terriajs
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Geospatial data visualization platform.
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JavaScript
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/* 0 */
/***/ (function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_RESULT__ = (function() {
'use strict';
/**
* @exports defined
*
* @param {*} value The object.
* @returns {Boolean} Returns true if the object is defined, returns false otherwise.
*
* @example
* if (Cesium.defined(positions)) {
* doSomething();
* } else {
* doSomethingElse();
* }
*/
function defined(value) {
return value !== undefined && value !== null;
}
return defined;
}).call(exports, __webpack_require__, exports, module),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
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var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [
__webpack_require__(6)
], __WEBPACK_AMD_DEFINE_RESULT__ = (function(
freezeObject) {
'use strict';
/**
* Returns the first parameter if not undefined, otherwise the second parameter.
* Useful for setting a default value for a parameter.
*
* @exports defaultValue
*
* @param {*} a
* @param {*} b
* @returns {*} Returns the first parameter if not undefined, otherwise the second parameter.
*
* @example
* param = Cesium.defaultValue(param, 'default');
*/
function defaultValue(a, b) {
if (a !== undefined && a !== null) {
return a;
}
return b;
}
/**
* A frozen empty object that can be used as the default value for options passed as
* an object literal.
* @type {Object}
*/
defaultValue.EMPTY_OBJECT = freezeObject({});
return defaultValue;
}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
/***/ }),
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var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [
__webpack_require__(0)
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defined) {
'use strict';
/**
* Constructs an exception object that is thrown due to a developer error, e.g., invalid argument,
* argument out of range, etc. This exception should only be thrown during development;
* it usually indicates a bug in the calling code. This exception should never be
* caught; instead the calling code should strive not to generate it.
* <br /><br />
* On the other hand, a {@link RuntimeError} indicates an exception that may
* be thrown at runtime, e.g., out of memory, that the calling code should be prepared
* to catch.
*
* @alias DeveloperError
* @constructor
* @extends Error
*
* @param {String} [message] The error message for this exception.
*
* @see RuntimeError
*/
function DeveloperError(message) {
/**
* 'DeveloperError' indicating that this exception was thrown due to a developer error.
* @type {String}
* @readonly
*/
this.name = 'DeveloperError';
/**
* The explanation for why this exception was thrown.
* @type {String}
* @readonly
*/
this.message = message;
//Browsers such as IE don't have a stack property until you actually throw the error.
var stack;
try {
throw new Error();
} catch (e) {
stack = e.stack;
}
/**
* The stack trace of this exception, if available.
* @type {String}
* @readonly
*/
this.stack = stack;
}
if (defined(Object.create)) {
DeveloperError.prototype = Object.create(Error.prototype);
DeveloperError.prototype.constructor = DeveloperError;
}
DeveloperError.prototype.toString = function() {
var str = this.name + ': ' + this.message;
if (defined(this.stack)) {
str += '\n' + this.stack.toString();
}
return str;
};
/**
* @private
*/
DeveloperError.throwInstantiationError = function() {
throw new DeveloperError('This function defines an interface and should not be called directly.');
};
return DeveloperError;
}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),
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/***/ }),
/* 3 */
/***/ (function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [
__webpack_require__(0)
], __WEBPACK_AMD_DEFINE_RESULT__ = (function(
defined) {
'use strict';
var definePropertyWorks = (function() {
try {
return 'x' in Object.defineProperty({}, 'x', {});
} catch (e) {
return false;
}
})();
/**
* Defines properties on an object, using Object.defineProperties if available,
* otherwise returns the object unchanged. This function should be used in
* setup code to prevent errors from completely halting JavaScript execution
* in legacy browsers.
*
* @private
*
* @exports defineProperties
*/
var defineProperties = Object.defineProperties;
if (!definePropertyWorks || !defined(defineProperties)) {
defineProperties = function(o) {
return o;
};
}
return defineProperties;
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/***/ }),
/* 4 */
/***/ (function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [
__webpack_require__(874),
__webpack_require__(8),
__webpack_require__(1),
__webpack_require__(0),
__webpack_require__(2)
], __WEBPACK_AMD_DEFINE_RESULT__ = (function(
MersenneTwister,
Check,
defaultValue,
defined,
DeveloperError) {
'use strict';
/**
* Math functions.
