Rename getTransform to getImageTransform
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@@ -53,7 +53,7 @@ ol.renderer.canvas.TileLayer = function(mapRenderer, tileLayer) {
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* @private
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* @type {!goog.vec.Mat4.Number}
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*/
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this.transform_ = goog.vec.Mat4.createNumber();
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this.imageTransform_ = goog.vec.Mat4.createNumber();
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/**
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* @private
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@@ -97,8 +97,8 @@ ol.renderer.canvas.TileLayer.prototype.getTileLayer = function() {
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/**
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* @inheritDoc
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*/
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ol.renderer.canvas.TileLayer.prototype.getTransform = function() {
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return this.transform_;
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ol.renderer.canvas.TileLayer.prototype.getImageTransform = function() {
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return this.imageTransform_;
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};
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@@ -166,9 +166,9 @@ ol.renderer.canvas.TileLayer.prototype.prepareFrame =
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// etc.). manageTilePyramid is what enqueue tiles in the tile
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// queue for loading.
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//
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// - The last step involves updating the transform matrix, which
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// will be used by the map renderer for the final composition
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// and positioning.
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// - The last step involves updating the image transform matrix,
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// which will be used by the map renderer for the final
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// composition and positioning.
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//
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var view2DState = frameState.view2DState;
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@@ -382,18 +382,18 @@ ol.renderer.canvas.TileLayer.prototype.prepareFrame =
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this.scheduleExpireCache(frameState, tileSource);
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this.updateLogos(frameState, tileSource);
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var transform = this.transform_;
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goog.vec.Mat4.makeIdentity(transform);
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goog.vec.Mat4.translate(transform,
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var imageTransform = this.imageTransform_;
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goog.vec.Mat4.makeIdentity(imageTransform);
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goog.vec.Mat4.translate(imageTransform,
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frameState.size[0] / 2, frameState.size[1] / 2, 0);
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goog.vec.Mat4.rotateZ(transform, view2DState.rotation);
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goog.vec.Mat4.rotateZ(imageTransform, view2DState.rotation);
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goog.vec.Mat4.scale(
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transform,
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imageTransform,
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tileResolution / view2DState.resolution,
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tileResolution / view2DState.resolution,
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1);
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goog.vec.Mat4.translate(
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transform,
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imageTransform,
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(origin[0] - center[0]) / tileResolution,
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(center[1] - origin[1]) / tileResolution,
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0);
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