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Odin/core/math/linalg/specific.odin
T
2020-09-23 17:17:14 +01:00

873 lines
20 KiB
Odin

package linalg
import "core:math"
// Specific
Float :: f64 when #config(ODIN_MATH_LINALG_USE_F64, false) else f32;
FLOAT_EPSILON :: 1e-7 when size_of(Float) == 4 else 1e-15;
Vector2 :: distinct [2]Float;
Vector3 :: distinct [3]Float;
Vector4 :: distinct [4]Float;
Matrix1x1 :: distinct [1][1]Float;
Matrix1x2 :: distinct [1][2]Float;
Matrix1x3 :: distinct [1][3]Float;
Matrix1x4 :: distinct [1][4]Float;
Matrix2x1 :: distinct [2][1]Float;
Matrix2x2 :: distinct [2][2]Float;
Matrix2x3 :: distinct [2][3]Float;
Matrix2x4 :: distinct [2][4]Float;
Matrix3x1 :: distinct [3][1]Float;
Matrix3x2 :: distinct [3][2]Float;
Matrix3x3 :: distinct [3][3]Float;
Matrix3x4 :: distinct [3][4]Float;
Matrix4x1 :: distinct [4][1]Float;
Matrix4x2 :: distinct [4][2]Float;
Matrix4x3 :: distinct [4][3]Float;
Matrix4x4 :: distinct [4][4]Float;
Matrix1 :: Matrix1x1;
Matrix2 :: Matrix2x2;
Matrix3 :: Matrix3x3;
Matrix4 :: Matrix4x4;
Quaternion :: distinct (quaternion128 when size_of(Float) == size_of(f32) else quaternion256);
MATRIX1_IDENTITY :: Matrix1{{1}};
MATRIX2_IDENTITY :: Matrix2{{1, 0}, {0, 1}};
MATRIX3_IDENTITY :: Matrix3{{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
MATRIX4_IDENTITY :: Matrix4{{1, 0, 0, 0}, {0, 1, 0, 0}, {0, 0, 1, 0}, {0, 0, 0, 1}};
QUATERNION_IDENTITY :: Quaternion(1);
VECTOR3_X_AXIS :: Vector3{1, 0, 0};
VECTOR3_Y_AXIS :: Vector3{0, 1, 0};
VECTOR3_Z_AXIS :: Vector3{0, 0, 1};
vector2_orthogonal :: proc(v: $V/[2]$E) -> V where !IS_ARRAY(E), IS_FLOAT(E) {
return {-v.y, v.x};
}
vector3_orthogonal :: proc(v: $V/[3]$E) -> V where !IS_ARRAY(E), IS_FLOAT(E) {
x := abs(v.x);
y := abs(v.y);
z := abs(v.z);
other: V;
if x < y {
if x < z {
other = {1, 0, 0};
} else {
other = {0, 0, 1};
}
} else {
if y < z {
other = {0, 1, 0};
} else {
other = {0, 0, 1};
}
}
return normalize(cross(v, other));
}
orthogonal :: proc{vector2_orthogonal, vector3_orthogonal};
vector4_srgb_to_linear :: proc(col: Vector4) -> Vector4 {
r := math.pow(col.x, 2.2);
g := math.pow(col.y, 2.2);
b := math.pow(col.z, 2.2);
a := col.w;
return {r, g, b, a};
}
vector4_linear_to_srgb :: proc(col: Vector4) -> Vector4 {
a :: 2.51;
b :: 0.03;
c :: 2.43;
d :: 0.59;
e :: 0.14;
x := col.x;
y := col.y;
z := col.z;
x = (x * (a * x + b)) / (x * (c * x + d) + e);
y = (y * (a * y + b)) / (y * (c * y + d) + e);
z = (z * (a * z + b)) / (z * (c * z + d) + e);