*
* @exports CesiumMath
* @alias Math
*/
var CesiumMath = {};
/**
* 0.1
* @type {Number}
* @constant
*/
CesiumMath.EPSILON1 = 0.1;
/**
* 0.01
* @type {Number}
* @constant
*/
CesiumMath.EPSILON2 = 0.01;
/**
* 0.001
* @type {Number}
* @constant
*/
CesiumMath.EPSILON3 = 0.001;
/**
* 0.0001
* @type {Number}
* @constant
*/
CesiumMath.EPSILON4 = 0.0001;
/**
* 0.00001
* @type {Number}
* @constant
*/
CesiumMath.EPSILON5 = 0.00001;
/**
* 0.000001
* @type {Number}
* @constant
*/
CesiumMath.EPSILON6 = 0.000001;
/**
* 0.0000001
* @type {Number}
* @constant
*/
CesiumMath.EPSILON7 = 0.0000001;
/**
* 0.00000001
* @type {Number}
* @constant
*/
CesiumMath.EPSILON8 = 0.00000001;
/**
* 0.000000001
* @type {Number}
* @constant
*/
CesiumMath.EPSILON9 = 0.000000001;
/**
* 0.0000000001
* @type {Number}
* @constant
*/
CesiumMath.EPSILON10 = 0.0000000001;
/**
* 0.00000000001
* @type {Number}
* @constant
*/
CesiumMath.EPSILON11 = 0.00000000001;
/**
* 0.000000000001
* @type {Number}
* @constant
*/
CesiumMath.EPSILON12 = 0.000000000001;
/**
* 0.0000000000001
* @type {Number}
* @constant
*/
CesiumMath.EPSILON13 = 0.0000000000001;
/**
* 0.00000000000001
* @type {Number}
* @constant
*/
CesiumMath.EPSILON14 = 0.00000000000001;
/**
* 0.000000000000001
* @type {Number}
* @constant
*/
CesiumMath.EPSILON15 = 0.000000000000001;
/**
* 0.0000000000000001
* @type {Number}
* @constant
*/
CesiumMath.EPSILON16 = 0.0000000000000001;
/**
* 0.00000000000000001
* @type {Number}
* @constant
*/
CesiumMath.EPSILON17 = 0.00000000000000001;
/**
* 0.000000000000000001
* @type {Number}
* @constant
*/
CesiumMath.EPSILON18 = 0.000000000000000001;
/**
* 0.0000000000000000001
* @type {Number}
* @constant
*/
CesiumMath.EPSILON19 = 0.0000000000000000001;
/**
* 0.00000000000000000001
* @type {Number}
* @constant
*/
CesiumMath.EPSILON20 = 0.00000000000000000001;
/**
* The gravitational parameter of the Earth in meters cubed
* per second squared as defined by the WGS84 model: 3.986004418e14
* @type {Number}
* @constant
*/
CesiumMath.GRAVITATIONALPARAMETER = 3.986004418e14;
/**
* Radius of the sun in meters: 6.955e8
* @type {Number}
* @constant
*/
CesiumMath.SOLAR_RADIUS = 6.955e8;
/**
* The mean radius of the moon, according to the "Report of the IAU/IAG Working Group on
* Cartographic Coordinates and Rotational Elements of the Planets and satellites: 2000",
* Celestial Mechanics 82: 83-110, 2002.
* @type {Number}
* @constant
*/
CesiumMath.LUNAR_RADIUS = 1737400.0;
/**
* 64 * 1024
* @type {Number}
* @constant
*/
CesiumMath.SIXTY_FOUR_KILOBYTES = 64 * 1024;
/**
* Returns the sign of the value; 1 if the value is positive, -1 if the value is
* negative, or 0 if the value is 0.
*
* @function
* @param {Number} value The value to return the sign of.
* @returns {Number} The sign of value.
*/
CesiumMath.sign = defaultValue(Math.sign, function sign(value) {
value = +value; // coerce to number
if (value === 0 || value !== value) {
// zero or NaN
return value;
}
return value > 0 ? 1 : -1;
});
/**
* Returns 1.0 if the given value is positive or zero, and -1.0 if it is negative.
* This is similar to {@link CesiumMath#sign} except that returns 1.0 instead of
* 0.0 when the input value is 0.0.
* @param {Number} value The value to return the sign of.
* @returns {Number} The sign of value.
*/
CesiumMath.signNotZero = function(value) {
return value < 0.0 ? -1.0 : 1.0;
};
/**
* Converts a scalar value in the range [-1.0, 1.0] to a SNORM in the range [0, rangeMax]
* @param {Number} value The scalar value in the range [-1.0, 1.0]
* @param {Number} [rangeMax=255] The maximum value in the mapped range, 255 by default.
* @returns {Number} A SNORM value, where 0 maps to -1.0 and rangeMax maps to 1.0.
*
* @see CesiumMath.fromSNorm
*/
CesiumMath.toSNorm = function(value, rangeMax) {
rangeMax = defaultValue(rangeMax, 255);
return Math.round((CesiumMath.clamp(value, -1.0, 1.0) * 0.5 + 0.5) * rangeMax);
};
/**
* Converts a SNORM value in the range [0, rangeMax] to a scalar in the range [-1.0, 1.0].
* @param {Number} value SNORM value in the range [0, 255]
* @param {Number} [rangeMax=255] The maximum value in the SNORM range, 255 by default.
