import BoundingRectangle from '../Core/BoundingRectangle.js';
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import Cartesian2 from '../Core/Cartesian2.js';
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import Cartesian3 from '../Core/Cartesian3.js';
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import Cartesian4 from '../Core/Cartesian4.js';
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import Cartographic from '../Core/Cartographic.js';
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import defined from '../Core/defined.js';
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import DeveloperError from '../Core/DeveloperError.js';
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import CesiumMath from '../Core/Math.js';
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import Matrix4 from '../Core/Matrix4.js';
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import OrthographicFrustum from '../Core/OrthographicFrustum.js';
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import OrthographicOffCenterFrustum from '../Core/OrthographicOffCenterFrustum.js';
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import Transforms from '../Core/Transforms.js';
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import SceneMode from './SceneMode.js';
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/**
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* Functions that do scene-dependent transforms between rendering-related coordinate systems.
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*
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* @exports SceneTransforms
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*/
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var SceneTransforms = {};
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var actualPositionScratch = new Cartesian4(0, 0, 0, 1);
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var positionCC = new Cartesian4();
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var scratchViewport = new BoundingRectangle();
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var scratchWindowCoord0 = new Cartesian2();
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var scratchWindowCoord1 = new Cartesian2();
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/**
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* Transforms a position in WGS84 coordinates to window coordinates. This is commonly used to place an
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* HTML element at the same screen position as an object in the scene.
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*
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* @param {Scene} scene The scene.
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* @param {Cartesian3} position The position in WGS84 (world) coordinates.
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* @param {Cartesian2} [result] An optional object to return the input position transformed to window coordinates.
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* @returns {Cartesian2} The modified result parameter or a new Cartesian2 instance if one was not provided. This may be <code>undefined</code> if the input position is near the center of the ellipsoid.
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*
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* @example
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* // Output the window position of longitude/latitude (0, 0) every time the mouse moves.
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* var scene = widget.scene;
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* var ellipsoid = scene.globe.ellipsoid;
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* var position = Cesium.Cartesian3.fromDegrees(0.0, 0.0);
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* var handler = new Cesium.ScreenSpaceEventHandler(scene.canvas);
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* handler.setInputAction(function(movement) {
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* console.log(Cesium.SceneTransforms.wgs84ToWindowCoordinates(scene, position));
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* }, Cesium.ScreenSpaceEventType.MOUSE_MOVE);
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*/
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SceneTransforms.wgs84ToWindowCoordinates = function(scene, position, result) {
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return SceneTransforms.wgs84WithEyeOffsetToWindowCoordinates(scene, position, Cartesian3.ZERO, result);
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};
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var scratchCartesian4 = new Cartesian4();
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var scratchEyeOffset = new Cartesian3();
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function worldToClip(position, eyeOffset, camera, result) {
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var viewMatrix = camera.viewMatrix;
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var positionEC = Matrix4.multiplyByVector(viewMatrix, Cartesian4.fromElements(position.x, position.y, position.z, 1, scratchCartesian4), scratchCartesian4);
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var zEyeOffset = Cartesian3.multiplyComponents(eyeOffset, Cartesian3.normalize(positionEC, scratchEyeOffset), scratchEyeOffset);
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positionEC.x += eyeOffset.x + zEyeOffset.x;
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positionEC.y += eyeOffset.y + zEyeOffset.y;
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positionEC.z += zEyeOffset.z;
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return Matrix4.multiplyByVector(camera.frustum.projectionMatrix, positionEC, result);
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}
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var scratchMaxCartographic = new Cartographic(Math.PI, CesiumMath.PI_OVER_TWO);
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var scratchProjectedCartesian = new Cartesian3();
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var scratchCameraPosition = new Cartesian3();
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/**
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* @private
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*/
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SceneTransforms.wgs84WithEyeOffsetToWindowCoordinates = function(scene, position, eyeOffset, result) {
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//>>includeStart('debug', pragmas.debug);
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if (!defined(scene)) {
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throw new DeveloperError('scene is required.');
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}
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if (!defined(position)) {
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throw new DeveloperError('position is required.');
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}
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//>>includeEnd('debug');
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// Transform for 3D, 2D, or Columbus view
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var frameState = scene.frameState;
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var actualPosition = SceneTransforms.computeActualWgs84Position(frameState, position, actualPositionScratch);
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if (!defined(actualPosition)) {
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return undefined;
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}
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// Assuming viewport takes up the entire canvas...
