import arraySlice from '../Core/arraySlice.js';
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import Cartesian3 from '../Core/Cartesian3.js';
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import Color from '../Core/Color.js';
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import defaultValue from '../Core/defaultValue.js';
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import defined from '../Core/defined.js';
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import destroyObject from '../Core/destroyObject.js';
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import Ellipsoid from '../Core/Ellipsoid.js';
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import IndexDatatype from '../Core/IndexDatatype.js';
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import OrientedBoundingBox from '../Core/OrientedBoundingBox.js';
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import Rectangle from '../Core/Rectangle.js';
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import TaskProcessor from '../Core/TaskProcessor.js';
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import when from '../ThirdParty/when.js';
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import ClassificationType from './ClassificationType.js';
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import Vector3DTileBatch from './Vector3DTileBatch.js';
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import Vector3DTilePrimitive from './Vector3DTilePrimitive.js';
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/**
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* Creates a batch of pre-triangulated polygons draped on terrain and/or 3D Tiles.
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*
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* @alias Vector3DTilePolygons
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* @constructor
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*
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* @param {Object} options An object with following properties:
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* @param {Float32Array|Uint16Array} options.positions The positions of the polygons. The positions must be contiguous
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* so that the positions for polygon n are in [c, c + counts[n]] where c = sum{counts[0], counts[n - 1]} and they are the outer ring of
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* the polygon in counter-clockwise order.
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* @param {Uint32Array} options.counts The number of positions in the each polygon.
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* @param {Uint32Array} options.indices The indices of the triangulated polygons. The indices must be contiguous so that
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* the indices for polygon n are in [i, i + indexCounts[n]] where i = sum{indexCounts[0], indexCounts[n - 1]}.
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* @param {Uint32Array} options.indexCounts The number of indices for each polygon.
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* @param {Number} options.minimumHeight The minimum height of the terrain covered by the tile.
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* @param {Number} options.maximumHeight The maximum height of the terrain covered by the tile.
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* @param {Float32Array} [options.polygonMinimumHeights] An array containing the minimum heights for each polygon.
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* @param {Float32Array} [options.polygonMaximumHeights] An array containing the maximum heights for each polygon.
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* @param {Rectangle} options.rectangle The rectangle containing the tile.
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* @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid.
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* @param {Cartesian3} [options.center=Cartesian3.ZERO] The RTC center.
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* @param {Cesium3DTileBatchTable} options.batchTable The batch table for the tile containing the batched polygons.
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* @param {Uint16Array} options.batchIds The batch ids for each polygon.
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* @param {BoundingSphere} options.boundingVolume The bounding volume for the entire batch of polygons.
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*
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* @private
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*/
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function Vector3DTilePolygons(options) {
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// All of the private properties will be released except _readyPromise
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// and _primitive after the Vector3DTilePrimitive is created.
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this._batchTable = options.batchTable;
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this._batchIds = options.batchIds;
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this._positions = options.positions;
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this._counts = options.counts;
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this._indices = options.indices;
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this._indexCounts = options.indexCounts;
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this._indexOffsets = undefined;
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this._batchTableColors = undefined;
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this._packedBuffer = undefined;
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this._batchedPositions = undefined;
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this._transferrableBatchIds = undefined;
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this._vertexBatchIds = undefined;
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this._ellipsoid = defaultValue(options.ellipsoid, Ellipsoid.WGS84);
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this._minimumHeight = options.minimumHeight;
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this._maximumHeight = options.maximumHeight;
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this._polygonMinimumHeights = options.polygonMinimumHeights;
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this._polygonMaximumHeights = options.polygonMaximumHeights;
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this._center = defaultValue(options.center, Cartesian3.ZERO);
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this._rectangle = options.rectangle;
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this._center = undefined;
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this._boundingVolume = options.boundingVolume;
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this._boundingVolumes = undefined;
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this._batchedIndices = undefined;
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this._ready = false;
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this._readyPromise = when.defer();
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this._verticesPromise = undefined;
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this._primitive = undefined;
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/**
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* Draws the wireframe of the classification meshes.
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* @type {Boolean}
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* @default false
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*/
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this.debugWireframe = false;
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/**
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* Forces a re-batch instead of waiting after a number of frames have been rendered. For testing only.
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* @type {Boolean}
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* @default false
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*/
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this.forceRebatch = false;
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/**
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* What this tile will classify.
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* @type {ClassificationType}
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* @default ClassificationType.BOTH
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*/
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this.classificationType = ClassificationType.BOTH;
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}
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Object.defineProperties(Vector3DTilePolygons.prototype, {
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/**
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* Gets the number of triangles.
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*
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* @memberof Vector3DTilePolygons.prototype
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*
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* @type {Number}
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* @readonly
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*/
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trianglesLength : {
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get : function() {
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if (defined(this._primitive)) {
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return this._primitive.trianglesLength;
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}
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return 0;
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}
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},
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/**
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* Gets the geometry memory in bytes.
