Merge branch 'master' into networking
This commit is contained in:
commit
2be3549b49
26 changed files with 222 additions and 245 deletions
|
@ -7,6 +7,7 @@ function(setup_target NAME)
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|||
set_property(TARGET ${NAME} PROPERTY CXX_STANDARD 14)
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set_property(TARGET ${NAME} PROPERTY CXX_STANDARD_REQUIRED ON)
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target_compile_options(${NAME} PRIVATE -Wall -Wextra)
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target_compile_options(${NAME} PRIVATE -fdiagnostics-color=always)
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target_compile_options(${NAME} PRIVATE $<$<CONFIG:DEBUG>:-ggdb -O2>)
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target_compile_options(${NAME} PRIVATE $<$<CONFIG:RELEASE>:-O3 -NDEBUG>)
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endfunction(setup_target)
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|
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@ -15,6 +15,8 @@ set(GAME_SRC
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util.cpp
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game.cpp
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state/object.cpp
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state/explosion.cpp
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state/trace.cpp
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state/state.cpp
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state/player.cpp
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state/planet.cpp
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@ -24,17 +26,15 @@ set(GAME_SRC
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)
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set(GAME_HEADERS
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opengl.h
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glclasses.h
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vector.h
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config.h
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simulation.h
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renderer.h
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opengl.hpp
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glclasses.hpp
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renderer.hpp
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)
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include_directories(${CMAKE_CURRENT_BINARY_DIR})
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include_directories(${CMAKE_CURRENT_SOURCE_DIR})
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include_directories(${OPENGL_INCLUDE_DIR})
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include_directories(${CMAKE_SOURCE_DIR}/libs/glm/)
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add_executable(game ${GAME_SRC} ${GAME_HEADERS})
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setup_target(game)
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|
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@ -1,2 +0,0 @@
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#include "config.h"
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@ -1,33 +0,0 @@
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#pragma once
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struct Config {
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int maxPlayers;
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int numPlanets;
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int maxSegments;
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int segmentSteps;
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int numShots;
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int fastmode;
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int fullscreen;
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int timeout;
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int margintop;
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int marginleft;
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int marginright;
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int marginbottom;
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double playerSize;
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int energy;
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int realtime;
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int debug;
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double battlefieldW;
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double battlefieldH;
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int throttle;
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char* ip;
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char* message;
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int pot;
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int area;
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};
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class ConfigParser{
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private:
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protected:
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public:
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};
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@ -32,7 +32,7 @@ bool Game::cycle(float dt)
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acc -= spawnInterval;
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float a = 2.0 * M_PI * util::randf_0_1();
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float speed = 0.002;
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float speed = 0.005;
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m_state->players[0]->addCommand(new game::ShootCommand(a, speed));
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}
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@ -1,10 +1,11 @@
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#pragma once
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#include "opengl.h"
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#include "renderer.h"
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#include "opengl.hpp"
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#include "renderer.hpp"
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#include "game.hpp"
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#include "state/trace.hpp"
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#include "state/object.hpp"
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#include "state/missile.hpp"
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#include "state/player.hpp"
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@ -41,6 +42,10 @@ protected:
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drawPlanet(planet->position, planet->radius);
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}
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for (const game::Trace *trace : m_game.state()->traces) {
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drawTrace(trace);
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}
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for (const game::Ship *ship : m_game.state()->ships) {
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drawShip(ship->position);
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}
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@ -73,9 +78,18 @@ protected:
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}
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void drawMissile(const glm::vec2 &pos)
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{
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glm::vec3 color = glm::vec3(1.0, 1.0, 0.3);
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m_renderer.drawCircle(pos.x, pos.y, 0.005, color.x, color.y, color.z, 5);
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m_renderer.drawCircle(pos.x, pos.y, 0.01, color.x, color.y, color.z, 6);
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}
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void drawTrace(const game::Trace *trace)
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{
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for (const game::Trace::TracePoint &p : trace->points) {
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glm::vec3 color = glm::vec3(0.1, 0.3, 1.0) / (1.0f + 500.0f*p.speed);
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m_renderer.drawCircle(p.position.x, p.position.y, 0.005, color.x, color.y, color.z, 3);
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}
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}
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public:
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@ -1,4 +1,4 @@
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#include "glclasses.h"
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#include "glclasses.hpp"
