Adds CoglMatrix utility code
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102
cogl-matrix.h
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102
cogl-matrix.h
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#ifndef __COGL_MATRIX_H
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#define __COGL_MATRIX_H
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/* Note: This is ordered according to how OpenGL expects to get 4x4 matrices */
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typedef struct {
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/* column 0 */
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float xx;
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float yx;
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float zx;
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float wx;
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/* column 1 */
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float xy;
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float yy;
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float zy;
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float wy;
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/* column 2 */
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float xz;
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float yz;
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float zz;
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float wz;
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/* column 3 */
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float xw;
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float yw;
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float zw;
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float ww;
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/* Note: we may want to extend this later with private flags
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* and a cache of the inverse transform matrix. */
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} CoglMatrix;
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/**
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* cogl_matrix_init_identity:
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* @matrix: A 4x4 transformation matrix
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*
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* Resets matrix to the identity matrix
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*/
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void cogl_matrix_init_identity (CoglMatrix *matrix);
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/**
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* cogl_matrix_multiply:
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* @result: The address of a 4x4 matrix to store the result in
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* @a: A 4x4 transformation matrix
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* @b: A 4x4 transformation matrix
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*
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* This function multiples the two supplied matricies together and stores
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* the result in 'result'
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*/
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void cogl_matrix_multiply (CoglMatrix *result,
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const CoglMatrix *a,
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const CoglMatrix *b);
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/**
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* cogl_matrix_rotate:
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* @matrix: A 4x4 transformation matrix
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* @angle: The angle you want to rotate in degrees
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* @x: X component of your rotation vector
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* @y: Y component of your rotation vector
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* @z: Z component of your rotation vector
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*
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* This function multiples your matrix with a rotation matrix that applies
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* a rotation of angle degrees around the specified 3D vector.
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*/
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void cogl_matrix_rotate (CoglMatrix *matrix,
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float angle,
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float x,
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float y,
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float z);
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/* cogl_matrix_translate:
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* @matrix: A 4x4 transformation matrix
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* @x: The X translation you want to apply
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* @y: The Y translation you want to apply
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* @z: The Z translation you want to apply
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*
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* This function multiples your matrix with a transform matrix that translates
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* along the X, Y and Z axis.
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*/
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void cogl_matrix_translate (CoglMatrix *matrix,
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float x,
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float y,
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float z);
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/**
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* cogl_matrix_scale:
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* @matrix: A 4x4 transformation matrix
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* @sx: The X scale factor
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* @sy: The Y scale factor
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* @sz: The Z scale factor
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*
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* This function multiples your matrix with a transform matrix that scales
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* along the X, Y and Z axis.
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*/
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void cogl_matrix_scale (CoglMatrix *matrix,
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float sx,
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float sy,
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float sz);
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#endif /* __COGL_MATRIX_H */
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@ -29,4 +29,5 @@ libclutter_cogl_common_la_SOURCES = \
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cogl-clip-stack.c \
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cogl-fixed.c \
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cogl-color.c \
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cogl-mesh.c
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cogl-mesh.c \
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cogl-matrix.c
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138
common/cogl-matrix.c
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common/cogl-matrix.c
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#include <cogl-matrix.h>
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#include <glib.h>
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#include <math.h>
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void
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cogl_matrix_init_identity (CoglMatrix *matrix)
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{
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matrix->xx = 1; matrix->xy = 0; matrix->xz = 0; matrix->xw = 0;
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matrix->yx = 0; matrix->yy = 1; matrix->yz = 0; matrix->yw = 0;
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matrix->zx = 0; matrix->zy = 0; matrix->zz = 1; matrix->zw = 0;
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matrix->wx = 0; matrix->wy = 0; matrix->wz = 0; matrix->ww = 1;
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}
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void
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cogl_matrix_multiply (CoglMatrix *result,
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const CoglMatrix *a,
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const CoglMatrix *b)
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{
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CoglMatrix r;
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/* row 0 */
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r.xx = a->xx * b->xx + a->xy * b->yx + a->xz * b->zx + a->xw * b->wx;
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r.xy = a->xx * b->xy + a->xy * b->yy + a->xz * b->zy + a->xw * b->wy;
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r.xz = a->xx * b->xz + a->xy * b->yz + a->xz * b->zz + a->xw * b->wz;
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r.xw = a->xx * b->xw + a->xy * b->yw + a->xz * b->zw + a->xw * b->ww;
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/* row 1 */
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r.yx = a->yx * b->xx + a->yy * b->yx + a->yz * b->zx + a->yw * b->wx;
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r.yy = a->yx * b->xy + a->yy * b->yy + a->yz * b->zy + a->yw * b->wy;
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r.yz = a->yx * b->xz + a->yy * b->yz + a->yz * b->zz + a->yw * b->wz;
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r.yw = a->yx * b->xw + a->yy * b->yw + a->yz * b->zw + a->yw * b->ww;
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/* row 2 */
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r.zx = a->zx * b->xx + a->zy * b->yx + a->zz * b->zx + a->zw * b->wx;
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r.zy = a->zx * b->xy + a->zy * b->yy + a->zz * b->zy + a->zw * b->wy;
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r.zz = a->zx * b->xz + a->zy * b->yz + a->zz * b->zz + a->zw * b->wz;
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r.zw = a->zx * b->xw + a->zy * b->yw + a->zz * b->zw + a->zw * b->ww;
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/* row 3 */
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r.wx = a->wx * b->xx + a->wy * b->yx + a->wz * b->zx + a->ww * b->wx;
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r.wy = a->wx * b->xy + a->wy * b->yy + a->wz * b->zy + a->ww * b->wy;
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r.wz = a->wx * b->xz + a->wy * b->yz + a->wz * b->zz + a->ww * b->wz;
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r.ww = a->wx * b->xw + a->wy * b->yw + a->wz * b->zw + a->ww * b->ww;
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/* The idea was that having this unrolled; it might be easier for the
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* compiler to vectorize, but that's probably not true. Mesa does it
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* using a single for (i=0; i<4; i++) approach, may that's better...
