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rude
2009-07-26 15:46:49 +02:00
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/**
* Copyright (c) 2006-2009 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "Matrix.h"
// STD
#include <cstring>
#include <cmath>
// LOVE
#include "Vector.h"
namespace love
{
// | e0 e4 e8 e12 |
// | e1 e5 e9 e13 |
// | e2 e6 e10 e14 |
// | e3 e7 e11 e15 |
Matrix::Matrix()
{
setIdentity();
}
Matrix::~Matrix()
{
}
// | e0 e4 e8 e12 |
// | e1 e5 e9 e13 |
// | e2 e6 e10 e14 |
// | e3 e7 e11 e15 |
// | e0 e4 e8 e12 |
// | e1 e5 e9 e13 |
// | e2 e6 e10 e14 |
// | e3 e7 e11 e15 |
Matrix Matrix::operator * (const Matrix & m) const
{
Matrix t;
t.e[0] = (e[0]*m.e[0]) + (e[4]*m.e[1]) + (e[8]*m.e[2]) + (e[12]*m.e[3]);
t.e[4] = (e[0]*m.e[4]) + (e[4]*m.e[5]) + (e[8]*m.e[6]) + (e[12]*m.e[7]);
t.e[8] = (e[0]*m.e[8]) + (e[4]*m.e[9]) + (e[8]*m.e[10]) + (e[12]*m.e[11]);
t.e[12] = (e[0]*m.e[12]) + (e[4]*m.e[13]) + (e[8]*m.e[14]) + (e[12]*m.e[15]);
t.e[1] = (e[1]*m.e[0]) + (e[5]*m.e[1]) + (e[9]*m.e[2]) + (e[13]*m.e[3]);
t.e[5] = (e[1]*m.e[4]) + (e[5]*m.e[5]) + (e[9]*m.e[6]) + (e[13]*m.e[7]);
t.e[9] = (e[1]*m.e[8]) + (e[5]*m.e[9]) + (e[9]*m.e[10]) + (e[13]*m.e[11]);
t.e[13] = (e[1]*m.e[12]) + (e[5]*m.e[13]) + (e[9]*m.e[14]) + (e[13]*m.e[15]);
t.e[2] = (e[2]*m.e[0]) + (e[6]*m.e[1]) + (e[10]*m.e[2]) + (e[14]*m.e[3]);
t.e[6] = (e[2]*m.e[4]) + (e[6]*m.e[5]) + (e[10]*m.e[6]) + (e[14]*m.e[7]);
t.e[10] = (e[2]*m.e[8]) + (e[6]*m.e[9]) + (e[10]*m.e[10]) + (e[14]*m.e[11]);
t.e[14] = (e[2]*m.e[12]) + (e[6]*m.e[13]) + (e[10]*m.e[14]) + (e[14]*m.e[15]);
t.e[3] = (e[3]*m.e[0]) + (e[7]*m.e[1]) + (e[11]*m.e[2]) + (e[15]*m.e[3]);
t.e[7] = (e[3]*m.e[4]) + (e[7]*m.e[5]) + (e[11]*m.e[6]) + (e[15]*m.e[7]);
t.e[11] = (e[3]*m.e[8]) + (e[7]*m.e[9]) + (e[11]*m.e[10]) + (e[15]*m.e[11]);
t.e[15] = (e[3]*m.e[12]) + (e[7]*m.e[13]) + (e[11]*m.e[14]) + (e[15]*m.e[15]);
return t;
}
void Matrix::operator *= (const Matrix & m) const
{
Matrix t = (*this) * m;
memcpy((void*)this->e, (void*)t.e, sizeof(float)*16);
}
const float * Matrix::getElements() const
{
return e;
}
void Matrix::setIdentity()
{
memset(e, 0, sizeof(float)*16);
e[0] = e[5] = e[10] = e[15] = 1;
}
void Matrix::setTranslation(float x, float y)
{
setIdentity();
e[12] = x;
e[13] = y;
}
void Matrix::setRotation(float rad)
{
setIdentity();
float c = cos(rad), s = sin(rad);
e[0] = c; e[4] = -s;
e[1] = s; e[5] = c;
}
void Matrix::setScale(float sx, float sy)
{
setIdentity();
e[0] = sx;
e[5] = sy;
}
void Matrix::setTransformation(float x, float y, float angle, float sx, float sy, float ox, float oy)
{
// TODO: This works fine, but should consider speeding this up a little.
setIdentity();
translate(x, y);
rotate(angle);
scale(sx, sy);
translate(-ox, -oy);
}
void Matrix::translate(float x, float y)
{
Matrix t;
t.setTranslation(x, y);
this->operator *=(t);
}
void Matrix::rotate(float rad)
{
Matrix t;
t.setRotation(rad);
this->operator *=(t);
}
void Matrix::scale(float sx, float sy)
{
Matrix t;
t.setScale(sx, sy);
this->operator *=(t);
}
// | x |
// | y |
// | 0 |
// | 1 |
// | e0 e4 e8 e12 |
// | e1 e5 e9 e13 |
// | e2 e6 e10 e14 |
// | e3 e7 e11 e15 |
void Matrix::transform(vertex * dst, const vertex * src, int size)
{
for(int i = 0;i<size;i++)
{
// Store in temp variables in case src = dst
float x = (e[0]*src[i].x) + (e[4]*src[i].y) + (0) + (e[12]);
float y = (e[1]*src[i].x) + (e[5]*src[i].y) + (0) + (e[13]);
dst[i].x = x;
dst[i].y = y;
}
}
} // love