text: /* This file is automatically rebuilt by the Cesium build process. */
  define(['exports', './Matrix2-92b7fb9d', './RuntimeError-4fdc4459', './when-8166c7dd', './WebGLConstants-0664004c', './Transforms-62a339c3'], (function (exports, Matrix2, RuntimeError, when, WebGLConstants, Transforms) { 'use strict';
  
    /**
     * @private
     */
    var GeometryType = {
      NONE: 0,
      TRIANGLES: 1,
      LINES: 2,
      POLYLINES: 3,
    };
    var GeometryType$1 = Object.freeze(GeometryType);
  
    /**
     * The type of a geometric primitive, i.e., points, lines, and triangles.
     *
     * @enum {Number}
     */
    var PrimitiveType = {
      /**
       * Points primitive where each vertex (or index) is a separate point.
       *
       * @type {Number}
       * @constant
       */
      POINTS: WebGLConstants.WebGLConstants.POINTS,
  
      /**
       * Lines primitive where each two vertices (or indices) is a line segment.  Line segments are not necessarily connected.
       *
       * @type {Number}
       * @constant
       */
      LINES: WebGLConstants.WebGLConstants.LINES,
  
      /**
       * Line loop primitive where each vertex (or index) after the first connects a line to
       * the previous vertex, and the last vertex implicitly connects to the first.
       *
       * @type {Number}
       * @constant
       */
      LINE_LOOP: WebGLConstants.WebGLConstants.LINE_LOOP,
  
      /**
       * Line strip primitive where each vertex (or index) after the first connects a line to the previous vertex.
       *
       * @type {Number}
       * @constant
       */
      LINE_STRIP: WebGLConstants.WebGLConstants.LINE_STRIP,
  
      /**
       * Triangles primitive where each three vertices (or indices) is a triangle.  Triangles do not necessarily share edges.
       *
       * @type {Number}
       * @constant
       */
      TRIANGLES: WebGLConstants.WebGLConstants.TRIANGLES,
  
      /**
       * Triangle strip primitive where each vertex (or index) after the first two connect to
       * the previous two vertices forming a triangle.  For example, this can be used to model a wall.
       *
       * @type {Number}
       * @constant
       */
      TRIANGLE_STRIP: WebGLConstants.WebGLConstants.TRIANGLE_STRIP,
  
      /**
       * Triangle fan primitive where each vertex (or index) after the first two connect to
       * the previous vertex and the first vertex forming a triangle.  For example, this can be used
       * to model a cone or circle.
       *
       * @type {Number}
       * @constant
       */
      TRIANGLE_FAN: WebGLConstants.WebGLConstants.TRIANGLE_FAN,
    };
  
    /**
     * @private
     */
    PrimitiveType.validate = function (primitiveType) {
      return (
        primitiveType === PrimitiveType.POINTS ||
        primitiveType === PrimitiveType.LINES ||
        primitiveType === PrimitiveType.LINE_LOOP ||
        primitiveType === PrimitiveType.LINE_STRIP ||
        primitiveType === PrimitiveType.TRIANGLES ||
        primitiveType === PrimitiveType.TRIANGLE_STRIP ||
        primitiveType === PrimitiveType.TRIANGLE_FAN
      );
    };
  
    var PrimitiveType$1 = Object.freeze(PrimitiveType);
  
