Use blocked scoped variables
In addition to using const and let, this also upgrades our linter config and removes lint (mostly whitespace).
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@@ -14,7 +14,7 @@ import {getTransform} from '../proj.js';
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* At most `2*(2^this)` triangles are created for each triangulated
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* extent (tile/image).
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*/
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var MAX_SUBDIVISION = 10;
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const MAX_SUBDIVISION = 10;
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/**
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@@ -26,7 +26,7 @@ var MAX_SUBDIVISION = 10;
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* subdivison is forced (up to `MAX_SUBDIVISION`).
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* Default is `0.25`.
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*/
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var MAX_TRIANGLE_WIDTH = 0.25;
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const MAX_TRIANGLE_WIDTH = 0.25;
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/**
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@@ -41,8 +41,8 @@ var MAX_TRIANGLE_WIDTH = 0.25;
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* @param {number} errorThreshold Acceptable error (in source units).
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* @constructor
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*/
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var Triangulation = function(sourceProj, targetProj, targetExtent,
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maxSourceExtent, errorThreshold) {
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const Triangulation = function(sourceProj, targetProj, targetExtent,
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maxSourceExtent, errorThreshold) {
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/**
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* @type {ol.proj.Projection}
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@@ -57,8 +57,8 @@ var Triangulation = function(sourceProj, targetProj, targetExtent,
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this.targetProj_ = targetProj;
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/** @type {!Object.<string, ol.Coordinate>} */
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var transformInvCache = {};
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var transformInv = getTransform(this.targetProj_, this.sourceProj_);
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let transformInvCache = {};
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const transformInv = getTransform(this.targetProj_, this.sourceProj_);
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/**
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* @param {ol.Coordinate} c A coordinate.
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@@ -66,7 +66,7 @@ var Triangulation = function(sourceProj, targetProj, targetExtent,
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* @private
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*/
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this.transformInv_ = function(c) {
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var key = c[0] + '/' + c[1];
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const key = c[0] + '/' + c[1];
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if (!transformInvCache[key]) {
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transformInvCache[key] = transformInv(c);
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}
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@@ -121,34 +121,34 @@ var Triangulation = function(sourceProj, targetProj, targetExtent,
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this.targetWorldWidth_ = this.targetProj_.getExtent() ?
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getWidth(this.targetProj_.getExtent()) : null;
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var destinationTopLeft = getTopLeft(targetExtent);
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var destinationTopRight = getTopRight(targetExtent);
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var destinationBottomRight = getBottomRight(targetExtent);
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var destinationBottomLeft = getBottomLeft(targetExtent);
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var sourceTopLeft = this.transformInv_(destinationTopLeft);
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var sourceTopRight = this.transformInv_(destinationTopRight);
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var sourceBottomRight = this.transformInv_(destinationBottomRight);
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var sourceBottomLeft = this.transformInv_(destinationBottomLeft);
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const destinationTopLeft = getTopLeft(targetExtent);
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const destinationTopRight = getTopRight(targetExtent);
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const destinationBottomRight = getBottomRight(targetExtent);
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const destinationBottomLeft = getBottomLeft(targetExtent);
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const sourceTopLeft = this.transformInv_(destinationTopLeft);
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const sourceTopRight = this.transformInv_(destinationTopRight);
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const sourceBottomRight = this.transformInv_(destinationBottomRight);
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const sourceBottomLeft = this.transformInv_(destinationBottomLeft);
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this.addQuad_(
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destinationTopLeft, destinationTopRight,
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destinationBottomRight, destinationBottomLeft,
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sourceTopLeft, sourceTopRight, sourceBottomRight, sourceBottomLeft,
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MAX_SUBDIVISION);
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destinationTopLeft, destinationTopRight,
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destinationBottomRight, destinationBottomLeft,
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sourceTopLeft, sourceTopRight, sourceBottomRight, sourceBottomLeft,
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MAX_SUBDIVISION);
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if (this.wrapsXInSource_) {
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var leftBound = Infinity;
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let leftBound = Infinity;
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this.triangles_.forEach(function(triangle, i, arr) {
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leftBound = Math.min(leftBound,
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triangle.source[0][0], triangle.source[1][0], triangle.source[2][0]);
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triangle.source[0][0], triangle.source[1][0], triangle.source[2][0]);
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});
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// Shift triangles to be as close to `leftBound` as possible
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// (if the distance is more than `worldWidth / 2` it can be closer.
