text: /**
   * Cesium - https://github.com/CesiumGS/cesium
   *
   * Copyright 2011-2020 Cesium Contributors
   *
   * Licensed under the Apache License, Version 2.0 (the "License");
   * you may not use this file except in compliance with the License.
   * You may obtain a copy of the License at
   *
   * http://www.apache.org/licenses/LICENSE-2.0
   *
   * Unless required by applicable law or agreed to in writing, software
   * distributed under the License is distributed on an "AS IS" BASIS,
   * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
   * See the License for the specific language governing permissions and
   * limitations under the License.
   *
   * Columbus View (Pat. Pend.)
   *
   * Portions licensed separately.
   * See https://github.com/CesiumGS/cesium/blob/master/LICENSE.md for full licensing details.
   */
  define(['exports', './when-8d13db60', './Check-70bec281', './Cartographic-fe4be337', './Cartesian2-85064f09', './BoundingSphere-775c5788', './PrimitiveType-97893bc7', './Transforms-a1cf7267'], function (exports, when, Check, Cartographic, Cartesian2, BoundingSphere, PrimitiveType, Transforms) { 'use strict';
  
      /**
           * @private
           */
          var GeometryType = {
              NONE : 0,
              TRIANGLES : 1,
              LINES : 2,
              POLYLINES : 3
          };
      var GeometryType$1 = Object.freeze(GeometryType);
  
      /**
           * A 2x2 matrix, indexable as a column-major order array.
           * Constructor parameters are in row-major order for code readability.
           * @alias Matrix2
           * @constructor
           *
           * @param {Number} [column0Row0=0.0] The value for column 0, row 0.
           * @param {Number} [column1Row0=0.0] The value for column 1, row 0.
           * @param {Number} [column0Row1=0.0] The value for column 0, row 1.
           * @param {Number} [column1Row1=0.0] The value for column 1, row 1.
           *
           * @see Matrix2.fromColumnMajorArray
           * @see Matrix2.fromRowMajorArray
           * @see Matrix2.fromScale
           * @see Matrix2.fromUniformScale
           * @see Matrix3
           * @see Matrix4
           */
          function Matrix2(column0Row0, column1Row0, column0Row1, column1Row1) {
              this[0] = when.defaultValue(column0Row0, 0.0);
              this[1] = when.defaultValue(column0Row1, 0.0);
              this[2] = when.defaultValue(column1Row0, 0.0);
              this[3] = when.defaultValue(column1Row1, 0.0);
          }
  
          /**
           * The number of elements used to pack the object into an array.
           * @type {Number}
           */
          Matrix2.packedLength = 4;
  
          /**
           * Stores the provided instance into the provided array.
           *
           * @param {Matrix2} 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
           */
          Matrix2.pack = function(value, array, startingIndex) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.object('value', value);
              Check.Check.defined('array', array);
              //>>includeEnd('debug');
  
              startingIndex = when.defaultValue(startingIndex, 0);
  
              array[startingIndex++] = value[0];
              array[startingIndex++] = value[1];
              array[startingIndex++] = value[2];
              array[startingIndex++] = value[3];
  
              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 {Matrix2} [result] The object into which to store the result.
           * @returns {Matrix2} The modified result parameter or a new Matrix2 instance if one was not provided.
           */
          Matrix2.unpack = function(array, startingIndex, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.defined('array', array);
              //>>includeEnd('debug');
  
              startingIndex = when.defaultValue(startingIndex, 0);
  
              if (!when.defined(result)) {
                  result = new Matrix2();
              }
  
              result[0] = array[startingIndex++];
              result[1] = array[startingIndex++];
              result[2] = array[startingIndex++];
              result[3] = array[startingIndex++];
              return result;
          };
  