    /**
     * A geometry representation with attributes forming vertices and optional index data
     * defining primitives.  Geometries and an {@link Appearance}, which describes the shading,
     * can be assigned to a {@link Primitive} for visualization.  A <code>Primitive</code> can
     * be created from many heterogeneous - in many cases - geometries for performance.
     * <p>
     * Geometries can be transformed and optimized using functions in {@link GeometryPipeline}.
     * </p>
     *
     * @alias Geometry
     * @constructor
     *
     * @param {Object} options Object with the following properties:
     * @param {GeometryAttributes} options.attributes Attributes, which make up the geometry's vertices.
     * @param {PrimitiveType} [options.primitiveType=PrimitiveType.TRIANGLES] The type of primitives in the geometry.
     * @param {Uint16Array|Uint32Array} [options.indices] Optional index data that determines the primitives in the geometry.
     * @param {BoundingSphere} [options.boundingSphere] An optional bounding sphere that fully enclosed the geometry.
     *
     * @see PolygonGeometry
     * @see RectangleGeometry
     * @see EllipseGeometry
     * @see CircleGeometry
     * @see WallGeometry
     * @see SimplePolylineGeometry
     * @see BoxGeometry
     * @see EllipsoidGeometry
     *
     * @demo {@link https://sandcastle.cesium.com/index.html?src=Geometry%20and%20Appearances.html|Geometry and Appearances Demo}
     *
     * @example
     * // Create geometry with a position attribute and indexed lines.
     * var positions = new Float64Array([
     *   0.0, 0.0, 0.0,
     *   7500000.0, 0.0, 0.0,
     *   0.0, 7500000.0, 0.0
     * ]);
     *
     * var geometry = new Cesium.Geometry({
     *   attributes : {
     *     position : new Cesium.GeometryAttribute({
     *       componentDatatype : Cesium.ComponentDatatype.DOUBLE,
     *       componentsPerAttribute : 3,
     *       values : positions
     *     })
     *   },
     *   indices : new Uint16Array([0, 1, 1, 2, 2, 0]),
     *   primitiveType : Cesium.PrimitiveType.LINES,
     *   boundingSphere : Cesium.BoundingSphere.fromVertices(positions)
     * });
     */
    function Geometry(options) {
      options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT);
  
      //>>includeStart('debug', pragmas.debug);
      RuntimeError.Check.typeOf.object("options.attributes", options.attributes);
      //>>includeEnd('debug');
  
      /**
       * Attributes, which make up the geometry's vertices.  Each property in this object corresponds to a
       * {@link GeometryAttribute} containing the attribute's data.
       * <p>
       * Attributes are always stored non-interleaved in a Geometry.
       * </p>
       * <p>
       * There are reserved attribute names with well-known semantics.  The following attributes
       * are created by a Geometry (depending on the provided {@link VertexFormat}.
       * <ul>
       *    <li><code>position</code> - 3D vertex position.  64-bit floating-point (for precision).  3 components per attribute.  See {@link VertexFormat#position}.</li>
       *    <li><code>normal</code> - Normal (normalized), commonly used for lighting.  32-bit floating-point.  3 components per attribute.  See {@link VertexFormat#normal}.</li>
       *    <li><code>st</code> - 2D texture coordinate.  32-bit floating-point.  2 components per attribute.  See {@link VertexFormat#st}.</li>
       *    <li><code>bitangent</code> - Bitangent (normalized), used for tangent-space effects like bump mapping.  32-bit floating-point.  3 components per attribute.  See {@link VertexFormat#bitangent}.</li>
       *    <li><code>tangent</code> - Tangent (normalized), used for tangent-space effects like bump mapping.  32-bit floating-point.  3 components per attribute.  See {@link VertexFormat#tangent}.</li>
       * </ul>
       * </p>
       * <p>
       * The following attribute names are generally not created by a Geometry, but are added
       * to a Geometry by a {@link Primitive} or {@link GeometryPipeline} functions to prepare
       * the geometry for rendering.
       * <ul>
       *    <li><code>position3DHigh</code> - High 32 bits for encoded 64-bit position computed with {@link GeometryPipeline.encodeAttribute}.  32-bit floating-point.  4 components per attribute.</li>
       *    <li><code>position3DLow</code> - Low 32 bits for encoded 64-bit position computed with {@link GeometryPipeline.encodeAttribute}.  32-bit floating-point.  4 components per attribute.</li>
       *    <li><code>position3DHigh</code> - High 32 bits for encoded 64-bit 2D (Columbus view) position computed with {@link GeometryPipeline.encodeAttribute}.  32-bit floating-point.  4 components per attribute.</li>
       *    <li><code>position2DLow</code> - Low 32 bits for encoded 64-bit 2D (Columbus view) position computed with {@link GeometryPipeline.encodeAttribute}.  32-bit floating-point.  4 components per attribute.</li>
       *    <li><code>color</code> - RGBA color (normalized) usually from {@link GeometryInstance#color}.  32-bit floating-point.  4 components per attribute.</li>
       *    <li><code>pickColor</code> - RGBA color used for picking.  32-bit floating-point.  4 components per attribute.</li>
       * </ul>
       * </p>
       *
       * @type GeometryAttributes
       *
       * @default undefined
       *
       *
       * @example
       * geometry.attributes.position = new Cesium.GeometryAttribute({
       *   componentDatatype : Cesium.ComponentDatatype.FLOAT,
       *   componentsPerAttribute : 3,
       *   values : new Float32Array(0)
       * });
       *
       * @see GeometryAttribute
       * @see VertexFormat
       */
      this.attributes = options.attributes;
  
