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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 1.144.0
 *
 * 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 {
  RuntimeError_default
} from "./chunk-FQ42MT7M.js";
import {
  Cartesian3_default,
  Frozen_default,
  Matrix3_default
} from "./chunk-SA2A2AN5.js";
import {
  Math_default
} from "./chunk-ACTVJHSP.js";
import {
  Check_default,
  DeveloperError_default
} from "./chunk-XLQZNQ4Z.js";
import {
  defined_default
} from "./chunk-PCL3Y7H5.js";

// packages/engine/Source/Core/Cartesian4.js
var Cartesian4 = class _Cartesian4 {
  /**
   * @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.
   */
  constructor(x, y, z, w) {
    this.x = x ?? 0;
    this.y = y ?? 0;
    this.z = z ?? 0;
    this.w = w ?? 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.
   */
  static fromElements(x, y, z, w, result) {
    if (!defined_default(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.
   */
  static fromColor(color, result) {
    Check_default.typeOf.object("color", color);
    if (!defined_default(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)
   */
  static clone(cartesian, result) {
    if (!defined_default(cartesian)) {
      return void 0;
    }
    if (!defined_default(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;
  }
  /**
   * 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
   */
  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;
    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.
   */
  static unpack(array, startingIndex, result) {
    Check_default.defined("array", array);
    startingIndex = startingIndex ?? 0;
    if (!defined_default(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 an array of components.
   *
   * @param {Cartesian4[]} 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 * 4 components, else a {@link DeveloperError} will be thrown. If it is a regular array, it will be resized to have (array.length * 4) elements.
   * @returns {number[]} The packed array.
   */
  static packArray(array, result) {
    Check_default.defined("array", array);
    const length = array.length;
    const resultLength = length * 4;
    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 * 4 elements"
      );
    } else if (result.length !== resultLength) {
      result.length = resultLength;
    }
    for (let i = 0; i < length; ++i) {
      _Cartesian4.pack(array[i], result, i * 4);
    }
    return result;
  }
  /**
   * Unpacks an array of cartesian components into an 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.
   */
  static unpackArray(array, result) {
    Check_default.defined("array", array);
    Check_default.typeOf.number.greaterThanOrEquals("array.length", array.length, 4);
    if (array.length % 4 !== 0) {
      throw new DeveloperError_default("array length must be a multiple of 4.");
    }
    const length = array.length;
    if (!defined_default(result)) {
      result = new Array(length / 4);
    } else {
      result.length = length / 4;
    }
    for (let i = 0; i < length; i += 4) {
      const index = i / 4;
      result[index] = _Cartesian4.unpack(array, i, result[index]);
    }
    return result;
  }
  /**
   * 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.
   */
  static maximumComponent(cartesian) {
    Check_default.typeOf.object("cartesian", cartesian);
    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.
   */
  static minimumComponent(cartesian) {
    Check_default.typeOf.object("cartesian", cartesian);
    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.
   */
  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);
    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.
   */
  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);
    result.w = Math.max(first.w, second.w);
    return result;
  }
  /**
   * Constrain a value to lie between two values.
   *
   * @param {Cartesian4} value The value to clamp.
   * @param {Cartesian4} min The minimum bound.
   * @param {Cartesian4} max The maximum bound.
   * @param {Cartesian4} result The object into which to store the result.
   * @returns {Cartesian4} The clamped value such that min <= result <= 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);
    const w = Math_default.clamp(value.w, min.w, max.w);
    result.x = x;
    result.y = y;
    result.z = z;
    result.w = 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.
   */
  static magnitudeSquared(cartesian) {
    Check_default.typeOf.object("cartesian", cartesian);
    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.
   */
  static magnitude(cartesian) {
    return Math.sqrt(_Cartesian4.magnitudeSquared(cartesian));
  }
  /**
   * 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
   * const 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));
   */
  static distance(left, right) {
    Check_default.typeOf.object("left", left);
    Check_default.typeOf.object("right", right);
    _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
   * const 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));
   */
  static distanceSquared(left, right) {
    Check_default.typeOf.object("left", left);
    Check_default.typeOf.object("right", right);
    _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.
   */
  static normalize(cartesian, result) {
    Check_default.typeOf.object("cartesian", cartesian);
    Check_default.typeOf.object("result", result);
    const 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_default("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.
   */
  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 + 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.
   */
  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;
    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.
   */
  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;
    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.
   */
  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;
    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.
   */
  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;
    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.
   */
  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;
    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.
   */
  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;
    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.
   */
  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;
    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.
   */
  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);
    result.w = Math.abs(cartesian.w);
    return result;
  }
  /**
   * 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.
   */
  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);
    _Cartesian4.multiplyByScalar(end, t, lerpScratch);
    result = _Cartesian4.multiplyByScalar(start, 1 - t, result);
    return _Cartesian4.add(lerpScratch, result, result);
  }
  /**
   * 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.
   */
  static mostOrthogonalAxis(cartesian, result) {
    Check_default.typeOf.object("cartesian", cartesian);
    Check_default.typeOf.object("result", result);
    const 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.
   */
  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 && left.w === right.w;
  }
  /**
   * @param {Cartesian4} 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] && 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=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
    ) && Math_default.equalsEpsilon(
      left.w,
      right.w,
      relativeEpsilon,
      absoluteEpsilon
    );
  }
  /**
   * 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.
   */
  clone(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.
   */
  equals(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=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 _Cartesian4.equalsEpsilon(
      this,
      right,
      relativeEpsilon,
      absoluteEpsilon
    );
  }
  /**
   * Creates a string representing this Cartesian in the format '(x, y, z, w)'.
   *
   * @returns {string} A string representing the provided Cartesian in the format '(x, y, z, w)'.
   */
  toString() {
    return `(${this.x}, ${this.y}, ${this.z}, ${this.w})`;
  }
  /**
   * Packs an arbitrary floating point value to 4 values representable using uint8.
   *
   * @param {number} value A floating point number.
   * @param {Cartesian4} [result] The Cartesian4 that will contain the packed float.
   * @returns {Cartesian4} A Cartesian4 representing the float packed to values in x, y, z, and w.
   */
  static packFloat(value, result) {
    Check_default.typeOf.number("value", value);
    if (!defined_default(result)) {
      result = new _Cartesian4();
    }
    scratchF32Array[0] = value;
    if (littleEndian) {
      result.x = scratchU8Array[0];
      result.y = scratchU8Array[1];
      result.z = scratchU8Array[2];
      result.w = scratchU8Array[3];
    } else {
      result.x = scratchU8Array[3];
      result.y = scratchU8Array[2];
      result.z = scratchU8Array[1];
      result.w = scratchU8Array[0];
    }
    return result;
  }
  /**
   * Unpacks a float packed using Cartesian4.packFloat.
   *
   * @param {Cartesian4} packedFloat A Cartesian4 containing a float packed to 4 values representable using uint8.
   * @returns {number} The unpacked float.
