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holeIndices[0] * dim : data.length,            outerNode = linkedList(data, 0, outerLen, dim, true),            triangles = [];        if (!outerNode || outerNode.next === outerNode.prev) return triangles;        var minX, minY, maxX, maxY, x, y, invSize;        if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);        // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox        if (data.length > 80 * dim) {            minX = maxX = data[0];            minY = maxY = data[1];            for (var i = dim; i < outerLen; i += dim) {                x = data[i];                y = data[i + 1];                if (x < minX) minX = x;                if (y < minY) minY = y;                if (x > maxX) maxX = x;                if (y > maxY) maxY = y;            }            // minX, minY and invSize are later used to transform coords into integers for z-order calculation            invSize = Math.max(maxX - minX, maxY - minY);            invSize = invSize !== 0 ? 1 / invSize : 0;        }        earcutLinked(outerNode, triangles, dim, minX, minY, invSize);        return triangles;    }    // create a circular doubly linked list from polygon points in the specified winding order    function linkedList(data, start, end, dim, clockwise) {        var i, last;        if (clockwise === (signedArea(data, start, end, dim) > 0)) {            for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);        } else {            for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);        }        if (last && equals(last, last.next)) {            removeNode(last);            last = last.next;        }        return last;    }    // eliminate colinear or duplicate points    function filterPoints(start, end) {        if (!start) return start;        if (!end) end = start;        var p = start,            again;        do {            again = false;            if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {                removeNode(p);                p = end = p.prev;                if (p === p.next) break;                again = true;            } else {                p = p.next;            }        } while (again || p !== end);        return end;    }    // main ear slicing loop which triangulates a polygon (given as a linked list)    function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {        if (!ear) return;        // interlink polygon nodes in z-order        if (!pass && invSize) indexCurve(ear, minX, minY, invSize);        var stop = ear,            prev, next;        // iterate through ears, slicing them one by one        while (ear.prev !== ear.next) {            prev = ear.prev;            next = ear.next;            if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {                // cut off the triangle                triangles.push(prev.i / dim);                triangles.push(ear.i / dim);                triangles.push(next.i / dim);                removeNode(ear);                // skipping the next vertex leads to less sliver triangles                ear = next.next;                stop = next.next;                continue;            }            ear = next;            // if we looped through the whole remaining polygon and can't find any more ears            if (ear === stop) {                // try filtering points and slicing again                if (!pass) {                    earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);                // if this didn't work, try curing all small self-intersections locally                } else if (pass === 1) {                    ear = cureLocalIntersections(filterPoints(ear), triangles, dim);                    earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);                // as a last resort, try splitting the remaining polygon into two                } else if (pass === 2) {                    splitEarcut(ear, triangles, dim, minX, minY, invSize);                }                break;            }        }    }    // check whether a polygon node forms a valid ear with adjacent nodes    function isEar(ear) {        var a = ear.prev,            b = ear,            c = ear.next;        if (area(a, b, c) >= 0) return false; // reflex, can't be an ear        // now make sure we don't have other points inside the potential ear        var p = ear.next.next;        while (p !