mirror of
https://github.com/love2d/love-android.git
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316 lines
7.7 KiB
C++
316 lines
7.7 KiB
C++
/**
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* Copyright (c) 2006-2015 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "Matrix.h"
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// STD
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#include <cstring> // memcpy
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#include <cmath>
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namespace love
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{
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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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Matrix4::Matrix4()
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{
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setIdentity();
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}
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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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Matrix4::~Matrix4()
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{
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}
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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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// | 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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Matrix4 Matrix4::operator * (const Matrix4 &m) const
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{
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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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t.e[8] = (e[0]*m.e[8]) + (e[4]*m.e[9]) + (e[8]*m.e[10]) + (e[12]*m.e[11]);
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t.e[12] = (e[0]*m.e[12]) + (e[4]*m.e[13]) + (e[8]*m.e[14]) + (e[12]*m.e[15]);
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t.e[1] = (e[1]*m.e[0]) + (e[5]*m.e[1]) + (e[9]*m.e[2]) + (e[13]*m.e[3]);
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t.e[5] = (e[1]*m.e[4]) + (e[5]*m.e[5]) + (e[9]*m.e[6]) + (e[13]*m.e[7]);
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t.e[9] = (e[1]*m.e[8]) + (e[5]*m.e[9]) + (e[9]*m.e[10]) + (e[13]*m.e[11]);
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t.e[13] = (e[1]*m.e[12]) + (e[5]*m.e[13]) + (e[9]*m.e[14]) + (e[13]*m.e[15]);
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t.e[2] = (e[2]*m.e[0]) + (e[6]*m.e[1]) + (e[10]*m.e[2]) + (e[14]*m.e[3]);
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t.e[6] = (e[2]*m.e[4]) + (e[6]*m.e[5]) + (e[10]*m.e[6]) + (e[14]*m.e[7]);
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t.e[10] = (e[2]*m.e[8]) + (e[6]*m.e[9]) + (e[10]*m.e[10]) + (e[14]*m.e[11]);
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t.e[14] = (e[2]*m.e[12]) + (e[6]*m.e[13]) + (e[10]*m.e[14]) + (e[14]*m.e[15]);
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t.e[3] = (e[3]*m.e[0]) + (e[7]*m.e[1]) + (e[11]*m.e[2]) + (e[15]*m.e[3]);
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t.e[7] = (e[3]*m.e[4]) + (e[7]*m.e[5]) + (e[11]*m.e[6]) + (e[15]*m.e[7]);
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t.e[11] = (e[3]*m.e[8]) + (e[7]*m.e[9]) + (e[11]*m.e[10]) + (e[15]*m.e[11]);
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t.e[15] = (e[3]*m.e[12]) + (e[7]*m.e[13]) + (e[11]*m.e[14]) + (e[15]*m.e[15]);
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return t;
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}
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void Matrix4::operator *= (const Matrix4 &m)
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{
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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 *Matrix4::getElements() const
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{
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return e;
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}
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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 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 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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e[0] = c;
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e[4] = -s;
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e[1] = s;
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e[5] = c;
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}
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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 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 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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// matrix multiplication carried out on paper:
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// |1 x| |c -s | |sx | | 1 ky | |1 -ox|
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// | 1 y| |s c | | sy | |kx 1 | | 1 -oy|
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// | 1 | | 1 | | 1 | | 1 | | 1 |
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// | 1| | 1| | 1| | 1| | 1 |
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// move rotate scale skew origin
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e[10] = e[15] = 1.0f;
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e[0] = c * sx - ky * s * sy; // = a
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e[1] = s * sx + ky * c * sy; // = b
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e[4] = kx * c * sx - s * sy; // = c
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e[5] = kx * s * sx + c * sy; // = d
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e[12] = x - ox * e[0] - oy * e[4];
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e[13] = y - ox * e[1] - oy * e[5];
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}
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void Matrix4::translate(float x, float y)
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{
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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 Matrix4::rotate(float rad)
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{
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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 Matrix4::scale(float sx, float sy)
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{
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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 Matrix4::shear(float kx, float ky)
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{
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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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Matrix4 Matrix4::ortho(float left, float right, float bottom, float top)
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{
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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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m.e[10] = -1.0;
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m.e[12] = -(right + left) / (right - left);
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m.e[13] = -(top + bottom) / (top - bottom);
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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(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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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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void Matrix3::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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float c = cosf(angle), s = sinf(angle);
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// matrix multiplication carried out on paper:
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// |1 x| |c -s | |sx | | 1 ky | |1 -ox|
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// | 1 y| |s c | | sy | |kx 1 | | 1 -oy|
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// | 1| | 1| | 1| | 1| | 1 |
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// move rotate scale skew origin
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e[0] = c * sx - ky * s * sy; // = a
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e[1] = s * sx + ky * c * sy; // = b
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e[3] = kx * c * sx - s * sy; // = c
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e[4] = kx * s * sx + c * sy; // = d
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e[6] = x - ox * e[0] - oy * e[3];
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e[7] = y - ox * e[1] - oy * e[4];
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e[2] = e[5] = 0.0f;
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e[8] = 1.0f;
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}
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} // love
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