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casic-smartcity-well-front / static / Cesium / Workers / BoxGeometry-8ee79487.js
[wangxitong] on 8 Jul 2021 25 KB mars3d总览
/* This file is automatically rebuilt by the Cesium build process. */
define(['exports', './GeometryOffsetAttribute-a43cd3fe', './Transforms-0a60c469', './Cartesian2-ea36f114', './Check-c23b5bd5', './ComponentDatatype-ec57da04', './when-9f8cafad', './GeometryAttribute-abbafb10', './GeometryAttributes-fcb70320', './VertexFormat-acf66ec0'], function (exports, GeometryOffsetAttribute, Transforms, Cartesian2, Check, ComponentDatatype, when, GeometryAttribute, GeometryAttributes, VertexFormat) { 'use strict';

  var diffScratch = new Cartesian2.Cartesian3();

  /**
   * Describes a cube centered at the origin.
   *
   * @alias BoxGeometry
   * @constructor
   *
   * @param {Object} options Object with the following properties:
   * @param {Cartesian3} options.minimum The minimum x, y, and z coordinates of the box.
   * @param {Cartesian3} options.maximum The maximum x, y, and z coordinates of the box.
   * @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed.
   *
   * @see BoxGeometry.fromDimensions
   * @see BoxGeometry.createGeometry
   * @see Packable
   *
   * @demo {@link https://sandcastle.cesium.com/index.html?src=Box.html|Cesium Sandcastle Box Demo}
   *
   * @example
   * var box = new Cesium.BoxGeometry({
   *   vertexFormat : Cesium.VertexFormat.POSITION_ONLY,
   *   maximum : new Cesium.Cartesian3(250000.0, 250000.0, 250000.0),
   *   minimum : new Cesium.Cartesian3(-250000.0, -250000.0, -250000.0)
   * });
   * var geometry = Cesium.BoxGeometry.createGeometry(box);
   */
  function BoxGeometry(options) {
    options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT);

    var min = options.minimum;
    var max = options.maximum;

    //>>includeStart('debug', pragmas.debug);
    Check.Check.typeOf.object("min", min);
    Check.Check.typeOf.object("max", max);
    if (
      when.defined(options.offsetAttribute) &&
      options.offsetAttribute === GeometryOffsetAttribute.GeometryOffsetAttribute.TOP
    ) {
      throw new Check.DeveloperError(
        "GeometryOffsetAttribute.TOP is not a supported options.offsetAttribute for this geometry."
      );
    }
    //>>includeEnd('debug');

    var vertexFormat = when.defaultValue(options.vertexFormat, VertexFormat.VertexFormat.DEFAULT);

    this._minimum = Cartesian2.Cartesian3.clone(min);
    this._maximum = Cartesian2.Cartesian3.clone(max);
    this._vertexFormat = vertexFormat;
    this._offsetAttribute = options.offsetAttribute;
    this._workerName = "createBoxGeometry";
  }

  /**
   * Creates a cube centered at the origin given its dimensions.
   *
   * @param {Object} options Object with the following properties:
   * @param {Cartesian3} options.dimensions The width, depth, and height of the box stored in the x, y, and z coordinates of the <code>Cartesian3</code>, respectively.
   * @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed.
   * @returns {BoxGeometry}
   *
   * @exception {DeveloperError} All dimensions components must be greater than or equal to zero.
   *
   *
   * @example
   * var box = Cesium.BoxGeometry.fromDimensions({
   *   vertexFormat : Cesium.VertexFormat.POSITION_ONLY,
   *   dimensions : new Cesium.Cartesian3(500000.0, 500000.0, 500000.0)
   * });
   * var geometry = Cesium.BoxGeometry.createGeometry(box);
   *
   * @see BoxGeometry.createGeometry
   */
  BoxGeometry.fromDimensions = function (options) {
    options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT);
    var dimensions = options.dimensions;

