mirror of https://github.com/CesiumGS/cesium.git
change var to let/const now it's a real thing
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@ -291,10 +291,10 @@ HeightmapTerrainData.prototype.createMesh = function (options) {
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const vertexCountWithoutSkirts = result.gridWidth * result.gridHeight;
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var encoding = TerrainEncoding.clone(result.encoding);
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var vertices = new Float32Array(result.vertices);
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const encoding = TerrainEncoding.clone(result.encoding);
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const vertices = new Float32Array(result.vertices);
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var octreeTrianglePicker = null;
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let octreeTrianglePicker = null;
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if (encoding.exaggeration === 1 && result.octree) {
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// ahhh, sorry, the octree data structure is built off non-exaggerated triangles
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octreeTrianglePicker = new OctreeTrianglePicking(
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@ -554,7 +554,7 @@ HeightmapTessellator.computeVertices = function (options) {
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console.timeEnd("creating oriented bounding box");
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console.time("making packed triangles");
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var packedTriangles = createPackedTriangles(
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const packedTriangles = createPackedTriangles(
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positions,
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inverseTransform,
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width,
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@ -1018,7 +1018,7 @@ Matrix3.multiplyByScale = function (matrix, scale, result) {
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return result;
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};
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var uniformScaleScratch = new Cartesian3();
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const uniformScaleScratch = new Cartesian3();
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Matrix3.multiplyByUniformScale = function (matrix, scale, result) {
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//>>includeStart('debug', pragmas.debug);
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@ -372,7 +372,7 @@ QuantizedMeshTerrainData.prototype.createMesh = function (options) {
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const stride = result.vertexStride;
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const terrainEncoding = TerrainEncoding.clone(result.encoding);
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var trianglePicking = new OctreeTrianglePicking(
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const trianglePicking = new OctreeTrianglePicking(
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result.packedOctree,
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createTriangleVerticesCallback(
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vertices,
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@ -50,7 +50,7 @@ Ray.clone = function (ray, result) {
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return result;
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};
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var scratchCartesian = new Cartesian3();
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const scratchCartesian = new Cartesian3();
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/**
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* Computes the point along the ray given by r(t) = o + t*d,
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@ -76,7 +76,11 @@ Ray.getPoint = function (ray, t, result) {
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result = new Cartesian3();
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}
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var offset = Cartesian3.multiplyByScalar(ray.direction, t, scratchCartesian);
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const offset = Cartesian3.multiplyByScalar(
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ray.direction,
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t,
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scratchCartesian
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);
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return Cartesian3.add(ray.origin, offset, result);
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};
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export default Ray;
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@ -191,17 +191,17 @@ TerrainMesh.prototype.pickRay = function (
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frameState,
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projection
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) {
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var trace = window.showPickDetails;
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const trace = window.showPickDetails;
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var traceDetails;
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let traceDetails;
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if (trace) {
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traceDetails = {};
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}
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var newPickValue, oldPickValue;
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let newPickValue, oldPickValue;
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var hasOctree = !!this._octreeTrianglePicking;
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var canUseOctree =
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const hasOctree = !!this._octreeTrianglePicking;
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const canUseOctree =
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frameState /* not always passed in */ &&
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frameState.mode === SceneMode.SCENE3D /* 3d mode only*/ &&
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frameState.terrainExaggeration ===
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@ -233,13 +233,13 @@ TerrainMesh.prototype.pickRay = function (
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!isCartesianAlmostEqual(newPickValue, oldPickValue)
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) {
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console.error("pick values are different", newPickValue, oldPickValue);
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var newPickAgain = this._octreeTrianglePicking.rayIntersect(
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const newPickAgain = this._octreeTrianglePicking.rayIntersect(
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ray,
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cullBackFaces,
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null,
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traceDetails
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);
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var oldPickAgain = this._defaultPickStrategy.rayIntersect(
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const oldPickAgain = this._defaultPickStrategy.rayIntersect(
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ray,
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cullBackFaces,
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frameState.mode,
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@ -26,12 +26,12 @@ const cartographicScratch = new Cartographic();
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const toPack = new Cartesian2();
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function createPackedTrianglesFromIndices(indices, positions, invTrans) {
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var v0 = new Cartesian3();
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var v1 = new Cartesian3();
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var v2 = new Cartesian3();
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var triangleCount = indices.length / 3;
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var i;
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var triangles = []; // new Float32Array(triangleCount * 6);
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const v0 = new Cartesian3();
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const v1 = new Cartesian3();
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const v2 = new Cartesian3();
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const triangleCount = indices.length / 3;
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let i;
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const triangles = []; // new Float32Array(triangleCount * 6);
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for (i = 0; i < triangleCount; i++) {
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Matrix4.multiplyByPoint(invTrans, positions[indices[i * 3]], v0);
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