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70b32c47ce
--HG-- branch : minor
521 lines
14 KiB
C++
521 lines
14 KiB
C++
/**
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* Copyright (c) 2006-2017 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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#include "common/config.h"
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// STD
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#include <cstring> // memcpy
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#include <cmath>
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#if defined(LOVE_SIMD_SSE)
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#include <xmmintrin.h>
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#endif
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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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// | 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 Matrix4::multiply(const Matrix4 &a, const Matrix4 &b, float t[16])
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{
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// NOTE: in my testing with ARM NEON instructions (on an iPhone 6 with arm64)
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// it performed slightly worse than the regular add/multiply code. Further
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// investigation would be useful.
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#if defined(LOVE_SIMD_SSE)
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// We can't guarantee 16-bit alignment (e.g. for heap-allocated Matrix4
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// objects) so we use unaligned loads and stores.
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__m128 col1 = _mm_loadu_ps(&a.e[0]);
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__m128 col2 = _mm_loadu_ps(&a.e[4]);
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__m128 col3 = _mm_loadu_ps(&a.e[8]);
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__m128 col4 = _mm_loadu_ps(&a.e[12]);
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for (int i = 0; i < 4; i++)
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{
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__m128 brod1 = _mm_set1_ps(b.e[4*i + 0]);
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__m128 brod2 = _mm_set1_ps(b.e[4*i + 1]);
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__m128 brod3 = _mm_set1_ps(b.e[4*i + 2]);
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__m128 brod4 = _mm_set1_ps(b.e[4*i + 3]);
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__m128 col = _mm_add_ps(
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_mm_add_ps(_mm_mul_ps(brod1, col1), _mm_mul_ps(brod2, col2)),
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_mm_add_ps(_mm_mul_ps(brod3, col3), _mm_mul_ps(brod4, col4))
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);
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_mm_storeu_ps(&t[4*i], col);
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}
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#else
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t[0] = (a.e[0]*b.e[0]) + (a.e[4]*b.e[1]) + (a.e[8]*b.e[2]) + (a.e[12]*b.e[3]);
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t[4] = (a.e[0]*b.e[4]) + (a.e[4]*b.e[5]) + (a.e[8]*b.e[6]) + (a.e[12]*b.e[7]);
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t[8] = (a.e[0]*b.e[8]) + (a.e[4]*b.e[9]) + (a.e[8]*b.e[10]) + (a.e[12]*b.e[11]);
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t[12] = (a.e[0]*b.e[12]) + (a.e[4]*b.e[13]) + (a.e[8]*b.e[14]) + (a.e[12]*b.e[15]);
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t[1] = (a.e[1]*b.e[0]) + (a.e[5]*b.e[1]) + (a.e[9]*b.e[2]) + (a.e[13]*b.e[3]);
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t[5] = (a.e[1]*b.e[4]) + (a.e[5]*b.e[5]) + (a.e[9]*b.e[6]) + (a.e[13]*b.e[7]);
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t[9] = (a.e[1]*b.e[8]) + (a.e[5]*b.e[9]) + (a.e[9]*b.e[10]) + (a.e[13]*b.e[11]);
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t[13] = (a.e[1]*b.e[12]) + (a.e[5]*b.e[13]) + (a.e[9]*b.e[14]) + (a.e[13]*b.e[15]);
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t[2] = (a.e[2]*b.e[0]) + (a.e[6]*b.e[1]) + (a.e[10]*b.e[2]) + (a.e[14]*b.e[3]);
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t[6] = (a.e[2]*b.e[4]) + (a.e[6]*b.e[5]) + (a.e[10]*b.e[6]) + (a.e[14]*b.e[7]);
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t[10] = (a.e[2]*b.e[8]) + (a.e[6]*b.e[9]) + (a.e[10]*b.e[10]) + (a.e[14]*b.e[11]);
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t[14] = (a.e[2]*b.e[12]) + (a.e[6]*b.e[13]) + (a.e[10]*b.e[14]) + (a.e[14]*b.e[15]);
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t[3] = (a.e[3]*b.e[0]) + (a.e[7]*b.e[1]) + (a.e[11]*b.e[2]) + (a.e[15]*b.e[3]);
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t[7] = (a.e[3]*b.e[4]) + (a.e[7]*b.e[5]) + (a.e[11]*b.e[6]) + (a.e[15]*b.e[7]);
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t[11] = (a.e[3]*b.e[8]) + (a.e[7]*b.e[9]) + (a.e[11]*b.e[10]) + (a.e[15]*b.e[11]);
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t[15] = (a.e[3]*b.e[12]) + (a.e[7]*b.e[13]) + (a.e[11]*b.e[14]) + (a.e[15]*b.e[15]);
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#endif
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}
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void Matrix4::multiply(const Matrix4 &a, const Matrix4 &b, Matrix4 &t)
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{
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multiply(a, b, t.e);
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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(const float elements[16])
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{
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memcpy(e, elements, sizeof(float) * 16);
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}
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Matrix4::Matrix4(float t00, float t10, float t01, float t11, float x, float y)
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{
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setRawTransformation(t00, t10, t01, t11, x, y);
