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Object.create(b) : (__.prototype = b.prototype, new __());\n };\n})();\n/**\n * @module ol/reproj/Tile\n */\nimport { ERROR_THRESHOLD } from './common.js';\nimport EventType from '../events/EventType.js';\nimport Tile from '../Tile.js';\nimport TileState from '../TileState.js';\nimport Triangulation from './Triangulation.js';\nimport { calculateSourceExtentResolution, canvasPool, render as renderReprojected, } from '../reproj.js';\nimport { clamp } from '../math.js';\nimport { getArea, getIntersection } from '../extent.js';\nimport { listen, unlistenByKey } from '../events.js';\nimport { releaseCanvas } from '../dom.js';\n/**\n * @typedef {function(number, number, number, number) : import(\"../Tile.js\").default} FunctionType\n */\n/**\n * @classdesc\n * Class encapsulating single reprojected tile.\n * See {@link module:ol/source/TileImage~TileImage}.\n *\n */\nvar ReprojTile = /** @class */ (function (_super) {\n __extends(ReprojTile, _super);\n /**\n * @param {import(\"../proj/Projection.js\").default} sourceProj Source projection.\n * @param {import(\"../tilegrid/TileGrid.js\").default} sourceTileGrid Source tile grid.\n * @param {import(\"../proj/Projection.js\").default} targetProj Target projection.\n * @param {import(\"../tilegrid/TileGrid.js\").default} targetTileGrid Target tile grid.\n * @param {import(\"../tilecoord.js\").TileCoord} tileCoord Coordinate of the tile.\n * @param {import(\"../tilecoord.js\").TileCoord} wrappedTileCoord Coordinate of the tile wrapped in X.\n * @param {number} pixelRatio Pixel ratio.\n * @param {number} gutter Gutter of the source tiles.\n * @param {FunctionType} getTileFunction\n * Function returning source tiles (z, x, y, pixelRatio).\n * @param {number} [opt_errorThreshold] Acceptable reprojection error (in px).\n * @param {boolean} [opt_renderEdges] Render reprojection edges.\n * @param {boolean} [opt_interpolate] Use linear interpolation when resampling.\n */\n function ReprojTile(sourceProj, sourceTileGrid, targetProj, targetTileGrid, tileCoord, wrappedTileCoord, pixelRatio, gutter, getTileFunction, opt_errorThreshold, opt_renderEdges, opt_interpolate) {\n var _this = _super.call(this, tileCoord, TileState.IDLE, { interpolate: !!opt_interpolate }) || this;\n /**\n * @private\n * @type {boolean}\n */\n _this.renderEdges_ = opt_renderEdges !== undefined ? opt_renderEdges : false;\n /**\n * @private\n * @type {number}\n */\n _this.pixelRatio_ = pixelRatio;\n /**\n * @private\n * @type {number}\n */\n _this.gutter_ = gutter;\n /**\n * @private\n * @type {HTMLCanvasElement}\n */\n _this.canvas_ = null;\n /**\n * @private\n * @type {import(\"../tilegrid/TileGrid.js\").default}\n */\n _this.sourceTileGrid_ = sourceTileGrid;\n /**\n * @private\n * @type {import(\"../tilegrid/TileGrid.js\").default}\n */\n _this.targetTileGrid_ = targetTileGrid;\n /**\n * @private\n * @type {import(\"../tilecoord.js\").TileCoord}\n */\n _this.wrappedTileCoord_ = wrappedTileCoord ? wrappedTileCoord : tileCoord;\n /**\n * @private\n * @type {!Array}\n */\n _this.sourceTiles_ = [];\n /**\n * @private\n * @type {?Array}\n */\n _this.sourcesListenerKeys_ = null;\n /**\n * @private\n * @type {number}\n */\n _this.sourceZ_ = 0;\n var targetExtent = targetTileGrid.getTileCoordExtent(_this.wrappedTileCoord_);\n var maxTargetExtent = _this.targetTileGrid_.getExtent();\n var maxSourceExtent = _this.sourceTileGrid_.getExtent();\n var limitedTargetExtent = maxTargetExtent\n ? getIntersection(targetExtent, maxTargetExtent)\n : targetExtent;\n if (getArea(limitedTargetExtent) === 0) {\n // Tile is completely outside range -> EMPTY\n // TODO: is it actually correct that the source even creates the tile ?