x = math.pow(clamp(x, 0, 1), 1.0 / 2.2);
y = math.pow(clamp(y, 0, 1), 1.0 / 2.2);
z = math.pow(clamp(z, 0, 1), 1.0 / 2.2);
return {x, y, z, col.w};
}
vector4_hsl_to_rgb :: proc(h, s, l: Float, a: Float = 1) -> Vector4 {
hue_to_rgb :: proc(p, q, t: Float) -> Float {
t := t;
if t < 0 { t += 1; }
if t > 1 { t -= 1; }
switch {
case t < 1.0/6.0: return p + (q - p) * 6.0 * t;
case t < 1.0/2.0: return q;
case t < 2.0/3.0: return p + (q - p) * 6.0 * (2.0/3.0 - t);
}
return p;
}
r, g, b: Float;
if s == 0 {
r = l;
g = l;
b = l;
} else {
q := l * (1+s) if l < 0.5 else l+s - l*s;
p := 2*l - q;
r = hue_to_rgb(p, q, h + 1.0/3.0);
g = hue_to_rgb(p, q, h);
b = hue_to_rgb(p, q, h - 1.0/3.0);
}
return {r, g, b, a};
}
vector4_rgb_to_hsl :: proc(col: Vector4) -> Vector4 {
r := col.x;
g := col.y;
b := col.z;
a := col.w;
v_min := min(r, g, b);
v_max := max(r, g, b);
h, s, l: Float;
h = 0.0;
s = 0.0;
l = (v_min + v_max) * 0.5;
if v_max != v_min {
d: = v_max - v_min;
s = d / (2.0 - v_max - v_min) if l > 0.5 else d / (v_max + v_min);
switch {
case v_max == r:
h = (g - b) / d + (6.0 if g < b else 0.0);
case v_max == g:
h = (b - r) / d + 2.0;
case v_max == b:
h = (r - g) / d + 4.0;
}
h *= 1.0/6.0;
}
return {h, s, l, a};
}
quaternion_angle_axis :: proc(angle_radians: Float, axis: Vector3) -> (q: Quaternion) {
t := angle_radians*0.5;
v := normalize(axis) * math.sin(t);
q.x = v.x;
q.y = v.y;
q.z = v.z;
q.w = math.cos(t);
return;
}
angle_from_quaternion :: proc(q: Quaternion) -> Float {
if abs(q.w) > math.SQRT_THREE*0.5 {
return math.asin(q.x*q.x + q.y*q.y + q.z*q.z) * 2;
}
return math.cos(q.x) * 2;
}
axis_from_quaternion :: proc(q: Quaternion) -> Vector3 {
t1 := 1 - q.w*q.w;
if t1 < 0 {
return Vector3{0, 0, 1};
}
t2 := 1.0 / math.sqrt(t1);
return Vector3{q.x*t2, q.y*t2, q.z*t2};
}
angle_axis_from_quaternion :: proc(q: Quaternion) -> (angle: Float, axis: Vector3) {
angle = angle_from_quaternion(q);
axis = axis_from_quaternion(q);
return;
}
quaternion_from_forward_and_up :: proc(forward, up: Vector3) -> Quaternion {
f := normalize(forward);
s := normalize(cross(f, up));
u := cross(s, f);
m := Matrix3{
{+s.x, +u.x, -f.x},
{+s.y, +u.y, -f.y},
{+s.z, +u.z, -f.z},
};
tr := trace(m);
q: Quaternion;
switch {
case tr > 0:
S := 2 * math.sqrt(1 + tr);
q.w = 0.25 * S;
q.x = (m[2][1] - m[1][2]) / S;
q.y = (m[0][2] - m[2][0]) / S;
q.z = (m[1][0] - m[0][1]) / S;
case (m[0][0] > m[1][1]) && (m[0][0] > m[2][2]):
S := 2 * math.sqrt(1 + m[0][0] - m[1][1] - m[2][2]);
