UNPKG

cesium

Version:

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

1,216 lines (1,096 loc) 673 kB
/* This file is automatically rebuilt by the Cesium build process. */ define(['exports', './when-e6e3e713', './Check-1df6b9a0', './Math-c5f6c994', './Cartesian2-1d7364fa', './RuntimeError-717c34db'], function (exports, when, Check, _Math, Cartesian2, RuntimeError) { 'use strict'; /** * A simple map projection where longitude and latitude are linearly mapped to X and Y by multiplying * them by the {@link Ellipsoid#maximumRadius}. This projection * is commonly known as geographic, equirectangular, equidistant cylindrical, or plate carrée. It * is also known as EPSG:4326. * * @alias GeographicProjection * @constructor * * @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid. * * @see WebMercatorProjection */ function GeographicProjection(ellipsoid) { this._ellipsoid = when.defaultValue(ellipsoid, Cartesian2.Ellipsoid.WGS84); this._semimajorAxis = this._ellipsoid.maximumRadius; this._oneOverSemimajorAxis = 1.0 / this._semimajorAxis; } Object.defineProperties(GeographicProjection.prototype, { /** * Gets the {@link Ellipsoid}. * * @memberof GeographicProjection.prototype * * @type {Ellipsoid} * @readonly */ ellipsoid : { get : function() { return this._ellipsoid; } } }); /** * Projects a set of {@link Cartographic} coordinates, in radians, to map coordinates, in meters. * X and Y are the longitude and latitude, respectively, multiplied by the maximum radius of the * ellipsoid. Z is the unmodified height. * * @param {Cartographic} cartographic The coordinates to project. * @param {Cartesian3} [result] An instance into which to copy the result. If this parameter is * undefined, a new instance is created and returned. * @returns {Cartesian3} The projected coordinates. If the result parameter is not undefined, the * coordinates are copied there and that instance is returned. Otherwise, a new instance is * created and returned. */ GeographicProjection.prototype.project = function(cartographic, result) { // Actually this is the special case of equidistant cylindrical called the plate carree var semimajorAxis = this._semimajorAxis; var x = cartographic.longitude * semimajorAxis; var y = cartographic.latitude * semimajorAxis; var z = cartographic.height; if (!when.defined(result)) { return new Cartesian2.Cartesian3(x, y, z); } result.x = x; result.y = y; result.z = z; return result; }; /** * Unprojects a set of projected {@link Cartesian3} coordinates, in meters, to {@link Cartographic} * coordinates, in radians. Longitude and Latitude are the X and Y coordinates, respectively, * divided by the maximum radius of the ellipsoid. Height is the unmodified Z coordinate. * * @param {Cartesian3} cartesian The Cartesian position to unproject with height (z) in meters. * @param {Cartographic} [result] An instance into which to copy the result. If this parameter is * undefined, a new instance is created and returned. * @returns {Cartographic} The unprojected coordinates. If the result parameter is not undefined, the * coordinates are copied there and that instance is returned. Otherwise, a new instance is * created and returned. */ GeographicProjection.prototype.unproject = function(cartesian, result) { //>>includeStart('debug', pragmas.debug); if (!when.defined(cartesian)) { throw new Check.DeveloperError('cartesian is required'); } //>>includeEnd('debug'); var oneOverEarthSemimajorAxis = this._oneOverSemimajorAxis; var longitude = cartesian.x * oneOverEarthSemimajorAxis; var latitude = cartesian.y * oneOverEarthSemimajorAxis; var height = cartesian.z; if (!when.defined(result)) { return new Cartesian2.Cartographic(longitude, latitude, height); } result.longitude = longitude; result.latitude = latitude; result.height = height; return result; }; /** * This enumerated type is used in determining where, relative to the frustum, an * object is located. The object can either be fully contained within the frustum (INSIDE), * partially inside the frustum and partially outside (INTERSECTING), or somwhere entirely * outside of the frustum's 6 planes (OUTSIDE). * * @exports Intersect */ var Intersect = { /** * Represents that an object is not contained within the frustum. * * @type {Number} * @constant */ OUTSIDE : -1, /** * Represents that an object intersects one of the frustum's planes. * * @type {Number} * @constant */ INTERSECTING : 0, /** * Represents that an object is fully within the frustum. * * @type {Number} * @constant */ INSIDE : 1 }; var Intersect$1 = Object.freeze(Intersect); /** * Represents the closed interval [start, stop]. * @alias Interval * @constructor * * @param {Number} [start=0.0] The beginning of the interval. * @param {Number} [stop=0.0] The end of the interval. */ function Interval(start, stop) { /** * The beginning of the interval. * @type {Number} * @default 0.0 */ this.start = when.defaultValue(start, 0.0); /** * The end of the interval. * @type {Number} * @default 0.0 */ this.stop = when.defaultValue(stop, 0.0); } /** * A 3x3 matrix, indexable as a column-major order array. * Constructor parameters are in row-major order for code readability. * @alias Matrix3 * @constructor * * @param {Number} [column0Row0=0.0] The value for column 0, row 0. * @param {Number} [column1Row0=0.0] The value for column 1, row 0. * @param {Number} [column2Row0=0.0] The value for column 2, row 0. * @param {Number} [column0Row1=0.0] The value for column 0, row 1. * @param {Number} [column1Row1=0.0] The value for column 1, row 1. * @param {Number} [column2Row1=0.0] The value for column 2, row 1. * @param {Number} [column0Row2=0.0] The value for column 0, row 2. * @param {Number} [column1Row2=0.0] The value for column 1, row 2. * @param {Number} [column2Row2=0.0] The value for column 2, row 2. * * @see Matrix3.fromColumnMajorArray * @see Matrix3.fromRowMajorArray * @see Matrix3.fromQuaternion * @see Matrix3.fromScale * @see Matrix3.fromUniformScale * @see Matrix2 * @see Matrix4 */ function Matrix3(column0Row0, column1Row0, column2Row0, column0Row1, column1Row1, column2Row1, column0Row2, column1Row2, column2Row2) { this[0] = when.defaultValue(column0Row0, 0.0); this[1] = when.defaultValue(column0Row1, 0.0); this[2] = when.defaultValue(column0Row2, 0.0); this[3] = when.defaultValue(column1Row0, 0.0); this[4] = when.defaultValue(column1Row1, 0.0); this[5] = when.defaultValue(column1Row2, 0.0); this[6] = when.defaultValue(column2Row0, 0.0); this[7] = when.defaultValue(column2Row1, 0.0); this[8] = when.defaultValue(column2Row2, 0.0); } /** * The number of elements used to pack the object into an array. * @type {Number} */ Matrix3.packedLength = 9; /** * Stores the provided instance into the provided array. * * @param {Matrix3} value The value to pack. * @param {Number[]} array The array to pack into. * @param {Number} [startingIndex=0] The index into the array at which to start packing the elements. * * @returns {Number[]} The array that was packed into */ Matrix3.pack = function(value, array, startingIndex) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('value', value); Check.Check.defined('array', array); //>>includeEnd('debug'); startingIndex = when.defaultValue(startingIndex, 0); array[startingIndex++] = value[0]; array[startingIndex++] = value[1]; array[startingIndex++] = value[2]; array[startingIndex++] = value[3]; array[startingIndex++] = value[4]; array[startingIndex++] = value[5]; array[startingIndex++] = value[6]; array[startingIndex++] = value[7]; array[startingIndex++] = value[8]; return array; }; /** * Retrieves an instance from a packed array. * * @param {Number[]} array The packed array. * @param {Number} [startingIndex=0] The starting index of the element to be unpacked. * @param {Matrix3} [result] The object into which to store the result. * @returns {Matrix3} The modified result parameter or a new Matrix3 instance if one was not provided. */ Matrix3.unpack = function(array, startingIndex, result) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('array', array); //>>includeEnd('debug'); startingIndex = when.defaultValue(startingIndex, 0); if (!when.defined(result)) { result = new Matrix3(); } result[0] = array[startingIndex++]; result[1] = array[startingIndex++]; result[2] = array[startingIndex++]; result[3] = array[startingIndex++]; result[4] = array[startingIndex++]; result[5] = array[startingIndex++]; result[6] = array[startingIndex++]; result[7] = array[startingIndex++]; result[8] = array[startingIndex++]; return result; }; /** * Duplicates a Matrix3 instance. * * @param {Matrix3} matrix The matrix to duplicate. * @param {Matrix3} [result] The object onto which to store the result. * @returns {Matrix3} The modified result parameter or a new Matrix3 instance if one was not provided. (Returns undefined if matrix is undefined) */ Matrix3.clone = function(matrix, result) { if (!when.defined(matrix)) { return undefined; } if (!when.defined(result)) { return new