      /**
       * Optional index data that - along with {@link Geometry#primitiveType} -
       * determines the primitives in the geometry.
       *
       * @type Array
       *
       * @default undefined
       */
      this.indices = options.indices;
  
      /**
       * The type of primitives in the geometry.  This is most often {@link PrimitiveType.TRIANGLES},
       * but can varying based on the specific geometry.
       *
       * @type PrimitiveType
       *
       * @default undefined
       */
      this.primitiveType = when.defaultValue(
        options.primitiveType,
        PrimitiveType$1.TRIANGLES
      );
  
      /**
       * An optional bounding sphere that fully encloses the geometry.  This is
       * commonly used for culling.
       *
       * @type BoundingSphere
       *
       * @default undefined
       */
      this.boundingSphere = options.boundingSphere;
  
      /**
       * @private
       */
      this.geometryType = when.defaultValue(options.geometryType, GeometryType$1.NONE);
  
      /**
       * @private
       */
      this.boundingSphereCV = options.boundingSphereCV;
  
      /**
       * Used for computing the bounding sphere for geometry using the applyOffset vertex attribute
       * @private
       */
      this.offsetAttribute = options.offsetAttribute;
    }
  
    /**
     * Computes the number of vertices in a geometry.  The runtime is linear with
     * respect to the number of attributes in a vertex, not the number of vertices.
     *
     * @param {Geometry} geometry The geometry.
     * @returns {Number} The number of vertices in the geometry.
     *
     * @example
     * var numVertices = Cesium.Geometry.computeNumberOfVertices(geometry);
     */
    Geometry.computeNumberOfVertices = function (geometry) {
      //>>includeStart('debug', pragmas.debug);
      RuntimeError.Check.typeOf.object("geometry", geometry);
      //>>includeEnd('debug');
  
      var numberOfVertices = -1;
      for (var property in geometry.attributes) {
        if (
          geometry.attributes.hasOwnProperty(property) &&
          when.defined(geometry.attributes[property]) &&
          when.defined(geometry.attributes[property].values)
        ) {
          var attribute = geometry.attributes[property];
          var num = attribute.values.length / attribute.componentsPerAttribute;
          //>>includeStart('debug', pragmas.debug);
          if (numberOfVertices !== num && numberOfVertices !== -1) {
            throw new RuntimeError.DeveloperError(
              "All attribute lists must have the same number of attributes."
            );
          }
          //>>includeEnd('debug');
          numberOfVertices = num;
        }
      }
  
      return numberOfVertices;
    };
  
    var rectangleCenterScratch = new Matrix2.Cartographic();
    var enuCenterScratch = new Matrix2.Cartesian3();
    var fixedFrameToEnuScratch = new Matrix2.Matrix4();
    var boundingRectanglePointsCartographicScratch = [
      new Matrix2.Cartographic(),
      new Matrix2.Cartographic(),
      new Matrix2.Cartographic(),
    ];
    var boundingRectanglePointsEnuScratch = [
      new Matrix2.Cartesian2(),
      new Matrix2.Cartesian2(),
      new Matrix2.Cartesian2(),
    ];
    var points2DScratch = [new Matrix2.Cartesian2(), new Matrix2.Cartesian2(), new Matrix2.Cartesian2()];
    var pointEnuScratch = new Matrix2.Cartesian3();
    var enuRotationScratch = new Transforms.Quaternion();
    var enuRotationMatrixScratch = new Matrix2.Matrix4();
    var rotation2DScratch = new Matrix2.Matrix2();
  