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var canvas = scene.canvas;
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var viewport = scratchViewport;
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viewport.x = 0;
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viewport.y = 0;
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viewport.width = canvas.clientWidth;
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viewport.height = canvas.clientHeight;
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var camera = scene.camera;
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var cameraCentered = false;
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if (frameState.mode === SceneMode.SCENE2D) {
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var projection = scene.mapProjection;
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var maxCartographic = scratchMaxCartographic;
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var maxCoord = projection.project(maxCartographic, scratchProjectedCartesian);
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var cameraPosition = Cartesian3.clone(camera.position, scratchCameraPosition);
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var frustum = camera.frustum.clone();
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var viewportTransformation = Matrix4.computeViewportTransformation(viewport, 0.0, 1.0, new Matrix4());
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var projectionMatrix = camera.frustum.projectionMatrix;
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var x = camera.positionWC.y;
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var eyePoint = Cartesian3.fromElements(CesiumMath.sign(x) * maxCoord.x - x, 0.0, -camera.positionWC.x);
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var windowCoordinates = Transforms.pointToGLWindowCoordinates(projectionMatrix, viewportTransformation, eyePoint);
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if (x === 0.0 || windowCoordinates.x <= 0.0 || windowCoordinates.x >= canvas.clientWidth) {
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cameraCentered = true;
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} else {
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if (windowCoordinates.x > canvas.clientWidth * 0.5) {
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viewport.width = windowCoordinates.x;
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camera.frustum.right = maxCoord.x - x;
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positionCC = worldToClip(actualPosition, eyeOffset, camera, positionCC);
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SceneTransforms.clipToGLWindowCoordinates(viewport, positionCC, scratchWindowCoord0);
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viewport.x += windowCoordinates.x;
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camera.position.x = -camera.position.x;
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var right = camera.frustum.right;
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camera.frustum.right = -camera.frustum.left;
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camera.frustum.left = -right;
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positionCC = worldToClip(actualPosition, eyeOffset, camera, positionCC);
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SceneTransforms.clipToGLWindowCoordinates(viewport, positionCC, scratchWindowCoord1);
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} else {
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viewport.x += windowCoordinates.x;
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viewport.width -= windowCoordinates.x;
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camera.frustum.left = -maxCoord.x - x;
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positionCC = worldToClip(actualPosition, eyeOffset, camera, positionCC);
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SceneTransforms.clipToGLWindowCoordinates(viewport, positionCC, scratchWindowCoord0);
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viewport.x = viewport.x - viewport.width;
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camera.position.x = -camera.position.x;
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var left = camera.frustum.left;
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camera.frustum.left = -camera.frustum.right;
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camera.frustum.right = -left;
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positionCC = worldToClip(actualPosition, eyeOffset, camera, positionCC);
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SceneTransforms.clipToGLWindowCoordinates(viewport, positionCC, scratchWindowCoord1);
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}
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Cartesian3.clone(cameraPosition, camera.position);
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camera.frustum = frustum.clone();
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result = Cartesian2.clone(scratchWindowCoord0, result);
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if (result.x < 0.0 || result.x > canvas.clientWidth) {
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result.x = scratchWindowCoord1.x;
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}
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}
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}
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if (frameState.mode !== SceneMode.SCENE2D || cameraCentered) {
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// View-projection matrix to transform from world coordinates to clip coordinates
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positionCC = worldToClip(actualPosition, eyeOffset, camera, positionCC);
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if (positionCC.z < 0 && !(camera.frustum instanceof OrthographicFrustum) && !(camera.frustum instanceof OrthographicOffCenterFrustum)) {
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return undefined;
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}
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result = SceneTransforms.clipToGLWindowCoordinates(viewport, positionCC, result);
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}
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result.y = canvas.clientHeight - result.y;
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return result;
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};
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/**
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* Transforms a position in WGS84 coordinates to drawing buffer coordinates. This may produce different
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* results from SceneTransforms.wgs84ToWindowCoordinates when the browser zoom is not 100%, or on high-DPI displays.
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*
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* @param {Scene} scene The scene.
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* @param {Cartesian3} position The position in WGS84 (world) coordinates.
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* @param {Cartesian2} [result] An optional object to return the input position transformed to window coordinates.
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* @returns {Cartesian2} The modified result parameter or a new Cartesian2 instance if one was not provided. This may be <code>undefined</code> if the input position is near the center of the ellipsoid.
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*
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* @example
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* // Output the window position of longitude/latitude (0, 0) every time the mouse moves.