== ear.prev) {            if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&                area(p.prev, p, p.next) >= 0) return false;            p = p.next;        }        return true;    }    function isEarHashed(ear, minX, minY, invSize) {        var a = ear.prev,            b = ear,            c = ear.next;        if (area(a, b, c) >= 0) return false; // reflex, can't be an ear        // triangle bbox; min & max are calculated like this for speed        var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),            minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),            maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),            maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);        // z-order range for the current triangle bbox;        var minZ = zOrder(minTX, minTY, minX, minY, invSize),            maxZ = zOrder(maxTX, maxTY, minX, minY, invSize);        var p = ear.prevZ,            n = ear.nextZ;        // look for points inside the triangle in both directions        while (p && p.z >= minZ && n && n.z <= maxZ) {            if (p !== ear.prev && p !== ear.next &&                pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&                area(p.prev, p, p.next) >= 0) return false;            p = p.prevZ;            if (n !== ear.prev && n !== ear.next &&                pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&                area(n.prev, n, n.next) >= 0) return false;            n = n.nextZ;        }        // look for remaining points in decreasing z-order        while (p && p.z >= minZ) {            if (p !== ear.prev && p !== ear.next &&                pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&                area(p.prev, p, p.next) >= 0) return false;            p = p.prevZ;        }        // look for remaining points in increasing z-order        while (n && n.z <= maxZ) {            if (n !== ear.prev && n !== ear.next &&                pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&                area(n.prev, n, n.next) >= 0) return false;            n = n.nextZ;        }        return true;    }    // go through all polygon nodes and cure small local self-intersections    function cureLocalIntersections(start, triangles, dim) {        var p = start;        do {            var a = p.prev,                b = p.next.next;            if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {                triangles.push(a.i / dim);                triangles.push(p.i / dim);                triangles.push(b.i / dim);                // remove two nodes involved                removeNode(p);                removeNode(p.next);                p = start = b;            }            p = p.next;        } while (p !== start);        return filterPoints(p);    }    // try splitting polygon into two and triangulate them independently    function splitEarcut(start, triangles, dim, minX, minY, invSize) {        // look for a valid diagonal that divides the polygon into two        var a = start;        do {            var b = a.next.next;            while (b !== a.prev) {                if (a.i !== b.i && isValidDiagonal(a, b)) {                    // split the polygon in two by the diagonal                    var c = splitPolygon(a, b);                    // filter colinear points around the cuts                    a = filterPoints(a, a.next);                    c = filterPoints(c, c.next);                    // run earcut on each half                    earcutLinked(a, triangles, dim, minX, minY, invSize);                    earcutLinked(c, triangles, dim, minX, minY, invSize);                    return;                }                b = b.next;            }            a = a.next;        } while (a !== start);    }    // link every hole into the outer loop, producing a single-ring polygon without holes    function eliminateHoles(data, holeIndices, outerNode, dim) {        var queue = [],            i, len, start, end, list;        for (i = 0, len = holeIndices.length; i < len; i++) {            start = holeIndices[i] * dim;            end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;            list = linkedList(data, start, end, dim, false);            if (list === list.next) list.steiner = true;            queue.push(getLeftmost(list));        }        queue.sort(compareX);        // process holes from left to right        for (i = 0; i < queue.length; i++) {            outerNode = eliminateHole(queue[i], outerNode);            outerNode = filterPoints(outerNode, outerNode.next);        }        return outerNode;    }    function compareX(a, b) {        return a.x - b.x;    }    // find a bridge between vertices that connects hole with an outer ring and and link it    function eliminateHole(hole, outerNode) {        var bridge = findHoleBridge(hole, outerNode);        if (!bridge) {            return outerNode;        }        var bridgeReverse = splitPolygon(bridge, hole);        // filter collinear points around the cuts        var filteredBridge = filterPoints(bridge, bridge.next);        filterPoints(bridgeReverse, bridgeReverse.next);        // Check if input node was removed by the filtering        return outerNode === bridge ? filteredBridge : outerNode;    }    // David Eberly's algorithm for finding a bridge between hole and outer polygon    function findHoleBridge(hole, outerNode) {        var p = outerNode,            hx = hole.x,            hy = hole.y,            qx = -Infinity,            m;        // find a segment intersected by a ray from the hole's leftmost point to the left;        // segment's endpoint with lesser x will be potential connection point        do {            if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {                var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);                if (x <= hx && x > qx) {                    qx = x;                    if (x === hx) {                        if (hy === p.y) return p;                        if (hy === p.next.y) return p.next;                    }                    m = p.x < p.next.x ? p : p.next;                }            }            p = p.next;        } while (p !