Use named imports from extent
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@@ -8,7 +8,7 @@ import _ol_dom_ from '../../dom.js';
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import _ol_events_ from '../../events.js';
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import _ol_events_EventType_ from '../../events/EventType.js';
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import _ol_ext_rbush_ from 'rbush';
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import _ol_extent_ from '../../extent.js';
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import {buffer, createEmpty, containsExtent, getWidth} from '../../extent.js';
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import _ol_render_EventType_ from '../../render/EventType.js';
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import _ol_render_canvas_ from '../../render/canvas.js';
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import _ol_render_canvas_ReplayGroup_ from '../../render/canvas/ReplayGroup.js';
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@@ -55,7 +55,7 @@ var _ol_renderer_canvas_VectorLayer_ = function(vectorLayer) {
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* @private
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* @type {ol.Extent}
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*/
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this.renderedExtent_ = _ol_extent_.createEmpty();
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this.renderedExtent_ = createEmpty();
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/**
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* @private
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@@ -189,9 +189,9 @@ _ol_renderer_canvas_VectorLayer_.prototype.composeFrame = function(frameState, l
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width / 2, height / 2);
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replayGroup.replay(replayContext, transform, rotation, skippedFeatureUids);
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if (vectorSource.getWrapX() && projection.canWrapX() &&
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!_ol_extent_.containsExtent(projectionExtent, extent)) {
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!containsExtent(projectionExtent, extent)) {
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var startX = extent[0];
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var worldWidth = _ol_extent_.getWidth(projectionExtent);
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var worldWidth = getWidth(projectionExtent);
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var world = 0;
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var offsetX;
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while (startX < projectionExtent[0]) {
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@@ -328,28 +328,28 @@ _ol_renderer_canvas_VectorLayer_.prototype.prepareFrame = function(frameState, l
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vectorLayerRenderOrder = _ol_renderer_vector_.defaultOrder;
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}
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var extent = _ol_extent_.buffer(frameStateExtent,
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var extent = buffer(frameStateExtent,
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vectorLayerRenderBuffer * resolution);
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var projectionExtent = viewState.projection.getExtent();
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if (vectorSource.getWrapX() && viewState.projection.canWrapX() &&
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!_ol_extent_.containsExtent(projectionExtent, frameState.extent)) {
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!containsExtent(projectionExtent, frameState.extent)) {
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// For the replay group, we need an extent that intersects the real world
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// (-180° to +180°). To support geometries in a coordinate range from -540°
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// to +540°, we add at least 1 world width on each side of the projection
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// extent. If the viewport is wider than the world, we need to add half of
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// the viewport width to make sure we cover the whole viewport.
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var worldWidth = _ol_extent_.getWidth(projectionExtent);
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var buffer = Math.max(_ol_extent_.getWidth(extent) / 2, worldWidth);
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extent[0] = projectionExtent[0] - buffer;
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extent[2] = projectionExtent[2] + buffer;
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var worldWidth = getWidth(projectionExtent);
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var gutter = Math.max(getWidth(extent) / 2, worldWidth);
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extent[0] = projectionExtent[0] - gutter;
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extent[2] = projectionExtent[2] + gutter;
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}
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if (!this.dirty_ &&
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this.renderedResolution_ == resolution &&
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this.renderedRevision_ == vectorLayerRevision &&
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this.renderedRenderOrder_ == vectorLayerRenderOrder &&
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_ol_extent_.containsExtent(this.renderedExtent_, extent)) {
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containsExtent(this.renderedExtent_, extent)) {
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this.replayGroupChanged = false;
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return true;
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}
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