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| import Cartesian3 from "./Cartesian3.js";import Cartesian4 from "./Cartesian4.js";import Check from "./Check.js";import defaultValue from "./defaultValue.js";import defined from "./defined.js";import DeveloperError from "./DeveloperError.js";import CesiumMath from "./Math.js";import Matrix3 from "./Matrix3.js";import RuntimeError from "./RuntimeError.js";/** * A 4x4 matrix, indexable as a column-major order array. * Constructor parameters are in row-major order for code readability. * @alias Matrix4 * @constructor * @implements {ArrayLike<number>} * * @param {Number} [column0Row0=0.0] The value for column 0, row 0. * @param {Number} [column1Row0=0.0] The value for column 1, row 0. * @param {Number} [column2Row0=0.0] The value for column 2, row 0. * @param {Number} [column3Row0=0.0] The value for column 3, row 0. * @param {Number} [column0Row1=0.0] The value for column 0, row 1. * @param {Number} [column1Row1=0.0] The value for column 1, row 1. * @param {Number} [column2Row1=0.0] The value for column 2, row 1. * @param {Number} [column3Row1=0.0] The value for column 3, row 1. * @param {Number} [column0Row2=0.0] The value for column 0, row 2. * @param {Number} [column1Row2=0.0] The value for column 1, row 2. * @param {Number} [column2Row2=0.0] The value for column 2, row 2. * @param {Number} [column3Row2=0.0] The value for column 3, row 2. * @param {Number} [column0Row3=0.0] The value for column 0, row 3. * @param {Number} [column1Row3=0.0] The value for column 1, row 3. * @param {Number} [column2Row3=0.0] The value for column 2, row 3. * @param {Number} [column3Row3=0.0] The value for column 3, row 3. * * @see Matrix4.fromArray * @see Matrix4.fromColumnMajorArray * @see Matrix4.fromRowMajorArray * @see Matrix4.fromRotationTranslation * @see Matrix4.fromTranslationQuaternionRotationScale * @see Matrix4.fromTranslationRotationScale * @see Matrix4.fromTranslation * @see Matrix4.fromScale * @see Matrix4.fromUniformScale * @see Matrix4.fromRotation * @see Matrix4.fromCamera * @see Matrix4.computePerspectiveFieldOfView * @see Matrix4.computeOrthographicOffCenter * @see Matrix4.computePerspectiveOffCenter * @see Matrix4.computeInfinitePerspectiveOffCenter * @see Matrix4.computeViewportTransformation * @see Matrix4.computeView * @see Matrix2 * @see Matrix3 * @see Packable */function Matrix4(  column0Row0,  column1Row0,  column2Row0,  column3Row0,  column0Row1,  column1Row1,  column2Row1,  column3Row1,  column0Row2,  column1Row2,  column2Row2,  column3Row2,  column0Row3,  column1Row3,  column2Row3,  column3Row3) {  this[0] = defaultValue(column0Row0, 0.0);  this[1] = defaultValue(column0Row1, 0.0);  this[2] = defaultValue(column0Row2, 0.0);  this[3] = defaultValue(column0Row3, 0.0);  this[4] = defaultValue(column1Row0, 0.0);  this[5] = defaultValue(column1Row1, 0.0);  this[6] = defaultValue(column1Row2, 0.0);  this[7] = defaultValue(column1Row3, 0.0);  this[8] = defaultValue(column2Row0, 0.0);  this[9] = defaultValue(column2Row1, 0.0);  this[10] = defaultValue(column2Row2, 0.0);  this[11] = defaultValue(column2Row3, 0.0);  this[12] = defaultValue(column3Row0, 0.0);  this[13] = defaultValue(column3Row1, 0.0);  this[14] = defaultValue(column3Row2, 0.0);  this[15] = defaultValue(column3Row3, 0.0);}/** * The number of elements used to pack the object into an array. * @type {Number} */Matrix4.packedLength = 16;/** * Stores the provided instance into the provided array. * * @param {Matrix4} value The value to pack. * @param {Number[]} array The array to pack into. * @param {Number} [startingIndex=0] The index into the array at which to start packing the elements. * * @returns {Number[]} The array that was packed into */Matrix4.pack = function (value, array, startingIndex) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("value", value);  Check.defined("array", array);  //>>includeEnd('debug');  startingIndex = defaultValue(startingIndex, 0);  array[startingIndex++] = value[0];  array[startingIndex++] = value[1];  array[startingIndex++] = value[2];  array[startingIndex++] = value[3];  array[startingIndex++] = value[4];  array[startingIndex++] = value[5];  array[startingIndex++] = value[6];  array[startingIndex++] = value[7];  array[startingIndex++] = value[8];  array[startingIndex++] = value[9];  array[startingIndex++] = value[10];  array[startingIndex++] = value[11];  array[startingIndex++] = value[12];  array[startingIndex++] = value[13];  array[startingIndex++] = value[14];  array[startingIndex] = value[15];  return array;};/** * Retrieves an instance from a packed array. * * @param {Number[]} array The packed array. * @param {Number} [startingIndex=0] The starting index of the element to be unpacked. * @param {Matrix4} [result] The object into which to store the result. * @returns {Matrix4} The modified result parameter or a new Matrix4 instance if one was not provided. */Matrix4.unpack = function (array, startingIndex, result) {  //>>includeStart('debug', pragmas.debug);  Check.defined("array", array);  //>>includeEnd('debug');  startingIndex = defaultValue(startingIndex, 0);  if (!defined(result)) {    result = new Matrix4();  }  result[0] = array[startingIndex++];  result[1] = array[startingIndex++];  result[2] = array[startingIndex++];  result[3] = array[startingIndex++];  result[4] = array[startingIndex++];  result[5] = array[startingIndex++];  result[6] = array[startingIndex++];  result[7] = array[startingIndex++];  result[8] = array[startingIndex++];  result[9] = array[startingIndex++];  result[10] = array[startingIndex++];  result[11] = array[startingIndex++];  result[12] = array[startingIndex++];  result[13] = array[startingIndex++];  result[14] = array[startingIndex++];  result[15] = array[startingIndex];  return result;};/** * 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. */Matrix4.packArray = function (array, result) {  //>>includeStart('debug', pragmas.debug);  Check.defined("array", array);  //>>includeEnd('debug');  const length = array.length;  const resultLength = length * 16;  if (!defined(result)) {    result = new Array(resultLength);  } else if (!Array.isArray(result) && result.length !== resultLength) {    //>>includeStart('debug', pragmas.debug);    throw new DeveloperError(      "If result is a typed array, it must have exactly array.length * 16 elements"    );    //>>includeEnd('debug');  } 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. */Matrix4.unpackArray = function (array, result) {  //>>includeStart('debug', pragmas.debug);  Check.defined("array", array);  Check.typeOf.number.greaterThanOrEquals("array.length", array.length, 16);  if (array.length % 16 !