== outerNode);        if (!m) return null;        if (hx === qx) return m; // hole touches outer segment; pick leftmost endpoint        // look for points inside the triangle of hole point, segment intersection and endpoint;        // if there are no points found, we have a valid connection;        // otherwise choose the point of the minimum angle with the ray as connection point        var stop = m,            mx = m.x,            my = m.y,            tanMin = Infinity,            tan;        p = m;        do {            if (hx >= p.x && p.x >= mx && hx !== p.x &&                    pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {                tan = Math.abs(hy - p.y) / (hx - p.x); // tangential                if (locallyInside(p, hole) &&                    (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {                    m = p;                    tanMin = tan;                }            }            p = p.next;        } while (p !== stop);        return m;    }    // whether sector in vertex m contains sector in vertex p in the same coordinates    function sectorContainsSector(m, p) {        return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;    }    // interlink polygon nodes in z-order    function indexCurve(start, minX, minY, invSize) {        var p = start;        do {            if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize);            p.prevZ = p.prev;            p.nextZ = p.next;            p = p.next;        } while (p !== start);        p.prevZ.nextZ = null;        p.prevZ = null;        sortLinked(p);    }    // Simon Tatham's linked list merge sort algorithm    // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html    function sortLinked(list) {        var i, p, q, e, tail, numMerges, pSize, qSize,            inSize = 1;        do {            p = list;            list = null;            tail = null;            numMerges = 0;            while (p) {                numMerges++;                q = p;                pSize = 0;                for (i = 0; i < inSize; i++) {                    pSize++;                    q = q.nextZ;                    if (!q) break;                }                qSize = inSize;                while (pSize > 0 || (qSize > 0 && q)) {                    if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {                        e = p;                        p = p.nextZ;                        pSize--;                    } else {                        e = q;                        q = q.nextZ;                        qSize--;                    }                    if (tail) tail.nextZ = e;                    else list = e;                    e.prevZ = tail;                    tail = e;                }                p = q;            }            tail.nextZ = null;            inSize *= 2;        } while (numMerges > 1);        return list;    }    // z-order of a point given coords and inverse of the longer side of data bbox    function zOrder(x, y, minX, minY, invSize) {        // coords are transformed into non-negative 15-bit integer range        x = 32767 * (x - minX) * invSize;        y = 32767 * (y - minY) * invSize;        x = (x | (x << 8)) & 0x00FF00FF;        x = (x | (x << 4)) & 0x0F0F0F0F;        x = (x | (x << 2)) & 0x33333333;        x = (x | (x << 1)) & 0x55555555;        y = (y | (y << 8)) & 0x00FF00FF;        y = (y | (y << 4)) & 0x0F0F0F0F;        y = (y | (y << 2)) & 0x33333333;        y = (y | (y << 1)) & 0x55555555;        return x | (y << 1);    }    // find the leftmost node of a polygon ring    function getLeftmost(start) {        var p = start,            leftmost = start;        do {            if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;            p = p.next;        } while (p !