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endofthejedi::VAO::VAO() { glGenVertexArrays(1, &m_name); }
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|
|
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@ -1,11 +1,12 @@
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#include "opengl.h"
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#include "opengl.hpp"
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#include <iostream>
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#include <getopt.h>
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//#include "triangle_window.h"
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#include "game_window.h"
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#include "game_window.hpp"
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#include "options.hpp"
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uint64_t optionsFlags;
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using namespace std;
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|
|
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@ -1,4 +1,4 @@
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#include "opengl.h"
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#include "opengl.hpp"
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#include <iostream>
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#include <sys/time.h>
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|
@ -130,7 +130,7 @@ void endofthejedi::GLWindow::loop() {
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prev = current;
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if(delta > 0.0) {
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m_fps = (1000000000.0/delta);
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std::cout << m_fps << "\n";
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//std::cout << m_fps << "\n";
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}
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}
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}
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|
|
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@ -10,7 +10,7 @@
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#define SET_FLAG(x,y) optionsFlags&=(~((1)<<x));optionsFlags|=((y&1)<<x)
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#define ISSET_FLAG(x) (optionsFlags&((1)<<x))
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uint64_t optionsFlags;
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extern uint64_t optionsFlags;
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/*
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* usage:
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|
|
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@ -1,4 +1,4 @@
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#include "renderer.h"
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#include "renderer.hpp"
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endofthejedi::Renderer::Renderer() {
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|
@ -6,12 +6,12 @@ endofthejedi::Renderer::Renderer() {
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endofthejedi::Renderer::~Renderer() {}
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void endofthejedi::Renderer::drawCircle(float x, float y, float radius, float r,
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float g, float b, int numSides) {
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void endofthejedi::Renderer::drawCircle(float x, float y, float radius, float r, float g, float b, int numSides)
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{
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glBegin(GL_TRIANGLE_FAN);
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glColor3f(r,g,b);
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glVertex2f(x, y); // center of circle
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for (int i = 0; i <= numSides; i++) {
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glColor3f(r,g,b);
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glVertex2f(x + (radius * cos(i * 2 * M_PI / numSides)), y + (radius * sin(i * 2 * M_PI / numSides)));
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}
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glEnd();
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|
|
|
@ -5,7 +5,7 @@
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#include <epoxy/gl.h>
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#include <epoxy/glx.h>
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#include "glclasses.h"
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#include "glclasses.hpp"
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||||
|
||||
namespace endofthejedi {
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||||
|
|
@ -1,2 +0,0 @@
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#include "simulation.h"
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|
|
@ -1,50 +0,0 @@
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#pragma once
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#include "vector.h"
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||||
|
||||
typedef struct
|
||||
{
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||||
Vec2d position;
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Vec2d speed;
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int live;
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int leftSource;
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int stale;
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} SimMissile;
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|
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typedef struct
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{
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Vec2d* dot;
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SimMissile missile;
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int length;
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int player;
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double angle;
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double velocity;
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} SimShot;
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|
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typedef struct
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{
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SimShot* shot;
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int currentShot;
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Vec2d position;
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double angle;
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double velocity;
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double energy;
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double oldVelocity;
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int watch;
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int deaths;
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int kills;
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int shots;
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int active;
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int valid;
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int didShoot;
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int timeout;
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int timeoutcnt;
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char name[16];
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} SimPlayer;
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|
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typedef struct
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{
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Vec2d position;
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double radius;
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double mass;
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} SimPlanet;
|
|
@ -1,14 +1,24 @@
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#include "commands.hpp"
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#include "trace.hpp"
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namespace game {
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void ShootCommand::apply(Player *player, State *state) const
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{
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(void) state;
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// TODO spawn missile if alive and enough energy
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//std::cout<<"apply command " << name() << std::endl;
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// TODO: idea
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// shoot multiple rockets at once or from different positions after
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// level up / upgrade ...
