Added editorconfig file for VS C++ code style formatting.
Applied C++ auto formatting.
This commit is contained in:
@@ -35,198 +35,214 @@
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namespace kraken {
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void Matrix2x3::init() {
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// Default constructor - Initialize with an identity matrix
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static const float IDENTITY_MATRIX[] = {
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1.0, 0.0,
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0.0, 1.0,
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0.0, 0.0
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};
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memcpy(c, IDENTITY_MATRIX, sizeof(float) * 6);
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}
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void Matrix2x3::init(float *pMat) {
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memcpy(c, pMat, sizeof(float) * 6);
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}
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void Matrix2x3::init(const Vector2 &new_axis_x, const Vector2 &new_axis_y, const Vector2 &new_transform)
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void Matrix2x3::init()
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{
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c[0] = new_axis_x.x; c[1] = new_axis_x.y;
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c[2] = new_axis_y.x; c[3] = new_axis_y.y;
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c[4] = new_transform.x; c[5] = new_transform.y;
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// Default constructor - Initialize with an identity matrix
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static const float IDENTITY_MATRIX[] = {
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1.0, 0.0,
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0.0, 1.0,
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0.0, 0.0
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};
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memcpy(c, IDENTITY_MATRIX, sizeof(float) * 6);
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}
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void Matrix2x3::init(const Matrix2x3 &m) {
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memcpy(c, m.c, sizeof(float) * 6);
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void Matrix2x3::init(float* pMat)
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{
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memcpy(c, pMat, sizeof(float) * 6);
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}
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float *Matrix2x3::getPointer() {
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return c;
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void Matrix2x3::init(const Vector2& new_axis_x, const Vector2& new_axis_y, const Vector2& new_transform)
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{
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c[0] = new_axis_x.x; c[1] = new_axis_x.y;
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c[2] = new_axis_y.x; c[3] = new_axis_y.y;
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c[4] = new_transform.x; c[5] = new_transform.y;
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}
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float& Matrix2x3::operator[](unsigned i) {
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return c[i];
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void Matrix2x3::init(const Matrix2x3& m)
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{
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memcpy(c, m.c, sizeof(float) * 6);
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}
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float Matrix2x3::operator[](unsigned i) const {
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return c[i];
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float* Matrix2x3::getPointer()
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{
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return c;
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}
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float& Matrix2x3::operator[](unsigned i)
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{
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return c[i];
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}
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float Matrix2x3::operator[](unsigned i) const
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{
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return c[i];
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}
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// Overload comparison operator
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bool Matrix2x3::operator==(const Matrix2x3 &m) const {
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return memcmp(c, m.c, sizeof(float) * 6) == 0;
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bool Matrix2x3::operator==(const Matrix2x3& m) const
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{
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return memcmp(c, m.c, sizeof(float) * 6) == 0;
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}
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// Overload compound multiply operator
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Matrix2x3& Matrix2x3::operator*=(const Matrix2x3 &m) {
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float temp[6];
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/*
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temp[0] = c[0] * m[0] + c[2] * m[1];
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temp[1] = c[1] * m[0] + c[3] * m[1];
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temp[2] = c[0] * m[2] + c[2] * m[3];
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temp[3] = c[1] * m[2] + c[3] * m[3];
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temp[4] = c[0] * m[4] + c[2] * m[5] + c[4];
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temp[5] = c[1] * m[4] + c[3] * m[5] + c[5];
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*/
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temp[0] = m[0] * c[0] + m[2] * c[1];
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temp[1] = m[1] * c[0] + m[3] * c[1];
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temp[2] = m[0] * c[2] + m[2] * c[3];
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temp[3] = m[1] * c[2] + m[3] * c[3];
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temp[4] = m[0] * c[4] + m[2] * c[5] + m[4];
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temp[5] = m[1] * c[4] + m[3] * c[5] + m[5];
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Matrix2x3& Matrix2x3::operator*=(const Matrix2x3& m)
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{
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float temp[6];
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/*
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temp[0] = c[0] * m[0] + c[2] * m[1];
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temp[1] = c[1] * m[0] + c[3] * m[1];
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temp[2] = c[0] * m[2] + c[2] * m[3];
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temp[3] = c[1] * m[2] + c[3] * m[3];
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temp[4] = c[0] * m[4] + c[2] * m[5] + c[4];
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temp[5] = c[1] * m[4] + c[3] * m[5] + c[5];
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*/
