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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.

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/** * @license * Cesium - https://github.com/CesiumGS/cesium * Version 1.142.0 * * Copyright 2011-2022 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/CesiumGS/cesium/blob/main/LICENSE.md for full licensing details. */ import { Math_default } from "./chunk-J6BWOHUF.js"; import { Check_default, DeveloperError_default } from "./chunk-AYKR4VBR.js"; import { defined_default } from "./chunk-ZP7JMQV4.js"; // packages/engine/Source/Core/Cartesian3.js var Cartesian3 = class _Cartesian3 { /** * @param {number} [x=0.0] The X component. * @param {number} [y=0.0] The Y component. * @param {number} [z=0.0] The Z component. */ constructor(x, y, z) { this.x = x ?? 0; this.y = y ?? 0; this.z = z ?? 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. */ static fromSpherical(spherical, result) { Check_default.typeOf.object("spherical", spherical); if (!defined_default(result)) { result = new _Cartesian3(); } const clock = spherical.clock; const cone = spherical.cone; const magnitude = spherical.magnitude ?? 1; const 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. */ static fromElements(x, y, z, result) { if (!defined_default(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) */ static clone(cartesian, result) { if (!defined_default(cartesian)) { return void 0; } if (!defined_default(result)) { return new _Cartesian3(cartesian.x, cartesian.y, cartesian.z); } result.x = cartesian.x; result.y = cartesian.y; result.z = cartesian.z; return result; } /** * 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 */ static pack(value, array, startingIndex) { Check_default.typeOf.object("value", value); Check_default.defined("array", array); startingIndex = 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. */ static unpack(array, startingIndex, result) { Check_default.defined("array", array); startingIndex = startingIndex ?? 0; if (!defined_default(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. If this is a typed array, it must have array.length * 3 components, else a {@link DeveloperError} will be thrown. If it is a regular array, it will be resized to have (array.length * 3) elements. * @returns {number[]} The packed array. */ static packArray(array, result) { Check_default.defined("array", array); const length = array.length; const resultLength = length * 3; if (!defined_default(result)) { result = new Array(resultLength); } else if (!Array.isArray(result) && result.length !== resultLength) { throw new DeveloperError_default( "If result is a typed array, it must have exactly array.length * 3 elements" ); } else if (result.length !== resultLength) { result.length = resultLength; } for (let 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. */ static unpackArray(array, result) { Check_default.defined("array", array); Check_default.typeOf.number.greaterThanOrEquals("array.length", array.length, 3); if (array.length % 3 !== 0) { throw new DeveloperError_default("array length must be a multiple of 3."); } const length = array.length; if (!defined_default(result)) { result = new Array(length / 3); } else { result.length = length / 3; } for (let i = 0; i < length; i += 3) { const index = i / 3; result[index] = _Cartesian3.unpack(array, i, result[index]); } return result; } /** * 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. */ static maximumComponent(cartesian) { Check_default.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. */ static minimumComponent(cartesian) { Check_default.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. */ static minimumByComponent(first, second, result) { Check_default.typeOf.object("first", first); Check_default.typeOf.object("second", second); Check_default.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. */ static maximumByComponent(first, second, result) { Check_default.typeOf.object("first", first); Check_default.typeOf.object("second", second); Check_default.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; } /** * Constrain a value to lie between two values. * * @param {Cartesian3} value The value to clamp. * @param {Cartesian3} min The minimum bound. * @param {Cartesian3} max The maximum bound. * @param {Cartesian3} result The object into which to store the result. * @returns {Cartesian3} The clamped value such that min <= value <= max. */ static clamp(value, min, max, result) { Check_default.typeOf.object("value", value); Check_default.typeOf.object("min", min); Check_default.typeOf.object("max", max); Check_default.typeOf.object("result", result); const x = Math_default.clamp(value.x, min.x, max.x); const y = Math_default.clamp(value.y, min.y, max.y); const z = Math_default.clamp(value.z, min.z, max.z); result.x = x; result.y = y; result.z = 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. */ static magnitudeSquared(cartesian) { Check_default.