// normalize the angle
float twopi = (float)Math.PI *2f;
while (angle >= twopi) angle -= twopi;
while (angle < 0f) angle += twopi;
// mAngle = angle;
float sin = (float)Math.sin(angle);
float cos = (float)Math.cos(angle);
float[][] m = mTransform.m;
switch (mAxis) {
case kAxisX:
m[1][1] = cos;
m[1][2] = sin;
m[2][1] = -sin;
m[2][2] = cos;
m[0][0] = 1f;
m[0][1] = m[0][2] = m[1][0] = m[2][0] = 0f;
break;
case kAxisY:
m[0][0] = cos;
m[0][2] = sin;
m[2][0] = -sin;
m[2][2] = cos;
m[1][1] = 1f;
m[0][1] = m[1][0] = m[1][2] = m[2][1] = 0f;
break;
case kAxisZ:
m[0][0] = cos;
m[0][1] = sin;
m[1][0] = -sin;
m[1][1] = cos;
m[2][2] = 1f;
m[2][0] = m[2][1] = m[0][2] = m[1][2] = 0f;
break;
}
for (int i = 0; i < mShapes.length; i++) {
GLShape shape = mShapes[i];
if (shape != null) {
shape.animateTransform(mTransform);
}
}