mirror of
https://github.com/libretro/RetroArch
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2f08e760ff
depends on glm for now and is C++-based, no way around that for now
98 lines
3.1 KiB
C++
98 lines
3.1 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// of this software and associated documentation files (the "Software"), to deal
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/// in the Software without restriction, including without limitation the rights
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// copies of the Software, and to permit persons to whom the Software is
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/// furnished to do so, subject to the following conditions:
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///
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/// The above copyright notice and this permission notice shall be included in
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/// all copies or substantial portions of the Software.
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///
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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/// THE SOFTWARE.
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///
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/// @ref gtx_matrix_transform_2d
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/// @file glm/gtc/matrix_transform_2d.inl
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/// @date 2014-02-20
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/// @author Miguel Ángel Pérez Martínez
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///////////////////////////////////////////////////////////////////////////////////
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#include "../trigonometric.hpp"
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namespace glm
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{
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template <typename T, precision P>
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GLM_FUNC_QUALIFIER detail::tmat3x3<T, P> translate(
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detail::tmat3x3<T, P> const & m,
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detail::tvec2<T, P> const & v)
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{
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detail::tmat3x3<T, P> Result(m);
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Result[2] = m[0] * v[0] + m[1] * v[1] + m[2];
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return Result;
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}
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template <typename T, precision P>
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GLM_FUNC_QUALIFIER detail::tmat3x3<T, P> rotate(
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detail::tmat3x3<T, P> const & m,
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T const & angle)
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{
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#ifdef GLM_FORCE_RADIANS
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T a = angle;
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#else
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T a = radians(angle);
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#endif
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T c = cos(a);
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T s = sin(a);
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detail::tmat3x3<T, P> Result(detail::tmat3x3<T, P>::_null);
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Result[0] = m[0] * c + m[1] * s;
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Result[1] = m[0] * -s + m[1] * c;
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Result[2] = m[2];
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return Result;
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}
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template <typename T, precision P>
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GLM_FUNC_QUALIFIER detail::tmat3x3<T, P> scale(
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detail::tmat3x3<T, P> const & m,
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detail::tvec2<T, P> const & v)
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{
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detail::tmat3x3<T, P> Result(detail::tmat3x3<T, P>::_null);
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Result[0] = m[0] * v[0];
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Result[1] = m[1] * v[1];
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Result[2] = m[2];
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return Result;
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}
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template <typename T, precision P>
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GLM_FUNC_QUALIFIER detail::tmat3x3<T, P> shearX(
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detail::tmat3x3<T, P> const & m,
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T const & y)
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{
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detail::tmat3x3<T, P> Result();
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Result[0][1] = y;
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return m * Result;
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}
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template <typename T, precision P>
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GLM_FUNC_QUALIFIER detail::tmat3x3<T, P> shearY(
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detail::tmat3x3<T, P> const & m,
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T const & x)
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{
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detail::tmat3x3<T, P> Result();
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Result[1][0] = x;
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return m * Result;
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}
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}//namespace glm
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