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https://github.com/love2d/love-android.git
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Using latest android branch of LÖVE (6d14516b05c9) that now syncs with default (woooo!)
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+121
-47
@@ -32,17 +32,17 @@ namespace love
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// | e2 e6 e10 e14 |
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// | e3 e7 e11 e15 |
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Matrix::Matrix()
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Matrix4::Matrix4()
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{
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setIdentity();
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}
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Matrix::Matrix(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
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Matrix4::Matrix4(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
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{
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setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
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}
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Matrix::~Matrix()
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Matrix4::~Matrix4()
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{
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}
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@@ -55,9 +55,9 @@ Matrix::~Matrix()
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// | e2 e6 e10 e14 |
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// | e3 e7 e11 e15 |
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Matrix Matrix::operator * (const Matrix &m) const
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Matrix4 Matrix4::operator * (const Matrix4 &m) const
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{
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Matrix t;
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Matrix4 t;
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t.e[0] = (e[0]*m.e[0]) + (e[4]*m.e[1]) + (e[8]*m.e[2]) + (e[12]*m.e[3]);
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t.e[4] = (e[0]*m.e[4]) + (e[4]*m.e[5]) + (e[8]*m.e[6]) + (e[12]*m.e[7]);
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@@ -82,31 +82,31 @@ Matrix Matrix::operator * (const Matrix &m) const
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return t;
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}
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void Matrix::operator *= (const Matrix &m)
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void Matrix4::operator *= (const Matrix4 &m)
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{
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Matrix t = (*this) * m;
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memcpy((void *)this->e, (void *)t.e, sizeof(float)*16);
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Matrix4 t = (*this) * m;
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memcpy(this->e, t.e, sizeof(float)*16);
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}
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const float *Matrix::getElements() const
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const float *Matrix4::getElements() const
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{
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return e;
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}
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void Matrix::setIdentity()
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void Matrix4::setIdentity()
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{
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memset(e, 0, sizeof(float)*16);
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e[0] = e[5] = e[10] = e[15] = 1;
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}
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void Matrix::setTranslation(float x, float y)
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void Matrix4::setTranslation(float x, float y)
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{
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setIdentity();
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e[12] = x;
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e[13] = y;
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}
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void Matrix::setRotation(float rad)
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void Matrix4::setRotation(float rad)
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{
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setIdentity();
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float c = cosf(rad), s = sinf(rad);
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@@ -116,21 +116,21 @@ void Matrix::setRotation(float rad)
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e[5] = c;
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}
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void Matrix::setScale(float sx, float sy)
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void Matrix4::setScale(float sx, float sy)
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{
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setIdentity();
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e[0] = sx;
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e[5] = sy;
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}
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void Matrix::setShear(float kx, float ky)
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void Matrix4::setShear(float kx, float ky)
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{
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setIdentity();
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e[1] = ky;
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e[4] = kx;
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}
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void Matrix::setTransformation(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
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void Matrix4::setTransformation(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
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{
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memset(e, 0, sizeof(float)*16); // zero out matrix
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float c = cosf(angle), s = sinf(angle);
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@@ -149,59 +149,37 @@ void Matrix::setTransformation(float x, float y, float angle, float sx, float sy
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e[13] = y - ox * e[1] - oy * e[5];
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}
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void Matrix::translate(float x, float y)
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void Matrix4::translate(float x, float y)
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{
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Matrix t;
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Matrix4 t;
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t.setTranslation(x, y);
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this->operator *=(t);
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}
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void Matrix::rotate(float rad)
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void Matrix4::rotate(float rad)
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{
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Matrix t;
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Matrix4 t;
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t.setRotation(rad);
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this->operator *=(t);
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}
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void Matrix::scale(float sx, float sy)
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void Matrix4::scale(float sx, float sy)
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{
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Matrix t;
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Matrix4 t;
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t.setScale(sx, sy);
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this->operator *=(t);
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}
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void Matrix::shear(float kx, float ky)
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void Matrix4::shear(float kx, float ky)
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{
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Matrix t;
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Matrix4 t;
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t.setShear(kx,ky);
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this->operator *=(t);
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}
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// | x |
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// | y |
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// | 0 |
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// | 1 |
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// | e0 e4 e8 e12 |
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// | e1 e5 e9 e13 |
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// | e2 e6 e10 e14 |
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// | e3 e7 e11 e15 |
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void Matrix::transform(Vertex *dst, const Vertex *src, int size) const
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Matrix4 Matrix4::ortho(float left, float right, float bottom, float top)
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{
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for (int i = 0; i<size; i++)
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{
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// Store in temp variables in case src = dst
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float x = (e[0]*src[i].x) + (e[4]*src[i].y) + (0) + (e[12]);
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float y = (e[1]*src[i].x) + (e[5]*src[i].y) + (0) + (e[13]);
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dst[i].x = x;
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dst[i].y = y;
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}
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}
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Matrix Matrix::ortho(float left, float right, float bottom, float top)
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{
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Matrix m;
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Matrix4 m;
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m.e[0] = 2.0f / (right - left);
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m.e[5] = 2.0f / (top - bottom);
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@@ -213,5 +191,101 @@ Matrix Matrix::ortho(float left, float right, float bottom, float top)
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return m;
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}
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/**
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* | e0 e3 e6 |
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* | e1 e4 e7 |
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* | e2 e5 e8 |
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**/
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Matrix3::Matrix3()
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{
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setIdentity();
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}
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Matrix3::Matrix3(const Matrix4 &mat4)
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{
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const float *mat4elems = mat4.getElements();
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// Column 0.
