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casic-smartcity-well-front / static / Cesium / Core / GroundPolylineGeometry.js
[wangxitong] on 8 Jul 2021 51 KB mars3d总览
import ApproximateTerrainHeights from "./ApproximateTerrainHeights.js";
import ArcType from "./ArcType.js";
import arrayRemoveDuplicates from "./arrayRemoveDuplicates.js";
import BoundingSphere from "./BoundingSphere.js";
import Cartesian3 from "./Cartesian3.js";
import Cartographic from "./Cartographic.js";
import Check from "./Check.js";
import ComponentDatatype from "./ComponentDatatype.js";
import defaultValue from "./defaultValue.js";
import defined from "./defined.js";
import DeveloperError from "./DeveloperError.js";
import Ellipsoid from "./Ellipsoid.js";
import EllipsoidGeodesic from "./EllipsoidGeodesic.js";
import EllipsoidRhumbLine from "./EllipsoidRhumbLine.js";
import EncodedCartesian3 from "./EncodedCartesian3.js";
import GeographicProjection from "./GeographicProjection.js";
import Geometry from "./Geometry.js";
import GeometryAttribute from "./GeometryAttribute.js";
import IntersectionTests from "./IntersectionTests.js";
import CesiumMath from "./Math.js";
import Matrix3 from "./Matrix3.js";
import Plane from "./Plane.js";
import Quaternion from "./Quaternion.js";
import Rectangle from "./Rectangle.js";
import WebMercatorProjection from "./WebMercatorProjection.js";

var PROJECTIONS = [GeographicProjection, WebMercatorProjection];
var PROJECTION_COUNT = PROJECTIONS.length;

var MITER_BREAK_SMALL = Math.cos(CesiumMath.toRadians(30.0));
var MITER_BREAK_LARGE = Math.cos(CesiumMath.toRadians(150.0));

// Initial heights for constructing the wall.
// Keeping WALL_INITIAL_MIN_HEIGHT near the ellipsoid surface helps
// prevent precision problems with planes in the shader.
// Putting the start point of a plane at ApproximateTerrainHeights._defaultMinTerrainHeight,
// which is a highly conservative bound, usually puts the plane origin several thousands
// of meters away from the actual terrain, causing floating point problems when checking
// fragments on terrain against the plane.
// Ellipsoid height is generally much closer.
// The initial max height is arbitrary.
// Both heights are corrected using ApproximateTerrainHeights for computing the actual volume geometry.
var WALL_INITIAL_MIN_HEIGHT = 0.0;
var WALL_INITIAL_MAX_HEIGHT = 1000.0;

/**
 * A description of a polyline on terrain or 3D Tiles. Only to be used with {@link GroundPolylinePrimitive}.
 *
 * @alias GroundPolylineGeometry
 * @constructor
 *
 * @param {Object} options Options with the following properties:
 * @param {Cartesian3[]} options.positions An array of {@link Cartesian3} defining the polyline's points. Heights above the ellipsoid will be ignored.
 * @param {Number} [options.width=1.0] The screen space width in pixels.
 * @param {Number} [options.granularity=9999.0] The distance interval in meters used for interpolating options.points. Defaults to 9999.0 meters. Zero indicates no interpolation.
 * @param {Boolean} [options.loop=false] Whether during geometry creation a line segment will be added between the last and first line positions to make this Polyline a loop.
 * @param {ArcType} [options.arcType=ArcType.GEODESIC] The type of line the polyline segments must follow. Valid options are {@link ArcType.GEODESIC} and {@link ArcType.RHUMB}.
 *
 * @exception {DeveloperError} At least two positions are required.
 *
 * @see GroundPolylinePrimitive
 *
 * @example
 * var positions = Cesium.Cartesian3.fromDegreesArray([
 *   -112.1340164450331, 36.05494287836128,
 *   -112.08821010582645, 36.097804071380715,
 *   -112.13296079730024, 36.168769146801104
 * ]);
 *
 * var geometry = new Cesium.GroundPolylineGeometry({
 *   positions : positions
 * });
 */
function GroundPolylineGeometry(options) {
  options = defaultValue(options, defaultValue.EMPTY_OBJECT);
  var positions = options.positions;

  //>>includeStart('debug', pragmas.debug);
  if (!defined(positions) || positions.length < 2) {
    throw new DeveloperError("At least two positions are required.");
  }
  if (
    defined(options.arcType) &&
    options.arcType !== ArcType.GEODESIC &&
    options.arcType !== ArcType.RHUMB
  ) {
    throw new DeveloperError(
      "Valid options for arcType are ArcType.GEODESIC and ArcType.RHUMB."
    );
  }
  //>>includeEnd('debug');

  /**
   * The screen space width in pixels.
   * @type {Number}
   */
  this.width = defaultValue(options.width, 1.0); // Doesn't get packed, not necessary for computing geometry.

  this._positions = positions;

  /**
   * The distance interval used for interpolating options.points. Zero indicates no interpolation.
   * Default of 9999.0 allows centimeter accuracy with 32 bit floating point.
   * @type {Boolean}
   * @default 9999.0
   */
  this.granularity = defaultValue(options.granularity, 9999.0);

  /**
   * Whether during geometry creation a line segment will be added between the last and first line positions to make this Polyline a loop.
   * If the geometry has two positions this parameter will be ignored.
   * @type {Boolean}
   * @default false
   */
  this.loop = defaultValue(options.loop, false);

  /**
   * The type of path the polyline must follow. Valid options are {@link ArcType.GEODESIC} and {@link ArcType.RHUMB}.
   * @type {ArcType}
   * @default ArcType.GEODESIC
   */
  this.arcType = defaultValue(options.arcType, ArcType.GEODESIC);

  this._ellipsoid = Ellipsoid.WGS84;

  // MapProjections can't be packed, so store the index to a known MapProjection.
  this._projectionIndex = 0;
  this._workerName = "createGroundPolylineGeometry";

  // Used by GroundPolylinePrimitive to signal worker that scenemode is 3D only.
  this._scene3DOnly = false;
}

Object.defineProperties(GroundPolylineGeometry.prototype, {
  /**
   * The number of elements used to pack the object into an array.
   * @memberof GroundPolylineGeometry.prototype
   * @type {Number}
   * @readonly
   * @private
   */
  packedLength: {
    get: function () {
      return (
        1.0 +
        this._positions.length * 3 +
        1.0 +
        1.0 +
        1.0 +
        Ellipsoid.packedLength +
        1.0 +
        1.0
      );
    },
  },
});

/**
 * Set the GroundPolylineGeometry's projection and ellipsoid.
 * Used by GroundPolylinePrimitive to signal scene information to the geometry for generating 2D attributes.
 *
 * @param {GroundPolylineGeometry} groundPolylineGeometry GroundPolylinGeometry describing a polyline on terrain or 3D Tiles.
 * @param {Projection} mapProjection A MapProjection used for projecting cartographic coordinates to 2D.
 * @private
 */
GroundPolylineGeometry.setProjectionAndEllipsoid = function (
  groundPolylineGeometry,
  mapProjection
) {
  var projectionIndex = 0;
  for (var i = 0; i < PROJECTION_COUNT; i++) {
    if (mapProjection instanceof PROJECTIONS[i]) {
      projectionIndex = i;
      break;
    }
  }

  groundPolylineGeometry._projectionIndex = projectionIndex;
  groundPolylineGeometry._ellipsoid = mapProjection.ellipsoid;
};

var cart3Scratch1 = new Cartesian3();
var cart3Scratch2 = new Cartesian3();
var cart3Scratch3 = new Cartesian3();
function computeRightNormal(start, end, maxHeight, ellipsoid, result) {
  var startBottom = getPosition(ellipsoid, start, 0.0, cart3Scratch1);
  var startTop = getPosition(ellipsoid, start, maxHeight, cart3Scratch2);
  var endBottom = getPosition(ellipsoid, end, 0.0, cart3Scratch3);

  var up = direction(startTop, startBottom, cart3Scratch2);
  var forward = direction(endBottom, startBottom, cart3Scratch3);

