2018-11-08 21:39:26 +08:00
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// Copyright (c) 2016-2018 Easy2D - Nomango
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#pragma once
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#include "vector.hpp"
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namespace easy2d
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{
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namespace math
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{
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2018-11-15 01:02:05 +08:00
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class Matrix;
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template <typename L, typename R>
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struct MatrixMultiply;
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inline MatrixMultiply<Matrix, Matrix>
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operator *(Matrix const& lhs, Matrix const& rhs);
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template <typename L, typename R>
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inline MatrixMultiply<MatrixMultiply<L, R>, Matrix>
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operator *(MatrixMultiply<L, R> const& lhs, Matrix const& rhs);
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2018-11-08 21:39:26 +08:00
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class Matrix
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{
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2018-11-16 17:19:03 +08:00
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public:
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float m[6]; // m[3][2]
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public:
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Matrix()
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{
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2018-11-15 01:02:05 +08:00
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m[0] = 1.f; m[1] = 0.f;
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m[2] = 0.f; m[3] = 1.f;
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m[4] = 0.f; m[5] = 0.f;
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2018-11-08 21:39:26 +08:00
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}
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2018-11-15 01:02:05 +08:00
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Matrix(float val[6])
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{
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m[0] = val[0]; m[1] = val[1];
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m[2] = val[2]; m[3] = val[3];
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m[4] = val[4]; m[5] = val[5];
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2018-11-08 21:39:26 +08:00
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}
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2018-11-15 01:02:05 +08:00
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Matrix(float _11, float _12, float _21, float _22, float _31, float _32)
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{
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m[0] = _11; m[1] = _12;
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m[2] = _21; m[3] = _22;
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m[4] = _31; m[5] = _32;
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2018-11-08 21:39:26 +08:00
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}
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2018-11-15 01:02:05 +08:00
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Matrix(Matrix const& other)
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2018-11-12 02:10:35 +08:00
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{
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2018-11-15 01:02:05 +08:00
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m[0] = other.m[0]; m[1] = other.m[1];
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m[2] = other.m[2]; m[3] = other.m[3];
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m[4] = other.m[4]; m[5] = other.m[5];
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2018-11-12 02:10:35 +08:00
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}
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2018-11-15 01:02:05 +08:00
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template <typename T>
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Matrix(T const& other)
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{
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m[0] = other[0]; m[1] = other[1];
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m[2] = other[2]; m[3] = other[3];
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m[4] = other[4]; m[5] = other[5];
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2018-11-08 21:39:26 +08:00
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}
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2018-11-15 01:02:05 +08:00
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inline float operator [](unsigned int index) const { return m[index]; }
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2018-11-12 02:10:35 +08:00
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2018-11-15 01:02:05 +08:00
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template <typename T>
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inline Matrix& operator =(T const& other)
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{
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2018-11-15 01:02:05 +08:00
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m[0] = other[0]; m[1] = other[1];
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m[2] = other[2]; m[3] = other[3];
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m[4] = other[4]; m[5] = other[5];
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2018-11-08 21:39:26 +08:00
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return *this;
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}
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inline Matrix& Identity()
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{
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2018-11-15 01:02:05 +08:00
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m[0] = 1.f; m[1] = 0.f;
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m[2] = 0.f; m[3] = 1.f;
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m[4] = 0.f; m[5] = 0.f;
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2018-11-08 21:39:26 +08:00
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return *this;
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}
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inline float Determinant() const
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{
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return (m[0] * m[3]) - (m[1] * m[2]);
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}
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inline bool IsIdentity() const
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{
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2018-11-15 01:02:05 +08:00
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return m[0] == 1.f && m[1] == 0.f &&
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m[2] == 0.f && m[3] == 1.f &&
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m[4] == 0.f && m[5] == 0.f;
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2018-11-08 21:39:26 +08:00
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}
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Vector2 Transform(const Vector2& v) const
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{
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return Vector2(
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v.x * m[0] + v.y * m[2] + m[4],
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v.x * m[1] + v.y * m[3] + m[5]
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);
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}
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static Matrix Translation(const Vector2& v)
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{
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return Matrix(
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1.f, 0.f,
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0.f, 1.f,
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v.x, v.y
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);
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}
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static Matrix Translation(
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float x,
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float y)
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{
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return Translation(Vector2(x, y));
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}
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static Matrix Scaling(
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const Vector2& v,
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const Vector2& center = Vector2())
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{
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return Matrix(
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v.x, 0.f,
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0.f, v.y,
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center.x - v.x * center.x,
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center.y - v.y * center.y
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);
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}
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static Matrix Scaling(
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float x,
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float y,
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const Vector2& center = Vector2())
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{
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return Scaling(Vector2(x, y), center);
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}
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static Matrix Rotation(
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float angle,
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const Vector2& center = Vector2())
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{
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float s = math::Sin(angle);
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float c = math::Cos(angle);
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return Matrix(
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c, s,
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-s, c,
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center.x * (1 - c) + center.y * s,
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center.y * (1 - c) - center.x * s
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);
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}
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static Matrix Skewing(
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float angle_x,
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float angle_y,
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const Vector2& center = Vector2())
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{
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float tx = math::Tan(angle_x);
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float ty = math::Tan(angle_y);
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return Matrix(
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1.f, tx,
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ty, 1.f,
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-center.y * tx, -center.x * ty
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);
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}
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};
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2018-11-15 01:02:05 +08:00
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template <typename L, typename R>
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struct MatrixMultiply
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{
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L const& lhs;
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R const& rhs;
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MatrixMultiply(L const& lhs, R const& rhs)
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: lhs(lhs)
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, rhs(rhs)
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{}
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inline float operator [](unsigned int index) const
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{
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switch (index)
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{
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case 0:
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return lhs[0] * rhs[0] + lhs[1] * rhs[2];
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case 1:
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return lhs[0] * rhs[1] + lhs[1] * rhs[3];
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case 2:
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return lhs[2] * rhs[0] + lhs[3] * rhs[2];
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case 3:
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return lhs[2] * rhs[1] + lhs[3] * rhs[3];
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case 4:
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return lhs[4] * rhs[0] + lhs[5] * rhs[2] + rhs[4];
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case 5:
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return lhs[4] * rhs[1] + lhs[5] * rhs[3] + rhs[5];
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default:
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return 0.f;
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}
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}
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};
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inline MatrixMultiply<Matrix, Matrix> operator *(Matrix const& lhs, Matrix const& rhs)
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{
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return MatrixMultiply<Matrix, Matrix>(lhs, rhs);
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}
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template <typename L, typename R>
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inline MatrixMultiply<MatrixMultiply<L, R>, Matrix> operator *(MatrixMultiply<L, R> const& lhs, Matrix const& rhs)
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{
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return MatrixMultiply<MatrixMultiply<L, R>, Matrix>(lhs, rhs);
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}
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2018-11-08 21:39:26 +08:00
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}
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}
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