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*/
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*result = r;
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}
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/**
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* cogl_3dmatrix_rotate:
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* matrix: A 3D Affine transformation matrix
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* angle: The angle in degrees you want to rotate by
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* x: The X component of your rotation vector
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* y: The Y component of your rotation vector
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* z: The Z component of your rotation vector
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*
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* The matrix is multiplied with a rotation matrix representing a rotation
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* of angle degress around the vector (x,y,z)
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*/
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void
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cogl_matrix_rotate (CoglMatrix *matrix,
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float angle,
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float x,
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float y,
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float z)
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{
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CoglMatrix rotation;
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CoglMatrix result;
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angle *= G_PI / 180.0f;
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float c = cosf (angle);
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float s = sinf (angle);
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rotation.xx = x * x * (1.0f - c) + c;
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rotation.yx = y * x * (1.0f - c) + z * s;
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rotation.zx = x * z * (1.0f - c) - y * s;
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rotation.wx = 0.0f;
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rotation.xy = x * y * (1.0f - c) - z * s;
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rotation.yy = y * y * (1.0f - c) + c;
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rotation.zy = y * z * (1.0f - c) + x * s;
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rotation.wy = 0.0f;
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rotation.xz = x * z * (1.0f - c) + y * s;
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rotation.yz = y * z * (1.0f - c) - x * s;
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rotation.zz = z * z * (1.0f - c) + c;
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rotation.wz = 0.0f;
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rotation.xw = 0.0f;
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rotation.yw = 0.0f;
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rotation.zw = 0.0f;
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rotation.ww = 1.0f;
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cogl_matrix_multiply (&result, matrix, &rotation);
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*matrix = result;
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}
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void
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cogl_matrix_translate (CoglMatrix *matrix,
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float x,
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float y,
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float z)
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{
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matrix->xw = matrix->xx * x + matrix->xy * y + matrix->xz * z + matrix->xw;
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matrix->yw = matrix->yx * x + matrix->yy * y + matrix->yz * z + matrix->yw;
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matrix->zw = matrix->zx * x + matrix->zy * y + matrix->zz * z + matrix->zw;
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matrix->ww = matrix->wx * x + matrix->wy * y + matrix->wz * z + matrix->ww;
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}
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void
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cogl_matrix_scale (CoglMatrix *matrix,
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float sx,
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float sy,
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float sz)
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{
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matrix->xx *= sx; matrix->xy *= sy; matrix->xz *= sz;
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matrix->yx *= sx; matrix->yy *= sy; matrix->yz *= sz;
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matrix->zx *= sx; matrix->zy *= sy; matrix->zz *= sz;
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matrix->wx *= sx; matrix->wy *= sy; matrix->wz *= sz;
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}
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#if 0
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gboolean
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cogl_matrix_invert (CoglMatrix *matrix)
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{
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/* TODO */
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/* Note: It might be nice to also use the flag based tricks that mesa does
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* to alow it to track the type of transformations a matrix represents
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* so it can use various assumptions to optimise the inversion.
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*/
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}
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#endif
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57
common/cogl-matrix.h
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57
common/cogl-matrix.h
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#ifndef __COGL_MATRIX_H
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#define __COGL_MATRIX_H
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/* Note: This is ordered according to how OpenGL expects to get 4x4 matrices */
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typedef struct {
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/* column 0 */
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float xx;
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float yx;
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float zx;
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float wx;
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/* column 1 */
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float xy;
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float yy;
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float zy;
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float wy;
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/* column 2 */
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float xz;
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float yz;
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float zz;
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float wz;
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/* column 3 */
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float xw;
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float yw;
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float zw;
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float ww;
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/* Note: we may want to extend this later with private flags
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* and a cache of the inverse transform matrix. */
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} CoglMatrix;
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void cogl_matrix_init_identity (CoglMatrix *matrix);
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void cogl_matrix_multiply (CoglMatrix *result,
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const CoglMatrix *a,
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const CoglMatrix *b);
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void cogl_matrix_rotate (CoglMatrix *matrix,
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float angle,
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float x,
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float y,
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float z);
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void cogl_matrix_translate (CoglMatrix *matrix,
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float x,
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float y,
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float z);
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void cogl_matrix_scale (CoglMatrix *matrix,
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float sx,
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float sy,
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float sz);
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#endif /* __COGL_MATRIX_H */
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