import ApproximateTerrainHeights from './ApproximateTerrainHeights.js'; import ArcType from './ArcType.js'; import arrayRemoveDuplicates from './arrayRemoveDuplicates.js'; import BoundingSphere from './BoundingSphere.js'; import Cartesian3 from './Cartesian3.js'; import Cartographic from './Cartographic.js'; import Check from './Check.js'; import ComponentDatatype from './ComponentDatatype.js'; import defaultValue from './defaultValue.js'; import defined from './defined.js'; import defineProperties from './defineProperties.js'; import DeveloperError from './DeveloperError.js'; import Ellipsoid from './Ellipsoid.js'; import EllipsoidGeodesic from './EllipsoidGeodesic.js'; import EllipsoidRhumbLine from './EllipsoidRhumbLine.js'; import EncodedCartesian3 from './EncodedCartesian3.js'; import GeographicProjection from './GeographicProjection.js'; import Geometry from './Geometry.js'; import GeometryAttribute from './GeometryAttribute.js'; import IntersectionTests from './IntersectionTests.js'; import CesiumMath from './Math.js'; import Matrix3 from './Matrix3.js'; import Plane from './Plane.js'; import Quaternion from './Quaternion.js'; import Rectangle from './Rectangle.js'; import WebMercatorProjection from './WebMercatorProjection.js'; var PROJECTIONS = [GeographicProjection, WebMercatorProjection]; var PROJECTION_COUNT = PROJECTIONS.length; var MITER_BREAK_SMALL = Math.cos(CesiumMath.toRadians(30.0)); var MITER_BREAK_LARGE = Math.cos(CesiumMath.toRadians(150.0)); // Initial heights for constructing the wall. // Keeping WALL_INITIAL_MIN_HEIGHT near the ellipsoid surface helps // prevent precision problems with planes in the shader. // Putting the start point of a plane at ApproximateTerrainHeights._defaultMinTerrainHeight, // which is a highly conservative bound, usually puts the plane origin several thousands // of meters away from the actual terrain, causing floating point problems when checking // fragments on terrain against the plane. // Ellipsoid height is generally much closer. // The initial max height is arbitrary. // Both heights are corrected using ApproximateTerrainHeights for computing the actual volume geometry. var WALL_INITIAL_MIN_HEIGHT = 0.0; var WALL_INITIAL_MAX_HEIGHT = 1000.0; /** * A description of a polyline on terrain or 3D Tiles. Only to be used with {@link GroundPolylinePrimitive}. * * @alias GroundPolylineGeometry * @constructor * * @param {Object} options Options with the following properties: * @param {Cartesian3[]} options.positions An array of {@link Cartesian3} defining the polyline's points. Heights above the ellipsoid will be ignored. * @param {Number} [options.width=1.0] The screen space width in pixels. * @param {Number} [options.granularity=9999.0] The distance interval in meters used for interpolating options.points. Defaults to 9999.0 meters. Zero indicates no interpolation. * @param {Boolean} [options.loop=false] Whether during geometry creation a line segment will be added between the last and first line positions to make this Polyline a loop. * @param {ArcType} [options.arcType=ArcType.GEODESIC] The type of line the polyline segments must follow. Valid options are {@link ArcType.GEODESIC} and {@link ArcType.RHUMB}. * * @exception {DeveloperError} At least two positions are required. * * @see GroundPolylinePrimitive * * @example * var positions = Cesium.Cartesian3.fromDegreesArray([ * -112.1340164450331, 36.05494287836128, * -112.08821010582645, 36.097804071380715, * -112.13296079730024, 36.168769146801104 * ]); * * var geometry = new Cesium.GroundPolylineGeometry({ * positions : positions * }); */ function GroundPolylineGeometry(options) { options = defaultValue(options, defaultValue.EMPTY_OBJECT); var positions = options.positions; //>>includeStart('debug', pragmas.debug); if ((!defined(positions)) || (positions.length < 2)) { throw new DeveloperError('At least two positions are required.'); } if (defined(options.arcType) && options.arcType !== ArcType.GEODESIC && options.arcType !== ArcType.RHUMB) { throw new DeveloperError('Valid options for arcType are ArcType.GEODESIC and ArcType.RHUMB.'); } //>>includeEnd('debug'); /** * The screen space width in pixels. * @type {Number} */ this.width = defaultValue(options.width, 1.0); // Doesn't get packed, not necessary for computing geometry. this._positions = positions; /** * The distance interval used for interpolating options.points. Zero indicates no interpolation. * Default of 9999.0 allows centimeter accuracy with 32 bit floating point. * @type {Boolean} * @default 9999.0 */ this.granularity = defaultValue(options.granularity, 9999.0); /** * Whether during geometry creation a line segment will be added between the last and first line positions to make this Polyline a loop. * If the geometry has two positions this parameter will be ignored. * @type {Boolean} * @default false */ this.loop = defaultValue(options.loop, false); /** * The type of path the polyline must follow. Valid options are {@link ArcType.GEODESIC} and {@link ArcType.RHUMB}. * @type {ArcType} * @default ArcType.GEODESIC */ this.arcType = defaultValue(options.arcType, ArcType.GEODESIC); this._ellipsoid = Ellipsoid.WGS84; // MapProjections can't be packed, so store the index to a known MapProjection. this._projectionIndex = 0; this._workerName = 'createGroundPolylineGeometry'; // Used by GroundPolylinePrimitive to signal worker that scenemode is 3D only. this._scene3DOnly = false; } defineProperties(GroundPolylineGeometry.prototype, { /** * The number of elements used to pack the object into an array. * @memberof GroundPolylineGeometry.prototype * @type {Number} * @readonly * @private */ packedLength: { get: function() { return 1.0 + this._positions.length * 3 + 1.0 + 1.0 + 1.0 + Ellipsoid.packedLength + 1.0 + 1.0; } } }); /** * Set the GroundPolylineGeometry's projection and ellipsoid. * Used by