    /**
     * For remapping texture coordinates when rendering GroundPrimitives with materials.
     * GroundPrimitive texture coordinates are computed to align with the cartographic coordinate system on the globe.
     * However, EllipseGeometry, RectangleGeometry, and PolygonGeometry all bake rotations to per-vertex texture coordinates
     * using different strategies.
     *
     * This method is used by EllipseGeometry and PolygonGeometry to approximate the same visual effect.
     * We encapsulate rotation and scale by computing a "transformed" texture coordinate system and computing
     * a set of reference points from which "cartographic" texture coordinates can be remapped to the "transformed"
     * system using distances to lines in 2D.
     *
     * This approximation becomes less accurate as the covered area increases, especially for GroundPrimitives near the poles,
     * but is generally reasonable for polygons and ellipses around the size of USA states.
     *
     * RectangleGeometry has its own version of this method that computes remapping coordinates using cartographic space
     * as an intermediary instead of local ENU, which is more accurate for large-area rectangles.
     *
     * @param {Cartesian3[]} positions Array of positions outlining the geometry
     * @param {Number} stRotation Texture coordinate rotation.
     * @param {Ellipsoid} ellipsoid Ellipsoid for projecting and generating local vectors.
     * @param {Rectangle} boundingRectangle Bounding rectangle around the positions.
     * @returns {Number[]} An array of 6 numbers specifying [minimum point, u extent, v extent] as points in the "cartographic" system.
     * @private
     */
    Geometry._textureCoordinateRotationPoints = function (
      positions,
      stRotation,
      ellipsoid,
      boundingRectangle
    ) {
      var i;
  
      // Create a local east-north-up coordinate system centered on the polygon's bounding rectangle.
      // Project the southwest, northwest, and southeast corners of the bounding rectangle into the plane of ENU as 2D points.
      // These are the equivalents of (0,0), (0,1), and (1,0) in the texture coordiante system computed in ShadowVolumeAppearanceFS,
      // aka "ENU texture space."
      var rectangleCenter = Matrix2.Rectangle.center(
        boundingRectangle,
        rectangleCenterScratch
      );
      var enuCenter = Matrix2.Cartographic.toCartesian(
        rectangleCenter,
        ellipsoid,
        enuCenterScratch
      );
      var enuToFixedFrame = Transforms.Transforms.eastNorthUpToFixedFrame(
        enuCenter,
        ellipsoid,
        fixedFrameToEnuScratch
      );
      var fixedFrameToEnu = Matrix2.Matrix4.inverse(
        enuToFixedFrame,
        fixedFrameToEnuScratch
      );
  
      var boundingPointsEnu = boundingRectanglePointsEnuScratch;
      var boundingPointsCarto = boundingRectanglePointsCartographicScratch;
  
      boundingPointsCarto[0].longitude = boundingRectangle.west;
      boundingPointsCarto[0].latitude = boundingRectangle.south;
  
      boundingPointsCarto[1].longitude = boundingRectangle.west;
      boundingPointsCarto[1].latitude = boundingRectangle.north;
  
      boundingPointsCarto[2].longitude = boundingRectangle.east;
      boundingPointsCarto[2].latitude = boundingRectangle.south;
  
      var posEnu = pointEnuScratch;
  
      for (i = 0; i < 3; i++) {
        Matrix2.Cartographic.toCartesian(boundingPointsCarto[i], ellipsoid, posEnu);
        posEnu = Matrix2.Matrix4.multiplyByPointAsVector(fixedFrameToEnu, posEnu, posEnu);
        boundingPointsEnu[i].x = posEnu.x;
        boundingPointsEnu[i].y = posEnu.y;
      }
  