== 0) {    throw new DeveloperError("array length must be a multiple of 16.");  }  //>>includeEnd('debug');  const length = array.length;  if (!defined(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) */Matrix4.clone = function (matrix, result) {  if (!defined(matrix)) {    return undefined;  }  if (!defined(result)) {    return new Matrix4(      matrix[0],      matrix[4],      matrix[8],      matrix[12],      matrix[1],      matrix[5],      matrix[9],      matrix[13],      matrix[2],      matrix[6],      matrix[10],      matrix[14],      matrix[3],      matrix[7],      matrix[11],      matrix[15]    );  }  result[0] = matrix[0];  result[1] = matrix[1];  result[2] = matrix[2];  result[3] = matrix[3];  result[4] = matrix[4];  result[5] = matrix[5];  result[6] = matrix[6];  result[7] = matrix[7];  result[8] = matrix[8];  result[9] = matrix[9];  result[10] = matrix[10];  result[11] = matrix[11];  result[12] = matrix[12];  result[13] = matrix[13];  result[14] = matrix[14];  result[15] = matrix[15];  return result;};/** * Creates a Matrix4 from 16 consecutive elements in an array. * @function * * @param {Number[]} array The array whose 16 consecutive elements correspond to the positions of the matrix.  Assumes column-major order. * @param {Number} [startingIndex=0] The offset into the array of the first element, which corresponds to first column first row position in the matrix. * @param {Matrix4} [result] The object onto which to store the result. * @returns {Matrix4} The modified result parameter or a new Matrix4 instance if one was not provided. * * @example * // Create the Matrix4: * // [1.0, 2.0, 3.0, 4.0] * // [1.0, 2.0, 3.0, 4.0] * // [1.0, 2.0, 3.0, 4.0] * // [1.0, 2.0, 3.0, 4.0] * * const v = [1.0, 1.0, 1.0, 1.0, 2.0, 2.0, 2.0, 2.0, 3.0, 3.0, 3.0, 3.0, 4.0, 4.0, 4.0, 4.0]; * const m = Cesium.Matrix4.fromArray(v); * * // Create same Matrix4 with using an offset into an array * const v2 = [0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 2.0, 2.0, 2.0, 2.0, 3.0, 3.0, 3.0, 3.0, 4.0, 4.0, 4.0, 4.0]; * const m2 = Cesium.Matrix4.fromArray(v2, 2); */Matrix4.fromArray = Matrix4.unpack;/** * Computes a Matrix4 instance from a column-major order array. * * @param {Number[]} values The column-major order array. * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided. */Matrix4.fromColumnMajorArray = function (values, result) {  //>>includeStart('debug', pragmas.debug);  Check.defined("values", values);  //>>includeEnd('debug');  return Matrix4.clone(values, result);};/** * Computes a Matrix4 instance from a row-major order array. * The resulting matrix will be in column-major order. * * @param {Number[]} values The row-major order array. * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided. */Matrix4.fromRowMajorArray = function (values, result) {  //>>includeStart('debug', pragmas.debug);  Check.defined("values", values);  //>>includeEnd('debug');  if (!defined(result)) {    return new Matrix4(      values[0],      values[1],      values[2],      values[3],      values[4],      values[5],      values[6],      values[7],      values[8],      values[9],      values[10],      values[11],      values[12],      values[13],      values[14],      values[15]    );  }  result[0] = values[0];  result[1] = values[4];  result[2] = values[8];  result[3] = values[12];  result[4] = values[1];  result[5] = values[5];  result[6] = values[9];  result[7] = values[13];  result[8] = values[2];  result[9] = values[6];  result[10] = values[10];  result[11] = values[14];  result[12] = values[3];  result[13] = values[7];  result[14] = values[11];  result[15] = values[15];  return result;};/** * Computes a Matrix4 instance from a Matrix3 representing the rotation * and a Cartesian3 representing the translation. * * @param {Matrix3} rotation The upper left portion of the matrix representing the rotation. * @param {Cartesian3} [translation=Cartesian3.ZERO] The upper right portion of the matrix representing the translation. * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided. */Matrix4.fromRotationTranslation = function (rotation, translation, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("rotation", rotation);  //>>includeEnd('debug');  translation = defaultValue(translation, Cartesian3.ZERO);  if (!defined(result)) {    return new Matrix4(      rotation[0],      rotation[3],      rotation[6],      translation.x,      rotation[1],      rotation[4],      rotation[7],      translation.y,      rotation[2],      rotation[5],      rotation[8],      translation.z,      0.0,      0.0,      0.0,      1.0    );  }  result[0] = rotation[0];  result[1] = rotation[1];  result[2] = rotation[2];  result[3] = 0.0;  result[4] = rotation[3];  result[5] = rotation[4];  result[6] = rotation[5];  result[7] = 0.0;  result[8] = rotation[6];  result[9] = rotation[7];  result[10] = rotation[8];  result[11] = 0.0;  result[12] = translation.x;  result[13] = translation.y;  result[14] = translation.z;  result[15] = 1.0;  return result;};/** * Computes a Matrix4 instance from a translation, rotation, and scale (TRS) * representation with the rotation represented as a quaternion. * * @param {Cartesian3} translation The translation transformation. * @param {Quaternion} rotation The rotation transformation. * @param {Cartesian3} scale The non-uniform scale transformation. * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided. * * @example * 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); */Matrix4.fromTranslationQuaternionRotationScale = function (  translation,  rotation,  scale,  result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("translation", translation);  Check.typeOf.object("rotation", rotation);  Check.typeOf.object("scale", scale);  //>>includeEnd('debug');  if (!defined(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 = 2.0 * (xy - zw);  const m02 = 2.0 * (xz + yw);  const m10 = 2.0 * (xy + zw);  const m11 = -x2 + y2 - z2 + w2;  const m12 = 2.0 * (yz - xw);  const m20 = 2.0 * (xz - yw);  const m21 = 2.0 * (yz + xw);  const m22 = -x2 - y2 + z2 + w2;  result[0] = m00 * scaleX;  result[1] = m10 * scaleX;  result[2] = m20 * scaleX;  result[3] = 0.0;  result[4] = m01 * scaleY;  result[5] = m11 * scaleY;  result[6] = m21 * scaleY;  result[7] = 0.0;  result[8] = m02 * scaleZ;  result[9] = m12 * scaleZ;  result[10] = m22 * scaleZ;  result[11] = 0.0;  result[12] = translation.x;  result[13] = translation.y;  result[14] = translation.z;  result[15] = 1.0;  return result;};/** * Creates a Matrix4 instance from a {@link TranslationRotationScale} instance. * * @param {TranslationRotationScale} translationRotationScale The instance. * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided. */Matrix4.fromTranslationRotationScale = function (  translationRotationScale,  result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("translationRotationScale", translationRotationScale);  //>>includeEnd('debug');  return Matrix4.fromTranslationQuaternionRotationScale(    translationRotationScale.translation,    translationRotationScale.rotation,    translationRotationScale.scale,    result  );};/** * Creates a Matrix4 instance from a Cartesian3 representing the translation. * * @param {Cartesian3} translation The upper right portion of the matrix representing the translation. * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided. * * @see Matrix4.multiplyByTranslation */Matrix4.fromTranslation = function (translation, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("translation", translation);  //>>includeEnd('debug');  return Matrix4.fromRotationTranslation(Matrix3.IDENTITY, translation, result);};/** * Computes a Matrix4 instance representing a non-uniform scale. * * @param {Cartesian3} scale The x, y, and z scale factors. * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided. * * @example * // Creates * //   [7.0, 0.0, 0.0, 0.0] * //   [0.0, 8.0, 0.0, 0.0] * //   [0.0, 0.0, 9.0, 0.0] * //   [0.0, 0.0, 0.0, 1.0] * const m = Cesium.Matrix4.fromScale(new Cesium.Cartesian3(7.0, 8.0, 9.0)); */Matrix4.fromScale = function (scale, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("scale", scale);  //>>includeEnd('debug');  if (!defined(result)) {    return new Matrix4(      scale.x,      0.0,      0.0,      0.0,      0.0,      scale.y,      0.0,      0.0,      0.0,      0.0,      scale.z,      0.0,      0.0,      0.0,      0.0,      1.0    );  }  result[0] = scale.x;  result[1] = 0.0;  result[2] = 0.0;  result[3] = 0.0;  result[4] = 0.0;  result[5] = scale.y;  result[6] = 0.0;  result[7] = 0.0;  result[8] = 0.0;  result[9] = 0.0;  result[10] = scale.z;  result[11] = 0.0;  result[12] = 0.0;  result[13] = 0.0;  result[14] = 0.0;  result[15] = 1.0;  return result;};/** * Computes a Matrix4 instance representing a uniform scale. * * @param {Number} scale The uniform scale factor. * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided. * * @example * // Creates * //   [2.0, 0.0, 0.0, 0.0] * //   [0.0, 2.0, 0.0, 0.0] * //   [0.0, 0.0, 2.0, 0.0] * //   [0.0, 0.0, 0.0, 1.0] * const m = Cesium.Matrix4.fromUniformScale(2.0); */Matrix4.fromUniformScale = function (scale, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.number("scale", scale);  //>>includeEnd('debug');  if (!defined(result)) {    return new Matrix4(      scale,      0.0,      0.0,      0.0,      0.0,      scale,      0.0,      0.0,      0.0,      0.0,      scale,      0.0,      0.0,      0.0,      0.0,      1.0    );  }  result[0] = scale;  result[1] = 0.0;  result[2] = 0.0;  result[3] = 0.0;  result[4] = 0.0;  result[5] = scale;  result[6] = 0.0;  result[7] = 0.0;  result[8] = 0.0;  result[9] = 0.0;  result[10] = scale;  result[11] = 0.0;  result[12] = 0.0;  result[13] = 0.0;  result[14] = 0.0;  result[15] = 1.0;  return result;};/** * 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. */Matrix4.fromRotation = function (rotation, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("rotation", rotation);  //>>includeEnd('debug');  if (!defined(result)) {    result = new Matrix4();  }  result[0] = rotation[0];  result[1] = rotation[1];  result[2] = rotation[2];  result[3] = 0.0;  result[4] = rotation[3];  result[5] = rotation[4];  result[6] = rotation[5];  result[7] = 0.0;  result[8] = rotation[6];  result[9] = rotation[7];  result[10] = rotation[8];  result[11] = 0.0;  result[12] = 0.0;  result[13] = 0.0;  result[14] = 0.0;  result[15] = 1.0;  return result;};const fromCameraF = new Cartesian3();const fromCameraR = new Cartesian3();const fromCameraU = new Cartesian3();/** * Computes a Matrix4 instance from a Camera. * * @param {Camera} camera The camera to use. * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided. */Matrix4.fromCamera = function (camera, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("camera", camera);  //>>includeEnd('debug');  const position = camera.position;  const direction = camera.direction;  const up = camera.up;  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("camera.position", position);  Check.typeOf.object("camera.direction", direction);  Check.typeOf.object("camera.up", up);  //>>includeEnd('debug');  Cartesian3.normalize(direction, fromCameraF);  Cartesian3.normalize(    Cartesian3.cross(fromCameraF, up, fromCameraR),    fromCameraR  );  Cartesian3.normalize(    Cartesian3.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;  // The code below this comment is an optimized  // version of the commented lines.  // Rather that create two matrices and then multiply,  // we just bake in the multiplcation as part of creation.  // const rotation = new Matrix4(  //                 sX,  sY,  sZ, 0.0,  //                 uX,  uY,  uZ, 0.0,  //                -fX, -fY, -fZ, 0.0,  //                 0.0,  0.0,  0.0, 1.0);  // const translation = new Matrix4(  //                 1.0, 0.0, 0.0, -position.x,  //                 0.0, 1.0, 0.0, -position.y,  //                 0.0, 0.0, 1.0, -position.z,  //                 0.0, 0.0, 0.0, 1.0);  // return rotation.multiply(translation);  if (!defined(result)) {    return new Matrix4(      sX,      sY,      sZ,      t0,      uX,      uY,      uZ,      t1,      -fX,      -fY,      -fZ,      t2,      0.0,      0.0,      0.0,      1.0    );  }  result[0] = sX;  result[1] = uX;  result[2] = -fX;  result[3] = 0.0;  result[4] = sY;  result[5] = uY;  result[6] = -fY;  result[7] = 0.0;  result[8] = sZ;  result[9] = uZ;  result[10] = -fZ;  result[11] = 0.0;  result[12] = t0;  result[13] = t1;  result[14] = t2;  result[15] = 1.0;  return result;};/** * Computes a Matrix4 instance representing a perspective transformation matrix. * * @param {Number} fovY The field of view along the Y axis in radians. * @param {Number} aspectRatio The aspect ratio. * @param {Number} near The distance to the near plane in meters. * @param {Number} far The distance to the far plane in meters. * @param {Matrix4} result The object in which the result will be stored. * @returns {Matrix4} The modified result parameter. * * @exception {DeveloperError} fovY must be in (0, PI]. * @exception {DeveloperError} aspectRatio must be greater than zero. * @exception {DeveloperError} near must be greater than zero. * @exception {DeveloperError} far must be greater than zero. */Matrix4.computePerspectiveFieldOfView = function (  fovY,  aspectRatio,  near,  far,  result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.number.greaterThan("fovY", fovY, 0.0);  Check.typeOf.number.lessThan("fovY", fovY, Math.PI);  Check.typeOf.number.greaterThan("near", near, 0.0);  Check.typeOf.number.greaterThan("far", far, 0.0);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  const bottom = Math.tan(fovY * 0.5);  const column1Row1 = 1.0 / bottom;  const column0Row0 = column1Row1 / aspectRatio;  const column2Row2 = (far + near) / (near - far);  const column3Row2 = (2.0 * far * near) / (near - far);  result[0] = column0Row0;  result[1] = 0.0;  result[2] = 0.0;  result[3] = 0.0;  result[4] = 0.0;  result[5] = column1Row1;  result[6] = 0.0;  result[7] = 0.0;  result[8] = 0.0;  result[9] = 0.0;  result[10] = column2Row2;  result[11] = -1.0;  result[12] = 0.0;  result[13] = 