using System; namespace _2DGAMELIB { public static class Matrix { public static MatrixD RotationZ(this double angle) { MatrixD result = default(MatrixD); result.M11 = System.Math.Cos(angle); result.M12 = System.Math.Sin(angle); result.M13 = 0.0; result.M14 = 0.0; result.M21 = 0.0 - result.M12; result.M22 = result.M11; result.M23 = 0.0; result.M24 = 0.0; result.M31 = 0.0; result.M32 = 0.0; result.M33 = 1.0; result.M34 = 0.0; result.M41 = 0.0; result.M42 = 0.0; result.M43 = 0.0; result.M44 = 1.0; return result; } public static void TransformCoordinate(ref Vector2D coord, ref MatrixD transform, out Vector2D result) { double num = 1.0 / (coord.X * transform.M14 + coord.Y * transform.M24 + transform.M44); result.X = (coord.X * transform.M11 + coord.Y * transform.M21 + transform.M41) * num; result.Y = (coord.X * transform.M12 + coord.Y * transform.M22 + transform.M42) * num; } public static Vector2D TransformCoordinateBP(this Vector2D coord, Vector2D BasePoint, MatrixD transform) { Vec.Subtract(ref coord, ref BasePoint, out coord); TransformCoordinate(ref coord, ref transform, out var result); Vec.Add(ref result, ref BasePoint, out result); return result; } public static Vector2D TransformCoordinateBP(ref Vector2D coord, ref Vector2D BasePoint, ref MatrixD transform) { Vec.Subtract(ref coord, ref BasePoint, out var r); TransformCoordinate(ref r, ref transform, out var result); Vec.Add(ref result, ref BasePoint, out result); return result; } } }