    //>>includeStart('debug', pragmas.debug);
    Check.Check.typeOf.object("dimensions", dimensions);
    Check.Check.typeOf.number.greaterThanOrEquals("dimensions.x", dimensions.x, 0);
    Check.Check.typeOf.number.greaterThanOrEquals("dimensions.y", dimensions.y, 0);
    Check.Check.typeOf.number.greaterThanOrEquals("dimensions.z", dimensions.z, 0);
    //>>includeEnd('debug');

    var corner = Cartesian2.Cartesian3.multiplyByScalar(dimensions, 0.5, new Cartesian2.Cartesian3());

    return new BoxGeometry({
      minimum: Cartesian2.Cartesian3.negate(corner, new Cartesian2.Cartesian3()),
      maximum: corner,
      vertexFormat: options.vertexFormat,
      offsetAttribute: options.offsetAttribute,
    });
  };

  /**
   * Creates a cube from the dimensions of an AxisAlignedBoundingBox.
   *
   * @param {AxisAlignedBoundingBox} boundingBox A description of the AxisAlignedBoundingBox.
   * @returns {BoxGeometry}
   *
   *
   *
   * @example
   * var aabb = Cesium.AxisAlignedBoundingBox.fromPoints(Cesium.Cartesian3.fromDegreesArray([
   *      -72.0, 40.0,
   *      -70.0, 35.0,
   *      -75.0, 30.0,
   *      -70.0, 30.0,
   *      -68.0, 40.0
   * ]));
   * var box = Cesium.BoxGeometry.fromAxisAlignedBoundingBox(aabb);
   *
   * @see BoxGeometry.createGeometry
   */
  BoxGeometry.fromAxisAlignedBoundingBox = function (boundingBox) {
    //>>includeStart('debug', pragmas.debug);
    Check.Check.typeOf.object("boundingBox", boundingBox);
    //>>includeEnd('debug');

    return new BoxGeometry({
      minimum: boundingBox.minimum,
      maximum: boundingBox.maximum,
    });
  };

  /**
   * The number of elements used to pack the object into an array.
   * @type {Number}
   */
  BoxGeometry.packedLength =
    2 * Cartesian2.Cartesian3.packedLength + VertexFormat.VertexFormat.packedLength + 1;

  /**
   * Stores the provided instance into the provided array.
   *
   * @param {BoxGeometry} 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
   */
  BoxGeometry.pack = function (value, array, startingIndex) {
    //>>includeStart('debug', pragmas.debug);
    Check.Check.typeOf.object("value", value);
    Check.Check.defined("array", array);
    //>>includeEnd('debug');

    startingIndex = when.defaultValue(startingIndex, 0);

    Cartesian2.Cartesian3.pack(value._minimum, array, startingIndex);
    Cartesian2.Cartesian3.pack(
      value._maximum,
      array,
      startingIndex + Cartesian2.Cartesian3.packedLength
    );
    VertexFormat.VertexFormat.pack(
      value._vertexFormat,
      array,
      startingIndex + 2 * Cartesian2.Cartesian3.packedLength
    );
    array[
      startingIndex + 2 * Cartesian2.Cartesian3.packedLength + VertexFormat.VertexFormat.packedLength
    ] = when.defaultValue(value._offsetAttribute, -1);

    return array;
  };

  var scratchMin = new Cartesian2.Cartesian3();
  var scratchMax = new Cartesian2.Cartesian3();
  var scratchVertexFormat = new VertexFormat.VertexFormat();
  var scratchOptions = {
    minimum: scratchMin,
    maximum: scratchMax,
    vertexFormat: scratchVertexFormat,
    offsetAttribute: undefined,
  };

  /**
   * 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 {BoxGeometry} [result] The object into which to store the result.
   * @returns {BoxGeometry} The modified result parameter or a new BoxGeometry instance if one was not provided.
   */
  BoxGeometry.unpack = function (array, startingIndex, result) {
    //>>includeStart('debug', pragmas.debug);
    Check.Check.defined("array", array);
    //>>includeEnd('debug');

    startingIndex = when.defaultValue(startingIndex, 0);

    var min = Cartesian2.Cartesian3.unpack(array, startingIndex, scratchMin);
    var max = Cartesian2.Cartesian3.unpack(
      array,
      startingIndex + Cartesian2.Cartesian3.packedLength,
      scratchMax
    );
    var vertexFormat = VertexFormat.VertexFormat.unpack(
      array,
      startingIndex + 2 * Cartesian2.Cartesian3.packedLength,
      scratchVertexFormat
    );
    var offsetAttribute =
      array[
        startingIndex + 2 * Cartesian2.Cartesian3.packedLength + VertexFormat.VertexFormat.packedLength
      ];

