/** * Returns the transpose of the matrix. The input matrix can be * a mat2, mat3, or mat4. * * @name czm_transpose * @glslFunction * * @param {} matrix The matrix to transpose. * * @returns {} The transposed matrix. * * @example * // GLSL declarations * mat2 czm_transpose(mat2 matrix); * mat3 czm_transpose(mat3 matrix); * mat4 czm_transpose(mat4 matrix); * * // Transpose a 3x3 rotation matrix to find its inverse. * mat3 eastNorthUpToEye = czm_eastNorthUpToEyeCoordinates( * positionMC, normalEC); * mat3 eyeToEastNorthUp = czm_transpose(eastNorthUpToEye); */ mat2 czm_transpose(mat2 matrix) { return mat2( matrix[0][0], matrix[1][0], matrix[0][1], matrix[1][1]); } mat3 czm_transpose(mat3 matrix) { return mat3( matrix[0][0], matrix[1][0], matrix[2][0], matrix[0][1], matrix[1][1], matrix[2][1], matrix[0][2], matrix[1][2], matrix[2][2]); } mat4 czm_transpose(mat4 matrix) { return mat4( matrix[0][0], matrix[1][0], matrix[2][0], matrix[3][0], matrix[0][1], matrix[1][1], matrix[2][1], matrix[3][1], matrix[0][2], matrix[1][2], matrix[2][2], matrix[3][2], matrix[0][3], matrix[1][3], matrix[2][3], matrix[3][3]); }