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#include "../graphics/vertex.h"
#include "matrix.h"
#include <cstring> // memcpy
#include <cmath>
namespace JinEngine
{
namespace Math
{
const Matrix Matrix::Identity;
// | e0 e4 e8 e12 |
// | e1 e5 e9 e13 |
// | e2 e6 e10 e14 |
// | e3 e7 e11 e15 |
Matrix::Matrix()
{
setIdentity();
}
Matrix::~Matrix()
{
}
void Matrix::setOrtho(float l, float r, float b, float t, float n, float f)
{
setIdentity();
float w = r - l;
float h = t - b;
float z = f - n;
e[0] = 2 / w;
e[5] = 2 / h;
e[10] = -2 / z;
e[12] = -(r + l) / w;
e[13] = -(t + b) / h;
e[14] = -(f + n) / z;
e[15] = 1;
}
// | 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)
{
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::setShear(float kx, float ky)
{
setIdentity();
e[1] = ky;
e[4] = kx;
}
void Matrix::setTransformation(float x, float y, float angle, float sx, float sy, float ox, float oy)
{
memset(e, 0, sizeof(float) * 16); // zero out matrix
float c = cos(angle), s = sin(angle);
// matrix multiplication carried out on paper:
// |1 x| |c -s | |sx | |1 -ox|
// | 1 y| |s c | | sy | | 1 -oy|
// | 1 | | 1 | | 1 | | 1 |
// | 1| | 1| | 1| | 1 |
// move rotate scale origin
e[10] = e[15] = 1.0f;
e[0] = c * sx ; // = a
e[1] = s * sx ; // = b
e[4] = - s * sy; // = c
e[5] = c * sy; // = d
e[12] = x - ox * e[0] - oy * e[4];
e[13] = y - ox * e[1] - oy * e[5];
}
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);
}
void Matrix::shear(float kx, float ky)
{
Matrix t;
t.setShear(kx, ky);
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(Graphics::Vertex* dst, const Graphics::Vertex* src, int size) const
{
for (int i = 0; i<size; ++i)
{
// Store in temp variables in case src = dst
float x = (e[0] * src[i].xy.x()) + (e[4] * src[i].xy.y()) + (0) + (e[12]);
float y = (e[1] * src[i].xy.x()) + (e[5] * src[i].xy.y()) + (0) + (e[13]);
dst[i].xy.set(x, y);
}
}
}
}
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