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Missile *missile = new Missile(player, player->ship->position, m_angle, m_speed);
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Trace *trace = new Trace(missile);
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missile->trace = trace;
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player->energy -= m_speed;
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player->missiles.push_back(new Missile(player->id, player->ship->position, m_angle, m_speed));
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player->missiles.push_back(missile);
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state->addTrace(trace);
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}
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bool ShootCommand::allowed(const Player *player, const State *state) const
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|
|
|
@ -1,17 +1,32 @@
|
|||
#pragma once
|
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|
||||
#if 0
|
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#include <glm/vec2.hpp>
|
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|
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namespace game {
|
||||
/**
|
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* Explosion: just an effect which looks good.
|
||||
*/
|
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class Explosion {
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public:
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enum class Kind {
|
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Normal,
|
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MissileWithShip
|
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MissileExplodesInSpace, // missile explode in free space
|
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MissileAgainstPlanet, // explosion of missile when it hits a planet
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MissileAgainstShip // bigger explosion: missile hits a ship which explodes with it
|
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};
|
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|
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glm::vec2 position;
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Explosion(const glm::vec2 &pos, Kind kind, float maxAge=1.0)
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: position(pos), kind(kind), age(0.0), maxAge(maxAge)
|
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{
|
||||
}
|
||||
|
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Explosion(Kind kind);
|
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const Kind kind; // kind of the explosion
|
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const glm::vec2 position; // position where it starts
|
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float age; // age (in seconsd) of the explosion
|
||||
|
||||
public:
|
||||
// age (in seconds) when the explosion is not visible
|
||||
// anymore and will disappear afterwards
|
||||
const float maxAge;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -4,12 +4,15 @@
|
|||
|
||||
#include "state.hpp"
|
||||
#include "player.hpp"
|
||||
#include "ship.hpp"
|
||||
#include "planet.hpp"
|
||||
#include "trace.hpp"
|
||||
|
||||
#include <glm/gtx/norm.hpp>
|
||||
|
||||
namespace game {
|
||||
Missile::Missile(int playerId, const glm::vec2 &pos, float angle, float speed)
|
||||
: playerId(playerId)
|
||||
Missile::Missile(Player *player, const glm::vec2 &pos, float angle, float speed)
|
||||
: player(player)
|
||||
, position(pos)
|
||||
{
|
||||
velocity = speed * glm::vec2(std::sin(angle), std::cos(angle));
|
||||
|
@ -28,13 +31,13 @@ namespace game {
|
|||
glm::vec2 gravityForce = glm::vec2(0.0, 0.0);
|
||||
|
||||
for (const Player *other : state->players) {
|
||||
if (other->ship != nullptr && other->id != playerId) {
|
||||
if (other->ship != nullptr && other != player) {
|
||||
glm::vec2 diff = other->ship->position - position;
|
||||
float dist = glm::length(diff);
|
||||
if (dist <= other->ship->radius) {
|
||||
// TODO: collect all hits and return the first one only
|
||||
// TODO: find exact hit position!
|
||||
return Missile::Event(position, playerId, other->id);
|
||||
return Missile::Event(position, player->id, other->id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,13 +3,13 @@
|
|||
#include <glm/vec2.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include "state.hpp"
|
||||
|
||||
#include "ship.hpp"
|
||||
#include "planet.hpp"
|
||||
|
||||
namespace game {
|
||||
class State;
|
||||
class Ship;
|
||||
class Planet;
|
||||
class Player;
|
||||
class State;
|
||||
class Trace;
|
||||
|
||||
// missile belongs to a player and optionally fills a trace behind it.
|
||||
// trace then belongs to the player.