          /**
           * Duplicates a Matrix2 instance.
           *
           * @param {Matrix2} matrix The matrix to duplicate.
           * @param {Matrix2} [result] The object onto which to store the result.
           * @returns {Matrix2} The modified result parameter or a new Matrix2 instance if one was not provided. (Returns undefined if matrix is undefined)
           */
          Matrix2.clone = function(matrix, result) {
              if (!when.defined(matrix)) {
                  return undefined;
              }
              if (!when.defined(result)) {
                  return new Matrix2(matrix[0], matrix[2],
                                     matrix[1], matrix[3]);
              }
              result[0] = matrix[0];
              result[1] = matrix[1];
              result[2] = matrix[2];
              result[3] = matrix[3];
              return result;
          };
  
          /**
           * Creates a Matrix2 from 4 consecutive elements in an array.
           *
           * @param {Number[]} array The array whose 4 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 {Matrix2} [result] The object onto which to store the result.
           * @returns {Matrix2} The modified result parameter or a new Matrix2 instance if one was not provided.
           *
           * @example
           * // Create the Matrix2:
           * // [1.0, 2.0]
           * // [1.0, 2.0]
           *
           * var v = [1.0, 1.0, 2.0, 2.0];
           * var m = Cesium.Matrix2.fromArray(v);
           *
           * // Create same Matrix2 with using an offset into an array
           * var v2 = [0.0, 0.0, 1.0, 1.0, 2.0, 2.0];
           * var m2 = Cesium.Matrix2.fromArray(v2, 2);
           */
          Matrix2.fromArray = function(array, startingIndex, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.defined('array', array);
              //>>includeEnd('debug');
  
              startingIndex = when.defaultValue(startingIndex, 0);
  
              if (!when.defined(result)) {
                  result = new Matrix2();
              }
  
              result[0] = array[startingIndex];
              result[1] = array[startingIndex + 1];
              result[2] = array[startingIndex + 2];
              result[3] = array[startingIndex + 3];
              return result;
          };
  
          /**
           * Creates a Matrix2 instance from a column-major order array.
           *
           * @param {Number[]} values The column-major order array.
           * @param {Matrix2} [result] The object in which the result will be stored, if undefined a new instance will be created.
           * @returns {Matrix2} The modified result parameter, or a new Matrix2 instance if one was not provided.
           */
          Matrix2.fromColumnMajorArray = function(values, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.defined('values', values);
              //>>includeEnd('debug');
  
              return Matrix2.clone(values, result);
          };
  
          /**
           * Creates a Matrix2 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 {Matrix2} [result] The object in which the result will be stored, if undefined a new instance will be created.
           * @returns {Matrix2} The modified result parameter, or a new Matrix2 instance if one was not provided.
           */
          Matrix2.fromRowMajorArray = function(values, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.defined('values', values);
              //>>includeEnd('debug');
  
              if (!when.defined(result)) {
                  return new Matrix2(values[0], values[1],
                                     values[2], values[3]);
              }
              result[0] = values[0];
              result[1] = values[2];
              result[2] = values[1];
              result[3] = values[3];
              return result;
          };
  
          /**
           * Computes a Matrix2 instance representing a non-uniform scale.
           *
           * @param {Cartesian2} scale The x and y scale factors.
           * @param {Matrix2} [result] The object in which the result will be stored, if undefined a new instance will be created.
           * @returns {Matrix2} The modified result parameter, or a new Matrix2 instance if one was not provided.
           *
           * @example
           * // Creates
           * //   [7.0, 0.0]
           * //   [0.0, 8.0]
           * var m = Cesium.Matrix2.fromScale(new Cesium.Cartesian2(7.0, 8.0));
           */
          Matrix2.fromScale = function(scale, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.object('scale', scale);
              //>>includeEnd('debug');
  
              if (!when.defined(result)) {
                  return new Matrix2(
                      scale.x, 0.0,
                      0.0,     scale.y);
              }
  
              result[0] = scale.x;
              result[1] = 0.0;
              result[2] = 0.0;
              result[3] = scale.y;
              return result;
          };
  