   * @private
   */
  static unpackFloat(packedFloat) {
    Check_default.typeOf.object("packedFloat", packedFloat);
    if (littleEndian) {
      scratchU8Array[0] = packedFloat.x;
      scratchU8Array[1] = packedFloat.y;
      scratchU8Array[2] = packedFloat.z;
      scratchU8Array[3] = packedFloat.w;
    } else {
      scratchU8Array[0] = packedFloat.w;
      scratchU8Array[1] = packedFloat.z;
      scratchU8Array[2] = packedFloat.y;
      scratchU8Array[3] = packedFloat.x;
    }
    return scratchF32Array[0];
  }
};
Cartesian4.packedLength = 4;
Cartesian4.fromArray = Cartesian4.unpack;
var distanceScratch = new Cartesian4();
var lerpScratch = new Cartesian4();
var mostOrthogonalAxisScratch = new Cartesian4();
Cartesian4.ZERO = Object.freeze(new Cartesian4(0, 0, 0, 0));
Cartesian4.ONE = Object.freeze(new Cartesian4(1, 1, 1, 1));
Cartesian4.UNIT_X = Object.freeze(new Cartesian4(1, 0, 0, 0));
Cartesian4.UNIT_Y = Object.freeze(new Cartesian4(0, 1, 0, 0));
Cartesian4.UNIT_Z = Object.freeze(new Cartesian4(0, 0, 1, 0));
Cartesian4.UNIT_W = Object.freeze(new Cartesian4(0, 0, 0, 1));
var scratchF32Array = new Float32Array(1);
var scratchU8Array = new Uint8Array(scratchF32Array.buffer);
var testU32 = new Uint32Array([287454020]);
var testU8 = new Uint8Array(testU32.buffer);
var littleEndian = testU8[0] === 68;
var Cartesian4_default = Cartesian4;

// packages/engine/Source/Core/Matrix4.js
var Matrix4 = class _Matrix4 {
  /**
   * @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.
   */
  constructor(column0Row0, column1Row0, column2Row0, column3Row0, column0Row1, column1Row1, column2Row1, column3Row1, column0Row2, column1Row2, column2Row2, column3Row2, column0Row3, column1Row3, column2Row3, column3Row3) {
    this[0] = column0Row0 ?? 0;
    this[1] = column0Row1 ?? 0;
    this[2] = column0Row2 ?? 0;
    this[3] = column0Row3 ?? 0;
    this[4] = column1Row0 ?? 0;
    this[5] = column1Row1 ?? 0;
    this[6] = column1Row2 ?? 0;
    this[7] = column1Row3 ?? 0;
    this[8] = column2Row0 ?? 0;
    this[9] = column2Row1 ?? 0;
    this[10] = column2Row2 ?? 0;
    this[11] = column2Row3 ?? 0;
    this[12] = column3Row0 ?? 0;
    this[13] = column3Row1 ?? 0;
    this[14] = column3Row2 ?? 0;
    this[15] = column3Row3 ?? 0;
  }
  /**
   * 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
   */
  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];
    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.
   */
  static unpack(array, startingIndex, result) {
    Check_default.defined("array", array);
    startingIndex = startingIndex ?? 0;
    if (!defined_default(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;
  }
  /**
   * Flattens an array of Matrix4s into an array of components. The components
   * are stored in column-major order.
   *
   * @param {Matrix4[]} 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 * 16 components, else a {@link DeveloperError} will be thrown. If it is a regular array, it will be resized to have (array.length * 16) elements.
   * @returns {number[]} The packed array.
   */
  static packArray(array, result) {
    Check_default.defined("array", array);
    const length = array.length;
    const resultLength = length * 16;
    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 * 16 elements"
      );
    } else if (result.length !== resultLength) {
      result.length = resultLength;
    }
    for (let i = 0; i < length; ++i) {
      _Matrix4.pack(array[i], result, i * 16);
    }
    return result;
  }
  /**
   * Unpacks an array of column-major matrix components into an array of Matrix4s.
   *
   * @param {number[]} array The array of components to unpack.
   * @param {Matrix4[]} [result] The array onto which to store the result.
   * @returns {Matrix4[]} The unpacked array.
   */
  static unpackArray(array, result) {
    Check_default.defined("array", array);
    Check_default.typeOf.number.greaterThanOrEquals("array.length", array.length, 16);
    if (array.length % 16 !== 0) {
      throw new DeveloperError_default("array length must be a multiple of 16.");
    }
    const length = array.length;
    if (!defined_default(result)) {
      result = new Array(length / 16);
    } else {
      result.length = length / 16;
    }
    for (let i = 0; i < length; i += 16) {
      const index = i / 16;
      result[index] = _Matrix4.unpack(array, i, result[index]);
    }
    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)
   */
  static clone(matrix, result) {
    if (!defined_default(matrix)) {
      return void 0;
    }
    if (!defined_default(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;
  }
  /**
   * 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.
   */
  static fromColumnMajorArray(values, result) {
    Check_default.defined("values", values);
    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.
   */
  static fromRowMajorArray(values, result) {
    Check_default.defined("values", values);
    if (!defined_default(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.
   */
  static fromRotationTranslation(rotation, translation, result) {
    Check_default.typeOf.object("rotation", rotation);
    translation = translation ?? Cartesian3_default.ZERO;
    if (!defined_default(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,
        1
      );
    }
    result[0] = rotation[0];
    result[1] = rotation[1];
    result[2] = rotation[2];
    result[3] = 0;
    result[4] = rotation[3];
    result[5] = rotation[4];
    result[6] = rotation[5];
    result[7] = 0;
    result[8] = rotation[6];
    result[9] = rotation[7];
    result[10] = rotation[8];
    result[11] = 0;
    result[12] = translation.x;
    result[13] = translation.y;
    result[14] = translation.z;
    result[15] = 1;
    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
   * const 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);
   */
  static fromTranslationQuaternionRotationScale(translation, rotation, scale, result) {
    Check_default.typeOf.object("translation", translation);
    Check_default.typeOf.object("rotation", rotation);
    Check_default.typeOf.object("scale", scale);
    if (!defined_default(result)) {
      result = new _Matrix4();
    }
    const scaleX = scale.x;
    const scaleY = scale.y;
    const scaleZ = scale.z;
    const x2 = rotation.x * rotation.x;
    const xy = rotation.x * rotation.y;
    const xz = rotation.x * rotation.z;
    const xw = rotation.x * rotation.w;
    const y2 = rotation.y * rotation.y;
    const yz = rotation.y * rotation.z;
    const yw = rotation.y * rotation.w;
    const z2 = rotation.z * rotation.z;
    const zw = rotation.z * rotation.w;
    const w2 = rotation.w * rotation.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;
    result[0] = m00 * scaleX;
    result[1] = m10 * scaleX;
    result[2] = m20 * scaleX;
    result[3] = 0;
    result[4] = m01 * scaleY;
    result[5] = m11 * scaleY;
    result[6] = m21 * scaleY;
    result[7] = 0;
    result[8] = m02 * scaleZ;
    result[9] = m12 * scaleZ;
    result[10] = m22 * scaleZ;
    result[11] = 0;
    result[12] = translation.x;
    result[13] = translation.y;
    result[14] = translation.z;
    result[15] = 1;
    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.