      // Rotate each point in the polygon around the up vector in the ENU by -stRotation and project into ENU as 2D.
      // Compute the bounding box of these rotated points in the 2D ENU plane.
      // Rotate the corners back by stRotation, then compute their equivalents in the ENU texture space using the corners computed earlier.
      var rotation = Transforms.Quaternion.fromAxisAngle(
        Matrix2.Cartesian3.UNIT_Z,
        -stRotation,
        enuRotationScratch
      );
      var textureMatrix = Matrix2.Matrix3.fromQuaternion(
        rotation,
        enuRotationMatrixScratch
      );
  
      var positionsLength = positions.length;
      var enuMinX = Number.POSITIVE_INFINITY;
      var enuMinY = Number.POSITIVE_INFINITY;
      var enuMaxX = Number.NEGATIVE_INFINITY;
      var enuMaxY = Number.NEGATIVE_INFINITY;
      for (i = 0; i < positionsLength; i++) {
        posEnu = Matrix2.Matrix4.multiplyByPointAsVector(
          fixedFrameToEnu,
          positions[i],
          posEnu
        );
        posEnu = Matrix2.Matrix3.multiplyByVector(textureMatrix, posEnu, posEnu);
  
        enuMinX = Math.min(enuMinX, posEnu.x);
        enuMinY = Math.min(enuMinY, posEnu.y);
        enuMaxX = Math.max(enuMaxX, posEnu.x);
        enuMaxY = Math.max(enuMaxY, posEnu.y);
      }
  
      var toDesiredInComputed = Matrix2.Matrix2.fromRotation(stRotation, rotation2DScratch);
  
      var points2D = points2DScratch;
      points2D[0].x = enuMinX;
      points2D[0].y = enuMinY;
  
      points2D[1].x = enuMinX;
      points2D[1].y = enuMaxY;
  
      points2D[2].x = enuMaxX;
      points2D[2].y = enuMinY;
  
      var boundingEnuMin = boundingPointsEnu[0];
      var boundingPointsWidth = boundingPointsEnu[2].x - boundingEnuMin.x;
      var boundingPointsHeight = boundingPointsEnu[1].y - boundingEnuMin.y;
  
      for (i = 0; i < 3; i++) {
        var point2D = points2D[i];
        // rotate back
        Matrix2.Matrix2.multiplyByVector(toDesiredInComputed, point2D, point2D);
  
        // Convert point into east-north texture coordinate space
        point2D.x = (point2D.x - boundingEnuMin.x) / boundingPointsWidth;
        point2D.y = (point2D.y - boundingEnuMin.y) / boundingPointsHeight;
      }
  
      var minXYCorner = points2D[0];
      var maxYCorner = points2D[1];
      var maxXCorner = points2D[2];
      var result = new Array(6);
      Matrix2.Cartesian2.pack(minXYCorner, result);
      Matrix2.Cartesian2.pack(maxYCorner, result, 2);
      Matrix2.Cartesian2.pack(maxXCorner, result, 4);
  
      return result;
    };
  
    /**
     * Values and type information for geometry attributes.  A {@link Geometry}
     * generally contains one or more attributes.  All attributes together form
     * the geometry's vertices.
     *
     * @alias GeometryAttribute
     * @constructor
     *
     * @param {Object} [options] Object with the following properties:
     * @param {ComponentDatatype} [options.componentDatatype] The datatype of each component in the attribute, e.g., individual elements in values.
     * @param {Number} [options.componentsPerAttribute] A number between 1 and 4 that defines the number of components in an attributes.
     * @param {Boolean} [options.normalize=false] When <code>true</code> and <code>componentDatatype</code> is an integer format, indicate that the components should be mapped to the range [0, 1] (unsigned) or [-1, 1] (signed) when they are accessed as floating-point for rendering.
     * @param {number[]|Int8Array|Uint8Array|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array|Float64Array} [options.values] The values for the attributes stored in a typed array.
     *
     * @exception {DeveloperError} options.componentsPerAttribute must be between 1 and 4.
     *
     *
     * @example
     * var geometry = new Cesium.Geometry({
     *   attributes : {
     *     position : new Cesium.GeometryAttribute({
     *       componentDatatype : Cesium.ComponentDatatype.FLOAT,
     *       componentsPerAttribute : 3,
     *       values : new Float32Array([
     *         0.0, 0.0, 0.0,
     *         7500000.0, 0.0, 0.0,
     *         0.0, 7500000.0, 0.0
     *       ])
     *     })
     *   },
     *   primitiveType : Cesium.PrimitiveType.LINE_LOOP
     * });
     *
     * @see Geometry
     */
    function GeometryAttribute(options) {
      options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT);
  