Matrix3(matrix[0], matrix[3], matrix[6], matrix[1], matrix[4], matrix[7], matrix[2], matrix[5], matrix[8]); } result[0] = matrix[0]; result[1] = matrix[1]; result[2] = matrix[2]; result[3] = matrix[3]; result[4] = matrix[4]; result[5] = matrix[5]; result[6] = matrix[6]; result[7] = matrix[7]; result[8] = matrix[8]; return result; }; /** * Creates a Matrix3 from 9 consecutive elements in an array. * * @param {Number[]} array The array whose 9 consecutive elements correspond to the positions of the matrix. Assumes column-major order. * @param {Number} [startingIndex=0] The offset into the array of the first element, which corresponds to first column first row position in the matrix. * @param {Matrix3} [result] The object onto which to store the result. * @returns {Matrix3} The modified result parameter or a new Matrix3 instance if one was not provided. * * @example * // Create the Matrix3: * // [1.0, 2.0, 3.0] * // [1.0, 2.0, 3.0] * // [1.0, 2.0, 3.0] * * var v = [1.0, 1.0, 1.0, 2.0, 2.0, 2.0, 3.0, 3.0, 3.0]; * var m = Cesium.Matrix3.fromArray(v); * * // Create same Matrix3 with using an offset into an array * var v2 = [0.0, 0.0, 1.0, 1.0, 1.0, 2.0, 2.0, 2.0, 3.0, 3.0, 3.0]; * var m2 = Cesium.Matrix3.fromArray(v2, 2); */ Matrix3.fromArray = function(array, startingIndex, result) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('array', array); //>>includeEnd('debug'); startingIndex = when.defaultValue(startingIndex, 0); if (!when.defined(result)) { result = new Matrix3(); } result[0] = array[startingIndex]; result[1] = array[startingIndex + 1]; result[2] = array[startingIndex + 2]; result[3] = array[startingIndex + 3]; result[4] = array[startingIndex + 4]; result[5] = array[startingIndex + 5]; result[6] = array[startingIndex + 6]; result[7] = array[startingIndex + 7]; result[8] = array[startingIndex + 8]; return result; }; /** * Creates a Matrix3 instance from a column-major order array. * * @param {Number[]} values The column-major order array. * @param {Matrix3} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix3} The modified result parameter, or a new Matrix3 instance if one was not provided. */ Matrix3.fromColumnMajorArray = function(values, result) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('values', values); //>>includeEnd('debug'); return Matrix3.clone(values, result); }; /** * Creates a Matrix3 instance from a row-major order array. * The resulting matrix will be in column-major order. * * @param {Number[]} values The row-major order array. * @param {Matrix3} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix3} The modified result parameter, or a new Matrix3 instance if one was not provided. */ Matrix3.fromRowMajorArray = function(values, result) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('values', values); //>>includeEnd('debug'); if (!when.defined(result)) { return new Matrix3(values[0], values[1], values[2], values[3], values[4], values[5], values[6], values[7], values[8]); } result[0] = values[0]; result[1] = values[3]; result[2] = values[6]; result[3] = values[1]; result[4] = values[4]; result[5] = values[7]; result[6] = values[2]; result[7] = values[5]; result[8] = values[8]; return result; }; /** * Computes a 3x3 rotation matrix from the provided quaternion. * * @param {Quaternion} quaternion the quaternion to use. * @param {Matrix3} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix3} The 3x3 rotation matrix from this quaternion. */ Matrix3.fromQuaternion = function(quaternion, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('quaternion', quaternion); //>>includeEnd('debug'); var x2 = quaternion.x * quaternion.x; var xy = quaternion.x * quaternion.y; var xz = quaternion.x * quaternion.z; var xw = quaternion.x * quaternion.w; var y2 = quaternion.y * quaternion.y; var yz = quaternion.y * quaternion.z; var yw = quaternion.y * quaternion.w; var z2 = quaternion.z * quaternion.z; var zw = quaternion.z * quaternion.w; var w2 = quaternion.w * quaternion.w; var m00 = x2 - y2 - z2 + w2; var m01 = 2.0 * (xy - zw); var m02 = 2.0 * (xz + yw); var m10 = 2.0 * (xy + zw); var m11 = -x2 + y2 - z2 + w2; var m12 = 2.0 * (yz - xw); var m20 = 2.0 * (xz - yw); var m21 = 2.0 * (yz + xw); var m22 = -x2 - y2 + z2 + w2; if (!when.defined(result)) { return new Matrix3(m00, m01, m02, m10, m11, m12, m20, m21, m22); } result[0] = m00; result[1] = m10; result[2] = m20; result[3] = m01; result[4] = m11; result[5] = m21; result[6] = m02; result[7] = m12; result[8] = m22; return