== start);        return leftmost;    }    // check if a point lies within a convex triangle    function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {        return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&               (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&               (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;    }    // check if a diagonal between two polygon nodes is valid (lies in polygon interior)    function isValidDiagonal(a, b) {        return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges               (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible                (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors                equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case    }    // signed area of a triangle    function area(p, q, r) {        return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);    }    // check if two points are equal    function equals(p1, p2) {        return p1.x === p2.x && p1.y === p2.y;    }    // check if two segments intersect    function intersects(p1, q1, p2, q2) {        var o1 = sign(area(p1, q1, p2));        var o2 = sign(area(p1, q1, q2));        var o3 = sign(area(p2, q2, p1));        var o4 = sign(area(p2, q2, q1));        if (o1 !== o2 && o3 !== o4) return true; // general case        if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1        if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1        if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2        if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2        return false;    }    // for collinear points p, q, r, check if point q lies on segment pr    function onSegment(p, q, r) {        return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);    }    function sign(num) {        return num > 0 ? 1 : num < 0 ? -1 : 0;    }    // check if a polygon diagonal intersects any polygon segments    function intersectsPolygon(a, b) {        var p = a;        do {            if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&                    intersects(p, p.next, a, b)) return true;            p = p.next;        } while (p !== a);        return false;    }    // check if a polygon diagonal is locally inside the polygon    function locallyInside(a, b) {        return area(a.prev, a, a.next) < 0 ?            area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :            area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;    }    // check if the middle point of a polygon diagonal is inside the polygon    function middleInside(a, b) {        var p = a,            inside = false,            px = (a.x + b.x) / 2,            py = (a.y + b.y) / 2;        do {            if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&                    (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))                inside = !inside;            p = p.next;        } while (p !== a);        return inside;    }    // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;    // if one belongs to the outer ring and another to a hole, it merges it into a single ring    function splitPolygon(a, b) {        var a2 = new Node(a.i, a.x, a.y),            b2 = new Node(b.i, b.x, b.y),            an = a.next,            bp = b.prev;        a.next = b;        b.prev = a;        a2.next = an;        an.prev = a2;        b2.next = a2;        a2.prev = b2;        bp.next = b2;        b2.prev = bp;        return b2;    }    // create a node and optionally link it with previous one (in a circular doubly linked list)    function insertNode(i, x, y, last) {        var p = new Node(i, x, y);        if (!last) {            p.prev = p;            p.next = p;        } else {            p.next = last.next;            p.prev = last;            last.next.prev = p;            last.next = p;        }        return p;    }    function removeNode(p) {        p.next.prev = p.prev;        p.prev.next = p.next;        if (p.prevZ) p.prevZ.nextZ = p.nextZ;        if (p.nextZ) p.nextZ.prevZ = p.prevZ;    }    function Node(i, x, y) {        // vertex index in coordinates array        this.i = i;        // vertex coordinates        this.x = x;        this.y = y;        // previous and next vertex nodes in a polygon ring        this.prev = null;        this.next = null;        // z-order curve value        this.z = null;        // previous and next nodes in z-order        this.prevZ = null;        this.nextZ = null;        // indicates whether this is a steiner point        this.steiner = false;    }    // return a percentage difference between the polygon area and its triangulation area;    // used to verify correctness of triangulation    earcut.deviation = function (data, holeIndices, dim, triangles) {        var hasHoles = holeIndices && holeIndices.length;        var outerLen = hasHoles ? holeIndices[0] * dim : data.length;        var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));        if (hasHoles) {            for (var i = 0, len = holeIndices.length; i < len; i++) {                var start = holeIndices[i] * dim;                var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;                polygonArea -= Math.abs(signedArea(data, start, end, dim));            }        }        var trianglesArea = 0;        for (i = 0; i < triangles.length; i += 3) {            var a = triangles[i] * dim;            var b = triangles[i + 1] * dim;            var c = triangles[i + 2] * dim;            trianglesArea += Math.abs(                (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -                (data[a] - data[b]) * (data[c + 1] - data[a + 1]));        }        return polygonArea === 0 && trianglesArea === 0 ? 