Files
openlayers/src/ol/vec/mat4.js
Éric Lemoine 765fc4c279 Add a type alias to goog.vec.Number
This addition is related to the definition of olx.FrameState in olx.js. Without this alias and corresponding goog.provide in src/ol/vec/mat4.js we get this error when compiling an OpenLayers application:

ERR! compile node_modules/openlayers/externs/olx.js:6853: ERROR - Bad type annotation. Unknown type goog.vec.Mat4.Number
ERR! compile  *     coordinateToPixelMatrix: goog.vec.Mat4.Number,

Currently, the Closure Library does not have a goog.provide for goog.vec.Mat4.Number. If it did have this goog.provide then we wouldn't have the error.

This commit works around the issue by creating our own type alias (ol.vec.Mat4.Number) and adding a goog.provide for that type alias.
2015-04-07 14:10:46 +02:00

91 lines
3.0 KiB
JavaScript

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);
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.<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;
};