all files / ol/vec/ mat4.js

100% Statements 28/28
90% Branches 18/20
100% Functions 3/3
100% Lines 28/28
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goog.provide('ol.vec.Mat4');
goog.provide('ol.vec.Mat4.Number');
 
goog.require('goog.vec.Mat4');
 
 
/**
 * A alias for the goog.vec.Number type.
 * @typedef {goog.vec.Number}
 */
ol.vec.Mat4.Number;
 
 
/**
 * @param {!goog.vec.Mat4.Number} mat Matrix.
 * @param {number} translateX1 Translate X1.
 * @param {number} translateY1 Translate Y1.
 * @param {number} scaleX Scale X.
 * @param {number} scaleY Scale Y.
 * @param {number} rotation Rotation.
 * @param {number} translateX2 Translate X2.
 * @param {number} translateY2 Translate Y2.
 * @return {!goog.vec.Mat4.Number} Matrix.
 */
ol.vec.Mat4.makeTransform2D = function(mat, translateX1, translateY1,
    scaleX, scaleY, rotation, translateX2, translateY2) {
  goog.vec.Mat4.makeIdentity(mat);
  Eif (translateX1 !== 0 || translateY1 !== 0) {
    goog.vec.Mat4.translate(mat, translateX1, translateY1, 0);
  }
  if (scaleX != 1 || scaleY != 1) {
    goog.vec.Mat4.scale(mat, scaleX, scaleY, 1);
  }
  if (rotation !== 0) {
    goog.vec.Mat4.rotateZ(mat, rotation);
  }
  if (translateX2 !== 0 || translateY2 !== 0) {
    goog.vec.Mat4.translate(mat, translateX2, translateY2, 0);
  }
  return mat;
};
 
 
/**
 * Returns true if mat1 and mat2 represent the same 2D transformation.
 * @param {goog.vec.Mat4.Number} mat1 Matrix 1.
 * @param {goog.vec.Mat4.Number} mat2 Matrix 2.
 * @return {boolean} Equal 2D.
 */
ol.vec.Mat4.equals2D = function(mat1, mat2) {
  return (
      goog.vec.Mat4.getElement(mat1, 0, 0) ==
      goog.vec.Mat4.getElement(mat2, 0, 0) &&
      goog.vec.Mat4.getElement(mat1, 1, 0) ==
      goog.vec.Mat4.getElement(mat2, 1, 0) &&
      goog.vec.Mat4.getElement(mat1, 0, 1) ==
      goog.vec.Mat4.getElement(mat2, 0, 1) &&
      goog.vec.Mat4.getElement(mat1, 1, 1) ==
      goog.vec.Mat4.getElement(mat2, 1, 1) &&
      goog.vec.Mat4.getElement(mat1, 0, 3) ==
      goog.vec.Mat4.getElement(mat2, 0, 3) &&
      goog.vec.Mat4.getElement(mat1, 1, 3) ==
      goog.vec.Mat4.getElement(mat2, 1, 3));
};
 
 
/**
 * Transforms the given vector with the given matrix storing the resulting,
 * transformed vector into resultVec. The input vector is multiplied against the
 * upper 2x4 matrix omitting the projective component.
 *
 * @param {goog.vec.Mat4.Number} mat The matrix supplying the transformation.
 * @param {Array.<number>} vec The 3 element vector to transform.
 * @param {Array.<number>} resultVec The 3 element vector to receive the results
 *     (may be vec).
 * @return {Array.<number>} return resultVec so that operations can be
 *     chained together.
 */
ol.vec.Mat4.multVec2 = function(mat, vec, resultVec) {
  var m00 = goog.vec.Mat4.getElement(mat, 0, 0);
  var m10 = goog.vec.Mat4.getElement(mat, 1, 0);
  var m01 = goog.vec.Mat4.getElement(mat, 0, 1);
  var m11 = goog.vec.Mat4.getElement(mat, 1, 1);
  var m03 = goog.vec.Mat4.getElement(mat, 0, 3);
  var m13 = goog.vec.Mat4.getElement(mat, 1, 3);
  var x = vec[0], y = vec[1];
  resultVec[0] = m00 * x + m01 * y + m03;
  resultVec[1] = m10 * x + m11 * y + m13;
  return resultVec;
};