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* var scene = widget.scene;
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* var ellipsoid = scene.globe.ellipsoid;
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* var position = Cesium.Cartesian3.fromDegrees(0.0, 0.0);
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* var handler = new Cesium.ScreenSpaceEventHandler(scene.canvas);
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* handler.setInputAction(function(movement) {
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* console.log(Cesium.SceneTransforms.wgs84ToWindowCoordinates(scene, position));
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* }, Cesium.ScreenSpaceEventType.MOUSE_MOVE);
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*/
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SceneTransforms.wgs84ToDrawingBufferCoordinates = function(scene, position, result) {
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result = SceneTransforms.wgs84ToWindowCoordinates(scene, position, result);
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if (!defined(result)) {
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return undefined;
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}
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return SceneTransforms.transformWindowToDrawingBuffer(scene, result, result);
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};
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var projectedPosition = new Cartesian3();
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var positionInCartographic = new Cartographic();
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/**
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* @private
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*/
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SceneTransforms.computeActualWgs84Position = function(frameState, position, result) {
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var mode = frameState.mode;
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if (mode === SceneMode.SCENE3D) {
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return Cartesian3.clone(position, result);
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}
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var projection = frameState.mapProjection;
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var cartographic = projection.ellipsoid.cartesianToCartographic(position, positionInCartographic);
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if (!defined(cartographic)) {
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return undefined;
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}
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projection.project(cartographic, projectedPosition);
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if (mode === SceneMode.COLUMBUS_VIEW) {
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return Cartesian3.fromElements(projectedPosition.z, projectedPosition.x, projectedPosition.y, result);
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}
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if (mode === SceneMode.SCENE2D) {
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return Cartesian3.fromElements(0.0, projectedPosition.x, projectedPosition.y, result);
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}
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// mode === SceneMode.MORPHING
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var morphTime = frameState.morphTime;
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return Cartesian3.fromElements(
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CesiumMath.lerp(projectedPosition.z, position.x, morphTime),
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CesiumMath.lerp(projectedPosition.x, position.y, morphTime),
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CesiumMath.lerp(projectedPosition.y, position.z, morphTime),
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result);
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};
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var positionNDC = new Cartesian3();
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var positionWC = new Cartesian3();
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var viewportTransform = new Matrix4();
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/**
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* @private
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*/
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SceneTransforms.clipToGLWindowCoordinates = function(viewport, position, result) {
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// Perspective divide to transform from clip coordinates to normalized device coordinates
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Cartesian3.divideByScalar(position, position.w, positionNDC);
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// Viewport transform to transform from clip coordinates to window coordinates
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Matrix4.computeViewportTransformation(viewport, 0.0, 1.0, viewportTransform);
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Matrix4.multiplyByPoint(viewportTransform, positionNDC, positionWC);
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return Cartesian2.fromCartesian3(positionWC, result);
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};
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/**
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* @private
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*/
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SceneTransforms.transformWindowToDrawingBuffer = function(scene, windowPosition, result) {
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var canvas = scene.canvas;
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var xScale = scene.drawingBufferWidth / canvas.clientWidth;
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var yScale = scene.drawingBufferHeight / canvas.clientHeight;
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return Cartesian2.fromElements(windowPosition.x * xScale, windowPosition.y * yScale, result);
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};
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var scratchNDC = new Cartesian4();
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var scratchWorldCoords = new Cartesian4();
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/**
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* @private
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*/
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SceneTransforms.drawingBufferToWgs84Coordinates = function(scene, drawingBufferPosition, depth, result) {
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var context = scene.context;
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var uniformState = context.uniformState;
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var currentFrustum = uniformState.currentFrustum;
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var near = currentFrustum.x;
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var far = currentFrustum.y;
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if (scene.frameState.useLogDepth) {
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// transforming logarithmic depth of form
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// log2(z + 1) / log2( far + 1);
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// to perspective form
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// (far - far * near / z) / (far - near)
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var log2Depth = depth * uniformState.log2FarDepthFromNearPlusOne;
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var depthFromNear = Math.pow(2.0, log2Depth) - 1.0;
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depth = far * (1.0 - near / (depthFromNear + near)) / (far - near);
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}
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var viewport = scene.view.passState.viewport;
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var ndc = Cartesian4.clone(Cartesian4.UNIT_W, scratchNDC);
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ndc.x = (drawingBufferPosition.x - viewport.x) / viewport.width * 2.0 - 1.0;
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ndc.y = (drawingBufferPosition.y - viewport.y) / viewport.height * 2.0 - 1.0;
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ndc.z = (depth * 2.0) - 1.0;
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ndc.w = 1.0;
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var worldCoords;
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var frustum = scene.camera.frustum;
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if (!defined(frustum.fovy)) {
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if (defined(frustum._offCenterFrustum)) {
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frustum = frustum._offCenterFrustum;
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}
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worldCoords = scratchWorldCoords;
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worldCoords.x = (ndc.x * (frustum.right - frustum.left) + frustum.left + frustum.right) * 0.5;
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worldCoords.y = (ndc.y * (frustum.top - frustum.bottom) + frustum.bottom + frustum.top) * 0.5;
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worldCoords.z = (ndc.z * (near - far) - near - far) * 0.5;
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worldCoords.w = 1.0;
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worldCoords = Matrix4.multiplyByVector(uniformState.inverseView, worldCoords, worldCoords);
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} else {
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worldCoords = Matrix4.multiplyByVector(uniformState.inverseViewProjection, ndc, scratchWorldCoords);
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// Reverse perspective divide
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var w = 1.0 / worldCoords.w;
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Cartesian3.multiplyByScalar(worldCoords, w, worldCoords);
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}
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return Cartesian3.fromCartesian4(worldCoords, result);
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};
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export default SceneTransforms;
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