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/**
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* Copyright (c) 2006-2009 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>
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#include <cmath>
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// LOVE
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#include "Vector.h"
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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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Matrix::Matrix()
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{
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setIdentity();
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}
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Matrix::~Matrix()
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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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Matrix Matrix::operator * (const Matrix & m) const
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{
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Matrix 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 Matrix::operator *= (const Matrix & m) const
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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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}
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const float * Matrix::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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{
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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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{
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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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{
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setIdentity();
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float c = cos(rad), s = sin(rad);
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e[0] = c; e[4] = -s;
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e[1] = s; e[5] = c;
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}
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void Matrix::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::setTransformation(float x, float y, float angle, float sx, float sy, float ox, float oy)
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{
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// TODO: This works fine, but should consider speeding this up a little.
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setIdentity();
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translate(x, y);
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rotate(angle);
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scale(sx, sy);
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translate(-ox, -oy);
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}
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void Matrix::translate(float x, float y)
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{
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Matrix 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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{
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Matrix 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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{
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Matrix t;
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t.setScale(sx, sy);
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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)
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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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} // love
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