import BoundingSphere from './BoundingSphere.js';
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import Cartesian3 from './Cartesian3.js';
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import Cartesian4 from './Cartesian4.js';
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import Check from './Check.js';
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import ComponentDatatype from './ComponentDatatype.js';
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import defaultValue from './defaultValue.js';
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import defined from './defined.js';
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import Geometry from './Geometry.js';
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import GeometryAttribute from './GeometryAttribute.js';
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import GeometryAttributes from './GeometryAttributes.js';
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import Matrix3 from './Matrix3.js';
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import Matrix4 from './Matrix4.js';
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import OrthographicFrustum from './OrthographicFrustum.js';
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import PerspectiveFrustum from './PerspectiveFrustum.js';
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import PrimitiveType from './PrimitiveType.js';
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import Quaternion from './Quaternion.js';
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import VertexFormat from './VertexFormat.js';
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var PERSPECTIVE = 0;
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var ORTHOGRAPHIC = 1;
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/**
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* Describes a frustum at the given the origin and orientation.
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*
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* @alias FrustumGeometry
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* @constructor
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*
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* @param {Object} options Object with the following properties:
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* @param {PerspectiveFrustum|OrthographicFrustum} options.frustum The frustum.
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* @param {Cartesian3} options.origin The origin of the frustum.
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* @param {Quaternion} options.orientation The orientation of the frustum.
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* @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed.
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*/
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function FrustumGeometry(options) {
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.object('options', options);
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Check.typeOf.object('options.frustum', options.frustum);
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Check.typeOf.object('options.origin', options.origin);
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Check.typeOf.object('options.orientation', options.orientation);
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//>>includeEnd('debug');
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var frustum = options.frustum;
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var orientation = options.orientation;
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var origin = options.origin;
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var vertexFormat = defaultValue(options.vertexFormat, VertexFormat.DEFAULT);
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// This is private because it is used by DebugCameraPrimitive to draw a multi-frustum by
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// creating multiple FrustumGeometrys. This way the near plane of one frustum doesn't overlap
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// the far plane of another.
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var drawNearPlane = defaultValue(options._drawNearPlane, true);
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var frustumType;
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var frustumPackedLength;
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if (frustum instanceof PerspectiveFrustum) {
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frustumType = PERSPECTIVE;
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frustumPackedLength = PerspectiveFrustum.packedLength;
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} else if (frustum instanceof OrthographicFrustum) {
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frustumType = ORTHOGRAPHIC;
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frustumPackedLength = OrthographicFrustum.packedLength;
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}
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this._frustumType = frustumType;
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this._frustum = frustum.clone();
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this._origin = Cartesian3.clone(origin);
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this._orientation = Quaternion.clone(orientation);
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this._drawNearPlane = drawNearPlane;
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this._vertexFormat = vertexFormat;
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this._workerName = 'createFrustumGeometry';
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/**
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* The number of elements used to pack the object into an array.
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* @type {Number}
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*/
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this.packedLength = 2 + frustumPackedLength + Cartesian3.packedLength + Quaternion.packedLength + VertexFormat.packedLength;
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}
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/**
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* Stores the provided instance into the provided array.
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*
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* @param {FrustumGeometry} value The value to pack.
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* @param {Number[]} array The array to pack into.
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* @param {Number} [startingIndex=0] The index into the array at which to start packing the elements.
