinates
- });
- }
- return geo;
- }
- function addWallPositions(wallPositions, posIndex, i, topPositions, bottomPositions) {
- wallPositions[posIndex++] = topPositions[i];
- wallPositions[posIndex++] = topPositions[i + 1];
- wallPositions[posIndex++] = topPositions[i + 2];
- wallPositions[posIndex++] = bottomPositions[i];
- wallPositions[posIndex++] = bottomPositions[i + 1];
- wallPositions[posIndex++] = bottomPositions[i + 2];
- return wallPositions;
- }
- function addWallTextureCoordinates(wallTextures, stIndex, i, st) {
- wallTextures[stIndex++] = st[i];
- wallTextures[stIndex++] = st[i + 1];
- wallTextures[stIndex++] = st[i];
- wallTextures[stIndex++] = st[i + 1];
- return wallTextures;
- }
- function constructExtrudedRectangle(options) {
- var vertexFormat = options.vertexFormat;
- var surfaceHeight = options.surfaceHeight;
- var extrudedHeight = options.extrudedHeight;
- var minHeight = Math.min(extrudedHeight, surfaceHeight);
- var maxHeight = Math.max(extrudedHeight, surfaceHeight);
- var height = options.height;
- var width = options.width;
- var ellipsoid = options.ellipsoid;
- var i;
- var topBottomGeo = constructRectangle(options);
- if (CesiumMath.equalsEpsilon(minHeight, maxHeight, CesiumMath.EPSILON10)) {
- return topBottomGeo;
- }
- var topPositions = PolygonPipeline.scaleToGeodeticHeight(topBottomGeo.attributes.position.values, maxHeight, ellipsoid, false);
- topPositions = new Float64Array(topPositions);
- var length = topPositions.length;
- var newLength = length*2;
- var positions = new Float64Array(newLength);
- positions.set(topPositions);
- var bottomPositions = PolygonPipeline.scaleToGeodeticHeight(topBottomGeo.attributes.position.values, minHeight, ellipsoid);
- positions.set(bottomPositions, length);
- topBottomGeo.attributes.position.values = positions;
- var normals = (vertexFormat.normal) ? new Float32Array(newLength) : undefined;
- var tangents = (vertexFormat.tangent) ? new Float32Array(newLength) : undefined;
- var binormals = (vertexFormat.binormal) ? new Float32Array(newLength) : undefined;
- var textures = (vertexFormat.st) ? new Float32Array(newLength/3*2) : undefined;
- var topSt;
- if (vertexFormat.normal) {
- var topNormals = topBottomGeo.attributes.normal.values;
- normals.set(topNormals);
- for (i = 0; i < length; i ++) {
- topNormals[i] = -topNormals[i];
- }
- normals.set(topNormals, length);
- topBottomGeo.attributes.normal.values = normals;
- }
- if (vertexFormat.tangent) {
- var topTangents = topBottomGeo.attributes.tangent.values;
- tangents.set(topTangents);
- for (i = 0; i < length; i ++) {
- topTangents[i] = -topTangents[i];
- }
- tangents.set(topTangents, length);
- topBottomGeo.attributes.tangent.values = tangents;
- }
- if (vertexFormat.binormal) {
- var topBinormals = topBottomGeo.attributes.binormal.values;
- binormals.set(topBinormals);
- binormals.set(topBinormals, length);
- topBottomGeo.attributes.binormal.values = binormals;
- }
- if (vertexFormat.st) {
- topSt = topBottomGeo.attributes.st.values;
- textures.set(topSt);
- textures.set(topSt, length/3*2);
- topBottomGeo.attributes.st.values = textures;
- }
- var indices = topBottomGeo.indices;
- var indicesLength = indices.length;
- var posLength = length / 3;
- var newIndices = IndexDatatype.createTypedArray(newLength/3, indicesLength*2);