result; }; /** * Computes a 3x3 rotation matrix from the provided headingPitchRoll. (see http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles ) * * @param {HeadingPitchRoll} headingPitchRoll the headingPitchRoll to use. * @param {Matrix3} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix3} The 3x3 rotation matrix from this headingPitchRoll. */ Matrix3.fromHeadingPitchRoll = function(headingPitchRoll, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('headingPitchRoll', headingPitchRoll); //>>includeEnd('debug'); var cosTheta = Math.cos(-headingPitchRoll.pitch); var cosPsi = Math.cos(-headingPitchRoll.heading); var cosPhi = Math.cos(headingPitchRoll.roll); var sinTheta = Math.sin(-headingPitchRoll.pitch); var sinPsi = Math.sin(-headingPitchRoll.heading); var sinPhi = Math.sin(headingPitchRoll.roll); var m00 = cosTheta * cosPsi; var m01 = -cosPhi * sinPsi + sinPhi * sinTheta * cosPsi; var m02 = sinPhi * sinPsi + cosPhi * sinTheta * cosPsi; var m10 = cosTheta * sinPsi; var m11 = cosPhi * cosPsi + sinPhi * sinTheta * sinPsi; var m12 = -sinPhi * cosPsi + cosPhi * sinTheta * sinPsi; var m20 = -sinTheta; var m21 = sinPhi * cosTheta; var m22 = cosPhi * cosTheta; if (!when.defined(result)) { return new Matrix3(m00, m01, m02, m10, m11, m12, m20, m21, m22); } result[0] = m00; result[1] = m10; result[2] = m20; result[3] = m01; result[4] = m11; result[5] = m21; result[6] = m02; result[7] = m12; result[8] = m22; return result; }; /** * Computes a Matrix3 instance representing a non-uniform scale. * * @param {Cartesian3} scale The x, y, and z scale factors. * @param {Matrix3} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix3} The modified result parameter, or a new Matrix3 instance if one was not provided. * * @example * // Creates * // [7.0, 0.0, 0.0] * // [0.0, 8.0, 0.0] * // [0.0, 0.0, 9.0] * var m = Cesium.Matrix3.fromScale(new Cesium.Cartesian3(7.0, 8.0, 9.0)); */ Matrix3.fromScale = function(scale, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('scale', scale); //>>includeEnd('debug'); if (!when.defined(result)) { return new Matrix3( scale.x, 0.0, 0.0, 0.0, scale.y, 0.0, 0.0, 0.0, scale.z); } result[0] = scale.x; result[1] = 0.0; result[2] = 0.0; result[3] = 0.0; result[4] = scale.y; result[5] = 0.0; result[6] = 0.0; result[7] = 0.0; result[8] = scale.z; return result; }; /** * Computes a Matrix3 instance representing a uniform scale. * * @param {Number} scale The uniform scale factor. * @param {Matrix3} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix3} The modified result parameter, or a new Matrix3 instance if one was not provided. * * @example * // Creates * // [2.0, 0.0, 0.0] * // [0.0, 2.0, 0.0] * // [0.0, 0.0, 2.0] * var m = Cesium.Matrix3.fromUniformScale(2.0); */ Matrix3.fromUniformScale = function(scale, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.number('scale', scale); //>>includeEnd('debug'); if (!when.defined(result)) { return new Matrix3( scale, 0.0, 0.0, 0.0, scale, 0.0, 0.0, 0.0, scale); } result[0] = scale; result[1] = 0.0; result[2] = 0.0; result[3] = 0.0; result[4] = scale; result[5] = 0.0; result[6] = 0.0; result[7] = 0.0; result[8] = scale; return result; }; /** * Computes a Matrix3 instance representing the cross product equivalent matrix of a Cartesian3 vector. * * @param {Cartesian3} vector the vector on the left hand side of the cross product operation. * @param {Matrix3} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix3} The modified result parameter, or a new Matrix3 instance if one was not provided. * * @example * // Creates * // [0.0, -9.0, 8.0] * // [9.0, 0.0, -7.0] * // [-8.0, 7.0, 0.0] * var m = Cesium.Matrix3.fromCrossProduct(new Cesium.Cartesian3(7.0, 8.0, 9.0)); */ Matrix3.fromCrossProduct = function(vector, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('vector', vector); //>>includeEnd('debug'); if (!when.defined(result)) { return new Matrix3( 0.0, -vector.z, vector.y, vector.z, 0.0, -vector.x, -vector.y, vector.x, 0.0); } result[0] = 0.0; result[1] = vector.z; result[2] = -vector.y; result[3] = -vector.z; result[4] = 0.0; result[5] = vector.x; result[6] = vector.y; result[7] = -vector.x; result[8] = 0.0; return result; }; /** * Creates a rotation matrix around the x-axis. * * @param {Number} angle The angle, in radians, of the rotation. Positive angles are counterclockwise. * @param {Matrix3} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix3} The modified result parameter, or a new Matrix3 instance