24 memcpy(
values, matrix,
sizeof(
float) * 3 * 3);
48 result.values[2][0] = translation.x;
49 result.values[2][1] = translation.y;
56 const float cosine =
std::cos(rotation);
57 const float sine =
std::sin(rotation);
58 result.values[0][0] = cosine;
59 result.values[0][1] = sine;
60 result.values[1][0] = -sine;
61 result.values[1][1] = cosine;
62 result.values[2][2] = 1.0f;
71 const float cosine =
std::cos(rotation);
72 const float sine =
std::sin(rotation);
73 result.values[0][0] = scale.x * cosine;
74 result.values[0][1] = scale.x * sine;
75 result.values[0][2] = 0.0f;
76 result.values[1][0] = scale.y * -sine;
77 result.values[1][1] = scale.y * cosine;
78 result.values[1][2] = 0.0f;
79 result.values[2][0] = translation.x;
80 result.values[2][1] = translation.y;
81 result.values[2][2] = 1.0f;
93 result.values[0][0] = horizontal.x;
94 result.values[0][1] = horizontal.y;
95 result.values[0][2] = 0.0f;
96 result.values[1][0] = vertical.x;
97 result.values[1][1] = vertical.y;
98 result.values[1][2] = 0.0f;
99 result.values[2][0] = translation.x;
100 result.values[2][1] = translation.y;
101 result.values[2][2] = 1.0f;
118 operator const float *()
const
typedef float(TangentPoint)[2]
#define BLI_ASSERT_UNIT_V2(v)
void unit_m3(float m[3][3])
void mul_m3_m3_post(float R[3][3], const float B[3][3])
void zero_m3(float m[3][3])
bool equals_m3m3(const float mat1[3][3], const float mat2[3][3])
bool invert_m3_m3(float R[3][3], const float A[3][3])
void mul_v2_m3v2(float r[2], const float m[3][3], const float v[2])
void mul_v3_m3v3(float r[3], const float M[3][3], const float a[3])
void transpose_m3_m3(float R[3][3], const float M[3][3])
void mul_m3_m3m3(float R[3][3], const float A[3][3], const float B[3][3])
INLINE Rall1d< T, V, S > cos(const Rall1d< T, V, S > &arg)
INLINE Rall1d< T, V, S > sin(const Rall1d< T, V, S > &arg)
vec_base< float, 2 > float2
static const pxr::TfToken b("b", pxr::TfToken::Immortal)
const float * operator[](const int64_t index) const
float[3][3] c_style_float3x3
static float3x3 from_translation(const float2 translation)
const c_style_float3x3 & ptr() const
float3x3 transposed() const
static float3x3 from_rotation(float rotation)
friend float3x3 operator*(const float3x3 &a, const float3x3 &b)
static float3x3 identity()
float3x3(const float *matrix)
void operator*=(const float3x3 &other)
static float3x3 from_normalized_axes(const float2 translation, const float2 horizontal, const float2 vertical)
static float3x3 from_origin_transformation(const float3x3 &transformation, const float2 origin)
float3x3 inverted() const
friend float3 operator*(const float3x3 &a, const float3 &b)
static float3x3 from_translation_rotation_scale(const float2 translation, float rotation, const float2 scale)
friend float2 operator*(const float3x3 &transformation, const float(*vector)[2])
friend bool operator==(const float3x3 &a, const float3x3 &b)
friend float2 operator*(const float3x3 &transformation, const float2 &vector)
float3x3(const float matrix[3][3])
float * operator[](const int64_t index)