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392 lines
10 KiB
C++
392 lines
10 KiB
C++
/**
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* Copyright (c) 2006-2022 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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#ifndef LOVE_MATRIX_H
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#define LOVE_MATRIX_H
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// LOVE
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#include "math.h"
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namespace love
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{
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/**
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* This class is the basis for all transformations in LOVE. Although not really
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* needed for 2D, it contains 4x4 elements to be compatible with OpenGL without
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* conversions.
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**/
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class Matrix4
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{
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private:
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static void multiply(const Matrix4 &a, const Matrix4 &b, float t[16]);
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public:
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static void multiply(const Matrix4 &a, const Matrix4 &b, Matrix4 &result);
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/**
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* Creates a new identity matrix.
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**/
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Matrix4();
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/**
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* Creates a new matrix with the transform values set.
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**/
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Matrix4(float t00, float t10, float t01, float t11, float x, float y);
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/**
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* Creates a new matrix from the specified elements. Be sure to pass
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* exactly 16 elements in!
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**/
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Matrix4(const float elements[16]);
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/**
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* Creates a new matrix from the result of multiplying the two specified
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* matrices.
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**/
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Matrix4(const Matrix4 &a, const Matrix4 &b);
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/**
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* Creates a new matrix set to a transformation.
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**/
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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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* Multiplies this Matrix with another Matrix, changing neither.
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* @param m The Matrix to multiply with this Matrix.
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* @return The combined matrix.
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**/
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Matrix4 operator * (const Matrix4 &m) const;
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/**
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* Multiplies a Matrix into this Matrix.
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* @param m The Matrix to combine into this Matrix.
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**/
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void operator *= (const Matrix4 &m);
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/**
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* Gets a pointer to the 16 array elements.
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* @return The array elements.
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**/
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const float *getElements() const;
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/**
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* Resets this Matrix to the identity matrix.
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**/
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void setIdentity();
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/**
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* Resets this Matrix to a translation.
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* @param x Translation along x-axis.
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* @param y Translation along y-axis.
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**/
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void setTranslation(float x, float y);
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/**
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* Resets this Matrix to a rotation.
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* @param r The angle in radians.
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**/
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void setRotation(float r);
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/**
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* Resets this Matrix to a scale transformation.
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* @param sx Scale factor along the x-axis.
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* @param sy Scale factor along the y-axis.
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**/
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void setScale(float sx, float sy);
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/**
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* Resets this Matrix to a shear transformation.
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* @param kx Shear along x-axis.
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* @param ky Shear along y-axis.
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**/
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void setShear(float kx, float ky);
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/**
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* Calculates the scale factors for a 2D affine transform. The output values
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* are absolute (not signed).
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**/
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void getApproximateScale(float &sx, float &sy) const;
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/**
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* Sets a transformation's values directly. Useful if you want to modify them inplace,
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* or if you want to create a transformation that's not buildable with setTransformation()
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* i.e. the inverse of setTransformation() is not easily built with another call
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* to setTransformation() with tweaked values.
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*
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* @param t00 The sx*cos(angle) component of the transformation.
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* @param t10 The sx*sin(angle) component of the transformation.
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* @param t01 The sy*(-sin(angle)) component of the transformation.
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* @param t11 The sy*cos(angle) component of the transformation.
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* @param x The x translation component of the transformation.
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* @param y The y translation component of the transformation.
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**/
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void setRawTransformation(float t00, float t10, float t01, float t11, float x, float y);
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/**
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* Creates a transformation with a certain position, orientation, scale
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* and offset. Perfect for Drawables -- what a coincidence!
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*
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* @param x The translation along the x-axis.
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* @param y The translation along the y-axis.
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* @param angle The rotation (rad) around the center with offset (ox,oy).
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* @param sx Scale along x-axis.
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* @param sy Scale along y-axis.
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* @param ox The offset for rotation along the x-axis.
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* @param oy The offset for rotation along the y-axis.
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* @param kx Shear along x-axis
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* @param ky Shear along y-axis
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**/
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void 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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* Multiplies this Matrix with a translation.
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* @param x Translation along x-axis.
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* @param y Translation along y-axis.
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**/
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void translate(float x, float y);
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/**
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* Multiplies this Matrix with a rotation.
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* @param r Angle in radians.
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**/
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void rotate(float r);
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/**
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* Multiplies this Matrix with a scale transformation.
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* @param sx Scale factor along the x-axis.
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* @param sy Scale factor along the y-axis.
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**/
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void scale(float sx, float sy);
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/**
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* Multiplies this Matrix with a shear transformation.
