254 lines
8.0 KiB
JavaScript
254 lines
8.0 KiB
JavaScript
import BoundingSphere from "./BoundingSphere.js";
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import Cartesian3 from "./Cartesian3.js";
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import Check from "./Check.js";
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import ComponentDatatype from "./ComponentDatatype.js";
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import defined from "./defined.js";
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import FrustumGeometry from "./FrustumGeometry.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 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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const PERSPECTIVE = 0;
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const ORTHOGRAPHIC = 1;
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/**
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* A description of the outline of a frustum with the given the origin and orientation.
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*
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* @alias FrustumOutlineGeometry
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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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*/
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function FrustumOutlineGeometry(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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const frustum = options.frustum;
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const orientation = options.orientation;
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const origin = options.origin;
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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 FrustumOutlineGeometrys. This way the near plane of one frustum doesn't overlap
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// the far plane of another.
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const drawNearPlane = options._drawNearPlane ?? true;
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let frustumType;
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let 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._workerName = "createFrustumOutlineGeometry";
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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 =
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2 + frustumPackedLength + Cartesian3.packedLength + Quaternion.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 {FrustumOutlineGeometry} 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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FrustumOutlineGeometry.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 = startingIndex ?? 0;
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const frustumType = value._frustumType;
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const 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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array[startingIndex] = value._drawNearPlane ? 1.0 : 0.0;
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return array;
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};
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const scratchPackPerspective = new PerspectiveFrustum();
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const scratchPackOrthographic = new OrthographicFrustum();
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const scratchPackQuaternion = new Quaternion();
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const scratchPackorigin = new Cartesian3();
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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 {FrustumOutlineGeometry} [result] The object into which to store the result.
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*/
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FrustumOutlineGeometry.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 = startingIndex ?? 0;
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const frustumType = array[startingIndex++];
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let frustum;
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if (frustumType === PERSPECTIVE) {
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frustum = PerspectiveFrustum.unpack(
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array,
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startingIndex,
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scratchPackPerspective,
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);
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startingIndex += PerspectiveFrustum.packedLength;
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} else {
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frustum = OrthographicFrustum.unpack(
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array,
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startingIndex,
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scratchPackOrthographic,
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);
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startingIndex += OrthographicFrustum.packedLength;
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}
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const origin = Cartesian3.unpack(array, startingIndex, scratchPackorigin);
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startingIndex += Cartesian3.packedLength;
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const orientation = Quaternion.unpack(
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array,
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startingIndex,
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scratchPackQuaternion,
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);
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startingIndex += Quaternion.packedLength;
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const drawNearPlane = array[startingIndex] === 1.0;
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if (!defined(result)) {
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return new FrustumOutlineGeometry({
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frustum: frustum,
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origin: origin,
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orientation: orientation,
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_drawNearPlane: drawNearPlane,
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});
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}
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const frustumResult =
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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._drawNearPlane = drawNearPlane;
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return result;
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};
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/**
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* Computes the geometric representation of a frustum outline, including its vertices, indices, and a bounding sphere.
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*
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* @param {FrustumOutlineGeometry} 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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FrustumOutlineGeometry.createGeometry = function (frustumGeometry) {
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const frustumType = frustumGeometry._frustumType;
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const frustum = frustumGeometry._frustum;
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const origin = frustumGeometry._origin;
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const orientation = frustumGeometry._orientation;
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const drawNearPlane = frustumGeometry._drawNearPlane;
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const positions = new Float64Array(3 * 4 * 2);
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FrustumGeometry._computeNearFarPlanes(
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origin,
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orientation,
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frustumType,
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frustum,
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positions,
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);
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const 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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let offset;
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let index;
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const numberOfPlanes = drawNearPlane ? 2 : 1;
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const indices = new Uint16Array(8 * (numberOfPlanes + 1));
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// Build the near/far planes
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let i = drawNearPlane ? 0 : 1;
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for (; i < 2; ++i) {
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offset = drawNearPlane ? i * 8 : 0;
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index = i * 4;
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indices[offset] = index;
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indices[offset + 1] = index + 1;
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indices[offset + 2] = index + 1;
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indices[offset + 3] = index + 2;
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indices[offset + 4] = index + 2;
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indices[offset + 5] = index + 3;
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indices[offset + 6] = index + 3;
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indices[offset + 7] = index;
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}
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// Build the sides of the frustums
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for (i = 0; i < 2; ++i) {
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offset = (numberOfPlanes + i) * 8;
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index = i * 4;
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indices[offset] = index;
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indices[offset + 1] = index + 4;
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indices[offset + 2] = index + 1;
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indices[offset + 3] = index + 5;
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indices[offset + 4] = index + 2;
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indices[offset + 5] = index + 6;
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indices[offset + 6] = index + 3;
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indices[offset + 7] = index + 7;
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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.LINES,
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boundingSphere: BoundingSphere.fromVertices(positions),
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});
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};
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export default FrustumOutlineGeometry;
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