    if (!when.defined(result)) {
      scratchOptions.offsetAttribute =
        offsetAttribute === -1 ? undefined : offsetAttribute;
      return new BoxGeometry(scratchOptions);
    }

    result._minimum = Cartesian2.Cartesian3.clone(min, result._minimum);
    result._maximum = Cartesian2.Cartesian3.clone(max, result._maximum);
    result._vertexFormat = VertexFormat.VertexFormat.clone(vertexFormat, result._vertexFormat);
    result._offsetAttribute =
      offsetAttribute === -1 ? undefined : offsetAttribute;

    return result;
  };

  /**
   * Computes the geometric representation of a box, including its vertices, indices, and a bounding sphere.
   *
   * @param {BoxGeometry} boxGeometry A description of the box.
   * @returns {Geometry|undefined} The computed vertices and indices.
   */
  BoxGeometry.createGeometry = function (boxGeometry) {
    var min = boxGeometry._minimum;
    var max = boxGeometry._maximum;
    var vertexFormat = boxGeometry._vertexFormat;

    if (Cartesian2.Cartesian3.equals(min, max)) {
      return;
    }

    var attributes = new GeometryAttributes.GeometryAttributes();
    var indices;
    var positions;

    if (
      vertexFormat.position &&
      (vertexFormat.st ||
        vertexFormat.normal ||
        vertexFormat.tangent ||
        vertexFormat.bitangent)
    ) {
      if (vertexFormat.position) {
        // 8 corner points.  Duplicated 3 times each for each incident edge/face.
        positions = new Float64Array(6 * 4 * 3);

        // +z face
        positions[0] = min.x;
        positions[1] = min.y;
        positions[2] = max.z;
        positions[3] = max.x;
        positions[4] = min.y;
        positions[5] = max.z;
        positions[6] = max.x;
        positions[7] = max.y;
        positions[8] = max.z;
        positions[9] = min.x;
        positions[10] = max.y;
        positions[11] = max.z;

        // -z face
        positions[12] = min.x;
        positions[13] = min.y;
        positions[14] = min.z;
        positions[15] = max.x;
        positions[16] = min.y;
        positions[17] = min.z;
        positions[18] = max.x;
        positions[19] = max.y;
        positions[20] = min.z;
        positions[21] = min.x;
        positions[22] = max.y;
        positions[23] = min.z;

        // +x face
        positions[24] = max.x;
        positions[25] = min.y;
        positions[26] = min.z;
        positions[27] = max.x;
        positions[28] = max.y;
        positions[29] = min.z;
        positions[30] = max.x;
        positions[31] = max.y;
        positions[32] = max.z;
        positions[33] = max.x;
        positions[34] = min.y;
        positions[35] = max.z;

        // -x face
        positions[36] = min.x;
        positions[37] = min.y;
        positions[38] = min.z;
        positions[39] = min.x;
        positions[40] = max.y;
        positions[41] = min.z;
        positions[42] = min.x;
        positions[43] = max.y;
        positions[44] = max.z;
        positions[45] = min.x;
        positions[46] = min.y;
        positions[47] = max.z;

        // +y face
        positions[48] = min.x;
        positions[49] = max.y;
        positions[50] = min.z;
        positions[51] = max.x;
        positions[52] = max.y;
        positions[53] = min.z;
        positions[54] = max.x;
        positions[55] = max.y;
        positions[56] = max.z;
        positions[57] = min.x;
        positions[58] = max.y;
        positions[59] = max.z;

        // -y face
        positions[60] = min.x;
        positions[61] = min.y;
        positions[62] = min.z;
        positions[63] = max.x;
        positions[64] = min.y;
        positions[65] = min.z;
        positions[66] = max.x;
        positions[67] = min.y;
        positions[68] = max.z;
        positions[69] = min.x;
        positions[70] = min.y;
        positions[71] = max.z;

        attributes.position = new GeometryAttribute.GeometryAttribute({
          componentDatatype: ComponentDatatype.ComponentDatatype.DOUBLE,
          componentsPerAttribute: 3,
          values: positions,
        });
      }

      if (vertexFormat.normal) {
        var normals = new Float32Array(6 * 4 * 3);

