mirror of
https://github.com/hajimehoshi/ebiten.git
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6f23029e4c
Fixes #654
260 lines
5.8 KiB
Go
260 lines
5.8 KiB
Go
// Copyright 2014 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ebiten
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import (
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"fmt"
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"math"
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)
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// GeoMDim is a dimension of a GeoM.
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const GeoMDim = 3
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// A GeoM represents a matrix to transform geometry when rendering an image.
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//
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// The initial value is identity.
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type GeoM struct {
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a_1 float32 // The actual 'a' value minus 1
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b float32
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c float32
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d_1 float32 // The actual 'd' value minus 1
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tx float32
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ty float32
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}
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// String returns a string representation of GeoM.
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func (g *GeoM) String() string {
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return fmt.Sprintf("[[%f, %f, %f], [%f, %f, %f]]", g.a_1+1, g.b, g.tx, g.c, g.d_1+1, g.ty)
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}
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// Reset resets the GeoM as identity.
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func (g *GeoM) Reset() {
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g.a_1 = 0
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g.b = 0
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g.c = 0
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g.d_1 = 0
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g.tx = 0
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g.ty = 0
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}
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// Apply pre-multiplies a vector (x, y, 1) by the matrix.
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// In other words, Apply calculates GeoM * (x, y, 1)^T.
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// The return value is x and y values of the result vector.
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func (g *GeoM) Apply(x, y float64) (float64, float64) {
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x2, y2 := g.apply32(float32(x), float32(y))
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return float64(x2), float64(y2)
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}
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func (g *GeoM) apply32(x, y float32) (x2, y2 float32) {
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return (g.a_1+1)*x + g.b*y + g.tx, g.c*x + (g.d_1+1)*y + g.ty
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}
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func (g *GeoM) elements() (a, b, c, d, tx, ty float32) {
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return g.a_1 + 1, g.b, g.c, g.d_1 + 1, g.tx, g.ty
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}
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// Element returns a value of a matrix at (i, j).
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func (g *GeoM) Element(i, j int) float64 {
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switch {
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case i == 0 && j == 0:
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return float64(g.a_1) + 1
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case i == 0 && j == 1:
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return float64(g.b)
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case i == 0 && j == 2:
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return float64(g.tx)
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case i == 1 && j == 0:
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return float64(g.c)
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case i == 1 && j == 1:
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return float64(g.d_1) + 1
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case i == 1 && j == 2:
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return float64(g.ty)
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default:
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panic("ebiten: i or j is out of index")
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}
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}
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// Concat multiplies a geometry matrix with the other geometry matrix.
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// This is same as muptiplying the matrix other and the matrix g in this order.
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func (g *GeoM) Concat(other GeoM) {
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a := (other.a_1+1)*(g.a_1+1) + other.b*g.c
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b := (other.a_1+1)*g.b + other.b*(g.d_1+1)
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tx := (other.a_1+1)*g.tx + other.b*g.ty + other.tx
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c := other.c*(g.a_1+1) + (other.d_1+1)*g.c
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d := other.c*g.b + (other.d_1+1)*(g.d_1+1)
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ty := other.c*g.tx + (other.d_1+1)*g.ty + other.ty
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g.a_1 = a - 1
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g.b = b
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g.c = c
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g.d_1 = d - 1
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g.tx = tx
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g.ty = ty
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}
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// Add is deprecated as of 1.5.0-alpha.
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// Note that this doesn't make sense as an operation for affine matrices.
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func (g *GeoM) Add(other GeoM) {
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g.a_1 += other.a_1
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g.b += other.b
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g.c += other.c
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g.d_1 += other.d_1
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g.tx += other.tx
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g.ty += other.ty
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}
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// Scale scales the matrix by (x, y).
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func (g *GeoM) Scale(x, y float64) {
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a := (float64(g.a_1) + 1) * x
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b := float64(g.b) * x
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tx := float64(g.tx) * x
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c := float64(g.c) * y
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d := (float64(g.d_1) + 1) * y
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ty := float64(g.ty) * y
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g.a_1 = float32(a) - 1
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g.b = float32(b)
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g.c = float32(c)
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g.d_1 = float32(d) - 1
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g.tx = float32(tx)
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g.ty = float32(ty)
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}
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// Translate translates the matrix by (tx, ty).