   */
  static fromTranslationRotationScale(translationRotationScale, result) {
    Check_default.typeOf.object("translationRotationScale", translationRotationScale);
    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
   */
  static fromTranslation(translation, result) {
    Check_default.typeOf.object("translation", translation);
    return _Matrix4.fromRotationTranslation(
      Matrix3_default.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]
   * const m = Cesium.Matrix4.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 _Matrix4(
        scale.x,
        0,
        0,
        0,
        0,
        scale.y,
        0,
        0,
        0,
        0,
        scale.z,
        0,
        0,
        0,
        0,
        1
      );
    }
    result[0] = scale.x;
    result[1] = 0;
    result[2] = 0;
    result[3] = 0;
    result[4] = 0;
    result[5] = scale.y;
    result[6] = 0;
    result[7] = 0;
    result[8] = 0;
    result[9] = 0;
    result[10] = scale.z;
    result[11] = 0;
    result[12] = 0;
    result[13] = 0;
    result[14] = 0;
    result[15] = 1;
    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]
   * const m = Cesium.Matrix4.fromUniformScale(2.0);
   */
  static fromUniformScale(scale, result) {
    Check_default.typeOf.number("scale", scale);
    if (!defined_default(result)) {
      return new _Matrix4(
        scale,
        0,
        0,
        0,
        0,
        scale,
        0,
        0,
        0,
        0,
        scale,
        0,
        0,
        0,
        0,
        1
      );
    }
    result[0] = scale;
    result[1] = 0;
    result[2] = 0;
    result[3] = 0;
    result[4] = 0;
    result[5] = scale;
    result[6] = 0;
    result[7] = 0;
    result[8] = 0;
    result[9] = 0;
    result[10] = scale;
    result[11] = 0;
    result[12] = 0;
    result[13] = 0;
    result[14] = 0;
    result[15] = 1;
    return result;
  }
  /**
   * Creates a rotation matrix.
   *
   * @param {Matrix3} rotation The rotation matrix.
   * @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.
   */
  static fromRotation(rotation, result) {
    Check_default.typeOf.object("rotation", rotation);
    if (!defined_default(result)) {
      result = new _Matrix4();
    }
    result[0] = rotation[0];
    result[1] = rotation[1];
    result[2] = rotation[2];
    result[3] = 0;
    result[4] = rotation[3];
    result[5] = rotation[4];
    result[6] = rotation[5];
    result[7] = 0;
    result[8] = rotation[6];
    result[9] = rotation[7];
    result[10] = rotation[8];
    result[11] = 0;
    result[12] = 0;
    result[13] = 0;
    result[14] = 0;
    result[15] = 1;
    return result;
  }
  /**
   * 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.
   */
  static fromCamera(camera, result) {
    Check_default.typeOf.object("camera", camera);
    const position = camera.position;
    const direction = camera.direction;
    const up = camera.up;
    Check_default.typeOf.object("camera.position", position);
    Check_default.typeOf.object("camera.direction", direction);
    Check_default.typeOf.object("camera.up", up);
    Cartesian3_default.normalize(direction, fromCameraF);
    Cartesian3_default.normalize(
      Cartesian3_default.cross(fromCameraF, up, fromCameraR),
      fromCameraR
    );
    Cartesian3_default.normalize(
      Cartesian3_default.cross(fromCameraR, fromCameraF, fromCameraU),
      fromCameraU
    );
    const sX = fromCameraR.x;
    const sY = fromCameraR.y;
    const sZ = fromCameraR.z;
    const fX = fromCameraF.x;
    const fY = fromCameraF.y;
    const fZ = fromCameraF.z;
    const uX = fromCameraU.x;
    const uY = fromCameraU.y;
    const uZ = fromCameraU.z;
    const positionX = position.x;
    const positionY = position.y;
    const positionZ = position.z;
    const t0 = sX * -positionX + sY * -positionY + sZ * -positionZ;
    const t1 = uX * -positionX + uY * -positionY + uZ * -positionZ;
    const t2 = fX * positionX + fY * positionY + fZ * positionZ;
    if (!defined_default(result)) {
      return new _Matrix4(
        sX,
        sY,
        sZ,
        t0,
        uX,
        uY,
        uZ,
        t1,
        -fX,
        -fY,
        -fZ,
        t2,
        0,
        0,
        0,
        1
      );
    }
    result[0] = sX;
    result[1] = uX;
    result[2] = -fX;
    result[3] = 0;
    result[4] = sY;
    result[5] = uY;
    result[6] = -fY;
    result[7] = 0;
    result[8] = sZ;
    result[9] = uZ;
    result[10] = -fZ;
    result[11] = 0;
    result[12] = t0;
    result[13] = t1;
    result[14] = t2;
    result[15] = 1;
    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.
   */
  static computePerspectiveFieldOfView(fovY, aspectRatio, near, far, result) {
    Check_default.typeOf.number.greaterThan("fovY", fovY, 0);
    Check_default.typeOf.number.lessThan("fovY", fovY, Math.PI);
    Check_default.typeOf.number.greaterThan("near", near, 0);
    Check_default.typeOf.number.greaterThan("far", far, 0);
    Check_default.typeOf.object("result", result);
    const bottom = Math.tan(fovY * 0.5);
    const column1Row1 = 1 / bottom;
    const column0Row0 = column1Row1 / aspectRatio;
    const column2Row2 = (far + near) / (near - far);
    const column3Row2 = 2 * far * near / (near - far);
    result[0] = column0Row0;
    result[1] = 0;
    result[2] = 0;
    result[3] = 0;
    result[4] = 0;
    result[5] = column1Row1;
    result[6] = 0;
    result[7] = 0;
    result[8] = 0;
    result[9] = 0;
    result[10] = column2Row2;
    result[11] = -1;
    result[12] = 0;
    result[13] = 0;
    result[14] = column3Row2;
    result[15] = 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.
   */
  static computeOrthographicOffCenter(left, right, bottom, top, near, far, result) {
    Check_default.typeOf.number("left", left);
    Check_default.typeOf.number("right", right);
    Check_default.typeOf.number("bottom", bottom);
    Check_default.typeOf.number("top", top);
    Check_default.typeOf.number("near", near);
    Check_default.typeOf.number("far", far);
    Check_default.typeOf.object("result", result);
    let a = 1 / (right - left);
    let b = 1 / (top - bottom);
    let c = 1 / (far - near);
    const tx = -(right + left) * a;
    const ty = -(top + bottom) * b;
    const tz = -(far + near) * c;
    a *= 2;
    b *= 2;
    c *= -2;
    result[0] = a;
    result[1] = 0;
    result[2] = 0;
    result[3] = 0;
    result[4] = 0;
    result[5] = b;
    result[6] = 0;
    result[7] = 0;
    result[8] = 0;
    result[9] = 0;
    result[10] = c;
    result[11] = 0;
    result[12] = tx;
    result[13] = ty;
    result[14] = tz;
    result[15] = 1;
    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 the camera that will be in view.
   * @param {number} top The number of meters above 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.
   */
  static computePerspectiveOffCenter(left, right, bottom, top, near, far, result) {
    Check_default.typeOf.number("left", left);
    Check_default.typeOf.number("right", right);
    Check_default.typeOf.number("bottom", bottom);
    Check_default.typeOf.number("top", top);
    Check_default.typeOf.number("near", near);
    Check_default.typeOf.number("far", far);
    Check_default.typeOf.object("result", result);
    const column0Row0 = 2 * near / (right - left);
    const column1Row1 = 2 * near / (top - bottom);
    const column2Row0 = (right + left) / (right - left);
    const column2Row1 = (top + bottom) / (top - bottom);
    const column2Row2 = -(far + near) / (far - near);
    const column2Row3 = -1;
    const column3Row2 = -2 * far * near / (far - near);
    result[0] = column0Row0;
    result[1] = 0;
    result[2] = 0;
    result[3] = 0;
    result[4] = 0;
    result[5] = column1Row1;
    result[6] = 0;
    result[7] = 0;
    result[8] = column2Row0;
    result[9] = column2Row1;
    result[10] = column2Row2;
    result[11] = column2Row3;
    result[12] = 0;
    result[13] = 0;
    result[14] = column3Row2;
    result[15] = 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.
