import defined from '../Core/defined.js';
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import ImageryState from './ImageryState.js';
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/**
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* The assocation between a terrain tile and an imagery tile.
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*
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* @alias TileImagery
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* @private
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*
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* @param {Imagery} imagery The imagery tile.
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* @param {Cartesian4} textureCoordinateRectangle The texture rectangle of the tile that is covered
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* by the imagery, where X=west, Y=south, Z=east, W=north.
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* @param {Boolean} useWebMercatorT true to use the Web Mercator texture coordinates for this imagery tile.
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*/
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function TileImagery(imagery, textureCoordinateRectangle, useWebMercatorT) {
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this.readyImagery = undefined;
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this.loadingImagery = imagery;
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this.textureCoordinateRectangle = textureCoordinateRectangle;
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this.textureTranslationAndScale = undefined;
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this.useWebMercatorT = useWebMercatorT;
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}
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/**
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* Frees the resources held by this instance.
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*/
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TileImagery.prototype.freeResources = function() {
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if (defined(this.readyImagery)) {
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this.readyImagery.releaseReference();
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}
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if (defined(this.loadingImagery)) {
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this.loadingImagery.releaseReference();
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}
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};
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/**
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* Processes the load state machine for this instance.
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*
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* @param {Tile} tile The tile to which this instance belongs.
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* @param {FrameState} frameState The frameState.
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* @param {Boolean} skipLoading True to skip loading, e.g. new requests, creating textures. This function will
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* still synchronously process imagery that's already mostly ready to go, e.g. use textures
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* already loaded on ancestor tiles.
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* @returns {Boolean} True if this instance is done loading; otherwise, false.
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*/
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TileImagery.prototype.processStateMachine = function(tile, frameState, skipLoading) {
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var loadingImagery = this.loadingImagery;
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var imageryLayer = loadingImagery.imageryLayer;
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loadingImagery.processStateMachine(frameState, !this.useWebMercatorT, skipLoading);
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if (loadingImagery.state === ImageryState.READY) {
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if (defined(this.readyImagery)) {
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this.readyImagery.releaseReference();
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}
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this.readyImagery = this.loadingImagery;
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this.loadingImagery = undefined;
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this.textureTranslationAndScale = imageryLayer._calculateTextureTranslationAndScale(tile, this);
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return true; // done loading
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}
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// Find some ancestor imagery we can use while this imagery is still loading.
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var ancestor = loadingImagery.parent;
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var closestAncestorThatNeedsLoading;
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while (defined(ancestor) && (ancestor.state !== ImageryState.READY || (!this.useWebMercatorT && !defined(ancestor.texture)))) {
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if (ancestor.state !== ImageryState.FAILED && ancestor.state !== ImageryState.INVALID) {
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// ancestor is still loading
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closestAncestorThatNeedsLoading = closestAncestorThatNeedsLoading || ancestor;
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}
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ancestor = ancestor.parent;
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}
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if (this.readyImagery !== ancestor) {
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if (defined(this.readyImagery)) {
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this.readyImagery.releaseReference();
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}
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this.readyImagery = ancestor;
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if (defined(ancestor)) {
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ancestor.addReference();
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this.textureTranslationAndScale = imageryLayer._calculateTextureTranslationAndScale(tile, this);
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}
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}
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if (loadingImagery.state === ImageryState.FAILED || loadingImagery.state === ImageryState.INVALID) {
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// The imagery tile is failed or invalid, so we'd like to use an ancestor instead.
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if (defined(closestAncestorThatNeedsLoading)) {
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// Push the ancestor's load process along a bit. This is necessary because some ancestor imagery
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// tiles may not be attached directly to a terrain tile. Such tiles will never load if
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// we don't do it here.
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closestAncestorThatNeedsLoading.processStateMachine(frameState, !this.useWebMercatorT, skipLoading);
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return false; // not done loading
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}
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// This imagery tile is failed or invalid, and we have the "best available" substitute.
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return true; // done loading
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}
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return false; // not done loading
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};
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export default TileImagery;
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