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https://github.com/Ed94/Odin.git
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873 lines
20 KiB
Odin
873 lines
20 KiB
Odin
package linalg
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import "core:math"
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// Specific
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Float :: f64 when #config(ODIN_MATH_LINALG_USE_F64, false) else f32;
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FLOAT_EPSILON :: 1e-7 when size_of(Float) == 4 else 1e-15;
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Vector2 :: distinct [2]Float;
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Vector3 :: distinct [3]Float;
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Vector4 :: distinct [4]Float;
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Matrix1x1 :: distinct [1][1]Float;
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Matrix1x2 :: distinct [1][2]Float;
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Matrix1x3 :: distinct [1][3]Float;
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Matrix1x4 :: distinct [1][4]Float;
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Matrix2x1 :: distinct [2][1]Float;
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Matrix2x2 :: distinct [2][2]Float;
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Matrix2x3 :: distinct [2][3]Float;
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Matrix2x4 :: distinct [2][4]Float;
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Matrix3x1 :: distinct [3][1]Float;
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Matrix3x2 :: distinct [3][2]Float;
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Matrix3x3 :: distinct [3][3]Float;
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Matrix3x4 :: distinct [3][4]Float;
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Matrix4x1 :: distinct [4][1]Float;
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Matrix4x2 :: distinct [4][2]Float;
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Matrix4x3 :: distinct [4][3]Float;
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Matrix4x4 :: distinct [4][4]Float;
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Matrix1 :: Matrix1x1;
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Matrix2 :: Matrix2x2;
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Matrix3 :: Matrix3x3;
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Matrix4 :: Matrix4x4;
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Quaternion :: distinct (quaternion128 when size_of(Float) == size_of(f32) else quaternion256);
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MATRIX1_IDENTITY :: Matrix1{{1}};
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MATRIX2_IDENTITY :: Matrix2{{1, 0}, {0, 1}};
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MATRIX3_IDENTITY :: Matrix3{{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
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MATRIX4_IDENTITY :: Matrix4{{1, 0, 0, 0}, {0, 1, 0, 0}, {0, 0, 1, 0}, {0, 0, 0, 1}};
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QUATERNION_IDENTITY :: Quaternion(1);
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VECTOR3_X_AXIS :: Vector3{1, 0, 0};
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VECTOR3_Y_AXIS :: Vector3{0, 1, 0};
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VECTOR3_Z_AXIS :: Vector3{0, 0, 1};
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vector2_orthogonal :: proc(v: $V/[2]$E) -> V where !IS_ARRAY(E), IS_FLOAT(E) {
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return {-v.y, v.x};
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}
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vector3_orthogonal :: proc(v: $V/[3]$E) -> V where !IS_ARRAY(E), IS_FLOAT(E) {
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x := abs(v.x);
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y := abs(v.y);
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z := abs(v.z);
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other: V;
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if x < y {
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if x < z {
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other = {1, 0, 0};
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} else {
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other = {0, 0, 1};
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}
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} else {
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if y < z {
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other = {0, 1, 0};
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} else {
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other = {0, 0, 1};
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}
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}
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return normalize(cross(v, other));
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}
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orthogonal :: proc{vector2_orthogonal, vector3_orthogonal};
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vector4_srgb_to_linear :: proc(col: Vector4) -> Vector4 {
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r := math.pow(col.x, 2.2);
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g := math.pow(col.y, 2.2);
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b := math.pow(col.z, 2.2);
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a := col.w;
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return {r, g, b, a};
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}
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vector4_linear_to_srgb :: proc(col: Vector4) -> Vector4 {
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a :: 2.51;
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b :: 0.03;
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c :: 2.43;
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d :: 0.59;
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e :: 0.14;
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x := col.x;
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y := col.y;
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z := col.z;
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x = (x * (a * x + b)) / (x * (c * x + d) + e);
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y = (y * (a * y + b)) / (y * (c * y + d) + e);
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z = (z * (a * z + b)) / (z * (c * z + d) + e);
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x = math.pow(clamp(x, 0, 1), 1.0 / 2.2);
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y = math.pow(clamp(y, 0, 1), 1.0 / 2.2);
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z = math.pow(clamp(z, 0, 1), 1.0 / 2.2);
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return {x, y, z, col.w};
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}
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vector4_hsl_to_rgb :: proc(h, s, l: Float, a: Float = 1) -> Vector4 {
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hue_to_rgb :: proc(p, q, t: Float) -> Float {
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t := t;