          /**
           * Computes a Matrix2 instance representing a uniform scale.
           *
           * @param {Number} scale The uniform scale factor.
           * @param {Matrix2} [result] The object in which the result will be stored, if undefined a new instance will be created.
           * @returns {Matrix2} The modified result parameter, or a new Matrix2 instance if one was not provided.
           *
           * @example
           * // Creates
           * //   [2.0, 0.0]
           * //   [0.0, 2.0]
           * var m = Cesium.Matrix2.fromUniformScale(2.0);
           */
          Matrix2.fromUniformScale = function(scale, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.number('scale', scale);
              //>>includeEnd('debug');
  
              if (!when.defined(result)) {
                  return new Matrix2(
                      scale, 0.0,
                      0.0,   scale);
              }
  
              result[0] = scale;
              result[1] = 0.0;
              result[2] = 0.0;
              result[3] = scale;
              return result;
          };
  
          /**
           * Creates a rotation matrix.
           *
           * @param {Number} angle The angle, in radians, of the rotation.  Positive angles are counterclockwise.
           * @param {Matrix2} [result] The object in which the result will be stored, if undefined a new instance will be created.
           * @returns {Matrix2} The modified result parameter, or a new Matrix2 instance if one was not provided.
           *
           * @example
           * // Rotate a point 45 degrees counterclockwise.
           * var p = new Cesium.Cartesian2(5, 6);
           * var m = Cesium.Matrix2.fromRotation(Cesium.Math.toRadians(45.0));
           * var rotated = Cesium.Matrix2.multiplyByVector(m, p, new Cesium.Cartesian2());
           */
          Matrix2.fromRotation = function(angle, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.number('angle', angle);
              //>>includeEnd('debug');
  
              var cosAngle = Math.cos(angle);
              var sinAngle = Math.sin(angle);
  
              if (!when.defined(result)) {
                  return new Matrix2(
                      cosAngle, -sinAngle,
                      sinAngle, cosAngle);
              }
              result[0] = cosAngle;
              result[1] = sinAngle;
              result[2] = -sinAngle;
              result[3] = cosAngle;
              return result;
          };
  
          /**
           * Creates an Array from the provided Matrix2 instance.
           * The array will be in column-major order.
           *
           * @param {Matrix2} 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.
           */
          Matrix2.toArray = function(matrix, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.object('matrix', matrix);
              //>>includeEnd('debug');
  
              if (!when.defined(result)) {
                  return [matrix[0], matrix[1], matrix[2], matrix[3]];
              }
              result[0] = matrix[0];
              result[1] = matrix[1];
              result[2] = matrix[2];
              result[3] = matrix[3];
              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 or 1.
           * @exception {DeveloperError} column must be 0 or 1.
           *
           * @example
           * var myMatrix = new Cesium.Matrix2();
           * var column1Row0Index = Cesium.Matrix2.getElementIndex(1, 0);
           * var column1Row0 = myMatrix[column1Row0Index]
           * myMatrix[column1Row0Index] = 10.0;
           */
          Matrix2.getElementIndex = function(column, row) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.number.greaterThanOrEquals('row', row, 0);
              Check.Check.typeOf.number.lessThanOrEquals('row', row, 1);
  
              Check.Check.typeOf.number.greaterThanOrEquals('column', column, 0);
              Check.Check.typeOf.number.lessThanOrEquals('column', column, 1);
              //>>includeEnd('debug');
  
              return column * 2 + row;
          };
  
          /**
           * Retrieves a copy of the matrix column at the provided index as a Cartesian2 instance.
           *
           * @param {Matrix2} matrix The matrix to use.
           * @param {Number} index The zero-based index of the column to retrieve.
           * @param {Cartesian2} result The object onto which to store the result.
           * @returns {Cartesian2} The modified result parameter.
           *
           * @exception {DeveloperError} index must be 0 or 1.
           */
          Matrix2.getColumn = function(matrix, index, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.object('matrix', matrix);
  