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. */ static magnitude(cartesian) { return Math.sqrt(_Cartesian3.magnitudeSquared(cartesian)); } /** * 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 * const d = Cesium.Cartesian3.distance(new Cesium.Cartesian3(1.0, 0.0, 0.0), new Cesium.Cartesian3(2.0, 0.0, 0.0)); */ static distance(left, right) { Check_default.typeOf.object("left", left); Check_default.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 * const d = Cesium.Cartesian3.distanceSquared(new Cesium.Cartesian3(1.0, 0.0, 0.0), new Cesium.Cartesian3(3.0, 0.0, 0.0)); */ static distanceSquared(left, right) { Check_default.typeOf.object("left", left); Check_default.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. */ static normalize(cartesian, result) { Check_default.typeOf.object("cartesian", cartesian); Check_default.typeOf.object("result", result); const 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_default("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. */ static dot(left, right) { Check_default.typeOf.object("left", left); Check_default.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. */ static multiplyComponents(left, right, result) { Check_default.typeOf.object("left", left); Check_default.typeOf.object("right", right); Check_default.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. */ static divideComponents(left, right, result) { Check_default.typeOf.object("left", left); Check_default.typeOf.object("right", right); Check_default.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 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. */ static add(left, right, result) { Check_default.typeOf.object("left", left); Check_default.typeOf.object("right", right); Check_default.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. */ static subtract(left, right, result) { Check_default.typeOf.object("left", left); Check_default.typeOf.object("right", right); Check_default.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. */ static multiplyByScalar(cartesian, scalar, result) { Check_default.typeOf.object("cartesian", cartesian); Check_default.typeOf.number("scalar", scalar); Check_default.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. */ static divideByScalar(cartesian, scalar, result) { Check_default.typeOf.object("cartesian", cartesian); Check_default.typeOf.number("scalar", scalar); Check_default.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. */ static negate(cartesian, result) { Check_default.typeOf.object("cartesian", cartesian); Check_default.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. */ static abs(cartesian, result) { Check_default.typeOf.object("cartesian", cartesian); Check_default.typeOf.object("result", result); result.x = Math.abs(cartesian.x); result.y = Math.abs(cartesian.y); result.z = Math.abs(cartesian.z); return result; } /** * 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. */ static lerp(start, end, t, result) { Check_default.typeOf.object("start", start); Check_default.typeOf.object("end", end); Check_default.typeOf.number("t", t); Check_default.typeOf.object("result", result); _Cartesian3.multiplyByScalar(end, t, lerpScratch); result = _Cartesian3.multiplyByScalar(start, 1 - t, result); return _Cartesian3.add(lerpScratch, result, result); } /** * 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. */ static angleBetween(left, right) { Check_default.typeOf.object("left", left); Check_default.typeOf.object("right", right); _Cartesian3.normalize(left, angleBetweenScratch); _Cartesian3.normalize(right, angleBetweenScratch2); const cosine = _Cartesian3.dot(angleBetweenScratch, angleBetweenScratch2); const sine = _Cartesian3.magnitude( _Cartesian3.cross( angleBetweenScratch, angleBetweenScratch2, angleBetweenScratch ) ); return Math.atan2(sine, cosine); } /** * 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. */ static mostOrthogonalAxis(cartesian, result) { Check_default.typeOf.object("cartesian", cartesian); Check_default.typeOf.object("result", result); const 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; } /** * Projects vector a onto vector b * @param {Cartesian3} a The vector that needs projecting * @param {Cartesian3} b The vector to project onto * @param {Cartesian3} result The result cartesian * @returns {Cartesian3} The modified result parameter */ static projectVector(a, b, result) { Check_default.defined("a", a); Check_default.defined("b", b); Check_default.defined("result", result); const scalar = _Cartesian3.dot(a, b) / _Cartesian3.dot(b, b); return _Cartesian3.multiplyByScalar(b, scalar, 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. */ static equals(left, right) { return left === right || defined_default(left) && defined_default(right) && left.x === right.x && left.y === right.y && left.z === right.z; } /** * @param {Cartesian3} cartesian * @param {number[]} array * @param {number} offset * @ignore */ static equalsArray(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=0] 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. */ static equalsEpsilon(left, right, relativeEpsilon, absoluteEpsilon) { return left === right || defined_default(left) && defined_default(right) && Math_default.equalsEpsilon( left.x, right.x, relativeEpsilon, absoluteEpsilon ) && Math_default.equalsEpsilon( left.y, right.y, relativeEpsilon, absoluteEpsilon ) && Math_default.