GroundPolylinePrimitive to signal scene information to the geometry for generating 2D attributes. * * @param {GroundPolylineGeometry} groundPolylineGeometry GroundPolylinGeometry describing a polyline on terrain or 3D Tiles. * @param {Projection} mapProjection A MapProjection used for projecting cartographic coordinates to 2D. * @private */ GroundPolylineGeometry.setProjectionAndEllipsoid = function(groundPolylineGeometry, mapProjection) { var projectionIndex = 0; for (var i = 0; i < PROJECTION_COUNT; i++) { if (mapProjection instanceof PROJECTIONS[i]) { projectionIndex = i; break; } } groundPolylineGeometry._projectionIndex = projectionIndex; groundPolylineGeometry._ellipsoid = mapProjection.ellipsoid; }; var cart3Scratch1 = new Cartesian3(); var cart3Scratch2 = new Cartesian3(); var cart3Scratch3 = new Cartesian3(); function computeRightNormal(start, end, maxHeight, ellipsoid, result) { var startBottom = getPosition(ellipsoid, start, 0.0, cart3Scratch1); var startTop = getPosition(ellipsoid, start, maxHeight, cart3Scratch2); var endBottom = getPosition(ellipsoid, end, 0.0, cart3Scratch3); var up = direction(startTop, startBottom, cart3Scratch2); var forward = direction(endBottom, startBottom, cart3Scratch3); Cartesian3.cross(forward, up, result); return Cartesian3.normalize(result, result); } var interpolatedCartographicScratch = new Cartographic(); var interpolatedBottomScratch = new Cartesian3(); var interpolatedTopScratch = new Cartesian3(); var interpolatedNormalScratch = new Cartesian3(); function interpolateSegment(start, end, minHeight, maxHeight, granularity, arcType, ellipsoid, normalsArray, bottomPositionsArray, topPositionsArray, cartographicsArray) { if (granularity === 0.0) { return; } var ellipsoidLine; if (arcType === ArcType.GEODESIC) { ellipsoidLine = new EllipsoidGeodesic(start, end, ellipsoid); } else if (arcType === ArcType.RHUMB) { ellipsoidLine = new EllipsoidRhumbLine(start, end, ellipsoid); } var surfaceDistance = ellipsoidLine.surfaceDistance; if (surfaceDistance < granularity) { return; } // Compute rightwards normal applicable at all interpolated points var interpolatedNormal = computeRightNormal(start, end, maxHeight, ellipsoid, interpolatedNormalScratch); var segments = Math.ceil(surfaceDistance / granularity); var interpointDistance = surfaceDistance / segments; var distanceFromStart = interpointDistance; var pointsToAdd = segments - 1; var packIndex = normalsArray.length; for (var i = 0; i < pointsToAdd; i++) { var interpolatedCartographic = ellipsoidLine.interpolateUsingSurfaceDistance(distanceFromStart, interpolatedCartographicScratch); var interpolatedBottom = getPosition(ellipsoid, interpolatedCartographic, minHeight, interpolatedBottomScratch); var interpolatedTop = getPosition(ellipsoid, interpolatedCartographic, maxHeight, interpolatedTopScratch); Cartesian3.pack(interpolatedNormal, normalsArray, packIndex); Cartesian3.pack(interpolatedBottom, bottomPositionsArray, packIndex); Cartesian3.pack(interpolatedTop, topPositionsArray, packIndex); cartographicsArray.push(interpolatedCartographic.latitude); cartographicsArray.push(interpolatedCartographic.longitude); packIndex += 3; distanceFromStart += interpointDistance; } } var heightlessCartographicScratch = new Cartographic(); function getPosition(ellipsoid, cartographic, height, result) { Cartographic.clone(cartographic, heightlessCartographicScratch); heightlessCartographicScratch.height = height; return Cartographic.toCartesian(heightlessCartographicScratch, ellipsoid, result); } /** * Stores the provided instance into the provided array. * * @param {PolygonGeometry} 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 */ GroundPolylineGeometry.pack = function(value, array, startingIndex) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('value', value); Check.defined('array', array); //>>includeEnd('debug'); var index = defaultValue(startingIndex, 0); var positions = value._positions; var positionsLength = positions.length; array[index++] = positionsLength; for (var i = 0; i < positionsLength; ++i) { var cartesian = positions[i]; Cartesian3.pack(cartesian, array, index); index += 3; } array[index++] = value.granularity; array[index++] = value.loop ? 1.0 : 0.0; array[index++] = value.arcType; Ellipsoid.pack(value._ellipsoid, array, index); index += Ellipsoid.packedLength; array[index++] = value._projectionIndex; array[index++] = value._scene3DOnly ? 1.0 : 0.0; 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 {PolygonGeometry} [result] The object into which to store the result. */ GroundPolylineGeometry.unpack = function(array, startingIndex, result) { //>>includeStart('debug', pragmas.debug); Check.defined('array', array); //>>includeEnd('debug'); var index = defaultValue(startingIndex, 0); var positionsLength = array[index++]; var positions = new Array(positionsLength); for (var i = 0; i < positionsLength; i++) { positions[i] = Cartesian3.unpack(array, index); index += 3; } var granularity = array[index++]; var loop = array[index++] === 1.0; var arcType = array[index++]; var ellipsoid = Ellipsoid.unpack(array, index); index += Ellipsoid.packedLength; var projectionIndex = array[index++]; var scene3DOnly = (array[index++] === 1.0); if (!defined(result)) { result = new GroundPolylineGeometry({ positions : positions }); } result._positions = positions; result.granularity = granularity; result.loop = loop; result.arcType = arcType; result._ellipsoid = ellipsoid; result._projectionIndex = projectionIndex; result._scene3DOnly = scene3DOnly; return result; }; function direction(target, origin, result) { Cartesian3.subtract(target, origin, result); Cartesian3.normalize(result, result); return result; } function tangentDirection(target, origin, up, result) { result = direction(target, origin, result); // orthogonalize result = Cartesian3.cross(result, up, result); result = Cartesian3.normalize(result, result); result = Cartesian3.cross(up, result, result); return result; } var toPreviousScratch = new Cartesian3(); var toNextScratch = new Cartesian3(); var forwardScratch = new Cartesian3(); var vertexUpScratch = new Cartesian3(); var cosine90 = 0.0; var cosine180 = -1.0; function computeVertexMiterNormal(previousBottom, vertexBottom, vertexTop, nextBottom, result) { var up = direction(vertexTop, vertexBottom, vertexUpScratch); // Compute vectors pointing towards neighboring points but tangent to this point on the ellipsoid var toPrevious = tangentDirection(previousBottom, vertexBottom, up, toPreviousScratch); var toNext = tangentDirection(nextBottom, vertexBottom, up, toNextScratch); // Check if tangents are almost opposite - if so, no need to miter. if (CesiumMath.equalsEpsilon(Cartesian3.dot(toPrevious, toNext), cosine180, CesiumMath.EPSILON5)) { result = Cartesian3.cross(up, toPrevious, result); result = Cartesian3.normalize(result, result); return result; } // Average directions to previous and to next in the plane of Up result = Cartesian3.add(toNext, toPrevious, result); result = Cartesian3.normalize(result, result); // Flip the normal if it isn't pointing roughly bound right (aka if forward is pointing more "backwards") var forward = Cartesian3.cross(up, result, forwardScratch); if (Cartesian3.dot(toNext, forward) < cosine90) { result = Cartesian3.negate(result, result); } return result; } var XZ_PLANE = Plane.fromPointNormal(Cartesian3.ZERO, Cartesian3.UNIT_Y); var previousBottomScratch = new Cartesian3(); var vertexBottomScratch = new Cartesian3(); var vertexTopScratch = new Cartesian3(); var nextBottomScratch = new Cartesian3(); var vertexNormalScratch = new Cartesian3(); var intersectionScratch = new Cartesian3(); var cartographicScratch0 = new Cartographic(); var cartographicScratch1 = new Cartographic(); var cartographicIntersectionScratch = new Cartographic(); /** * Computes shadow volumes for the ground polyline, consisting of its vertices, indices, and a bounding sphere. * Vertices are "fat," packing all the data needed in each volume to describe a line on terrain or 3D Tiles. * Should not be called independent of {@link GroundPolylinePrimitive}. * * @param {GroundPolylineGeometry} groundPolylineGeometry * @private */ GroundPolylineGeometry.createGeometry = function(groundPolylineGeometry) { var compute2dAttributes = !groundPolylineGeometry._scene3DOnly; var loop = groundPolylineGeometry.loop; var ellipsoid = groundPolylineGeometry._ellipsoid; var granularity = groundPolylineGeometry.granularity; var arcType = groundPolylineGeometry.arcType; var projection = new PROJECTIONS[groundPolylineGeometry._projectionIndex](ellipsoid); var minHeight = WALL_INITIAL_MIN_HEIGHT; var maxHeight = WALL_INITIAL_MAX_HEIGHT; var index; var i; var positions = groundPolylineGeometry._positions; var positionsLength = positions.length; if (positionsLength === 2) { loop = false; } // Split positions across the IDL and the Prime Meridian as well. // Split across prime meridian because very large geometries crossing the Prime Meridian but not the IDL // may get split by the plane of IDL + Prime Meridian. var p0; var p1; var c0; var c1; var rhumbLine = new EllipsoidRhumbLine(undefined, undefined, ellipsoid); var intersection; var intersectionCartographic; var intersectionLongitude; var splitPositions = [positions[0]]; for (i = 0; i < positionsLength - 1; i++) { p0 = positions[i]; p1 = positions[i + 1]; intersection = IntersectionTests.lineSegmentPlane(p0, p1, XZ_PLANE, intersectionScratch); if (defined(intersection) && !Cartesian3.equalsEpsilon(intersection, p0, CesiumMath.EPSILON7) && !Cartesian3.equalsEpsilon(intersection, p1, CesiumMath.EPSILON7)) { if (groundPolylineGeometry.arcType === ArcType.GEODESIC) { splitPositions.push(Cartesian3.clone(intersection)); } else if (groundPolylineGeometry.arcType === ArcType.RHUMB) { intersectionLongitude = ellipsoid.cartesianToCartographic(intersection, cartographicScratch0).longitude; c0 = ellipsoid.cartesianToCartographic(p0, cartographicScratch0); c1 = ellipsoid.cartesianToCartographic(p1, cartographicScratch1); rhumbLine.setEndPoints(c0, c1); intersectionCartographic = rhumbLine.findIntersectionWithLongitude(intersectionLongitude, cartographicIntersectionScratch); intersection = ellipsoid.cartographicToCartesian(intersectionCartographic, intersectionScratch); if (defined(intersection) && !Cartesian3.equalsEpsilon(intersection, p0, CesiumMath.EPSILON7) && !Cartesian3.equalsEpsilon(intersection, p1, CesiumMath.EPSILON7)) { splitPositions.push(Cartesian3.clone(intersection)); } } } splitPositions.push(p1); } if (loop) { p0 = positions[positionsLength - 1]; p1 = positions[0]; intersection = IntersectionTests.lineSegmentPlane(p0, p1, XZ_PLANE, intersectionScratch); if (defined(intersection) && !Cartesian3.equalsEpsilon(intersection, p0, CesiumMath.EPSILON7) && !Cartesian3.equalsEpsilon(intersection, p1, CesiumMath.EPSILON7)) { if (groundPolylineGeometry.arcType === ArcType.GEODESIC) { splitPositions.push(Cartesian3.clone(intersection)); } else if (groundPolylineGeometry.arcType === ArcType.RHUMB) { intersectionLongitude = ellipsoid.cartesianToCartographic(intersection, cartographicScratch0).longitude; c0 = ellipsoid.cartesianToCartographic(p0, cartographicScratch0); c1 = ellipsoid.cartesianToCartographic(p1, cartographicScratch1); rhumbLine.setEndPoints(c0, c1); intersectionCartographic = rhumbLine.findIntersectionWithLongitude(intersectionLongitude, cartographicIntersectionScratch); intersection = ellipsoid.cartographicToCartesian(intersectionCartographic, intersectionScratch); if (defined(intersection) && !Cartesian3.equalsEpsilon(intersection, p0, CesiumMath.EPSILON7) && !Cartesian3.equalsEpsilon(intersection, p1, CesiumMath.EPSILON7)) { splitPositions.push(Cartesian3.clone(intersection)); } } } } var