  Cartesian3.cross(forward, up, result);
  return Cartesian3.normalize(result, result);
}

var interpolatedCartographicScratch = new Cartographic();
var interpolatedBottomScratch = new Cartesian3();
var interpolatedTopScratch = new Cartesian3();
var interpolatedNormalScratch = new Cartesian3();
function interpolateSegment(
  start,
  end,
  minHeight,
  maxHeight,
  granularity,
  arcType,
  ellipsoid,
  normalsArray,
  bottomPositionsArray,
  topPositionsArray,
  cartographicsArray
) {
  if (granularity === 0.0) {
    return;
  }

  var ellipsoidLine;
  if (arcType === ArcType.GEODESIC) {
    ellipsoidLine = new EllipsoidGeodesic(start, end, ellipsoid);
  } else if (arcType === ArcType.RHUMB) {
    ellipsoidLine = new EllipsoidRhumbLine(start, end, ellipsoid);
  }

  var surfaceDistance = ellipsoidLine.surfaceDistance;
  if (surfaceDistance < granularity) {
    return;
  }

  // Compute rightwards normal applicable at all interpolated points
  var interpolatedNormal = computeRightNormal(
    start,
    end,
    maxHeight,
    ellipsoid,
    interpolatedNormalScratch
  );

  var segments = Math.ceil(surfaceDistance / granularity);
  var interpointDistance = surfaceDistance / segments;
  var distanceFromStart = interpointDistance;
  var pointsToAdd = segments - 1;
  var packIndex = normalsArray.length;
  for (var i = 0; i < pointsToAdd; i++) {
    var interpolatedCartographic = ellipsoidLine.interpolateUsingSurfaceDistance(
      distanceFromStart,
      interpolatedCartographicScratch
    );
    var interpolatedBottom = getPosition(
      ellipsoid,
      interpolatedCartographic,
      minHeight,
      interpolatedBottomScratch
    );
    var interpolatedTop = getPosition(
      ellipsoid,
      interpolatedCartographic,
      maxHeight,
      interpolatedTopScratch
    );

    Cartesian3.pack(interpolatedNormal, normalsArray, packIndex);
    Cartesian3.pack(interpolatedBottom, bottomPositionsArray, packIndex);
    Cartesian3.pack(interpolatedTop, topPositionsArray, packIndex);
    cartographicsArray.push(interpolatedCartographic.latitude);
    cartographicsArray.push(interpolatedCartographic.longitude);

    packIndex += 3;
    distanceFromStart += interpointDistance;
  }
}

var heightlessCartographicScratch = new Cartographic();
function getPosition(ellipsoid, cartographic, height, result) {
  Cartographic.clone(cartographic, heightlessCartographicScratch);
  heightlessCartographicScratch.height = height;
  return Cartographic.toCartesian(
    heightlessCartographicScratch,
    ellipsoid,
    result
  );
}

/**
 * Stores the provided instance into the provided array.
 *
 * @param {PolygonGeometry} value The value to pack.
 * @param {Number[]} array The array to pack into.
 * @param {Number} [startingIndex=0] The index into the array at which to start packing the elements.
 *
 * @returns {Number[]} The array that was packed into
 */
GroundPolylineGeometry.pack = function (value, array, startingIndex) {
  //>>includeStart('debug', pragmas.debug);
  Check.typeOf.object("value", value);
  Check.defined("array", array);
  //>>includeEnd('debug');

  var index = defaultValue(startingIndex, 0);

  var positions = value._positions;
  var positionsLength = positions.length;

  array[index++] = positionsLength;

  for (var i = 0; i < positionsLength; ++i) {
    var cartesian = positions[i];
    Cartesian3.pack(cartesian, array, index);
    index += 3;
  }

  array[index++] = value.granularity;
  array[index++] = value.loop ? 1.0 : 0.0;
  array[index++] = value.arcType;

  Ellipsoid.pack(value._ellipsoid, array, index);
  index += Ellipsoid.packedLength;

  array[index++] = value._projectionIndex;
  array[index++] = value._scene3DOnly ? 1.0 : 0.0;

  return array;
};

/**
 * Retrieves an instance from a packed array.
 *
 * @param {Number[]} array The packed array.
 * @param {Number} [startingIndex=0] The starting index of the element to be unpacked.
 * @param {PolygonGeometry} [result] The object into which to store the result.
 */
GroundPolylineGeometry.unpack = function (array, startingIndex, result) {
  //>>includeStart('debug', pragmas.debug);
  Check.defined("array", array);
  //>>includeEnd('debug');

  var index = defaultValue(startingIndex, 0);
  var positionsLength = array[index++];
  var positions = new Array(positionsLength);

  for (var i = 0; i < positionsLength; i++) {
    positions[i] = Cartesian3.unpack(array, index);
    index += 3;
  }

  var granularity = array[index++];
  var loop = array[index++] === 1.0;
  var arcType = array[index++];

  var ellipsoid = Ellipsoid.unpack(array, index);
  index += Ellipsoid.packedLength;

  var projectionIndex = array[index++];
  var scene3DOnly = array[index++] === 1.0;

  if (!defined(result)) {
    result = new GroundPolylineGeometry({
      positions: positions,
    });
  }

  result._positions = positions;
  result.granularity = granularity;
  result.loop = loop;
  result.arcType = arcType;
  result._ellipsoid = ellipsoid;
  result._projectionIndex = projectionIndex;
  result._scene3DOnly = scene3DOnly;

  return result;
};

function direction(target, origin, result) {
  Cartesian3.subtract(target, origin, result);
  Cartesian3.normalize(result, result);
  return result;
}

function tangentDirection(target, origin, up, result) {
  result = direction(target, origin, result);

  // orthogonalize
  result = Cartesian3.cross(result, up, result);
  result = Cartesian3.normalize(result, result);
  result = Cartesian3.cross(up, result, result);
  return result;
}

var toPreviousScratch = new Cartesian3();
var toNextScratch = new Cartesian3();
var forwardScratch = new Cartesian3();
var vertexUpScratch = new Cartesian3();
var cosine90 = 0.0;
var cosine180 = -1.0;
function computeVertexMiterNormal(
  previousBottom,
  vertexBottom,
  vertexTop,
  nextBottom,
  result
) {
  var up = direction(vertexTop, vertexBottom, vertexUpScratch);

  // Compute vectors pointing towards neighboring points but tangent to this point on the ellipsoid
  var toPrevious = tangentDirection(
    previousBottom,
    vertexBottom,
    up,
    toPreviousScratch
  );
  var toNext = tangentDirection(nextBottom, vertexBottom, up, toNextScratch);