\n _this.state = TileState.EMPTY;\n return _this;\n }\n var sourceProjExtent = sourceProj.getExtent();\n if (sourceProjExtent) {\n if (!maxSourceExtent) {\n maxSourceExtent = sourceProjExtent;\n }\n else {\n maxSourceExtent = getIntersection(maxSourceExtent, sourceProjExtent);\n }\n }\n var targetResolution = targetTileGrid.getResolution(_this.wrappedTileCoord_[0]);\n var sourceResolution = calculateSourceExtentResolution(sourceProj, targetProj, limitedTargetExtent, targetResolution);\n if (!isFinite(sourceResolution) || sourceResolution <= 0) {\n // invalid sourceResolution -> EMPTY\n // probably edges of the projections when no extent is defined\n _this.state = TileState.EMPTY;\n return _this;\n }\n var errorThresholdInPixels = opt_errorThreshold !== undefined ? opt_errorThreshold : ERROR_THRESHOLD;\n /**\n * @private\n * @type {!import(\"./Triangulation.js\").default}\n */\n _this.triangulation_ = new Triangulation(sourceProj, targetProj, limitedTargetExtent, maxSourceExtent, sourceResolution * errorThresholdInPixels, targetResolution);\n if (_this.triangulation_.getTriangles().length === 0) {\n // no valid triangles -> EMPTY\n _this.state = TileState.EMPTY;\n return _this;\n }\n _this.sourceZ_ = sourceTileGrid.getZForResolution(sourceResolution);\n var sourceExtent = _this.triangulation_.calculateSourceExtent();\n if (maxSourceExtent) {\n if (sourceProj.canWrapX()) {\n sourceExtent[1] = clamp(sourceExtent[1], maxSourceExtent[1], maxSourceExtent[3]);\n sourceExtent[3] = clamp(sourceExtent[3], maxSourceExtent[1], maxSourceExtent[3]);\n }\n else {\n sourceExtent = getIntersection(sourceExtent, maxSourceExtent);\n }\n }\n if (!getArea(sourceExtent)) {\n _this.state = TileState.EMPTY;\n }\n else {\n var sourceRange = sourceTileGrid.getTileRangeForExtentAndZ(sourceExtent, _this.sourceZ_);\n for (var srcX = sourceRange.minX; srcX <= sourceRange.maxX; srcX++) {\n for (var srcY = sourceRange.minY; srcY <= sourceRange.maxY; srcY++) {\n var tile = getTileFunction(_this.sourceZ_, srcX, srcY, pixelRatio);\n if (tile) {\n _this.sourceTiles_.push(tile);\n }\n }\n }\n if (_this.sourceTiles_.length === 0) {\n _this.state = TileState.EMPTY;\n }\n }\n return _this;\n }\n /**\n * Get the HTML Canvas element for this tile.\n * @return {HTMLCanvasElement} Canvas.\n */\n ReprojTile.prototype.getImage = function () {\n return this.canvas_;\n };\n /**\n * @private\n */\n ReprojTile.prototype.reproject_ = function () {\n var sources = [];\n this.sourceTiles_.forEach(function (tile, i, arr) {\n if (tile && tile.getState() == TileState.LOADED) {\n sources.push({\n extent: this.sourceTileGrid_.getTileCoordExtent(tile.tileCoord),\n image: tile.getImage(),\n });\n }\n }.bind(this));\n this.sourceTiles_.length = 0;\n if (sources.length === 0) {\n this.state = TileState.ERROR;\n }\n else {\n var z = this.wrappedTileCoord_[0];\n var size = this.targetTileGrid_.getTileSize(z);\n var width = typeof size === 'number' ? size : size[0];\n var height = typeof size === 'number' ? size : size[1];\n var targetResolution = this.targetTileGrid_.getResolution(z);\n var sourceResolution = this.sourceTileGrid_.getResolution(this.sourceZ_);\n var targetExtent = this.targetTileGrid_.getTileCoordExtent(this.wrappedTileCoord_);\n this.canvas_ = renderReprojected(width, height, this.pixelRatio_, sourceResolution, this.sourceTileGrid_.getExtent(), targetResolution, targetExtent, this.triangulation_, sources, this.gutter_, this.renderEdges_, this.interpolate);\n this.state = TileState.LOADED;\n }\n this.changed();\n };\n /**\n * Load not yet loaded URI.\n */\n ReprojTile.prototype.load = function () {\n if (this.state == TileState.IDLE) {\n this.state = TileState.LOADING;\n this.changed();\n var leftToLoad_1 = 0;\n this.sourcesListenerKeys_ = [];\n this.sourceTiles_.forEach(function (tile, i, arr) {\n var state = tile.getState();\n if (state == TileState.IDLE || state == TileState.LOADING) {\n leftToLoad_1++;\n var sourceListenKey_1 = listen(tile, EventType.CHANGE, function (e) {\n var state = tile.getState();\n if (state == TileState.LOADED ||\n state == TileState.ERROR ||\n state == TileState.EMPTY) {\n unlistenByKey(sourceListenKey_1);\n leftToLoad_1--;\n if (leftToLoad_1 === 0) {\n this.unlistenSources_();\n this.reproject_();\n }\n }\n }, this);\n this.sourcesListenerKeys_.push(sourceListenKey_1);\n }\n }.bind(this));\n if (leftToLoad_1 === 0) {\n setTimeout(this.reproject_.bind(this), 0);\n }\n else {\n this.sourceTiles_.forEach(function (tile, i, arr) {\n var state = tile.getState();\n if (state == TileState.IDLE) {\n tile.load();\n }\n });\n }\n }\n };\n /**\n * @private\n */\n ReprojTile.prototype.unlistenSources_ = function () {\n this.sourcesListenerKeys_.forEach(unlistenByKey);\n this.sourcesListenerKeys_ = null;\n };\n /**\n * Remove from the cache due to expiry\n */\n ReprojTile.prototype.release = function () {\n if (this.canvas_) {\n releaseCanvas(this.canvas_.getContext('2d'));\n canvasPool.push(this.canvas_);\n this.canvas_ = null;\n }\n _super.prototype.release.call(this);\n };\n return ReprojTile;\n}(Tile));\nexport default ReprojTile;\n//# sourceMappingURL=Tile.js.map","/**\n * @module ol/reproj/Triangulation\n */\nimport { boundingExtent, createEmpty, extendCoordinate, getArea, getBottomLeft, getBottomRight, getTopLeft, getTopRight, getWidth, intersects, } from '../extent.js';\nimport { getTransform } from '../proj.js';\nimport { log2, modulo } from '../math.js';\n/**\n * Single triangle; consists of 3 source points and 3 target points.\n * @typedef {Object} Triangle\n * @property {Array} source Source.\n * @property {Array} target Target.\n */\n/**\n * Maximum number of subdivision steps during raster reprojection triangulation.\n * Prevents high memory usage and large number of proj4 calls (for certain\n * transformations and areas). At most `2*(2^this)` triangles are created for\n * each triangulated extent (tile/image).