              Check.Check.typeOf.number.greaterThanOrEquals('index', index, 0);
              Check.Check.typeOf.number.lessThanOrEquals('index', index, 1);
  
              Check.Check.typeOf.object('result', result);
              //>>includeEnd('debug');
  
              var startIndex = index * 2;
              var x = matrix[startIndex];
              var y = matrix[startIndex + 1];
  
              result.x = x;
              result.y = y;
              return result;
          };
  
          /**
           * Computes a new matrix that replaces the specified column in the provided matrix with the provided Cartesian2 instance.
           *
           * @param {Matrix2} matrix The matrix to use.
           * @param {Number} index The zero-based index of the column to set.
           * @param {Cartesian2} cartesian The Cartesian whose values will be assigned to the specified column.
           * @param {Cartesian2} result The object onto which to store the result.
           * @returns {Matrix2} The modified result parameter.
           *
           * @exception {DeveloperError} index must be 0 or 1.
           */
          Matrix2.setColumn = function(matrix, index, cartesian, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.object('matrix', matrix);
  
              Check.Check.typeOf.number.greaterThanOrEquals('index', index, 0);
              Check.Check.typeOf.number.lessThanOrEquals('index', index, 1);
  
              Check.Check.typeOf.object('cartesian', cartesian);
              Check.Check.typeOf.object('result', result);
              //>>includeEnd('debug');
  
              result = Matrix2.clone(matrix, result);
              var startIndex = index * 2;
              result[startIndex] = cartesian.x;
              result[startIndex + 1] = cartesian.y;
              return result;
          };
  
          /**
           * Retrieves a copy of the matrix row at the provided index as a Cartesian2 instance.
           *
           * @param {Matrix2} matrix The matrix to use.
           * @param {Number} index The zero-based index of the row to retrieve.
           * @param {Cartesian2} result The object onto which to store the result.
           * @returns {Cartesian2} The modified result parameter.
           *
           * @exception {DeveloperError} index must be 0 or 1.
           */
          Matrix2.getRow = function(matrix, index, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.object('matrix', matrix);
  
              Check.Check.typeOf.number.greaterThanOrEquals('index', index, 0);
              Check.Check.typeOf.number.lessThanOrEquals('index', index, 1);
  
              Check.Check.typeOf.object('result', result);
              //>>includeEnd('debug');
  
              var x = matrix[index];
              var y = matrix[index + 2];
  
              result.x = x;
              result.y = y;
              return result;
          };
  
          /**
           * Computes a new matrix that replaces the specified row in the provided matrix with the provided Cartesian2 instance.
           *
           * @param {Matrix2} matrix The matrix to use.
           * @param {Number} index The zero-based index of the row to set.
           * @param {Cartesian2} cartesian The Cartesian whose values will be assigned to the specified row.
           * @param {Matrix2} result The object onto which to store the result.
           * @returns {Matrix2} The modified result parameter.
           *
           * @exception {DeveloperError} index must be 0 or 1.
           */
          Matrix2.setRow = function(matrix, index, cartesian, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.object('matrix', matrix);
  
              Check.Check.typeOf.number.greaterThanOrEquals('index', index, 0);
              Check.Check.typeOf.number.lessThanOrEquals('index', index, 1);
  
              Check.Check.typeOf.object('cartesian', cartesian);
              Check.Check.typeOf.object('result', result);
              //>>includeEnd('debug');
  
              result = Matrix2.clone(matrix, result);
              result[index] = cartesian.x;
              result[index + 2] = cartesian.y;
              return result;
          };
  
          var scratchColumn = new Cartesian2.Cartesian2();
  