- newIndices.set(indices);
- for (i = 0; i < indicesLength; i += 3) {
- newIndices[i + indicesLength] = indices[i + 2] + posLength;
- newIndices[i + 1 + indicesLength] = indices[i + 1] + posLength;
- newIndices[i + 2 + indicesLength] = indices[i] + posLength;
- }
- topBottomGeo.indices = newIndices;
- var perimeterPositions = 2 * width + 2 * height - 4;
- var wallCount = (perimeterPositions + 4) * 2;
- var wallPositions = new Float64Array(wallCount * 3);
- var wallTextures = (vertexFormat.st) ? new Float32Array(wallCount * 2) : undefined;
- var posIndex = 0;
- var stIndex = 0;
- var area = width * height;
- for (i = 0; i < area; i+=width) {
- wallPositions = addWallPositions(wallPositions, posIndex, i*3, topPositions, bottomPositions);
- posIndex += 6;
- if (vertexFormat.st) {
- wallTextures = addWallTextureCoordinates(wallTextures, stIndex, i*2, topSt);
- stIndex += 4;
- }
- }
- for (i = area-width; i < area; i++) {
- wallPositions = addWallPositions(wallPositions, posIndex, i*3, topPositions, bottomPositions);
- posIndex += 6;
- if (vertexFormat.st) {
- wallTextures = addWallTextureCoordinates(wallTextures, stIndex, i*2, topSt);
- stIndex += 4;
- }
- }
- for (i = area-1; i > 0; i-=width) {
- wallPositions = addWallPositions(wallPositions, posIndex, i*3, topPositions, bottomPositions);
- posIndex += 6;
- if (vertexFormat.st) {
- wallTextures = addWallTextureCoordinates(wallTextures, stIndex, i*2, topSt);
- stIndex += 4;
- }
- }
- for (i = width-1; i >= 0; i--) {
- wallPositions = addWallPositions(wallPositions, posIndex, i*3, topPositions, bottomPositions);
- posIndex += 6;
- if (vertexFormat.st) {
- wallTextures = addWallTextureCoordinates(wallTextures, stIndex, i*2, topSt);
- stIndex += 4;
- }
- }
- var geo = calculateAttributesWall(wallPositions, vertexFormat, ellipsoid);
- if (vertexFormat.st) {
- geo.attributes.st = new GeometryAttribute({
- componentDatatype : ComponentDatatype.FLOAT,
- componentsPerAttribute : 2,
- values : wallTextures
- });
- }
- var wallIndices = IndexDatatype.createTypedArray(wallCount, perimeterPositions * 6);
- var upperLeft;
- var lowerLeft;
- var lowerRight;
- var upperRight;
- length = wallPositions.length / 3;
- var index = 0;
- for (i = 0; i < length - 1; i+=2) {
- upperLeft = i;
- upperRight = (upperLeft + 2) % length;
- var p1 = Cartesian3.fromArray(wallPositions, upperLeft * 3, v1Scratch);
- var p2 = Cartesian3.fromArray(wallPositions, upperRight * 3, v2Scratch);
- if (Cartesian3.equalsEpsilon(p1, p2, CesiumMath.EPSILON10)) {
- continue;
- }
- lowerLeft = (upperLeft + 1) % length;
- lowerRight = (lowerLeft + 2) % length;
- wallIndices[index++] = upperLeft;
- wallIndices[index++] = lowerLeft;
- wallIndices[index++] = upperRight;
- wallIndices[index++] = upperRight;
- wallIndices[index++] = lowerLeft;
- wallIndices[index++] = lowerRight;
- }
- geo.indices = wallIndices;
- geo = GeometryPipeline.combineInstances([
- new GeometryInstance({
- geometry : topBottomGeo
- }),
- new GeometryInstance({
- geometry : geo
- })
- ]);
- return geo[0];
- }
- var scratchRotationMatrix = new Matrix3();
- var scratchCartesian3 = new Cartesian3();
- var scratchQuaternion = new Quaternion();
- var scratchRectanglePoints = [new Cartesian3(), new Cartesian3(), new Cartesian3(), new Cartesian3()];