q.w = (m[2][1] - m[1][2]) / S;
q.x = 0.25 * S;
q.y = (m[0][1] + m[1][0]) / S;
q.z = (m[0][2] + m[2][0]) / S;
case m[1][1] > m[2][2]:
S := 2 * math.sqrt(1 + m[1][1] - m[0][0] - m[2][2]);
q.w = (m[0][2] - m[2][0]) / S;
q.x = (m[0][1] + m[1][0]) / S;
q.y = 0.25 * S;
q.z = (m[1][2] + m[2][1]) / S;
case:
S := 2 * math.sqrt(1 + m[2][2] - m[0][0] - m[1][1]);
q.w = (m[1][0] - m[0][1]) / S;
q.x = (m[0][2] - m[2][0]) / S;
q.y = (m[1][2] + m[2][1]) / S;
q.z = 0.25 * S;
}
return normalize(q);
}
quaternion_look_at :: proc(eye, centre: Vector3, up: Vector3) -> Quaternion {
return quaternion_from_matrix3(matrix3_look_at(eye, centre, up));
}
quaternion_nlerp :: proc(a, b: Quaternion, t: Float) -> (c: Quaternion) {
c.x = a.x + (b.x-a.x)*t;
c.y = a.y + (b.y-a.y)*t;
c.z = a.z + (b.z-a.z)*t;
c.w = a.w + (b.w-a.w)*t;
return normalize(c);
}
quaternion_slerp :: proc(x, y: Quaternion, t: Float) -> (q: Quaternion) {
a, b := x, y;
cos_angle := dot(a, b);
if cos_angle < 0 {
b = -b;
cos_angle = -cos_angle;
}
if cos_angle > 1 - FLOAT_EPSILON {
q.x = a.x + (b.x-a.x)*t;
q.y = a.y + (b.y-a.y)*t;
q.z = a.z + (b.z-a.z)*t;
q.w = a.w + (b.w-a.w)*t;
return;
}
angle := math.acos(cos_angle);
sin_angle := math.sin(angle);
factor_a := math.sin((1-t) * angle) / sin_angle;
factor_b := math.sin(t * angle) / sin_angle;
q.x = factor_a * a.x + factor_b * b.x;
q.y = factor_a * a.y + factor_b * b.y;
q.z = factor_a * a.z + factor_b * b.z;
q.w = factor_a * a.w + factor_b * b.w;
return;
}
quaternion_squad :: proc(q1, q2, s1, s2: Quaternion, h: Float) -> Quaternion {
slerp :: quaternion_slerp;
return slerp(slerp(q1, q2, h), slerp(s1, s2, h), 2 * (1 - h) * h);
}
quaternion_from_matrix4 :: proc(m: Matrix4) -> (q: Quaternion) {
m3: Matrix3 = ---;
m3[0][0], m3[0][1], m3[0][2] = m[0][0], m[0][1], m[0][2];
m3[1][0], m3[1][1], m3[1][2] = m[1][0], m[1][1], m[1][2];
m3[2][0], m3[2][1], m3[2][2] = m[2][0], m[2][1], m[2][2];
return quaternion_from_matrix3(m3);
}
quaternion_from_matrix3 :: proc(m: Matrix3) -> (q: Quaternion) {
four_x_squared_minus_1 := m[0][0] - m[1][1] - m[2][2];
four_y_squared_minus_1 := m[1][1] - m[0][0] - m[2][2];
four_z_squared_minus_1 := m[2][2] - m[0][0] - m[1][1];
four_w_squared_minus_1 := m[0][0] + m[1][1] + m[2][2];
biggest_index := 0;
four_biggest_squared_minus_1 := four_w_squared_minus_1;
if four_x_squared_minus_1 > four_biggest_squared_minus_1 {
four_biggest_squared_minus_1 = four_x_squared_minus_1;
biggest_index = 1;
}
if four_y_squared_minus_1 > four_biggest_squared_minus_1 {