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*
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* @returns {Number[]} The array that was packed into
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*/
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FrustumGeometry.pack = function(value, array, startingIndex) {
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.object('value', value);
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Check.defined('array', array);
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//>>includeEnd('debug');
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startingIndex = defaultValue(startingIndex, 0);
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var frustumType = value._frustumType;
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var frustum = value._frustum;
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array[startingIndex++] = frustumType;
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if (frustumType === PERSPECTIVE) {
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PerspectiveFrustum.pack(frustum, array, startingIndex);
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startingIndex += PerspectiveFrustum.packedLength;
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} else {
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OrthographicFrustum.pack(frustum, array, startingIndex);
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startingIndex += OrthographicFrustum.packedLength;
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}
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Cartesian3.pack(value._origin, array, startingIndex);
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startingIndex += Cartesian3.packedLength;
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Quaternion.pack(value._orientation, array, startingIndex);
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startingIndex += Quaternion.packedLength;
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VertexFormat.pack(value._vertexFormat, array, startingIndex);
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startingIndex += VertexFormat.packedLength;
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array[startingIndex] = value._drawNearPlane ? 1.0 : 0.0;
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return array;
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};
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var scratchPackPerspective = new PerspectiveFrustum();
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var scratchPackOrthographic = new OrthographicFrustum();
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var scratchPackQuaternion = new Quaternion();
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var scratchPackorigin = new Cartesian3();
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var scratchVertexFormat = new VertexFormat();
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/**
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* Retrieves an instance from a packed array.
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*
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* @param {Number[]} array The packed array.
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* @param {Number} [startingIndex=0] The starting index of the element to be unpacked.
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* @param {FrustumGeometry} [result] The object into which to store the result.
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*/
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FrustumGeometry.unpack = function(array, startingIndex, result) {
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//>>includeStart('debug', pragmas.debug);
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Check.defined('array', array);
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//>>includeEnd('debug');
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startingIndex = defaultValue(startingIndex, 0);
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var frustumType = array[startingIndex++];
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var frustum;
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if (frustumType === PERSPECTIVE) {
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frustum = PerspectiveFrustum.unpack(array, startingIndex, scratchPackPerspective);
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startingIndex += PerspectiveFrustum.packedLength;
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} else {
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frustum = OrthographicFrustum.unpack(array, startingIndex, scratchPackOrthographic);
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startingIndex += OrthographicFrustum.packedLength;
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}
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var origin = Cartesian3.unpack(array, startingIndex, scratchPackorigin);
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startingIndex += Cartesian3.packedLength;
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var orientation = Quaternion.unpack(array, startingIndex, scratchPackQuaternion);
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startingIndex += Quaternion.packedLength;
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var vertexFormat = VertexFormat.unpack(array, startingIndex, scratchVertexFormat);
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startingIndex += VertexFormat.packedLength;
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var drawNearPlane = array[startingIndex] === 1.0;
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if (!defined(result)) {
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return new FrustumGeometry({
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frustum : frustum,
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origin : origin,
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orientation : orientation,
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vertexFormat : vertexFormat,
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_drawNearPlane : drawNearPlane
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});
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}
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var frustumResult = frustumType === result._frustumType ? result._frustum : undefined;
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result._frustum = frustum.clone(frustumResult);
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result._frustumType = frustumType;
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result._origin = Cartesian3.clone(origin, result._origin);
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result._orientation = Quaternion.clone(orientation, result._orientation);
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result._vertexFormat = VertexFormat.clone(vertexFormat, result._vertexFormat);
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result._drawNearPlane = drawNearPlane;
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return result;
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};
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function getAttributes(offset, normals, tangents, bitangents, st, normal, tangent, bitangent) {
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var stOffset = offset / 3 * 2;
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for (var i = 0; i < 4; ++i) {
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if (defined(normals)) {
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normals[offset] = normal.x;
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normals[offset + 1] = normal.y;
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normals[offset + 2] = normal.z;
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}
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if (defined(tangents)) {
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tangents[offset] = tangent.x;
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tangents[offset + 1] = tangent.y;
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tangents[offset + 2] = tangent.z;
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}
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if (defined(bitangents)) {
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bitangents[offset] = bitangent.x;
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bitangents[offset + 1] = bitangent.y;