          /**
           * Extracts the non-uniform scale assuming the matrix is an affine transformation.
           *
           * @param {Matrix2} matrix The matrix.
           * @param {Cartesian2} result The object onto which to store the result.
           * @returns {Cartesian2} The modified result parameter.
           */
          Matrix2.getScale = function(matrix, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.object('matrix', matrix);
              Check.Check.typeOf.object('result', result);
              //>>includeEnd('debug');
  
              result.x = Cartesian2.Cartesian2.magnitude(Cartesian2.Cartesian2.fromElements(matrix[0], matrix[1], scratchColumn));
              result.y = Cartesian2.Cartesian2.magnitude(Cartesian2.Cartesian2.fromElements(matrix[2], matrix[3], scratchColumn));
              return result;
          };
  
          var scratchScale = new Cartesian2.Cartesian2();
  
          /**
           * Computes the maximum scale assuming the matrix is an affine transformation.
           * The maximum scale is the maximum length of the column vectors.
           *
           * @param {Matrix2} matrix The matrix.
           * @returns {Number} The maximum scale.
           */
          Matrix2.getMaximumScale = function(matrix) {
              Matrix2.getScale(matrix, scratchScale);
              return Cartesian2.Cartesian2.maximumComponent(scratchScale);
          };
  
          /**
           * Computes the product of two matrices.
           *
           * @param {Matrix2} left The first matrix.
           * @param {Matrix2} right The second matrix.
           * @param {Matrix2} result The object onto which to store the result.
           * @returns {Matrix2} The modified result parameter.
           */
          Matrix2.multiply = function(left, right, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.object('left', left);
              Check.Check.typeOf.object('right', right);
              Check.Check.typeOf.object('result', result);
              //>>includeEnd('debug');
  
              var column0Row0 = left[0] * right[0] + left[2] * right[1];
              var column1Row0 = left[0] * right[2] + left[2] * right[3];
              var column0Row1 = left[1] * right[0] + left[3] * right[1];
              var column1Row1 = left[1] * right[2] + left[3] * right[3];
  
              result[0] = column0Row0;
              result[1] = column0Row1;
              result[2] = column1Row0;
              result[3] = column1Row1;
              return result;
          };
  
          /**
           * Computes the sum of two matrices.
           *
           * @param {Matrix2} left The first matrix.
           * @param {Matrix2} right The second matrix.
           * @param {Matrix2} result The object onto which to store the result.
           * @returns {Matrix2} The modified result parameter.
           */
          Matrix2.add = function(left, right, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.object('left', left);
              Check.Check.typeOf.object('right', right);
              Check.Check.typeOf.object('result', result);
              //>>includeEnd('debug');
  
              result[0] = left[0] + right[0];
              result[1] = left[1] + right[1];
              result[2] = left[2] + right[2];
              result[3] = left[3] + right[3];
              return result;
          };
  
          /**
           * Computes the difference of two matrices.
           *
           * @param {Matrix2} left The first matrix.
           * @param {Matrix2} right The second matrix.
           * @param {Matrix2} result The object onto which to store the result.
           * @returns {Matrix2} The modified result parameter.
           */
          Matrix2.subtract = function(left, right, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.object('left', left);
              Check.Check.typeOf.object('right', right);
              Check.Check.typeOf.object('result', result);
              //>>includeEnd('debug');
  
              result[0] = left[0] - right[0];
              result[1] = left[1] - right[1];
              result[2] = left[2] - right[2];
              result[3] = left[3] - right[3];
              return result;
          };
  
          /**
           * Computes the product of a matrix and a column vector.
           *
           * @param {Matrix2} matrix The matrix.
           * @param {Cartesian2} cartesian The column.
           * @param {Cartesian2} result The object onto which to store the result.
           * @returns {Cartesian2} The modified result parameter.
           */
          Matrix2.multiplyByVector = function(matrix, cartesian, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.object('matrix', matrix);
              Check.Check.typeOf.object('cartesian', cartesian);
              Check.Check.typeOf.object('result', result);
              //>>includeEnd('debug');
  
              var x = matrix[0] * cartesian.x + matrix[2] * cartesian.y;
              var y = matrix[1] * cartesian.x + matrix[3] * cartesian.y;
  
              result.x = x;
              result.y = y;
              return result;
          };
  