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*
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* @memberof Vector3DTilePolygons.prototype
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*
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* @type {Number}
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* @readonly
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*/
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geometryByteLength : {
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get : function() {
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if (defined(this._primitive)) {
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return this._primitive.geometryByteLength;
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}
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return 0;
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}
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},
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/**
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* Gets a promise that resolves when the primitive is ready to render.
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* @memberof Vector3DTilePolygons.prototype
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* @type {Promise}
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* @readonly
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*/
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readyPromise : {
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get : function() {
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return this._readyPromise.promise;
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}
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}
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});
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function packBuffer(polygons) {
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var packedBuffer = new Float64Array(3 + Cartesian3.packedLength + Ellipsoid.packedLength + Rectangle.packedLength);
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var offset = 0;
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packedBuffer[offset++] = polygons._indices.BYTES_PER_ELEMENT;
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packedBuffer[offset++] = polygons._minimumHeight;
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packedBuffer[offset++] = polygons._maximumHeight;
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Cartesian3.pack(polygons._center, packedBuffer, offset);
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offset += Cartesian3.packedLength;
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Ellipsoid.pack(polygons._ellipsoid, packedBuffer, offset);
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offset += Ellipsoid.packedLength;
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Rectangle.pack(polygons._rectangle, packedBuffer, offset);
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return packedBuffer;
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}
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function unpackBuffer(polygons, packedBuffer) {
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var offset = 1;
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var numBVS = packedBuffer[offset++];
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var bvs = polygons._boundingVolumes = new Array(numBVS);
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for (var i = 0; i < numBVS; ++i) {
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bvs[i] = OrientedBoundingBox.unpack(packedBuffer, offset);
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offset += OrientedBoundingBox.packedLength;
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}
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var numBatchedIndices = packedBuffer[offset++];
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var bis = polygons._batchedIndices = new Array(numBatchedIndices);
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for (var j = 0; j < numBatchedIndices; ++j) {
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var color = Color.unpack(packedBuffer, offset);
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offset += Color.packedLength;
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var indexOffset = packedBuffer[offset++];
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var count = packedBuffer[offset++];
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var length = packedBuffer[offset++];
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var batchIds = new Array(length);
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for (var k = 0; k < length; ++k) {
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batchIds[k] = packedBuffer[offset++];
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}
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bis[j] = new Vector3DTileBatch({
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color : color,
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offset : indexOffset,
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count : count,
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batchIds : batchIds
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});
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}
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}
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var createVerticesTaskProcessor = new TaskProcessor('createVectorTilePolygons');
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var scratchColor = new Color();
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function createPrimitive(polygons) {
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if (defined(polygons._primitive)) {
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return;
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}
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if (!defined(polygons._verticesPromise)) {
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var positions = polygons._positions;
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var counts = polygons._counts;
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var indexCounts = polygons._indexCounts;
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var indices = polygons._indices;
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var batchIds = polygons._transferrableBatchIds;
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var batchTableColors = polygons._batchTableColors;
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var packedBuffer = polygons._packedBuffer;
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if (!defined(batchTableColors)) {
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// Copy because they may be the views on the same buffer.
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positions = polygons._positions = arraySlice(polygons._positions);
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counts = polygons._counts = arraySlice(polygons._counts);
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indexCounts = polygons._indexCounts= arraySlice(polygons._indexCounts);
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indices = polygons._indices = arraySlice(polygons._indices);
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polygons._center = polygons._ellipsoid.cartographicToCartesian(Rectangle.center(polygons._rectangle));
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batchIds = polygons._transferrableBatchIds = new Uint32Array(polygons._batchIds);
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batchTableColors = polygons._batchTableColors = new Uint32Array(batchIds.length);
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var batchTable = polygons._batchTable;
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var length = batchTableColors.length;
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for (var i = 0; i < length; ++i) {
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var color = batchTable.getColor(i, scratchColor);
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batchTableColors[i] = color.toRgba();
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}
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packedBuffer = polygons._packedBuffer = packBuffer(polygons);
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}
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var transferrableObjects = [positions.buffer, counts.buffer, indexCounts.buffer, indices.buffer, batchIds.buffer, batchTableColors.buffer, packedBuffer.buffer];
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var parameters = {
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packedBuffer : packedBuffer.buffer,
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positions : positions.buffer,
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counts : counts.buffer,
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indexCounts : indexCounts.buffer,
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indices : indices.buffer,
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batchIds : batchIds.buffer,
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batchTableColors : batchTableColors.buffer
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};
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var minimumHeights = polygons._polygonMinimumHeights;
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var maximumHeights = polygons._polygonMaximumHeights;
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if (defined(minimumHeights) && defined(maximumHeights)) {
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minimumHeights = arraySlice(minimumHeights);
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maximumHeights = arraySlice(maximumHeights);
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transferrableObjects.push(minimumHeights.buffer, maximumHeights.buffer);
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parameters.minimumHeights = minimumHeights;
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parameters.maximumHeights = maximumHeights;
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}
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var verticesPromise = polygons._verticesPromise = createVerticesTaskProcessor.scheduleTask(parameters, transferrableObjects);
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if (!defined(verticesPromise)) {
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// Postponed
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return;
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}
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when(verticesPromise, function(result) {
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polygons._positions = undefined;
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polygons._counts = undefined;
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polygons._polygonMinimumHeights = undefined;
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polygons._polygonMaximumHeights = undefined;
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var packedBuffer = new Float64Array(result.packedBuffer);
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var indexDatatype = packedBuffer[0];