      //>>includeStart('debug', pragmas.debug);
      if (!when.defined(options.componentDatatype)) {
        throw new RuntimeError.DeveloperError("options.componentDatatype is required.");
      }
      if (!when.defined(options.componentsPerAttribute)) {
        throw new RuntimeError.DeveloperError("options.componentsPerAttribute is required.");
      }
      if (
        options.componentsPerAttribute < 1 ||
        options.componentsPerAttribute > 4
      ) {
        throw new RuntimeError.DeveloperError(
          "options.componentsPerAttribute must be between 1 and 4."
        );
      }
      if (!when.defined(options.values)) {
        throw new RuntimeError.DeveloperError("options.values is required.");
      }
      //>>includeEnd('debug');
  
      /**
       * The datatype of each component in the attribute, e.g., individual elements in
       * {@link GeometryAttribute#values}.
       *
       * @type ComponentDatatype
       *
       * @default undefined
       */
      this.componentDatatype = options.componentDatatype;
  
      /**
       * A number between 1 and 4 that defines the number of components in an attributes.
       * For example, a position attribute with x, y, and z components would have 3 as
       * shown in the code example.
       *
       * @type Number
       *
       * @default undefined
       *
       * @example
       * attribute.componentDatatype = Cesium.ComponentDatatype.FLOAT;
       * attribute.componentsPerAttribute = 3;
       * attribute.values = new Float32Array([
       *   0.0, 0.0, 0.0,
       *   7500000.0, 0.0, 0.0,
       *   0.0, 7500000.0, 0.0
       * ]);
       */
      this.componentsPerAttribute = options.componentsPerAttribute;
  
      /**
       * When <code>true</code> and <code>componentDatatype</code> is an integer format,
       * indicate that the components should be mapped to the range [0, 1] (unsigned)
       * or [-1, 1] (signed) when they are accessed as floating-point for rendering.
       * <p>
       * This is commonly used when storing colors using {@link ComponentDatatype.UNSIGNED_BYTE}.
       * </p>
       *
       * @type Boolean
       *
       * @default false
       *
       * @example
       * attribute.componentDatatype = Cesium.ComponentDatatype.UNSIGNED_BYTE;
       * attribute.componentsPerAttribute = 4;
       * attribute.normalize = true;
       * attribute.values = new Uint8Array([
       *   Cesium.Color.floatToByte(color.red),
       *   Cesium.Color.floatToByte(color.green),
       *   Cesium.Color.floatToByte(color.blue),
       *   Cesium.Color.floatToByte(color.alpha)
       * ]);
       */
      this.normalize = when.defaultValue(options.normalize, false);
  
      /**
       * The values for the attributes stored in a typed array.  In the code example,
       * every three elements in <code>values</code> defines one attributes since
       * <code>componentsPerAttribute</code> is 3.
       *
       * @type {number[]|Int8Array|Uint8Array|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array|Float64Array}
       *
       * @default undefined
       *
       * @example
       * attribute.componentDatatype = Cesium.ComponentDatatype.FLOAT;
       * attribute.componentsPerAttribute = 3;
       * attribute.values = new Float32Array([
       *   0.0, 0.0, 0.0,
       *   7500000.0, 0.0, 0.0,
       *   0.0, 7500000.0, 0.0
       * ]);
       */
      this.values = options.values;
    }
  
    exports.Geometry = Geometry;
    exports.GeometryAttribute = GeometryAttribute;
    exports.GeometryType = GeometryType$1;
    exports.PrimitiveType = PrimitiveType$1;
  
  }));
  