   */
  static computeInfinitePerspectiveOffCenter(left, right, bottom, top, near, result) {
    Check_default.typeOf.number("left", left);
    Check_default.typeOf.number("right", right);
    Check_default.typeOf.number("bottom", bottom);
    Check_default.typeOf.number("top", top);
    Check_default.typeOf.number("near", near);
    Check_default.typeOf.object("result", result);
    const column0Row0 = 2 * near / (right - left);
    const column1Row1 = 2 * near / (top - bottom);
    const column2Row0 = (right + left) / (right - left);
    const column2Row1 = (top + bottom) / (top - bottom);
    const column2Row2 = -1;
    const column2Row3 = -1;
    const column3Row2 = -2 * near;
    result[0] = column0Row0;
    result[1] = 0;
    result[2] = 0;
    result[3] = 0;
    result[4] = 0;
    result[5] = column1Row1;
    result[6] = 0;
    result[7] = 0;
    result[8] = column2Row0;
    result[9] = column2Row1;
    result[10] = column2Row2;
    result[11] = column2Row3;
    result[12] = 0;
    result[13] = 0;
    result[14] = column3Row2;
    result[15] = 0;
    return result;
  }
  /**
   * Computes a Matrix4 instance that transforms from normalized device coordinates to window coordinates.
   *
   * @param {Viewport} [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.
   * const m = Cesium.Matrix4.computeViewportTransformation({
   *     x : 0.0,
   *     y : 0.0,
   *     width : 1024.0,
   *     height : 768.0
   * }, 0.0, 1.0, new Cesium.Matrix4());
   */
  static computeViewportTransformation(viewport, nearDepthRange, farDepthRange, result) {
    if (!defined_default(result)) {
      result = new _Matrix4();
    }
    viewport = viewport ?? Frozen_default.EMPTY_OBJECT;
    const x = viewport.x ?? 0;
    const y = viewport.y ?? 0;
    const width = viewport.width ?? 0;
    const height = viewport.height ?? 0;
    nearDepthRange = nearDepthRange ?? 0;
    farDepthRange = farDepthRange ?? 1;
    const halfWidth = width * 0.5;
    const halfHeight = height * 0.5;
    const halfDepth = (farDepthRange - nearDepthRange) * 0.5;
    const column0Row0 = halfWidth;
    const column1Row1 = halfHeight;
    const column2Row2 = halfDepth;
    const column3Row0 = x + halfWidth;
    const column3Row1 = y + halfHeight;
    const column3Row2 = nearDepthRange + halfDepth;
    const column3Row3 = 1;
    result[0] = column0Row0;
    result[1] = 0;
    result[2] = 0;
    result[3] = 0;
    result[4] = 0;
    result[5] = column1Row1;
    result[6] = 0;
    result[7] = 0;
    result[8] = 0;
    result[9] = 0;
    result[10] = column2Row2;
    result[11] = 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.
   */
  static computeView(position, direction, up, right, result) {
    Check_default.typeOf.object("position", position);
    Check_default.typeOf.object("direction", direction);
    Check_default.typeOf.object("up", up);
    Check_default.typeOf.object("right", right);
    Check_default.typeOf.object("result", result);
    result[0] = right.x;
    result[1] = up.x;
    result[2] = -direction.x;
    result[3] = 0;
    result[4] = right.y;
    result[5] = up.y;
    result[6] = -direction.y;
    result[7] = 0;
    result[8] = right.z;
    result[9] = up.z;
    result[10] = -direction.z;
    result[11] = 0;
    result[12] = -Cartesian3_default.dot(right, position);
    result[13] = -Cartesian3_default.dot(up, position);
    result[14] = Cartesian3_default.dot(direction, position);
    result[15] = 1;
    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]
   * const 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]
   */
  static toArray(matrix, result) {
    Check_default.typeOf.object("matrix", matrix);
    if (!defined_default(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
   * const myMatrix = new Cesium.Matrix4();
   * const column1Row0Index = Cesium.Matrix4.getElementIndex(1, 0);
   * const column1Row0 = myMatrix[column1Row0Index];
   * myMatrix[column1Row0Index] = 10.0;
   */
  static getElementIndex(column, row) {
    Check_default.typeOf.number.greaterThanOrEquals("row", row, 0);
    Check_default.typeOf.number.lessThanOrEquals("row", row, 3);
    Check_default.typeOf.number.greaterThanOrEquals("column", column, 0);
    Check_default.typeOf.number.lessThanOrEquals("column", column, 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
   * const a = Cesium.Matrix4.getColumn(m, 2, new Cesium.Cartesian4());
   *
   * @example
   * //Example 2: Sets values for Cartesian instance
   * const 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;
   */
  static getColumn(matrix, index, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.number.greaterThanOrEquals("index", index, 0);
    Check_default.typeOf.number.lessThanOrEquals("index", index, 3);
    Check_default.typeOf.object("result", result);
    const startIndex = index * 4;
    const x = matrix[startIndex];
    const y = matrix[startIndex + 1];
    const z = matrix[startIndex + 2];
    const 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]
   *
   * const 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]
   */
  static setColumn(matrix, index, cartesian, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.number.greaterThanOrEquals("index", index, 0);
    Check_default.typeOf.number.lessThanOrEquals("index", index, 3);
    Check_default.typeOf.object("cartesian", cartesian);
    Check_default.typeOf.object("result", result);
    result = _Matrix4.clone(matrix, result);
    const startIndex = index * 4;
    result[startIndex] = cartesian.x;
    result[startIndex + 1] = cartesian.y;
    result[startIndex + 2] = cartesian.z;
    result[startIndex + 3] = cartesian.w;
    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
   * const a = Cesium.Matrix4.getRow(m, 2, new Cesium.Cartesian4());
   *
   * @example
   * //Example 2: Sets values for a Cartesian instance
   * const 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;
   */
  static getRow(matrix, index, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.number.greaterThanOrEquals("index", index, 0);
    Check_default.typeOf.number.lessThanOrEquals("index", index, 3);
    Check_default.typeOf.object("result", result);
    const x = matrix[index];
    const y = matrix[index + 4];
    const z = matrix[index + 8];
    const 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]
   *
   * const 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]
   */
  static setRow(matrix, index, cartesian, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.number.greaterThanOrEquals("index", index, 0);
    Check_default.typeOf.number.lessThanOrEquals("index", index, 3);
    Check_default.typeOf.object("cartesian", cartesian);
    Check_default.typeOf.object("result", result);
    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;
  }
  /**
   * 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 {Matrix4} result The object onto which to store the result.
   * @returns {Matrix4} The modified result parameter.
   */
  static setTranslation(matrix, translation, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.object("translation", translation);
    Check_default.typeOf.object("result", result);
    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;
  }
  /**
   * Computes a new matrix that replaces the scale with the provided scale.
   * This assumes the matrix is an affine transformation.
   *
   * @param {Matrix4} matrix The matrix to use.
   * @param {Cartesian3} scale The scale that replaces the scale of the provided matrix.
   * @param {Matrix4} result The object onto which to store the result.
   * @returns {Matrix4} The modified result parameter.