\n * @type {number}\n */\nvar MAX_SUBDIVISION = 10;\n/**\n * Maximum allowed size of triangle relative to world width. When transforming\n * corners of world extent between certain projections, the resulting\n * triangulation seems to have zero error and no subdivision is performed. If\n * the triangle width is more than this (relative to world width; 0-1),\n * subdivison is forced (up to `MAX_SUBDIVISION`). Default is `0.25`.\n * @type {number}\n */\nvar MAX_TRIANGLE_WIDTH = 0.25;\n/**\n * @classdesc\n * Class containing triangulation of the given target extent.\n * Used for determining source data and the reprojection itself.\n */\nvar Triangulation = /** @class */ (function () {\n /**\n * @param {import(\"../proj/Projection.js\").default} sourceProj Source projection.\n * @param {import(\"../proj/Projection.js\").default} targetProj Target projection.\n * @param {import(\"../extent.js\").Extent} targetExtent Target extent to triangulate.\n * @param {import(\"../extent.js\").Extent} maxSourceExtent Maximal source extent that can be used.\n * @param {number} errorThreshold Acceptable error (in source units).\n * @param {?number} opt_destinationResolution The (optional) resolution of the destination.\n */\n function Triangulation(sourceProj, targetProj, targetExtent, maxSourceExtent, errorThreshold, opt_destinationResolution) {\n /**\n * @type {import(\"../proj/Projection.js\").default}\n * @private\n */\n this.sourceProj_ = sourceProj;\n /**\n * @type {import(\"../proj/Projection.js\").default}\n * @private\n */\n this.targetProj_ = targetProj;\n /** @type {!Object} */\n var transformInvCache = {};\n var transformInv = getTransform(this.targetProj_, this.sourceProj_);\n /**\n * @param {import(\"../coordinate.js\").Coordinate} c A coordinate.\n * @return {import(\"../coordinate.js\").Coordinate} Transformed coordinate.\n * @private\n */\n this.transformInv_ = function (c) {\n var key = c[0] + '/' + c[1];\n if (!transformInvCache[key]) {\n transformInvCache[key] = transformInv(c);\n }\n return transformInvCache[key];\n };\n /**\n * @type {import(\"../extent.js\").Extent}\n * @private\n */\n this.maxSourceExtent_ = maxSourceExtent;\n /**\n * @type {number}\n * @private\n */\n this.errorThresholdSquared_ = errorThreshold * errorThreshold;\n /**\n * @type {Array}\n * @private\n */\n this.triangles_ = [];\n /**\n * Indicates that the triangulation crosses edge of the source projection.\n * @type {boolean}\n * @private\n */\n this.wrapsXInSource_ = false;\n /**\n * @type {boolean}\n * @private\n */\n this.canWrapXInSource_ =\n this.sourceProj_.canWrapX() &&\n !!maxSourceExtent &&\n !!this.sourceProj_.getExtent() &&\n getWidth(maxSourceExtent) == getWidth(this.sourceProj_.getExtent());\n /**\n * @type {?number}\n * @private\n */\n this.sourceWorldWidth_ = this.sourceProj_.getExtent()\n ? getWidth(this.sourceProj_.getExtent())\n : null;\n /**\n * @type {?number}\n * @private\n */\n this.targetWorldWidth_ = this.targetProj_.getExtent()\n ? getWidth(this.targetProj_.getExtent())\n : null;\n var destinationTopLeft = getTopLeft(targetExtent);\n var destinationTopRight = getTopRight(targetExtent);\n var destinationBottomRight = getBottomRight(targetExtent);\n var destinationBottomLeft = getBottomLeft(targetExtent);\n var sourceTopLeft = this.transformInv_(destinationTopLeft);\n var sourceTopRight = this.transformInv_(destinationTopRight);\n var sourceBottomRight = this.transformInv_(destinationBottomRight);\n var sourceBottomLeft = this.transformInv_(destinationBottomLeft);\n /*\n * The maxSubdivision controls how many splittings of the target area can\n * be done. The idea here is to do a linear mapping of the target areas\n * but the actual overal reprojection (can be) extremely non-linear. The\n * default value of MAX_SUBDIVISION was chosen based on mapping a 256x256\n * tile size. However this function is also called to remap canvas rendered\n * layers which can be much larger. This calculation increases the maxSubdivision\n * value by the right factor so that each 256x256 pixel area has\n * MAX_SUBDIVISION divisions.\n */\n var maxSubdivision = MAX_SUBDIVISION +\n (opt_destinationResolution\n ? Math.max(0, Math.ceil(log2(getArea(targetExtent) /\n (opt_destinationResolution *\n opt_destinationResolution *\n 256 *\n 256))))\n : 0);\n this.addQuad_(destinationTopLeft, destinationTopRight, destinationBottomRight, destinationBottomLeft, sourceTopLeft, sourceTopRight, sourceBottomRight, sourceBottomLeft, maxSubdivision);\n if (this.wrapsXInSource_) {\n var leftBound_1 = Infinity;\n this.triangles_.forEach(function (triangle, i, arr) {\n leftBound_1 = Math.min(leftBound_1, triangle.source[0][0], triangle.source[1][0], triangle.source[2][0]);\n });\n // Shift triangles to be as close to `leftBound` as possible\n // (if the distance is more than `worldWidth / 2` it can be closer.\n this.triangles_.forEach(function (triangle) {\n if (Math.max(triangle.source[0][0], triangle.source[1][0], triangle.source[2][0]) -\n leftBound_1 >\n this.sourceWorldWidth_ / 2) {\n var newTriangle = [\n [triangle.source[0][0], triangle.source[0][1]],\n [triangle.source[1][0], triangle.source[1][1]],\n [triangle.source[2][0], triangle.source[2][1]],\n ];\n if (newTriangle[0][0] - leftBound_1 > this.sourceWorldWidth_ / 2) {\n newTriangle[0][0] -= this.sourceWorldWidth_;\n }\n if (newTriangle[1][0] - leftBound_1 > this.sourceWorldWidth_ / 2) {\n newTriangle[1][0] -= this.sourceWorldWidth_;\n }\n if (newTriangle[2][0] - leftBound_1 > this.sourceWorldWidth_ / 2) {\n newTriangle[2][0] -= this.sourceWorldWidth_;\n }\n // Rarely (if the extent contains both the dateline and prime meridian)\n // the shift can in turn break some triangles.\n // Detect this here and don't shift in such cases.\n var minX = Math.min(newTriangle[0][0], newTriangle[1][0], newTriangle[2][0]);\n var maxX = Math.max(newTriangle[0][0], newTriangle[1][0], newTriangle[2][0]);\n if (maxX - minX < this.sourceWorldWidth_ / 2) {\n triangle.source = newTriangle;\n }\n }\n }.bind(this));\n }\n transformInvCache = {};\n }\n /**\n * Adds triangle to the triangulation.\n * @param {import(\"../coordinate.js\").Coordinate} a The target a coordinate.\n * @param {import(\"../coordinate.js\").Coordinate} b The target b coordinate.\n * @param {import(\"../coordinate.js\").Coordinate} c The target c coordinate.\n * @param {import(\"../coordinate.js\").Coordinate} aSrc The source a coordinate.\n * @param {import(\"../coordinate.js\").Coordinate} bSrc The source b coordinate.\n * @param {import(\"../coordinate.js\").Coordinate} cSrc The source c coordinate.\n * @private\n */\n Triangulation.prototype.addTriangle_ = function (a, b, c, aSrc, bSrc, cSrc) {\n this.triangles_.push({\n source: [aSrc, bSrc, cSrc],\n target: [a, b, c],\n });\n };\n /**\n * Adds quad (points in clock-wise order) to the triangulation\n * (and reprojects the vertices) if valid.