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. */ static cross(left, right, result) { Check_default.typeOf.object("left", left); Check_default.typeOf.object("right", right); Check_default.typeOf.object("result", result); const leftX = left.x; const leftY = left.y; const leftZ = left.z; const rightX = right.x; const rightY = right.y; const rightZ = right.z; const x = leftY * rightZ - leftZ * rightY; const y = leftZ * rightX - leftX * rightZ; const z = leftX * rightY - leftY * rightX; result.x = x; result.y = y; result.z = z; return result; } /** * Computes the midpoint between the right and left Cartesian. * @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 midpoint. */ static midpoint(left, right, result) { Check_default.typeOf.object("left", left); Check_default.typeOf.object("right", right); Check_default.typeOf.object("result", result); result.x = (left.x + right.x) * 0.5; result.y = (left.y + right.y) * 0.5; result.z = (left.z + right.z) * 0.5; 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.default] The ellipsoid on which the position lies. * @param {Cartesian3} [result] The object onto which to store the result. * @returns {Cartesian3} The position * * @example * const position = Cesium.Cartesian3.fromDegrees(-115.0, 37.0); */ static fromDegrees(longitude, latitude, height, ellipsoid, result) { Check_default.typeOf.number("longitude", longitude); Check_default.typeOf.number("latitude", latitude); longitude = Math_default.toRadians(longitude); latitude = Math_default.toRadians(latitude); return _Cartesian3.fromRadians( longitude, latitude, height, ellipsoid, result ); } /** * 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.default] The ellipsoid on which the position lies. * @param {Cartesian3} [result] The object onto which to store the result. * @returns {Cartesian3} The position * * @example * const position = Cesium.Cartesian3.fromRadians(-2.007, 0.645); */ static fromRadians(longitude, latitude, height, ellipsoid, result) { Check_default.typeOf.number("longitude", longitude); Check_default.typeOf.number("latitude", latitude); height = height ?? 0; const radiiSquared = !defined_default(ellipsoid) ? _Cartesian3._ellipsoidRadiiSquared : ellipsoid.radiiSquared; const 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); const gamma = Math.sqrt(_Cartesian3.dot(scratchN, scratchK)); scratchK = _Cartesian3.divideByScalar(scratchK, gamma, scratchK); scratchN = _Cartesian3.multiplyByScalar(scratchN, height, scratchN); if (!defined_default(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.default] 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 * const positions = Cesium.Cartesian3.fromDegreesArray([-115.0, 37.0, -107.0, 33.0]); */ static fromDegreesArray(coordinates, ellipsoid, result) { Check_default.defined("coordinates", coordinates); if (coordinates.length < 2 || coordinates.length % 2 !== 0) { throw new DeveloperError_default( "the number of coordinates must be a multiple of 2 and at least 2" ); } const length = coordinates.length; if (!defined_default(result)) { result = new Array(length / 2); } else { result.length = length / 2; } for (let i = 0; i < length; i += 2) { const longitude = coordinates[i]; const latitude = coordinates[i + 1]; const 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.default] 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 * const positions = Cesium.Cartesian3.fromRadiansArray([-2.007, 0.645, -1.867, .575]); */ static fromRadiansArray(coordinates, ellipsoid, result) { Check_default.defined("coordinates", coordinates); if (coordinates.length < 2 || coordinates.length % 2 !== 0) { throw new DeveloperError_default( "the number of coordinates must be a multiple of 2 and at least 2" ); } const length = coordinates.length; if (!defined_default(result)) { result = new Array(length / 2); } else { result.length = length / 2; } for (let i = 0; i < length; i += 2) { const longitude = coordinates[i]; const latitude = coordinates[i + 1]; const 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.default] 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 * const positions = Cesium.Cartesian3.fromDegreesArrayHeights([-115.0, 37.0, 100000.0, -107.0, 33.0, 150000.0]); */ static fromDegreesArrayHeights(coordinates, ellipsoid, result) { Check_default.defined("coordinates", coordinates); if (coordinates.length < 3 || coordinates.length % 3 !