   *
   * @see Matrix4.setUniformScale
   * @see Matrix4.fromScale
   * @see Matrix4.fromUniformScale
   * @see Matrix4.multiplyByScale
   * @see Matrix4.multiplyByUniformScale
   * @see Matrix4.getScale
   */
  static setScale(matrix, scale, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.object("scale", scale);
    Check_default.typeOf.object("result", result);
    const existingScale = _Matrix4.getScale(matrix, scaleScratch1);
    const scaleRatioX = scale.x / existingScale.x;
    const scaleRatioY = scale.y / existingScale.y;
    const scaleRatioZ = scale.z / existingScale.z;
    result[0] = matrix[0] * scaleRatioX;
    result[1] = matrix[1] * scaleRatioX;
    result[2] = matrix[2] * scaleRatioX;
    result[3] = matrix[3];
    result[4] = matrix[4] * scaleRatioY;
    result[5] = matrix[5] * scaleRatioY;
    result[6] = matrix[6] * scaleRatioY;
    result[7] = matrix[7];
    result[8] = matrix[8] * scaleRatioZ;
    result[9] = matrix[9] * scaleRatioZ;
    result[10] = matrix[10] * scaleRatioZ;
    result[11] = matrix[11];
    result[12] = matrix[12];
    result[13] = matrix[13];
    result[14] = matrix[14];
    result[15] = matrix[15];
    return result;
  }
  /**
   * Computes a new matrix that replaces the scale with the provided uniform scale.
   * This assumes the matrix is an affine transformation.
   *
   * @param {Matrix4} matrix The matrix to use.
   * @param {number} scale The uniform scale that replaces the scale of the provided matrix.
   * @param {Matrix4} result The object onto which to store the result.
   * @returns {Matrix4} The modified result parameter.
   *
   * @see Matrix4.setScale
   * @see Matrix4.fromScale
   * @see Matrix4.fromUniformScale
   * @see Matrix4.multiplyByScale
   * @see Matrix4.multiplyByUniformScale
   * @see Matrix4.getScale
   */
  static setUniformScale(matrix, scale, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.number("scale", scale);
    Check_default.typeOf.object("result", result);
    const existingScale = _Matrix4.getScale(matrix, scaleScratch2);
    const scaleRatioX = scale / existingScale.x;
    const scaleRatioY = scale / existingScale.y;
    const scaleRatioZ = scale / existingScale.z;
    result[0] = matrix[0] * scaleRatioX;
    result[1] = matrix[1] * scaleRatioX;
    result[2] = matrix[2] * scaleRatioX;
    result[3] = matrix[3];
    result[4] = matrix[4] * scaleRatioY;
    result[5] = matrix[5] * scaleRatioY;
    result[6] = matrix[6] * scaleRatioY;
    result[7] = matrix[7];
    result[8] = matrix[8] * scaleRatioZ;
    result[9] = matrix[9] * scaleRatioZ;
    result[10] = matrix[10] * scaleRatioZ;
    result[11] = matrix[11];
    result[12] = matrix[12];
    result[13] = matrix[13];
    result[14] = matrix[14];
    result[15] = matrix[15];
    return result;
  }
  /**
   * 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
   *
   * @see Matrix4.multiplyByScale
   * @see Matrix4.multiplyByUniformScale
   * @see Matrix4.fromScale
   * @see Matrix4.fromUniformScale
   * @see Matrix4.setScale
   * @see Matrix4.setUniformScale
   */
  static getScale(matrix, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.object("result", result);
    result.x = Cartesian3_default.magnitude(
      Cartesian3_default.fromElements(matrix[0], matrix[1], matrix[2], scratchColumn)
    );
    result.y = Cartesian3_default.magnitude(
      Cartesian3_default.fromElements(matrix[4], matrix[5], matrix[6], scratchColumn)
    );
    result.z = Cartesian3_default.magnitude(
      Cartesian3_default.fromElements(matrix[8], matrix[9], matrix[10], scratchColumn)
    );
    return result;
  }
  /**
   * 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.
   */
  static getMaximumScale(matrix) {
    _Matrix4.getScale(matrix, scaleScratch3);
    return Cartesian3_default.maximumComponent(scaleScratch3);
  }
  /**
   * Sets the rotation assuming the matrix is an affine transformation.
   *
   * @param {Matrix4} matrix The matrix.
   * @param {Matrix3} rotation The rotation matrix.
   * @param {Matrix4} result The object onto which to store the result.
   * @returns {Matrix4} The modified result parameter.
   *
   * @see Matrix4.fromRotation
   * @see Matrix4.getRotation
   */
  static setRotation(matrix, rotation, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.object("result", result);
    const scale = _Matrix4.getScale(matrix, scaleScratch4);
    result[0] = rotation[0] * scale.x;
    result[1] = rotation[1] * scale.x;
    result[2] = rotation[2] * scale.x;
    result[3] = matrix[3];
    result[4] = rotation[3] * scale.y;
    result[5] = rotation[4] * scale.y;
    result[6] = rotation[5] * scale.y;
    result[7] = matrix[7];
    result[8] = rotation[6] * scale.z;
    result[9] = rotation[7] * scale.z;
    result[10] = rotation[8] * scale.z;
    result[11] = matrix[11];
    result[12] = matrix[12];
    result[13] = matrix[13];
    result[14] = matrix[14];
    result[15] = matrix[15];
    return result;
  }
  /**
   * Extracts the rotation matrix assuming the matrix is an affine transformation.
   *
   * @param {Matrix4} matrix The matrix.
   * @param {Matrix3} result The object onto which to store the result.
   * @returns {Matrix3} The modified result parameter.
   *
   * @see Matrix4.setRotation
   * @see Matrix4.fromRotation
   */
  static getRotation(matrix, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.object("result", result);
    const scale = _Matrix4.getScale(matrix, scaleScratch5);
    result[0] = matrix[0] / scale.x;
    result[1] = matrix[1] / scale.x;
    result[2] = matrix[2] / scale.x;
    result[3] = matrix[4] / scale.y;
    result[4] = matrix[5] / scale.y;
    result[5] = matrix[6] / scale.y;
    result[6] = matrix[8] / scale.z;
    result[7] = matrix[9] / scale.z;
    result[8] = matrix[10] / scale.z;
    return result;
  }
  /**
   * 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.
