Added rotation on the x and y axis
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@ -48,17 +48,32 @@ public class Matrix4f {
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return result;
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return result;
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}
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}
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public static Matrix4f rotate(float angle){
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public static Matrix4f rotateX(float angle){
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Matrix4f result = identity();
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float r = (float) Math.toRadians(angle);
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float cos = (float) Math.cos(angle);
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float sin = (float) Math.sin(angle);
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result.elements[1 + 1 * 4] = cos;
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result.elements[2 + 1 * 4] = -sin;
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result.elements[1 + 2 * 4] = sin;
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result.elements[2 + 2 * 4] = cos;
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return result;
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}
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public static Matrix4f rotateY(float angle){
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Matrix4f result = identity();
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Matrix4f result = identity();
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float r = (float) Math.toRadians(angle);
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float r = (float) Math.toRadians(angle);
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float cos = (float) Math.cos(angle);
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float cos = (float) Math.cos(angle);
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float sin = (float) Math.sin(angle);
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float sin = (float) Math.sin(angle);
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result.elements[0 + 0 * 4] = cos;
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result.elements[0 + 0 * 4] = cos;
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result.elements[1 + 0 * 4] = sin;
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result.elements[2 + 0 * 4] = sin;
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result.elements[0 + 1 * 4] = -sin;
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result.elements[0 + 2 * 4] = -sin;
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result.elements[1 + 1 * 4] = cos;
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result.elements[2 + 2 * 4] = cos;
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return result;
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return result;
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}
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}
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