0.0;  result[14] = column3Row2;  result[15] = 0.0;  return result;};/** * Computes a Matrix4 instance representing an orthographic transformation matrix. * * @param {Number} left The number of meters to the left of the camera that will be in view. * @param {Number} right The number of meters to the right of the camera that will be in view. * @param {Number} bottom The number of meters below of the camera that will be in view. * @param {Number} top The number of meters above of the camera that will be in view. * @param {Number} near The distance to the near plane in meters. * @param {Number} far The distance to the far plane in meters. * @param {Matrix4} result The object in which the result will be stored. * @returns {Matrix4} The modified result parameter. */Matrix4.computeOrthographicOffCenter = function (  left,  right,  bottom,  top,  near,  far,  result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.number("left", left);  Check.typeOf.number("right", right);  Check.typeOf.number("bottom", bottom);  Check.typeOf.number("top", top);  Check.typeOf.number("near", near);  Check.typeOf.number("far", far);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  let a = 1.0 / (right - left);  let b = 1.0 / (top - bottom);  let c = 1.0 / (far - near);  const tx = -(right + left) * a;  const ty = -(top + bottom) * b;  const tz = -(far + near) * c;  a *= 2.0;  b *= 2.0;  c *= -2.0;  result[0] = a;  result[1] = 0.0;  result[2] = 0.0;  result[3] = 0.0;  result[4] = 0.0;  result[5] = b;  result[6] = 0.0;  result[7] = 0.0;  result[8] = 0.0;  result[9] = 0.0;  result[10] = c;  result[11] = 0.0;  result[12] = tx;  result[13] = ty;  result[14] = tz;  result[15] = 1.0;  return result;};/** * Computes a Matrix4 instance representing an off center perspective transformation. * * @param {Number} left The number of meters to the left of the camera that will be in view. * @param {Number} right The number of meters to the right of the camera that will be in view. * @param {Number} bottom The number of meters below of the camera that will be in view. * @param {Number} top The number of meters above of the camera that will be in view. * @param {Number} near The distance to the near plane in meters. * @param {Number} far The distance to the far plane in meters. * @param {Matrix4} result The object in which the result will be stored. * @returns {Matrix4} The modified result parameter. */Matrix4.computePerspectiveOffCenter = function (  left,  right,  bottom,  top,  near,  far,  result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.number("left", left);  Check.typeOf.number("right", right);  Check.typeOf.number("bottom", bottom);  Check.typeOf.number("top", top);  Check.typeOf.number("near", near);  Check.typeOf.number("far", far);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  const column0Row0 = (2.0 * near) / (right - left);  const column1Row1 = (2.0 * near) / (top - bottom);  const column2Row0 = (right + left) / (right - left);  const column2Row1 = (top + bottom) / (top - bottom);  const column2Row2 = -(far + near) / (far - near);  const column2Row3 = -1.0;  const column3Row2 = (-2.0 * far * near) / (far - near);  result[0] = column0Row0;  result[1] = 0.0;  result[2] = 0.0;  result[3] = 0.0;  result[4] = 0.0;  result[5] = column1Row1;  result[6] = 0.0;  result[7] = 0.0;  result[8] = column2Row0;  result[9] = column2Row1;  result[10] = column2Row2;  result[11] = column2Row3;  result[12] = 0.0;  result[13] = 0.0;  result[14] = column3Row2;  result[15] = 0.0;  return result;};/** * Computes a Matrix4 instance representing an infinite off center perspective transformation. * * @param {Number} left The number of meters to the left of the camera that will be in view. * @param {Number} right The number of meters to the right of the camera that will be in view. * @param {Number} bottom The number of meters below of the camera that will be in view. * @param {Number} top The number of meters above of the camera that will be in view. * @param {Number} near The distance to the near plane in meters. * @param {Matrix4} result The object in which the result will be stored. * @returns {Matrix4} The modified result parameter. */Matrix4.computeInfinitePerspectiveOffCenter = function (  left,  right,  bottom,  top,  near,  result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.number("left", left);  Check.typeOf.number("right", right);  Check.typeOf.number("bottom", bottom);  Check.typeOf.number("top", top);  Check.typeOf.number("near", near);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  const column0Row0 = (2.0 * near) / (right - left);  const column1Row1 = (2.0 * near) / (top - bottom);  const column2Row0 = (right + left) / (right - left);  const column2Row1 = (top + bottom) / (top - bottom);  const column2Row2 = -1.0;  const column2Row3 = -1.0;  const column3Row2 = -2.0 * near;  result[0] = column0Row0;  result[1] = 0.0;  result[2] = 0.0;  result[3] = 0.0;  result[4] = 0.0;  result[5] = column1Row1;  result[6] = 0.0;  result[7] = 0.0;  result[8] = column2Row0;  result[9] = column2Row1;  result[10] = column2Row2;  result[11] = column2Row3;  result[12] = 0.0;  result[13] = 0.0;  result[14] = column3Row2;  result[15] = 0.0;  return result;};/** * Computes a Matrix4 instance that transforms from normalized device coordinates to window coordinates. * * @param {Object} [viewport = { x : 0.0, y : 0.0, width : 0.0, height : 0.0 }] The viewport's corners as shown in Example 1. * @param {Number} [nearDepthRange=0.0] The near plane distance in window coordinates. * @param {Number} [farDepthRange=1.0] The far plane distance in window coordinates. * @param {Matrix4} [result] The object in which the result will be stored. * @returns {Matrix4} The modified result parameter. * * @example * // Create viewport transformation using an explicit viewport and depth range. * const m = Cesium.Matrix4.computeViewportTransformation({ *     x : 0.0, *     y : 0.0, *     width : 1024.0, *     height : 768.0 * }, 0.0, 1.0, new Cesium.Matrix4()); */Matrix4.computeViewportTransformation = function (  viewport,  nearDepthRange,  farDepthRange,  result) {  if (!defined(result)) {    result = new Matrix4();  }  viewport = defaultValue(viewport, defaultValue.EMPTY_OBJECT);  const x = defaultValue(viewport.x, 0.0);  const y = defaultValue(viewport.y, 0.0);  const width = defaultValue(viewport.width, 0.0);  const height = defaultValue(viewport.height, 0.0);  nearDepthRange = defaultValue(nearDepthRange, 0.0);  farDepthRange = defaultValue(farDepthRange, 1.0);  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 = 1.0;  result[0] = column0Row0;  result[1] = 0.0;  result[2] = 0.0;  result[3] = 0.0;  result[4] = 0.0;  result[5] = column1Row1;  result[6] = 0.0;  result[7] = 0.0;  result[8] = 0.0;  result[9] = 0.0;  result[10] = column2Row2;  result[11] = 0.0;  result[12] = column3Row0;  result[13] = column3Row1;  result[14] = column3Row2;  