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unpackBuffer(polygons, packedBuffer);
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polygons._indices = IndexDatatype.getSizeInBytes(indexDatatype) === 2 ? new Uint16Array(result.indices) : new Uint32Array(result.indices);
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polygons._indexOffsets = new Uint32Array(result.indexOffsets);
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polygons._indexCounts = new Uint32Array(result.indexCounts);
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// will be released
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polygons._batchedPositions = new Float32Array(result.positions);
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polygons._vertexBatchIds = new Uint16Array(result.batchIds);
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polygons._ready = true;
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});
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}
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if (polygons._ready && !defined(polygons._primitive)) {
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polygons._primitive = new Vector3DTilePrimitive({
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batchTable : polygons._batchTable,
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positions : polygons._batchedPositions,
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batchIds : polygons._batchIds,
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vertexBatchIds : polygons._vertexBatchIds,
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indices : polygons._indices,
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indexOffsets : polygons._indexOffsets,
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indexCounts : polygons._indexCounts,
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batchedIndices : polygons._batchedIndices,
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boundingVolume : polygons._boundingVolume,
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boundingVolumes : polygons._boundingVolumes,
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center : polygons._center
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});
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polygons._batchTable = undefined;
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polygons._batchIds = undefined;
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polygons._positions = undefined;
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polygons._counts = undefined;
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polygons._indices = undefined;
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polygons._indexCounts = undefined;
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polygons._indexOffsets = undefined;
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polygons._batchTableColors = undefined;
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polygons._packedBuffer = undefined;
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polygons._batchedPositions = undefined;
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polygons._transferrableBatchIds = undefined;
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polygons._vertexBatchIds = undefined;
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polygons._ellipsoid = undefined;
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polygons._minimumHeight = undefined;
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polygons._maximumHeight = undefined;
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polygons._polygonMinimumHeights = undefined;
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polygons._polygonMaximumHeights = undefined;
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polygons._center = undefined;
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polygons._rectangle = undefined;
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polygons._boundingVolume = undefined;
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polygons._boundingVolumes = undefined;
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polygons._batchedIndices = undefined;
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polygons._verticesPromise = undefined;
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polygons._readyPromise.resolve();
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}
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}
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/**
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* Creates features for each polygon and places it at the batch id index of features.
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*
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* @param {Vector3DTileContent} content The vector tile content.
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* @param {Cesium3DTileFeature[]} features An array of features where the polygon features will be placed.
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*/
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Vector3DTilePolygons.prototype.createFeatures = function(content, features) {
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this._primitive.createFeatures(content, features);
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};
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/**
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* Colors the entire tile when enabled is true. The resulting color will be (polygon batch table color * color).
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*
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* @param {Boolean} enabled Whether to enable debug coloring.
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* @param {Color} color The debug color.
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*/
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Vector3DTilePolygons.prototype.applyDebugSettings = function(enabled, color) {
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this._primitive.applyDebugSettings(enabled, color);
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};
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/**
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* Apply a style to the content.
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*
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* @param {Cesium3DTileStyle} style The style.
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* @param {Cesium3DTileFeature[]} features The array of features.
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*/
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Vector3DTilePolygons.prototype.applyStyle = function(style, features) {
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this._primitive.applyStyle(style, features);
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};
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/**
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* Call when updating the color of a polygon with batchId changes color. The polygons will need to be re-batched
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* on the next update.
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*
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* @param {Number} batchId The batch id of the polygon whose color has changed.
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* @param {Color} color The new polygon color.
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*/
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Vector3DTilePolygons.prototype.updateCommands = function(batchId, color) {
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this._primitive.updateCommands(batchId, color);
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};
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/**
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* Updates the batches and queues the commands for rendering.
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*
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* @param {FrameState} frameState The current frame state.
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*/
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Vector3DTilePolygons.prototype.update = function(frameState) {
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createPrimitive(this);
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if (!this._ready) {
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return;
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}
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this._primitive.debugWireframe = this.debugWireframe;
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this._primitive.forceRebatch = this.forceRebatch;
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this._primitive.classificationType = this.classificationType;
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this._primitive.update(frameState);
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};
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/**
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* Returns true if this object was destroyed; otherwise, false.
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* <p>
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* If this object was destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
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* </p>
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*
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* @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
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*/
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Vector3DTilePolygons.prototype.isDestroyed = function() {
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return false;
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};
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/**
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* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
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* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
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* <p>
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* Once an object is destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
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* assign the return value (<code>undefined</code>) to the object as done in the example.
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* </p>
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*
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* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
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*/
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Vector3DTilePolygons.prototype.destroy = function() {
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this._primitive = this._primitive && this._primitive.destroy();
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return destroyObject(this);
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};
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export default Vector3DTilePolygons;
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