* @returns {Number} Scalar in the range [-1.0, 1.0].
*
* @see CesiumMath.toSNorm
*/
CesiumMath.fromSNorm = function(value, rangeMax) {
rangeMax = defaultValue(rangeMax, 255);
return CesiumMath.clamp(value, 0.0, rangeMax) / rangeMax * 2.0 - 1.0;
};
/**
* Returns the hyperbolic sine of a number.
* The hyperbolic sine of <em>value</em> is defined to be
* (<em>e<sup>x</sup> - e<sup>-x</sup></em>)/2.0
* where <i>e</i> is Euler's number, approximately 2.71828183.
*
* <p>Special cases:
* <ul>
* <li>If the argument is NaN, then the result is NaN.</li>
*
* <li>If the argument is infinite, then the result is an infinity
* with the same sign as the argument.</li>
*
* <li>If the argument is zero, then the result is a zero with the
* same sign as the argument.</li>
* </ul>
*</p>
*
* @function
* @param {Number} value The number whose hyperbolic sine is to be returned.
* @returns {Number} The hyperbolic sine of <code>value</code>.
*/
CesiumMath.sinh = defaultValue(Math.sinh, function sinh(value) {
return (Math.exp(value) - Math.exp(-value)) / 2.0;
});
/**
* Returns the hyperbolic cosine of a number.
* The hyperbolic cosine of <strong>value</strong> is defined to be
* (<em>e<sup>x</sup> + e<sup>-x</sup></em>)/2.0
* where <i>e</i> is Euler's number, approximately 2.71828183.
*
* <p>Special cases:
* <ul>
* <li>If the argument is NaN, then the result is NaN.</li>
*
* <li>If the argument is infinite, then the result is positive infinity.</li>
*
* <li>If the argument is zero, then the result is 1.0.</li>
* </ul>
*</p>
*
* @function
* @param {Number} value The number whose hyperbolic cosine is to be returned.
* @returns {Number} The hyperbolic cosine of <code>value</code>.
*/
CesiumMath.cosh = defaultValue(Math.cosh, function cosh(value) {
return (Math.exp(value) + Math.exp(-value)) / 2.0;
});
/**
* Computes the linear interpolation of two values.
*
* @param {Number} p The start value to interpolate.
* @param {Number} q The end value to interpolate.
* @param {Number} time The time of interpolation generally in the range <code>[0.0, 1.0]</code>.
* @returns {Number} The linearly interpolated value.
*
* @example
* var n = Cesium.Math.lerp(0.0, 2.0, 0.5); // returns 1.0
*/
CesiumMath.lerp = function(p, q, time) {
return ((1.0 - time) * p) + (time * q);
};
/**
* pi
*
* @type {Number}
* @constant
*/
CesiumMath.PI = Math.PI;
/**
* 1/pi
*
* @type {Number}
* @constant
*/
CesiumMath.ONE_OVER_PI = 1.0 / Math.PI;
/**
* pi/2
*
* @type {Number}
* @constant
*/
CesiumMath.PI_OVER_TWO = Math.PI / 2.0;
/**
* pi/3
*
* @type {Number}
* @constant
*/
CesiumMath.PI_OVER_THREE = Math.PI / 3.0;
/**
* pi/4
*
* @type {Number}
* @constant
*/
CesiumMath.PI_OVER_FOUR = Math.PI / 4.0;
/**
* pi/6
*
* @type {Number}
* @constant
*/
CesiumMath.PI_OVER_SIX = Math.PI / 6.0;
/**
* 3pi/2
*
* @type {Number}
* @constant
*/
CesiumMath.THREE_PI_OVER_TWO = 3.0 * Math.PI / 2.0;
/**
* 2pi
*
* @type {Number}
* @constant
*/
CesiumMath.TWO_PI = 2.0 * Math.PI;
/**
* 1/2pi
*
* @type {Number}
* @constant
*/
CesiumMath.ONE_OVER_TWO_PI = 1.0 / (2.0 * Math.PI);
/**
* The number of radians in a degree.
*
* @type {Number}
* @constant
* @default Math.PI / 180.0
*/
CesiumMath.RADIANS_PER_DEGREE = Math.PI / 180.0;
/**
* The number of degrees in a radian.
*
* @type {Number}
* @constant
* @default 180.0 / Math.PI
*/
CesiumMath.DEGREES_PER_RADIAN = 180.0 / Math.PI;
/**
* The number of radians in an arc second.
*
* @type {Number}
* @constant
* @default {@link CesiumMath.RADIANS_PER_DEGREE} / 3600.0
*/
CesiumMath.RADIANS_PER_ARCSECOND = CesiumMath.RADIANS_PER_DEGREE / 3600.0;
/**
* Converts degrees to radians.
* @param {Number} degrees The angle to convert in degrees.
