/**
 * @license
 * Cesium - https://github.com/CesiumGS/cesium
 * Version 1.117
 *
 * Copyright 2011-2022 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/main/LICENSE.md for full licensing details.
 */

import {
  Math_default
} from "./chunk-4PHPQRSH.js";

// packages/engine/Source/Core/CylinderGeometryLibrary.js
var CylinderGeometryLibrary = {};
CylinderGeometryLibrary.computePositions = function(length, topRadius, bottomRadius, slices, fill) {
  const topZ = length * 0.5;
  const bottomZ = -topZ;
  const twoSlice = slices + slices;
  const size = fill ? 2 * twoSlice : twoSlice;
  const positions = new Float64Array(size * 3);
  let i;
  let index = 0;
  let tbIndex = 0;
  const bottomOffset = fill ? twoSlice * 3 : 0;
  const topOffset = fill ? (twoSlice + slices) * 3 : slices * 3;
  for (i = 0; i < slices; i++) {
    const angle = i / slices * Math_default.TWO_PI;
    const x = Math.cos(angle);
    const y = Math.sin(angle);
    const bottomX = x * bottomRadius;
    const bottomY = y * bottomRadius;
    const topX = x * topRadius;
    const topY = y * topRadius;
    positions[tbIndex + bottomOffset] = bottomX;
    positions[tbIndex + bottomOffset + 1] = bottomY;
    positions[tbIndex + bottomOffset + 2] = bottomZ;
    positions[tbIndex + topOffset] = topX;
    positions[tbIndex + topOffset + 1] = topY;
    positions[tbIndex + topOffset + 2] = topZ;
    tbIndex += 3;
    if (fill) {
      positions[index++] = bottomX;
      positions[index++] = bottomY;
      positions[index++] = bottomZ;
      positions[index++] = topX;
      positions[index++] = topY;
      positions[index++] = topZ;
    }
  }
  return positions;
};
var CylinderGeometryLibrary_default = CylinderGeometryLibrary;

export {
  CylinderGeometryLibrary_default
};