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if t < 0 { t += 1; }
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if t > 1 { t -= 1; }
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switch {
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case t < 1.0/6.0: return p + (q - p) * 6.0 * t;
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case t < 1.0/2.0: return q;
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case t < 2.0/3.0: return p + (q - p) * 6.0 * (2.0/3.0 - t);
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}
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return p;
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}
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r, g, b: Float;
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if s == 0 {
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r = l;
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g = l;
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b = l;
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} else {
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q := l * (1+s) if l < 0.5 else l+s - l*s;
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p := 2*l - q;
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r = hue_to_rgb(p, q, h + 1.0/3.0);
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g = hue_to_rgb(p, q, h);
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b = hue_to_rgb(p, q, h - 1.0/3.0);
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}
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return {r, g, b, a};
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}
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vector4_rgb_to_hsl :: proc(col: Vector4) -> Vector4 {
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r := col.x;
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g := col.y;
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b := col.z;
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a := col.w;
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v_min := min(r, g, b);
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v_max := max(r, g, b);
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h, s, l: Float;
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h = 0.0;
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s = 0.0;
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l = (v_min + v_max) * 0.5;
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if v_max != v_min {
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d: = v_max - v_min;
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s = d / (2.0 - v_max - v_min) if l > 0.5 else d / (v_max + v_min);
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switch {
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case v_max == r:
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h = (g - b) / d + (6.0 if g < b else 0.0);
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case v_max == g:
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h = (b - r) / d + 2.0;
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case v_max == b:
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h = (r - g) / d + 4.0;
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}
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h *= 1.0/6.0;
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}
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return {h, s, l, a};
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}
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quaternion_angle_axis :: proc(angle_radians: Float, axis: Vector3) -> (q: Quaternion) {
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t := angle_radians*0.5;
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v := normalize(axis) * math.sin(t);
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q.x = v.x;
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q.y = v.y;
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q.z = v.z;
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q.w = math.cos(t);
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return;
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}
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angle_from_quaternion :: proc(q: Quaternion) -> Float {
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if abs(q.w) > math.SQRT_THREE*0.5 {
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return math.asin(q.x*q.x + q.y*q.y + q.z*q.z) * 2;
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}
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return math.cos(q.x) * 2;
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}
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axis_from_quaternion :: proc(q: Quaternion) -> Vector3 {
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t1 := 1 - q.w*q.w;
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if t1 < 0 {
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return Vector3{0, 0, 1};
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}
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t2 := 1.0 / math.sqrt(t1);
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return Vector3{q.x*t2, q.y*t2, q.z*t2};
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}
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angle_axis_from_quaternion :: proc(q: Quaternion) -> (angle: Float, axis: Vector3) {
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angle = angle_from_quaternion(q);
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axis = axis_from_quaternion(q);
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return;
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}
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quaternion_from_forward_and_up :: proc(forward, up: Vector3) -> Quaternion {
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f := normalize(forward);
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s := normalize(cross(f, up));
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u := cross(s, f);
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m := Matrix3{
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{+s.x, +u.x, -f.x},
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{+s.y, +u.y, -f.y},
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{+s.z, +u.z, -f.z},
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};
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tr := trace(m);
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q: Quaternion;
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switch {
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case tr > 0:
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S := 2 * math.sqrt(1 + tr);
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q.w = 0.25 * S;
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q.x = (m[2][1] - m[1][2]) / S;
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q.y = (m[0][2] - m[2][0]) / S;
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q.z = (m[1][0] - m[0][1]) / S;
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case (m[0][0] > m[1][1]) && (m[0][0] > m[2][2]):
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S := 2 * math.sqrt(1 + m[0][0] - m[1][1] - m[2][2]);