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bitangents[offset + 2] = bitangent.z;
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}
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offset += 3;
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}
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st[stOffset] = 0.0;
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st[stOffset + 1] = 0.0;
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st[stOffset + 2] = 1.0;
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st[stOffset + 3] = 0.0;
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st[stOffset + 4] = 1.0;
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st[stOffset + 5] = 1.0;
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st[stOffset + 6] = 0.0;
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st[stOffset + 7] = 1.0;
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}
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var scratchRotationMatrix = new Matrix3();
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var scratchViewMatrix = new Matrix4();
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var scratchInverseMatrix = new Matrix4();
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var scratchXDirection = new Cartesian3();
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var scratchYDirection = new Cartesian3();
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var scratchZDirection = new Cartesian3();
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var scratchNegativeX = new Cartesian3();
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var scratchNegativeY = new Cartesian3();
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var scratchNegativeZ = new Cartesian3();
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var frustumSplits = new Array(3);
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var frustumCornersNDC = new Array(4);
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frustumCornersNDC[0] = new Cartesian4(-1.0, -1.0, 1.0, 1.0);
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frustumCornersNDC[1] = new Cartesian4(1.0, -1.0, 1.0, 1.0);
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frustumCornersNDC[2] = new Cartesian4(1.0, 1.0, 1.0, 1.0);
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frustumCornersNDC[3] = new Cartesian4(-1.0, 1.0, 1.0, 1.0);
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var scratchFrustumCorners = new Array(4);
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for (var i = 0; i < 4; ++i) {
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scratchFrustumCorners[i] = new Cartesian4();
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}
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FrustumGeometry._computeNearFarPlanes = function(origin, orientation, frustumType, frustum, positions, xDirection, yDirection, zDirection) {
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var rotationMatrix = Matrix3.fromQuaternion(orientation, scratchRotationMatrix);
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var x = defaultValue(xDirection, scratchXDirection);
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var y = defaultValue(yDirection, scratchYDirection);
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var z = defaultValue(zDirection, scratchZDirection);
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x = Matrix3.getColumn(rotationMatrix, 0, x);
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y = Matrix3.getColumn(rotationMatrix, 1, y);
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z = Matrix3.getColumn(rotationMatrix, 2, z);
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Cartesian3.normalize(x, x);
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Cartesian3.normalize(y, y);
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Cartesian3.normalize(z, z);
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Cartesian3.negate(x, x);
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var view = Matrix4.computeView(origin, z, y, x, scratchViewMatrix);
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var inverseView;
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var inverseViewProjection;
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if (frustumType === PERSPECTIVE) {
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var projection = frustum.projectionMatrix;
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var viewProjection = Matrix4.multiply(projection, view, scratchInverseMatrix);
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inverseViewProjection = Matrix4.inverse(viewProjection, scratchInverseMatrix);
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} else {
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inverseView = Matrix4.inverseTransformation(view, scratchInverseMatrix);
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}
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if (defined(inverseViewProjection)) {
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frustumSplits[0] = frustum.near;
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frustumSplits[1] = frustum.far;
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} else {
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frustumSplits[0] = 0.0;
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frustumSplits[1] = frustum.near;
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frustumSplits[2] = frustum.far;
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}
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for (var i = 0; i < 2; ++i) {
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for (var j = 0; j < 4; ++j) {
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var corner = Cartesian4.clone(frustumCornersNDC[j], scratchFrustumCorners[j]);
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if (!defined(inverseViewProjection)) {
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if (defined(frustum._offCenterFrustum)) {
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frustum = frustum._offCenterFrustum;
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}
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var near = frustumSplits[i];
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var far = frustumSplits[i + 1];
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corner.x = (corner.x * (frustum.right - frustum.left) + frustum.left + frustum.right) * 0.5;
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corner.y = (corner.y * (frustum.top - frustum.bottom) + frustum.bottom + frustum.top) * 0.5;
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corner.z = (corner.z * (near - far) - near - far) * 0.5;
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corner.w = 1.0;
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Matrix4.multiplyByVector(inverseView, corner, corner);
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} else {
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corner = Matrix4.multiplyByVector(inverseViewProjection, corner, corner);
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// Reverse perspective divide
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var w = 1.0 / corner.w;
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Cartesian3.multiplyByScalar(corner, w, corner);
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Cartesian3.subtract(corner, origin, corner);
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Cartesian3.normalize(corner, corner);
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var fac = Cartesian3.dot(z, corner);
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Cartesian3.multiplyByScalar(corner, frustumSplits[i] / fac, corner);
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Cartesian3.add(corner, origin, corner);
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}
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positions[12 * i + j * 3] = corner.x;
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positions[12 * i + j * 3 + 1] = corner.y;
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positions[12 * i + j * 3 + 2] = corner.z;
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}
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}
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};
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/**
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* Computes the geometric representation of a frustum, including its vertices, indices, and a bounding sphere.