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}
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Matrix4::Matrix4(const Matrix4 &a, const Matrix4 &b)
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{
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multiply(a, b, e);
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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::operator * (const Matrix4 &m) const
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{
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return Matrix4(*this, m);
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}
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void Matrix4::operator *= (const Matrix4 &m)
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{
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float t[16];
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multiply(*this, m, t);
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memcpy(this->e, t, 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[15] = e[10] = e[5] = e[0] = 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::getApproximateScale(float &sx, float &sy) const
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{
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sx = sqrtf(e[0] * e[0] + e[4] * e[4]);
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sy = sqrtf(e[1] * e[1] + e[5] * e[5]);
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}
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void Matrix4::setRawTransformation(float t00, float t10, float t01, float t11, float x, float y)
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{
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memset(e, 0, sizeof(float)*16); // zero out matrix
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e[10] = e[15] = 1.0f;
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e[0] = t00;
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e[1] = t10;
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e[4] = t01;
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e[5] = t11;
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e[12] = x;
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e[13] = y;
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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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bool Matrix4::isAffine2DTransform() const
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{
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return fabsf(e[2] + e[3] + e[6] + e[7] + e[8] + e[9] + e[11] + e[14]) < 0.00001f
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&& fabsf(e[10] + e[15] - 2.0f) < 0.00001f;
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}
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Matrix4 Matrix4::inverse() const
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{
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Matrix4 inv;
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inv.e[0] = e[5] * e[10] * e[15] -
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e[5] * e[11] * e[14] -
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e[9] * e[6] * e[15] +
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e[9] * e[7] * e[14] +
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e[13] * e[6] * e[11] -
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e[13] * e[7] * e[10];
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inv.e[4] = -e[4] * e[10] * e[15] +
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e[4] * e[11] * e[14] +
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e[8] * e[6] * e[15] -
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e[8] * e[7] * e[14] -
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e[12] * e[6] * e[11] +
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e[12] * e[7] * e[10];
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inv.e[8] = e[4] * e[9] * e[15] -
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e[4] * e[11] * e[13] -
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e[8] * e[5] * e[15] +
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e[8] * e[7] * e[13] +
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e[12] * e[5] * e[11] -
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e[12] * e[7] * e[9];
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inv.e[12] = -e[4] * e[9] * e[14] +
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e[4] * e[10] * e[13] +
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e[8] * e[5] * e[14] -
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e[8] * e[6] * e[13] -
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e[12] * e[5] * e[10] +
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e[12] * e[6] * e[9];
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inv.e[1] = -e[1] * e[10] * e[15] +
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e[1] * e[11] * e[14] +
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e[9] * e[2] * e[15] -
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e[9] * e[3] * e[14] -
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e[13] * e[2] * e[11] +
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e[13] * e[3] * e[10];
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inv.e[5] = e[0] * e[10] * e[15] -
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e[0] * e[11] * e[14] -
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e[8] * e[2] * e[15] +
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e[8] * e[3] * e[14] +
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e[12] * e[2] * e[11] -
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e[12] * e[3] * e[10];
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inv.e[9] = -e[0] * e[9] * e[15] +
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e[0] * e[11] * e[13] +
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e[8] * e[1] * e[15] -
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e[8] * e[3] * e[13] -
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e[12] * e[1] * e[11] +
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e[12] * e[3] * e[9];
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inv.e[13] = e[0] * e[9] * e[14] -
