Merge pull request #178 from zlash/GTX_matrix_transform_2d

Gtx matrix transform 2d
This commit is contained in:
Christophe Riccio 2014-02-21 02:07:00 +01:00
commit 88830eba64
2 changed files with 202 additions and 0 deletions

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///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
///
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
/// THE SOFTWARE.
///
/// @ref gtx_matrix_transform_2d
/// @file glm/gtx/matrix_transform_2d.hpp
/// @date 2014-02-20
/// @author Miguel Ángel Pérez Martínez
///
/// @see core (dependence)
///
/// @defgroup gtx_matrix_transform_2d GLM_GTX_matrix_transform_2d
/// @ingroup gtx
///
/// @brief Defines functions that generate common 2d transformation matrices.
///
/// <glm/gtx/matrix_transform_2d.hpp> need to be included to use these functionalities.
///////////////////////////////////////////////////////////////////////////////////
#ifndef GLM_GTX_matrix_transform_2d
#define GLM_GTX_matrix_transform_2d
// Dependency:
#include "../mat3x3.hpp"
#include "../vec2.hpp"
#if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED))
# pragma message("GLM: GLM_GTX_matrix_transform_2d extension included")
#endif
namespace glm
{
/// @addtogroup gtx_matrix_transform_2d
/// @{
/// Builds a translation 3 * 3 matrix created from a vector of 2 components.
///
/// @param m Input matrix multiplied by this translation matrix.
/// @param v Coordinates of a translation vector.
template <typename T, precision P>
GLM_FUNC_QUALIFIER detail::tmat3x3<T, P> translate(
detail::tmat3x3<T, P> const & m,
detail::tvec2<T, P> const & v);
/// Builds a rotation 3 * 3 matrix created from an angle.
///
/// @param m Input matrix multiplied by this translation matrix.
/// @param angle Rotation angle expressed in radians if GLM_FORCE_RADIANS is defined or degrees otherwise.
template <typename T, precision P>
GLM_FUNC_QUALIFIER detail::tmat3x3<T, P> rotate(
detail::tmat3x3<T, P> const & m,
T const & angle);
/// Builds a scale 3 * 3 matrix created from a vector of 2 components.
///
/// @param m Input matrix multiplied by this translation matrix.
/// @param v Coordinates of a scale vector.
template <typename T, precision P>
GLM_FUNC_QUALIFIER detail::tmat3x3<T, P> scale(
detail::tmat3x3<T, P> const & m,
detail::tvec2<T, P> const & v);
/// Builds an horizontal (parallel to the x axis) shear 3 * 3 matrix.
///
/// @param m Input matrix multiplied by this translation matrix.
/// @param y Shear factor.
template <typename T, precision P>
GLM_FUNC_QUALIFIER detail::tmat3x3<T, P> shearX(
detail::tmat3x3<T, P> const & m,
T const & y);
/// Builds a vertical (parallel to the y axis) shear 3 * 3 matrix.
///
/// @param m Input matrix multiplied by this translation matrix.
/// @param x Shear factor.
template <typename T, precision P>
GLM_FUNC_QUALIFIER detail::tmat3x3<T, P> shearY(
detail::tmat3x3<T, P> const & m,
T const & x);
/// @}
}//namespace glm
#include "matrix_transform_2d.inl"
#endif//GLM_GTX_matrix_transform_2d

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