          /**
           * Computes the product of a matrix and a scalar.
           *
           * @param {Matrix2} matrix The matrix.
           * @param {Number} scalar The number to multiply by.
           * @param {Matrix2} result The object onto which to store the result.
           * @returns {Matrix2} The modified result parameter.
           */
          Matrix2.multiplyByScalar = function(matrix, scalar, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.object('matrix', matrix);
              Check.Check.typeOf.number('scalar', scalar);
              Check.Check.typeOf.object('result', result);
              //>>includeEnd('debug');
  
              result[0] = matrix[0] * scalar;
              result[1] = matrix[1] * scalar;
              result[2] = matrix[2] * scalar;
              result[3] = matrix[3] * scalar;
              return result;
          };
  
          /**
           * Computes the product of a matrix times a (non-uniform) scale, as if the scale were a scale matrix.
           *
           * @param {Matrix2} matrix The matrix on the left-hand side.
           * @param {Cartesian2} scale The non-uniform scale on the right-hand side.
           * @param {Matrix2} result The object onto which to store the result.
           * @returns {Matrix2} The modified result parameter.
           *
           *
           * @example
           * // Instead of Cesium.Matrix2.multiply(m, Cesium.Matrix2.fromScale(scale), m);
           * Cesium.Matrix2.multiplyByScale(m, scale, m);
           *
           * @see Matrix2.fromScale
           * @see Matrix2.multiplyByUniformScale
           */
          Matrix2.multiplyByScale = function(matrix, scale, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.object('matrix', matrix);
              Check.Check.typeOf.object('scale', scale);
              Check.Check.typeOf.object('result', result);
              //>>includeEnd('debug');
  
              result[0] = matrix[0] * scale.x;
              result[1] = matrix[1] * scale.x;
              result[2] = matrix[2] * scale.y;
              result[3] = matrix[3] * scale.y;
              return result;
          };
  
          /**
           * Creates a negated copy of the provided matrix.
           *
           * @param {Matrix2} matrix The matrix to negate.
           * @param {Matrix2} result The object onto which to store the result.
           * @returns {Matrix2} The modified result parameter.
           */
          Matrix2.negate = function(matrix, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.object('matrix', matrix);
              Check.Check.typeOf.object('result', result);
              //>>includeEnd('debug');
  
              result[0] = -matrix[0];
              result[1] = -matrix[1];
              result[2] = -matrix[2];
              result[3] = -matrix[3];
              return result;
          };
  
          /**
           * Computes the transpose of the provided matrix.
           *
           * @param {Matrix2} matrix The matrix to transpose.
           * @param {Matrix2} result The object onto which to store the result.
           * @returns {Matrix2} The modified result parameter.
           */
          Matrix2.transpose = function(matrix, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.object('matrix', matrix);
              Check.Check.typeOf.object('result', result);
              //>>includeEnd('debug');
  
              var column0Row0 = matrix[0];
              var column0Row1 = matrix[2];
              var column1Row0 = matrix[1];
              var column1Row1 = matrix[3];
  
              result[0] = column0Row0;
              result[1] = column0Row1;
              result[2] = column1Row0;
              result[3] = column1Row1;
              return result;
          };
  
          /**
           * Computes a matrix, which contains the absolute (unsigned) values of the provided matrix's elements.
           *
           * @param {Matrix2} matrix The matrix with signed elements.
           * @param {Matrix2} result The object onto which to store the result.
           * @returns {Matrix2} The modified result parameter.
           */
          Matrix2.abs = function(matrix, result) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.object('matrix', matrix);
              Check.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]);
  
              return result;
          };
  