- var scratchCartographicPoints = [new Cartographic(), new Cartographic(), new Cartographic(), new Cartographic()];
- function computeRectangle(rectangle, ellipsoid, rotation) {
- if (rotation === 0.0) {
- return Rectangle.clone(rectangle);
- }
- Rectangle.northeast(rectangle, scratchCartographicPoints[0]);
- Rectangle.northwest(rectangle, scratchCartographicPoints[1]);
- Rectangle.southeast(rectangle, scratchCartographicPoints[2]);
- Rectangle.southwest(rectangle, scratchCartographicPoints[3]);
- ellipsoid.cartographicArrayToCartesianArray(scratchCartographicPoints, scratchRectanglePoints);
- var surfaceNormal = ellipsoid.geodeticSurfaceNormalCartographic(Rectangle.center(rectangle, scratchCartesian3));
- Quaternion.fromAxisAngle(surfaceNormal, rotation, scratchQuaternion);
- Matrix3.fromQuaternion(scratchQuaternion, scratchRotationMatrix);
- for (var i = 0; i < 4; ++i) {
- // Apply the rotation
- Matrix3.multiplyByVector(scratchRotationMatrix, scratchRectanglePoints[i], scratchRectanglePoints[i]);
- }
- ellipsoid.cartesianArrayToCartographicArray(scratchRectanglePoints, scratchCartographicPoints);
- return Rectangle.fromCartographicArray(scratchCartographicPoints);
- }
- /**
- * A description of a cartographic rectangle on an ellipsoid centered at the origin. Rectangle geometry can be rendered with both {@link Primitive} and {@link GroundPrimitive}.
- *
- * @alias RectangleGeometry
- * @constructor
- *
- * @param {Object} options Object with the following properties:
- * @param {Rectangle} options.rectangle A cartographic rectangle with north, south, east and west properties in radians.
- * @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed.
- * @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid on which the rectangle lies.
- * @param {Number} [options.granularity=CesiumMath.RADIANS_PER_DEGREE] The distance, in radians, between each latitude and longitude. Determines the number of positions in the buffer.
- * @param {Number} [options.height=0.0] The distance in meters between the rectangle and the ellipsoid surface.
- * @param {Number} [options.rotation=0.0] The rotation of the rectangle, in radians. A positive rotation is counter-clockwise.
- * @param {Number} [options.stRotation=0.0] The rotation of the texture coordinates, in radians. A positive rotation is counter-clockwise.
- * @param {Number} [options.extrudedHeight] The distance in meters between the rectangle's extruded face and the ellipsoid surface.
- * @param {Boolean} [options.closeTop=true] Specifies whether the rectangle has a top cover when extruded.
- * @param {Boolean} [options.closeBottom=true] Specifies whether the rectangle has a bottom cover when extruded.
- *
- * @exception {DeveloperError} <code>options.rectangle.north</code> must be in the interval [<code>-Pi/2</code>, <code>Pi/2</code>].
- * @exception {DeveloperError} <code>options.rectangle.south</code> must be in the interval [<code>-Pi/2</code>, <code>Pi/2</code>].
- * @exception {DeveloperError} <code>options.rectangle.east</code> must be in the interval [<code>-Pi</code>, <code>Pi</code>].
- * @exception {DeveloperError} <code>options.rectangle.west</code> must be in the interval [<code>-Pi</code>, <code>Pi</code>].
- * @exception {DeveloperError} <code>options.rectangle.north</code> must be greater than <code>options.rectangle.south</code>.
