Update wmts-hidpi, add nicer-api-docs
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nicer-api-docs/closure-library/closure/goog/vec/ray.js
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nicer-api-docs/closure-library/closure/goog/vec/ray.js
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// Copyright 2011 The Closure Library Authors. All Rights Reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS-IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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/**
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* @fileoverview Implements a 3D ray that are compatible with WebGL.
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* Each element is a float64 in case high precision is required.
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* The API is structured to avoid unnecessary memory allocations.
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* The last parameter will typically be the output vector and an
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* object can be both an input and output parameter to all methods
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* except where noted.
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*
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*/
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goog.provide('goog.vec.Ray');
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goog.require('goog.vec.Vec3');
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/**
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* Constructs a new ray with an optional origin and direction. If not specified,
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* the default is [0, 0, 0].
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* @param {goog.vec.Vec3.AnyType=} opt_origin The optional origin.
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* @param {goog.vec.Vec3.AnyType=} opt_dir The optional direction.
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* @constructor
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*/
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goog.vec.Ray = function(opt_origin, opt_dir) {
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/**
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* @type {goog.vec.Vec3.Float64}
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*/
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this.origin = goog.vec.Vec3.createFloat64();
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if (opt_origin) {
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goog.vec.Vec3.setFromArray(this.origin, opt_origin);
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}
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/**
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* @type {goog.vec.Vec3.Float64}
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*/
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this.dir = goog.vec.Vec3.createFloat64();
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if (opt_dir) {
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goog.vec.Vec3.setFromArray(this.dir, opt_dir);
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}
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};
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/**
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* Sets the origin and direction of the ray.
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* @param {goog.vec.AnyType} origin The new origin.
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* @param {goog.vec.AnyType} dir The new direction.
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*/
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goog.vec.Ray.prototype.set = function(origin, dir) {
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goog.vec.Vec3.setFromArray(this.origin, origin);
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goog.vec.Vec3.setFromArray(this.dir, dir);
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};
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/**
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* Sets the origin of the ray.
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* @param {goog.vec.AnyType} origin the new origin.
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*/
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goog.vec.Ray.prototype.setOrigin = function(origin) {
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goog.vec.Vec3.setFromArray(this.origin, origin);
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};
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/**
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* Sets the direction of the ray.
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* @param {goog.vec.AnyType} dir The new direction.
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*/
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goog.vec.Ray.prototype.setDir = function(dir) {
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goog.vec.Vec3.setFromArray(this.dir, dir);
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};
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/**
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* Returns true if this ray is equal to the other ray.
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* @param {goog.vec.Ray} other The other ray.
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* @return {boolean} True if this ray is equal to the other ray.
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*/
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goog.vec.Ray.prototype.equals = function(other) {
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return other != null &&
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goog.vec.Vec3.equals(this.origin, other.origin) &&
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goog.vec.Vec3.equals(this.dir, other.dir);
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};
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