four_biggest_squared_minus_1 = four_y_squared_minus_1;
biggest_index = 2;
}
if four_z_squared_minus_1 > four_biggest_squared_minus_1 {
four_biggest_squared_minus_1 = four_z_squared_minus_1;
biggest_index = 3;
}
biggest_val := math.sqrt(four_biggest_squared_minus_1 + 1) * 0.5;
mult := 0.25 / biggest_val;
q = 1;
switch biggest_index {
case 0:
q.w = biggest_val;
q.x = (m[1][2] - m[2][1]) * mult;
q.y = (m[2][0] - m[0][2]) * mult;
q.z = (m[0][1] - m[1][0]) * mult;
case 1:
q.w = (m[1][2] - m[2][1]) * mult;
q.x = biggest_val;
q.y = (m[0][1] + m[1][0]) * mult;
q.z = (m[2][0] + m[0][2]) * mult;
case 2:
q.w = (m[2][0] - m[0][2]) * mult;
q.x = (m[0][1] + m[1][0]) * mult;
q.y = biggest_val;
q.z = (m[1][2] + m[2][1]) * mult;
case 3:
q.w = (m[0][1] - m[1][0]) * mult;
q.x = (m[2][0] + m[0][2]) * mult;
q.y = (m[1][2] + m[2][1]) * mult;
q.z = biggest_val;
}
return;
}
quaternion_between_two_vector3 :: proc(from, to: Vector3) -> (q: Quaternion) {
x := normalize(from);
y := normalize(to);
cos_theta := dot(x, y);
if abs(cos_theta + 1) < 2*FLOAT_EPSILON {
v := vector3_orthogonal(x);
q.x = v.x;
q.y = v.y;
q.z = v.z;
q.w = 0;
return;
}
v := cross(x, y);
w := cos_theta + 1;
q.w = w;
q.x = v.x;
q.y = v.y;
q.z = v.z;
return normalize(q);
}
matrix2_inverse_transpose :: proc(m: Matrix2) -> (c: Matrix2) {
d := m[0][0]*m[1][1] - m[1][0]*m[0][1];
id := 1.0/d;
c[0][0] = +m[1][1] * id;
c[0][1] = -m[0][1] * id;
c[1][0] = -m[1][0] * id;
c[1][1] = +m[0][0] * id;
return c;
}
matrix2_determinant :: proc(m: Matrix2) -> Float {
return m[0][0]*m[1][1] - m[1][0]*m[0][1];
}
matrix2_inverse :: proc(m: Matrix2) -> (c: Matrix2) {
d := m[0][0]*m[1][1] - m[1][0]*m[0][1];
id := 1.0/d;
c[0][0] = +m[1][1] * id;
c[1][0] = -m[0][1] * id;
c[0][1] = -m[1][0] * id;
c[1][1] = +m[0][0] * id;
return c;
}
matrix2_adjoint :: proc(m: Matrix2) -> (c: Matrix2) {
c[0][0] = +m[1][1];
c[0][1] = -m[1][0];
c[1][0] = -m[0][1];
c[1][1] = +m[0][0];
return c;
}
matrix3_from_quaternion :: proc(q: Quaternion) -> (m: Matrix3) {
qxx := q.x * q.x;
qyy := q.y * q.y;
qzz := q.z * q.z;
qxz := q.x * q.z;
qxy := q.x * q.y;
qyz := q.y * q.z;
qwx := q.w * q.x;
qwy := q.w * q.y;
qwz := q.w * q.z;
m[0][0] = 1 - 2 * (qyy + qzz);
m[0][1] = 2 * (qxy + qwz);
m[0][2] = 2 * (qxz - qwy);
m[1][0] = 2 * (qxy - qwz);
m[1][1] = 1 - 2 * (qxx + qzz);
m[1][2] = 2 * (qyz + qwx);
m[2][0] = 2 * (qxz + qwy);
m[2][1] = 2 * (qyz - qwx);
m[2][2] = 1 - 2 * (qxx + qyy);
return m;
}
matrix3_inverse :: proc(m: Matrix3) -> Matrix3 {