== 0) { throw new DeveloperError_default( "the number of coordinates must be a multiple of 3 and at least 3" ); } const length = coordinates.length; if (!defined_default(result)) { result = new Array(length / 3); } else { result.length = length / 3; } for (let i = 0; i < length; i += 3) { const longitude = coordinates[i]; const latitude = coordinates[i + 1]; const height = coordinates[i + 2]; const 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.default] 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 * const positions = Cesium.Cartesian3.fromRadiansArrayHeights([-2.007, 0.645, 100000.0, -1.867, .575, 150000.0]); */ static fromRadiansArrayHeights(coordinates, ellipsoid, result) { Check_default.defined("coordinates", coordinates); if (coordinates.length < 3 || coordinates.length % 3 !== 0) { throw new DeveloperError_default( "the number of coordinates must be a multiple of 3 and at least 3" ); } const length = coordinates.length; if (!defined_default(result)) { result = new Array(length / 3); } else { result.length = length / 3; } for (let i = 0; i < length; i += 3) { const longitude = coordinates[i]; const latitude = coordinates[i + 1]; const height = coordinates[i + 2]; const index = i / 3; result[index] = _Cartesian3.fromRadians( longitude, latitude, height, ellipsoid, result[index] ); } return result; } /** * 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. */ clone(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. */ equals(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=0] 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. */ equalsEpsilon(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)'. */ toString() { return `(${this.x}, ${this.y}, ${this.z})`; } }; Cartesian3.fromCartesian4 = Cartesian3.clone; Cartesian3.packedLength = 3; Cartesian3.fromArray = Cartesian3.unpack; var distanceScratch = new Cartesian3(); var lerpScratch = new Cartesian3(); var angleBetweenScratch = new Cartesian3(); var angleBetweenScratch2 = new Cartesian3(); var mostOrthogonalAxisScratch = new Cartesian3(); var scratchN = new Cartesian3(); var scratchK = new Cartesian3(); Cartesian3._ellipsoidRadiiSquared = new Cartesian3( 6378137 * 6378137, 6378137 * 6378137, 6356752314245179e-9 * 6356752314245179e-9 ); Cartesian3.ZERO = Object.freeze(new Cartesian3(0, 0, 0)); Cartesian3.ONE = Object.freeze(new Cartesian3(1, 1, 1)); Cartesian3.UNIT_X = Object.freeze(new Cartesian3(1, 0, 0)); Cartesian3.UNIT_Y = Object.freeze(new Cartesian3(0, 1, 0)); Cartesian3.UNIT_Z = Object.freeze(new Cartesian3(0, 0, 1)); var Cartesian3_default = Cartesian3; // packages/engine/Source/Core/Matrix3.js var Matrix3 = class _Matrix3 { /** * @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. */ constructor(column0Row0, column1Row0, column2Row0, column0Row1, column1Row1, column2Row1, column0Row2, column1Row2, column2Row2) { this[0] = column0Row0 ?? 0; this[1] = column0Row1 ?? 0; this[2] = column0Row2 ?? 0; this[3] = column1Row0 ?? 0; this[4] = column1Row1 ?? 0; this[5] = column1Row2 ?? 0; this[6] = column2Row0 ?? 0; this[7] = column2Row1 ?? 0; this[8] = column2Row2 ?? 0; } /** * 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 */ static pack(value, array, startingIndex) { Check_default.typeOf.object("value", value); Check_default.defined("array", array); startingIndex = 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. */ static unpack(array, startingIndex, result) { Check_default.defined("array", array); startingIndex = startingIndex ?? 0; if (!defined_default(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; } /** * Flattens an array of Matrix3s into an array of components. The components * are stored in column-major order. * * @param {Matrix3[]} array The array of matrices to pack. * @param {number[]} [result] The array onto which to store the result. If this is a typed array, it must have array.length * 9 components, else a {@link DeveloperError} will be thrown. If it is a regular array, it will be resized to have (array.length * 9) elements. * @returns {number[]} The packed array. */ static packArray(array, result) { Check_default.defined("array", array); const length = array.length; const resultLength = length * 9; if (!defined_default(result)) { result = new Array(resultLength); } else if (!Array.isArray(result) && result.length !== resultLength) { throw new DeveloperError_default( "If result is a typed array, it must have exactly array.length * 9 elements" ); } else if (result.length !