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import Cartesian3 from "./Cartesian3.js";
import CesiumMath from "./Math.js";
import Matrix3 from "./Matrix3.js";
import Quaternion from "./Quaternion.js";
var EllipseGeometryLibrary = {};
var rotAxis = new Cartesian3();
var tempVec = new Cartesian3();
var unitQuat = new Quaternion();
var rotMtx = new Matrix3();
function pointOnEllipsoid(
theta,
rotation,
northVec,
eastVec,
aSqr,
ab,
bSqr,
mag,
unitPos,
result
) {
var azimuth = theta + rotation;
Cartesian3.multiplyByScalar(eastVec, Math.cos(azimuth), rotAxis);
Cartesian3.multiplyByScalar(northVec, Math.sin(azimuth), tempVec);
Cartesian3.add(rotAxis, tempVec, rotAxis);
var cosThetaSquared = Math.cos(theta);
cosThetaSquared = cosThetaSquared * cosThetaSquared;
var sinThetaSquared = Math.sin(theta);
sinThetaSquared = sinThetaSquared * sinThetaSquared;
var radius = ab / Math.sqrt(bSqr * cosThetaSquared + aSqr * sinThetaSquared);
var angle = radius / mag;
// Create the quaternion to rotate the position vector to the boundary of the ellipse.
Quaternion.fromAxisAngle(rotAxis, angle, unitQuat);
Matrix3.fromQuaternion(unitQuat, rotMtx);
Matrix3.multiplyByVector(rotMtx, unitPos, result);
Cartesian3.normalize(result, result);
Cartesian3.multiplyByScalar(result, mag, result);
return result;
}
var scratchCartesian1 = new Cartesian3();
var scratchCartesian2 = new Cartesian3();
var scratchCartesian3 = new Cartesian3();
var scratchNormal = new Cartesian3();
/**
* Returns the positions raised to the given heights
* @private
*/
EllipseGeometryLibrary.raisePositionsToHeight = function (
positions,
options,
extrude
) {
var ellipsoid = options.ellipsoid;
var height = options.height;
var extrudedHeight = options.extrudedHeight;
var size = extrude ? (positions.length / 3) * 2 : positions.length / 3;
var finalPositions = new Float64Array(size * 3);
var length = positions.length;
var bottomOffset = extrude ? length : 0;
for (var i = 0; i < length; i += 3) {
var i1 = i + 1;
var i2 = i + 2;
var position = Cartesian3.fromArray(positions, i, scratchCartesian1);
ellipsoid.scaleToGeodeticSurface(position, position);
var extrudedPosition = Cartesian3.clone(position, scratchCartesian2);
var normal = ellipsoid.geodeticSurfaceNormal(position, scratchNormal);
var scaledNormal = Cartesian3.multiplyByScalar(
normal,
height,
scratchCartesian3
);
Cartesian3.add(position, scaledNormal, position);
if (extrude) {
Cartesian3.multiplyByScalar(normal, extrudedHeight, scaledNormal);
Cartesian3.add(extrudedPosition, scaledNormal, extrudedPosition);
finalPositions[i + bottomOffset] = extrudedPosition.x;
finalPositions[i1 + bottomOffset] = extrudedPosition.y;
finalPositions[i2 + bottomOffset] = extrudedPosition.z;
}
finalPositions[i] = position.x;
finalPositions[i1] = position.y;
finalPositions[i2] = position.z;
}
return finalPositions;
};
var unitPosScratch = new Cartesian3();
var eastVecScratch = new Cartesian3();
var northVecScratch = new Cartesian3();
/**
* Returns an array of positions that make up the ellipse.
* @private
*/
EllipseGeometryLibrary.computeEllipsePositions = function (
options,
addFillPositions,
addEdgePositions
) {
var semiMinorAxis = options.semiMinorAxis;
var semiMajorAxis = options.semiMajorAxis;
var rotation = options.rotation;
var center = options.center;
// Computing the arc-length of the ellipse is too expensive to be practical. Estimating it using the
// arc length of the sphere is too inaccurate and creates sharp edges when either the semi-major or
// semi-minor axis is much bigger than the other. Instead, scale the angle delta to make
// the distance along the ellipse boundary more closely match the granularity.
var granularity = options.granularity * 8.0;
var aSqr = semiMinorAxis * semiMinorAxis;
var bSqr = semiMajorAxis * semiMajorAxis;
var ab = semiMajorAxis * semiMinorAxis;
var mag = Cartesian3.magnitude(center);
var unitPos = Cartesian3.normalize(center, unitPosScratch);
var eastVec = Cartesian3.cross(Cartesian3.UNIT_Z, center, eastVecScratch);
eastVec = Cartesian3.normalize(eastVec, eastVec);
var northVec = Cartesian3.cross(unitPos, eastVec, northVecScratch);
// The number of points in the first quadrant
var numPts = 1 + Math.ceil(CesiumMath.PI_OVER_TWO / granularity);
var deltaTheta = CesiumMath.PI_OVER_TWO / (numPts - 1);
var theta = CesiumMath.PI_OVER_TWO - numPts * deltaTheta;
if (theta < 0.0) {
numPts -= Math.ceil(Math.abs(theta) / deltaTheta);
}
// If the number of points were three, the ellipse
// would be tessellated like below:
//
// *---*
// / | \ | \
// *---*---*---*
// / | \ | \ | \ | \
// / .*---*---*---*. \
// * ` | \ | \ | \ | `*
// \`.*---*---*---*.`/
// \ | \ | \ | \ | /
// *---*---*---*
// \ | \ | /
// *---*
// The first and last column have one position and fan to connect to the adjacent column.