  // Check if tangents are almost opposite - if so, no need to miter.
  if (
    CesiumMath.equalsEpsilon(
      Cartesian3.dot(toPrevious, toNext),
      cosine180,
      CesiumMath.EPSILON5
    )
  ) {
    result = Cartesian3.cross(up, toPrevious, result);
    result = Cartesian3.normalize(result, result);
    return result;
  }

  // Average directions to previous and to next in the plane of Up
  result = Cartesian3.add(toNext, toPrevious, result);
  result = Cartesian3.normalize(result, result);

  // Flip the normal if it isn't pointing roughly bound right (aka if forward is pointing more "backwards")
  var forward = Cartesian3.cross(up, result, forwardScratch);
  if (Cartesian3.dot(toNext, forward) < cosine90) {
    result = Cartesian3.negate(result, result);
  }

  return result;
}

var XZ_PLANE = Plane.fromPointNormal(Cartesian3.ZERO, Cartesian3.UNIT_Y);

var previousBottomScratch = new Cartesian3();
var vertexBottomScratch = new Cartesian3();
var vertexTopScratch = new Cartesian3();
var nextBottomScratch = new Cartesian3();
var vertexNormalScratch = new Cartesian3();
var intersectionScratch = new Cartesian3();
var cartographicScratch0 = new Cartographic();
var cartographicScratch1 = new Cartographic();
var cartographicIntersectionScratch = new Cartographic();
/**
 * Computes shadow volumes for the ground polyline, consisting of its vertices, indices, and a bounding sphere.
 * Vertices are "fat," packing all the data needed in each volume to describe a line on terrain or 3D Tiles.
 * Should not be called independent of {@link GroundPolylinePrimitive}.
 *
 * @param {GroundPolylineGeometry} groundPolylineGeometry
 * @private
 */
GroundPolylineGeometry.createGeometry = function (groundPolylineGeometry) {
  var compute2dAttributes = !groundPolylineGeometry._scene3DOnly;
  var loop = groundPolylineGeometry.loop;
  var ellipsoid = groundPolylineGeometry._ellipsoid;
  var granularity = groundPolylineGeometry.granularity;
  var arcType = groundPolylineGeometry.arcType;
  var projection = new PROJECTIONS[groundPolylineGeometry._projectionIndex](
    ellipsoid
  );

  var minHeight = WALL_INITIAL_MIN_HEIGHT;
  var maxHeight = WALL_INITIAL_MAX_HEIGHT;

  var index;
  var i;

  var positions = groundPolylineGeometry._positions;
  var positionsLength = positions.length;

  if (positionsLength === 2) {
    loop = false;
  }

  // Split positions across the IDL and the Prime Meridian as well.
  // Split across prime meridian because very large geometries crossing the Prime Meridian but not the IDL
  // may get split by the plane of IDL + Prime Meridian.
  var p0;
  var p1;
  var c0;
  var c1;
  var rhumbLine = new EllipsoidRhumbLine(undefined, undefined, ellipsoid);
  var intersection;
  var intersectionCartographic;
  var intersectionLongitude;
  var splitPositions = [positions[0]];
  for (i = 0; i < positionsLength - 1; i++) {
    p0 = positions[i];
    p1 = positions[i + 1];
    intersection = IntersectionTests.lineSegmentPlane(
      p0,
      p1,
      XZ_PLANE,
      intersectionScratch
    );
    if (
      defined(intersection) &&
      !Cartesian3.equalsEpsilon(intersection, p0, CesiumMath.EPSILON7) &&
      !Cartesian3.equalsEpsilon(intersection, p1, CesiumMath.EPSILON7)
    ) {
      if (groundPolylineGeometry.arcType === ArcType.GEODESIC) {
        splitPositions.push(Cartesian3.clone(intersection));
      } else if (groundPolylineGeometry.arcType === ArcType.RHUMB) {
        intersectionLongitude = ellipsoid.cartesianToCartographic(
          intersection,
          cartographicScratch0
        ).longitude;
        c0 = ellipsoid.cartesianToCartographic(p0, cartographicScratch0);
        c1 = ellipsoid.cartesianToCartographic(p1, cartographicScratch1);
        rhumbLine.setEndPoints(c0, c1);
        intersectionCartographic = rhumbLine.findIntersectionWithLongitude(
          intersectionLongitude,
          cartographicIntersectionScratch
        );
        intersection = ellipsoid.cartographicToCartesian(
          intersectionCartographic,
          intersectionScratch
        );
        if (
          defined(intersection) &&
          !Cartesian3.equalsEpsilon(intersection, p0, CesiumMath.EPSILON7) &&
          !Cartesian3.equalsEpsilon(intersection, p1, CesiumMath.EPSILON7)
        ) {
          splitPositions.push(Cartesian3.clone(intersection));
        }
      }
    }
    splitPositions.push(p1);
  }

  if (loop) {
    p0 = positions[positionsLength - 1];
    p1 = positions[0];
    intersection = IntersectionTests.lineSegmentPlane(
      p0,
      p1,
      XZ_PLANE,
      intersectionScratch
    );
    if (
      defined(intersection) &&
      !Cartesian3.equalsEpsilon(intersection, p0, CesiumMath.EPSILON7) &&
      !Cartesian3.equalsEpsilon(intersection, p1, CesiumMath.EPSILON7)
    ) {
      if (groundPolylineGeometry.arcType === ArcType.GEODESIC) {
        splitPositions.push(Cartesian3.clone(intersection));
      } else if (groundPolylineGeometry.arcType === ArcType.RHUMB) {
        intersectionLongitude = ellipsoid.cartesianToCartographic(
          intersection,
          cartographicScratch0
        ).longitude;
        c0 = ellipsoid.cartesianToCartographic(p0, cartographicScratch0);
        c1 = ellipsoid.cartesianToCartographic(p1, cartographicScratch1);
        rhumbLine.setEndPoints(c0, c1);
        intersectionCartographic = rhumbLine.findIntersectionWithLongitude(
          intersectionLongitude,
          cartographicIntersectionScratch
        );
        intersection = ellipsoid.cartographicToCartesian(
          intersectionCartographic,
          intersectionScratch
        );
        if (
          defined(intersection) &&
          !Cartesian3.equalsEpsilon(intersection, p0, CesiumMath.EPSILON7) &&
          !Cartesian3.equalsEpsilon(intersection, p1, CesiumMath.EPSILON7)
        ) {
          splitPositions.push(Cartesian3.clone(intersection));
        }
      }
    }
  }
  var cartographicsLength = splitPositions.length;

  var cartographics = new Array(cartographicsLength);
  for (i = 0; i < cartographicsLength; i++) {
    var cartographic = Cartographic.fromCartesian(splitPositions[i], ellipsoid);
    cartographic.height = 0.0;
    cartographics[i] = cartographic;
  }

  cartographics = arrayRemoveDuplicates(
    cartographics,
    Cartographic.equalsEpsilon
  );
  cartographicsLength = cartographics.length;

  if (cartographicsLength < 2) {
    return undefined;
  }

  /**** Build heap-side arrays for positions, interpolated cartographics, and normals from which to compute vertices ****/
  // We build a "wall" and then decompose it into separately connected component "volumes" because we need a lot
  // of information about the wall. Also, this simplifies interpolation.
  // Convention: "next" and "end" are locally forward to each segment of the wall,
  // and we are computing normals pointing towards the local right side of the vertices in each segment.
  var cartographicsArray = [];
  var normalsArray = [];
  var bottomPositionsArray = [];
  var topPositionsArray = [];

  var previousBottom = previousBottomScratch;
  var vertexBottom = vertexBottomScratch;
  var vertexTop = vertexTopScratch;
  var nextBottom = nextBottomScratch;
  var vertexNormal = vertexNormalScratch;