return transpose(matrix3_inverse_transpose(m));
}
matrix3_determinant :: proc(m: Matrix3) -> Float {
a := +m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2]);
b := -m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2]);
c := +m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2]);
return a + b + c;
}
matrix3_adjoint :: proc(m: Matrix3) -> (adjoint: Matrix3) {
adjoint[0][0] = +(m[1][1] * m[2][2] - m[1][2] * m[2][1]);
adjoint[1][0] = -(m[0][1] * m[2][2] - m[0][2] * m[2][1]);
adjoint[2][0] = +(m[0][1] * m[1][2] - m[0][2] * m[1][1]);
adjoint[0][1] = -(m[1][0] * m[2][2] - m[1][2] * m[2][0]);
adjoint[1][1] = +(m[0][0] * m[2][2] - m[0][2] * m[2][0]);
adjoint[2][1] = -(m[0][0] * m[1][2] - m[0][2] * m[1][0]);
adjoint[0][2] = +(m[1][0] * m[2][1] - m[1][1] * m[2][0]);
adjoint[1][2] = -(m[0][0] * m[2][1] - m[0][1] * m[2][0]);
adjoint[2][2] = +(m[0][0] * m[1][1] - m[0][1] * m[1][0]);
return adjoint;
}
matrix3_inverse_transpose :: proc(m: Matrix3) -> Matrix3 {
inverse_transpose: Matrix3;
adjoint := matrix3_adjoint(m);
determinant := matrix3_determinant(m);
inv_determinant := 1.0 / determinant;
for i in 0..<3 {
for j in 0..<3 {
inverse_transpose[i][j] = adjoint[i][j] * inv_determinant;
}
}
return inverse_transpose;
}
matrix3_scale :: proc(s: Vector3) -> (m: Matrix3) {
m[0][0] = s[0];
m[1][1] = s[1];
m[2][2] = s[2];
return m;
}
matrix3_rotate :: proc(angle_radians: Float, v: Vector3) -> Matrix3 {
c := math.cos(angle_radians);
s := math.sin(angle_radians);
a := normalize(v);
t := a * (1-c);
rot: Matrix3 = ---;
rot[0][0] = c + t[0]*a[0];
rot[0][1] = 0 + t[0]*a[1] + s*a[2];
rot[0][2] = 0 + t[0]*a[2] - s*a[1];
rot[1][0] = 0 + t[1]*a[0] - s*a[2];
rot[1][1] = c + t[1]*a[1];
rot[1][2] = 0 + t[1]*a[2] + s*a[0];
rot[2][0] = 0 + t[2]*a[0] + s*a[1];
rot[2][1] = 0 + t[2]*a[1] - s*a[0];
rot[2][2] = c + t[2]*a[2];
return rot;
}
matrix3_look_at :: proc(eye, centre, up: Vector3) -> Matrix3 {
f := normalize(centre - eye);
s := normalize(cross(f, up));
u := cross(s, f);
return Matrix3{
{+s.x, +u.x, -f.x},
{+s.y, +u.y, -f.y},
{+s.z, +u.z, -f.z},
};
}
matrix4_from_quaternion :: proc(q: Quaternion) -> (m: Matrix4) {
qxx := q.x * q.x;
qyy := q.y * q.y;
qzz := q.z * q.z;
qxz := q.x * q.z;
qxy := q.x * q.y;
qyz := q.y * q.z;
qwx := q.w * q.x;
qwy := q.w * q.y;
qwz := q.w * q.z;
m[0][0] = 1 - 2 * (qyy + qzz);
m[0][1] = 2 * (qxy + qwz);
m[0][2] = 2 * (qxz - qwy);
m[1][0] = 2 * (qxy - qwz);
m[1][1] = 1 - 2 * (qxx + qzz);
m[1][2] = 2 * (qyz + qwx);
m[2][0] = 2 * (qxz + qwy);