// Each other vertical column contains an even number of positions.
var size = 2 * (numPts * (numPts + 2));
var positions = addFillPositions ? new Array(size * 3) : undefined;
var positionIndex = 0;
var position = scratchCartesian1;
var reflectedPosition = scratchCartesian2;
var outerPositionsLength = numPts * 4 * 3;
var outerRightIndex = outerPositionsLength - 1;
var outerLeftIndex = 0;
var outerPositions = addEdgePositions
? new Array(outerPositionsLength)
: undefined;
var i;
var j;
var numInterior;
var t;
var interiorPosition;
// Compute points in the 'eastern' half of the ellipse
theta = CesiumMath.PI_OVER_TWO;
position = pointOnEllipsoid(
theta,
rotation,
northVec,
eastVec,
aSqr,
ab,
bSqr,
mag,
unitPos,
position
);
if (addFillPositions) {
positions[positionIndex++] = position.x;
positions[positionIndex++] = position.y;
positions[positionIndex++] = position.z;
}
if (addEdgePositions) {
outerPositions[outerRightIndex--] = position.z;
outerPositions[outerRightIndex--] = position.y;
outerPositions[outerRightIndex--] = position.x;
}
theta = CesiumMath.PI_OVER_TWO - deltaTheta;
for (i = 1; i < numPts + 1; ++i) {
position = pointOnEllipsoid(
theta,
rotation,
northVec,
eastVec,
aSqr,
ab,
bSqr,
mag,
unitPos,
position
);
reflectedPosition = pointOnEllipsoid(
Math.PI - theta,
rotation,
northVec,
eastVec,
aSqr,
ab,
bSqr,
mag,
unitPos,
reflectedPosition
);
if (addFillPositions) {
positions[positionIndex++] = position.x;
positions[positionIndex++] = position.y;
positions[positionIndex++] = position.z;
numInterior = 2 * i + 2;
for (j = 1; j < numInterior - 1; ++j) {
t = j / (numInterior - 1);
interiorPosition = Cartesian3.lerp(
position,
reflectedPosition,
t,
scratchCartesian3
);
positions[positionIndex++] = interiorPosition.x;
positions[positionIndex++] = interiorPosition.y;
positions[positionIndex++] = interiorPosition.z;
}
positions[positionIndex++] = reflectedPosition.x;
positions[positionIndex++] = reflectedPosition.y;
positions[positionIndex++] = reflectedPosition.z;
}
if (addEdgePositions) {
outerPositions[outerRightIndex--] = position.z;
outerPositions[outerRightIndex--] = position.y;
outerPositions[outerRightIndex--] = position.x;
outerPositions[outerLeftIndex++] = reflectedPosition.x;
outerPositions[outerLeftIndex++] = reflectedPosition.y;
outerPositions[outerLeftIndex++] = reflectedPosition.z;
}
theta = CesiumMath.PI_OVER_TWO - (i + 1) * deltaTheta;
}
// Compute points in the 'western' half of the ellipse
for (i = numPts; i > 1; --i) {
theta = CesiumMath.PI_OVER_TWO - (i - 1) * deltaTheta;
position = pointOnEllipsoid(
-theta,
rotation,
northVec,
eastVec,
aSqr,
ab,
bSqr,
mag,
unitPos,
position
);
reflectedPosition = pointOnEllipsoid(
theta + Math.PI,
rotation,
northVec,
eastVec,
aSqr,
ab,
bSqr,
mag,
unitPos,
reflectedPosition
);
if (addFillPositions) {
positions[positionIndex++] = position.x;
positions[positionIndex++] = position.y;
positions[positionIndex++] = position.z;
numInterior = 2 * (i - 1) + 2;
for (j = 1; j < numInterior - 1; ++j) {
t = j / (numInterior - 1);
interiorPosition = Cartesian3.lerp(
position,
reflectedPosition,
t,
scratchCartesian3
);
positions[positionIndex++] = interiorPosition.x;
positions[positionIndex++] = interiorPosition.y;
positions[positionIndex++] = interiorPosition.z;
}
positions[positionIndex++] = reflectedPosition.x;
positions[positionIndex++] = reflectedPosition.y;
positions[positionIndex++] = reflectedPosition.z;
}
if (addEdgePositions) {
outerPositions[outerRightIndex--] = position.z;
outerPositions[outerRightIndex--] = position.y;
outerPositions[outerRightIndex--] = position.x;
outerPositions[outerLeftIndex++] = reflectedPosition.x;
outerPositions[outerLeftIndex++] = reflectedPosition.y;
outerPositions[outerLeftIndex++] = reflectedPosition.z;
}
}
theta = CesiumMath.PI_OVER_TWO;
position = pointOnEllipsoid(
-theta,
rotation,
northVec,
eastVec,
aSqr,
ab,
bSqr,
mag,
unitPos,
position
);
var r = {};
if (addFillPositions) {
positions[positionIndex++] = position.x;
positions[positionIndex++] = position.y;
positions[positionIndex++] = position.z;
r.positions = positions;
r.numPts = numPts;
}
if (addEdgePositions) {
outerPositions[outerRightIndex--] = position.z;
outerPositions[outerRightIndex--] = position.y;
outerPositions[outerRightIndex--] = position.x;
r.outerPositions = outerPositions;
}
return r;
};
export default EllipseGeometryLibrary;