  // First point - either loop or attach a "perpendicular" normal
  var startCartographic = cartographics[0];
  var nextCartographic = cartographics[1];

  var prestartCartographic = cartographics[cartographicsLength - 1];
  previousBottom = getPosition(
    ellipsoid,
    prestartCartographic,
    minHeight,
    previousBottom
  );
  nextBottom = getPosition(ellipsoid, nextCartographic, minHeight, nextBottom);
  vertexBottom = getPosition(
    ellipsoid,
    startCartographic,
    minHeight,
    vertexBottom
  );
  vertexTop = getPosition(ellipsoid, startCartographic, maxHeight, vertexTop);

  if (loop) {
    vertexNormal = computeVertexMiterNormal(
      previousBottom,
      vertexBottom,
      vertexTop,
      nextBottom,
      vertexNormal
    );
  } else {
    vertexNormal = computeRightNormal(
      startCartographic,
      nextCartographic,
      maxHeight,
      ellipsoid,
      vertexNormal
    );
  }

  Cartesian3.pack(vertexNormal, normalsArray, 0);
  Cartesian3.pack(vertexBottom, bottomPositionsArray, 0);
  Cartesian3.pack(vertexTop, topPositionsArray, 0);
  cartographicsArray.push(startCartographic.latitude);
  cartographicsArray.push(startCartographic.longitude);

  interpolateSegment(
    startCartographic,
    nextCartographic,
    minHeight,
    maxHeight,
    granularity,
    arcType,
    ellipsoid,
    normalsArray,
    bottomPositionsArray,
    topPositionsArray,
    cartographicsArray
  );

  // All inbetween points
  for (i = 1; i < cartographicsLength - 1; ++i) {
    previousBottom = Cartesian3.clone(vertexBottom, previousBottom);
    vertexBottom = Cartesian3.clone(nextBottom, vertexBottom);
    var vertexCartographic = cartographics[i];
    getPosition(ellipsoid, vertexCartographic, maxHeight, vertexTop);
    getPosition(ellipsoid, cartographics[i + 1], minHeight, nextBottom);

    computeVertexMiterNormal(
      previousBottom,
      vertexBottom,
      vertexTop,
      nextBottom,
      vertexNormal
    );

    index = normalsArray.length;
    Cartesian3.pack(vertexNormal, normalsArray, index);
    Cartesian3.pack(vertexBottom, bottomPositionsArray, index);
    Cartesian3.pack(vertexTop, topPositionsArray, index);
    cartographicsArray.push(vertexCartographic.latitude);
    cartographicsArray.push(vertexCartographic.longitude);

    interpolateSegment(
      cartographics[i],
      cartographics[i + 1],
      minHeight,
      maxHeight,
      granularity,
      arcType,
      ellipsoid,
      normalsArray,
      bottomPositionsArray,
      topPositionsArray,
      cartographicsArray
    );
  }

  // Last point - either loop or attach a normal "perpendicular" to the wall.
  var endCartographic = cartographics[cartographicsLength - 1];
  var preEndCartographic = cartographics[cartographicsLength - 2];

  vertexBottom = getPosition(
    ellipsoid,
    endCartographic,
    minHeight,
    vertexBottom
  );
  vertexTop = getPosition(ellipsoid, endCartographic, maxHeight, vertexTop);

  if (loop) {
    var postEndCartographic = cartographics[0];
    previousBottom = getPosition(
      ellipsoid,
      preEndCartographic,
      minHeight,
      previousBottom
    );
    nextBottom = getPosition(
      ellipsoid,
      postEndCartographic,
      minHeight,
      nextBottom
    );

    vertexNormal = computeVertexMiterNormal(
      previousBottom,
      vertexBottom,
      vertexTop,
      nextBottom,
      vertexNormal
    );
  } else {
    vertexNormal = computeRightNormal(
      preEndCartographic,
      endCartographic,
      maxHeight,
      ellipsoid,
      vertexNormal
    );
  }

  index = normalsArray.length;
  Cartesian3.pack(vertexNormal, normalsArray, index);
  Cartesian3.pack(vertexBottom, bottomPositionsArray, index);
  Cartesian3.pack(vertexTop, topPositionsArray, index);
  cartographicsArray.push(endCartographic.latitude);
  cartographicsArray.push(endCartographic.longitude);

  if (loop) {
    interpolateSegment(
      endCartographic,
      startCartographic,
      minHeight,
      maxHeight,
      granularity,
      arcType,
      ellipsoid,
      normalsArray,
      bottomPositionsArray,
      topPositionsArray,
      cartographicsArray
    );
    index = normalsArray.length;
    for (i = 0; i < 3; ++i) {
      normalsArray[index + i] = normalsArray[i];
      bottomPositionsArray[index + i] = bottomPositionsArray[i];
      topPositionsArray[index + i] = topPositionsArray[i];
    }
    cartographicsArray.push(startCartographic.latitude);
    cartographicsArray.push(startCartographic.longitude);
  }

  return generateGeometryAttributes(
    loop,
    projection,
    bottomPositionsArray,
    topPositionsArray,
    normalsArray,
    cartographicsArray,
    compute2dAttributes
  );
};

// If the end normal angle is too steep compared to the direction of the line segment,
// "break" the miter by rotating the normal 90 degrees around the "up" direction at the point
// For ultra precision we would want to project into a plane, but in practice this is sufficient.
var lineDirectionScratch = new Cartesian3();
var matrix3Scratch = new Matrix3();
var quaternionScratch = new Quaternion();
function breakMiter(endGeometryNormal, startBottom, endBottom, endTop) {
  var lineDirection = direction(endBottom, startBottom, lineDirectionScratch);

  var dot = Cartesian3.dot(lineDirection, endGeometryNormal);
  if (dot > MITER_BREAK_SMALL || dot < MITER_BREAK_LARGE) {
    var vertexUp = direction(endTop, endBottom, vertexUpScratch);
    var angle =
      dot < MITER_BREAK_LARGE
        ? CesiumMath.PI_OVER_TWO
        : -CesiumMath.PI_OVER_TWO;
    var quaternion = Quaternion.fromAxisAngle(
      vertexUp,
      angle,
      quaternionScratch
    );
    var rotationMatrix = Matrix3.fromQuaternion(quaternion, matrix3Scratch);
    Matrix3.multiplyByVector(
      rotationMatrix,
      endGeometryNormal,
      endGeometryNormal
    );
    return true;
  }
  return false;
}

var endPosCartographicScratch = new Cartographic();
var normalStartpointScratch = new Cartesian3();
var normalEndpointScratch = new Cartesian3();
function projectNormal(
  projection,
  cartographic,
  normal,
  projectedPosition,
  result
) {
  var position = Cartographic.toCartesian(
    cartographic,
    projection._ellipsoid,
    normalStartpointScratch
  );
  var normalEndpoint = Cartesian3.add(position, normal, normalEndpointScratch);
  var flipNormal = false;