result[15] = column3Row3;  return result;};/** * Computes a Matrix4 instance that transforms from world space to view space. * * @param {Cartesian3} position The position of the camera. * @param {Cartesian3} direction The forward direction. * @param {Cartesian3} up The up direction. * @param {Cartesian3} right The right direction. * @param {Matrix4} result The object in which the result will be stored. * @returns {Matrix4} The modified result parameter. */Matrix4.computeView = function (position, direction, up, right, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("position", position);  Check.typeOf.object("direction", direction);  Check.typeOf.object("up", up);  Check.typeOf.object("right", right);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  result[0] = right.x;  result[1] = up.x;  result[2] = -direction.x;  result[3] = 0.0;  result[4] = right.y;  result[5] = up.y;  result[6] = -direction.y;  result[7] = 0.0;  result[8] = right.z;  result[9] = up.z;  result[10] = -direction.z;  result[11] = 0.0;  result[12] = -Cartesian3.dot(right, position);  result[13] = -Cartesian3.dot(up, position);  result[14] = Cartesian3.dot(direction, position);  result[15] = 1.0;  return result;};/** * Computes an Array from the provided Matrix4 instance. * The array will be in column-major order. * * @param {Matrix4} matrix The matrix to use.. * @param {Number[]} [result] The Array onto which to store the result. * @returns {Number[]} The modified Array parameter or a new Array instance if one was not provided. * * @example * //create an array from an instance of Matrix4 * // m = [10.0, 14.0, 18.0, 22.0] * //     [11.0, 15.0, 19.0, 23.0] * //     [12.0, 16.0, 20.0, 24.0] * //     [13.0, 17.0, 21.0, 25.0] * 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] */Matrix4.toArray = function (matrix, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  //>>includeEnd('debug');  if (!defined(result)) {    return [      matrix[0],      matrix[1],      matrix[2],      matrix[3],      matrix[4],      matrix[5],      matrix[6],      matrix[7],      matrix[8],      matrix[9],      matrix[10],      matrix[11],      matrix[12],      matrix[13],      matrix[14],      matrix[15],    ];  }  result[0] = matrix[0];  result[1] = matrix[1];  result[2] = matrix[2];  result[3] = matrix[3];  result[4] = matrix[4];  result[5] = matrix[5];  result[6] = matrix[6];  result[7] = matrix[7];  result[8] = matrix[8];  result[9] = matrix[9];  result[10] = matrix[10];  result[11] = matrix[11];  result[12] = matrix[12];  result[13] = matrix[13];  result[14] = matrix[14];  result[15] = matrix[15];  return result;};/** * Computes the array index of the element at the provided row and column. * * @param {Number} row The zero-based index of the row. * @param {Number} column The zero-based index of the column. * @returns {Number} The index of the element at the provided row and column. * * @exception {DeveloperError} row must be 0, 1, 2, or 3. * @exception {DeveloperError} column must be 0, 1, 2, or 3. * * @example * const myMatrix = new Cesium.Matrix4(); * const column1Row0Index = Cesium.Matrix4.getElementIndex(1, 0); * const column1Row0 = myMatrix[column1Row0Index]; * myMatrix[column1Row0Index] = 10.0; */Matrix4.getElementIndex = function (column, row) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.number.greaterThanOrEquals("row", row, 0);  Check.typeOf.number.lessThanOrEquals("row", row, 3);  Check.typeOf.number.greaterThanOrEquals("column", column, 0);  Check.typeOf.number.lessThanOrEquals("column", column, 3);  //>>includeEnd('debug');  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; */Matrix4.getColumn = function (matrix, index, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.number.greaterThanOrEquals("index", index, 0);  Check.typeOf.number.lessThanOrEquals("index", index, 3);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  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] */Matrix4.setColumn = function (matrix, index, cartesian, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.number.greaterThanOrEquals("index", index, 0);  Check.typeOf.number.lessThanOrEquals("index", index, 3);  Check.typeOf.object("cartesian", cartesian);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  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; */Matrix4.getRow = function (matrix, index, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.number.greaterThanOrEquals("index", index, 0);  Check.typeOf.number.lessThanOrEquals("index", index, 3);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  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] */Matrix4.setRow = function (matrix, index, cartesian, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.number.greaterThanOrEquals("index", index, 0);  Check.typeOf.number.lessThanOrEquals("index", index, 3);  Check.typeOf.object("cartesian", cartesian);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  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. */Matrix4.setTranslation = function (matrix, translation, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.object("translation", translation);  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];  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;};const scaleScratch1 = new Cartesian3();/** * 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 */Matrix4.setScale = function (matrix, scale, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.object("scale", scale);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  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;};const scaleScratch2 = new Cartesian3();/** * 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 */Matrix4.setUniformScale = function (matrix, scale, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.number("scale", scale);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  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;};const scratchColumn = new Cartesian3();/** * Extracts the non-uniform scale assuming the matrix is an affine transformation. * * @param {Matrix4} matrix The matrix. * @param {Cartesian3} result The object onto which to store the result. * @returns {Cartesian3} The modified result parameter * * @see Matrix4.multiplyByScale * @see Matrix4.multiplyByUniformScale * @see Matrix4.fromScale * @see Matrix4.fromUniformScale * @see Matrix4.setScale * @see Matrix4.setUniformScale */Matrix4.getScale = function (matrix, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  result.x = Cartesian3.magnitude(    Cartesian3.fromElements(matrix[0], matrix[1], matrix[2], scratchColumn)  );  result.y = Cartesian3.magnitude(    Cartesian3.fromElements(matrix[4], matrix[5], matrix[6], scratchColumn)  );  result.z = Cartesian3.magnitude(    Cartesian3.fromElements(matrix[8], matrix[9], matrix[10], scratchColumn)  );  return result;};const scaleScratch3 = new Cartesian3();/** * Computes the maximum scale assuming the matrix is an