|
||||
|
@ -50,19 +50,17 @@ namespace game {
|
|||
int playerIdVictim;
|
||||
};
|
||||
|
||||
// XXX
|
||||
int playerId; // owner won't be hit by own missiles
|
||||
glm::vec2 position;
|
||||
glm::vec2 velocity;
|
||||
//Trace *trace;
|
||||
|
||||
Missile(int playerId, const glm::vec2 &pos, float angle, float speed);
|
||||
|
||||
Missile(Player *player, const glm::vec2 &pos, float angle, float speed);
|
||||
~Missile();
|
||||
|
||||
// try to advance. if something will be hit, return the first hit in
|
||||
// time.
|
||||
Missile::Event advance(const game::State *state, float dt);
|
||||
|
||||
Player *player; // owner won't be hit by own missiles
|
||||
glm::vec2 position;
|
||||
glm::vec2 velocity;
|
||||
Trace *trace;
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
@ -12,6 +12,7 @@
|
|||
#include "planet.hpp"
|
||||
#include "ship.hpp"
|
||||
#include "commands.hpp"
|
||||
#include "trace.hpp"
|
||||
|
||||
#include "util.hpp"
|
||||
|
||||
|
@ -161,6 +162,11 @@ namespace game {
|
|||
//std::cout<<"missile: " << (long unsigned int) missile << std::endl;
|
||||
const Missile::Event evt = missile->advance(this, dt);
|
||||
|
||||
missile->trace->addPointFromMissile();
|
||||
|
||||
// TODO:
|
||||
// spawn just if the path differs
|
||||
|
||||
if (evt.hit == Missile::HitObject::Nothing) {
|
||||
i++;
|
||||
|
||||
|
@ -259,4 +265,9 @@ namespace game {
|
|||
player->addCommand(cmd);
|
||||
}
|
||||
}
|
||||
|
||||
void State::addTrace(Trace *trace)
|
||||
{
|
||||
traces.push_back(trace);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -8,25 +8,34 @@
|
|||
#include <glm/vec2.hpp>
|
||||
|
||||
namespace game {
|
||||
// forward declarations
|
||||
class Command;
|
||||
class Missile;
|
||||
class Player;
|
||||
class Planet;
|
||||
class Ship;
|
||||
|
||||
// trace of a missile. exists without a missile at player.
|
||||
//class Trace {
|
||||
//public:
|
||||
// std::vector<glm::vec2> points;
|
||||
//};
|
||||
class Trace;
|
||||
|
||||
class State {
|
||||
public:
|
||||
/*************************************************************************/
|
||||
/* State management */
|
||||
/*************************************************************************/
|
||||
|
||||
// called to setup the state (randomize planets, kill
|
||||
// traces/missiles/ships etc.)
|
||||
void init();
|
||||
|
||||
// main method to advance the simulation by the given timestamp in
|
||||
// seconds.
|
||||
void advance(float dt);
|
||||
|
||||
// the (network) layer calling these three functions should keep id's
|
||||
// unique and give one (network) input an id.
|
||||
/*************************************************************************/
|
||||
/* Network / Input */
|
||||
/*************************************************************************/
|
||||
|
||||
// The upper layer (network/renderer) calling these three functions
|
||||
// should keep id's unique and give one (network) input an id.
|
||||
void addPlayer(int playerId);
|
||||
void playerLeft(int playerId);
|
||||
void commandForPlayer(int playerId, Command *cmd);
|
||||
|
@ -34,14 +43,34 @@ namespace game {
|
|||
// lookup. return nullptr on invalid playerId
|
||||
Player *playerForId(int playerId);
|
||||
|
||||
/*************************************************************************/
|
||||
/* Mixed stuff */
|
||||
|
||||
// distance after which missiles get lost in space (and explode)
|
||||
float maxMissileDistance() const { return m_maxMissileDistance; }
|
||||
|
||||
// each ship has the same radius
|
||||
float shipRadius() const { return m_shipRadius; }
|
||||
|
||||
// add a trace to the list of traces.