   */
  static multiply(left, right, result) {
    Check_default.typeOf.object("left", left);
    Check_default.typeOf.object("right", right);
    Check_default.typeOf.object("result", result);
    const left0 = left[0];
    const left1 = left[1];
    const left2 = left[2];
    const left3 = left[3];
    const left4 = left[4];
    const left5 = left[5];
    const left6 = left[6];
    const left7 = left[7];
    const left8 = left[8];
    const left9 = left[9];
    const left10 = left[10];
    const left11 = left[11];
    const left12 = left[12];
    const left13 = left[13];
    const left14 = left[14];
    const left15 = left[15];
    const right0 = right[0];
    const right1 = right[1];
    const right2 = right[2];
    const right3 = right[3];
    const right4 = right[4];
    const right5 = right[5];
    const right6 = right[6];
    const right7 = right[7];
    const right8 = right[8];
    const right9 = right[9];
    const right10 = right[10];
    const right11 = right[11];
    const right12 = right[12];
    const right13 = right[13];
    const right14 = right[14];
    const right15 = right[15];
    const column0Row0 = left0 * right0 + left4 * right1 + left8 * right2 + left12 * right3;
    const column0Row1 = left1 * right0 + left5 * right1 + left9 * right2 + left13 * right3;
    const column0Row2 = left2 * right0 + left6 * right1 + left10 * right2 + left14 * right3;
    const column0Row3 = left3 * right0 + left7 * right1 + left11 * right2 + left15 * right3;
    const column1Row0 = left0 * right4 + left4 * right5 + left8 * right6 + left12 * right7;
    const column1Row1 = left1 * right4 + left5 * right5 + left9 * right6 + left13 * right7;
    const column1Row2 = left2 * right4 + left6 * right5 + left10 * right6 + left14 * right7;
    const column1Row3 = left3 * right4 + left7 * right5 + left11 * right6 + left15 * right7;
    const column2Row0 = left0 * right8 + left4 * right9 + left8 * right10 + left12 * right11;
    const column2Row1 = left1 * right8 + left5 * right9 + left9 * right10 + left13 * right11;
    const column2Row2 = left2 * right8 + left6 * right9 + left10 * right10 + left14 * right11;
    const column2Row3 = left3 * right8 + left7 * right9 + left11 * right10 + left15 * right11;
    const column3Row0 = left0 * right12 + left4 * right13 + left8 * right14 + left12 * right15;
    const column3Row1 = left1 * right12 + left5 * right13 + left9 * right14 + left13 * right15;
    const column3Row2 = left2 * right12 + left6 * right13 + left10 * right14 + left14 * right15;
    const 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.
   */
  static add(left, right, result) {
    Check_default.typeOf.object("left", left);
    Check_default.typeOf.object("right", right);
    Check_default.typeOf.object("result", result);
    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.
   */
  static subtract(left, right, result) {
    Check_default.typeOf.object("left", left);
    Check_default.typeOf.object("right", right);
    Check_default.typeOf.object("result", result);
    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 any 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
   * const 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);
   * const m2 = Cesium.Transforms.eastNorthUpToFixedFrame(new Cesium.Cartesian3(1.0, 1.0, 1.0));
   * const m3 = Cesium.Matrix4.multiplyTransformation(m1, m2, new Cesium.Matrix4());
   */
  static multiplyTransformation(left, right, result) {
    Check_default.typeOf.object("left", left);
    Check_default.typeOf.object("right", right);
    Check_default.typeOf.object("result", result);
    const left0 = left[0];
    const left1 = left[1];
    const left2 = left[2];
    const left4 = left[4];
    const left5 = left[5];
    const left6 = left[6];
    const left8 = left[8];
    const left9 = left[9];
    const left10 = left[10];
    const left12 = left[12];
    const left13 = left[13];
    const left14 = left[14];
    const right0 = right[0];
    const right1 = right[1];
    const right2 = right[2];
    const right4 = right[4];
    const right5 = right[5];
    const right6 = right[6];
    const right8 = right[8];
    const right9 = right[9];
    const right10 = right[10];
    const right12 = right[12];
    const right13 = right[13];
    const right14 = right[14];
    const column0Row0 = left0 * right0 + left4 * right1 + left8 * right2;
    const column0Row1 = left1 * right0 + left5 * right1 + left9 * right2;
    const column0Row2 = left2 * right0 + left6 * right1 + left10 * right2;
    const column1Row0 = left0 * right4 + left4 * right5 + left8 * right6;
    const column1Row1 = left1 * right4 + left5 * right5 + left9 * right6;
    const column1Row2 = left2 * right4 + left6 * right5 + left10 * right6;
    const column2Row0 = left0 * right8 + left4 * right9 + left8 * right10;
    const column2Row1 = left1 * right8 + left5 * right9 + left9 * right10;
    const column2Row2 = left2 * right8 + left6 * right9 + left10 * right10;
    const column3Row0 = left0 * right12 + left4 * right13 + left8 * right14 + left12;
    const column3Row1 = left1 * right12 + left5 * right13 + left9 * right14 + left13;
    const column3Row2 = left2 * right12 + left6 * right13 + left10 * right14 + left14;
    result[0] = column0Row0;
    result[1] = column0Row1;
    result[2] = column0Row2;
    result[3] = 0;
    result[4] = column1Row0;
    result[5] = column1Row1;
    result[6] = column1Row2;
    result[7] = 0;
    result[8] = column2Row0;
    result[9] = column2Row1;
    result[10] = column2Row2;
    result[11] = 0;
    result[12] = column3Row0;
    result[13] = column3Row1;
    result[14] = column3Row2;
    result[15] = 1;
    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);
   */
  static multiplyByMatrix3(matrix, rotation, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.object("rotation", rotation);
    Check_default.typeOf.object("result", result);
    const left0 = matrix[0];
    const left1 = matrix[1];
    const left2 = matrix[2];
    const left4 = matrix[4];
    const left5 = matrix[5];
    const left6 = matrix[6];
    const left8 = matrix[8];
    const left9 = matrix[9];
    const left10 = matrix[10];
    const right0 = rotation[0];
    const right1 = rotation[1];
    const right2 = rotation[2];
    const right4 = rotation[3];
    const right5 = rotation[4];
    const right6 = rotation[5];
    const right8 = rotation[6];
    const right9 = rotation[7];
    const right10 = rotation[8];
    const column0Row0 = left0 * right0 + left4 * right1 + left8 * right2;
    const column0Row1 = left1 * right0 + left5 * right1 + left9 * right2;
    const column0Row2 = left2 * right0 + left6 * right1 + left10 * right2;
    const column1Row0 = left0 * right4 + left4 * right5 + left8 * right6;
    const column1Row1 = left1 * right4 + left5 * right5 + left9 * right6;
    const column1Row2 = left2 * right4 + left6 * right5 + left10 * right6;
    const column2Row0 = left0 * right8 + left4 * right9 + left8 * right10;
    const column2Row1 = left1 * right8 + left5 * right9 + left9 * right10;
    const column2Row2 = left2 * right8 + left6 * right9 + left10 * right10;
    result[0] = column0Row0;
    result[1] = column0Row1;
    result[2] = column0Row2;
    result[3] = 0;
    result[4] = column1Row0;
    result[5] = column1Row1;
    result[6] = column1Row2;
    result[7] = 0;
    result[8] = column2Row0;
    result[9] = column2Row1;
    result[10] = column2Row2;
    result[11] = 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);
   */
  static multiplyByTranslation(matrix, translation, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.object("translation", translation);
    Check_default.typeOf.object("result", result);
    const x = translation.x;
    const y = translation.y;
    const z = translation.z;
    const tx = x * matrix[0] + y * matrix[4] + z * matrix[8] + matrix[12];
    const ty = x * matrix[1] + y * matrix[5] + z * matrix[9] + matrix[13];
    const 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;
  }
  /**
   * 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.multiplyByUniformScale
   * @see Matrix4.fromScale
   * @see Matrix4.fromUniformScale
   * @see Matrix4.setScale
   * @see Matrix4.setUniformScale
   * @see Matrix4.getScale
   */
  static multiplyByScale(matrix, scale, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.object("scale", scale);
    Check_default.typeOf.object("result", result);
    const scaleX = scale.x;
    const scaleY = scale.y;
    const scaleZ = scale.z;
    if (scaleX === 1 && scaleY === 1 && scaleZ === 1) {
      return _Matrix4.clone(matrix, result);
    }
    result[0] = scaleX * matrix[0];
    result[1] = scaleX * matrix[1];
    result[2] = scaleX * matrix[2];
    result[3] = matrix[3];
    result[4] = scaleY * matrix[4];
    result[5] = scaleY * matrix[5];
    result[6] = scaleY * matrix[6];
    result[7] = matrix[7];
    result[8] = scaleZ * matrix[8];
    result[9] = scaleZ * matrix[9];
    result[10] = scaleZ * 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 product of a matrix times a uniform scale, as if the scale were a scale matrix.