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q.w = (m[2][1] - m[1][2]) / S;
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q.x = 0.25 * S;
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q.y = (m[0][1] + m[1][0]) / S;
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q.z = (m[0][2] + m[2][0]) / S;
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case m[1][1] > m[2][2]:
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S := 2 * math.sqrt(1 + m[1][1] - m[0][0] - m[2][2]);
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q.w = (m[0][2] - m[2][0]) / S;
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q.x = (m[0][1] + m[1][0]) / S;
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q.y = 0.25 * S;
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q.z = (m[1][2] + m[2][1]) / S;
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case:
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S := 2 * math.sqrt(1 + m[2][2] - m[0][0] - m[1][1]);
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q.w = (m[1][0] - m[0][1]) / S;
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q.x = (m[0][2] - m[2][0]) / S;
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q.y = (m[1][2] + m[2][1]) / S;
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q.z = 0.25 * S;
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}
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return normalize(q);
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}
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quaternion_look_at :: proc(eye, centre: Vector3, up: Vector3) -> Quaternion {
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return quaternion_from_matrix3(matrix3_look_at(eye, centre, up));
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}
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quaternion_nlerp :: proc(a, b: Quaternion, t: Float) -> (c: Quaternion) {
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c.x = a.x + (b.x-a.x)*t;
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c.y = a.y + (b.y-a.y)*t;
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c.z = a.z + (b.z-a.z)*t;
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c.w = a.w + (b.w-a.w)*t;
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return normalize(c);
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}
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quaternion_slerp :: proc(x, y: Quaternion, t: Float) -> (q: Quaternion) {
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a, b := x, y;
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cos_angle := dot(a, b);
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if cos_angle < 0 {
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b = -b;
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cos_angle = -cos_angle;
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}
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if cos_angle > 1 - FLOAT_EPSILON {
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q.x = a.x + (b.x-a.x)*t;
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q.y = a.y + (b.y-a.y)*t;
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q.z = a.z + (b.z-a.z)*t;
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q.w = a.w + (b.w-a.w)*t;
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return;
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}
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angle := math.acos(cos_angle);
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sin_angle := math.sin(angle);
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factor_a := math.sin((1-t) * angle) / sin_angle;
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factor_b := math.sin(t * angle) / sin_angle;
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q.x = factor_a * a.x + factor_b * b.x;
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q.y = factor_a * a.y + factor_b * b.y;
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q.z = factor_a * a.z + factor_b * b.z;
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q.w = factor_a * a.w + factor_b * b.w;
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return;
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}
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quaternion_squad :: proc(q1, q2, s1, s2: Quaternion, h: Float) -> Quaternion {
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slerp :: quaternion_slerp;
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return slerp(slerp(q1, q2, h), slerp(s1, s2, h), 2 * (1 - h) * h);
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}
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quaternion_from_matrix4 :: proc(m: Matrix4) -> (q: Quaternion) {
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m3: Matrix3 = ---;
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m3[0][0], m3[0][1], m3[0][2] = m[0][0], m[0][1], m[0][2];
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m3[1][0], m3[1][1], m3[1][2] = m[1][0], m[1][1], m[1][2];
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m3[2][0], m3[2][1], m3[2][2] = m[2][0], m[2][1], m[2][2];
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return quaternion_from_matrix3(m3);
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}
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quaternion_from_matrix3 :: proc(m: Matrix3) -> (q: Quaternion) {
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four_x_squared_minus_1 := m[0][0] - m[1][1] - m[2][2];
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four_y_squared_minus_1 := m[1][1] - m[0][0] - m[2][2];
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four_z_squared_minus_1 := m[2][2] - m[0][0] - m[1][1];
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four_w_squared_minus_1 := m[0][0] + m[1][1] + m[2][2];
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biggest_index := 0;
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four_biggest_squared_minus_1 := four_w_squared_minus_1;
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if four_x_squared_minus_1 > four_biggest_squared_minus_1 {
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four_biggest_squared_minus_1 = four_x_squared_minus_1;
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biggest_index = 1;
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}
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if four_y_squared_minus_1 > four_biggest_squared_minus_1 {
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four_biggest_squared_minus_1 = four_y_squared_minus_1;
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biggest_index = 2;
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}
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if four_z_squared_minus_1 > four_biggest_squared_minus_1 {
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four_biggest_squared_minus_1 = four_z_squared_minus_1;
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biggest_index = 3;
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}
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biggest_val := math.sqrt(four_biggest_squared_minus_1 + 1) * 0.5;
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mult := 0.25 / biggest_val;
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q = 1;
