text: /**
   * Cesium - https://github.com/CesiumGS/cesium
   *
   * Copyright 2011-2020 Cesium Contributors
   *
   * Licensed under the Apache License, Version 2.0 (the "License");
   * you may not use this file except in compliance with the License.
   * You may obtain a copy of the License at
   *
   * http://www.apache.org/licenses/LICENSE-2.0
   *
   * Unless required by applicable law or agreed to in writing, software
   * distributed under the License is distributed on an "AS IS" BASIS,
   * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
   * See the License for the specific language governing permissions and
   * limitations under the License.
   *
   * Columbus View (Pat. Pend.)
   *
   * Portions licensed separately.
   * See https://github.com/CesiumGS/cesium/blob/master/LICENSE.md for full licensing details.
   */
  
  define(['exports', './when-54c2dc71', './Check-6c0211bc', './Cartesian2-6bcefdf0', './Transforms-86b39bb3', './ComponentDatatype-a26dd044', './GeometryAttribute-953ee211', './GeometryAttributes-4fcfcf40', './GeometryOffsetAttribute-d746452d', './VertexFormat-4d8b817a'], function (exports, when, Check, Cartesian2, Transforms, ComponentDatatype, GeometryAttribute, GeometryAttributes, GeometryOffsetAttribute, 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;
  
  });
  //# sourceMappingURL=BoxGeometry-004c0648.js.map
  