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temp[0] = m[0] * c[0] + m[2] * c[1];
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temp[1] = m[1] * c[0] + m[3] * c[1];
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temp[2] = m[0] * c[2] + m[2] * c[3];
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temp[3] = m[1] * c[2] + m[3] * c[3];
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temp[4] = m[0] * c[4] + m[2] * c[5] + m[4];
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temp[5] = m[1] * c[4] + m[3] * c[5] + m[5];
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memcpy(c, temp, sizeof(float) * 6);
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return *this;
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memcpy(c, temp, sizeof(float) * 6);
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return *this;
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}
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// Overload multiply operator
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Matrix2x3 Matrix2x3::operator*(const Matrix2x3 &m) const {
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Matrix2x3 ret = *this;
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ret *= m;
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return ret;
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Matrix2x3 Matrix2x3::operator*(const Matrix2x3& m) const
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{
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Matrix2x3 ret = *this;
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ret *= m;
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return ret;
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}
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/* Perform translation operations on a matrix */
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void Matrix2x3::translate(float x, float y) {
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Matrix2x3 newMatrix; // Create new identity matrix
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newMatrix.init();
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newMatrix.transform.x = x;
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newMatrix.transform.y = y;
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*this *= newMatrix;
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void Matrix2x3::translate(float x, float y)
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{
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Matrix2x3 newMatrix; // Create new identity matrix
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newMatrix.init();
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newMatrix.transform.x = x;
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newMatrix.transform.y = y;
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*this *= newMatrix;
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}
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void Matrix2x3::translate(const Vector2 &v)
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void Matrix2x3::translate(const Vector2& v)
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{
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translate(v.x, v.y);
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translate(v.x, v.y);
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}
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/* Rotate a matrix by an angle on a X, Y, or Z axis */
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void Matrix2x3::rotate(float angle) {
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Matrix2x3 newMatrix;
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newMatrix.init();
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newMatrix.c[0] = cosf(angle);
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newMatrix.c[1] = -sinf(angle);
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newMatrix.c[2] = -newMatrix.c[1];
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newMatrix.c[3] = newMatrix.c[0];
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*this *= newMatrix;
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void Matrix2x3::rotate(float angle)
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{
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Matrix2x3 newMatrix;
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newMatrix.init();
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newMatrix.c[0] = cosf(angle);
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newMatrix.c[1] = -sinf(angle);
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newMatrix.c[2] = -newMatrix.c[1];
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newMatrix.c[3] = newMatrix.c[0];
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*this *= newMatrix;
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}
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/* Scale matrix by separate x, y, and z amounts */
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void Matrix2x3::scale(float x, float y) {
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Matrix2x3 newMatrix; // Create new identity matrix
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newMatrix.init();
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newMatrix.c[0] = x;
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newMatrix.c[3] = y;
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*this *= newMatrix;
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void Matrix2x3::scale(float x, float y)
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{
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Matrix2x3 newMatrix; // Create new identity matrix
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newMatrix.init();
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newMatrix.c[0] = x;
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newMatrix.c[3] = y;
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*this *= newMatrix;
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}
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void Matrix2x3::scale(const Vector2 &v) {
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scale(v.x, v.y);
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void Matrix2x3::scale(const Vector2& v)
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{
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scale(v.x, v.y);
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}
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/* Scale all dimensions equally */
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void Matrix2x3::scale(float s) {
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scale(s,s);
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void Matrix2x3::scale(float s)
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{
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scale(s, s);
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}
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/* Replace matrix with its inverse */
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bool Matrix2x3::invert() {
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float det = c[0] * c[3] - c[1] * c[2];
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if (det == 0) {
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return false;
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}
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float invdet = 1.0f / det;
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float tmp[6];
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tmp[0] = c[3] * invdet;
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tmp[1] = -c[1] * invdet;
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tmp[2] = -c[2] * invdet;