\n * Performs quad subdivision if needed to increase precision.\n *\n * @param {import(\"../coordinate.js\").Coordinate} a The target a coordinate.\n * @param {import(\"../coordinate.js\").Coordinate} b The target b coordinate.\n * @param {import(\"../coordinate.js\").Coordinate} c The target c coordinate.\n * @param {import(\"../coordinate.js\").Coordinate} d The target d coordinate.\n * @param {import(\"../coordinate.js\").Coordinate} aSrc The source a coordinate.\n * @param {import(\"../coordinate.js\").Coordinate} bSrc The source b coordinate.\n * @param {import(\"../coordinate.js\").Coordinate} cSrc The source c coordinate.\n * @param {import(\"../coordinate.js\").Coordinate} dSrc The source d coordinate.\n * @param {number} maxSubdivision Maximal allowed subdivision of the quad.\n * @private\n */\n Triangulation.prototype.addQuad_ = function (a, b, c, d, aSrc, bSrc, cSrc, dSrc, maxSubdivision) {\n var sourceQuadExtent = boundingExtent([aSrc, bSrc, cSrc, dSrc]);\n var sourceCoverageX = this.sourceWorldWidth_\n ? getWidth(sourceQuadExtent) / this.sourceWorldWidth_\n : null;\n var sourceWorldWidth = /** @type {number} */ (this.sourceWorldWidth_);\n // when the quad is wrapped in the source projection\n // it covers most of the projection extent, but not fully\n var wrapsX = this.sourceProj_.canWrapX() &&\n sourceCoverageX > 0.5 &&\n sourceCoverageX < 1;\n var needsSubdivision = false;\n if (maxSubdivision > 0) {\n if (this.targetProj_.isGlobal() && this.targetWorldWidth_) {\n var targetQuadExtent = boundingExtent([a, b, c, d]);\n var targetCoverageX = getWidth(targetQuadExtent) / this.targetWorldWidth_;\n needsSubdivision =\n targetCoverageX > MAX_TRIANGLE_WIDTH || needsSubdivision;\n }\n if (!wrapsX && this.sourceProj_.isGlobal() && sourceCoverageX) {\n needsSubdivision =\n sourceCoverageX > MAX_TRIANGLE_WIDTH || needsSubdivision;\n }\n }\n if (!needsSubdivision && this.maxSourceExtent_) {\n if (isFinite(sourceQuadExtent[0]) &&\n isFinite(sourceQuadExtent[1]) &&\n isFinite(sourceQuadExtent[2]) &&\n isFinite(sourceQuadExtent[3])) {\n if (!intersects(sourceQuadExtent, this.maxSourceExtent_)) {\n // whole quad outside source projection extent -> ignore\n return;\n }\n }\n }\n var isNotFinite = 0;\n if (!needsSubdivision) {\n if (!isFinite(aSrc[0]) ||\n !isFinite(aSrc[1]) ||\n !isFinite(bSrc[0]) ||\n !isFinite(bSrc[1]) ||\n !isFinite(cSrc[0]) ||\n !isFinite(cSrc[1]) ||\n !isFinite(dSrc[0]) ||\n !isFinite(dSrc[1])) {\n if (maxSubdivision > 0) {\n needsSubdivision = true;\n }\n else {\n // It might be the case that only 1 of the points is infinite. In this case\n // we can draw a single triangle with the other three points\n isNotFinite =\n (!isFinite(aSrc[0]) || !isFinite(aSrc[1]) ? 8 : 0) +\n (!isFinite(bSrc[0]) || !isFinite(bSrc[1]) ? 4 : 0) +\n (!isFinite(cSrc[0]) || !isFinite(cSrc[1]) ? 2 : 0) +\n (!isFinite(dSrc[0]) || !isFinite(dSrc[1]) ? 