Fix the simulator build.

Change-Id: Ie404f7c2c308f0657f273af19a56e8c039b61898
diff --git a/libs/hwui/Matrix.cpp b/libs/hwui/Matrix.cpp
new file mode 100644
index 0000000..b1eb701
--- /dev/null
+++ b/libs/hwui/Matrix.cpp
@@ -0,0 +1,148 @@
+/*
+ * Copyright (C) 2010 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#define LOG_TAG "UIMatrix"
+
+#include <math.h>
+#include <stdlib.h>
+
+#include <utils/Log.h>
+
+#include "Matrix.h"
+
+namespace android {
+
+void Matrix4::loadIdentity() {
+	mMat[0]  = 1;
+	mMat[1]  = 0;
+	mMat[2]  = 0;
+	mMat[3]  = 0;
+
+	mMat[4]  = 0;
+	mMat[5]  = 1;
+	mMat[6]  = 0;
+	mMat[7]  = 0;
+
+	mMat[8]  = 0;
+	mMat[9]  = 0;
+	mMat[10] = 1;
+	mMat[11] = 0;
+
+	mMat[12] = 0;
+	mMat[13] = 0;
+	mMat[14] = 0;
+	mMat[15] = 1;
+}
+
+void Matrix4::load(const float* v) {
+	memcpy(mMat, v, sizeof(mMat));
+}
+
+void Matrix4::load(const Matrix4& v) {
+	memcpy(mMat, v.mMat, sizeof(mMat));
+}
+
+void Matrix4::copyTo(float* v) const {
+	memcpy(v, mMat, sizeof(mMat));
+}
+
+void Matrix4::loadTranslate(float x, float y, float z) {
+	loadIdentity();
+	mMat[12] = x;
+	mMat[13] = y;
+	mMat[14] = z;
+}
+
+void Matrix4::loadScale(float sx, float sy, float sz) {
+	loadIdentity();
+	mMat[0]  = sx;
+	mMat[5]  = sy;
+	mMat[10] = sz;
+}
+
+void Matrix4::loadRotate(float angle, float x, float y, float z) {
+	mMat[3]  = 0;
+	mMat[7]  = 0;
+	mMat[11] = 0;
+	mMat[12] = 0;
+	mMat[13] = 0;
+	mMat[14] = 0;
+	mMat[15] = 1;
+
+	angle *= float(M_PI / 180.0f);
+	float c = cosf(angle);
+	float s = sinf(angle);
+
+	const float length = sqrtf(x * x + y * y + z * z);
+	const float nc = 1.0f - c;
+	const float xy = x * y;
+	const float yz = y * z;
+	const float zx = z * x;
+	const float xs = x * s;
+	const float ys = y * s;
+	const float zs = z * s;
+
+	mMat[0]  = x * x * nc +  c;
+	mMat[4]  =    xy * nc - zs;
+	mMat[8]  =    zx * nc + ys;
+	mMat[1]  =    xy * nc + zs;
+	mMat[5]  = y * y * nc +  c;
+	mMat[9]  =    yz * nc - xs;
+	mMat[2]  =    zx * nc - ys;
+	mMat[6]  =    yz * nc + xs;
+	mMat[10] = z * z * nc +  c;
+}
+
+void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) {
+    for (int i = 0 ; i < 4 ; i++) {
+        float x = 0;
+        float y = 0;
+        float z = 0;
+        float w = 0;
+
+        for (int j = 0 ; j < 4 ; j++) {
+            const float e = v.get(i,j);
+            x += u.get(j, 0) * e;
+            y += u.get(j, 1) * e;
+            z += u.get(j, 2) * e;
+            w += u.get(j, 3) * e;
+        }
+
+        set(i, 0, x);
+        set(i, 1, y);
+        set(i, 2, z);
+        set(i, 3, w);
+    }
+}
+
+void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
+    loadIdentity();
+    mMat[0]  = 2 / (right - left);
+    mMat[5]  = 2 / (top - bottom);
+    mMat[10] = -2 / (far - near);
+    mMat[12] = -(right + left) / (right - left);
+    mMat[13] = -(top + bottom) / (top - bottom);
+    mMat[14] = -(far + near) / (far - near);
+}
+
+void Matrix4::dump() const {
+	LOGD("%f %f %f %f", mMat[0], mMat[4], mMat[ 8], mMat[12]);
+	LOGD("%f %f %f %f", mMat[1], mMat[5], mMat[ 9], mMat[13]);
+	LOGD("%f %f %f %f", mMat[2], mMat[6], mMat[10], mMat[14]);
+	LOGD("%f %f %f %f", mMat[3], mMat[7], mMat[11], mMat[15]);
+}
+
+};