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tmp[3] = c[0] * invdet;
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tmp[4] = (c[2] * c[5] - c[3] * c[4]) * invdet;
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tmp[5] = (c[1] * c[4] - c[0] * c[5]) * invdet;
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memcpy(c, tmp, sizeof(float) * 6);
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return true;
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bool Matrix2x3::invert()
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{
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float det = c[0] * c[3] - c[1] * c[2];
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if (det == 0) {
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return false;
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}
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float invdet = 1.0f / det;
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float tmp[6];
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tmp[0] = c[3] * invdet;
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tmp[1] = -c[1] * invdet;
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tmp[2] = -c[2] * invdet;
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tmp[3] = c[0] * invdet;
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tmp[4] = (c[2] * c[5] - c[3] * c[4]) * invdet;
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tmp[5] = (c[1] * c[4] - c[0] * c[5]) * invdet;
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memcpy(c, tmp, sizeof(float) * 6);
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return true;
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}
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/* Dot Product, returning Vector2 */
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Vector2 Matrix2x3::Dot(const Matrix2x3 &m, const Vector2 &v) {
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return Vector2::Create(
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v.c[0] * m.c[0] + v.c[1] * m.c[2] + m.c[4],
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v.c[0] * m.c[1] + v.c[1] * m.c[3] + m.c[5]
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);
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Vector2 Matrix2x3::Dot(const Matrix2x3& m, const Vector2& v)
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{
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return Vector2::Create(
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v.c[0] * m.c[0] + v.c[1] * m.c[2] + m.c[4],
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v.c[0] * m.c[1] + v.c[1] * m.c[3] + m.c[5]
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);
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}
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// Dot product without including translation; useful for transforming normals and tangents
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Vector2 Matrix2x3::DotNoTranslate(const Matrix2x3 &m, const Vector2 &v)
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Vector2 Matrix2x3::DotNoTranslate(const Matrix2x3& m, const Vector2& v)
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{
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return Vector2::Create(
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v.c[0] * m.c[0] + v.c[1] * m.c[2],
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v.c[0] * m.c[1] + v.c[1] * m.c[3]
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);
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return Vector2::Create(
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v.c[0] * m.c[0] + v.c[1] * m.c[2],
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v.c[0] * m.c[1] + v.c[1] * m.c[3]
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);
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}
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Matrix2x3 Matrix2x3::Invert(const Matrix2x3 &m)
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Matrix2x3 Matrix2x3::Invert(const Matrix2x3& m)
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{
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Matrix2x3 matInvert = m;
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matInvert.invert();
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return matInvert;
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Matrix2x3 matInvert = m;
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matInvert.invert();
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return matInvert;
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}
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Matrix2x3 Matrix2x3::Translation(const Vector2 &v)
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Matrix2x3 Matrix2x3::Translation(const Vector2& v)
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{
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Matrix2x3 m;
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m.init();
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m.transform.x = v.x;
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m.transform.y = v.y;
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return m;
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Matrix2x3 m;
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m.init();
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m.transform.x = v.x;
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m.transform.y = v.y;
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return m;
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}
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Matrix2x3 Matrix2x3::Rotation(float angle)
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{
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Matrix2x3 m;
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m.init();
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m.rotate(angle);
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return m;
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Matrix2x3 m;
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m.init();
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m.rotate(angle);
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return m;
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}
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Matrix2x3 Matrix2x3::Scaling(const Vector2 &v)
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Matrix2x3 Matrix2x3::Scaling(const Vector2& v)
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{
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Matrix2x3 m;
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m.init();
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m.scale(v);
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return m;
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Matrix2x3 m;
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m.init();
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m.scale(v);
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return m;
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}
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Matrix2x3 Matrix2x3::Identity()
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{
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Matrix2x3 m;
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m.init();
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return m;
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Matrix2x3 m;
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m.init();
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return m;
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}
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} // namespace kraken
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