- *
- * @see RectangleGeometry#createGeometry
- *
- * @demo {@link http://cesiumjs.org/Cesium/Apps/Sandcastle/index.html?src=Rectangle.html|Cesium Sandcastle Rectangle Demo}
- *
- * @example
- * // 1. create an rectangle
- * var rectangle = new Cesium.RectangleGeometry({
- * ellipsoid : Cesium.Ellipsoid.WGS84,
- * rectangle : Cesium.Rectangle.fromDegrees(-80.0, 39.0, -74.0, 42.0),
- * height : 10000.0
- * });
- * var geometry = Cesium.RectangleGeometry.createGeometry(rectangle);
- *
- * // 2. create an extruded rectangle without a top
- * var rectangle = new Cesium.RectangleGeometry({
- * ellipsoid : Cesium.Ellipsoid.WGS84,
- * rectangle : Cesium.Rectangle.fromDegrees(-80.0, 39.0, -74.0, 42.0),
- * height : 10000.0,
- * extrudedHeight: 300000,
- * closeTop: false
- * });
- * var geometry = Cesium.RectangleGeometry.createGeometry(rectangle);
- */
- function RectangleGeometry(options) {
- options = defaultValue(options, defaultValue.EMPTY_OBJECT);
- var rectangle = options.rectangle;
- var granularity = defaultValue(options.granularity, CesiumMath.RADIANS_PER_DEGREE);
- var ellipsoid = defaultValue(options.ellipsoid, Ellipsoid.WGS84);
- var surfaceHeight = defaultValue(options.height, 0.0);
- var rotation = defaultValue(options.rotation, 0.0);
- var stRotation = defaultValue(options.stRotation, 0.0);
- var vertexFormat = defaultValue(options.vertexFormat, VertexFormat.DEFAULT);
- var extrudedHeight = options.extrudedHeight;
- var extrude = defined(extrudedHeight);
- var closeTop = defaultValue(options.closeTop, true);
- var closeBottom = defaultValue(options.closeBottom, true);
- if (!defined(rectangle)) {
- throw new DeveloperError('rectangle is required.');
- }
- Rectangle.validate(rectangle);
- if (rectangle.north < rectangle.south) {
- throw new DeveloperError('options.rectangle.north must be greater than options.rectangle.south');
- }
-
- this._rectangle = rectangle;
- this._granularity = granularity;
- this._ellipsoid = Ellipsoid.clone(ellipsoid);
- this._surfaceHeight = surfaceHeight;
- this._rotation = rotation;
- this._stRotation = stRotation;
- this._vertexFormat = VertexFormat.clone(vertexFormat);
- this._extrudedHeight = defaultValue(extrudedHeight, 0.0);
- this._extrude = extrude;
- this._closeTop = closeTop;
- this._closeBottom = closeBottom;
- this._workerName = 'createRectangleGeometry';
- this._rotatedRectangle = computeRectangle(this._rectangle, this._ellipsoid, rotation);
- }
- /**
- * The number of elements used to pack the object into an array.
- * @type {Number}
- */
- RectangleGeometry.packedLength = Rectangle.packedLength + Ellipsoid.packedLength + VertexFormat.packedLength + Rectangle.packedLength + 8;
- /**
- * Stores the provided instance into the provided array.
- *
- * @param {RectangleGeometry} 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
- */
- RectangleGeometry.pack = function(value, array, startingIndex) {
- if (!defined(value)) {
- throw new DeveloperError('value is required');
- }
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- Rectangle.pack(value._rectangle, array, startingIndex);
- startingIndex += Rectangle.packedLength;
- Ellipsoid.pack(value._ellipsoid, array, startingIndex);
- startingIndex += Ellipsoid.packedLength;
- VertexFormat.pack(value._vertexFormat, array, startingIndex);
- startingIndex += VertexFormat.packedLength;
- Rectangle.pack(value._rotatedRectangle, array, startingIndex);
- startingIndex += Rectangle.packedLength;
- array[startingIndex++] = value._granularity;
- array[startingIndex++] = value._surfaceHeight;
- array[startingIndex++] = value._rotation;
- array[startingIndex++] = value._stRotation;
- array[startingIndex++] = value._extrudedHeight;
- array[startingIndex++] = value._extrude ? 1.0 : 0.0;
- array[startingIndex++] = value._closeTop ? 1.0 : 0.0;
- array[startingIndex] = value._closeBottom ? 1.0 : 0.0;
- return array;
- };
- var scratchRectangle = new Rectangle();
- var scratchRotatedRectangle = new Rectangle();
- var scratchEllipsoid = Ellipsoid.clone(Ellipsoid.UNIT_SPHERE);
- var scratchVertexFormat = new VertexFormat();
- var scratchOptions = {
- rectangle : scratchRectangle,
- ellipsoid : scratchEllipsoid,
- vertexFormat : scratchVertexFormat,
- granularity : undefined,
- height : undefined,
- rotation : undefined,
- stRotation : undefined,
- extrudedHeight : undefined,
- closeTop : undefined,
- closeBottom : undefined
- };
- /**
- * 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 {RectangleGeometry} [result] The object into which to store the result.
