Files
shattered-pixel-dungeon-web…/SPD-classes/src/main/java/com/watabou/glwrap/Matrix.java
2022-02-03 12:18:16 -05:00

164 lines
4.4 KiB
Java

/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2022 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 <http://www.gnu.org/licenses/>
*/
package com.watabou.glwrap;
//TODO libGDX offer matrix classes as well, which might give better performance.
//should investigate using them
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;
}
}