* @returns {Number} The corresponding angle in radians.
*/
CesiumMath.toRadians = function(degrees) {
return degrees * CesiumMath.RADIANS_PER_DEGREE;
};
/**
* Converts radians to degrees.
* @param {Number} radians The angle to convert in radians.
* @returns {Number} The corresponding angle in degrees.
*/
CesiumMath.toDegrees = function(radians) {
return radians * CesiumMath.DEGREES_PER_RADIAN;
};
/**
* Converts a longitude value, in radians, to the range [<code>-Math.PI</code>, <code>Math.PI</code>).
*
* @param {Number} angle The longitude value, in radians, to convert to the range [<code>-Math.PI</code>, <code>Math.PI</code>).
* @returns {Number} The equivalent longitude value in the range [<code>-Math.PI</code>, <code>Math.PI</code>).
*
* @example
* // Convert 270 degrees to -90 degrees longitude
* var longitude = Cesium.Math.convertLongitudeRange(Cesium.Math.toRadians(270.0));
*/
CesiumMath.convertLongitudeRange = function(angle) {
var twoPi = CesiumMath.TWO_PI;
var simplified = angle - Math.floor(angle / twoPi) * twoPi;
if (simplified < -Math.PI) {
return simplified + twoPi;
}
if (simplified >= Math.PI) {
return simplified - twoPi;
}
return simplified;
};
/**
* Convenience function that clamps a latitude value, in radians, to the range [<code>-Math.PI/2</code>, <code>Math.PI/2</code>).
* Useful for sanitizing data before use in objects requiring correct range.
*
* @param {Number} angle The latitude value, in radians, to clamp to the range [<code>-Math.PI/2</code>, <code>Math.PI/2</code>).
* @returns {Number} The latitude value clamped to the range [<code>-Math.PI/2</code>, <code>Math.PI/2</code>).
*
* @example
* // Clamp 108 degrees latitude to 90 degrees latitude
* var latitude = Cesium.Math.clampToLatitudeRange(Cesium.Math.toRadians(108.0));
*/
CesiumMath.clampToLatitudeRange = function(angle) {
return CesiumMath.clamp(angle, -1*CesiumMath.PI_OVER_TWO, CesiumMath.PI_OVER_TWO);
};
/**
* Produces an angle in the range -Pi <= angle <= Pi which is equivalent to the provided angle.
*
* @param {Number} angle in radians
* @returns {Number} The angle in the range [<code>-CesiumMath.PI</code>, <code>CesiumMath.PI</code>].
*/
CesiumMath.negativePiToPi = function(angle) {
return CesiumMath.zeroToTwoPi(angle + CesiumMath.PI) - CesiumMath.PI;
};
/**
* Produces an angle in the range 0 <= angle <= 2Pi which is equivalent to the provided angle.
*
* @param {Number} angle in radians
* @returns {Number} The angle in the range [0, <code>CesiumMath.TWO_PI</code>].
*/
CesiumMath.zeroToTwoPi = function(angle) {
var mod = CesiumMath.mod(angle, CesiumMath.TWO_PI);
if (Math.abs(mod) < CesiumMath.EPSILON14 && Math.abs(angle) > CesiumMath.EPSILON14) {
return CesiumMath.TWO_PI;
}
return mod;
};
/**
* The modulo operation that also works for negative dividends.
*
* @param {Number} m The dividend.
* @param {Number} n The divisor.
* @returns {Number} The remainder.
*/
CesiumMath.mod = function(m, n) {
return ((m % n) + n) % n;
};
/**
* Determines if two values are equal using an absolute or relative tolerance test. This is useful
* to avoid problems due to roundoff error when comparing floating-point values directly. The values are
* first compared using an absolute tolerance test. If that fails, a relative tolerance test is performed.
* Use this test if you are unsure of the magnitudes of left and right.
*
* @param {Number} left The first value to compare.
* @param {Number} right The other value to compare.
* @param {Number} relativeEpsilon The maximum inclusive delta between <code>left</code> and <code>right</code> for the relative tolerance test.
* @param {Number} [absoluteEpsilon=relativeEpsilon] The maximum inclusive delta between <code>left</code> and <code>right</code> for the absolute tolerance test.
* @returns {Boolean} <code>true</code> if the values are equal within the epsilon; otherwise, <code>false</code>.
*
* @example
* var a = Cesium.Math.equalsEpsilon(0.0, 0.01, Cesium.Math.EPSILON2); // true
* var b = Cesium.Math.equalsEpsilon(0.0, 0.1, Cesium.Math.EPSILON2); // false
* var c = Cesium.Math.equalsEpsilon(3699175.1634344, 3699175.2, Cesium.Math.EPSILON7); // true
* var d = Cesium.Math.equalsEpsilon(3699175.1634344, 3699175.2, Cesium.Math.EPSILON9); // false
*/
CesiumMath.equalsEpsilon = function(left, right, relativeEpsilon, absoluteEpsilon) {
absoluteEpsilon = defaultValue(absoluteEpsilon, relativeEpsilon);
var absDiff = Math.abs(left - right);
return absDiff <= absoluteEpsilon || absDiff <= relativeEpsilon * Math.max(Math.abs(left), Math.abs(right));
};
var factorials = [1];
/**
* Computes the factorial of the provided number.