|
||||
void addTrace(Trace *trace);
|
||||
|
||||
/*************************************************************************/
|
||||
/* Rendering */
|
||||
/*************************************************************************/
|
||||
|
||||
// Game items which should be rendered are here:
|
||||
// (access missiles by iterating over player's missiles attribute)
|
||||
std::vector<Planet*> planets;
|
||||
std::vector<Ship*> ships;
|
||||
std::vector<Player*> players;
|
||||
std::vector<Trace*> traces;
|
||||
|
||||
private:
|
||||
/*************************************************************************/
|
||||
/* Internal */
|
||||
/*************************************************************************/
|
||||
|
||||
void playerKillsPlayer(Player *killer, Player *victim);
|
||||
|
||||
void advancePlayerShipSpawns(float dt);
|
||||
|
|
27
game/state/trace.cpp
Normal file
27
game/state/trace.cpp
Normal file
|
@ -0,0 +1,27 @@
|
|||
#include "trace.hpp"
|
||||
|
||||
#include <glm/gtx/norm.hpp>
|
||||
|
||||
#include "missile.hpp"
|
||||
|
||||
namespace game {
|
||||
Trace::TracePoint::TracePoint(const Missile *missile)
|
||||
: position(missile->position)
|
||||
, speed(glm::length(missile->velocity))
|
||||
{
|
||||
}
|
||||
|
||||
Trace::Trace(const Missile *missile) : missile(missile), fidelityCounter(0)
|
||||
{
|
||||
points.push_back(TracePoint(missile));
|
||||
}
|
||||
|
||||
void Trace::addPointFromMissile(bool forceAdd)
|
||||
{
|
||||
fidelityCounter++;
|
||||
if (forceAdd || fidelityCounter >= 10) {
|
||||
fidelityCounter = 0;
|
||||
points.push_back(TracePoint(missile));
|
||||
}
|
||||
}
|
||||
}
|
45
game/state/trace.hpp
Normal file
45
game/state/trace.hpp
Normal file
|
@ -0,0 +1,45 @@
|
|||
#pragma once
|
||||
|
||||
#include <glm/vec2.hpp>
|
||||
#include <vector>
|
||||
|
||||
namespace game {
|
||||
class Missile;
|
||||
|
||||
/*
|
||||
* Trace of a missile through the space.
|
||||
* Useful for rendering sth. like a smoke trail to follow the rocket.
|
||||
*/
|
||||
class Trace {
|
||||
public:
|
||||
Trace(const Missile *missile);
|
||||
|
||||
// Add the current position of the missile as a new point on the
|
||||
// trace.
|
||||
// Parameters:
|
||||
// forceAdd: set to true to add this point (good for the endpoint of
|
||||
// the missile) in case the fidelityCounter would skip the current position.
|
||||
void addPointFromMissile(bool forceAdd=false);
|
||||
|
||||
// TODO: add extendLastPointToPosition() method for saving points /
|
||||
// optimization later on
|
||||
|
||||
/*
|
||||
* Trace point data to be used when rendering.
|
||||
*/
|
||||
struct TracePoint {
|
||||
TracePoint(const Missile *missile);
|
||||
|
||||
glm::vec2 position;
|
||||
float speed;
|
||||
};
|
||||
|
||||
std::vector<TracePoint> points;
|
||||
const Missile *missile; // missile which creates this path.
|
||||
|
||||
// counter which is incremented each time addPointFromMissile() is called.
|
||||
// when reaching a certain value the point is saved for
|
||||
// optimization.