   *
   * @param {Matrix4} matrix The 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.multiplyByScale
   * @see Matrix4.fromScale
   * @see Matrix4.fromUniformScale
   * @see Matrix4.setScale
   * @see Matrix4.setUniformScale
   * @see Matrix4.getScale
   */
  static multiplyByUniformScale(matrix, scale, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.number("scale", scale);
    Check_default.typeOf.object("result", result);
    result[0] = matrix[0] * scale;
    result[1] = matrix[1] * scale;
    result[2] = matrix[2] * scale;
    result[3] = matrix[3];
    result[4] = matrix[4] * scale;
    result[5] = matrix[5] * scale;
    result[6] = matrix[6] * scale;
    result[7] = matrix[7];
    result[8] = matrix[8] * scale;
    result[9] = matrix[9] * scale;
    result[10] = matrix[10] * scale;
    result[11] = matrix[11];
    result[12] = matrix[12];
    result[13] = matrix[13];
    result[14] = matrix[14];
    result[15] = matrix[15];
    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.
   */
  static multiplyByVector(matrix, cartesian, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.object("cartesian", cartesian);
    Check_default.typeOf.object("result", result);
    const vX = cartesian.x;
    const vY = cartesian.y;
    const vZ = cartesian.z;
    const vW = cartesian.w;
    const x = matrix[0] * vX + matrix[4] * vY + matrix[8] * vZ + matrix[12] * vW;
    const y = matrix[1] * vX + matrix[5] * vY + matrix[9] * vZ + matrix[13] * vW;
    const z = matrix[2] * vX + matrix[6] * vY + matrix[10] * vZ + matrix[14] * vW;
    const 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
   * const p = new Cesium.Cartesian3(1.0, 2.0, 3.0);
   * const 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);
   */
  static multiplyByPointAsVector(matrix, cartesian, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.object("cartesian", cartesian);
    Check_default.typeOf.object("result", result);
    const vX = cartesian.x;
    const vY = cartesian.y;
    const vZ = cartesian.z;
    const x = matrix[0] * vX + matrix[4] * vY + matrix[8] * vZ;
    const y = matrix[1] * vX + matrix[5] * vY + matrix[9] * vZ;
    const 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
   * const p = new Cesium.Cartesian3(1.0, 2.0, 3.0);
   * const result = Cesium.Matrix4.multiplyByPoint(matrix, p, new Cesium.Cartesian3());
   */
  static multiplyByPoint(matrix, cartesian, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.object("cartesian", cartesian);
    Check_default.typeOf.object("result", result);
    const vX = cartesian.x;
    const vY = cartesian.y;
    const vZ = cartesian.z;
    const x = matrix[0] * vX + matrix[4] * vY + matrix[8] * vZ + matrix[12];
    const y = matrix[1] * vX + matrix[5] * vY + matrix[9] * vZ + matrix[13];
    const 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]
   *
   * const 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]
   */
  static multiplyByScalar(matrix, scalar, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.number("scalar", scalar);
    Check_default.typeOf.object("result", result);
    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]
   *
   * const 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]
   */
  static negate(matrix, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.object("result", result);
    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]
   *
   * const 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]
   */
  static transpose(matrix, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.object("result", result);
    const matrix1 = matrix[1];
    const matrix2 = matrix[2];
    const matrix3 = matrix[3];
    const matrix6 = matrix[6];
    const matrix7 = matrix[7];
    const 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.
   */
  static abs(matrix, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.object("result", result);
    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
   */
  static equals(left, right) {
    return left === right || defined_default(left) && defined_default(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=0] The epsilon to use for equality testing.
   * @returns {boolean} <code>true</code> if left and right are within the provided epsilon, <code>false</code> otherwise.
   *
   * @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
   */
  static equalsEpsilon(left, right, epsilon) {
    epsilon = epsilon ?? 0;
    return left === right || defined_default(left) && defined_default(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 an 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.
   */
  static getTranslation(matrix, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.object("result", result);
    result.x = matrix[12];
    result.y = matrix[13];
    result.z = matrix[14];
    return result;
  }
  /**
   * Gets the upper left 3x3 matrix of the provided 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]
   *
   * const b = new Cesium.Matrix3();
   * Cesium.Matrix4.getMatrix3(m,b);
   *
   * // b = [10.0, 14.0, 18.0]
   * //     [11.0, 15.0, 19.0]
   * //     [12.0, 16.0, 20.0]
   */
  static getMatrix3(matrix, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.object("result", result);
    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;
  }
  /**
   * 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 a proper rigid transformation, 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.
   */
  static inverse(matrix, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.object("result", result);
    const src0 = matrix[0];
    const src1 = matrix[4];
    const src2 = matrix[8];
    const src3 = matrix[12];
    const src4 = matrix[1];
    const src5 = matrix[5];
    const src6 = matrix[9];
    const src7 = matrix[13];
    const src8 = matrix[2];
    const src9 = matrix[6];
    const src10 = matrix[10];
    const src11 = matrix[14];
    const src12 = matrix[3];
    const src13 = matrix[7];
    const src14 = matrix[11];
    const src15 = matrix[15];
    let tmp0 = src10 * src15;
    let tmp1 = src11 * src14;
    let tmp2 = src9 * src15;
    let tmp3 = src11 * src13;
    let tmp4 = src9 * src14;
    let tmp5 = src10 * src13;
    let tmp6 = src8 * src15;
    let tmp7 = src11 * src12;
    let tmp8 = src8 * src14;
    let tmp9 = src10 * src12;
    let tmp10 = src8 * src13;
    let tmp11 = src9 * src12;
    const dst0 = tmp0 * src5 + tmp3 * src6 + tmp4 * src7 - (tmp1 * src5 + tmp2 * src6 + tmp5 * src7);
    const dst1 = tmp1 * src4 + tmp6 * src6 + tmp9 * src7 - (tmp0 * src4 + tmp7 * src6 + tmp8 * src7);
    const dst2 = tmp2 * src4 + tmp7 * src5 + tmp10 * src7 - (tmp3 * src4 + tmp6 * src5 + tmp11 * src7);