*
* @param {Number} n The number whose factorial is to be computed.
* @returns {Number} The factorial of the provided number or undefined if the number is less than 0.
*
* @exception {DeveloperError} A number greater than or equal to 0 is required.
*
*
* @example
* //Compute 7!, which is equal to 5040
* var computedFactorial = Cesium.Math.factorial(7);
*
* @see {@link http://en.wikipedia.org/wiki/Factorial|Factorial on Wikipedia}
*/
CesiumMath.factorial = function(n) {
var length = factorials.length;
if (n >= length) {
var sum = factorials[length - 1];
for (var i = length; i <= n; i++) {
factorials.push(sum * i);
}
}
return factorials[n];
};
/**
* Increments a number with a wrapping to a minimum value if the number exceeds the maximum value.
*
* @param {Number} [n] The number to be incremented.
* @param {Number} [maximumValue] The maximum incremented value before rolling over to the minimum value.
* @param {Number} [minimumValue=0.0] The number reset to after the maximum value has been exceeded.
* @returns {Number} The incremented number.
*
* @exception {DeveloperError} Maximum value must be greater than minimum value.
*
* @example
* var n = Cesium.Math.incrementWrap(5, 10, 0); // returns 6
* var n = Cesium.Math.incrementWrap(10, 10, 0); // returns 0
*/
CesiumMath.incrementWrap = function(n, maximumValue, minimumValue) {
minimumValue = defaultValue(minimumValue, 0.0);
++n;
if (n > maximumValue) {
n = minimumValue;
}
return n;
};
/**
* Determines if a positive integer is a power of two.
*
* @param {Number} n The positive integer to test.
* @returns {Boolean} <code>true</code> if the number if a power of two; otherwise, <code>false</code>.
*
* @exception {DeveloperError} A number greater than or equal to 0 is required.
*
* @example
* var t = Cesium.Math.isPowerOfTwo(16); // true
* var f = Cesium.Math.isPowerOfTwo(20); // false
*/
CesiumMath.isPowerOfTwo = function(n) {
return (n !== 0) && ((n & (n - 1)) === 0);
};
/**
* Computes the next power-of-two integer greater than or equal to the provided positive integer.
*
* @param {Number} n The positive integer to test.
* @returns {Number} The next power-of-two integer.
*
* @exception {DeveloperError} A number greater than or equal to 0 is required.
*
* @example
* var n = Cesium.Math.nextPowerOfTwo(29); // 32
* var m = Cesium.Math.nextPowerOfTwo(32); // 32
*/
CesiumMath.nextPowerOfTwo = function(n) {
// From http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2
--n;
n |= n >> 1;
n |= n >> 2;
n |= n >> 4;
n |= n >> 8;
n |= n >> 16;
++n;
return n;
};
/**
* Constraint a value to lie between two values.
*
* @param {Number} value The value to constrain.
* @param {Number} min The minimum value.
* @param {Number} max The maximum value.
* @returns {Number} The value clamped so that min <= value <= max.
*/
CesiumMath.clamp = function(value, min, max) {
return value < min ? min : value > max ? max : value;
};
var randomNumberGenerator = new MersenneTwister();
/**
* Sets the seed used by the random number generator
* in {@link CesiumMath#nextRandomNumber}.
*
* @param {Number} seed An integer used as the seed.
*/
CesiumMath.setRandomNumberSeed = function(seed) {
randomNumberGenerator = new MersenneTwister(seed);
};
/**
* Generates a random floating point number in the range of [0.0, 1.0)
* using a Mersenne twister.
*
* @returns {Number} A random number in the range of [0.0, 1.0).
*
* @see CesiumMath.setRandomNumberSeed
* @see {@link http://en.wikipedia.org/wiki/Mersenne_twister|Mersenne twister on Wikipedia}
*/
CesiumMath.nextRandomNumber = function() {
return randomNumberGenerator.random();
};
/**
* Generates a random number between two numbers.
*
* @param {Number} min The minimum value.
* @param {Number} max The maximum value.
* @returns {Number} A random number between the min and max.
*/
CesiumMath.randomBetween = function(min, max) {
return CesiumMath.nextRandomNumber() * (max - min) + min;
};
/**
* Computes <code>Math.acos(value)</code>, but first clamps <code>value</code> to the range [-1.0, 1.0]
* so that the function will never return NaN.
*
* @param {Number} value The value for which to compute acos.