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*
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* @param {FrustumGeometry} frustumGeometry A description of the frustum.
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* @returns {Geometry|undefined} The computed vertices and indices.
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*/
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FrustumGeometry.createGeometry = function(frustumGeometry) {
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var frustumType = frustumGeometry._frustumType;
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var frustum = frustumGeometry._frustum;
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var origin = frustumGeometry._origin;
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var orientation = frustumGeometry._orientation;
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var drawNearPlane = frustumGeometry._drawNearPlane;
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var vertexFormat = frustumGeometry._vertexFormat;
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var numberOfPlanes = drawNearPlane ? 6 : 5;
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var positions = new Float64Array(3 * 4 * 6);
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FrustumGeometry._computeNearFarPlanes(origin, orientation, frustumType, frustum, positions);
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// -x plane
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var offset = 3 * 4 * 2;
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positions[offset] = positions[3 * 4];
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positions[offset + 1] = positions[3 * 4 + 1];
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positions[offset + 2] = positions[3 * 4 + 2];
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positions[offset + 3] = positions[0];
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positions[offset + 4] = positions[1];
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positions[offset + 5] = positions[2];
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positions[offset + 6] = positions[3 * 3];
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positions[offset + 7] = positions[3 * 3 + 1];
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positions[offset + 8] = positions[3 * 3 + 2];
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positions[offset + 9] = positions[3 * 7];
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positions[offset + 10] = positions[3 * 7 + 1];
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positions[offset + 11] = positions[3 * 7 + 2];
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// -y plane
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offset += 3 * 4;
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positions[offset] = positions[3 * 5];
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positions[offset + 1] = positions[3 * 5 + 1];
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positions[offset + 2] = positions[3 * 5 + 2];
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positions[offset + 3] = positions[3];
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positions[offset + 4] = positions[3 + 1];
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positions[offset + 5] = positions[3 + 2];
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positions[offset + 6] = positions[0];
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positions[offset + 7] = positions[1];
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positions[offset + 8] = positions[2];
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positions[offset + 9] = positions[3 * 4];
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positions[offset + 10] = positions[3 * 4 + 1];
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positions[offset + 11] = positions[3 * 4 + 2];
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// +x plane
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offset += 3 * 4;
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positions[offset] = positions[3];
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positions[offset + 1] = positions[3 + 1];
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positions[offset + 2] = positions[3 + 2];
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positions[offset + 3] = positions[3 * 5];
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positions[offset + 4] = positions[3 * 5 + 1];
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positions[offset + 5] = positions[3 * 5 + 2];
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positions[offset + 6] = positions[3 * 6];
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positions[offset + 7] = positions[3 * 6 + 1];
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positions[offset + 8] = positions[3 * 6 + 2];
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positions[offset + 9] = positions[3 * 2];
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positions[offset + 10] = positions[3 * 2 + 1];
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positions[offset + 11] = positions[3 * 2 + 2];
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// +y plane
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offset += 3 * 4;
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positions[offset] = positions[3 * 2];
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positions[offset + 1] = positions[3 * 2 + 1];
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positions[offset + 2] = positions[3 * 2 + 2];
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positions[offset + 3] = positions[3 * 6];
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positions[offset + 4] = positions[3 * 6 + 1];
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positions[offset + 5] = positions[3 * 6 + 2];
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positions[offset + 6] = positions[3 * 7];
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positions[offset + 7] = positions[3 * 7 + 1];
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positions[offset + 8] = positions[3 * 7 + 2];
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positions[offset + 9] = positions[3 * 3];
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positions[offset + 10] = positions[3 * 3 + 1];
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positions[offset + 11] = positions[3 * 3 + 2];
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if (!drawNearPlane) {
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positions = positions.subarray(3 * 4);
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}
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var attributes = new GeometryAttributes({
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position : new GeometryAttribute({
