goog.provide('ol.vec.Mat4'); goog.require('goog.vec.Mat4'); /** * @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); if (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.} vec The 3 element vector to transform. * @param {Array.} resultVec The 3 element vector to receive the results * (may be vec). * @return {Array.} 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; };