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switch biggest_index {
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case 0:
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q.w = biggest_val;
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q.x = (m[1][2] - m[2][1]) * mult;
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q.y = (m[2][0] - m[0][2]) * mult;
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q.z = (m[0][1] - m[1][0]) * mult;
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case 1:
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q.w = (m[1][2] - m[2][1]) * mult;
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q.x = biggest_val;
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q.y = (m[0][1] + m[1][0]) * mult;
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q.z = (m[2][0] + m[0][2]) * mult;
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case 2:
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q.w = (m[2][0] - m[0][2]) * mult;
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q.x = (m[0][1] + m[1][0]) * mult;
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q.y = biggest_val;
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q.z = (m[1][2] + m[2][1]) * mult;
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case 3:
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q.w = (m[0][1] - m[1][0]) * mult;
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q.x = (m[2][0] + m[0][2]) * mult;
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q.y = (m[1][2] + m[2][1]) * mult;
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q.z = biggest_val;
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}
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return;
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}
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quaternion_between_two_vector3 :: proc(from, to: Vector3) -> (q: Quaternion) {
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x := normalize(from);
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y := normalize(to);
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cos_theta := dot(x, y);
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if abs(cos_theta + 1) < 2*FLOAT_EPSILON {
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v := vector3_orthogonal(x);
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q.x = v.x;
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q.y = v.y;
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q.z = v.z;
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q.w = 0;
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return;
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}
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v := cross(x, y);
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w := cos_theta + 1;
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q.w = w;
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q.x = v.x;
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q.y = v.y;
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q.z = v.z;
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return normalize(q);
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}
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matrix2_inverse_transpose :: proc(m: Matrix2) -> (c: Matrix2) {
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d := m[0][0]*m[1][1] - m[1][0]*m[0][1];
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id := 1.0/d;
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c[0][0] = +m[1][1] * id;
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c[0][1] = -m[0][1] * id;
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c[1][0] = -m[1][0] * id;
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c[1][1] = +m[0][0] * id;
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return c;
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}
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matrix2_determinant :: proc(m: Matrix2) -> Float {
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return m[0][0]*m[1][1] - m[1][0]*m[0][1];
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}
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matrix2_inverse :: proc(m: Matrix2) -> (c: Matrix2) {
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d := m[0][0]*m[1][1] - m[1][0]*m[0][1];
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id := 1.0/d;
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c[0][0] = +m[1][1] * id;
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c[1][0] = -m[0][1] * id;
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c[0][1] = -m[1][0] * id;
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c[1][1] = +m[0][0] * id;
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return c;
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}
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matrix2_adjoint :: proc(m: Matrix2) -> (c: Matrix2) {
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c[0][0] = +m[1][1];
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c[0][1] = -m[1][0];
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c[1][0] = -m[0][1];
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c[1][1] = +m[0][0];
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return c;
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}
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matrix3_from_quaternion :: proc(q: Quaternion) -> (m: Matrix3) {
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qxx := q.x * q.x;
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qyy := q.y * q.y;
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qzz := q.z * q.z;
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qxz := q.x * q.z;
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qxy := q.x * q.y;
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qyz := q.y * q.z;
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qwx := q.w * q.x;
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qwy := q.w * q.y;
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qwz := q.w * q.z;
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m[0][0] = 1 - 2 * (qyy + qzz);
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m[0][1] = 2 * (qxy + qwz);
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m[0][2] = 2 * (qxz - qwy);
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m[1][0] = 2 * (qxy - qwz);
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m[1][1] = 1 - 2 * (qxx + qzz);
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m[1][2] = 2 * (qyz + qwx);
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m[2][0] = 2 * (qxz + qwy);
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m[2][1] = 2 * (qyz - qwx);
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m[2][2] = 1 - 2 * (qxx + qyy);
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return m;
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}
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matrix3_inverse :: proc(m: Matrix3) -> Matrix3 {
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return transpose(matrix3_inverse_transpose(m));
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}
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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,
|
|
};
|
|
}
|