          /**
           * Compares the provided matrices componentwise and returns
           * <code>true</code> if they are equal, <code>false</code> otherwise.
           *
           * @param {Matrix2} [left] The first matrix.
           * @param {Matrix2} [right] The second matrix.
           * @returns {Boolean} <code>true</code> if left and right are equal, <code>false</code> otherwise.
           */
          Matrix2.equals = function(left, right) {
              return (left === right) ||
                     (when.defined(left) &&
                      when.defined(right) &&
                      left[0] === right[0] &&
                      left[1] === right[1] &&
                      left[2] === right[2] &&
                      left[3] === right[3]);
          };
  
          /**
           * @private
           */
          Matrix2.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];
          };
  
          /**
           * Compares the provided matrices componentwise and returns
           * <code>true</code> if they are within the provided epsilon,
           * <code>false</code> otherwise.
           *
           * @param {Matrix2} [left] The first matrix.
           * @param {Matrix2} [right] The second matrix.
           * @param {Number} epsilon 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.
           */
          Matrix2.equalsEpsilon = function(left, right, epsilon) {
              //>>includeStart('debug', pragmas.debug);
              Check.Check.typeOf.number('epsilon', epsilon);
              //>>includeEnd('debug');
  
              return (left === right) ||
                      (when.defined(left) &&
                      when.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);
          };
  
          /**
           * An immutable Matrix2 instance initialized to the identity matrix.
           *
           * @type {Matrix2}
           * @constant
           */
          Matrix2.IDENTITY = Object.freeze(new Matrix2(1.0, 0.0,
                                                      0.0, 1.0));
  
          /**
           * An immutable Matrix2 instance initialized to the zero matrix.
           *
           * @type {Matrix2}
           * @constant
           */
          Matrix2.ZERO = Object.freeze(new Matrix2(0.0, 0.0,
                                                  0.0, 0.0));
  
          /**
           * The index into Matrix2 for column 0, row 0.
           *
           * @type {Number}
           * @constant
           *
           * @example
           * var matrix = new Cesium.Matrix2();
           * matrix[Cesium.Matrix2.COLUMN0ROW0] = 5.0; // set column 0, row 0 to 5.0
           */
          Matrix2.COLUMN0ROW0 = 0;
  
          /**
           * The index into Matrix2 for column 0, row 1.
           *
           * @type {Number}
           * @constant
           *
           * @example
           * var matrix = new Cesium.Matrix2();
           * matrix[Cesium.Matrix2.COLUMN0ROW1] = 5.0; // set column 0, row 1 to 5.0
           */
          Matrix2.COLUMN0ROW1 = 1;
  
          /**
           * The index into Matrix2 for column 1, row 0.
           *
           * @type {Number}
           * @constant
           *
           * @example
           * var matrix = new Cesium.Matrix2();
           * matrix[Cesium.Matrix2.COLUMN1ROW0] = 5.0; // set column 1, row 0 to 5.0
           */
          Matrix2.COLUMN1ROW0 = 2;
  
          /**
           * The index into Matrix2 for column 1, row 1.
           *
           * @type {Number}
           * @constant
           *
           * @example
           * var matrix = new Cesium.Matrix2();
           * matrix[Cesium.Matrix2.COLUMN1ROW1] = 5.0; // set column 1, row 1 to 5.0
           */
          Matrix2.COLUMN1ROW1 = 3;
  
          Object.defineProperties(Matrix2.prototype, {
              /**
               * Gets the number of items in the collection.
               * @memberof Matrix2.prototype
               *
               * @type {Number}
               */
              length : {
                  get : function() {
                      return Matrix2.packedLength;
                  }
              }
          });
  
          /**
           * Duplicates the provided Matrix2 instance.
           *
           * @param {Matrix2} [result] The object onto which to store the result.
           * @returns {Matrix2} The modified result parameter or a new Matrix2 instance if one was not provided.
           */
          Matrix2.prototype.clone = function(result) {
              return Matrix2.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 {Matrix2} [right] The right hand side matrix.
           * @returns {Boolean} <code>true</code> if they are equal, <code>false</code> otherwise.
           */
          Matrix2.prototype.equals = function(right) {
              return Matrix2.equals(this, right);
          };
  
