1 // This is an incomplete port of http://glmatrix.net/ 2 // 3 // Copyright (c) 2013 Brandon Jones, Colin MacKenzie IV 4 // 5 // This software is provided 'as-is', without any express or implied warranty. 6 // In no event will the authors be held liable for any damages arising from the 7 // use of this software. 8 // 9 // Permission is granted to anyone to use this software for any purpose, 10 // including commercial applications, and to alter it and redistribute it 11 // freely, subject to the following restrictions: 12 // 13 // 1. The origin of this software must not be misrepresented; you must not claim 14 // that you wrote the original software. If you use this software in a 15 // product, an acknowledgment in the product documentation would be 16 // appreciated but is not required. 17 // 18 // 2. Altered source versions must be plainly marked as such, and must not be 19 // misrepresented as being the original software. 20 // 21 // 3. This notice may not be removed or altered from any source distribution. 22 23 #pragma once 24 25 #include <array> 26 27 namespace mbgl { 28 29 using vec4 = std::array<double, 4>; 30 using mat4 = std::array<double, 16>; 31 32 namespace matrix { 33 34 void identity(mat4& out); 35 bool invert(mat4& out, mat4& a); 36 void ortho(mat4& out, double left, double right, double bottom, double top, double near, double far); 37 void perspective(mat4& out, double fovy, double aspect, double near, double far); 38 void copy(mat4& out, const mat4& a); 39 void translate(mat4& out, const mat4& a, double x, double y, double z); 40 void rotate_x(mat4& out, const mat4& a, double rad); 41 void rotate_y(mat4& out, const mat4& a, double rad); 42 void rotate_z(mat4& out, const mat4& a, double rad); 43 void scale(mat4& out, const mat4& a, double x, double y, double z); 44 void multiply(mat4& out, const mat4& a, const mat4& b); 45 46 void transformMat4(vec4& out, const vec4& a, const mat4& m); 47 48 } // namespace matrix 49 } // namespace mbgl 50