if one was not provided. * * @example * // Rotate a point 45 degrees counterclockwise around the x-axis. * var p = new Cesium.Cartesian3(5, 6, 7); * var m = Cesium.Matrix3.fromRotationX(Cesium.Math.toRadians(45.0)); * var rotated = Cesium.Matrix3.multiplyByVector(m, p, new Cesium.Cartesian3()); */ Matrix3.fromRotationX = function(angle, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.number('angle', angle); //>>includeEnd('debug'); var cosAngle = Math.cos(angle); var sinAngle = Math.sin(angle); if (!when.defined(result)) { return new Matrix3( 1.0, 0.0, 0.0, 0.0, cosAngle, -sinAngle, 0.0, sinAngle, cosAngle); } result[0] = 1.0; result[1] = 0.0; result[2] = 0.0; result[3] = 0.0; result[4] = cosAngle; result[5] = sinAngle; result[6] = 0.0; result[7] = -sinAngle; result[8] = cosAngle; return result; }; /** * Creates a rotation matrix around the y-axis. * * @param {Number} angle The angle, in radians, of the rotation. Positive angles are counterclockwise. * @param {Matrix3} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix3} The modified result parameter, or a new Matrix3 instance if one was not provided. * * @example * // Rotate a point 45 degrees counterclockwise around the y-axis. * var p = new Cesium.Cartesian3(5, 6, 7); * var m = Cesium.Matrix3.fromRotationY(Cesium.Math.toRadians(45.0)); * var rotated = Cesium.Matrix3.multiplyByVector(m, p, new Cesium.Cartesian3()); */ Matrix3.fromRotationY = function(angle, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.number('angle', angle); //>>includeEnd('debug'); var cosAngle = Math.cos(angle); var sinAngle = Math.sin(angle); if (!when.defined(result)) { return new Matrix3( cosAngle, 0.0, sinAngle, 0.0, 1.0, 0.0, -sinAngle, 0.0, cosAngle); } result[0] = cosAngle; result[1] = 0.0; result[2] = -sinAngle; result[3] = 0.0; result[4] = 1.0; result[5] = 0.0; result[6] = sinAngle; result[7] = 0.0; result[8] = cosAngle; return result; }; /** * Creates a rotation matrix around the z-axis. * * @param {Number} angle The angle, in radians, of the rotation. Positive angles are counterclockwise. * @param {Matrix3} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix3} The modified result parameter, or a new Matrix3 instance if one was not provided. * * @example * // Rotate a point 45 degrees counterclockwise around the z-axis. * var p = new Cesium.Cartesian3(5, 6, 7); * var m = Cesium.Matrix3.fromRotationZ(Cesium.Math.toRadians(45.0)); * var rotated = Cesium.Matrix3.multiplyByVector(m, p, new Cesium.Cartesian3()); */ Matrix3.fromRotationZ = function(angle, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.number('angle', angle); //>>includeEnd('debug'); var cosAngle = Math.cos(angle); var sinAngle = Math.sin(angle); if (!when.defined(result)) { return new Matrix3( cosAngle, -sinAngle, 0.0, sinAngle, cosAngle, 0.0, 0.0, 0.0, 1.0); } result[0] = cosAngle; result[1] = sinAngle; result[2] = 0.0; result[3] = -sinAngle; result[4] = cosAngle; result[5] = 0.0; result[6] = 0.0; result[7] = 0.0; result[8] = 1.0; return result; }; /** * Creates an Array from the provided Matrix3 instance. * The array will be in column-major order. * * @param {Matrix3} matrix The matrix to use.. * @param {Number[]} [result] The Array onto which to store the result. * @returns {Number[]} The modified Array parameter or a new Array instance if one was not provided. */ Matrix3.toArray = function(matrix, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); //>>includeEnd('debug'); if (!when.defined(result)) { return [matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5], matrix[6], matrix[7], matrix[8]]; } result[0] = matrix[0]; result[1] = matrix[1]; result[2] = matrix[2]; result[3] = matrix[3]; result[4] = matrix[4]; result[5] = matrix[5]; result[6] = matrix[6]; result[7] = matrix[7]; result[8] = matrix[8]; return result; }; /** * Computes the array index of the element at the provided row and column. * * @param {Number} row The zero-based index of the row. * @param {Number} column The zero-based index of the column. * @returns {Number} The index of the element at the provided row and column. * * @exception {DeveloperError} row must be 0, 1, or 2. * @exception {DeveloperError} column must be 0, 1, or 2. * * @example * var myMatrix = new Cesium.Matrix3(); * var column1Row0Index = Cesium.Matrix3.getElementIndex(1, 0); * var column1Row0 = myMatrix[column1Row0Index] * myMatrix[column1Row0Index] = 10.0; */ Matrix3.getElementIndex = function(column, row) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.number.greaterThanOrEquals('row', row, 0); Check.Check.typeOf.number.lessThanOrEquals('row', row, 2); Check.Check.typeOf.number.greaterThanOrEquals('column', column, 0); Check.Check.typeOf.number.lessThanOrEquals('column', column, 2); //>>includeEnd('debug'); return column * 3 + row; }; /** * Retrieves a copy of the matrix column at the provided index as a Cartesian3 instance. * * @param {Matrix3} matrix The matrix to use. * @param {Number} index The zero-based index of the column to retrieve. * @param {Cartesian3} result The object onto which to store the result. * @returns {Cartesian3} The modified result parameter. * * @exception {DeveloperError} index must be 0, 1, or 2. */ Matrix3.getColumn = function(matrix, index, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.number.greaterThanOrEquals('index', index, 0); Check.Check.typeOf.number.lessThanOrEquals('index', index, 2); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); var startIndex = index * 3; var x = matrix[startIndex]; var y = matrix[startIndex + 1]; var z = matrix[startIndex + 2]; result.x = x; result.y = y; result.z = z; return result; }; /** * Computes a new matrix that replaces the specified column in the provided matrix with the provided Cartesian3 instance. * * @param {Matrix3} matrix The matrix to use. * @param {Number} index The zero-based index of the column to set. * @param {Cartesian3} cartesian The Cartesian whose values will be assigned to the specified column. * @param {Matrix3} result The object onto which to store the result. * @returns {Matrix3} The modified result parameter. * * @exception {DeveloperError} index must be 0, 1, or 2. */ Matrix3.setColumn = function(matrix, index, cartesian, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.number.greaterThanOrEquals('index', index, 0); Check.Check.typeOf.number.lessThanOrEquals('index', index, 2); Check.Check.typeOf.object('cartesian', cartesian); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); result = Matrix3.clone(matrix, result); var startIndex = index * 3; result[startIndex] = cartesian.x; result[startIndex + 1] = cartesian.y; result[startIndex + 2] = cartesian.z; return result; }; /** * Retrieves a copy of the matrix row at the provided index as a Cartesian3 instance. * * @param {Matrix3} matrix The matrix to use. * @param {Number} index The zero-based index of the row to retrieve. * @param {Cartesian3} result The object onto which to store the result. * @returns {Cartesian3} The modified result parameter. * * @exception {DeveloperError} index must be 0, 1, or 2. */ Matrix3.getRow = function(matrix, index, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.number.greaterThanOrEquals('index', index, 0); Check.Check.typeOf.number.lessThanOrEquals('index', index, 2); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); var x = matrix[index]; var y = matrix[index + 3]; var z = matrix[index + 6]; result.x = x; result.y = y; result.z = z; return result; }; /** * Computes a new matrix that replaces the specified row in the provided matrix with the provided Cartesian3 instance. * * @param {Matrix3} matrix The matrix to use. * @param {Number} index The zero-based index of the row to set. * @param {Cartesian3} cartesian The Cartesian whose values will be assigned to the specified row. * @param {Matrix3} result The object onto which to store the result. * @returns {Matrix3} The modified result parameter. * * @exception {DeveloperError} index must be 0, 1, or 2. */ Matrix3.setRow = function(matrix, index, cartesian, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.number.greaterThanOrEquals('index', index, 0); Check.Check.typeOf.number.lessThanOrEquals('index', index, 2); Check.Check.typeOf.object('cartesian', cartesian); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); result = Matrix3.clone(matrix, result); result[index] = cartesian.x; result[index + 3] = cartesian.y; result[index + 6] = cartesian.z; return result; }; var scratchColumn = new Cartesian2.Cartesian3(); /** * Extracts the non-uniform scale assuming the matrix is an affine transformation. * * @param {Matrix3} matrix The matrix. * @param {Cartesian3} result The object onto which to store the result. * @returns {Cartesian3} The modified result parameter. */ Matrix3.getScale = function(matrix, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); result.x = Cartesian2.Cartesian3.magnitude(Cartesian2.Cartesian3.fromElements(matrix[0], matrix[1], matrix[2], scratchColumn)); result.y = Cartesian2.Cartesian3.magnitude(Cartesian2.Cartesian3.fromElements(matrix[3], matrix[4], matrix[5], scratchColumn)); result.z = Cartesian2.Cartesian3.magnitude(Cartesian2.Cartesian3.fromElements(matrix[6], matrix[7], matrix[8], scratchColumn)); return result; }; var scratchScale = new Cartesian2.Cartesian3(); /** * Computes the maximum scale assuming the matrix is an affine transformation. * The maximum scale is the maximum length of the column vectors. * * @param {Matrix3} matrix The matrix. * @returns {Number} The maximum scale. */ Matrix3.getMaximumScale = function(matrix) { Matrix3.getScale(matrix, scratchScale); return Cartesian2.Cartesian3.maximumComponent(scratchScale); }; /** * Computes the product of two matrices. * * @param {Matrix3} left The first matrix. * @param {Matrix3} right The second matrix. * @param {Matrix3} result The object onto which to store the result. * @returns {Matrix3} The modified result parameter. */ Matrix3.multiply = function(left, right, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('left', left); Check.Check.typeOf.object('right', right); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); var column0Row0 = left[0] * right[0] + left[3] * right[1] + left[6] * right[2]; var column0Row1 = left[1] * right[0] + left[4] * right[1] + left[7] * right[2]; var column0Row2 = left[2] * right[0] + left[5] * right[1] + left[8] * right[2]; var column1Row0 = left[0] * right[3] + left[3] * right[4] + left[6] * right[5]; var column1Row1 = left[1] * right[3] + left[4] * right[4] + left[7] * right[5]; var column1Row2 = left[2] * right[3] + left[5] * right[4] + left[8] * right[5]; var column2Row0 = left[0] * right[6] + left[3] * right[7] + left[6] * right[8]; var column2Row1 = left[1] * right[6] + left[4] * right[7] + left[7] * right[8]; var column2Row2 = left[2] * right[6] + left[5] * right[7] + left[8] * right[8]; result[0] = column0Row0; result[1] = column0Row1; result[2] = column0Row2; result[3] = column1Row0; result[4] = column1Row1; result[5] = column1Row2; result[6] = column2Row0; result[7] = column2Row1; result[8] = column2Row2; return result; }; /** * Computes the sum of two matrices. * * @param {Matrix3} left The first matrix. * @param {Matrix3} right The second matrix. * @param {Matrix3} result The object onto which to store the result. * @returns {Matrix3} The modified result parameter. */ Matrix3.add = function(left, right, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('left', left); Check.Check.typeOf.object('right', right); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); result[0] = left[0] + right[0]; result[1] = left[1] + right[1]; result[2] = left[2] + right[2]; result[3] = left[3] + right[3]; result[4] = left[4] + right[4]; result[5] = left[5] + right[5]; result[6] = left[6] + right[6]; result[7] = left[7] + right[7]; result[8] = left[8] + right[8]; return result; }; /** * Computes the difference of two matrices. * * @param {Matrix3} left The first matrix. * @param {Matrix3} right The second matrix. * @param {Matrix3} result The object onto which to store the result. * @returns {Matrix3} The modified result parameter. */ Matrix3.subtract = function(left, right, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('left', left); Check.Check.typeOf.object('right', right); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); result[0] = left[0] - right[0]; result[1] = left[1] - right[1]; result[2] = left[2] - right[2]; result[3] = left[3] - right[3]; result[4] = left[4] - right[4]; result[5] = left[5] - right[5]; result[6] = left[6] - right[6]; result[7] = left[7] - right[7]; result[8] = left[8] - right[8]; return result; }; /** * Computes the product of a matrix and a column vector. * * @param {Matrix3} matrix The matrix. * @param {Cartesian3} cartesian The column. * @param {Cartesian3} result The object onto which to store the result. * @returns {Cartesian3} The modified result parameter. */ Matrix3.multiplyByVector = function(matrix, cartesian, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.object('cartesian', cartesian); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); var vX = cartesian.x; var vY = cartesian.y; var vZ = cartesian.z; var x = matrix[0] * vX + matrix[3] * vY + matrix[6] * vZ; var y = matrix[1] * vX + matrix[4] * vY + matrix[7] * vZ; var z = matrix[2] * vX + matrix[5] * vY + matrix[8] * vZ; result.x = x; result.y = y; result.z = z; return result; }; /** * Computes