== resultLength) { result.length = resultLength; } for (let i = 0; i < length; ++i) { _Matrix3.pack(array[i], result, i * 9); } return result; } /** * Unpacks an array of column-major matrix components into an array of Matrix3s. * * @param {number[]} array The array of components to unpack. * @param {Matrix3[]} [result] The array onto which to store the result. * @returns {Matrix3[]} The unpacked array. */ static unpackArray(array, result) { Check_default.defined("array", array); Check_default.typeOf.number.greaterThanOrEquals("array.length", array.length, 9); if (array.length % 9 !== 0) { throw new DeveloperError_default("array length must be a multiple of 9."); } const length = array.length; if (!defined_default(result)) { result = new Array(length / 9); } else { result.length = length / 9; } for (let i = 0; i < length; i += 9) { const index = i / 9; result[index] = _Matrix3.unpack(array, i, result[index]); } 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) */ static clone(matrix, result) { if (!defined_default(matrix)) { return void 0; } if (!defined_default(result)) { return new _Matrix3( matrix[0], matrix[3], matrix[6], matrix[1], matrix[4], matrix[7], matrix[2], matrix[5], 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; } /** * 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. */ static fromColumnMajorArray(values, result) { Check_default.defined("values", values); 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. */ static fromRowMajorArray(values, result) { Check_default.defined("values", values); if (!defined_default(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. */ static fromQuaternion(quaternion, result) { Check_default.typeOf.object("quaternion", quaternion); const x2 = quaternion.x * quaternion.x; const xy = quaternion.x * quaternion.y; const xz = quaternion.x * quaternion.z; const xw = quaternion.x * quaternion.w; const y2 = quaternion.y * quaternion.y; const yz = quaternion.y * quaternion.z; const yw = quaternion.y * quaternion.w; const z2 = quaternion.z * quaternion.z; const zw = quaternion.z * quaternion.w; const w2 = quaternion.w * quaternion.w; const m00 = x2 - y2 - z2 + w2; const m01 = 2 * (xy - zw); const m02 = 2 * (xz + yw); const m10 = 2 * (xy + zw); const m11 = -x2 + y2 - z2 + w2; const m12 = 2 * (yz - xw); const m20 = 2 * (xz - yw); const m21 = 2 * (yz + xw); const m22 = -x2 - y2 + z2 + w2; if (!defined_default(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. */ static fromHeadingPitchRoll(headingPitchRoll, result) { Check_default.typeOf.object("headingPitchRoll", headingPitchRoll); const cosTheta = Math.cos(-headingPitchRoll.pitch); const cosPsi = Math.cos(-headingPitchRoll.heading); const cosPhi = Math.cos(headingPitchRoll.roll); const sinTheta = Math.sin(-headingPitchRoll.pitch); const sinPsi = Math.sin(-headingPitchRoll.heading); const sinPhi = Math.sin(headingPitchRoll.roll); const m00 = cosTheta * cosPsi; const m01 = -cosPhi * sinPsi + sinPhi * sinTheta * cosPsi; const m02 = sinPhi * sinPsi + cosPhi * sinTheta * cosPsi; const m10 = cosTheta * sinPsi; const m11 = cosPhi * cosPsi + sinPhi * sinTheta * sinPsi; const m12 = -sinPhi * cosPsi + cosPhi * sinTheta * sinPsi; const m20 = -sinTheta; const m21 = sinPhi * cosTheta; const m22 = cosPhi * cosTheta; if (!defined_default(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] * const m = Cesium.Matrix3.fromScale(new Cesium.Cartesian3(7.0, 8.0, 9.0)); */ static fromScale(scale, result) { Check_default.typeOf.object("scale", scale); if (!defined_default(result)) { return new _Matrix3( scale.x, 0, 0, 0, scale.y, 0, 0, 0, scale.z ); } result[0] = scale.x; result[1] = 0; result[2] = 0; result[3] = 0; result[4] = scale.y; result[5] = 0; result[6] = 0; result[7] = 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] * const m = Cesium.Matrix3.fromUniformScale(2.0); */ static fromUniformScale(scale, result) { Check_default.typeOf.number("scale", scale); if (!defined_default(result)) { return new _Matrix3(scale, 0, 0, 0, scale, 0, 0, 0, scale); } result[0] = scale; result[1] = 0; result[2] = 0; result[3] = 0; result[4] = scale; result[5] = 0; result[6] = 0; result[7] = 0; result[8] = scale; return result; } /** * Computes a Matrix3 instance representing the cross product equivalent matrix of a Cartesian3 vector. * * @param {Cartesian3} vector 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] * const m = Cesium.Matrix3.fromCrossProduct(new Cesium.Cartesian3(7.0, 8.0, 9.0)); */ static fromCrossProduct(vector, result) { Check_default.typeOf.object("vector", vector); if (!defined_default(result)) { return new _Matrix3( 0, -vector.z, vector.y, vector.z, 0, -vector.x, -vector.y, vector.x, 0 ); } result[0] = 0; result[1] = vector.z; result[2] = -vector.y; result[3] = -vector.z; result[4] = 0; result[5] = vector.x; result[6] = vector.y; result[7] = -vector.x; result[8] = 0; return result; } /** * Creates a rotation matrix around the x-axis.