// This is an incomplete port of http://glmatrix.net/ // // Copyright (c) 2013 Brandon Jones, Colin MacKenzie IV // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the // use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not claim // that you wrote the original software. If you use this software in a // product, an acknowledgment in the product documentation would be // appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not be // misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. #ifndef MBGL_UTIL_MAT4 #define MBGL_UTIL_MAT4 #include namespace mbgl { typedef std::array mat4; namespace matrix { void identity(mat4& out); bool invert(mat4& out, mat4& a); void ortho(mat4& out, double left, double right, double bottom, double top, double near, double far); void perspective(mat4& out, double fovy, double aspect, double near, double far); void copy(mat4& out, const mat4& a); void translate(mat4& out, const mat4& a, double x, double y, double z); void rotate_x(mat4& out, const mat4& a, double rad); void rotate_z(mat4& out, const mat4& a, double rad); void scale(mat4& out, const mat4& a, double x, double y, double z); void multiply(mat4& out, const mat4& a, const mat4& b); } } #endif