|
||||
int fidelityCounter;
|
||||
};
|
||||
}
|
|
@ -1,6 +1,6 @@
|
|||
#pragma once
|
||||
|
||||
#include "opengl.h"
|
||||
#include "opengl.hpp"
|
||||
|
||||
class TriangleWindow : public endofthejedi::GLWindow {
|
||||
private:
|
|
@ -1,90 +0,0 @@
|
|||
#pragma once
|
||||
|
||||
#include <math.h>
|
||||
|
||||
struct Vec2d
|
||||
{
|
||||
double x;
|
||||
double y;
|
||||
|
||||
double length() {
|
||||
return sqrt(x*x + y*y);
|
||||
}
|
||||
double distance(Vec2d other) {
|
||||
Vec2d tmp = (*this - other);
|
||||
return tmp.length();
|
||||
}
|
||||
|
||||
Vec2d & operator+=(const Vec2d& rhs) {
|
||||
x+=rhs.x;
|
||||
y+=rhs.y;
|
||||
return *this;
|
||||
}
|
||||
Vec2d & operator-=(const Vec2d& rhs) {
|
||||
x-=rhs.x;
|
||||
y-=rhs.y;
|
||||
return *this;
|
||||
}
|
||||
Vec2d & operator*=(const double& rhs) {
|
||||
x*=rhs;
|
||||
y*=rhs;
|
||||
return *this;
|
||||
}
|
||||
Vec2d & operator/=(const double& rhs) {
|
||||
x/=rhs;
|
||||
y/=rhs;
|
||||
return *this;
|
||||
}
|
||||
const Vec2d operator+(const Vec2d& rhs) const {
|
||||
Vec2d result = *this;
|
||||
result += rhs;
|
||||
return result;
|
||||
}
|
||||
const Vec2d operator-(const Vec2d& rhs) const {
|
||||
Vec2d result = *this;
|
||||
result -= rhs;
|
||||
return result;
|
||||
}
|
||||
const double operator*(const Vec2d& rhs) const {
|
||||
return (this->x * rhs.x) + (this->y * rhs.y);
|
||||
}
|
||||
const Vec2d operator*(const double& rhs) const {
|
||||
Vec2d result = *this;
|
||||
result *= rhs;
|
||||
return result;
|
||||
}
|
||||
const Vec2d operator/(const double& rhs) const {
|
||||
Vec2d result = *this;
|
||||
result /= rhs;
|
||||
return result;
|
||||
}
|
||||
};
|
||||
/*
|
||||
struct Mat4d {
|
||||
std::array<double, 16> data;
|
||||
|
||||
const Mat4d operator*(const Mat4d& rhs) const {
|
||||
Mat4d result;
|
||||
result[0] = result[0]*rhs[0] + result[1]*result[5] + result[2]*result[9] + result[3]*result[13];
|
||||
result[1] = result[0]*rhs[1] + result[1]*result[6] + result[2]*result[10] + result[3]*result[14];
|
||||
result[2] = result[0]*rhs[2] + result[1]*result[7] + result[2]*result[11] + result[3]*result[15];
|
||||
result[3] = result[0]*rhs[3] + result[1]*result[8] + result[2]*result[12] + result[3]*result[16];
|
||||
|
||||
result[4] = result[4]*rhs[0] + result[5]*result[5] + result[6]*result[9] + result[7]*result[13];
|
||||
result[5] = result[4]*rhs[1] + result[5]*result[6] + result[6]*result[10] + result[7]*result[14];
|
||||
result[6] = result[4]*rhs[2] + result[5]*result[7] + result[6]*result[11] + result[7]*result[15];
|
||||
result[7] = result[4]*rhs[3] + result[5]*result[8] + result[6]*result[12] + result[7]*result[16];
|
||||
|
||||
result[8] = result[8]*rhs[0] + result[9]*result[5] + result[10]*result[9] + result[11]*result[13];
|
||||
result[9] = result[8]*rhs[1] + result[9]*result[6] + result[10]*result[10] + result[11]*result[14];
|
||||
result[10] = result[8]*rhs[2] + result[9]*result[7] + result[10]*result[11] + result[11]*result[15];
|
||||
result[11] = result[8]*rhs[3] + result[9]*result[8] + result[10]*result[12] + result[11]*result[16];
|
||||
|
||||
result[12] = result[12]*rhs[0] + result[13]*result[5] + result[14]*result[9] + result[15]*result[13];
|
||||
result[13] = result[12]*rhs[1] + result[13]*result[6] + result[14]*result[10] + result[15]*result[14];
|
||||
result[14] = result[12]*rhs[2] + result[13]*result[7] + result[14]*result[11] + result[15]*result[15];
|
||||
result[15] = result[12]*rhs[3] + result[13]*result[8] + result[14]*result[12] + result[15]*result[16];
|
||||
return result;
|
||||
}
|
||||
};
|
||||
*/
|
Loading…
Reference in a new issue