* @returns {Number} The acos of the value if the value is in the range [-1.0, 1.0], or the acos of -1.0 or 1.0,
* whichever is closer, if the value is outside the range.
*/
CesiumMath.acosClamped = function(value) {
return Math.acos(CesiumMath.clamp(value, -1.0, 1.0));
};
/**
* Computes <code>Math.asin(value)</code>, but first clamps <code>value</code> to the range [-1.0, 1.0]
* so that the function will never return NaN.
*
* @param {Number} value The value for which to compute asin.
* @returns {Number} The asin of the value if the value is in the range [-1.0, 1.0], or the asin of -1.0 or 1.0,
* whichever is closer, if the value is outside the range.
*/
CesiumMath.asinClamped = function(value) {
return Math.asin(CesiumMath.clamp(value, -1.0, 1.0));
};
/**
* Finds the chord length between two points given the circle's radius and the angle between the points.
*
* @param {Number} angle The angle between the two points.
* @param {Number} radius The radius of the circle.
* @returns {Number} The chord length.
*/
CesiumMath.chordLength = function(angle, radius) {
return 2.0 * radius * Math.sin(angle * 0.5);
};
/**
* Finds the logarithm of a number to a base.
*
* @param {Number} number The number.
* @param {Number} base The base.
* @returns {Number} The result.
*/
CesiumMath.logBase = function(number, base) {
return Math.log(number) / Math.log(base);
};
/**
* Finds the cube root of a number.
* Returns NaN if <code>number</code> is not provided.
*
* @function
* @param {Number} [number] The number.
* @returns {Number} The result.
*/
CesiumMath.cbrt = defaultValue(Math.cbrt, function cbrt(number) {
var result = Math.pow(Math.abs(number), 1.0 / 3.0);
return number < 0.0 ? -result : result;
});
/**
* Finds the base 2 logarithm of a number.
*
* @function
* @param {Number} number The number.
* @returns {Number} The result.
*/
CesiumMath.log2 = defaultValue(Math.log2, function log2(number) {
return Math.log(number) * Math.LOG2E;
});
/**
* @private
*/
CesiumMath.fog = function(distanceToCamera, density) {
var scalar = distanceToCamera * density;
return 1.0 - Math.exp(-(scalar * scalar));
};
/**
* Computes a fast approximation of Atan for input in the range [-1, 1].
*
* Based on Michal Drobot's approximation from ShaderFastLibs,
* which in turn is based on "Efficient approximations for the arctangent function,"
* Rajan, S. Sichun Wang Inkol, R. Joyal, A., May 2006.
* Adapted from ShaderFastLibs under MIT License.
*
* @param {Number} x An input number in the range [-1, 1]
* @returns {Number} An approximation of atan(x)
*/
CesiumMath.fastApproximateAtan = function(x) {
return x * (-0.1784 * Math.abs(x) - 0.0663 * x * x + 1.0301);
};
/**
* Computes a fast approximation of Atan2(x, y) for arbitrary input scalars.
*
* Range reduction math based on nvidia's cg reference implementation: http://developer.download.nvidia.com/cg/atan2.html
*
* @param {Number} x An input number that isn't zero if y is zero.
* @param {Number} y An input number that isn't zero if x is zero.
* @returns {Number} An approximation of atan2(x, y)
*/
CesiumMath.fastApproximateAtan2 = function(x, y) {
// atan approximations are usually only reliable over [-1, 1]
// So reduce the range by flipping whether x or y is on top based on which is bigger.
var opposite;
var adjacent;
var t = Math.abs(x); // t used as swap and atan result.
opposite = Math.abs(y);
adjacent = Math.max(t, opposite);
opposite = Math.min(t, opposite);
var oppositeOverAdjacent = opposite / adjacent;
t = CesiumMath.fastApproximateAtan(oppositeOverAdjacent);
// Undo range reduction
t = Math.abs(y) > Math.abs(x) ? CesiumMath.PI_OVER_TWO - t : t;
t = x < 0.0 ? CesiumMath.PI - t : t;
t = y < 0.0 ? -t : t;
return t;
};
return CesiumMath;
}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
/***/ }),
/* 5 */
/***/ (function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [
__webpack_require__(8),
__webpack_require__(1),
__webpack_require__(0),
__webpack_require__(2),
__webpack_require__(6),
__webpack_require__(4)
], __WEBPACK_AMD_DEFINE_RESULT__ = (function(
Check,
defaultValue,
defined,
DeveloperError,
freezeObject,
CesiumMath) {
'use strict';
/**
* A 3D Cartesian point.
* @alias Cartesian3
* @constructor
*
* @param {Number} [x=0.0] The X component.
* @param {Number} [y=0.0] The Y component.
* @param {Number} [z=0.0] The Z component.