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e[0] = mat4elems[0];
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e[1] = mat4elems[1];
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e[2] = mat4elems[2];
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// Column 1.
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e[3] = mat4elems[4];
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e[4] = mat4elems[5];
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e[5] = mat4elems[6];
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// Column 2.
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e[6] = mat4elems[8];
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e[7] = mat4elems[9];
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e[8] = mat4elems[10];
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}
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Matrix3::~Matrix3()
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{
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}
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void Matrix3::setIdentity()
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{
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memset(e, 0, sizeof(float) * 9);
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e[8] = e[4] = e[0] = 1.0f;
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}
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Matrix3 Matrix3::operator * (const love::Matrix3 &m) const
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{
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Matrix3 t;
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t.e[0] = (e[0]*m.e[0]) + (e[3]*m.e[1]) + (e[6]*m.e[2]);
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t.e[3] = (e[0]*m.e[3]) + (e[3]*m.e[4]) + (e[6]*m.e[5]);
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t.e[6] = (e[0]*m.e[6]) + (e[3]*m.e[7]) + (e[6]*m.e[8]);
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t.e[1] = (e[1]*m.e[0]) + (e[4]*m.e[1]) + (e[7]*m.e[2]);
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t.e[4] = (e[1]*m.e[3]) + (e[4]*m.e[4]) + (e[7]*m.e[5]);
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t.e[7] = (e[1]*m.e[6]) + (e[4]*m.e[7]) + (e[7]*m.e[8]);
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t.e[2] = (e[2]*m.e[0]) + (e[5]*m.e[1]) + (e[8]*m.e[2]);
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t.e[5] = (e[2]*m.e[3]) + (e[5]*m.e[4]) + (e[8]*m.e[5]);
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t.e[8] = (e[2]*m.e[6]) + (e[5]*m.e[7]) + (e[8]*m.e[8]);
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return t;
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}
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void Matrix3::operator *= (const Matrix3 &m)
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{
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Matrix3 t = (*this) * m;
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memcpy(e, t.e, sizeof(float) * 9);
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}
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const float *Matrix3::getElements() const
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{
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return e;
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}
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Matrix3 Matrix3::transposedInverse() const
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{
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// e0 e3 e6
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// e1 e4 e7
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// e2 e5 e8
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float det = e[0] * (e[4]*e[8] - e[7]*e[5])
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- e[1] * (e[3]*e[8] - e[5]*e[6])
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+ e[2] * (e[3]*e[7] - e[4]*e[6]);
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float invdet = 1.0f / det;
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Matrix3 m;
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m.e[0] = invdet * (e[4]*e[8] - e[7]*e[5]);
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m.e[3] = -invdet * (e[1]*e[8] - e[2]*e[7]);
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m.e[6] = invdet * (e[1]*e[5] - e[2]*e[4]);
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m.e[1] = -invdet * (e[3]*e[8] - e[5]*e[6]);
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m.e[4] = invdet * (e[0]*e[8] - e[2]*e[6]);
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m.e[7] = -invdet * (e[0]*e[5] - e[3]*e[2]);
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m.e[2] = invdet * (e[3]*e[7] - e[6]*e[4]);
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m.e[5] = -invdet * (e[0]*e[7] - e[6]*e[1]);
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m.e[8] = invdet * (e[0]*e[4] - e[3]*e[1]);
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return m;
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}
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} // love
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