Remove use of goog.vec.*
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@@ -1,90 +1,23 @@
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goog.provide('ol.vec.Mat4');
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goog.provide('ol.vec.Mat4.Number');
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goog.require('goog.vec.Mat4');
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/**
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* A alias for the goog.vec.Number type.
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* @typedef {goog.vec.Number}
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* @type {Array.<number>}
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*/
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ol.vec.Mat4.Number;
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ol.vec.Mat4.tmpMatrix_ = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
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/**
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* @param {!goog.vec.Mat4.Number} mat Matrix.
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* @param {number} translateX1 Translate X1.
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* @param {number} translateY1 Translate Y1.
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* @param {number} scaleX Scale X.
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* @param {number} scaleY Scale Y.
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* @param {number} rotation Rotation.
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* @param {number} translateX2 Translate X2.
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* @param {number} translateY2 Translate Y2.
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* @return {!goog.vec.Mat4.Number} Matrix.
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* @param {ol.Matrix} mat Transformation matrix.
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* @return {Array.<number>} 2D transformation matrix as flattened 4x4 matrix.
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*/
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ol.vec.Mat4.makeTransform2D = function(mat, translateX1, translateY1,
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scaleX, scaleY, rotation, translateX2, translateY2) {
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goog.vec.Mat4.makeIdentity(mat);
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if (translateX1 !== 0 || translateY1 !== 0) {
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goog.vec.Mat4.translate(mat, translateX1, translateY1, 0);
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}
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if (scaleX != 1 || scaleY != 1) {
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goog.vec.Mat4.scale(mat, scaleX, scaleY, 1);
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}
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if (rotation !== 0) {
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goog.vec.Mat4.rotateZ(mat, rotation);
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}
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if (translateX2 !== 0 || translateY2 !== 0) {
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goog.vec.Mat4.translate(mat, translateX2, translateY2, 0);
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}
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return mat;
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};
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/**
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* Returns true if mat1 and mat2 represent the same 2D transformation.
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* @param {goog.vec.Mat4.Number} mat1 Matrix 1.
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* @param {goog.vec.Mat4.Number} mat2 Matrix 2.
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* @return {boolean} Equal 2D.
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*/
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ol.vec.Mat4.equals2D = function(mat1, mat2) {
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return (
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goog.vec.Mat4.getElement(mat1, 0, 0) ==
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goog.vec.Mat4.getElement(mat2, 0, 0) &&
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goog.vec.Mat4.getElement(mat1, 1, 0) ==
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goog.vec.Mat4.getElement(mat2, 1, 0) &&
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goog.vec.Mat4.getElement(mat1, 0, 1) ==
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goog.vec.Mat4.getElement(mat2, 0, 1) &&
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goog.vec.Mat4.getElement(mat1, 1, 1) ==
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goog.vec.Mat4.getElement(mat2, 1, 1) &&
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goog.vec.Mat4.getElement(mat1, 0, 3) ==
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goog.vec.Mat4.getElement(mat2, 0, 3) &&
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goog.vec.Mat4.getElement(mat1, 1, 3) ==
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goog.vec.Mat4.getElement(mat2, 1, 3));
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};
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/**
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* Transforms the given vector with the given matrix storing the resulting,
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* transformed vector into resultVec. The input vector is multiplied against the
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* upper 2x4 matrix omitting the projective component.
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*
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* @param {goog.vec.Mat4.Number} mat The matrix supplying the transformation.
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* @param {Array.<number>} vec The 3 element vector to transform.
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* @param {Array.<number>} resultVec The 3 element vector to receive the results
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* (may be vec).
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* @return {Array.<number>} return resultVec so that operations can be
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* chained together.
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*/
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ol.vec.Mat4.multVec2 = function(mat, vec, resultVec) {
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var m00 = goog.vec.Mat4.getElement(mat, 0, 0);
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var m10 = goog.vec.Mat4.getElement(mat, 1, 0);
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var m01 = goog.vec.Mat4.getElement(mat, 0, 1);
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var m11 = goog.vec.Mat4.getElement(mat, 1, 1);
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var m03 = goog.vec.Mat4.getElement(mat, 0, 3);
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var m13 = goog.vec.Mat4.getElement(mat, 1, 3);
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var x = vec[0], y = vec[1];
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resultVec[0] = m00 * x + m01 * y + m03;
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resultVec[1] = m10 * x + m11 * y + m13;
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return resultVec;
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ol.vec.Mat4.fromMatrix = function(mat) {
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var mat4 = ol.vec.Mat4.tmpMatrix_;
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mat4[0] = mat[0];
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mat4[1] = mat[1];
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mat4[4] = mat[2];
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mat4[5] = mat[3];
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mat4[12] = mat[4];
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mat4[13] = mat[5];
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return mat4;
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};
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