text: /* This file is automatically rebuilt by the Cesium build process. */
  define(['exports', './Matrix2-0e286ffc', './RuntimeError-4fdc4459', './ComponentDatatype-9ed50558', './when-8166c7dd', './EllipsoidRhumbLine-403e6a39', './GeometryAttribute-83cf1273', './WebGLConstants-0664004c'], (function (exports, Matrix2, RuntimeError, ComponentDatatype, when, EllipsoidRhumbLine, GeometryAttribute, WebGLConstants) { 'use strict';
  
      /* This file is automatically rebuilt by the Cesium build process. */
      var earcut_1 = earcut;
      var _default = earcut;
  
      function earcut(data, holeIndices, dim) {
  
          dim = dim || 2;
  
          var hasHoles = holeIndices && holeIndices.length,
              outerLen = hasHoles ? 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}
       */
      var 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);
  
      var scaleToGeodeticHeightN = new Matrix2.Cartesian3();
      var scaleToGeodeticHeightP = new Matrix2.Cartesian3();
  
      /**
       * @private
       */
      var 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');
  
        var length = positions.length;
        var area = 0.0;
  
        for (var i0 = length - 1, i1 = 0; i1 < length; i0 = i1++) {
          var v0 = positions[i0];
          var 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) {
        var 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');
  
        var flattenedPositions = Matrix2.Cartesian2.packArray(positions);
        return earcut_1(flattenedPositions, holes, 2);
      };
  
      var subdivisionV0Scratch = new Matrix2.Cartesian3();
      var subdivisionV1Scratch = new Matrix2.Cartesian3();
      var subdivisionV2Scratch = new Matrix2.Cartesian3();
      var subdivisionS0Scratch = new Matrix2.Cartesian3();
      var subdivisionS1Scratch = new Matrix2.Cartesian3();
      var subdivisionS2Scratch = new Matrix2.Cartesian3();
      var 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 = when.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.
        var triangles = indices.slice(0);
  
        // New positions due to edge splits are appended to the positions list.
        var i;
        var length = positions.length;
        var subdividedPositions = new Array(length * 3);
        var q = 0;
        for (i = 0; i < length; i++) {
          var item = positions[i];
          subdividedPositions[q++] = item.x;
          subdividedPositions[q++] = item.y;
          subdividedPositions[q++] = item.z;
        }
  
        var subdividedIndices = [];
  
        // Used to make sure shared edges are not split more than once.
        var edges = {};
  
        var radius = ellipsoid.maximumRadius;
        var minDistance = ComponentDatatype.CesiumMath.chordLength(granularity, radius);
        var minDistanceSqrd = minDistance * minDistance;
  
        while (triangles.length > 0) {
          var i2 = triangles.pop();
          var i1 = triangles.pop();
          var i0 = triangles.pop();
  
          var v0 = Matrix2.Cartesian3.fromArray(
            subdividedPositions,
            i0 * 3,
            subdivisionV0Scratch
          );
          var v1 = Matrix2.Cartesian3.fromArray(
            subdividedPositions,
            i1 * 3,
            subdivisionV1Scratch
          );
          var v2 = Matrix2.Cartesian3.fromArray(
            subdividedPositions,
            i2 * 3,
            subdivisionV2Scratch
          );
  
          var s0 = Matrix2.Cartesian3.multiplyByScalar(
            Matrix2.Cartesian3.normalize(v0, subdivisionS0Scratch),
            radius,
            subdivisionS0Scratch
          );
          var s1 = Matrix2.Cartesian3.multiplyByScalar(
            Matrix2.Cartesian3.normalize(v1, subdivisionS1Scratch),
            radius,
            subdivisionS1Scratch
          );
          var s2 = Matrix2.Cartesian3.multiplyByScalar(
            Matrix2.Cartesian3.normalize(v2, subdivisionS2Scratch),
            radius,
            subdivisionS2Scratch
          );
  
          var g0 = Matrix2.Cartesian3.magnitudeSquared(
            Matrix2.Cartesian3.subtract(s0, s1, subdivisionMidScratch)
          );
          var g1 = Matrix2.Cartesian3.magnitudeSquared(
            Matrix2.Cartesian3.subtract(s1, s2, subdivisionMidScratch)
          );
          var g2 = Matrix2.Cartesian3.magnitudeSquared(
            Matrix2.Cartesian3.subtract(s2, s0, subdivisionMidScratch)
          );
  
          var max = Math.max(g0, g1, g2);
          var edge;
          var 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 (!when.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 (!when.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 (!when.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,
        });
      };
  
      var subdivisionC0Scratch = new Matrix2.Cartographic();
      var subdivisionC1Scratch = new Matrix2.Cartographic();
      var subdivisionC2Scratch = new Matrix2.Cartographic();
      var 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 = when.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.
        var triangles = indices.slice(0);
  
        // New positions due to edge splits are appended to the positions list.
        var i;
        var length = positions.length;
        var subdividedPositions = new Array(length * 3);
        var q = 0;
        for (i = 0; i < length; i++) {
          var item = positions[i];
          subdividedPositions[q++] = item.x;
          subdividedPositions[q++] = item.y;
          subdividedPositions[q++] = item.z;
        }
  
        var subdividedIndices = [];
  
        // Used to make sure shared edges are not split more than once.
        var edges = {};
  
        var radius = ellipsoid.maximumRadius;
        var minDistance = ComponentDatatype.CesiumMath.chordLength(granularity, radius);
  
        var rhumb0 = new EllipsoidRhumbLine.EllipsoidRhumbLine(undefined, undefined, ellipsoid);
        var rhumb1 = new EllipsoidRhumbLine.EllipsoidRhumbLine(undefined, undefined, ellipsoid);
        var rhumb2 = new EllipsoidRhumbLine.EllipsoidRhumbLine(undefined, undefined, ellipsoid);
  
        while (triangles.length > 0) {
          var i2 = triangles.pop();
          var i1 = triangles.pop();
          var i0 = triangles.pop();
  
          var v0 = Matrix2.Cartesian3.fromArray(
            subdividedPositions,
            i0 * 3,
            subdivisionV0Scratch
          );
          var v1 = Matrix2.Cartesian3.fromArray(
            subdividedPositions,
            i1 * 3,
            subdivisionV1Scratch
          );
          var v2 = Matrix2.Cartesian3.fromArray(
            subdividedPositions,
            i2 * 3,
            subdivisionV2Scratch
          );
  
          var c0 = ellipsoid.cartesianToCartographic(v0, subdivisionC0Scratch);
          var c1 = ellipsoid.cartesianToCartographic(v1, subdivisionC1Scratch);
          var c2 = ellipsoid.cartesianToCartographic(v2, subdivisionC2Scratch);
  
          rhumb0.setEndPoints(c0, c1);
          var g0 = rhumb0.surfaceDistance;
          rhumb1.setEndPoints(c1, c2);
          var g1 = rhumb1.surfaceDistance;
          rhumb2.setEndPoints(c2, c0);
          var g2 = rhumb2.surfaceDistance;
  
          var max = Math.max(g0, g1, g2);
          var edge;
          var mid;
          var midHeight;
          var 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 (!when.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 (!when.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 (!when.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 = when.defaultValue(ellipsoid, Matrix2.Ellipsoid.WGS84);
  
        var n = scaleToGeodeticHeightN;
        var p = scaleToGeodeticHeightP;
  
        height = when.defaultValue(height, 0.0);
        scaleToSurface = when.defaultValue(scaleToSurface, true);
  
        if (when.defined(positions)) {
          var length = positions.length;
  
          for (var 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;
  
  }));
  