*
* @see Cartesian2
* @see Cartesian4
* @see Packable
*/
function Cartesian3(x, y, z) {
/**
* The X component.
* @type {Number}
* @default 0.0
*/
this.x = defaultValue(x, 0.0);
/**
* The Y component.
* @type {Number}
* @default 0.0
*/
this.y = defaultValue(y, 0.0);
/**
* The Z component.
* @type {Number}
* @default 0.0
*/
this.z = defaultValue(z, 0.0);
}
/**
* Converts the provided Spherical into Cartesian3 coordinates.
*
* @param {Spherical} spherical The Spherical to be converted to Cartesian3.
* @param {Cartesian3} [result] The object onto which to store the result.
* @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if one was not provided.
*/
Cartesian3.fromSpherical = function(spherical, result) {
if (!defined(result)) {
result = new Cartesian3();
}
var clock = spherical.clock;
var cone = spherical.cone;
var magnitude = defaultValue(spherical.magnitude, 1.0);
var radial = magnitude * Math.sin(cone);
result.x = radial * Math.cos(clock);
result.y = radial * Math.sin(clock);
result.z = magnitude * Math.cos(cone);
return result;
};
/**
* Creates a Cartesian3 instance from x, y and z coordinates.
*
* @param {Number} x The x coordinate.
* @param {Number} y The y coordinate.
* @param {Number} z The z coordinate.
* @param {Cartesian3} [result] The object onto which to store the result.
* @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if one was not provided.
*/
Cartesian3.fromElements = function(x, y, z, result) {
if (!defined(result)) {
return new Cartesian3(x, y, z);
}
result.x = x;
result.y = y;
result.z = z;
return result;
};
/**
* Duplicates a Cartesian3 instance.
*
* @param {Cartesian3} cartesian The Cartesian to duplicate.
* @param {Cartesian3} [result] The object onto which to store the result.
* @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if one was not provided. (Returns undefined if cartesian is undefined)
*/
Cartesian3.clone = function(cartesian, result) {
if (!defined(cartesian)) {
return undefined;
}
if (!defined(result)) {
return new Cartesian3(cartesian.x, cartesian.y, cartesian.z);
}
result.x = cartesian.x;
result.y = cartesian.y;
result.z = cartesian.z;
return result;
};
/**
* Creates a Cartesian3 instance from an existing Cartesian4. This simply takes the
* x, y, and z properties of the Cartesian4 and drops w.
* @function
*
* @param {Cartesian4} cartesian The Cartesian4 instance to create a Cartesian3 instance from.
* @param {Cartesian3} [result] The object onto which to store the result.
* @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if one was not provided.
*/
Cartesian3.fromCartesian4 = Cartesian3.clone;
/**
* The number of elements used to pack the object into an array.
* @type {Number}
*/
Cartesian3.packedLength = 3;
/**
* Stores the provided instance into the provided array.
*
* @param {Cartesian3} value The value to pack.
* @param {Number[]} array The array to pack into.
* @param {Number} [startingIndex=0] The index into the array at which to start packing the elements.
*
* @returns {Number[]} The array that was packed into
*/
Cartesian3.pack = function(value, array, startingIndex) {
startingIndex = defaultValue(startingIndex, 0);
array[startingIndex++] = value.x;
array[startingIndex++] = value.y;
array[startingIndex] = value.z;
return array;
};
/**
* Retrieves an instance from a packed array.
*
* @param {Number[]} array The packed array.
* @param {Number} [startingIndex=0] The starting index of the element to be unpacked.
* @param {Cartesian3} [result] The object into which to store the result.
* @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if one was not provided.
*/
Cartesian3.unpack = function(array, startingIndex, result) {
startingIndex = defaultValue(startingIndex, 0);
if (!defined(result)) {
result = new Cartesian3();
}
result.x = array[startingIndex++];
result.y = array[startingIndex++];
result.z = array[startingIndex];
return result;
};
/**
* Flattens an array of Cartesian3s into an array of components.
*
* @param {Cartesian3[]} array The array of cartesians to pack.
* @param {Number[]} result The array onto which to store the result.
* @returns {Number[]} The packed array.
*/
Cartesian3.packArray = function(array, result) {
var length = array.length;
if (!defined(result)) {
result = new Array(length * 3);
} else {
result.length = length * 3;
}
for (var i = 0; i < length; ++i) {
Cartesian3.pack(array[i], result, i * 3);
}
return result;
};
/**
* Unpacks an array of cartesian components into an array of Cartesian3s.
*
* @param {Number[]} array The array of components to unpack.
* @param {Cartesian3[]} result The array onto which to store the result.
* @returns {Cartesian3[]} The unpacked array.