        // +z face
        normals[0] = 0.0;
        normals[1] = 0.0;
        normals[2] = 1.0;
        normals[3] = 0.0;
        normals[4] = 0.0;
        normals[5] = 1.0;
        normals[6] = 0.0;
        normals[7] = 0.0;
        normals[8] = 1.0;
        normals[9] = 0.0;
        normals[10] = 0.0;
        normals[11] = 1.0;

        // -z face
        normals[12] = 0.0;
        normals[13] = 0.0;
        normals[14] = -1.0;
        normals[15] = 0.0;
        normals[16] = 0.0;
        normals[17] = -1.0;
        normals[18] = 0.0;
        normals[19] = 0.0;
        normals[20] = -1.0;
        normals[21] = 0.0;
        normals[22] = 0.0;
        normals[23] = -1.0;

        // +x face
        normals[24] = 1.0;
        normals[25] = 0.0;
        normals[26] = 0.0;
        normals[27] = 1.0;
        normals[28] = 0.0;
        normals[29] = 0.0;
        normals[30] = 1.0;
        normals[31] = 0.0;
        normals[32] = 0.0;
        normals[33] = 1.0;
        normals[34] = 0.0;
        normals[35] = 0.0;

        // -x face
        normals[36] = -1.0;
        normals[37] = 0.0;
        normals[38] = 0.0;
        normals[39] = -1.0;
        normals[40] = 0.0;
        normals[41] = 0.0;
        normals[42] = -1.0;
        normals[43] = 0.0;
        normals[44] = 0.0;
        normals[45] = -1.0;
        normals[46] = 0.0;
        normals[47] = 0.0;

        // +y face
        normals[48] = 0.0;
        normals[49] = 1.0;
        normals[50] = 0.0;
        normals[51] = 0.0;
        normals[52] = 1.0;
        normals[53] = 0.0;
        normals[54] = 0.0;
        normals[55] = 1.0;
        normals[56] = 0.0;
        normals[57] = 0.0;
        normals[58] = 1.0;
        normals[59] = 0.0;

        // -y face
        normals[60] = 0.0;
        normals[61] = -1.0;
        normals[62] = 0.0;
        normals[63] = 0.0;
        normals[64] = -1.0;
        normals[65] = 0.0;
        normals[66] = 0.0;
        normals[67] = -1.0;
        normals[68] = 0.0;
        normals[69] = 0.0;
        normals[70] = -1.0;
        normals[71] = 0.0;

        attributes.normal = new GeometryAttribute.GeometryAttribute({
          componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
          componentsPerAttribute: 3,
          values: normals,
        });
      }

      if (vertexFormat.st) {
        var texCoords = new Float32Array(6 * 4 * 2);

        // +z face
        texCoords[0] = 0.0;
        texCoords[1] = 0.0;
        texCoords[2] = 1.0;
        texCoords[3] = 0.0;
        texCoords[4] = 1.0;
        texCoords[5] = 1.0;
        texCoords[6] = 0.0;
        texCoords[7] = 1.0;

        // -z face
        texCoords[8] = 1.0;
        texCoords[9] = 0.0;
        texCoords[10] = 0.0;
        texCoords[11] = 0.0;
        texCoords[12] = 0.0;
        texCoords[13] = 1.0;
        texCoords[14] = 1.0;
        texCoords[15] = 1.0;

        //+x face
        texCoords[16] = 0.0;
        texCoords[17] = 0.0;
        texCoords[18] = 1.0;
        texCoords[19] = 0.0;
        texCoords[20] = 1.0;
        texCoords[21] = 1.0;
        texCoords[22] = 0.0;
        texCoords[23] = 1.0;

        // -x face
        texCoords[24] = 1.0;
        texCoords[25] = 0.0;
        texCoords[26] = 0.0;
        texCoords[27] = 0.0;
        texCoords[28] = 0.0;
        texCoords[29] = 1.0;
        texCoords[30] = 1.0;
        texCoords[31] = 1.0;