    const dst3 = tmp5 * src4 + tmp8 * src5 + tmp11 * src6 - (tmp4 * src4 + tmp9 * src5 + tmp10 * src6);
    const dst4 = tmp1 * src1 + tmp2 * src2 + tmp5 * src3 - (tmp0 * src1 + tmp3 * src2 + tmp4 * src3);
    const dst5 = tmp0 * src0 + tmp7 * src2 + tmp8 * src3 - (tmp1 * src0 + tmp6 * src2 + tmp9 * src3);
    const dst6 = tmp3 * src0 + tmp6 * src1 + tmp11 * src3 - (tmp2 * src0 + tmp7 * src1 + tmp10 * src3);
    const dst7 = tmp4 * src0 + tmp9 * src1 + tmp10 * src2 - (tmp5 * src0 + tmp8 * src1 + tmp11 * src2);
    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;
    const dst8 = tmp0 * src13 + tmp3 * src14 + tmp4 * src15 - (tmp1 * src13 + tmp2 * src14 + tmp5 * src15);
    const dst9 = tmp1 * src12 + tmp6 * src14 + tmp9 * src15 - (tmp0 * src12 + tmp7 * src14 + tmp8 * src15);
    const dst10 = tmp2 * src12 + tmp7 * src13 + tmp10 * src15 - (tmp3 * src12 + tmp6 * src13 + tmp11 * src15);
    const dst11 = tmp5 * src12 + tmp8 * src13 + tmp11 * src14 - (tmp4 * src12 + tmp9 * src13 + tmp10 * src14);
    const dst12 = tmp2 * src10 + tmp5 * src11 + tmp1 * src9 - (tmp4 * src11 + tmp0 * src9 + tmp3 * src10);
    const dst13 = tmp8 * src11 + tmp0 * src8 + tmp7 * src10 - (tmp6 * src10 + tmp9 * src11 + tmp1 * src8);
    const dst14 = tmp6 * src9 + tmp11 * src11 + tmp3 * src8 - (tmp10 * src11 + tmp2 * src8 + tmp7 * src9);
    const dst15 = tmp10 * src10 + tmp4 * src8 + tmp9 * src9 - (tmp8 * src9 + tmp11 * src10 + tmp5 * src8);
    let det = src0 * dst0 + src1 * dst1 + src2 * dst2 + src3 * dst3;
    if (Math.abs(det) < Math_default.EPSILON21) {
      if (Matrix3_default.equalsEpsilon(
        _Matrix4.getMatrix3(matrix, scratchInverseRotation),
        scratchMatrix3Zero,
        Math_default.EPSILON7
      ) && Cartesian4_default.equals(
        _Matrix4.getRow(matrix, 3, scratchBottomRow),
        scratchExpectedBottomRow
      )) {
        result[0] = 0;
        result[1] = 0;
        result[2] = 0;
        result[3] = 0;
        result[4] = 0;
        result[5] = 0;
        result[6] = 0;
        result[7] = 0;
        result[8] = 0;
        result[9] = 0;
        result[10] = 0;
        result[11] = 0;
        result[12] = -matrix[12];
        result[13] = -matrix[13];
        result[14] = -matrix[14];
        result[15] = 1;
        return result;
      }
      throw new RuntimeError_default(
        "matrix is not invertible because its determinate is zero."
      );
    }
    det = 1 / 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 a proper rigid 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.
   */
  static inverseTransformation(matrix, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.object("result", result);
    const matrix0 = matrix[0];
    const matrix1 = matrix[1];
    const matrix2 = matrix[2];
    const matrix4 = matrix[4];
    const matrix5 = matrix[5];
    const matrix6 = matrix[6];
    const matrix8 = matrix[8];
    const matrix9 = matrix[9];
    const matrix10 = matrix[10];
    const vX = matrix[12];
    const vY = matrix[13];
    const vZ = matrix[14];
    const x = -matrix0 * vX - matrix1 * vY - matrix2 * vZ;
    const y = -matrix4 * vX - matrix5 * vY - matrix6 * vZ;
    const z = -matrix8 * vX - matrix9 * vY - matrix10 * vZ;
    result[0] = matrix0;
    result[1] = matrix4;
    result[2] = matrix8;
    result[3] = 0;
    result[4] = matrix1;
    result[5] = matrix5;
    result[6] = matrix9;
    result[7] = 0;
    result[8] = matrix2;
    result[9] = matrix6;
    result[10] = matrix10;
    result[11] = 0;
    result[12] = x;
    result[13] = y;
    result[14] = z;
    result[15] = 1;
    return result;
  }
  /**
   * Computes the inverse transpose of a matrix.
   *
   * @param {Matrix4} matrix The matrix to transpose and invert.
   * @param {Matrix4} result The object onto which to store the result.
   * @returns {Matrix4} The modified result parameter.
   */
  static inverseTranspose(matrix, result) {
    Check_default.typeOf.object("matrix", matrix);
    Check_default.typeOf.object("result", result);
    return _Matrix4.inverse(
      _Matrix4.transpose(matrix, scratchTransposeMatrix),
      result
    );
  }
  /**
   * Gets the number of items in the collection.
   *
   * @type {number}
   */
  get length() {
    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.
   */
  clone(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.
   */
  equals(right) {
    return _Matrix4.equals(this, right);
  }
  /**
   * Compares provided matrix and array, starting from a given array offset.
   *
   * @param {Matrix4} matrix
   * @param {number[]} array
   * @param {number} offset
   * @ignore
   */
  static equalsArray(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=0] The epsilon to use for equality testing.
   * @returns {boolean} <code>true</code> if they are within the provided epsilon, <code>false</code> otherwise.
   */
  equalsEpsilon(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)'.
   */
  toString() {
    return `(${this[0]}, ${this[4]}, ${this[8]}, ${this[12]})
(${this[1]}, ${this[5]}, ${this[9]}, ${this[13]})
(${this[2]}, ${this[6]}, ${this[10]}, ${this[14]})
(${this[3]}, ${this[7]}, ${this[11]}, ${this[15]})`;
  }
};
Matrix4.packedLength = 16;
Matrix4.fromArray = Matrix4.unpack;
Matrix4.IDENTITY = Object.freeze(
  new Matrix4(
    1,
    0,
    0,
    0,
    0,
    1,
    0,
    0,
    0,
    0,
    1,
    0,
    0,
    0,
    0,
    1
  )
);
Matrix4.ZERO = Object.freeze(
  new Matrix4(
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0
  )
);
Matrix4.COLUMN0ROW0 = 0;
Matrix4.COLUMN0ROW1 = 1;
Matrix4.COLUMN0ROW2 = 2;
Matrix4.COLUMN0ROW3 = 3;
Matrix4.COLUMN1ROW0 = 4;
Matrix4.COLUMN1ROW1 = 5;
Matrix4.COLUMN1ROW2 = 6;
Matrix4.COLUMN1ROW3 = 7;
Matrix4.COLUMN2ROW0 = 8;
Matrix4.COLUMN2ROW1 = 9;
Matrix4.COLUMN2ROW2 = 10;
Matrix4.COLUMN2ROW3 = 11;
Matrix4.COLUMN3ROW0 = 12;
Matrix4.COLUMN3ROW1 = 13;
Matrix4.COLUMN3ROW2 = 14;
Matrix4.COLUMN3ROW3 = 15;
var fromCameraF = new Cartesian3_default();
var fromCameraR = new Cartesian3_default();
var fromCameraU = new Cartesian3_default();
var scaleScratch1 = new Cartesian3_default();
var scaleScratch2 = new Cartesian3_default();
var scratchColumn = new Cartesian3_default();
var scaleScratch3 = new Cartesian3_default();
var scaleScratch4 = new Cartesian3_default();
var scaleScratch5 = new Cartesian3_default();
var scratchInverseRotation = new Matrix3_default();
var scratchMatrix3Zero = new Matrix3_default();
var scratchBottomRow = new Cartesian4_default();
var scratchExpectedBottomRow = new Cartesian4_default(0, 0, 0, 1);
var scratchTransposeMatrix = new Matrix4();
var Matrix4_default = Matrix4;

export {
  Cartesian4_default,
  Matrix4_default
};