  var ellipsoid = projection._ellipsoid;
  var normalEndpointCartographic = ellipsoid.cartesianToCartographic(
    normalEndpoint,
    endPosCartographicScratch
  );
  // If normal crosses the IDL, go the other way and flip the result.
  // In practice this almost never happens because the cartographic start
  // and end points of each segment are "nudged" to be on the same side
  // of the IDL and slightly away from the IDL.
  if (
    Math.abs(cartographic.longitude - normalEndpointCartographic.longitude) >
    CesiumMath.PI_OVER_TWO
  ) {
    flipNormal = true;
    normalEndpoint = Cartesian3.subtract(
      position,
      normal,
      normalEndpointScratch
    );
    normalEndpointCartographic = ellipsoid.cartesianToCartographic(
      normalEndpoint,
      endPosCartographicScratch
    );
  }

  normalEndpointCartographic.height = 0.0;
  var normalEndpointProjected = projection.project(
    normalEndpointCartographic,
    result
  );
  result = Cartesian3.subtract(
    normalEndpointProjected,
    projectedPosition,
    result
  );
  result.z = 0.0;
  result = Cartesian3.normalize(result, result);
  if (flipNormal) {
    Cartesian3.negate(result, result);
  }
  return result;
}

var adjustHeightNormalScratch = new Cartesian3();
var adjustHeightOffsetScratch = new Cartesian3();
function adjustHeights(
  bottom,
  top,
  minHeight,
  maxHeight,
  adjustHeightBottom,
  adjustHeightTop
) {
  // bottom and top should be at WALL_INITIAL_MIN_HEIGHT and WALL_INITIAL_MAX_HEIGHT, respectively
  var adjustHeightNormal = Cartesian3.subtract(
    top,
    bottom,
    adjustHeightNormalScratch
  );
  Cartesian3.normalize(adjustHeightNormal, adjustHeightNormal);

  var distanceForBottom = minHeight - WALL_INITIAL_MIN_HEIGHT;
  var adjustHeightOffset = Cartesian3.multiplyByScalar(
    adjustHeightNormal,
    distanceForBottom,
    adjustHeightOffsetScratch
  );
  Cartesian3.add(bottom, adjustHeightOffset, adjustHeightBottom);

  var distanceForTop = maxHeight - WALL_INITIAL_MAX_HEIGHT;
  adjustHeightOffset = Cartesian3.multiplyByScalar(
    adjustHeightNormal,
    distanceForTop,
    adjustHeightOffsetScratch
  );
  Cartesian3.add(top, adjustHeightOffset, adjustHeightTop);
}

var nudgeDirectionScratch = new Cartesian3();
function nudgeXZ(start, end) {
  var startToXZdistance = Plane.getPointDistance(XZ_PLANE, start);
  var endToXZdistance = Plane.getPointDistance(XZ_PLANE, end);
  var offset = nudgeDirectionScratch;
  // Larger epsilon than what's used in GeometryPipeline, a centimeter in world space
  if (CesiumMath.equalsEpsilon(startToXZdistance, 0.0, CesiumMath.EPSILON2)) {
    offset = direction(end, start, offset);
    Cartesian3.multiplyByScalar(offset, CesiumMath.EPSILON2, offset);
    Cartesian3.add(start, offset, start);
  } else if (
    CesiumMath.equalsEpsilon(endToXZdistance, 0.0, CesiumMath.EPSILON2)
  ) {
    offset = direction(start, end, offset);
    Cartesian3.multiplyByScalar(offset, CesiumMath.EPSILON2, offset);
    Cartesian3.add(end, offset, end);
  }
}

// "Nudge" cartographic coordinates so start and end are on the same side of the IDL.
// Nudge amounts are tiny, basically just an IDL flip.
// Only used for 2D/CV.
function nudgeCartographic(start, end) {
  var absStartLon = Math.abs(start.longitude);
  var absEndLon = Math.abs(end.longitude);
  if (
    CesiumMath.equalsEpsilon(absStartLon, CesiumMath.PI, CesiumMath.EPSILON11)
  ) {
    var endSign = CesiumMath.sign(end.longitude);
    start.longitude = endSign * (absStartLon - CesiumMath.EPSILON11);
    return 1;
  } else if (
    CesiumMath.equalsEpsilon(absEndLon, CesiumMath.PI, CesiumMath.EPSILON11)
  ) {
    var startSign = CesiumMath.sign(start.longitude);
    end.longitude = startSign * (absEndLon - CesiumMath.EPSILON11);
    return 2;
  }
  return 0;
}

var startCartographicScratch = new Cartographic();
var endCartographicScratch = new Cartographic();

var segmentStartTopScratch = new Cartesian3();
var segmentEndTopScratch = new Cartesian3();
var segmentStartBottomScratch = new Cartesian3();
var segmentEndBottomScratch = new Cartesian3();
var segmentStartNormalScratch = new Cartesian3();
var segmentEndNormalScratch = new Cartesian3();

var getHeightCartographics = [startCartographicScratch, endCartographicScratch];
var getHeightRectangleScratch = new Rectangle();

var adjustHeightStartTopScratch = new Cartesian3();
var adjustHeightEndTopScratch = new Cartesian3();
var adjustHeightStartBottomScratch = new Cartesian3();
var adjustHeightEndBottomScratch = new Cartesian3();

var segmentStart2DScratch = new Cartesian3();
var segmentEnd2DScratch = new Cartesian3();
var segmentStartNormal2DScratch = new Cartesian3();
var segmentEndNormal2DScratch = new Cartesian3();

var offsetScratch = new Cartesian3();
var startUpScratch = new Cartesian3();
var endUpScratch = new Cartesian3();
var rightScratch = new Cartesian3();
var startPlaneNormalScratch = new Cartesian3();
var endPlaneNormalScratch = new Cartesian3();
var encodeScratch = new EncodedCartesian3();

var encodeScratch2D = new EncodedCartesian3();
var forwardOffset2DScratch = new Cartesian3();
var right2DScratch = new Cartesian3();

var normalNudgeScratch = new Cartesian3();

var scratchBoundingSpheres = [new BoundingSphere(), new BoundingSphere()];

// Winding order is reversed so each segment's volume is inside-out
var REFERENCE_INDICES = [
  0,
  2,
  1,
  0,
  3,
  2, // right
  0,
  7,
  3,
  0,
  4,
  7, // start
  0,
  5,
  4,
  0,
  1,
  5, // bottom
  5,
  7,
  4,
  5,
  6,
  7, // left
  5,
  2,
  6,
  5,
  1,
  2, // end
  3,
  6,
  2,
  3,
  7,
  6, // top
];
var REFERENCE_INDICES_LENGTH = REFERENCE_INDICES.length;

// Decompose the "wall" into a series of shadow volumes.
// Each shadow volume's vertices encode a description of the line it contains,
// including mitering planes at the end points, a plane along the line itself,
// and attributes for computing length-wise texture coordinates.
function generateGeometryAttributes(
  loop,
  projection,
  bottomPositionsArray,
  topPositionsArray,
  normalsArray,
  cartographicsArray,
  compute2dAttributes
) {
  var i;
  var index;
  var ellipsoid = projection._ellipsoid;