        // +y face
        texCoords[32] = 1.0;
        texCoords[33] = 0.0;
        texCoords[34] = 0.0;
        texCoords[35] = 0.0;
        texCoords[36] = 0.0;
        texCoords[37] = 1.0;
        texCoords[38] = 1.0;
        texCoords[39] = 1.0;

        // -y face
        texCoords[40] = 0.0;
        texCoords[41] = 0.0;
        texCoords[42] = 1.0;
        texCoords[43] = 0.0;
        texCoords[44] = 1.0;
        texCoords[45] = 1.0;
        texCoords[46] = 0.0;
        texCoords[47] = 1.0;

        attributes.st = new GeometryAttribute.GeometryAttribute({
          componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
          componentsPerAttribute: 2,
          values: texCoords,
        });
      }

      if (vertexFormat.tangent) {
        var tangents = new Float32Array(6 * 4 * 3);

        // +z face
        tangents[0] = 1.0;
        tangents[1] = 0.0;
        tangents[2] = 0.0;
        tangents[3] = 1.0;
        tangents[4] = 0.0;
        tangents[5] = 0.0;
        tangents[6] = 1.0;
        tangents[7] = 0.0;
        tangents[8] = 0.0;
        tangents[9] = 1.0;
        tangents[10] = 0.0;
        tangents[11] = 0.0;

        // -z face
        tangents[12] = -1.0;
        tangents[13] = 0.0;
        tangents[14] = 0.0;
        tangents[15] = -1.0;
        tangents[16] = 0.0;
        tangents[17] = 0.0;
        tangents[18] = -1.0;
        tangents[19] = 0.0;
        tangents[20] = 0.0;
        tangents[21] = -1.0;
        tangents[22] = 0.0;
        tangents[23] = 0.0;

        // +x face
        tangents[24] = 0.0;
        tangents[25] = 1.0;
        tangents[26] = 0.0;
        tangents[27] = 0.0;
        tangents[28] = 1.0;
        tangents[29] = 0.0;
        tangents[30] = 0.0;
        tangents[31] = 1.0;
        tangents[32] = 0.0;
        tangents[33] = 0.0;
        tangents[34] = 1.0;
        tangents[35] = 0.0;

        // -x face
        tangents[36] = 0.0;
        tangents[37] = -1.0;
        tangents[38] = 0.0;
        tangents[39] = 0.0;
        tangents[40] = -1.0;
        tangents[41] = 0.0;
        tangents[42] = 0.0;
        tangents[43] = -1.0;
        tangents[44] = 0.0;
        tangents[45] = 0.0;
        tangents[46] = -1.0;
        tangents[47] = 0.0;

        // +y face
        tangents[48] = -1.0;
        tangents[49] = 0.0;
        tangents[50] = 0.0;
        tangents[51] = -1.0;
        tangents[52] = 0.0;
        tangents[53] = 0.0;
        tangents[54] = -1.0;
        tangents[55] = 0.0;
        tangents[56] = 0.0;
        tangents[57] = -1.0;
        tangents[58] = 0.0;
        tangents[59] = 0.0;

        // -y face
        tangents[60] = 1.0;
        tangents[61] = 0.0;
        tangents[62] = 0.0;
        tangents[63] = 1.0;
        tangents[64] = 0.0;
        tangents[65] = 0.0;
        tangents[66] = 1.0;
        tangents[67] = 0.0;
        tangents[68] = 0.0;
        tangents[69] = 1.0;
        tangents[70] = 0.0;
        tangents[71] = 0.0;

        attributes.tangent = new GeometryAttribute.GeometryAttribute({
          componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
          componentsPerAttribute: 3,
          values: tangents,
        });
      }

      if (vertexFormat.bitangent) {
        var bitangents = new Float32Array(6 * 4 * 3);

