/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2023 Evan Debenham * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see */ package com.watabou.glwrap; public class Matrix { public static final float G2RAD = 0.01745329251994329576923690768489f; public static float[] clone( float[] m ) { int n = m.length; float[] res = new float[n]; do { res[--n] = m[n]; } while (n > 0); return res; } public static void copy( float[] src, float[] dst ) { int n = src.length; do { dst[--n] = src[n]; } while (n > 0); } private static float[] identity = new float[]{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; public static void setIdentity( float[] m ) { System.arraycopy(identity, 0, m, 0, identity.length); } public static void rotate( float[] m, float a ) { a *= G2RAD; float sin = (float)Math.sin( a ); float cos = (float)Math.cos( a ); float m0 = m[0]; float m1 = m[1]; float m4 = m[4]; float m5 = m[5]; m[0] = m0 * cos + m4 * sin; m[1] = m1 * cos + m5 * sin; m[4] = -m0 * sin + m4 * cos; m[5] = -m1 * sin + m5 * cos; } public static void skewX( float[] m, float a ) { double t = Math.tan( a * G2RAD ); m[4] += -m[0] * t; m[5] += -m[1] * t; } public static void skewY( float[] m, float a ) { double t = Math.tan( a * G2RAD ); m[0] += m[4] * t; m[1] += m[5] * t; } public static void scale( float[] m, float x, float y ) { m[0] *= x; m[1] *= x; m[2] *= x; m[3] *= x; m[4] *= y; m[5] *= y; m[6] *= y; m[7] *= y; } public static void translate( float[] m, float x, float y ) { m[12] += m[0] * x + m[4] * y; m[13] += m[1] * x + m[5] * y; } public static void multiply( float[] left, float right[], float[] result ) { final float ax1 = left[0]; final float ay1 = left[1]; final float az1 = left[2]; final float aw1 = left[3]; final float ax2 = left[4]; final float ay2 = left[5]; final float az2 = left[6]; final float aw2 = left[7]; final float ax3 = left[8]; final float ay3 = left[9]; final float az3 = left[10]; final float aw3 = left[11]; final float ax4 = left[12]; final float ay4 = left[13]; final float az4 = left[14]; final float aw4 = left[15]; final float bx1 = right[0]; final float by1 = right[1]; final float bz1 = right[2]; final float bw1 = right[3]; final float bx2 = right[4]; final float by2 = right[5]; final float bz2 = right[6]; final float bw2 = right[7]; final float bx3 = right[8]; final float by3 = right[9]; final float bz3 = right[10]; final float bw3 = right[11]; final float bx4 = right[12]; final float by4 = right[13]; final float bz4 = right[14]; final float bw4 = right[15]; result[0] = ax1 * bx1 + ax2 * by1 + ax3 * bz1 + ax4 * bw1; result[1] = ay1 * bx1 + ay2 * by1 + ay3 * bz1 + ay4 * bw1; result[2] = az1 * bx1 + az2 * by1 + az3 * bz1 + az4 * bw1; result[3] = aw1 * bx1 + aw2 * by1 + aw3 * bz1 + aw4 * bw1; result[4] = ax1 * bx2 + ax2 * by2 + ax3 * bz2 + ax4 * bw2; result[5] = ay1 * bx2 + ay2 * by2 + ay3 * bz2 + ay4 * bw2; result[6] = az1 * bx2 + az2 * by2 + az3 * bz2 + az4 * bw2; result[7] = aw1 * bx2 + aw2 * by2 + aw3 * bz2 + aw4 * bw2; result[8] = ax1 * bx3 + ax2 * by3 + ax3 * bz3 + ax4 * bw3; result[9] = ay1 * bx3 + ay2 * by3 + ay3 * bz3 + ay4 * bw3; result[10] = az1 * bx3 + az2 * by3 + az3 * bz3 + az4 * bw3; result[11] = aw1 * bx3 + aw2 * by3 + aw3 * bz3 + aw4 * bw3; result[12] = ax1 * bx4 + ax2 * by4 + ax3 * bz4 + ax4 * bw4; result[13] = ay1 * bx4 + ay2 * by4 + ay3 * bz4 + ay4 * bw4; result[14] = az1 * bx4 + az2 * by4 + az3 * bz4 + az4 * bw4; result[15] = aw1 * bx4 + aw2 * by4 + aw3 * bz4 + aw4 * bw4; } }