the product of a matrix and a scalar. * * @param {Matrix3} matrix The matrix. * @param {Number} scalar The number to multiply by. * @param {Matrix3} result The object onto which to store the result. * @returns {Matrix3} The modified result parameter. */ Matrix3.multiplyByScalar = function(matrix, scalar, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.number('scalar', scalar); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); result[0] = matrix[0] * scalar; result[1] = matrix[1] * scalar; result[2] = matrix[2] * scalar; result[3] = matrix[3] * scalar; result[4] = matrix[4] * scalar; result[5] = matrix[5] * scalar; result[6] = matrix[6] * scalar; result[7] = matrix[7] * scalar; result[8] = matrix[8] * scalar; return result; }; /** * Computes the product of a matrix times a (non-uniform) scale, as if the scale were a scale matrix. * * @param {Matrix3} matrix The matrix on the left-hand side. * @param {Cartesian3} scale The non-uniform scale on the right-hand side. * @param {Matrix3} result The object onto which to store the result. * @returns {Matrix3} The modified result parameter. * * * @example * // Instead of Cesium.Matrix3.multiply(m, Cesium.Matrix3.fromScale(scale), m); * Cesium.Matrix3.multiplyByScale(m, scale, m); * * @see Matrix3.fromScale * @see Matrix3.multiplyByUniformScale */ Matrix3.multiplyByScale = function(matrix, scale, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.object('scale', scale); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); result[0] = matrix[0] * scale.x; result[1] = matrix[1] * scale.x; result[2] = matrix[2] * scale.x; result[3] = matrix[3] * scale.y; result[4] = matrix[4] * scale.y; result[5] = matrix[5] * scale.y; result[6] = matrix[6] * scale.z; result[7] = matrix[7] * scale.z; result[8] = matrix[8] * scale.z; return result; }; /** * Creates a negated copy of the provided matrix. * * @param {Matrix3} matrix The matrix to negate. * @param {Matrix3} result The object onto which to store the result. * @returns {Matrix3} The modified result parameter. */ Matrix3.negate = function(matrix, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); result[0] = -matrix[0]; result[1] = -matrix[1]; result[2] = -matrix[2]; result[3] = -matrix[3]; result[4] = -matrix[4]; result[5] = -matrix[5]; result[6] = -matrix[6]; result[7] = -matrix[7]; result[8] = -matrix[8]; return result; }; /** * Computes the transpose of the provided matrix. * * @param {Matrix3} matrix The matrix to transpose. * @param {Matrix3} result The object onto which to store the result. * @returns {Matrix3} The modified result parameter. */ Matrix3.transpose = function(matrix, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); var column0Row0 = matrix[0]; var column0Row1 = matrix[3]; var column0Row2 = matrix[6]; var column1Row0 = matrix[1]; var column1Row1 = matrix[4]; var column1Row2 = matrix[7]; var column2Row0 = matrix[2]; var column2Row1 = matrix[5]; var column2Row2 = matrix[8]; result[0] = column0Row0; result[1] = column0Row1; result[2] = column0Row2; result[3] = column1Row0; result[4] = column1Row1; result[5] = column1Row2; result[6] = column2Row0; result[7] = column2Row1; result[8] = column2Row2; return result; }; var UNIT = new Cartesian2.Cartesian3(1, 1, 1); /** * Extracts the rotation assuming the matrix is an affine transformation. * * @param {Matrix3} matrix The matrix. * @param {Matrix3} result The object onto which to store the result. * @returns {Matrix3} The modified result parameter */ Matrix3.getRotation = function(matrix, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); var inverseScale = Cartesian2.Cartesian3.divideComponents(UNIT, Matrix3.getScale(matrix, scratchScale), scratchScale); result = Matrix3.multiplyByScale(matrix, inverseScale, result); return result; }; function computeFrobeniusNorm(matrix) { var norm = 0.0; for (var i = 0; i < 9; ++i) { var temp = matrix[i]; norm += temp * temp; } return Math.sqrt(norm); } var rowVal = [1, 0, 0]; var colVal = [2, 2, 1]; function offDiagonalFrobeniusNorm(matrix) { // Computes the "off-diagonal" Frobenius norm. // Assumes matrix is symmetric. var norm = 0.0; for (var i = 0; i < 3; ++i) { var temp = matrix[Matrix3.getElementIndex(colVal[i], rowVal[i])]; norm += 2.0 * temp * temp; } return Math.sqrt(norm); } function shurDecomposition(matrix, result) { // This routine was created based upon Matrix Computations, 3rd ed., by Golub and Van Loan, // section 8.4.2 The 2by2 Symmetric Schur Decomposition. // //