m[2][1] = 2 * (qyz - qwx);
m[2][2] = 1 - 2 * (qxx + qyy);
m[3][3] = 1;
return m;
}
matrix4_from_trs :: proc(t: Vector3, r: Quaternion, s: Vector3) -> Matrix4 {
translation := matrix4_translate(t);
rotation := matrix4_from_quaternion(r);
scale := matrix4_scale(s);
return mul(translation, mul(rotation, scale));
}
matrix4_inverse :: proc(m: Matrix4) -> Matrix4 {
return transpose(matrix4_inverse_transpose(m));
}
matrix4_minor :: proc(m: Matrix4, c, r: int) -> Float {
cut_down: Matrix3;
for i in 0..<3 {
col := i if i < c else i+1;
for j in 0..<3 {
row := j if j < r else j+1;
cut_down[i][j] = m[col][row];
}
}
return matrix3_determinant(cut_down);
}
matrix4_cofactor :: proc(m: Matrix4, c, r: int) -> Float {
sign, minor: Float;
sign = 1 if (c + r) % 2 == 0 else -1;
minor = matrix4_minor(m, c, r);
return sign * minor;
}
matrix4_adjoint :: proc(m: Matrix4) -> Matrix4 {
adjoint: Matrix4;
for i in 0..<4 {
for j in 0..<4 {
adjoint[i][j] = matrix4_cofactor(m, i, j);
}
}
return adjoint;
}
matrix4_determinant :: proc(m: Matrix4) -> Float {
adjoint := matrix4_adjoint(m);
determinant: Float = 0;
for i in 0..<4 {
determinant += m[i][0] * adjoint[i][0];
}
return determinant;
}
matrix4_inverse_transpose :: proc(m: Matrix4) -> Matrix4 {
adjoint := matrix4_adjoint(m);
determinant: Float = 0;
for i in 0..<4 {
determinant += m[i][0] * adjoint[i][0];
}
inv_determinant := 1.0 / determinant;
inverse_transpose: Matrix4;
for i in 0..<4 {
for j in 0..<4 {
inverse_transpose[i][j] = adjoint[i][j] * inv_determinant;
}
}
return inverse_transpose;
}
matrix4_translate :: proc(v: Vector3) -> Matrix4 {
m := MATRIX4_IDENTITY;
m[3][0] = v[0];
m[3][1] = v[1];
m[3][2] = v[2];
return m;
}
matrix4_rotate :: proc(angle_radians: Float, v: Vector3) -> Matrix4 {
c := math.cos(angle_radians);
s := math.sin(angle_radians);
a := normalize(v);
t := a * (1-c);
rot := MATRIX4_IDENTITY;
rot[0][0] = c + t[0]*a[0];
rot[0][1] = 0 + t[0]*a[1] + s*a[2];
rot[0][2] = 0 + t[0]*a[2] - s*a[1];
rot[0][3] = 0;
rot[1][0] = 0 + t[1]*a[0] - s*a[2];
rot[1][1] = c + t[1]*a[1];
rot[1][2] = 0 + t[1]*a[2] + s*a[0];
rot[1][3] = 0;
rot[2][0] = 0 + t[2]*a[0] + s*a[1];
rot[2][1] = 0 + t[2]*a[1] - s*a[0];
rot[2][2] = c + t[2]*a[2];
rot[2][3] = 0;
return rot;
}
matrix4_scale :: proc(v: Vector3) -> Matrix4 {
m: Matrix4;
m[0][0] = v[0];
m[1][1] = v[1];
m[2][2] = v[2];
m[3][3] = 1;
return m;
}
matrix4_look_at :: proc(eye, centre, up: Vector3, flip_z_axis := true) -> Matrix4 {
f := normalize(centre - eye);