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this.triangles_.forEach(function(triangle) {
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if (Math.max(triangle.source[0][0], triangle.source[1][0],
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triangle.source[2][0]) - leftBound > this.sourceWorldWidth_ / 2) {
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var newTriangle = [[triangle.source[0][0], triangle.source[0][1]],
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triangle.source[2][0]) - leftBound > this.sourceWorldWidth_ / 2) {
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const newTriangle = [[triangle.source[0][0], triangle.source[0][1]],
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[triangle.source[1][0], triangle.source[1][1]],
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[triangle.source[2][0], triangle.source[2][1]]];
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if ((newTriangle[0][0] - leftBound) > this.sourceWorldWidth_ / 2) {
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@@ -164,10 +164,10 @@ var Triangulation = function(sourceProj, targetProj, targetExtent,
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// Rarely (if the extent contains both the dateline and prime meridian)
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// the shift can in turn break some triangles.
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// Detect this here and don't shift in such cases.
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var minX = Math.min(
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newTriangle[0][0], newTriangle[1][0], newTriangle[2][0]);
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var maxX = Math.max(
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newTriangle[0][0], newTriangle[1][0], newTriangle[2][0]);
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const minX = Math.min(
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newTriangle[0][0], newTriangle[1][0], newTriangle[2][0]);
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const maxX = Math.max(
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newTriangle[0][0], newTriangle[1][0], newTriangle[2][0]);
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if ((maxX - minX) < this.sourceWorldWidth_ / 2) {
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triangle.source = newTriangle;
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}
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@@ -190,7 +190,7 @@ var Triangulation = function(sourceProj, targetProj, targetExtent,
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* @private
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*/
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Triangulation.prototype.addTriangle_ = function(a, b, c,
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aSrc, bSrc, cSrc) {
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aSrc, bSrc, cSrc) {
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this.triangles_.push({
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source: [aSrc, bSrc, cSrc],
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target: [a, b, c]
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@@ -215,24 +215,24 @@ Triangulation.prototype.addTriangle_ = function(a, b, c,
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* @private
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*/
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Triangulation.prototype.addQuad_ = function(a, b, c, d,
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aSrc, bSrc, cSrc, dSrc, maxSubdivision) {
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aSrc, bSrc, cSrc, dSrc, maxSubdivision) {
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var sourceQuadExtent = boundingExtent([aSrc, bSrc, cSrc, dSrc]);
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var sourceCoverageX = this.sourceWorldWidth_ ?
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const sourceQuadExtent = boundingExtent([aSrc, bSrc, cSrc, dSrc]);
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const sourceCoverageX = this.sourceWorldWidth_ ?
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getWidth(sourceQuadExtent) / this.sourceWorldWidth_ : null;
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var sourceWorldWidth = /** @type {number} */ (this.sourceWorldWidth_);
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const sourceWorldWidth = /** @type {number} */ (this.sourceWorldWidth_);
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// when the quad is wrapped in the source projection
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// it covers most of the projection extent, but not fully
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var wrapsX = this.sourceProj_.canWrapX() &&
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const wrapsX = this.sourceProj_.canWrapX() &&
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sourceCoverageX > 0.5 && sourceCoverageX < 1;
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var needsSubdivision = false;
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let needsSubdivision = false;
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if (maxSubdivision > 0) {
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if (this.targetProj_.isGlobal() && this.targetWorldWidth_) {
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var targetQuadExtent = boundingExtent([a, b, c, d]);
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var targetCoverageX = getWidth(targetQuadExtent) / this.targetWorldWidth_;
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const targetQuadExtent = boundingExtent([a, b, c, d]);
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const targetCoverageX = getWidth(targetQuadExtent) / this.targetWorldWidth_;
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needsSubdivision |=
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targetCoverageX > MAX_TRIANGLE_WIDTH;
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}
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@@ -264,12 +264,12 @@ Triangulation.prototype.addQuad_ = function(a, b, c, d,
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if (maxSubdivision > 0) {
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if (!needsSubdivision) {
