164 lines
4.4 KiB
Java
164 lines
4.4 KiB
Java
/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2022 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.watabou.glwrap;
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//TODO libGDX offer matrix classes as well, which might give better performance.
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//should investigate using them
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public class Matrix {
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public static final float G2RAD = 0.01745329251994329576923690768489f;
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public static float[] clone( float[] m ) {
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int n = m.length;
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float[] res = new float[n];
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do {
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res[--n] = m[n];
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} while (n > 0);
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return res;
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}
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public static void copy( float[] src, float[] dst ) {
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int n = src.length;
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do {
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dst[--n] = src[n];
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} while (n > 0);
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}
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private static float[] identity = new float[]{
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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};
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public static void setIdentity( float[] m ) {
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System.arraycopy(identity, 0, m, 0, identity.length);
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}
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public static void rotate( float[] m, float a ) {
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a *= G2RAD;
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float sin = (float)Math.sin( a );
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float cos = (float)Math.cos( a );
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float m0 = m[0];
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float m1 = m[1];
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float m4 = m[4];
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float m5 = m[5];
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m[0] = m0 * cos + m4 * sin;
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m[1] = m1 * cos + m5 * sin;
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m[4] = -m0 * sin + m4 * cos;
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m[5] = -m1 * sin + m5 * cos;
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}
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public static void skewX( float[] m, float a ) {
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double t = Math.tan( a * G2RAD );
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m[4] += -m[0] * t;
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m[5] += -m[1] * t;
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}
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public static void skewY( float[] m, float a ) {
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double t = Math.tan( a * G2RAD );
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m[0] += m[4] * t;
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m[1] += m[5] * t;
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}
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public static void scale( float[] m, float x, float y ) {
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m[0] *= x;
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m[1] *= x;
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m[2] *= x;
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m[3] *= x;
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m[4] *= y;
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m[5] *= y;
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m[6] *= y;
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m[7] *= y;
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}
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public static void translate( float[] m, float x, float y ) {
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m[12] += m[0] * x + m[4] * y;
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m[13] += m[1] * x + m[5] * y;
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}
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public static void multiply( float[] left, float right[], float[] result ) {
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final float ax1 = left[0];
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final float ay1 = left[1];
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final float az1 = left[2];
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final float aw1 = left[3];
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final float ax2 = left[4];
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final float ay2 = left[5];
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final float az2 = left[6];
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final float aw2 = left[7];
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final float ax3 = left[8];
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final float ay3 = left[9];
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final float az3 = left[10];
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final float aw3 = left[11];
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final float ax4 = left[12];
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final float ay4 = left[13];
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final float az4 = left[14];
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final float aw4 = left[15];
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final float bx1 = right[0];
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final float by1 = right[1];
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final float bz1 = right[2];
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final float bw1 = right[3];
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final float bx2 = right[4];
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final float by2 = right[5];
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final float bz2 = right[6];
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final float bw2 = right[7];
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final float bx3 = right[8];
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final float by3 = right[9];
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final float bz3 = right[10];
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final float bw3 = right[11];
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final float bx4 = right[12];
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final float by4 = right[13];
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final float bz4 = right[14];
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final float bw4 = right[15];
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result[0] = ax1 * bx1 + ax2 * by1 + ax3 * bz1 + ax4 * bw1;
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result[1] = ay1 * bx1 + ay2 * by1 + ay3 * bz1 + ay4 * bw1;
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result[2] = az1 * bx1 + az2 * by1 + az3 * bz1 + az4 * bw1;
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result[3] = aw1 * bx1 + aw2 * by1 + aw3 * bz1 + aw4 * bw1;
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result[4] = ax1 * bx2 + ax2 * by2 + ax3 * bz2 + ax4 * bw2;
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result[5] = ay1 * bx2 + ay2 * by2 + ay3 * bz2 + ay4 * bw2;
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result[6] = az1 * bx2 + az2 * by2 + az3 * bz2 + az4 * bw2;
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result[7] = aw1 * bx2 + aw2 * by2 + aw3 * bz2 + aw4 * bw2;
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result[8] = ax1 * bx3 + ax2 * by3 + ax3 * bz3 + ax4 * bw3;
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result[9] = ay1 * bx3 + ay2 * by3 + ay3 * bz3 + ay4 * bw3;
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result[10] = az1 * bx3 + az2 * by3 + az3 * bz3 + az4 * bw3;
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result[11] = aw1 * bx3 + aw2 * by3 + aw3 * bz3 + aw4 * bw3;
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result[12] = ax1 * bx4 + ax2 * by4 + ax3 * bz4 + ax4 * bw4;
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result[13] = ay1 * bx4 + ay2 * by4 + ay3 * bz4 + ay4 * bw4;
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result[14] = az1 * bx4 + az2 * by4 + az3 * bz4 + az4 * bw4;
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result[15] = aw1 * bx4 + aw2 * by4 + aw3 * bz4 + aw4 * bw4;
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}
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} |