  // Each segment will have 8 vertices
  var segmentCount = bottomPositionsArray.length / 3 - 1;
  var vertexCount = segmentCount * 8;
  var arraySizeVec4 = vertexCount * 4;
  var indexCount = segmentCount * 36;

  var indices =
    vertexCount > 65535
      ? new Uint32Array(indexCount)
      : new Uint16Array(indexCount);
  var positionsArray = new Float64Array(vertexCount * 3);

  var startHiAndForwardOffsetX = new Float32Array(arraySizeVec4);
  var startLoAndForwardOffsetY = new Float32Array(arraySizeVec4);
  var startNormalAndForwardOffsetZ = new Float32Array(arraySizeVec4);
  var endNormalAndTextureCoordinateNormalizationX = new Float32Array(
    arraySizeVec4
  );
  var rightNormalAndTextureCoordinateNormalizationY = new Float32Array(
    arraySizeVec4
  );

  var startHiLo2D;
  var offsetAndRight2D;
  var startEndNormals2D;
  var texcoordNormalization2D;

  if (compute2dAttributes) {
    startHiLo2D = new Float32Array(arraySizeVec4);
    offsetAndRight2D = new Float32Array(arraySizeVec4);
    startEndNormals2D = new Float32Array(arraySizeVec4);
    texcoordNormalization2D = new Float32Array(vertexCount * 2);
  }

  /*** Compute total lengths for texture coordinate normalization ***/
  // 2D
  var cartographicsLength = cartographicsArray.length / 2;
  var length2D = 0.0;

  var startCartographic = startCartographicScratch;
  startCartographic.height = 0.0;
  var endCartographic = endCartographicScratch;
  endCartographic.height = 0.0;

  var segmentStartCartesian = segmentStartTopScratch;
  var segmentEndCartesian = segmentEndTopScratch;

  if (compute2dAttributes) {
    index = 0;
    for (i = 1; i < cartographicsLength; i++) {
      // Don't clone anything from previous segment b/c possible IDL touch
      startCartographic.latitude = cartographicsArray[index];
      startCartographic.longitude = cartographicsArray[index + 1];
      endCartographic.latitude = cartographicsArray[index + 2];
      endCartographic.longitude = cartographicsArray[index + 3];

      segmentStartCartesian = projection.project(
        startCartographic,
        segmentStartCartesian
      );
      segmentEndCartesian = projection.project(
        endCartographic,
        segmentEndCartesian
      );
      length2D += Cartesian3.distance(
        segmentStartCartesian,
        segmentEndCartesian
      );
      index += 2;
    }
  }

  // 3D
  var positionsLength = topPositionsArray.length / 3;
  segmentEndCartesian = Cartesian3.unpack(
    topPositionsArray,
    0,
    segmentEndCartesian
  );
  var length3D = 0.0;

  index = 3;
  for (i = 1; i < positionsLength; i++) {
    segmentStartCartesian = Cartesian3.clone(
      segmentEndCartesian,
      segmentStartCartesian
    );
    segmentEndCartesian = Cartesian3.unpack(
      topPositionsArray,
      index,
      segmentEndCartesian
    );
    length3D += Cartesian3.distance(segmentStartCartesian, segmentEndCartesian);
    index += 3;
  }

  /*** Generate segments ***/
  var j;
  index = 3;
  var cartographicsIndex = 0;
  var vec2sWriteIndex = 0;
  var vec3sWriteIndex = 0;
  var vec4sWriteIndex = 0;
  var miterBroken = false;

  var endBottom = Cartesian3.unpack(
    bottomPositionsArray,
    0,
    segmentEndBottomScratch
  );
  var endTop = Cartesian3.unpack(topPositionsArray, 0, segmentEndTopScratch);
  var endGeometryNormal = Cartesian3.unpack(
    normalsArray,
    0,
    segmentEndNormalScratch
  );

  if (loop) {
    var preEndBottom = Cartesian3.unpack(
      bottomPositionsArray,
      bottomPositionsArray.length - 6,
      segmentStartBottomScratch
    );
    if (breakMiter(endGeometryNormal, preEndBottom, endBottom, endTop)) {
      // Miter broken as if for the last point in the loop, needs to be inverted for first point (clone of endBottom)
      endGeometryNormal = Cartesian3.negate(
        endGeometryNormal,
        endGeometryNormal
      );
    }
  }

  var lengthSoFar3D = 0.0;
  var lengthSoFar2D = 0.0;

  // For translating bounding volume
  var sumHeights = 0.0;

  for (i = 0; i < segmentCount; i++) {
    var startBottom = Cartesian3.clone(endBottom, segmentStartBottomScratch);
    var startTop = Cartesian3.clone(endTop, segmentStartTopScratch);
    var startGeometryNormal = Cartesian3.clone(
      endGeometryNormal,
      segmentStartNormalScratch
    );

    if (miterBroken) {
      startGeometryNormal = Cartesian3.negate(
        startGeometryNormal,
        startGeometryNormal
      );
    }

    endBottom = Cartesian3.unpack(
      bottomPositionsArray,
      index,
      segmentEndBottomScratch
    );
    endTop = Cartesian3.unpack(topPositionsArray, index, segmentEndTopScratch);
    endGeometryNormal = Cartesian3.unpack(
      normalsArray,
      index,
      segmentEndNormalScratch
    );

    miterBroken = breakMiter(endGeometryNormal, startBottom, endBottom, endTop);

    // 2D - don't clone anything from previous segment b/c possible IDL touch
    startCartographic.latitude = cartographicsArray[cartographicsIndex];
    startCartographic.longitude = cartographicsArray[cartographicsIndex + 1];
    endCartographic.latitude = cartographicsArray[cartographicsIndex + 2];
    endCartographic.longitude = cartographicsArray[cartographicsIndex + 3];
    var start2D;
    var end2D;
    var startGeometryNormal2D;
    var endGeometryNormal2D;

    if (compute2dAttributes) {
      var nudgeResult = nudgeCartographic(startCartographic, endCartographic);
      start2D = projection.project(startCartographic, segmentStart2DScratch);
      end2D = projection.project(endCartographic, segmentEnd2DScratch);
      var direction2D = direction(end2D, start2D, forwardOffset2DScratch);
      direction2D.y = Math.abs(direction2D.y);

