// Copyright 2013 Hajime Hoshi // // 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. package matrix import ( "math" ) const geometryDim = 3 type Geometry struct { Elements [geometryDim - 1][geometryDim]float64 } func IdentityGeometry() Geometry { return Geometry{ [geometryDim - 1][geometryDim]float64{ {1, 0, 0}, {0, 1, 0}, }, } } func (matrix *Geometry) Dim() int { return geometryDim } func (matrix *Geometry) Concat(other Geometry) { result := Geometry{} mul(&other, matrix, &result) *matrix = result } func (matrix *Geometry) IsIdentity() bool { return isIdentity(matrix) } func (matrix *Geometry) element(i, j int) float64 { return matrix.Elements[i][j] } func (matrix *Geometry) setElement(i, j int, element float64) { matrix.Elements[i][j] = element } func (matrix *Geometry) Translate(tx, ty float64) { matrix.Elements[0][2] += tx matrix.Elements[1][2] += ty } func (matrix *Geometry) Scale(x, y float64) { matrix.Elements[0][0] = x * matrix.Elements[0][0] matrix.Elements[0][1] = x * matrix.Elements[0][1] matrix.Elements[0][2] = x * matrix.Elements[0][2] matrix.Elements[1][0] = y * matrix.Elements[1][0] matrix.Elements[1][1] = y * matrix.Elements[1][1] matrix.Elements[1][2] = y * matrix.Elements[1][2] } func (matrix *Geometry) Rotate(theta float64) { sin, cos := math.Sincos(theta) rotate := Geometry{ [2][3]float64{ {cos, -sin, 0}, {sin, cos, 0}, }, } matrix.Concat(rotate) }