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func (g *GeoM) Translate(tx, ty float64) {
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g.tx += float32(tx)
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g.ty += float32(ty)
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}
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// Rotate rotates the matrix by theta.
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// The unit is radian.
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func (g *GeoM) Rotate(theta float64) {
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if theta == 0 {
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return
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}
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sin64, cos64 := math.Sincos(theta)
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sin, cos := float32(sin64), float32(cos64)
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a := cos*(g.a_1+1) - sin*g.c
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b := cos*g.b - sin*(g.d_1+1)
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tx := cos*g.tx - sin*g.ty
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c := sin*(g.a_1+1) + cos*g.c
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d := sin*g.b + cos*(g.d_1+1)
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ty := sin*g.tx + cos*g.ty
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g.a_1 = a - 1
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g.b = b
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g.c = c
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g.d_1 = d - 1
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g.tx = tx
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g.ty = ty
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}
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// Skew skews the matrix by (skewX, skewY). The unit is radian.
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func (g *GeoM) Skew(skewX, skewY float64) {
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sx64 := math.Tan(skewX)
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sy64 := math.Tan(skewY)
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sx, sy := float32(sx64), float32(sy64)
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a := (g.a_1 + 1) + g.c*sx
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b := g.b + (g.d_1+1)*sx
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c := (g.a_1+1)*sy + g.c
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d := g.b*sy + (g.d_1 + 1)
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tx := g.tx + g.ty*sx
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ty := g.ty + g.tx*sy
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g.a_1 = a - 1
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g.b = b
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g.c = c
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g.d_1 = d - 1
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g.tx = tx
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g.ty = ty
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}
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func (g *GeoM) det() float32 {
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return (g.a_1+1)*(g.d_1+1) - g.b*g.c
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}
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// IsInvertible returns a boolean value indicating
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// whether the matrix g is invertible or not.
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func (g *GeoM) IsInvertible() bool {
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return g.det() != 0
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}
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// Invert inverts the matrix.
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// If g is not invertible, Invert panics.
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func (g *GeoM) Invert() {
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det := g.det()
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if det == 0 {
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panic("ebiten: g is not invertible")
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}
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a := (g.d_1 + 1) / det
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b := -g.b / det
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c := -g.c / det
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d := (g.a_1 + 1) / det
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tx := (-(g.d_1+1)*g.tx + g.b*g.ty) / det
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ty := (g.c*g.tx + -(g.a_1+1)*g.ty) / det
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g.a_1 = a - 1
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g.b = b
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g.c = c
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g.d_1 = d - 1
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g.tx = tx
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g.ty = ty
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}
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// SetElement sets an element at (i, j).
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func (g *GeoM) SetElement(i, j int, element float64) {
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e := float32(element)
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switch {
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case i == 0 && j == 0:
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g.a_1 = e - 1
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case i == 0 && j == 1:
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g.b = e
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case i == 0 && j == 2:
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g.tx = e
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case i == 1 && j == 0:
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g.c = e
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case i == 1 && j == 1:
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g.d_1 = e - 1
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case i == 1 && j == 2:
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g.ty = e
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default:
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panic("ebiten: i or j is out of index")
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}
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}
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// ScaleGeo is deprecated as of 1.2.0-alpha. Use Scale instead.
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func ScaleGeo(x, y float64) GeoM {
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g := GeoM{}
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g.Scale(x, y)
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return g
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}
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// TranslateGeo is deprecated as of 1.2.0-alpha. Use Translate instead.
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func TranslateGeo(tx, ty float64) GeoM {
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g := GeoM{}
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g.Translate(tx, ty)
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return g
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}
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// RotateGeo is deprecated as of 1.2.0-alpha. Use Rotate instead.
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func RotateGeo(theta float64) GeoM {
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g := GeoM{}
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g.Rotate(theta)
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return g
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}
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