          /**
           * 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 {Matrix2} [right] The right hand side matrix.
           * @param {Number} epsilon The epsilon to use for equality testing.
           * @returns {Boolean} <code>true</code> if they are within the provided epsilon, <code>false</code> otherwise.
           */
          Matrix2.prototype.equalsEpsilon = function(right, epsilon) {
              return Matrix2.equalsEpsilon(this, right, epsilon);
          };
  
          /**
           * Creates a string representing this Matrix with each row being
           * on a separate line and in the format '(column0, column1)'.
           *
           * @returns {String} A string representing the provided Matrix with each row being on a separate line and in the format '(column0, column1)'.
           */
          Matrix2.prototype.toString = function() {
              return '(' + this[0] + ', ' + this[2] + ')\n' +
                     '(' + this[1] + ', ' + this[3] + ')';
          };
  
      /**
           * 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);
              Check.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.PrimitiveType.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;
  
              /**
               * @private
               * Used for computing the bounding sphere for geometry using the applyOffset vertex attribute
               */
              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);
              Check.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 Check.DeveloperError('All attribute lists must have the same number of attributes.');
                      }
                      //>>includeEnd('debug');
                      numberOfVertices = num;
                  }
              }
  
              return numberOfVertices;
          };
  
          var rectangleCenterScratch = new Cartographic.Cartographic();
          var enuCenterScratch = new Cartographic.Cartesian3();
          var fixedFrameToEnuScratch = new BoundingSphere.Matrix4();
          var boundingRectanglePointsCartographicScratch = [new Cartographic.Cartographic(), new Cartographic.Cartographic(), new Cartographic.Cartographic()];
          var boundingRectanglePointsEnuScratch = [new Cartesian2.Cartesian2(), new Cartesian2.Cartesian2(), new Cartesian2.Cartesian2()];
          var points2DScratch = [new Cartesian2.Cartesian2(), new Cartesian2.Cartesian2(), new Cartesian2.Cartesian2()];
          var pointEnuScratch = new Cartographic.Cartesian3();
          var enuRotationScratch = new Transforms.Quaternion();
          var enuRotationMatrixScratch = new BoundingSphere.Matrix4();
          var rotation2DScratch = new 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 = Cartesian2.Rectangle.center(boundingRectangle, rectangleCenterScratch);
              var enuCenter = Cartographic.Cartographic.toCartesian(rectangleCenter, ellipsoid, enuCenterScratch);
              var enuToFixedFrame = Transforms.Transforms.eastNorthUpToFixedFrame(enuCenter, ellipsoid, fixedFrameToEnuScratch);
              var fixedFrameToEnu = BoundingSphere.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++) {
                  Cartographic.Cartographic.toCartesian(boundingPointsCarto[i], ellipsoid, posEnu);
                  posEnu = BoundingSphere.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(Cartographic.Cartesian3.UNIT_Z, -stRotation, enuRotationScratch);
              var textureMatrix = BoundingSphere.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 = BoundingSphere.Matrix4.multiplyByPointAsVector(fixedFrameToEnu, positions[i], posEnu);
                  posEnu = BoundingSphere.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.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.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);
              Cartesian2.Cartesian2.pack(minXYCorner, result);
              Cartesian2.Cartesian2.pack(maxYCorner, result, 2);
              Cartesian2.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 {TypedArray} [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 Check.DeveloperError('options.componentDatatype is required.');
              }
              if (!when.defined(options.componentsPerAttribute)) {
                  throw new Check.DeveloperError('options.componentsPerAttribute is required.');
              }
              if (options.componentsPerAttribute < 1 || options.componentsPerAttribute > 4) {
                  throw new Check.DeveloperError('options.componentsPerAttribute must be between 1 and 4.');
              }
              if (!when.defined(options.values)) {
                  throw new Check.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 TypedArray
               *
               * @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.Matrix2 = Matrix2;
  
  });
  