// 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 namespace mbgl { namespace matrix { void identity(mat3& out) { out[0] = 1.0f; out[1] = 0.0f; out[2] = 0.0f; out[3] = 0.0f; out[4] = 1.0f; out[5] = 0.0f; out[6] = 0.0f; out[7] = 0.0f; out[8] = 1.0f; } void translate(mat3& out, const mat3& a, double x, double y) { double a00 = a[0], a01 = a[1], a02 = a[2], a10 = a[3], a11 = a[4], a12 = a[5], a20 = a[6], a21 = a[7], a22 = a[8]; out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a10; out[4] = a11; out[5] = a12; out[6] = x * a00 + y * a10 + a20; out[7] = x * a01 + y * a11 + a21; out[8] = x * a02 + y * a12 + a22; } void rotate(mat3& out, const mat3& a, double rad) { double s = std::sin(rad), c = std::cos(rad), a00 = a[0], a01 = a[1], a02 = a[2], a10 = a[3], a11 = a[4], a12 = a[5], a20 = a[6], a21 = a[7], a22 = a[8]; out[0] = c * a00 + s * a10; out[1] = c * a01 + s * a11; out[2] = c * a02 + s * a12; out[3] = c * a10 - s * a00; out[4] = c * a11 - s * a01; out[5] = c * a12 - s * a02; out[6] = a20; out[7] = a21; out[8] = a22; } void scale(mat3& out, const mat3& a, double x, double y) { out[0] = x * a[0]; out[1] = x * a[1]; out[2] = x * a[2]; out[3] = y * a[3]; out[4] = y * a[4]; out[5] = y * a[5]; out[6] = a[6]; out[7] = a[7]; out[8] = a[8]; } void transformMat3f(vec3f& out, const vec3f& a, const mat3& m) { out[0] = m[0] * a[0] + m[3] * a[1] + m[6] * a[2]; out[1] = m[1] * a[0] + m[4] * a[1] + m[7] * a[2]; out[2] = m[2] * a[0] + m[5] * a[1] + m[8] * a[2]; } } // namespace matrix } // namespace mbgl