/// @ref gtx_matrix_transform_2d /// @author Miguel Ángel Pérez Martínez #include "../trigonometric.hpp" namespace glm { template 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 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 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 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 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