- * @returns {RectangleGeometry} The modified result parameter or a new RectangleGeometry instance if one was not provided.
- */
- RectangleGeometry.unpack = function(array, startingIndex, result) {
- if (!defined(array)) {
- throw new DeveloperError('array is required');
- }
-
- startingIndex = defaultValue(startingIndex, 0);
- var rectangle = Rectangle.unpack(array, startingIndex, scratchRectangle);
- startingIndex += Rectangle.packedLength;
- var ellipsoid = Ellipsoid.unpack(array, startingIndex, scratchEllipsoid);
- startingIndex += Ellipsoid.packedLength;
- var vertexFormat = VertexFormat.unpack(array, startingIndex, scratchVertexFormat);
- startingIndex += VertexFormat.packedLength;
- var rotatedRectangle = Rectangle.unpack(array, startingIndex, scratchRotatedRectangle);
- startingIndex += Rectangle.packedLength;
- var granularity = array[startingIndex++];
- var surfaceHeight = array[startingIndex++];
- var rotation = array[startingIndex++];
- var stRotation = array[startingIndex++];
- var extrudedHeight = array[startingIndex++];
- var extrude = array[startingIndex++] === 1.0;
- var closeTop = array[startingIndex++] === 1.0;
- var closeBottom = array[startingIndex] === 1.0;
- if (!defined(result)) {
- scratchOptions.granularity = granularity;
- scratchOptions.height = surfaceHeight;
- scratchOptions.rotation = rotation;
- scratchOptions.stRotation = stRotation;
- scratchOptions.extrudedHeight = extrude ? extrudedHeight : undefined;
- scratchOptions.closeTop = closeTop;
- scratchOptions.closeBottom = closeBottom;
- return new RectangleGeometry(scratchOptions);
- }
- result._rectangle = Rectangle.clone(rectangle, result._rectangle);
- result._ellipsoid = Ellipsoid.clone(ellipsoid, result._ellipsoid);
- result._vertexFormat = VertexFormat.clone(vertexFormat, result._vertexFormat);
- result._granularity = granularity;
- result._surfaceHeight = surfaceHeight;
- result._rotation = rotation;
- result._stRotation = stRotation;
- result._extrudedHeight = extrude ? extrudedHeight : undefined;
- result._extrude = extrude;
- result._closeTop = closeTop;
- result._closeBottom = closeBottom;
- result._rotatedRectangle = rotatedRectangle;
- return result;
- };
- var tangentRotationMatrixScratch = new Matrix3();
- var nwScratch = new Cartographic();
- var stNwScratch = new Cartographic();
- var quaternionScratch = new Quaternion();
- var centerScratch = new Cartographic();
- /**
- * Computes the geometric representation of an rectangle, including its vertices, indices, and a bounding sphere.
- *
- * @param {RectangleGeometry} rectangleGeometry A description of the rectangle.
- * @returns {Geometry|undefined} The computed vertices and indices.
- *
- * @exception {DeveloperError} Rotated rectangle is invalid.