affine transformation. * The maximum scale is the maximum length of the column vectors in the upper-left * 3x3 matrix. * * @param {Matrix4} matrix The matrix. * @returns {Number} The maximum scale. */Matrix4.getMaximumScale = function (matrix) {  Matrix4.getScale(matrix, scaleScratch3);  return Cartesian3.maximumComponent(scaleScratch3);};const scaleScratch4 = new Cartesian3();/** * Sets the rotation assuming the matrix is an affine transformation. * * @param {Matrix4} matrix The matrix. * @param {Matrix4} rotation The rotation matrix. * @returns {Matrix4} The modified result parameter. * * @see Matrix4.fromRotation * @see Matrix4.getRotation */Matrix4.setRotation = function (matrix, rotation, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  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;};const scaleScratch5 = new Cartesian3();/** * Extracts the rotation matrix assuming the matrix is an affine transformation. * * @param {Matrix4} matrix The matrix. * @param {Matrix4} result The object onto which to store the result. * @returns {Matrix4} The modified result parameter. * * @see Matrix4.setRotation * @see Matrix4.fromRotation */Matrix4.getRotation = function (matrix, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  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. */Matrix4.multiply = function (left, right, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("left", left);  Check.typeOf.object("right", right);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  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. */Matrix4.add = function (left, right, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("left", left);  Check.typeOf.object("right", right);  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];  result[9] = left[9] + right[9];  result[10] = left[10] + right[10];  result[11] = left[11] + right[11];  result[12] = left[12] + right[12];  result[13] = left[13] + right[13];  result[14] = left[14] + right[14];  result[15] = left[15] + right[15];  return result;};/** * Computes the difference of two matrices. * * @param {Matrix4} left The first matrix. * @param {Matrix4} right The second matrix. * @param {Matrix4} result The object onto which to store the result. * @returns {Matrix4} The modified result parameter. */Matrix4.subtract = function (left, right, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("left", left);  Check.typeOf.object("right", right);  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];  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()); */Matrix4.multiplyTransformation = function (left, right, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("left", left);  Check.typeOf.object("right", right);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  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] = 0.0;  result[4] = column1Row0;  result[5] = column1Row1;  result[6] = column1Row2;  result[7] = 0.0;  result[8] = column2Row0;  result[9] = column2Row1;  result[10] = column2Row2;  result[11] = 0.0;  result[12] = column3Row0;  result[13] = column3Row1;  result[14] = column3Row2;  result[15] = 1.0;  return result;};/** * Multiplies a transformation matrix (with a bottom row of <code>[0.0, 0.0, 0.0, 1.0]</code>) * by a 3x3 rotation matrix.  This is an optimization * for <code>Matrix4.multiply(m, Matrix4.fromRotationTranslation(rotation), m);</code> with less allocations and arithmetic operations. * * @param {Matrix4} matrix The matrix on the left-hand side. * @param {Matrix3} rotation The 3x3 rotation matrix on the right-hand side. * @param {Matrix4} result The object onto which to store the result. * @returns {Matrix4} The modified result parameter. * * @example * // Instead of Cesium.Matrix4.multiply(m, Cesium.Matrix4.fromRotationTranslation(rotation), m); * Cesium.Matrix4.multiplyByMatrix3(m, rotation, m); */Matrix4.multiplyByMatrix3 = function (matrix, rotation, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.object("rotation", rotation);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  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] = 0.0;  result[4] = column1Row0;  result[5] = column1Row1;  result[6] = column1Row2;  result[7] = 0.0;  result[8] = column2Row0;  result[9] = column2Row1;  result[10] = column2Row2;  result[11] = 0.0;  result[12] = matrix[12];  result[13] = matrix[13];  result[14] = matrix[14];  result[15] = matrix[15];  return result;};/** * Multiplies a transformation matrix (with a bottom row of <code>[0.0, 0.0, 0.0, 1.0]</code>) * by an implicit translation matrix defined by a {@link Cartesian3}.  This is an optimization * for <code>Matrix4.multiply(m, Matrix4.fromTranslation(position), m);</code> with less allocations and arithmetic operations. * * @param {Matrix4} matrix The matrix on the left-hand side. * @param {Cartesian3} translation The translation on the right-hand side. * @param {Matrix4} result The object onto which to store the result. * @returns {Matrix4} The modified result parameter. * * @example * // Instead of Cesium.Matrix4.multiply(m, Cesium.Matrix4.fromTranslation(position), m); * Cesium.Matrix4.multiplyByTranslation(m, position, m); */Matrix4.multiplyByTranslation = function (matrix, translation, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.object("translation", translation);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  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 */Matrix4.multiplyByScale = function (matrix, scale, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.object("scale", scale);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  const scaleX = scale.x;  const scaleY = scale.y;  const scaleZ = scale.z;  // Faster than Cartesian3.equals  if (scaleX === 1.0 && scaleY === 1.0 && scaleZ === 1.0) {    return Matrix4.clone(matrix, result);  }  result[0] = scaleX * matrix[0];  result[1] = scaleX * matrix[1];  result[2] = scaleX * matrix[2];  result[3] = 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 */Matrix4.multiplyByUniformScale = function (matrix, scale, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.number("scale", scale);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  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. */Matrix4.multiplyByVector = function (matrix, cartesian, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.object("cartesian", cartesian);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  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); */Matrix4.multiplyByPointAsVector = function (matrix, cartesian, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.object("cartesian", cartesian);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  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()); */Matrix4.multiplyByPoint = function (matrix, cartesian, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.object("cartesian", cartesian);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  