1 : 0);\n if (isNotFinite != 1 &&\n isNotFinite != 2 &&\n isNotFinite != 4 &&\n isNotFinite != 8) {\n return;\n }\n }\n }\n }\n if (maxSubdivision > 0) {\n if (!needsSubdivision) {\n var center = [(a[0] + c[0]) / 2, (a[1] + c[1]) / 2];\n var centerSrc = this.transformInv_(center);\n var dx = void 0;\n if (wrapsX) {\n var centerSrcEstimX = (modulo(aSrc[0], sourceWorldWidth) +\n modulo(cSrc[0], sourceWorldWidth)) /\n 2;\n dx = centerSrcEstimX - modulo(centerSrc[0], sourceWorldWidth);\n }\n else {\n dx = (aSrc[0] + cSrc[0]) / 2 - centerSrc[0];\n }\n var dy = (aSrc[1] + cSrc[1]) / 2 - centerSrc[1];\n var centerSrcErrorSquared = dx * dx + dy * dy;\n needsSubdivision = centerSrcErrorSquared > this.errorThresholdSquared_;\n }\n if (needsSubdivision) {\n if (Math.abs(a[0] - c[0]) <= Math.abs(a[1] - c[1])) {\n // split horizontally (top & bottom)\n var bc = [(b[0] + c[0]) / 2, (b[1] + c[1]) / 2];\n var bcSrc = this.transformInv_(bc);\n var da = [(d[0] + a[0]) / 2, (d[1] + a[1]) / 2];\n var daSrc = this.transformInv_(da);\n this.addQuad_(a, b, bc, da, aSrc, bSrc, bcSrc, daSrc, maxSubdivision - 1);\n this.addQuad_(da, bc, c, d, daSrc, bcSrc, cSrc, dSrc, maxSubdivision - 1);\n }\n else {\n // split vertically (left & right)\n var ab = [(a[0] + b[0]) / 2, (a[1] + b[1]) / 2];\n var abSrc = this.transformInv_(ab);\n var cd = [(c[0] + d[0]) / 2, (c[1] + d[1]) / 2];\n var cdSrc = this.transformInv_(cd);\n this.addQuad_(a, ab, cd, d, aSrc, abSrc, cdSrc, dSrc, maxSubdivision - 1);\n this.addQuad_(ab, b, c, cd, abSrc, bSrc, cSrc, cdSrc, maxSubdivision - 1);\n }\n return;\n }\n }\n if (wrapsX) {\n if (!this.canWrapXInSource_) {\n return;\n }\n this.wrapsXInSource_ = true;\n }\n // Exactly zero or one of *Src is not finite\n // The triangles must have the diagonal line as the first side\n // This is to allow easy code in reproj.s to make it straight for broken\n // browsers that can't handle diagonal clipping\n if ((isNotFinite & 0xb) == 0) {\n this.addTriangle_(a, c, d, aSrc, cSrc, dSrc);\n }\n if ((isNotFinite & 0xe) == 0) {\n this.addTriangle_(a, c, b, aSrc, cSrc, bSrc);\n }\n if (isNotFinite) {\n // Try the other two triangles\n if ((isNotFinite & 0xd) == 0) {\n this.addTriangle_(b, d, a, bSrc, dSrc, aSrc);\n }\n if ((isNotFinite & 0x7) == 0) {\n this.addTriangle_(b, d, c, bSrc, dSrc, cSrc);\n }\n }\n };\n /**\n * Calculates extent of the `source` coordinates from all the triangles.\n *\n * @return {import(\"../extent.js\").Extent} Calculated extent.\n */\n Triangulation.prototype.calculateSourceExtent = function () {\n var extent = createEmpty();\n this.triangles_.forEach(function (triangle, i, arr) {\n var src = triangle.source;\n extendCoordinate(extent, src[0]);\n extendCoordinate(extent, src[1]);\n extendCoordinate(extent, src[2]);\n });\n return extent;\n };\n /**\n * @return {Array} Array of the calculated triangles.\n */\n Triangulation.prototype.getTriangles = function () {\n return this.triangles_;\n };\n return Triangulation;\n}());\nexport default Triangulation;\n//# sourceMappingURL=Triangulation.js.map","/**\n * @module ol/reproj/common\n */\n/**\n * Default maximum allowed threshold (in pixels) for reprojection\n * triangulation.\n * @type {number}\n */\nexport var ERROR_THRESHOLD = 0.5;\n/**\n * Enable automatic reprojection of raster sources. Default is `true`.\n * TODO: decide if we want to expose this as a build flag or remove it\n * @type {boolean}\n */\nexport var ENABLE_RASTER_REPROJECTION = true;\n//# sourceMappingURL=common.js.map"],"names":[],"sourceRoot":""}