- */
- RectangleGeometry.createGeometry = function(rectangleGeometry) {
- if ((CesiumMath.equalsEpsilon(rectangleGeometry._rectangle.north, rectangleGeometry._rectangle.south, CesiumMath.EPSILON10) ||
- (CesiumMath.equalsEpsilon(rectangleGeometry._rectangle.east, rectangleGeometry._rectangle.west, CesiumMath.EPSILON10)))) {
- return undefined;
- }
- var rectangle = Rectangle.clone(rectangleGeometry._rectangle, rectangleScratch);
- var ellipsoid = rectangleGeometry._ellipsoid;
- var surfaceHeight = rectangleGeometry._surfaceHeight;
- var extrude = rectangleGeometry._extrude;
- var extrudedHeight = rectangleGeometry._extrudedHeight;
- var rotation = rectangleGeometry._rotation;
- var stRotation = rectangleGeometry._stRotation;
- var vertexFormat = rectangleGeometry._vertexFormat;
- var options = RectangleGeometryLibrary.computeOptions(rectangleGeometry, rectangle, nwScratch, stNwScratch);
- var tangentRotationMatrix = tangentRotationMatrixScratch;
- if (stRotation !== 0 || rotation !== 0) {
- var center = Rectangle.center(rectangle, centerScratch);
- var axis = ellipsoid.geodeticSurfaceNormalCartographic(center, v1Scratch);
- Quaternion.fromAxisAngle(axis, -stRotation, quaternionScratch);
- Matrix3.fromQuaternion(quaternionScratch, tangentRotationMatrix);
- } else {
- Matrix3.clone(Matrix3.IDENTITY, tangentRotationMatrix);
- }
- options.lonScalar = 1.0 / rectangleGeometry._rectangle.width;
- options.latScalar = 1.0 / rectangleGeometry._rectangle.height;
- options.vertexFormat = vertexFormat;
- options.rotation = rotation;
- options.stRotation = stRotation;
- options.tangentRotationMatrix = tangentRotationMatrix;
- options.size = options.width * options.height;
- var geometry;
- var boundingSphere;
- rectangle = rectangleGeometry._rectangle;
- if (extrude) {
- geometry = constructExtrudedRectangle(options);
- var topBS = BoundingSphere.fromRectangle3D(rectangle, ellipsoid, surfaceHeight, topBoundingSphere);
- var bottomBS = BoundingSphere.fromRectangle3D(rectangle, ellipsoid, extrudedHeight, bottomBoundingSphere);
- boundingSphere = BoundingSphere.union(topBS, bottomBS);
- } else {
- geometry = constructRectangle(options);
- geometry.attributes.position.values = PolygonPipeline.scaleToGeodeticHeight(geometry.attributes.position.values, surfaceHeight, ellipsoid, false);
- boundingSphere = BoundingSphere.fromRectangle3D(rectangle, ellipsoid, surfaceHeight);
- }
- if (!vertexFormat.position) {
- delete geometry.attributes.position;
- }
- return new Geometry({
- attributes : new GeometryAttributes(geometry.attributes),
- indices : geometry.indices,
- primitiveType : geometry.primitiveType,
- boundingSphere : boundingSphere
- });
- };
- /**
- * @private
- */
- RectangleGeometry.createShadowVolume = function(rectangleGeometry, minHeightFunc, maxHeightFunc) {
- var granularity = rectangleGeometry._granularity;
- var ellipsoid = rectangleGeometry._ellipsoid;
- var minHeight = minHeightFunc(granularity, ellipsoid);
- var maxHeight = maxHeightFunc(granularity, ellipsoid);
- // TODO: stRotation
- return new RectangleGeometry({
- rectangle : rectangleGeometry._rectangle,
- rotation : rectangleGeometry._rotation,
- ellipsoid : ellipsoid,
- stRotation : rectangleGeometry._stRotation,
- granularity : granularity,
- extrudedHeight : maxHeight,
- height : minHeight,
- closeTop : true,
- closeBottom : true,
- vertexFormat : VertexFormat.POSITION_ONLY
- });
- };
- defineProperties(RectangleGeometry.prototype, {
- /**
- * @private
- */
- rectangle : {
- get : function() {
- return this._rotatedRectangle;
- }
- }
- });
- return RectangleGeometry;
- });
- /*global define*/
- define('Workers/createRectangleGeometry',[
- '../Core/defined',
- '../Core/Ellipsoid',
- '../Core/Rectangle',
- '../Core/RectangleGeometry'
- ], function(
- defined,
- Ellipsoid,
- Rectangle,
- RectangleGeometry) {
- 'use strict';
- function createRectangleGeometry(rectangleGeometry, offset) {
- if (defined(offset)) {
- rectangleGeometry = RectangleGeometry.unpack(rectangleGeometry, offset);
- }
- rectangleGeometry._ellipsoid = Ellipsoid.clone(rectangleGeometry._ellipsoid);
- rectangleGeometry._rectangle = Rectangle.clone(rectangleGeometry._rectangle);
- return RectangleGeometry.createGeometry(rectangleGeometry);
- }
- return createRectangleGeometry;
- });
- }());
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