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var center = [(a[0] + c[0]) / 2, (a[1] + c[1]) / 2];
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var centerSrc = this.transformInv_(center);
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const center = [(a[0] + c[0]) / 2, (a[1] + c[1]) / 2];
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const centerSrc = this.transformInv_(center);
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var dx;
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let dx;
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if (wrapsX) {
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var centerSrcEstimX =
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const centerSrcEstimX =
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(modulo(aSrc[0], sourceWorldWidth) +
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modulo(cSrc[0], sourceWorldWidth)) / 2;
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dx = centerSrcEstimX -
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@@ -277,33 +277,33 @@ Triangulation.prototype.addQuad_ = function(a, b, c, d,
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} else {
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dx = (aSrc[0] + cSrc[0]) / 2 - centerSrc[0];
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}
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var dy = (aSrc[1] + cSrc[1]) / 2 - centerSrc[1];
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var centerSrcErrorSquared = dx * dx + dy * dy;
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const dy = (aSrc[1] + cSrc[1]) / 2 - centerSrc[1];
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const centerSrcErrorSquared = dx * dx + dy * dy;
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needsSubdivision = centerSrcErrorSquared > this.errorThresholdSquared_;
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}
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if (needsSubdivision) {
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if (Math.abs(a[0] - c[0]) <= Math.abs(a[1] - c[1])) {
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// split horizontally (top & bottom)
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var bc = [(b[0] + c[0]) / 2, (b[1] + c[1]) / 2];
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var bcSrc = this.transformInv_(bc);
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var da = [(d[0] + a[0]) / 2, (d[1] + a[1]) / 2];
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var daSrc = this.transformInv_(da);
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const bc = [(b[0] + c[0]) / 2, (b[1] + c[1]) / 2];
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const bcSrc = this.transformInv_(bc);
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const da = [(d[0] + a[0]) / 2, (d[1] + a[1]) / 2];
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const daSrc = this.transformInv_(da);
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this.addQuad_(
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a, b, bc, da, aSrc, bSrc, bcSrc, daSrc, maxSubdivision - 1);
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a, b, bc, da, aSrc, bSrc, bcSrc, daSrc, maxSubdivision - 1);
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this.addQuad_(
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da, bc, c, d, daSrc, bcSrc, cSrc, dSrc, maxSubdivision - 1);
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da, bc, c, d, daSrc, bcSrc, cSrc, dSrc, maxSubdivision - 1);
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} else {
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// split vertically (left & right)
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var ab = [(a[0] + b[0]) / 2, (a[1] + b[1]) / 2];
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var abSrc = this.transformInv_(ab);
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var cd = [(c[0] + d[0]) / 2, (c[1] + d[1]) / 2];
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var cdSrc = this.transformInv_(cd);
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const ab = [(a[0] + b[0]) / 2, (a[1] + b[1]) / 2];
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const abSrc = this.transformInv_(ab);
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const cd = [(c[0] + d[0]) / 2, (c[1] + d[1]) / 2];
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const cdSrc = this.transformInv_(cd);
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this.addQuad_(
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a, ab, cd, d, aSrc, abSrc, cdSrc, dSrc, maxSubdivision - 1);
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a, ab, cd, d, aSrc, abSrc, cdSrc, dSrc, maxSubdivision - 1);
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this.addQuad_(
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ab, b, c, cd, abSrc, bSrc, cSrc, cdSrc, maxSubdivision - 1);
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ab, b, c, cd, abSrc, bSrc, cSrc, cdSrc, maxSubdivision - 1);
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}
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return;
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}
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@@ -327,10 +327,10 @@ Triangulation.prototype.addQuad_ = function(a, b, c, d,
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* @return {ol.Extent} Calculated extent.
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*/
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Triangulation.prototype.calculateSourceExtent = function() {
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var extent = createEmpty();
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const extent = createEmpty();
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this.triangles_.forEach(function(triangle, i, arr) {
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var src = triangle.source;
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const src = triangle.source;
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extendCoordinate(extent, src[0]);
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extendCoordinate(extent, src[1]);
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extendCoordinate(extent, src[2]);
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