s := normalize(cross(f, up));
u := cross(s, f);
fe := dot(f, eye);
m := Matrix4{
{+s.x, +u.x, -f.x, 0},
{+s.y, +u.y, -f.y, 0},
{+s.z, +u.z, -f.z, 0},
{-dot(s, eye), -dot(u, eye), +fe if flip_z_axis else -fe, 1},
};
return m;
}
matrix4_perspective :: proc(fovy, aspect, near, far: Float, flip_z_axis := true) -> (m: Matrix4) {
tan_half_fovy := math.tan(0.5 * fovy);
m[0][0] = 1 / (aspect*tan_half_fovy);
m[1][1] = 1 / (tan_half_fovy);
m[2][2] = +(far + near) / (far - near);
m[2][3] = +1;
m[3][2] = -2*far*near / (far - near);
if flip_z_axis {
m[2] = -m[2];
}
return;
}
matrix_ortho3d :: proc(left, right, bottom, top, near, far: Float, flip_z_axis := true) -> (m: Matrix4) {
m[0][0] = +2 / (right - left);
m[1][1] = +2 / (top - bottom);
m[2][2] = +2 / (far - near);
m[3][0] = -(right + left) / (right - left);
m[3][1] = -(top + bottom) / (top - bottom);
m[3][2] = -(far + near) / (far- near);
m[3][3] = 1;
if flip_z_axis {
m[2] = -m[2];
}
return;
}
matrix4_infinite_perspective :: proc(fovy, aspect, near: Float, flip_z_axis := true) -> (m: Matrix4) {
tan_half_fovy := math.tan(0.5 * fovy);
m[0][0] = 1 / (aspect*tan_half_fovy);
m[1][1] = 1 / (tan_half_fovy);
m[2][2] = +1;
m[2][3] = +1;
m[3][2] = -2*near;
if flip_z_axis {
m[2] = -m[2];
}
return;
}
matrix2_from_scalar :: proc(f: Float) -> (m: Matrix2) {
m[0][0], m[0][1] = f, 0;
m[1][0], m[1][1] = 0, f;
return;
}
matrix3_from_scalar :: proc(f: Float) -> (m: Matrix3) {
m[0][0], m[0][1], m[0][2] = f, 0, 0;
m[1][0], m[1][1], m[1][2] = 0, f, 0;
m[2][0], m[2][1], m[2][2] = 0, 0, f;
return;
}
matrix4_from_scalar :: proc(f: Float) -> (m: Matrix4) {
m[0][0], m[0][1], m[0][2], m[0][3] = f, 0, 0, 0;
m[1][0], m[1][1], m[1][2], m[1][3] = 0, f, 0, 0;
m[2][0], m[2][1], m[2][2], m[2][3] = 0, 0, f, 0;
m[3][0], m[3][1], m[3][2], m[3][3] = 0, 0, 0, f;
return;
}
matrix2_from_matrix3 :: proc(m: Matrix3) -> (r: Matrix2) {
r[0][0], r[0][1] = m[0][0], m[0][1];
r[1][0], r[1][1] = m[1][0], m[1][1];
return;
}
matrix2_from_matrix4 :: proc(m: Matrix4) -> (r: Matrix2) {
r[0][0], r[0][1] = m[0][0], m[0][1];
r[1][0], r[1][1] = m[1][0], m[1][1];
return;
}
matrix3_from_matrix2 :: proc(m: Matrix2) -> (r: Matrix3) {
r[0][0], r[0][1], r[0][2] = m[0][0], m[0][1], 0;
r[1][0], r[1][1], r[1][2] = m[1][0], m[1][1], 0;
r[2][0], r[2][1], r[2][2] = 0, 0, 1;
return;
}
matrix3_from_matrix4 :: proc(m: Matrix4) -> (r: Matrix3) {
r[0][0], r[0][1], r[0][2] = m[0][0], m[0][1], m[0][2];
r[1][0], r[1][1], r[1][2] = m[1][0], m[1][1], m[1][2];
