/** * @license * Cesium - https://github.com/CesiumGS/cesium * Version 1.99 * * Copyright 2011-2022 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/main/LICENSE.md for full licensing details. */ define(['exports', './Math-efde0c7b'], (function (exports, Math$1) { 'use strict'; /** * @private */ const CylinderGeometryLibrary = {}; /** * @private */ CylinderGeometryLibrary.computePositions = function ( length, topRadius, bottomRadius, slices, fill ) { const topZ = length * 0.5; const bottomZ = -topZ; const twoSlice = slices + slices; const size = fill ? 2 * twoSlice : twoSlice; const positions = new Float64Array(size * 3); let i; let index = 0; let tbIndex = 0; const bottomOffset = fill ? twoSlice * 3 : 0; const topOffset = fill ? (twoSlice + slices) * 3 : slices * 3; for (i = 0; i < slices; i++) { const angle = (i / slices) * Math$1.CesiumMath.TWO_PI; const x = Math.cos(angle); const y = Math.sin(angle); const bottomX = x * bottomRadius; const bottomY = y * bottomRadius; const topX = x * topRadius; const 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; }; var CylinderGeometryLibrary$1 = CylinderGeometryLibrary; exports.CylinderGeometryLibrary = CylinderGeometryLibrary$1; }));