Agriculture-front-end/public/Cesium/Workers/CylinderGeometryLibrary-8c0fda9f.js

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2023-04-16 22:33:44 +08:00
/**
* Cesium - https://github.com/CesiumGS/cesium
*
* Copyright 2011-2020 Cesium Contributors
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* Columbus View (Pat. Pend.)
*
* Portions licensed separately.
* See https://github.com/CesiumGS/cesium/blob/master/LICENSE.md for full licensing details.
*/
define(['exports', './Math-61ede240'], function (exports, _Math) { 'use strict';
/**
* @private
*/
var CylinderGeometryLibrary = {};
/**
* @private
*/
CylinderGeometryLibrary.computePositions = function(length, topRadius, bottomRadius, slices, fill){
var topZ = length * 0.5;
var bottomZ = -topZ;
var twoSlice = slices + slices;
var size = (fill) ? 2 * twoSlice : twoSlice;
var positions = new Float64Array(size*3);
var i;
var index = 0;
var tbIndex = 0;
var bottomOffset = (fill) ? twoSlice*3 : 0;
var topOffset = (fill) ? (twoSlice + slices)*3 : slices*3;
for (i = 0; i < slices; i++) {
var angle = i / slices * _Math.CesiumMath.TWO_PI;
var x = Math.cos(angle);
var y = Math.sin(angle);
var bottomX = x * bottomRadius;
var bottomY = y * bottomRadius;
var topX = x * topRadius;
var topY = y * topRadius;
positions[tbIndex + bottomOffset] = bottomX;
positions[tbIndex + bottomOffset + 1] = bottomY;
positions[tbIndex + bottomOffset + 2] = bottomZ;
positions[tbIndex + topOffset] = topX;
positions[tbIndex + topOffset + 1] = topY;
positions[tbIndex + topOffset + 2] = topZ;
tbIndex += 3;
if (fill) {
positions[index++] = bottomX;
positions[index++] = bottomY;
positions[index++] = bottomZ;
positions[index++] = topX;
positions[index++] = topY;
positions[index++] = topZ;
}
}
return positions;
};
exports.CylinderGeometryLibrary = CylinderGeometryLibrary;
});