0 :            Math.abs((trianglesArea - polygonArea) / polygonArea);    };    function signedArea(data, start, end, dim) {        var sum = 0;        for (var i = start, j = end - dim; i < end; i += dim) {            sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);            j = i;        }        return sum;    }    // turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts    earcut.flatten = function (data) {        var dim = data[0][0].length,            result = {vertices: [], holes: [], dimensions: dim},            holeIndex = 0;        for (var i = 0; i < data.length; i++) {            for (var j = 0; j < data[i].length; j++) {                for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);            }            if (i > 0) {                holeIndex += data[i - 1].length;                result.holes.push(holeIndex);            }        }        return result;    };    earcut_1.default = _default;    /**     * Winding order defines the order of vertices for a triangle to be considered front-facing.     *     * @enum {Number}     */    const WindingOrder = {      /**       * Vertices are in clockwise order.       *       * @type {Number}       * @constant       */      CLOCKWISE: WebGLConstants.WebGLConstants.CW,      /**       * Vertices are in counter-clockwise order.       *       * @type {Number}       * @constant       */      COUNTER_CLOCKWISE: WebGLConstants.WebGLConstants.CCW,    };    /**     * @private     */    WindingOrder.validate = function (windingOrder) {      return (        windingOrder === WindingOrder.CLOCKWISE ||        windingOrder === WindingOrder.COUNTER_CLOCKWISE      );    };    var WindingOrder$1 = Object.freeze(WindingOrder);    const scaleToGeodeticHeightN = new Matrix2.Cartesian3();    const scaleToGeodeticHeightP = new Matrix2.Cartesian3();    /**     * @private     */    const PolygonPipeline = {};    /**     * @exception {DeveloperError} At least three positions are required.     */    PolygonPipeline.computeArea2D = function (positions) {      //>>includeStart('debug', pragmas.debug);      RuntimeError.Check.defined("positions", positions);      RuntimeError.Check.typeOf.number.greaterThanOrEquals(        "positions.length",        positions.length,        3      );      //>>includeEnd('debug');      const length = positions.length;      let area = 0.0;      for (let i0 = length - 1, i1 = 0; i1 < length; i0 = i1++) {        const v0 = positions[i0];        const v1 = positions[i1];        area += v0.x * v1.y - v1.x * v0.y;      }      return area * 0.5;    };    /**     * @returns {WindingOrder} The winding order.     *     * @exception {DeveloperError} At least three positions are required.     */    PolygonPipeline.computeWindingOrder2D = function (positions) {      const area = PolygonPipeline.computeArea2D(positions);      return area > 0.0 ? WindingOrder$1.COUNTER_CLOCKWISE : WindingOrder$1.CLOCKWISE;    };    /**     * Triangulate a polygon.     *     * @param {Cartesian2[]} positions Cartesian2 array containing the vertices of the polygon     * @param {Number[]} [holes] An array of the staring indices of the holes.     * @returns {Number[]} Index array representing triangles that fill the polygon     */    PolygonPipeline.triangulate = function (positions, holes) {      //>>includeStart('debug', pragmas.debug);      RuntimeError.Check.defined("positions", positions);      //>>includeEnd('debug');      const flattenedPositions = Matrix2.Cartesian2.packArray(positions);      return earcut_1(flattenedPositions, holes, 2);    };    const subdivisionV0Scratch = new Matrix2.Cartesian3();    const subdivisionV1Scratch = new Matrix2.Cartesian3();    const subdivisionV2Scratch = new Matrix2.Cartesian3();    const subdivisionS0Scratch = new Matrix2.Cartesian3();    const subdivisionS1Scratch = new Matrix2.Cartesian3();    const subdivisionS2Scratch = new Matrix2.Cartesian3();    const subdivisionMidScratch = new Matrix2.Cartesian3();    /**     * Subdivides positions and raises points to the surface of the ellipsoid.     *     * @param {Ellipsoid} ellipsoid The ellipsoid the polygon in on.     * @param {Cartesian3[]} positions An array of {@link Cartesian3} positions of the polygon.     * @param {Number[]} indices An array of indices that determines the triangles in the polygon.     * @param {Number} [granularity=CesiumMath.RADIANS_PER_DEGREE] The distance, in radians, between each latitude and longitude. Determines the number of positions in the buffer.     *     * @exception {DeveloperError} At least three indices are required.     * @exception {DeveloperError} The number of indices must be divisable by three.     * @exception {DeveloperError} Granularity must be greater than zero.     */    PolygonPipeline.computeSubdivision = function (      ellipsoid,      positions,      indices,      granularity    ) {      granularity = defaultValue.defaultValue(granularity, ComponentDatatype.CesiumMath.RADIANS_PER_DEGREE);      //>>includeStart('debug', pragmas.debug);      RuntimeError.Check.typeOf.object("ellipsoid", ellipsoid);      RuntimeError.Check.defined("positions", positions);      RuntimeError.Check.defined("indices", indices);      RuntimeError.Check.typeOf.number.greaterThanOrEquals("indices.length", indices.length, 3);      RuntimeError.Check.typeOf.number.equals("indices.length % 3", "0", indices.length % 3, 0);      RuntimeError.Check.typeOf.number.greaterThan("granularity", granularity, 0.0);      //>>includeEnd('debug');      // triangles that need (or might need) to be subdivided.      const triangles = indices.slice(0);      // New positions due to edge splits are appended to the positions list.      let i;      const length = positions.length;      const subdividedPositions = new Array(length * 3);      let q = 0;      for (i = 0; i < length; i++) {        const item = positions[i];        subdividedPositions[q++] = item.x;        subdividedPositions[q++] = item.y;        subdividedPositions[q++] = item.z;      }      const subdividedIndices = [];      // Used to make sure shared edges are not split more than once.      const edges = {};      const radius = ellipsoid.maximumRadius;      const minDistance = ComponentDatatype.CesiumMath.chordLength(granularity, radius);      const minDistanceSqrd = minDistance * minDistance;      while (triangles.length > 0) {        const i2 = triangles.pop();        const i1 = triangles.pop();        const i0 = triangles.pop();        const v0 = Matrix2.Cartesian3.fromArray(          subdividedPositions,          i0 * 3,          subdivisionV0Scratch        );        const v1 = Matrix2.Cartesian3.fromArray(          subdividedPositions,          i1 * 3,          subdivisionV1Scratch        );        const v2 = Matrix2.Cartesian3.fromArray(          subdividedPositions,          i2 * 3,          subdivisionV2Scratch        );        const s0 = Matrix2.Cartesian3.multiplyByScalar(          Matrix2.Cartesian3.normalize(v0, subdivisionS0Scratch),          radius,          subdivisionS0Scratch        );        const s1 = Matrix2.Cartesian3.multiplyByScalar(          Matrix2.Cartesian3.normalize(v1, subdivisionS1Scratch),          radius,          subdivisionS1Scratch        );        const s2 = Matrix2.Cartesian3.multiplyByScalar(          Matrix2.Cartesian3.normalize(v2, subdivisionS2Scratch),          radius,          subdivisionS2Scratch        );        const g0 = Matrix2.Cartesian3.magnitudeSquared(          Matrix2.Cartesian3.subtract(s0, s1, subdivisionMidScratch)        );        const g1 = Matrix2.Cartesian3.magnitudeSquared(          Matrix2.Cartesian3.subtract(s1, s2, subdivisionMidScratch)        );        const g2 = Matrix2.Cartesian3.magnitudeSquared(          Matrix2.Cartesian3.subtract(s2, s0, subdivisionMidScratch)        );        const max = Math.max(g0, g1, g2);        let edge;        let mid;        // if the max length squared of a triangle edge is greater than the chord length of squared        // of the granularity, subdivide the triangle        if (max > minDistanceSqrd) {          if (g0 === max) {            edge = `${Math.min(i0, i1)} ${Math.max(i0, i1)}`;            i = edges[edge];            if (!defaultValue.defined(i)) {              mid = Matrix2.Cartesian3.add(v0, v1, subdivisionMidScratch);              Matrix2.Cartesian3.multiplyByScalar(mid, 0.5, mid);              subdividedPositions.push(mid.x, mid.y, mid.z);              i = subdividedPositions.length / 3 - 1;              edges[edge] = i;            }            triangles.push(i0, i, i2);            triangles.push(i, i1, i2);          } else if (g1 === max) {            edge = `${Math.min(i1, i2)} ${Math.max(i1, i2)}`;            i = edges[edge];            if (!defaultValue.defined(i)) {              mid = Matrix2.Cartesian3.add(v1, v2, subdivisionMidScratch);              Matrix2.Cartesian3.multiplyByScalar(mid, 0.5, mid);              subdividedPositions.push(mid.x, mid.y, mid.z);              i = subdividedPositions.length / 3 - 1;              edges[edge] = i;            }            triangles.push(i1, i, i0);            triangles.push(i, i2, i0);          } else if (g2 === max) {            edge = `${Math.min(i2, i0)} ${Math.max(i2, i0)}`;            i = edges[edge];            if (!defaultValue.defined(i)) {              mid = Matrix2.Cartesian3.add(v2, v0, subdivisionMidScratch);              Matrix2.Cartesian3.multiplyByScalar(mid, 0.5, mid);              subdividedPositions.push(mid.x, mid.y, mid.z);              i = subdividedPositions.length / 3 - 1;              edges[edge] = i;            }            triangles.push(i2, i, i1);            triangles.push(i, i0, i1);          }        } else {          subdividedIndices.push(i0);          subdividedIndices.push(i1);          subdividedIndices.push(i2);        }      }      return new GeometryAttribute.Geometry({        attributes: {          position: new GeometryAttribute.GeometryAttribute({            componentDatatype: ComponentDatatype.ComponentDatatype.DOUBLE,            componentsPerAttribute: 3,            values: subdividedPositions,          }),        },        indices: subdividedIndices,        primitiveType: GeometryAttribute.PrimitiveType.TRIANGLES,      });    };    const subdivisionC0Scratch = new Matrix2.Cartographic();    const subdivisionC1Scratch = new Matrix2.Cartographic();    const subdivisionC2Scratch = new Matrix2.Cartographic();    const subdivisionCartographicScratch = new Matrix2.Cartographic();    /**     * Subdivides positions on rhumb lines and raises points to the surface of the ellipsoid.     *     * @param {Ellipsoid} ellipsoid The ellipsoid the polygon in on.     * @param {Cartesian3[]} positions An array of {@link Cartesian3} positions of the polygon.     * @param {Number[]} indices An array of indices that determines the triangles in the polygon.     * @param {Number} [granularity=CesiumMath.RADIANS_PER_DEGREE] The distance, in radians, between each latitude and longitude. Determines the number of positions in the buffer.     *     * @exception {DeveloperError} At least three indices are required.     * @exception {DeveloperError} The number of indices must be divisable by three.     * @exception {DeveloperError} Granularity must be greater than zero.     */    PolygonPipeline.computeRhumbLineSubdivision = function (      ellipsoid,      positions,      indices,      granularity    ) {      granularity = defaultValue.defaultValue(granularity, ComponentDatatype.CesiumMath.RADIANS_PER_DEGREE);      //>>includeStart('debug', pragmas.debug);      RuntimeError.Check.typeOf.object("ellipsoid", ellipsoid);      RuntimeError.Check.defined("positions", positions);      RuntimeError.Check.defined("indices", indices);      RuntimeError.Check.typeOf.number.greaterThanOrEquals("indices.length", indices.length, 3);      RuntimeError.Check.typeOf.number.equals("indices.length % 3", "0", indices.length % 3, 0);      RuntimeError.Check.typeOf.number.greaterThan("granularity", granularity, 0.0);      //>>includeEnd('debug');      // triangles that need (or might need) to be subdivided.      const triangles = indices.slice(0);      // New positions due to edge splits are appended to the positions list.      let i;      const length = positions.length;      const subdividedPositions = new Array(length * 3);      let q = 0;      for (i = 0; i < length; i++) {        const item = positions[i];        subdividedPositions[q++] = item.x;        subdividedPositions[q++] = item.y;        subdividedPositions[q++] = item.z;      }      const subdividedIndices = [];      // Used to make sure shared edges are not split more than once.      const edges = {};      const radius = ellipsoid.maximumRadius;      const minDistance = ComponentDatatype.CesiumMath.chordLength(granularity, radius);      const rhumb0 = new EllipsoidRhumbLine.EllipsoidRhumbLine(undefined, undefined, ellipsoid);      const rhumb1 = new EllipsoidRhumbLine.EllipsoidRhumbLine(undefined, undefined, ellipsoid);      const rhumb2 = new EllipsoidRhumbLine.EllipsoidRhumbLine(undefined, undefined, ellipsoid);      while (triangles.length > 0) {        const i2 = triangles.pop();        const i1 = triangles.pop();        const i0 = triangles.pop();        const v0 = Matrix2.Cartesian3.fromArray(          subdividedPositions,          i0 * 3,          subdivisionV0Scratch        );        const v1 = Matrix2.Cartesian3.fromArray(          subdividedPositions,          i1 * 3,          subdivisionV1Scratch        );        const v2 = Matrix2.Cartesian3.fromArray(          subdividedPositions,          i2 * 3,          subdivisionV2Scratch        );        const c0 = ellipsoid.cartesianToCartographic(v0, subdivisionC0Scratch);        const c1 = ellipsoid.cartesianToCartographic(v1, subdivisionC1Scratch);        const c2 = ellipsoid.cartesianToCartographic(v2, subdivisionC2Scratch);        rhumb0.setEndPoints(c0, c1);        const g0 = rhumb0.surfaceDistance;        rhumb1.setEndPoints(c1, c2);        const g1 = rhumb1.surfaceDistance;        rhumb2.setEndPoints(c2, c0);        const g2 = rhumb2.surfaceDistance;        const max = Math.max(g0, g1, g2);        let edge;        let mid;        let midHeight;        let midCartesian3;        // if the max length squared of a triangle edge is greater than granularity, subdivide the triangle        if (max > minDistance) {          if (g0 === max) {            edge = `${Math.min(i0, i1)} ${Math.max(i0, i1)}`;            