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componentDatatype : ComponentDatatype.DOUBLE,
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componentsPerAttribute : 3,
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values : positions
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})
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});
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if (defined(vertexFormat.normal) || defined(vertexFormat.tangent) || defined(vertexFormat.bitangent) || defined(vertexFormat.st)) {
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var normals = defined(vertexFormat.normal) ? new Float32Array(3 * 4 * numberOfPlanes) : undefined;
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var tangents = defined(vertexFormat.tangent) ? new Float32Array(3 * 4 * numberOfPlanes) : undefined;
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var bitangents = defined(vertexFormat.bitangent) ? new Float32Array(3 * 4 * numberOfPlanes) : undefined;
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var st = defined(vertexFormat.st) ? new Float32Array(2 * 4 * numberOfPlanes) : undefined;
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var x = scratchXDirection;
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var y = scratchYDirection;
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var z = scratchZDirection;
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var negativeX = Cartesian3.negate(x, scratchNegativeX);
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var negativeY = Cartesian3.negate(y, scratchNegativeY);
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var negativeZ = Cartesian3.negate(z, scratchNegativeZ);
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offset = 0;
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if (drawNearPlane) {
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getAttributes(offset, normals, tangents, bitangents, st, negativeZ, x, y); // near
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offset += 3 * 4;
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}
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getAttributes(offset, normals, tangents, bitangents, st, z, negativeX, y); // far
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offset += 3 * 4;
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getAttributes(offset, normals, tangents, bitangents, st, negativeX, negativeZ, y); // -x
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offset += 3 * 4;
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getAttributes(offset, normals, tangents, bitangents, st, negativeY, negativeZ, negativeX); // -y
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offset += 3 * 4;
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getAttributes(offset, normals, tangents, bitangents, st, x, z, y); // +x
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offset += 3 * 4;
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getAttributes(offset, normals, tangents, bitangents, st, y, z, negativeX); // +y
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if (defined(normals)) {
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attributes.normal = new GeometryAttribute({
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componentDatatype : ComponentDatatype.FLOAT,
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componentsPerAttribute : 3,
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values : normals
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});
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}
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if (defined(tangents)) {
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attributes.tangent = new GeometryAttribute({
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componentDatatype : ComponentDatatype.FLOAT,
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componentsPerAttribute : 3,
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values : tangents
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});
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}
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if (defined(bitangents)) {
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attributes.bitangent = new GeometryAttribute({
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componentDatatype : ComponentDatatype.FLOAT,
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componentsPerAttribute : 3,
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values : bitangents
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});
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}
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if (defined(st)) {
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attributes.st = new GeometryAttribute({
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componentDatatype : ComponentDatatype.FLOAT,
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componentsPerAttribute : 2,
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values : st
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});
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}
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}
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var indices = new Uint16Array(6 * numberOfPlanes);
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for (var i = 0; i < numberOfPlanes; ++i) {
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var indexOffset = i * 6;
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var index = i * 4;
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indices[indexOffset] = index;
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indices[indexOffset + 1] = index + 1;
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indices[indexOffset + 2] = index + 2;
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indices[indexOffset + 3] = index;
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indices[indexOffset + 4] = index + 2;
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indices[indexOffset + 5] = index + 3;
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}
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return new Geometry({
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attributes : attributes,
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indices : indices,
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primitiveType : PrimitiveType.TRIANGLES,
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boundingSphere : BoundingSphere.fromVertices(positions)
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});
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};
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export default FrustumGeometry;
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