forked from LeenkxTeam/LNXSDK
174 lines
5.1 KiB
Haxe
174 lines
5.1 KiB
Haxe
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package kha.math;
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class Matrix3 {
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static inline var width: Int = 3;
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static inline var height: Int = 3;
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/** Horizontal scaling. A value of 1 results in no scaling. */
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public var _00: FastFloat;
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/** Horizontal skewing. */
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public var _10: FastFloat;
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/** Horizontal translation (moving). */
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public var _20: FastFloat;
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/** Vertical skewing. */
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public var _01: FastFloat;
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/** Vertical scaling. A value of 1 results in no scaling. */
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public var _11: FastFloat;
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/** Vertical translation (moving). */
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public var _21: FastFloat;
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public var _02: FastFloat;
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public var _12: FastFloat;
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public var _22: FastFloat;
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public inline function new(_00: Float, _10: Float, _20: Float, _01: Float, _11: Float, _21: Float, _02: Float, _12: Float, _22: Float) {
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this._00 = _00;
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this._10 = _10;
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this._20 = _20;
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this._01 = _01;
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this._11 = _11;
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this._21 = _21;
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this._02 = _02;
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this._12 = _12;
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this._22 = _22;
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}
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public static inline function fromFastMatrix3(m: FastMatrix3): Matrix3 {
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return new Matrix3(m._00, m._10, m._20, m._01, m._11, m._21, m._02, m._12, m._22);
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}
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/*@:arrayAccess public inline function get(index: Int): Float {
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return this[index];
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}
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@:arrayAccess public inline function set(index: Int, value: Float): Float {
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this[index] = value;
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return value;
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}
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public static function index(x: Int, y: Int): Int {
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return y * width + x;
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}*/
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extern public inline function setFrom(m: Matrix3): Void {
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this._00 = m._00;
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this._10 = m._10;
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this._20 = m._20;
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this._01 = m._01;
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this._11 = m._11;
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this._21 = m._21;
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this._02 = m._02;
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this._12 = m._12;
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this._22 = m._22;
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}
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extern public static inline function translation(x: Float, y: Float): Matrix3 {
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return new Matrix3(1, 0, x, 0, 1, y, 0, 0, 1);
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}
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extern public static inline function empty(): Matrix3 {
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return new Matrix3(0, 0, 0, 0, 0, 0, 0, 0, 0);
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}
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extern public static inline function identity(): Matrix3 {
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return new Matrix3(1, 0, 0, 0, 1, 0, 0, 0, 1);
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}
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extern public static inline function scale(x: Float, y: Float): Matrix3 {
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return new Matrix3(x, 0, 0, 0, y, 0, 0, 0, 1);
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}
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extern public static inline function rotation(alpha: Float): Matrix3 {
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return new Matrix3(Math.cos(alpha), -Math.sin(alpha), 0, Math.sin(alpha), Math.cos(alpha), 0, 0, 0, 1);
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}
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extern public inline function add(m: Matrix3): Matrix3 {
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return new Matrix3(_00 + m._00, _10 + m._10, _20 + m._20, _01 + m._01, _11 + m._11, _21 + m._21, _02 + m._02, _12 + m._12, _22 + m._22);
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}
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extern public inline function sub(m: Matrix3): Matrix3 {
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return new Matrix3(_00 - m._00, _10 - m._10, _20 - m._20, _01 - m._01, _11 - m._11, _21 - m._21, _02 - m._02, _12 - m._12, _22 - m._22);
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}
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extern public inline function mult(value: Float): Matrix3 {
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return new Matrix3(_00 * value, _10 * value, _20 * value, _01 * value, _11 * value, _21 * value, _02 * value, _12 * value, _22 * value);
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}
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extern public inline function transpose(): Matrix3 {
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return new Matrix3(_00, _01, _02, _10, _11, _12, _20, _21, _22);
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}
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extern public inline function trace(): Float {
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return _00 + _11 + _22;
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}
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extern public inline function multmat(m: Matrix3): Matrix3 {
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return new Matrix3(_00 * m._00
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+ _10 * m._01
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+ _20 * m._02, _00 * m._10
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+ _10 * m._11
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+ _20 * m._12, _00 * m._20
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+ _10 * m._21
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+ _20 * m._22,
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_01 * m._00
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+ _11 * m._01
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+ _21 * m._02, _01 * m._10
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+ _11 * m._11
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+ _21 * m._12, _01 * m._20
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+ _11 * m._21
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+ _21 * m._22,
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_02 * m._00
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+ _12 * m._01
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+ _22 * m._02, _02 * m._10
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+ _12 * m._11
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+ _22 * m._12, _02 * m._20
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+ _12 * m._21
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+ _22 * m._22);
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}
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extern public inline function multvec(value: Vector2): Vector2 {
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// var product = new Vector2(0, 0);
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var w = _02 * value.x + _12 * value.y + _22 * 1;
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var x = (_00 * value.x + _10 * value.y + _20 * 1) / w;
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var y = (_01 * value.x + _11 * value.y + _21 * 1) / w;
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return new Vector2(x, y);
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}
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extern public inline function cofactor(m0: Float, m1: Float, m2: Float, m3: Float): Float {
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return m0 * m3 - m1 * m2;
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}
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extern public inline function determinant(): Float {
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var c00 = cofactor(_11, _21, _12, _22);
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var c01 = cofactor(_10, _20, _12, _22);
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var c02 = cofactor(_10, _20, _11, _21);
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return _00 * c00 - _01 * c01 + _02 * c02;
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}
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extern public inline function inverse(): Matrix3 {
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var c00 = cofactor(_11, _21, _12, _22);
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var c01 = cofactor(_10, _20, _12, _22);
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var c02 = cofactor(_10, _20, _11, _21);
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var det: Float = _00 * c00 - _01 * c01 + _02 * c02;
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if (Math.abs(det) < 0.000001) {
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throw "determinant is too small";
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}
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var c10 = cofactor(_01, _21, _02, _22);
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var c11 = cofactor(_00, _20, _02, _22);
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var c12 = cofactor(_00, _20, _01, _21);
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var c20 = cofactor(_01, _11, _02, _12);
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var c21 = cofactor(_00, _10, _02, _12);
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var c22 = cofactor(_00, _10, _01, _11);
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var invdet: Float = 1.0 / det;
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return new Matrix3(c00 * invdet, -c01 * invdet, c02 * invdet, -c10 * invdet, c11 * invdet, -c12 * invdet, c20 * invdet, -c21 * invdet, c22 * invdet);
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}
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}
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