*/
Cartesian3.unpackArray = function(array, result) {
var length = array.length;
if (!defined(result)) {
result = new Array(length / 3);
} else {
result.length = length / 3;
}
for (var i = 0; i < length; i += 3) {
var index = i / 3;
result[index] = Cartesian3.unpack(array, i, result[index]);
}
return result;
};
/**
* Creates a Cartesian3 from three consecutive elements in an array.
* @function
*
* @param {Number[]} array The array whose three consecutive elements correspond to the x, y, and z components, respectively.
* @param {Number} [startingIndex=0] The offset into the array of the first element, which corresponds to the x component.
* @param {Cartesian3} [result] The object onto which to store the result.
* @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if one was not provided.
*
* @example
* // Create a Cartesian3 with (1.0, 2.0, 3.0)
* var v = [1.0, 2.0, 3.0];
* var p = Cesium.Cartesian3.fromArray(v);
*
* // Create a Cartesian3 with (1.0, 2.0, 3.0) using an offset into an array
* var v2 = [0.0, 0.0, 1.0, 2.0, 3.0];
* var p2 = Cesium.Cartesian3.fromArray(v2, 2);
*/
Cartesian3.fromArray = Cartesian3.unpack;
/**
* Computes the value of the maximum component for the supplied Cartesian.
*
* @param {Cartesian3} cartesian The cartesian to use.
* @returns {Number} The value of the maximum component.
*/
Cartesian3.maximumComponent = function(cartesian) {
return Math.max(cartesian.x, cartesian.y, cartesian.z);
};
/**
* Computes the value of the minimum component for the supplied Cartesian.
*
* @param {Cartesian3} cartesian The cartesian to use.
* @returns {Number} The value of the minimum component.
*/
Cartesian3.minimumComponent = function(cartesian) {
return Math.min(cartesian.x, cartesian.y, cartesian.z);
};
/**
* Compares two Cartesians and computes a Cartesian which contains the minimum components of the supplied Cartesians.
*
* @param {Cartesian3} first A cartesian to compare.
* @param {Cartesian3} second A cartesian to compare.
* @param {Cartesian3} result The object into which to store the result.
* @returns {Cartesian3} A cartesian with the minimum components.
*/
Cartesian3.minimumByComponent = function(first, second, result) {
result.x = Math.min(first.x, second.x);
result.y = Math.min(first.y, second.y);
result.z = Math.min(first.z, second.z);
return result;
};
/**
* Compares two Cartesians and computes a Cartesian which contains the maximum components of the supplied Cartesians.
*
* @param {Cartesian3} first A cartesian to compare.
* @param {Cartesian3} second A cartesian to compare.
* @param {Cartesian3} result The object into which to store the result.
* @returns {Cartesian3} A cartesian with the maximum components.
*/
Cartesian3.maximumByComponent = function(first, second, result) {
result.x = Math.max(first.x, second.x);
result.y = Math.max(first.y, second.y);
result.z = Math.max(first.z, second.z);
return result;
};
/**
* Computes the provided Cartesian's squared magnitude.
*
* @param {Cartesian3} cartesian The Cartesian instance whose squared magnitude is to be computed.
* @returns {Number} The squared magnitude.
*/
Cartesian3.magnitudeSquared = function(cartesian) {
return cartesian.x * cartesian.x + cartesian.y * cartesian.y + cartesian.z * cartesian.z;
};
/**
* Computes the Cartesian's magnitude (length).
*
* @param {Cartesian3} cartesian The Cartesian instance whose magnitude is to be computed.
* @returns {Number} The magnitude.
*/
Cartesian3.magnitude = function(cartesian) {
return Math.sqrt(Cartesian3.magnitudeSquared(cartesian));
};
var distanceScratch = new Cartesian3();
/**
* Computes the distance between two points.
*
* @param {Cartesian3} left The first point to compute the distance from.
* @param {Cartesian3} right The second point to compute the distance to.
* @returns {Number} The distance between two points.
*
* @example
* // Returns 1.0
* var d = Cesium.Cartesian3.distance(new Cesium.Cartesian3(1.0, 0.0, 0.0), new Cesium.Cartesian3(2.0, 0.0, 0.0));
*/
Cartesian3.distance = function(left, right) {
Cartesian3.subtract(left, right, distanceScratch);
return Cartesian3.magnitude(distanceScratch);
};
/**
* Computes the squared distance between two points. Comparing squared distances
* using this function is more efficient than comparing distances using {@link Cartesian3#distance}.
*
* @param {Cartesian3} left The first point to compute the distance from.
* @param {Cartesian3} right The second point to compute the distance to.
* @returns {Number} The distance between two points.
*
* @example
* // Returns 4.0, not 2.0
* var d = Cesium.Cartesian3.distanceSquared(new Cesium.Cartesian3(1.0, 0.0, 0.0), new Cesium.Cartesian3(3.0, 0.0, 0.0));
*/
Cartesian3.distanceSquared = function(left, right) {
Cartesian3.subtract(left, rig