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* @param kx Shear along the x-axis.
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* @param ky Shear along the y-axis.
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**/
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void shear(float kx, float ky);
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/**
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* Transforms an array of 2-component vertices by this Matrix. The source
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* and destination arrays may be the same.
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**/
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template <typename Vdst, typename Vsrc>
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void transformXY(Vdst *dst, const Vsrc *src, int size) const;
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/**
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* Transforms an array of 2-component vertices by this Matrix, and stores
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* them in an array of 3-component vertices.
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**/
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template <typename Vdst, typename Vsrc>
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void transformXY0(Vdst *dst, const Vsrc *src, int size) const;
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/**
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* Transforms an array of 3-component vertices by this Matrix. The source
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* and destination arrays may be the same.
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**/
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template <typename Vdst, typename Vsrc>
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void transformXYZ(Vdst *dst, const Vsrc *src, int size) const;
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/**
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* Gets whether this matrix is an affine 2D transform (if the only non-
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* identity elements are the upper-left 2x2 and 2 translation values in the
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* 4th column).
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**/
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bool isAffine2DTransform() const;
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/**
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* Computes and returns the inverse of the matrix.
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**/
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Matrix4 inverse() const;
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/**
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* Creates a new orthographic projection matrix.
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**/
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static Matrix4 ortho(float left, float right, float bottom, float top, float near, float far);
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private:
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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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**/
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float e[16];
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}; // Matrix4
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class Matrix3
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{
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public:
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Matrix3();
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/**
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* Constructs a 3x3 matrix from the upper left section of a 4x4 matrix.
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**/
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Matrix3(const Matrix4 &mat4);
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/**
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* Creates a new matrix set to a transformation.
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**/
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Matrix3(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky);
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~Matrix3();
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/**
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* Resets this matrix to the identity matrix.
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**/
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void setIdentity();
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Matrix3 operator * (const Matrix3 &m) const;
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void operator *= (const Matrix3 &m);
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/**
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* Gets a pointer to the 9 array elements.
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**/
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const float *getElements() const;
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/**
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* Calculates the inverse of the transpose of this matrix.
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**/
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Matrix3 transposedInverse() const;
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/**
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* Creates a transformation with a certain position, orientation, scale
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* and offset.
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*
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* @param x The translation along the x-axis.
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* @param y The translation along the y-axis.
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* @param angle The rotation (rad) around the center with offset (ox,oy).
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* @param sx Scale along x-axis.
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* @param sy Scale along y-axis.
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* @param ox The offset for rotation along the x-axis.
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* @param oy The offset for rotation along the y-axis.
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* @param kx Shear along x-axis
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* @param ky Shear along y-axis
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**/
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void 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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* Transforms an array of vertices by this matrix.
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**/
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template <typename Vdst, typename Vsrc>
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void transformXY(Vdst *dst, const Vsrc *src, int size) const;
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private:
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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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float e[9];
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}; // Matrix3
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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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template <typename Vdst, typename Vsrc>
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void Matrix4::transformXY(Vdst *dst, const Vsrc *src, int size) const
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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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template <typename Vdst, typename Vsrc>
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void Matrix4::transformXY0(Vdst *dst, const Vsrc *src, int size) const
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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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float z = (e[2]*src[i].x) + (e[6]*src[i].y) + (0) + (e[14]);
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dst[i].x = x;
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dst[i].y = y;
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dst[i].z = z;
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}
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}
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// | x |
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// | y |
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// | z |
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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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template <typename Vdst, typename Vsrc>
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void Matrix4::transformXYZ(Vdst *dst, const Vsrc *src, int size) const
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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) + (e[ 8]*src[i].z) + (e[12]);
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float y = (e[1]*src[i].x) + (e[5]*src[i].y) + (e[ 9]*src[i].z) + (e[13]);
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float z = (e[2]*src[i].x) + (e[6]*src[i].y) + (e[10]*src[i].z) + (e[14]);
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dst[i].x = x;
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dst[i].y = y;
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dst[i].z = z;
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}
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}
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// | x |
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// | y |
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// | 1 |
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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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template <typename Vdst, typename Vsrc>
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void Matrix3::transformXY(Vdst *dst, const Vsrc *src, int size) const
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{
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for (int i = 0; i < size; i++)
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{
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float x = (e[0]*src[i].x) + (e[3]*src[i].y) + (e[6]);
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float y = (e[1]*src[i].x) + (e[4]*src[i].y) + (e[7]);
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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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#endif// LOVE_MATRIX_H
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