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e[0] * e[10] * e[13] -
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e[8] * e[1] * e[14] +
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e[8] * e[2] * e[13] +
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e[12] * e[1] * e[10] -
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e[12] * e[2] * e[9];
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inv.e[2] = e[1] * e[6] * e[15] -
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e[1] * e[7] * e[14] -
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e[5] * e[2] * e[15] +
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e[5] * e[3] * e[14] +
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e[13] * e[2] * e[7] -
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e[13] * e[3] * e[6];
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inv.e[6] = -e[0] * e[6] * e[15] +
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e[0] * e[7] * e[14] +
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e[4] * e[2] * e[15] -
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e[4] * e[3] * e[14] -
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e[12] * e[2] * e[7] +
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e[12] * e[3] * e[6];
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inv.e[10] = e[0] * e[5] * e[15] -
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e[0] * e[7] * e[13] -
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e[4] * e[1] * e[15] +
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e[4] * e[3] * e[13] +
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e[12] * e[1] * e[7] -
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e[12] * e[3] * e[5];
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inv.e[14] = -e[0] * e[5] * e[14] +
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e[0] * e[6] * e[13] +
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e[4] * e[1] * e[14] -
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e[4] * e[2] * e[13] -
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e[12] * e[1] * e[6] +
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e[12] * e[2] * e[5];
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inv.e[3] = -e[1] * e[6] * e[11] +
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e[1] * e[7] * e[10] +
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e[5] * e[2] * e[11] -
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e[5] * e[3] * e[10] -
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e[9] * e[2] * e[7] +
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e[9] * e[3] * e[6];
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inv.e[7] = e[0] * e[6] * e[11] -
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e[0] * e[7] * e[10] -
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e[4] * e[2] * e[11] +
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e[4] * e[3] * e[10] +
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e[8] * e[2] * e[7] -
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e[8] * e[3] * e[6];
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inv.e[11] = -e[0] * e[5] * e[11] +
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e[0] * e[7] * e[9] +
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e[4] * e[1] * e[11] -
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e[4] * e[3] * e[9] -
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e[8] * e[1] * e[7] +
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e[8] * e[3] * e[5];
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inv.e[15] = e[0] * e[5] * e[10] -
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e[0] * e[6] * e[9] -
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e[4] * e[1] * e[10] +
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e[4] * e[2] * e[9] +
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e[8] * e[1] * e[6] -
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e[8] * e[2] * e[5];
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float det = e[0] * inv.e[0] + e[1] * inv.e[4] + e[2] * inv.e[8] + e[3] * inv.e[12];
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float invdet = 1.0f / det;
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for (int i = 0; i < 16; i++)
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inv.e[i] *= invdet;
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return inv;
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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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|
Matrix3 t = (*this) * m;
|
|
memcpy(e, t.e, sizeof(float) * 9);
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|
}
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|
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const float *Matrix3::getElements() const
|
|
{
|
|
return e;
|
|
}
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|
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|
Matrix3 Matrix3::transposedInverse() const
|
|
{
|
|
// e0 e3 e6
|
|
// 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])
|
|
- e[1] * (e[3]*e[8] - e[5]*e[6])
|
|
+ e[2] * (e[3]*e[7] - e[4]*e[6]);
|
|
|
|
float invdet = 1.0f / det;
|
|
|
|
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]);
|
|
m.e[6] = invdet * (e[1]*e[5] - e[2]*e[4]);
|
|
m.e[1] = -invdet * (e[3]*e[8] - e[5]*e[6]);
|
|
m.e[4] = invdet * (e[0]*e[8] - e[2]*e[6]);
|
|
m.e[7] = -invdet * (e[0]*e[5] - e[3]*e[2]);
|
|
m.e[2] = invdet * (e[3]*e[7] - e[6]*e[4]);
|
|
m.e[5] = -invdet * (e[0]*e[7] - e[6]*e[1]);
|
|
m.e[8] = invdet * (e[0]*e[4] - e[3]*e[1]);
|
|
|
|
return m;
|
|
}
|
|
|
|
void Matrix3::setTransformation(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
|
|
{
|
|
float c = cosf(angle), s = sinf(angle);
|
|
// matrix multiplication carried out on paper:
|
|
// |1 x| |c -s | |sx | | 1 ky | |1 -ox|
|
|
// | 1 y| |s c | | sy | |kx 1 | | 1 -oy|
|
|
// | 1| | 1| | 1| | 1| | 1 |
|
|
// move rotate scale skew origin
|
|
e[0] = c * sx - ky * s * sy; // = a
|
|
e[1] = s * sx + ky * c * sy; // = b
|
|
e[3] = kx * c * sx - s * sy; // = c
|
|
e[4] = kx * s * sx + c * sy; // = d
|
|
e[6] = x - ox * e[0] - oy * e[3];
|
|
e[7] = y - ox * e[1] - oy * e[4];
|
|
|
|
e[2] = e[5] = 0.0f;
|
|
e[8] = 1.0f;
|
|
}
|
|
|
|
} // love
|