// 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. #include #include using namespace mbgl; void matrix::identity(mat2& out) { out[0] = 1.0f; out[1] = 0.0f; out[2] = 0.0f; out[3] = 1.0f; } void matrix::rotate(mat2& out, const mat2& a, double rad) { double a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], s = std::sin(rad), c = std::cos(rad); out[0] = a0 * c + a2 * s; out[1] = a1 * c + a3 * s; out[2] = a0 * -s + a2 * c; out[3] = a1 * -s + a3 * c; }; void matrix::scale(mat2& out, const mat2& a, double v0, double v1) { double a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3]; out[0] = a0 * v0; out[1] = a1 * v0; out[2] = a2 * v1; out[3] = a3 * v1; }