      startGeometryNormal2D = segmentStartNormal2DScratch;
      endGeometryNormal2D = segmentEndNormal2DScratch;
      if (
        nudgeResult === 0 ||
        Cartesian3.dot(direction2D, Cartesian3.UNIT_Y) > MITER_BREAK_SMALL
      ) {
        // No nudge - project the original normal
        // Or, if the line's angle relative to the IDL is very acute,
        // in which case snapping will produce oddly shaped volumes.
        startGeometryNormal2D = projectNormal(
          projection,
          startCartographic,
          startGeometryNormal,
          start2D,
          segmentStartNormal2DScratch
        );
        endGeometryNormal2D = projectNormal(
          projection,
          endCartographic,
          endGeometryNormal,
          end2D,
          segmentEndNormal2DScratch
        );
      } else if (nudgeResult === 1) {
        // Start is close to IDL - snap start normal to align with IDL
        endGeometryNormal2D = projectNormal(
          projection,
          endCartographic,
          endGeometryNormal,
          end2D,
          segmentEndNormal2DScratch
        );
        startGeometryNormal2D.x = 0.0;
        // If start longitude is negative and end longitude is less negative, relative right is unit -Y
        // If start longitude is positive and end longitude is less positive, relative right is unit +Y
        startGeometryNormal2D.y = CesiumMath.sign(
          startCartographic.longitude - Math.abs(endCartographic.longitude)
        );
        startGeometryNormal2D.z = 0.0;
      } else {
        // End is close to IDL - snap end normal to align with IDL
        startGeometryNormal2D = projectNormal(
          projection,
          startCartographic,
          startGeometryNormal,
          start2D,
          segmentStartNormal2DScratch
        );
        endGeometryNormal2D.x = 0.0;
        // If end longitude is negative and start longitude is less negative, relative right is unit Y
        // If end longitude is positive and start longitude is less positive, relative right is unit -Y
        endGeometryNormal2D.y = CesiumMath.sign(
          startCartographic.longitude - endCartographic.longitude
        );
        endGeometryNormal2D.z = 0.0;
      }
    }

    /****************************************
     * Geometry descriptors of a "line on terrain,"
     * as opposed to the "shadow volume used to draw
     * the line on terrain":
     * - position of start + offset to end
     * - start, end, and right-facing planes
     * - encoded texture coordinate offsets
     ****************************************/

    /* 3D */
    var segmentLength3D = Cartesian3.distance(startTop, endTop);

    var encodedStart = EncodedCartesian3.fromCartesian(
      startBottom,
      encodeScratch
    );
    var forwardOffset = Cartesian3.subtract(
      endBottom,
      startBottom,
      offsetScratch
    );
    var forward = Cartesian3.normalize(forwardOffset, rightScratch);

    var startUp = Cartesian3.subtract(startTop, startBottom, startUpScratch);
    startUp = Cartesian3.normalize(startUp, startUp);
    var rightNormal = Cartesian3.cross(forward, startUp, rightScratch);
    rightNormal = Cartesian3.normalize(rightNormal, rightNormal);

    var startPlaneNormal = Cartesian3.cross(
      startUp,
      startGeometryNormal,
      startPlaneNormalScratch
    );
    startPlaneNormal = Cartesian3.normalize(startPlaneNormal, startPlaneNormal);

    var endUp = Cartesian3.subtract(endTop, endBottom, endUpScratch);
    endUp = Cartesian3.normalize(endUp, endUp);
    var endPlaneNormal = Cartesian3.cross(
      endGeometryNormal,
      endUp,
      endPlaneNormalScratch
    );
    endPlaneNormal = Cartesian3.normalize(endPlaneNormal, endPlaneNormal);

    var texcoordNormalization3DX = segmentLength3D / length3D;
    var texcoordNormalization3DY = lengthSoFar3D / length3D;

    /* 2D */
    var segmentLength2D = 0.0;
    var encodedStart2D;
    var forwardOffset2D;
    var right2D;
    var texcoordNormalization2DX = 0.0;
    var texcoordNormalization2DY = 0.0;
    if (compute2dAttributes) {
      segmentLength2D = Cartesian3.distance(start2D, end2D);

      encodedStart2D = EncodedCartesian3.fromCartesian(
        start2D,
        encodeScratch2D
      );
      forwardOffset2D = Cartesian3.subtract(
        end2D,
        start2D,
        forwardOffset2DScratch
      );

      // Right direction is just forward direction rotated by -90 degrees around Z
      // Similarly with plane normals
      right2D = Cartesian3.normalize(forwardOffset2D, right2DScratch);
      var swap = right2D.x;
      right2D.x = right2D.y;
      right2D.y = -swap;

      texcoordNormalization2DX = segmentLength2D / length2D;
      texcoordNormalization2DY = lengthSoFar2D / length2D;
    }
    /** Pack **/
    for (j = 0; j < 8; j++) {
      var vec4Index = vec4sWriteIndex + j * 4;
      var vec2Index = vec2sWriteIndex + j * 2;
      var wIndex = vec4Index + 3;

      // Encode sidedness of vertex relative to right plane in texture coordinate normalization X,
      // whether vertex is top or bottom of volume in sign/magnitude of normalization Y.
      var rightPlaneSide = j < 4 ? 1.0 : -1.0;
      var topBottomSide = j === 2 || j === 3 || j === 6 || j === 7 ? 1.0 : -1.0;

      // 3D
      Cartesian3.pack(encodedStart.high, startHiAndForwardOffsetX, vec4Index);
      startHiAndForwardOffsetX[wIndex] = forwardOffset.x;

      Cartesian3.pack(encodedStart.low, startLoAndForwardOffsetY, vec4Index);
      startLoAndForwardOffsetY[wIndex] = forwardOffset.y;

      Cartesian3.pack(
        startPlaneNormal,
        startNormalAndForwardOffsetZ,
        vec4Index
      );
      startNormalAndForwardOffsetZ[wIndex] = forwardOffset.z;

      Cartesian3.pack(
        endPlaneNormal,
        endNormalAndTextureCoordinateNormalizationX,
        vec4Index
      );
      endNormalAndTextureCoordinateNormalizationX[wIndex] =
        texcoordNormalization3DX * rightPlaneSide;

      Cartesian3.pack(
        rightNormal,
        rightNormalAndTextureCoordinateNormalizationY,
        vec4Index
      );

      var texcoordNormalization = texcoordNormalization3DY * topBottomSide;
      if (texcoordNormalization === 0.0 && topBottomSide < 0.0) {
        texcoordNormalization = 9.0; // some value greater than 1.0
      }
      rightNormalAndTextureCoordinateNormalizationY[
        wIndex
      ] = texcoordNormalization;

      // 2D
      if (compute2dAttributes) {
        startHiLo2D[vec4Index] = encodedStart2D.high.x;
        startHiLo2D[vec4Index + 1] = encodedStart2D.high.y;
        startHiLo2D[vec4Index + 2] = encodedStart2D.low.x;
        startHiLo2D[vec4Index + 3] = encodedStart2D.low.y;

        startEndNormals2D[vec4Index] = -startGeometryNormal2D.y;
        startEndNormals2D[vec4Index + 1] = startGeometryNormal2D.x;
        startEndNormals2D[vec4Index + 2] = endGeometryNormal2D.y;
        startEndNormals2D[vec4Index + 3] = -endGeometryNormal2D.x;

        offsetAndRight2D[vec4Index] = forwardOffset2D.x;
        offsetAndRight2D[vec4Index + 1] = forwardOffset2D.y;
        offsetAndRight2D[vec4Index + 2] = right2D.x;
        offsetAndRight2D[vec4Index + 3] = right2D.y;

        texcoordNormalization2D[vec2Index] =
          texcoordNormalization2DX * rightPlaneSide;

        texcoordNormalization = texcoordNormalization2DY * topBottomSide;
        if (texcoordNormalization === 0.0 && topBottomSide < 0.0) {
          texcoordNormalization = 9.0; // some value greater than 1.0
        }
        texcoordNormalization2D[vec2Index + 1] = texcoordNormalization;
      }
    }

