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// 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 <mbgl/util/mat3.hpp>
#include <cmath>
namespace mbgl {
void matrix::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 matrix::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 matrix::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 matrix::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];
}
} // namespace mbgl
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