r[2][0], r[2][1], r[2][2] = m[2][0], m[2][1], m[2][2];
return;
}
matrix4_from_matrix2 :: proc(m: Matrix2) -> (r: Matrix4) {
r[0][0], r[0][1], r[0][2], r[0][3] = m[0][0], m[0][1], 0, 0;
r[1][0], r[1][1], r[1][2], r[1][3] = m[1][0], m[1][1], 0, 0;
r[2][0], r[2][1], r[2][2], r[2][3] = 0, 0, 1, 0;
r[3][0], r[3][1], r[3][2], r[3][3] = 0, 0, 0, 1;
return;
}
matrix4_from_matrix3 :: proc(m: Matrix3) -> (r: Matrix4) {
r[0][0], r[0][1], r[0][2], r[0][3] = m[0][0], m[0][1], m[0][2], 0;
r[1][0], r[1][1], r[1][2], r[1][3] = m[1][0], m[1][1], m[1][2], 0;
r[2][0], r[2][1], r[2][2], r[2][3] = m[2][0], m[2][1], m[2][2], 0;
r[3][0], r[3][1], r[3][2], r[3][3] = 0, 0, 0, 1;
return;
}
quaternion_from_scalar :: proc(f: Float) -> (q: Quaternion) {
q.w = f;
return;
}
to_matrix2 :: proc{matrix2_from_scalar, matrix2_from_matrix3, matrix2_from_matrix4};
to_matrix3 :: proc{matrix3_from_scalar, matrix3_from_matrix2, matrix3_from_matrix4, matrix3_from_quaternion};
to_matrix4 :: proc{matrix4_from_scalar, matrix4_from_matrix2, matrix4_from_matrix3, matrix4_from_quaternion};
to_quaternion :: proc{quaternion_from_scalar, quaternion_from_matrix3, quaternion_from_matrix4};
matrix2_orthonormalize :: proc(m: Matrix2) -> (r: Matrix2) {
r[0] = normalize(m[0]);
d0 := dot(r[0], r[1]);
r[1] -= r[0] * d0;
r[1] = normalize(r[1]);
return;
}
matrix3_orthonormalize :: proc(m: Matrix3) -> (r: Matrix3) {
r[0] = normalize(m[0]);
d0 := dot(r[0], r[1]);
r[1] -= r[0] * d0;
r[1] = normalize(r[1]);
d1 := dot(r[1], r[2]);
d0 = dot(r[0], r[2]);
r[2] -= r[0]*d0 + r[1]*d1;
r[2] = normalize(r[2]);
return;
}
vector3_orthonormalize :: proc(x, y: Vector3) -> (z: Vector3) {
return normalize(x - y * dot(y, x));
}
orthonormalize :: proc{
matrix2_orthonormalize,
matrix3_orthonormalize,
vector3_orthonormalize,
};
matrix4_orientation :: proc(normal, up: Vector3) -> Matrix4 {
if all(equal(normal, up)) {
return MATRIX4_IDENTITY;
}
rotation_axis := cross(up, normal);
angle := math.acos(dot(normal, up));
return matrix4_rotate(angle, rotation_axis);
}
euclidean_from_polar :: proc(polar: Vector2) -> Vector3 {
latitude, longitude := polar.x, polar.y;
cx, sx := math.cos(latitude), math.sin(latitude);
cy, sy := math.cos(longitude), math.sin(longitude);
return Vector3{
cx*sy,
sx,
cx*cy,
};
}
polar_from_euclidean :: proc(euclidean: Vector3) -> Vector3 {
n := length(euclidean);
tmp := euclidean / n;
xz_dist := math.sqrt(tmp.x*tmp.x + tmp.z*tmp.z);
return Vector3{
math.asin(tmp.y),
math.atan2(tmp.x, tmp.z),
xz_dist,
};
}