voxel-engine/lib/glm/gtx/matrix_transform_2d.inl

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/// @ref gtx_matrix_transform_2d
/// @author Miguel Ángel Pérez Martínez
#include "../trigonometric.hpp"
namespace glm
{
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER mat<3, 3, T, Q> translate(
mat<3, 3, T, Q> const& m,
vec<2, T, Q> const& v)
{
mat<3, 3, T, Q> Result(m);
Result[2] = m[0] * v[0] + m[1] * v[1] + m[2];
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER mat<3, 3, T, Q> rotate(
mat<3, 3, T, Q> const& m,
T angle)
{
T const a = angle;
T const c = cos(a);
T const s = sin(a);
mat<3, 3, T, Q> Result;
Result[0] = m[0] * c + m[1] * s;
Result[1] = m[0] * -s + m[1] * c;
Result[2] = m[2];
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER mat<3, 3, T, Q> scale(
mat<3, 3, T, Q> const& m,
vec<2, T, Q> const& v)
{
mat<3, 3, T, Q> Result;
Result[0] = m[0] * v[0];
Result[1] = m[1] * v[1];
Result[2] = m[2];
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearX(
mat<3, 3, T, Q> const& m,
T y)
{
mat<3, 3, T, Q> Result(1);
Result[0][1] = y;
return m * Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearY(
mat<3, 3, T, Q> const& m,
T x)
{
mat<3, 3, T, Q> Result(1);
Result[1][0] = x;
return m * Result;
}
}//namespace glm