dungeon/libs/glm/gtx/matrix_transform_2d.inl
2017-09-17 14:45:57 +02:00

69 lines
1.4 KiB
C++

/// @ref gtx_matrix_transform_2d
/// @file glm/gtc/matrix_transform_2d.inl
/// @author Miguel Ángel Pérez Martínez
#include "../trigonometric.hpp"
namespace glm
{
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat3x3<T, P> translate(
tmat3x3<T, P> const & m,
tvec2<T, P> const & v)
{
tmat3x3<T, P> Result(m);
Result[2] = m[0] * v[0] + m[1] * v[1] + m[2];
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat3x3<T, P> rotate(
tmat3x3<T, P> const & m,
T angle)
{
T const a = angle;
T const c = cos(a);
T const s = sin(a);
tmat3x3<T, P> Result(uninitialize);
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, precision P>
GLM_FUNC_QUALIFIER tmat3x3<T, P> scale(
tmat3x3<T, P> const & m,
tvec2<T, P> const & v)
{
tmat3x3<T, P> Result(uninitialize);
Result[0] = m[0] * v[0];
Result[1] = m[1] * v[1];
Result[2] = m[2];
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat3x3<T, P> shearX(
tmat3x3<T, P> const & m,
T y)
{
tmat3x3<T, P> Result(1);
Result[0][1] = y;
return m * Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat3x3<T, P> shearY(
tmat3x3<T, P> const & m,
T x)
{
tmat3x3<T, P> Result(1);
Result[1][0] = x;
return m * Result;
}
}//namespace glm