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] */Matrix4.multiplyByScalar = function (matrix, scalar, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.number("scalar", scalar);  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;  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] */Matrix4.negate = function (matrix, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  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];  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] */Matrix4.transpose = function (matrix, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  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. */Matrix4.abs = function (matrix, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  result[0] = Math.abs(matrix[0]);  result[1] = Math.abs(matrix[1]);  result[2] = Math.abs(matrix[2]);  result[3] = Math.abs(matrix[3]);  result[4] = Math.abs(matrix[4]);  result[5] = Math.abs(matrix[5]);  result[6] = Math.abs(matrix[6]);  result[7] = Math.abs(matrix[7]);  result[8] = Math.abs(matrix[8]);  result[9] = Math.abs(matrix[9]);  result[10] = Math.abs(matrix[10]);  result[11] = Math.abs(matrix[11]);  result[12] = Math.abs(matrix[12]);  result[13] = Math.abs(matrix[13]);  result[14] = Math.abs(matrix[14]);  result[15] = Math.abs(matrix[15]);  return result;};/** * Compares the provided matrices componentwise and returns * <code>true</code> if they are equal, <code>false</code> otherwise. * * @param {Matrix4} [left] The first matrix. * @param {Matrix4} [right] The second matrix. * @returns {Boolean} <code>true</code> if left and right are equal, <code>false</code> otherwise. * * @example * //compares two Matrix4 instances * * // a = [10.0, 14.0, 18.0, 22.0] * //     [11.0, 15.0, 19.0, 23.0] * //     [12.0, 16.0, 20.0, 24.0] * //     [13.0, 17.0, 21.0, 25.0] * * // b = [10.0, 14.0, 18.0, 22.0] * //     [11.0, 15.0, 19.0, 23.0] * //     [12.0, 16.0, 20.0, 24.0] * //     [13.0, 17.0, 21.0, 25.0] * * if(Cesium.Matrix4.equals(a,b)) { *      console.log("Both matrices are equal"); * } else { *      console.log("They are not equal"); * } * * //Prints "Both matrices are equal" on the console */Matrix4.equals = function (left, right) {  // Given that most matrices will be transformation matrices, the elements  // are tested in order such that the test is likely to fail as early  // as possible.  I _think_ this is just as friendly to the L1 cache  // as testing in index order.  It is certainty faster in practice.  return (    left === right ||    (defined(left) &&      defined(right) &&      // Translation      left[12] === right[12] &&      left[13] === right[13] &&      left[14] === right[14] &&      // Rotation/scale      left[0] === right[0] &&      left[1] === right[1] &&      left[2] === right[2] &&      left[4] === right[4] &&      left[5] === right[5] &&      left[6] === right[6] &&      left[8] === right[8] &&      left[9] === right[9] &&      left[10] === right[10] &&      // Bottom row      left[3] === right[3] &&      left[7] === right[7] &&      left[11] === right[11] &&      left[15] === right[15])  );};/** * Compares the provided matrices componentwise and returns * <code>true</code> if they are within the provided epsilon, * <code>false</code> otherwise. * * @param {Matrix4} [left] The first matrix. * @param {Matrix4} [right] The second matrix. * @param {Number} [epsilon=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 */Matrix4.equalsEpsilon = function (left, right, epsilon) {  epsilon = defaultValue(epsilon, 0);  return (    left === right ||    (defined(left) &&      defined(right) &&      Math.abs(left[0] - right[0]) <= epsilon &&      Math.abs(left[1] - right[1]) <= epsilon &&      Math.abs(left[2] - right[2]) <= epsilon &&      Math.abs(left[3] - right[3]) <= epsilon &&      Math.abs(left[4] - right[4]) <= epsilon &&      Math.abs(left[5] - right[5]) <= epsilon &&      Math.abs(left[6] - right[6]) <= epsilon &&      Math.abs(left[7] - right[7]) <= epsilon &&      Math.abs(left[8] - right[8]) <= epsilon &&      Math.abs(left[9] - right[9]) <= epsilon &&      Math.abs(left[10] - right[10]) <= epsilon &&      Math.abs(left[11] - right[11]) <= epsilon &&      Math.abs(left[12] - right[12]) <= epsilon &&      Math.abs(left[13] - right[13]) <= epsilon &&      Math.abs(left[14] - right[14]) <= epsilon &&      Math.abs(left[15] - right[15]) <= epsilon)  );};/** * Gets the translation portion of the provided matrix, assuming the matrix is 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. */Matrix4.getTranslation = function (matrix, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  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] */Matrix4.getMatrix3 = function (matrix, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  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;};const scratchInverseRotation = new Matrix3();const scratchMatrix3Zero = new Matrix3();const scratchBottomRow = new Cartesian4();const scratchExpectedBottomRow = new Cartesian4(0.0, 0.0, 0.0, 1.0);/** * Computes the inverse of the provided matrix using Cramers Rule. * If the determinant is zero, the matrix can not be inverted, and an exception is thrown. * If the matrix is 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. */Matrix4.inverse = function (matrix, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  //  // Ported from:  //   ftp://download.intel.com/design/PentiumIII/sml/24504301.pdf  //  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];  // calculate pairs for first 8 elements (cofactors)  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;  // calculate first 8 elements (cofactors)  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);  // calculate pairs for second 8 elements (cofactors)  tmp0 = src2 * src7;  tmp1 = src3 * src6;  tmp2 = src1 * src7;  tmp3 = src3 * src5;  tmp4 = src1 * src6;  tmp5 = src2 * src5;  tmp6 = src0 * src7;  tmp7 = src3 * src4;  tmp8 = src0 * src6;  tmp9 = src2 * src4;  tmp10 = src0 * src5;  tmp11 = src1 * src4;  // calculate second 8 elements (cofactors)  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);  // calculate determinant  let det = src0 * dst0 + src1 * dst1 + src2 * dst2 + src3 * dst3;  if (Math.abs(det) < CesiumMath.EPSILON21) {    // Special case for a zero scale matrix that can occur, for example,    // when a model's node has a [0, 0, 0] scale.    if (      Matrix3.equalsEpsilon(        Matrix4.getMatrix3(matrix, scratchInverseRotation),        scratchMatrix3Zero,        CesiumMath.EPSILON7      ) &&      Cartesian4.equals(        Matrix4.getRow(matrix, 3, scratchBottomRow),        scratchExpectedBottomRow      )    ) {      result[0] = 0.0;      result[1] = 0.0;      result[2] = 0.0;      result[3] = 0.0;      result[4] = 0.0;      result[5] = 0.0;      result[6] = 0.0;      result[7] = 0.0;      result[8] = 0.0;      result[9] = 0.0;      result[10] = 0.0;      result[11] = 0.0;      result[12] = -matrix[12];      result[13] = -matrix[13];      result[14] = -matrix[14];      result[15] = 1.0;      return result;    }    throw new RuntimeError(      "matrix is not invertible because its determinate is zero."    );  }  // calculate matrix inverse  det = 1.0 / det;  result[0] = dst0 * det;  result[1] = dst1 * det;  result[2] = dst2 * det;  result[3] = dst3 * det;  result[4] = dst4 * det;  result[5] = dst5 * det;  result[6] = dst6 * det;  result[7] = dst7 * det;  result[8] = dst8 * det;  result[9] = dst9 * det;  result[10] = dst10 * det;  result[11] = dst11 * det;  result[12] = dst12 * det;  result[13] = dst13 * det;  result[14] = dst14 * det;  result[15] = dst15 * det;  return result;};/** * Computes the inverse of the provided matrix assuming it is 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. */Matrix4.inverseTransformation = function (matrix, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  //This function is an optimized version of the below 4 lines.  //const rT = Matrix3.transpose(Matrix4.getMatrix3(matrix));  //const rTN = Matrix3.negate(rT);  //const rTT = Matrix3.multiplyByVector(rTN, Matrix4.getTranslation(matrix));  //return Matrix4.fromRotationTranslation(rT, rTT, 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] = 0.0;  result[4] = matrix1;  result[5] = matrix5;  result[6] = matrix9;  result[7] = 0.0;  result[8] = matrix2;  result[9] = matrix6;  result[10] = matrix10;  result[11] = 0.0;  result[12] = x;  result[13] = y;  result[14] = z;  result[15] = 1.0;  return result;};const scratchTransposeMatrix = new Matrix4();/** * 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. */Matrix4.inverseTranspose = function (matrix, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  return Matrix4.inverse(    Matrix4.transpose(matrix, scratchTransposeMatrix),    result  );};/** * An immutable Matrix4 instance initialized to the identity matrix. * * @type {Matrix4} * @constant */Matrix4.IDENTITY = Object.freeze(  new Matrix4(    1.0,    0.0,    0.0,    0.0,    0.0,    1.0,    0.0,    0.0,    0.0,    0.0,    1.0,    0.0,    0.0,    0.0,    0.0,    1.0  ));/** * An immutable Matrix4 instance initialized to the zero matrix. * * @type {Matrix4} * @constant */Matrix4.ZERO = Object.freeze(  new Matrix4(    0.0,    0.0,    0.0,    0.0,    0.0,    0.0,    0.0,    0.0,    0.0,    0.0,    0.0,    0.0,    0.0,    0.0,    0.0,    0.0  ));/** * The index into Matrix4 for column 0, row 0. * * @type {Number} * @constant */Matrix4.COLUMN0ROW0 = 0;/** * The index into Matrix4 for column 0, row 1. * * @type {Number} * @constant */Matrix4.COLUMN0ROW1 = 1;/** * The index into Matrix4 for column 0, row 2. * * @type {Number} * @constant */Matrix4.COLUMN0ROW2 = 2;/** * The index into Matrix4 for column 0, row 3. * * @type {Number} * @constant */Matrix4.COLUMN0ROW3 = 3;/** * The index into Matrix4 for column 1, row 0. * * @type {Number} * @constant */Matrix4.COLUMN1ROW0 = 4;/** * The index into Matrix4 for column 1, row 1. * * @type {Number} * @constant */Matrix4.COLUMN1ROW1 = 5;/** * The index into Matrix4 for column 1, row 2. * * @type {Number} * @constant */Matrix4.COLUMN1ROW2 = 6;/** * The index into Matrix4 for column 1, row 3. * * @type {Number} * @constant */Matrix4.COLUMN1ROW3 = 7;/** * The index into Matrix4 for column 2, row 0. * * @type {Number} * @constant */Matrix4.COLUMN2ROW0 = 8;/** * The index into Matrix4 for column 2, row 1. * * @type {Number} * @constant */Matrix4.COLUMN2ROW1 = 9;/** * The index into Matrix4 for column 2, row 2. * * @type {Number} * @constant */Matrix4.COLUMN2ROW2 = 10;/** * The index into Matrix4 for column 2, row 3. * * @type {Number} * @constant */Matrix4.COLUMN2ROW3 = 11;/** * The index into Matrix4 for column 3, row 0. * * @type {Number} * @constant */Matrix4.COLUMN3ROW0 = 12;/** * The index into Matrix4 for column 3, row 1. * * @type {Number} * @constant */Matrix4.COLUMN3ROW1 = 13;/** * The index into Matrix4 for column 3, row 2. * * @type {Number} * @constant */Matrix4.COLUMN3ROW2 = 14;/** * The index into Matrix4 for column 3, row 3. * * @type {Number} * @constant */Matrix4.COLUMN3ROW3 = 15;Object.defineProperties(Matrix4.prototype, {  /**   * Gets the number of items in the collection.   * @memberof Matrix4.prototype   *   * @type {Number}   */  length: {    get: function () {      return Matrix4.packedLength;    },  },});/** * Duplicates the provided Matrix4 instance. * * @param {Matrix4} [result] The object onto which to store the result. * @returns {Matrix4} The modified result parameter or a new Matrix4 instance if one was not provided. */Matrix4.prototype.clone = function (result) {  return Matrix4.clone(this, result);};/** * Compares this matrix to the provided matrix componentwise and returns * <code>true</code> if they are equal, <code>false</code> otherwise. * * @param {Matrix4} [right] The right hand side matrix. * @returns {Boolean} <code>true</code> if they are equal, <code>false</code> otherwise. */Matrix4.prototype.equals = function (right) {  return Matrix4.equals(this, right);};/** * @private */Matrix4.equalsArray = function (matrix, array, offset) {  return (    matrix[0] === array[offset] &&    matrix[1] === array[offset + 1] &&    matrix[2] === array[offset + 2] &&    matrix[3] === array[offset + 3] &&    matrix[4] === array[offset + 4] &&    matrix[5] === array[offset + 5] &&    matrix[6] === array[offset + 6] &&    matrix[7] === array[offset + 7] &&    matrix[8] === array[offset + 8] &&    matrix[9] === array[offset + 9] &&    matrix[10] === array[offset + 10] &&    matrix[11] === array[offset + 11] &&    matrix[12] === array[offset + 12] &&    matrix[13] === array[offset + 13] &&    matrix[14] === array[offset + 14] &&    matrix[15] === array[offset + 15]  );};/** * Compares this matrix to the provided matrix componentwise and returns * <code>true</code> if they are within the provided epsilon, * <code>false</code> otherwise. * * @param {Matrix4} [right] The right hand side matrix. * @param {Number} [epsilon=0] The epsilon to use for equality testing. * @returns {Boolean} <code>true</code> if they are within the provided epsilon, <code>false</code> otherwise. */Matrix4.prototype.equalsEpsilon = function (right, epsilon) {  return Matrix4.equalsEpsilon(this, right, epsilon);};/** * Computes a string representing this Matrix with each row being * on a separate line and in the format '(column0, column1, column2, column3)'. * * @returns {String} A string representing the provided Matrix with each row being on a separate line and in the format '(column0, column1, column2, column3)'. */Matrix4.prototype.toString = function () {  return (    `(${this[0]}, ${this[4]}, ${this[8]}, ${this[12]})\n` +    `(${this[1]}, ${this[5]}, ${this[9]}, ${this[13]})\n` +    `(${this[2]}, ${this[6]}, ${this[10]}, ${this[14]})\n` +    `(${this[3]}, ${this[7]}, ${this[11]}, ${this[15]})`  );};export default Matrix4;
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