cartographicsLength = splitPositions.length; var cartographics = new Array(cartographicsLength); for (i = 0; i < cartographicsLength; i++) { var cartographic = Cartographic.fromCartesian(splitPositions[i], ellipsoid); cartographic.height = 0.0; cartographics[i] = cartographic; } cartographics = arrayRemoveDuplicates(cartographics, Cartographic.equalsEpsilon); cartographicsLength = cartographics.length; if (cartographicsLength < 2) { return undefined; } /**** Build heap-side arrays for positions, interpolated cartographics, and normals from which to compute vertices ****/ // We build a "wall" and then decompose it into separately connected component "volumes" because we need a lot // of information about the wall. Also, this simplifies interpolation. // Convention: "next" and "end" are locally forward to each segment of the wall, // and we are computing normals pointing towards the local right side of the vertices in each segment. var cartographicsArray = []; var normalsArray = []; var bottomPositionsArray = []; var topPositionsArray = []; var previousBottom = previousBottomScratch; var vertexBottom = vertexBottomScratch; var vertexTop = vertexTopScratch; var nextBottom = nextBottomScratch; var vertexNormal = vertexNormalScratch; // First point - either loop or attach a "perpendicular" normal var startCartographic = cartographics[0]; var nextCartographic = cartographics[1]; var prestartCartographic = cartographics[cartographicsLength - 1]; previousBottom = getPosition(ellipsoid, prestartCartographic, minHeight, previousBottom); nextBottom = getPosition(ellipsoid, nextCartographic, minHeight, nextBottom); vertexBottom = getPosition(ellipsoid, startCartographic, minHeight, vertexBottom); vertexTop = getPosition(ellipsoid, startCartographic, maxHeight, vertexTop); if (loop) { vertexNormal = computeVertexMiterNormal(previousBottom, vertexBottom, vertexTop, nextBottom, vertexNormal); } else { vertexNormal = computeRightNormal(startCartographic, nextCartographic, maxHeight, ellipsoid, vertexNormal); } Cartesian3.pack(vertexNormal, normalsArray, 0); Cartesian3.pack(vertexBottom, bottomPositionsArray, 0); Cartesian3.pack(vertexTop, topPositionsArray, 0); cartographicsArray.push(startCartographic.latitude); cartographicsArray.push(startCartographic.longitude); interpolateSegment(startCartographic, nextCartographic, minHeight, maxHeight, granularity, arcType, ellipsoid, normalsArray, bottomPositionsArray, topPositionsArray, cartographicsArray); // All inbetween points for (i = 1; i < cartographicsLength - 1; ++i) { previousBottom = Cartesian3.clone(vertexBottom, previousBottom); vertexBottom = Cartesian3.clone(nextBottom, vertexBottom); var vertexCartographic = cartographics[i]; getPosition(ellipsoid, vertexCartographic, maxHeight, vertexTop); getPosition(ellipsoid, cartographics[i + 1], minHeight, nextBottom); computeVertexMiterNormal(previousBottom, vertexBottom, vertexTop, nextBottom, vertexNormal); index = normalsArray.length; Cartesian3.pack(vertexNormal, normalsArray, index); Cartesian3.pack(vertexBottom, bottomPositionsArray, index); Cartesian3.pack(vertexTop, topPositionsArray, index); cartographicsArray.push(vertexCartographic.latitude); cartographicsArray.push(vertexCartographic.longitude); interpolateSegment(cartographics[i], cartographics[i + 1], minHeight, maxHeight, granularity, arcType, ellipsoid, normalsArray, bottomPositionsArray, topPositionsArray, cartographicsArray); } // Last point - either loop or attach a normal "perpendicular" to the wall. var endCartographic = cartographics[cartographicsLength - 1]; var preEndCartographic = cartographics[cartographicsLength - 2]; vertexBottom = getPosition(ellipsoid, endCartographic, minHeight, vertexBottom); vertexTop = getPosition(ellipsoid, endCartographic, maxHeight, vertexTop); if (loop) { var postEndCartographic = cartographics[0]; previousBottom = getPosition(ellipsoid, preEndCartographic, minHeight, previousBottom); nextBottom = getPosition(ellipsoid, postEndCartographic, minHeight, nextBottom); vertexNormal = computeVertexMiterNormal(previousBottom, vertexBottom, vertexTop, nextBottom, vertexNormal); } else { vertexNormal = computeRightNormal(preEndCartographic, endCartographic, maxHeight, ellipsoid, vertexNormal); } index = normalsArray.length; Cartesian3.pack(vertexNormal, normalsArray, index); Cartesian3.pack(vertexBottom, bottomPositionsArray, index); Cartesian3.pack(vertexTop, topPositionsArray, index); cartographicsArray.push(endCartographic.latitude); cartographicsArray.push(endCartographic.longitude); if (loop) { interpolateSegment(endCartographic, startCartographic, minHeight, maxHeight, granularity, arcType, ellipsoid, normalsArray, bottomPositionsArray, topPositionsArray, cartographicsArray); index = normalsArray.length; for (i = 0; i < 3; ++i) { normalsArray[index + i] = normalsArray[i]; bottomPositionsArray[index + i] = bottomPositionsArray[i]; topPositionsArray[index + i] = topPositionsArray[i]; } cartographicsArray.push(startCartographic.latitude); cartographicsArray.push(startCartographic.longitude); } return generateGeometryAttributes(loop, projection, bottomPositionsArray, topPositionsArray, normalsArray, cartographicsArray, compute2dAttributes); }; // If the end normal angle is too steep compared to the direction of the line segment, // "break" the miter by rotating the normal 90 degrees around the "up" direction at the point // For ultra precision we would want to project into a plane, but in practice this is sufficient. var lineDirectionScratch = new Cartesian3(); var matrix3Scratch = new Matrix3(); var quaternionScratch = new Quaternion(); function breakMiter(endGeometryNormal, startBottom, endBottom, endTop) { var lineDirection = direction(endBottom, startBottom, lineDirectionScratch); var dot = Cartesian3.dot(lineDirection, endGeometryNormal); if (dot > MITER_BREAK_SMALL || dot < MITER_BREAK_LARGE) { var vertexUp = direction(endTop, endBottom, vertexUpScratch); var angle = dot < MITER_BREAK_LARGE ? CesiumMath.PI_OVER_TWO : -CesiumMath.PI_OVER_TWO; var quaternion = Quaternion.fromAxisAngle(vertexUp, angle, quaternionScratch); var rotationMatrix = Matrix3.fromQuaternion(quaternion, matrix3Scratch); Matrix3.multiplyByVector(rotationMatrix, endGeometryNormal, endGeometryNormal); return true; } return false; } var endPosCartographicScratch = new Cartographic(); var normalStartpointScratch = new Cartesian3(); var normalEndpointScratch = new Cartesian3(); function projectNormal(projection, cartographic, normal, projectedPosition, result) { var position = Cartographic.toCartesian(cartographic, projection._ellipsoid, normalStartpointScratch); var normalEndpoint = Cartesian3.add(position, normal, normalEndpointScratch); var flipNormal = false; var ellipsoid = projection._ellipsoid; var normalEndpointCartographic = ellipsoid.cartesianToCartographic(normalEndpoint, endPosCartographicScratch); // If normal crosses the IDL, go the other way and flip the result. // In practice this almost never happens because the cartographic start // and end points of each segment are "nudged" to be on the same side // of the IDL and slightly away from the IDL. if (Math.abs(cartographic.longitude - normalEndpointCartographic.longitude) > CesiumMath.PI_OVER_TWO) { flipNormal = true; normalEndpoint = Cartesian3.subtract(position, normal, normalEndpointScratch); normalEndpointCartographic = ellipsoid.cartesianToCartographic(normalEndpoint, endPosCartographicScratch); } normalEndpointCartographic.height = 0.0; var normalEndpointProjected = projection.project(normalEndpointCartographic, result); result = Cartesian3.subtract(normalEndpointProjected, projectedPosition, result); result.z = 0.0; result = Cartesian3.normalize(result, result); if (flipNormal) { Cartesian3.negate(result, result); } return result; } var adjustHeightNormalScratch = new Cartesian3(); var adjustHeightOffsetScratch = new Cartesian3(); function adjustHeights(bottom, top, minHeight, maxHeight, adjustHeightBottom, adjustHeightTop) { // bottom and top should be at WALL_INITIAL_MIN_HEIGHT and WALL_INITIAL_MAX_HEIGHT, respectively var adjustHeightNormal = Cartesian3.subtract(top, bottom, adjustHeightNormalScratch); Cartesian3.normalize(adjustHeightNormal, adjustHeightNormal); var distanceForBottom = minHeight - WALL_INITIAL_MIN_HEIGHT; var adjustHeightOffset = Cartesian3.multiplyByScalar(adjustHeightNormal, distanceForBottom, adjustHeightOffsetScratch); Cartesian3.add(bottom, adjustHeightOffset, adjustHeightBottom); var distanceForTop = maxHeight - WALL_INITIAL_MAX_HEIGHT; adjustHeightOffset = Cartesian3.multiplyByScalar(adjustHeightNormal, distanceForTop, adjustHeightOffsetScratch); Cartesian3.add(top, adjustHeightOffset, adjustHeightTop); } var nudgeDirectionScratch = new Cartesian3(); function nudgeXZ(start, end) { var startToXZdistance = Plane.getPointDistance(XZ_PLANE, start); var endToXZdistance = Plane.getPointDistance(XZ_PLANE, end); var offset = nudgeDirectionScratch; // Larger epsilon than what's used in GeometryPipeline, a centimeter in world space if (CesiumMath.equalsEpsilon(startToXZdistance, 0.0, CesiumMath.EPSILON2)) { offset = direction(end, start, offset); Cartesian3.multiplyByScalar(offset, CesiumMath.EPSILON2, offset); Cartesian3.add(start, offset, start); } else if (CesiumMath.equalsEpsilon(endToXZdistance, 0.0, CesiumMath.EPSILON2)) { offset = direction(start, end, offset); Cartesian3.multiplyByScalar(offset, CesiumMath.EPSILON2, offset); Cartesian3.add(end, offset, end); } } // "Nudge" cartographic coordinates so start and end are on the same side of the IDL. // Nudge amounts are tiny, basically just an IDL flip. // Only used for 2D/CV. function nudgeCartographic(start, end) { var absStartLon = Math.abs(start.longitude); var absEndLon = Math.abs(end.longitude); if (CesiumMath.equalsEpsilon(absStartLon, CesiumMath.PI, CesiumMath.EPSILON11)) { var endSign = CesiumMath.sign(end.longitude); start.longitude = endSign * (absStartLon - CesiumMath.EPSILON11); return 1; } else if (CesiumMath.equalsEpsilon(absEndLon, CesiumMath.PI, CesiumMath.EPSILON11)) { var startSign = CesiumMath.sign(start.longitude); end.longitude = startSign * (absEndLon - CesiumMath.EPSILON11); return 2; } return 0; } var startCartographicScratch = new Cartographic(); var endCartographicScratch = new Cartographic(); var segmentStartTopScratch = new Cartesian3(); var segmentEndTopScratch = new Cartesian3(); var segmentStartBottomScratch = new Cartesian3(); var segmentEndBottomScratch = new Cartesian3(); var segmentStartNormalScratch = new Cartesian3(); var segmentEndNormalScratch = new Cartesian3(); var getHeightCartographics = [startCartographicScratch, endCartographicScratch]; var getHeightRectangleScratch = new Rectangle(); var adjustHeightStartTopScratch = new Cartesian3(); var adjustHeightEndTopScratch = new Cartesian3(); var adjustHeightStartBottomScratch = new Cartesian3(); var adjustHeightEndBottomScratch = new Cartesian3(); var segmentStart2DScratch = new Cartesian3(); var segmentEnd2DScratch = new Cartesian3(); var segmentStartNormal2DScratch = new Cartesian3(); var segmentEndNormal2DScratch = new Cartesian3(); var offsetScratch = new Cartesian3(); var startUpScratch = new Cartesian3(); var endUpScratch = new Cartesian3(); var rightScratch = new Cartesian3(); var startPlaneNormalScratch = new Cartesian3(); var endPlaneNormalScratch = new Cartesian3(); var encodeScratch = new EncodedCartesian3(); var encodeScratch2D = new EncodedCartesian3(); var forwardOffset2DScratch = new Cartesian3(); var right2DScratch = new Cartesian3(); var normalNudgeScratch = new Cartesian3(); var scratchBoundingSpheres = [new BoundingSphere(), new BoundingSphere()]; // Winding order is reversed so each