i = edges[edge];            if (!defaultValue.defined(i)) {              mid = rhumb0.interpolateUsingFraction(                0.5,                subdivisionCartographicScratch              );              midHeight = (c0.height + c1.height) * 0.5;              midCartesian3 = Matrix2.Cartesian3.fromRadians(                mid.longitude,                mid.latitude,                midHeight,                ellipsoid,                subdivisionMidScratch              );              subdividedPositions.push(                midCartesian3.x,                midCartesian3.y,                midCartesian3.z              );              i = subdividedPositions.length / 3 - 1;              edges[edge] = i;            }            triangles.push(i0, i, i2);            triangles.push(i, i1, i2);          } else if (g1 === max) {            edge = `${Math.min(i1, i2)} ${Math.max(i1, i2)}`;            i = edges[edge];            if (!defaultValue.defined(i)) {              mid = rhumb1.interpolateUsingFraction(                0.5,                subdivisionCartographicScratch              );              midHeight = (c1.height + c2.height) * 0.5;              midCartesian3 = Matrix2.Cartesian3.fromRadians(                mid.longitude,                mid.latitude,                midHeight,                ellipsoid,                subdivisionMidScratch              );              subdividedPositions.push(                midCartesian3.x,                midCartesian3.y,                midCartesian3.z              );              i = subdividedPositions.length / 3 - 1;              edges[edge] = i;            }            triangles.push(i1, i, i0);            triangles.push(i, i2, i0);          } else if (g2 === max) {            edge = `${Math.min(i2, i0)} ${Math.max(i2, i0)}`;            i = edges[edge];            if (!defaultValue.defined(i)) {              mid = rhumb2.interpolateUsingFraction(                0.5,                subdivisionCartographicScratch              );              midHeight = (c2.height + c0.height) * 0.5;              midCartesian3 = Matrix2.Cartesian3.fromRadians(                mid.longitude,                mid.latitude,                midHeight,                ellipsoid,                subdivisionMidScratch              );              subdividedPositions.push(                midCartesian3.x,                midCartesian3.y,                midCartesian3.z              );              i = subdividedPositions.length / 3 - 1;              edges[edge] = i;            }            triangles.push(i2, i, i1);            triangles.push(i, i0, i1);          }        } else {          subdividedIndices.push(i0);          subdividedIndices.push(i1);          subdividedIndices.push(i2);        }      }      return new GeometryAttribute.Geometry({        attributes: {          position: new GeometryAttribute.GeometryAttribute({            componentDatatype: ComponentDatatype.ComponentDatatype.DOUBLE,            componentsPerAttribute: 3,            values: subdividedPositions,          }),        },        indices: subdividedIndices,        primitiveType: GeometryAttribute.PrimitiveType.TRIANGLES,      });    };    /**     * Scales each position of a geometry's position attribute to a height, in place.     *     * @param {Number[]} positions The array of numbers representing the positions to be scaled     * @param {Number} [height=0.0] The desired height to add to the positions     * @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid on which the positions lie.     * @param {Boolean} [scaleToSurface=true] <code>true</code> if the positions need to be scaled to the surface before the height is added.     * @returns {Number[]} The input array of positions, scaled to height     */    PolygonPipeline.scaleToGeodeticHeight = function (      positions,      height,      ellipsoid,      scaleToSurface    ) {      ellipsoid = defaultValue.defaultValue(ellipsoid, Matrix2.Ellipsoid.WGS84);      let n = scaleToGeodeticHeightN;      let p = scaleToGeodeticHeightP;      height = defaultValue.defaultValue(height, 0.0);      scaleToSurface = defaultValue.defaultValue(scaleToSurface, true);      if (defaultValue.defined(positions)) {        const length = positions.length;        for (let i = 0; i < length; i += 3) {          Matrix2.Cartesian3.fromArray(positions, i, p);          if (scaleToSurface) {            p = ellipsoid.scaleToGeodeticSurface(p, p);          }          if (height !== 0) {            n = ellipsoid.geodeticSurfaceNormal(p, n);            Matrix2.Cartesian3.multiplyByScalar(n, height, n);            Matrix2.Cartesian3.add(p, n, p);          }          positions[i] = p.x;          positions[i + 1] = p.y;          positions[i + 2] = p.z;        }      }      return positions;    };    exports.PolygonPipeline = PolygonPipeline;    exports.WindingOrder = WindingOrder$1;}));
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