        // +z face
        bitangents[0] = 0.0;
        bitangents[1] = 1.0;
        bitangents[2] = 0.0;
        bitangents[3] = 0.0;
        bitangents[4] = 1.0;
        bitangents[5] = 0.0;
        bitangents[6] = 0.0;
        bitangents[7] = 1.0;
        bitangents[8] = 0.0;
        bitangents[9] = 0.0;
        bitangents[10] = 1.0;
        bitangents[11] = 0.0;

        // -z face
        bitangents[12] = 0.0;
        bitangents[13] = 1.0;
        bitangents[14] = 0.0;
        bitangents[15] = 0.0;
        bitangents[16] = 1.0;
        bitangents[17] = 0.0;
        bitangents[18] = 0.0;
        bitangents[19] = 1.0;
        bitangents[20] = 0.0;
        bitangents[21] = 0.0;
        bitangents[22] = 1.0;
        bitangents[23] = 0.0;

        // +x face
        bitangents[24] = 0.0;
        bitangents[25] = 0.0;
        bitangents[26] = 1.0;
        bitangents[27] = 0.0;
        bitangents[28] = 0.0;
        bitangents[29] = 1.0;
        bitangents[30] = 0.0;
        bitangents[31] = 0.0;
        bitangents[32] = 1.0;
        bitangents[33] = 0.0;
        bitangents[34] = 0.0;
        bitangents[35] = 1.0;

        // -x face
        bitangents[36] = 0.0;
        bitangents[37] = 0.0;
        bitangents[38] = 1.0;
        bitangents[39] = 0.0;
        bitangents[40] = 0.0;
        bitangents[41] = 1.0;
        bitangents[42] = 0.0;
        bitangents[43] = 0.0;
        bitangents[44] = 1.0;
        bitangents[45] = 0.0;
        bitangents[46] = 0.0;
        bitangents[47] = 1.0;

        // +y face
        bitangents[48] = 0.0;
        bitangents[49] = 0.0;
        bitangents[50] = 1.0;
        bitangents[51] = 0.0;
        bitangents[52] = 0.0;
        bitangents[53] = 1.0;
        bitangents[54] = 0.0;
        bitangents[55] = 0.0;
        bitangents[56] = 1.0;
        bitangents[57] = 0.0;
        bitangents[58] = 0.0;
        bitangents[59] = 1.0;

        // -y face
        bitangents[60] = 0.0;
        bitangents[61] = 0.0;
        bitangents[62] = 1.0;
        bitangents[63] = 0.0;
        bitangents[64] = 0.0;
        bitangents[65] = 1.0;
        bitangents[66] = 0.0;
        bitangents[67] = 0.0;
        bitangents[68] = 1.0;
        bitangents[69] = 0.0;
        bitangents[70] = 0.0;
        bitangents[71] = 1.0;

        attributes.bitangent = new GeometryAttribute.GeometryAttribute({
          componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
          componentsPerAttribute: 3,
          values: bitangents,
        });
      }

      // 12 triangles:  6 faces, 2 triangles each.
      indices = new Uint16Array(6 * 2 * 3);

      // +z face
      indices[0] = 0;
      indices[1] = 1;
      indices[2] = 2;
      indices[3] = 0;
      indices[4] = 2;
      indices[5] = 3;

      // -z face
      indices[6] = 4 + 2;
      indices[7] = 4 + 1;
      indices[8] = 4 + 0;
      indices[9] = 4 + 3;
      indices[10] = 4 + 2;
      indices[11] = 4 + 0;

      // +x face
      indices[12] = 8 + 0;
      indices[13] = 8 + 1;
      indices[14] = 8 + 2;
      indices[15] = 8 + 0;
      indices[16] = 8 + 2;
      indices[17] = 8 + 3;

      // -x face
      indices[18] = 12 + 2;
      indices[19] = 12 + 1;
      indices[20] = 12 + 0;
      indices[21] = 12 + 3;
      indices[22] = 12 + 2;
      indices[23] = 12 + 0;

      // +y face
      indices[24] = 16 + 2;
      indices[25] = 16 + 1;
      indices[26] = 16 + 0;
      indices[27] = 16 + 3;
      indices[28] = 16 + 2;
      indices[29] = 16 + 0;