    // Adjust height of volume in 3D
    var adjustHeightStartBottom = adjustHeightStartBottomScratch;
    var adjustHeightEndBottom = adjustHeightEndBottomScratch;
    var adjustHeightStartTop = adjustHeightStartTopScratch;
    var adjustHeightEndTop = adjustHeightEndTopScratch;

    var getHeightsRectangle = Rectangle.fromCartographicArray(
      getHeightCartographics,
      getHeightRectangleScratch
    );
    var minMaxHeights = ApproximateTerrainHeights.getMinimumMaximumHeights(
      getHeightsRectangle,
      ellipsoid
    );
    var minHeight = minMaxHeights.minimumTerrainHeight;
    var maxHeight = minMaxHeights.maximumTerrainHeight;

    sumHeights += minHeight;
    sumHeights += maxHeight;

    adjustHeights(
      startBottom,
      startTop,
      minHeight,
      maxHeight,
      adjustHeightStartBottom,
      adjustHeightStartTop
    );
    adjustHeights(
      endBottom,
      endTop,
      minHeight,
      maxHeight,
      adjustHeightEndBottom,
      adjustHeightEndTop
    );

    // Nudge the positions away from the "polyline" a little bit to prevent errors in GeometryPipeline
    var normalNudge = Cartesian3.multiplyByScalar(
      rightNormal,
      CesiumMath.EPSILON5,
      normalNudgeScratch
    );
    Cartesian3.add(
      adjustHeightStartBottom,
      normalNudge,
      adjustHeightStartBottom
    );
    Cartesian3.add(adjustHeightEndBottom, normalNudge, adjustHeightEndBottom);
    Cartesian3.add(adjustHeightStartTop, normalNudge, adjustHeightStartTop);
    Cartesian3.add(adjustHeightEndTop, normalNudge, adjustHeightEndTop);

    // If the segment is very close to the XZ plane, nudge the vertices slightly to avoid touching it.
    nudgeXZ(adjustHeightStartBottom, adjustHeightEndBottom);
    nudgeXZ(adjustHeightStartTop, adjustHeightEndTop);

    Cartesian3.pack(adjustHeightStartBottom, positionsArray, vec3sWriteIndex);
    Cartesian3.pack(adjustHeightEndBottom, positionsArray, vec3sWriteIndex + 3);
    Cartesian3.pack(adjustHeightEndTop, positionsArray, vec3sWriteIndex + 6);
    Cartesian3.pack(adjustHeightStartTop, positionsArray, vec3sWriteIndex + 9);

    normalNudge = Cartesian3.multiplyByScalar(
      rightNormal,
      -2.0 * CesiumMath.EPSILON5,
      normalNudgeScratch
    );
    Cartesian3.add(
      adjustHeightStartBottom,
      normalNudge,
      adjustHeightStartBottom
    );
    Cartesian3.add(adjustHeightEndBottom, normalNudge, adjustHeightEndBottom);
    Cartesian3.add(adjustHeightStartTop, normalNudge, adjustHeightStartTop);
    Cartesian3.add(adjustHeightEndTop, normalNudge, adjustHeightEndTop);

    nudgeXZ(adjustHeightStartBottom, adjustHeightEndBottom);
    nudgeXZ(adjustHeightStartTop, adjustHeightEndTop);

    Cartesian3.pack(
      adjustHeightStartBottom,
      positionsArray,
      vec3sWriteIndex + 12
    );
    Cartesian3.pack(
      adjustHeightEndBottom,
      positionsArray,
      vec3sWriteIndex + 15
    );
    Cartesian3.pack(adjustHeightEndTop, positionsArray, vec3sWriteIndex + 18);
    Cartesian3.pack(adjustHeightStartTop, positionsArray, vec3sWriteIndex + 21);

    cartographicsIndex += 2;
    index += 3;

    vec2sWriteIndex += 16;
    vec3sWriteIndex += 24;
    vec4sWriteIndex += 32;

    lengthSoFar3D += segmentLength3D;
    lengthSoFar2D += segmentLength2D;
  }

  index = 0;
  var indexOffset = 0;
  for (i = 0; i < segmentCount; i++) {
    for (j = 0; j < REFERENCE_INDICES_LENGTH; j++) {
      indices[index + j] = REFERENCE_INDICES[j] + indexOffset;
    }
    indexOffset += 8;
    index += REFERENCE_INDICES_LENGTH;
  }

  var boundingSpheres = scratchBoundingSpheres;
  BoundingSphere.fromVertices(
    bottomPositionsArray,
    Cartesian3.ZERO,
    3,
    boundingSpheres[0]
  );
  BoundingSphere.fromVertices(
    topPositionsArray,
    Cartesian3.ZERO,
    3,
    boundingSpheres[1]
  );
  var boundingSphere = BoundingSphere.fromBoundingSpheres(boundingSpheres);

  // Adjust bounding sphere height and radius to cover more of the volume
  boundingSphere.radius += sumHeights / (segmentCount * 2.0);

  var attributes = {
    position: new GeometryAttribute({
      componentDatatype: ComponentDatatype.DOUBLE,
      componentsPerAttribute: 3,
      normalize: false,
      values: positionsArray,
    }),
    startHiAndForwardOffsetX: getVec4GeometryAttribute(
      startHiAndForwardOffsetX
    ),
    startLoAndForwardOffsetY: getVec4GeometryAttribute(
      startLoAndForwardOffsetY
    ),
    startNormalAndForwardOffsetZ: getVec4GeometryAttribute(
      startNormalAndForwardOffsetZ
    ),
    endNormalAndTextureCoordinateNormalizationX: getVec4GeometryAttribute(
      endNormalAndTextureCoordinateNormalizationX
    ),
    rightNormalAndTextureCoordinateNormalizationY: getVec4GeometryAttribute(
      rightNormalAndTextureCoordinateNormalizationY
    ),
  };

  if (compute2dAttributes) {
    attributes.startHiLo2D = getVec4GeometryAttribute(startHiLo2D);
    attributes.offsetAndRight2D = getVec4GeometryAttribute(offsetAndRight2D);
    attributes.startEndNormals2D = getVec4GeometryAttribute(startEndNormals2D);
    attributes.texcoordNormalization2D = new GeometryAttribute({
      componentDatatype: ComponentDatatype.FLOAT,
      componentsPerAttribute: 2,
      normalize: false,
      values: texcoordNormalization2D,
    });
  }

  return new Geometry({
    attributes: attributes,
    indices: indices,
    boundingSphere: boundingSphere,
  });
}

function getVec4GeometryAttribute(typedArray) {
  return new GeometryAttribute({
    componentDatatype: ComponentDatatype.FLOAT,
    componentsPerAttribute: 4,
    normalize: false,
    values: typedArray,
  });
}

/**
 * Approximates an ellipsoid-tangent vector in 2D by projecting the end point into 2D.
 * Exposed for testing.
 *
 * @param {MapProjection} projection Map Projection for projecting coordinates to 2D.
 * @param {Cartographic} cartographic The cartographic origin point of the normal.
 *   Used to check if the normal crosses the IDL during projection.
 * @param {Cartesian3} normal The normal in 3D.
 * @param {Cartesian3} projectedPosition The projected origin point of the normal in 2D.
 * @param {Cartesian3} result Result parameter on which to store the projected normal.
 * @private
 */
GroundPolylineGeometry._projectNormal = projectNormal;
export default GroundPolylineGeometry;