segment's volume is inside-out var REFERENCE_INDICES = [ 0, 2, 1, 0, 3, 2, // right 0, 7, 3, 0, 4, 7, // start 0, 5, 4, 0, 1, 5, // bottom 5, 7, 4, 5, 6, 7, // left 5, 2, 6, 5, 1, 2, // end 3, 6, 2, 3, 7, 6 // top ]; var REFERENCE_INDICES_LENGTH = REFERENCE_INDICES.length; // Decompose the "wall" into a series of shadow volumes. // Each shadow volume's vertices encode a description of the line it contains, // including mitering planes at the end points, a plane along the line itself, // and attributes for computing length-wise texture coordinates. function generateGeometryAttributes(loop, projection, bottomPositionsArray, topPositionsArray, normalsArray, cartographicsArray, compute2dAttributes) { var i; var index; var ellipsoid = projection._ellipsoid; // Each segment will have 8 vertices var segmentCount = (bottomPositionsArray.length / 3) - 1; var vertexCount = segmentCount * 8; var arraySizeVec4 = vertexCount * 4; var indexCount = segmentCount * 36; var indices = vertexCount > 65535 ? new Uint32Array(indexCount) : new Uint16Array(indexCount); var positionsArray = new Float64Array(vertexCount * 3); var startHiAndForwardOffsetX = new Float32Array(arraySizeVec4); var startLoAndForwardOffsetY = new Float32Array(arraySizeVec4); var startNormalAndForwardOffsetZ = new Float32Array(arraySizeVec4); var endNormalAndTextureCoordinateNormalizationX = new Float32Array(arraySizeVec4); var rightNormalAndTextureCoordinateNormalizationY = new Float32Array(arraySizeVec4); var startHiLo2D; var offsetAndRight2D; var startEndNormals2D; var texcoordNormalization2D; if (compute2dAttributes) { startHiLo2D = new Float32Array(arraySizeVec4); offsetAndRight2D = new Float32Array(arraySizeVec4); startEndNormals2D = new Float32Array(arraySizeVec4); texcoordNormalization2D = new Float32Array(vertexCount * 2); } /*** Compute total lengths for texture coordinate normalization ***/ // 2D var cartographicsLength = cartographicsArray.length / 2; var length2D = 0.0; var startCartographic = startCartographicScratch; startCartographic.height = 0.0; var endCartographic = endCartographicScratch; endCartographic.height = 0.0; var segmentStartCartesian = segmentStartTopScratch; var segmentEndCartesian = segmentEndTopScratch; if (compute2dAttributes) { index = 0; for (i = 1; i < cartographicsLength; i++) { // Don't clone anything from previous segment b/c possible IDL touch startCartographic.latitude = cartographicsArray[index]; startCartographic.longitude = cartographicsArray[index + 1]; endCartographic.latitude = cartographicsArray[index + 2]; endCartographic.longitude = cartographicsArray[index + 3]; segmentStartCartesian = projection.project(startCartographic, segmentStartCartesian); segmentEndCartesian = projection.project(endCartographic, segmentEndCartesian); length2D += Cartesian3.distance(segmentStartCartesian, segmentEndCartesian); index += 2; } } // 3D var positionsLength = topPositionsArray.length / 3; segmentEndCartesian = Cartesian3.unpack(topPositionsArray, 0, segmentEndCartesian); var length3D = 0.0; index = 3; for (i = 1; i < positionsLength; i++) { segmentStartCartesian = Cartesian3.clone(segmentEndCartesian, segmentStartCartesian); segmentEndCartesian = Cartesian3.unpack(topPositionsArray, index, segmentEndCartesian); length3D += Cartesian3.distance(segmentStartCartesian, segmentEndCartesian); index += 3; } /*** Generate segments ***/ var j; index = 3; var cartographicsIndex = 0; var vec2sWriteIndex = 0; var vec3sWriteIndex = 0; var vec4sWriteIndex = 0; var miterBroken = false; var endBottom = Cartesian3.unpack(bottomPositionsArray, 0, segmentEndBottomScratch); var endTop = Cartesian3.unpack(topPositionsArray, 0, segmentEndTopScratch); var endGeometryNormal = Cartesian3.unpack(normalsArray, 0, segmentEndNormalScratch); if (loop) { var preEndBottom = Cartesian3.unpack(bottomPositionsArray, bottomPositionsArray.length - 6, segmentStartBottomScratch); if (breakMiter(endGeometryNormal, preEndBottom, endBottom, endTop)) { // Miter broken as if for the last point in the loop, needs to be inverted for first point (clone of endBottom) endGeometryNormal = Cartesian3.negate(endGeometryNormal, endGeometryNormal); } } var lengthSoFar3D = 0.0; var lengthSoFar2D = 0.0; // For translating bounding volume var sumHeights = 0.0; for (i = 0; i < segmentCount; i++) { var startBottom = Cartesian3.clone(endBottom, segmentStartBottomScratch); var startTop = Cartesian3.clone(endTop, segmentStartTopScratch); var startGeometryNormal = Cartesian3.clone(endGeometryNormal, segmentStartNormalScratch); if (miterBroken) { startGeometryNormal = Cartesian3.negate(startGeometryNormal, startGeometryNormal); } endBottom = Cartesian3.unpack(bottomPositionsArray, index, segmentEndBottomScratch); endTop = Cartesian3.unpack(topPositionsArray, index, segmentEndTopScratch); endGeometryNormal = Cartesian3.unpack(normalsArray, index, segmentEndNormalScratch); miterBroken = breakMiter(endGeometryNormal, startBottom, endBottom, endTop); // 2D - don't clone anything from previous segment b/c possible IDL touch startCartographic.latitude = cartographicsArray[cartographicsIndex]; startCartographic.longitude = cartographicsArray[cartographicsIndex + 1]; endCartographic.latitude = cartographicsArray[cartographicsIndex + 2]; endCartographic.longitude = cartographicsArray[cartographicsIndex + 3]; var start2D; var end2D; var startGeometryNormal2D; var endGeometryNormal2D; if (compute2dAttributes) { var nudgeResult = nudgeCartographic(startCartographic, endCartographic); start2D = projection.project(startCartographic, segmentStart2DScratch); end2D = projection.project(endCartographic, segmentEnd2DScratch); var direction2D = direction(end2D, start2D, forwardOffset2DScratch); direction2D.y = Math.abs(direction2D.y); startGeometryNormal2D = segmentStartNormal2DScratch; endGeometryNormal2D = segmentEndNormal2DScratch; if (nudgeResult === 0 || Cartesian3.dot(direction2D, Cartesian3.UNIT_Y) > MITER_BREAK_SMALL) { // No nudge - project the original normal // Or, if the line's angle relative to the IDL is very acute, // in which case snapping will produce oddly shaped volumes. startGeometryNormal2D = projectNormal(projection, startCartographic, startGeometryNormal, start2D, segmentStartNormal2DScratch); endGeometryNormal2D = projectNormal(projection, endCartographic, endGeometryNormal, end2D, segmentEndNormal2DScratch); } else if (nudgeResult === 1) { // Start is close to IDL - snap start normal to align with IDL endGeometryNormal2D = projectNormal(projection, endCartographic, endGeometryNormal, end2D, segmentEndNormal2DScratch); startGeometryNormal2D.x = 0.0; // If start longitude is negative and end longitude is less negative, relative right is unit -Y // If start longitude is positive and end longitude is less positive, relative right is unit +Y startGeometryNormal2D.y = CesiumMath.sign(startCartographic.longitude - Math.abs(endCartographic.longitude)); startGeometryNormal2D.z = 0.0; } else { // End is close to IDL - snap end normal to align with IDL startGeometryNormal2D = projectNormal(projection, startCartographic, startGeometryNormal, start2D, segmentStartNormal2DScratch); endGeometryNormal2D.x = 0.0; // If end longitude is negative and start longitude is less negative, relative right is unit Y // If end longitude is positive and start longitude is less positive, relative right is unit -Y endGeometryNormal2D.y = CesiumMath.sign(startCartographic.longitude - endCartographic.longitude); endGeometryNormal2D.z = 0.0; } } /**************************************** * Geometry descriptors of a "line on terrain," * as opposed to the "shadow volume used to draw * the line on terrain": * - position of start + offset to end * - start, end, and right-facing planes * - encoded texture coordinate offsets ****************************************/ /** 3D **/ var segmentLength3D = Cartesian3.distance(startTop, endTop); var encodedStart = EncodedCartesian3.fromCartesian(startBottom, encodeScratch); var forwardOffset = Cartesian3.subtract(endBottom, startBottom, offsetScratch); var forward = Cartesian3.normalize(forwardOffset, rightScratch); var startUp = Cartesian3.subtract(startTop, startBottom, startUpScratch); startUp = Cartesian3.normalize(startUp, startUp); var rightNormal = Cartesian3.cross(forward, startUp, rightScratch); rightNormal = Cartesian3.normalize(rightNormal, rightNormal); var startPlaneNormal = Cartesian3.cross(startUp, startGeometryNormal, startPlaneNormalScratch); startPlaneNormal = Cartesian3.normalize(startPlaneNormal, startPlaneNormal); var endUp = Cartesian3.subtract(endTop, endBottom, endUpScratch); endUp = Cartesian3.normalize(endUp, endUp); var endPlaneNormal = Cartesian3.cross(endGeometryNormal, endUp, endPlaneNormalScratch); endPlaneNormal = Cartesian3.normalize(endPlaneNormal, endPlaneNormal); var texcoordNormalization3DX = segmentLength3D / length3D; var texcoordNormalization3DY = lengthSoFar3D / length3D; /** 2D **/ var segmentLength2D = 0.0; var encodedStart2D; var forwardOffset2D; var right2D; var texcoordNormalization2DX = 0.0; var texcoordNormalization2DY = 0.0; if (compute2dAttributes) { segmentLength2D = Cartesian3.distance(start2D, end2D); encodedStart2D = EncodedCartesian3.fromCartesian(start2D, encodeScratch2D); forwardOffset2D = Cartesian3.subtract(end2D, start2D, forwardOffset2DScratch); // Right direction is just forward direction rotated by -90 degrees around Z // Similarly with plane normals right2D = Cartesian3.normalize(forwardOffset2D, right2DScratch); var swap = right2D.x; right2D.x = right2D.y; right2D.y = -swap; texcoordNormalization2DX = segmentLength2D / length2D; texcoordNormalization2DY = lengthSoFar2D / length2D; } /** Pack **/ for (j = 0; j < 8; j++) { var vec4Index = vec4sWriteIndex + j * 4; var vec2Index = vec2sWriteIndex + j * 2; var wIndex = vec4Index + 3; // Encode sidedness of vertex relative to right plane in texture coordinate normalization X, // whether vertex is top or bottom of volume in sign/magnitude of normalization Y. var rightPlaneSide = j < 4 ? 1.0 : -1.0; var topBottomSide = (j === 2 || j === 3 || j === 6 || j === 7) ? 1.0 : -1.0; // 3D Cartesian3.pack(encodedStart.high, startHiAndForwardOffsetX, vec4Index); startHiAndForwardOffsetX[wIndex] = forwardOffset.x; Cartesian3.pack(encodedStart.low, startLoAndForwardOffsetY, vec4Index); startLoAndForwardOffsetY[wIndex] = forwardOffset.y; Cartesian3.pack(startPlaneNormal, startNormalAndForwardOffsetZ, vec4Index); startNormalAndForwardOffsetZ[wIndex] = forwardOffset.z; Cartesian3.pack(endPlaneNormal, endNormalAndTextureCoordinateNormalizationX, vec4Index); endNormalAndTextureCoordinateNormalizationX[wIndex] = texcoordNormalization3DX * rightPlaneSide; Cartesian3.pack(rightNormal, rightNormalAndTextureCoordinateNormalizationY, vec4Index); var texcoordNormalization = texcoordNormalization3DY * topBottomSide; if (texcoordNormalization === 0.0 && topBottomSide < 0.0) { texcoordNormalization = 9.0; // some value greater than 1.0 } rightNormalAndTextureCoordinateNormalizationY[wIndex] = texcoordNormalization; // 2D if (compute2dAttributes) { startHiLo2D[vec4Index] = encodedStart2D.high.x; startHiLo2D[vec4Index + 1] = encodedStart2D.high.y; startHiLo2D[vec4Index + 2] = encodedStart2D.low.x; startHiLo2D[vec4Index + 3] = encodedStart2D.low.y; startEndNormals2D[vec4Index] = -startGeometryNormal2D.y; startEndNormals2D[vec4Index + 1] = startGeometryNormal2D.x; startEndNormals2D[vec4Index + 2] = endGeometryNormal2D.y; startEndNormals2D[vec4Index + 3] = -endGeometryNormal2D.x; offsetAndRight2D[vec4Index] = forwardOffset2D.x; offsetAndRight2D[vec4Index + 1] = forwardOffset2D.y; offsetAndRight2D[vec4Index + 2] = right2D.x; offsetAndRight2D[vec4Index + 3] = right2D.y; texcoordNormalization2D[vec2Index] = texcoordNormalization2DX * rightPlaneSide; texcoordNormalization = texcoordNormalization2DY * topBottomSide; if (texcoordNormalization === 0.0 && topBottomSide < 0.0) { texcoordNormalization = 9.0; // some value greater than 1.0 } texcoordNormalization2D[vec2Index + 1] = texcoordNormalization; } } // Adjust height of volume in 3D var adjustHeightStartBottom = adjustHeightStartBottomScratch; var adjustHeightEndBottom = adjustHeightEndBottomScratch; var adjustHeightStartTop = adjustHeightStartTopScratch; var adjustHeightEndTop = adjustHeightEndTopScratch; var getHeightsRectangle = Rectangle.fromCartographicArray(getHeightCartographics, getHeightRectangleScratch); var minMaxHeights = ApproximateTerrainHeights.getMinimumMaximumHeights(getHeightsRectangle, ellipsoid); var minHeight = minMaxHeights.minimumTerrainHeight; var maxHeight = minMaxHeights.maximumTerrainHeight; sumHeights += minHeight; sumHeights += maxHeight; adjustHeights(startBottom, startTop, minHeight, maxHeight, adjustHeightStartBottom, adjustHeightStartTop); adjustHeights(endBottom, endTop, minHeight, maxHeight, adjustHeightEndBottom, adjustHeightEndTop); // Nudge the positions away from the "polyline" a little bit to prevent errors in GeometryPipeline var normalNudge = Cartesian3.multiplyByScalar(rightNormal, CesiumMath.EPSILON5, normalNudgeScratch); Cartesian3.add(adjustHeightStartBottom, normalNudge, adjustHeightStartBottom); Cartesian3.add(adjustHeightEndBottom, normalNudge, adjustHeightEndBottom); Cartesian3.add(adjustHeightStartTop, normalNudge, adjustHeightStartTop); Cartesian3.add(adjustHeightEndTop, normalNudge, adjustHeightEndTop); // If the segment is very close to the XZ plane, nudge the vertices slightly to avoid touching it. nudgeXZ(adjustHeightStartBottom, adjustHeightEndBottom); nudgeXZ(adjustHeightStartTop, adjustHeightEndTop); Cartesian3.pack(adjustHeightStartBottom, positionsArray, vec3sWriteIndex); Cartesian3.pack(adjustHeightEndBottom, positionsArray, vec3sWriteIndex + 3); Cartesian3.pack(adjustHeightEndTop, positionsArray, vec3sWriteIndex + 6); Cartesian3.pack(adjustHeightStartTop, positionsArray, vec3sWriteIndex + 9); normalNudge = Cartesian3.multiplyByScalar(rightNormal, -2.0 * CesiumMath.EPSILON5, normalNudgeScratch); Cartesian3.add(adjustHeightStartBottom, normalNudge, adjustHeightStartBottom); Cartesian3.add(adjustHeightEndBottom, normalNudge, adjustHeightEndBottom); Cartesian3.add(adjustHeightStartTop, normalNudge, adjustHeightStartTop); Cartesian3.add(adjustHeightEndTop, normalNudge, adjustHeightEndTop); nudgeXZ(adjustHeightStartBottom, adjustHeightEndBottom); nudgeXZ(adjustHeightStartTop, adjustHeightEndTop); Cartesian3.pack(adjustHeightStartBottom, positionsArray, vec3sWriteIndex + 12); Cartesian3.pack(adjustHeightEndBottom, positionsArray, vec3sWriteIndex + 15); Cartesian3.pack(adjustHeightEndTop, positionsArray, vec3sWriteIndex + 18); Cartesian3.pack(adjustHeightStartTop, positionsArray, vec3sWriteIndex + 21); cartographicsIndex += 2; index += 3; vec2sWriteIndex += 16; vec3sWriteIndex += 24; vec4sWriteIndex += 32; lengthSoFar3D += segmentLength3D; lengthSoFar2D += segmentLength2D; } index = 0; var indexOffset = 0; for (i = 0; i < segmentCount; i++) { for (j = 0; j < REFERENCE_INDICES_LENGTH; j++) { indices[index + j] = REFERENCE_INDICES[j] + indexOffset; } indexOffset += 8; index += REFERENCE_INDICES_LENGTH; } var boundingSpheres = scratchBoundingSpheres; BoundingSphere.fromVertices(bottomPositionsArray, Cartesian3.ZERO, 3, boundingSpheres[0]); BoundingSphere.fromVertices(topPositionsArray, Cartesian3.ZERO, 3, boundingSpheres[1]); var boundingSphere = BoundingSphere.fromBoundingSpheres(boundingSpheres); // Adjust bounding sphere height and radius to cover more of the volume boundingSphere.radius += sumHeights / (segmentCount * 2.0); var attributes = { position : new GeometryAttribute({ componentDatatype : ComponentDatatype.DOUBLE, componentsPerAttribute : 3, normalize : false, values : positionsArray }), startHiAndForwardOffsetX : getVec4GeometryAttribute(startHiAndForwardOffsetX), startLoAndForwardOffsetY : getVec4GeometryAttribute(startLoAndForwardOffsetY), startNormalAndForwardOffsetZ : getVec4GeometryAttribute(startNormalAndForwardOffsetZ), endNormalAndTextureCoordinateNormalizationX : getVec4GeometryAttribute(endNormalAndTextureCoordinateNormalizationX), rightNormalAndTextureCoordinateNormalizationY : getVec4GeometryAttribute(rightNormalAndTextureCoordinateNormalizationY) }; if (compute2dAttributes) { attributes.startHiLo2D = getVec4GeometryAttribute(startHiLo2D); attributes.offsetAndRight2D = getVec4GeometryAttribute(offsetAndRight2D); attributes.startEndNormals2D = getVec4GeometryAttribute(startEndNormals2D); attributes.texcoordNormalization2D = new GeometryAttribute({ componentDatatype : ComponentDatatype.FLOAT, componentsPerAttribute : 2, normalize : false, values : texcoordNormalization2D }); } return new Geometry({ attributes : attributes, indices : indices, boundingSphere : boundingSphere }); } function getVec4GeometryAttribute(typedArray) { return new GeometryAttribute({ componentDatatype : ComponentDatatype.FLOAT, componentsPerAttribute : 4, normalize : false, values : typedArray }); } /** * Approximates an ellipsoid-tangent vector in 2D by projecting the end point into 2D. * Exposed for testing. * * @param {MapProjection} projection Map Projection for projecting coordinates to 2D. * @param {Cartographic} cartographic The cartographic origin point of the normal. * Used to check if the normal crosses the IDL during projection. * @param {Cartesian3} normal The normal in 3D. * @param {Cartesian3} projectedPosition The projected origin point of the normal in 2D. * @param {Cartesian3} result Result parameter on which to store the projected normal. * @private */ GroundPolylineGeometry._projectNormal = projectNormal; export default GroundPolylineGeometry;