      // -y face
      indices[30] = 20 + 0;
      indices[31] = 20 + 1;
      indices[32] = 20 + 2;
      indices[33] = 20 + 0;
      indices[34] = 20 + 2;
      indices[35] = 20 + 3;
    } else {
      // Positions only - no need to duplicate corner points
      positions = new Float64Array(8 * 3);

      positions[0] = min.x;
      positions[1] = min.y;
      positions[2] = min.z;
      positions[3] = max.x;
      positions[4] = min.y;
      positions[5] = min.z;
      positions[6] = max.x;
      positions[7] = max.y;
      positions[8] = min.z;
      positions[9] = min.x;
      positions[10] = max.y;
      positions[11] = min.z;
      positions[12] = min.x;
      positions[13] = min.y;
      positions[14] = max.z;
      positions[15] = max.x;
      positions[16] = min.y;
      positions[17] = max.z;
      positions[18] = max.x;
      positions[19] = max.y;
      positions[20] = max.z;
      positions[21] = min.x;
      positions[22] = max.y;
      positions[23] = max.z;

      attributes.position = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.DOUBLE,
        componentsPerAttribute: 3,
        values: positions,
      });

      // 12 triangles:  6 faces, 2 triangles each.
      indices = new Uint16Array(6 * 2 * 3);

      // plane z = corner.Z
      indices[0] = 4;
      indices[1] = 5;
      indices[2] = 6;
      indices[3] = 4;
      indices[4] = 6;
      indices[5] = 7;

      // plane z = -corner.Z
      indices[6] = 1;
      indices[7] = 0;
      indices[8] = 3;
      indices[9] = 1;
      indices[10] = 3;
      indices[11] = 2;

      // plane x = corner.X
      indices[12] = 1;
      indices[13] = 6;
      indices[14] = 5;
      indices[15] = 1;
      indices[16] = 2;
      indices[17] = 6;

      // plane y = corner.Y
      indices[18] = 2;
      indices[19] = 3;
      indices[20] = 7;
      indices[21] = 2;
      indices[22] = 7;
      indices[23] = 6;

      // plane x = -corner.X
      indices[24] = 3;
      indices[25] = 0;
      indices[26] = 4;
      indices[27] = 3;
      indices[28] = 4;
      indices[29] = 7;

      // plane y = -corner.Y
      indices[30] = 0;
      indices[31] = 1;
      indices[32] = 5;
      indices[33] = 0;
      indices[34] = 5;
      indices[35] = 4;
    }

    var diff = Cartesian2.Cartesian3.subtract(max, min, diffScratch);
    var radius = Cartesian2.Cartesian3.magnitude(diff) * 0.5;

    if (when.defined(boxGeometry._offsetAttribute)) {
      var length = positions.length;
      var applyOffset = new Uint8Array(length / 3);
      var offsetValue =
        boxGeometry._offsetAttribute === GeometryOffsetAttribute.GeometryOffsetAttribute.NONE ? 0 : 1;
      GeometryOffsetAttribute.arrayFill(applyOffset, offsetValue);
      attributes.applyOffset = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.UNSIGNED_BYTE,
        componentsPerAttribute: 1,
        values: applyOffset,
      });
    }

    return new GeometryAttribute.Geometry({
      attributes: attributes,
      indices: indices,
      primitiveType: GeometryAttribute.PrimitiveType.TRIANGLES,
      boundingSphere: new Transforms.BoundingSphere(Cartesian2.Cartesian3.ZERO, radius),
      offsetAttribute: boxGeometry._offsetAttribute,
    });
  };

  var unitBoxGeometry;

  /**
   * Returns the geometric representation of a unit box, including its vertices, indices, and a bounding sphere.
   * @returns {Geometry} The computed vertices and indices.
   *
   * @private
   */
  BoxGeometry.getUnitBox = function () {
    if (!when.defined(unitBoxGeometry)) {
      unitBoxGeometry = BoxGeometry.createGeometry(
        BoxGeometry.fromDimensions({
          dimensions: new Cartesian2.Cartesian3(1.0, 1.0, 1.0),
          vertexFormat: VertexFormat.VertexFormat.POSITION_ONLY,
        })
      );
    }
    return unitBoxGeometry;
  };

  exports.BoxGeometry = BoxGeometry;

});