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- #include "core/Matrix.h"
- #include <math.h>
- #include <stdio.h>
- #include "core/Utility.h"
- #define M(m, x, y) ((m)->data[x].data[y])
- #define CV40 (&VECTOR4)
- Matrix* transposeMatrix(Matrix* m) {
- Matrix c = ZERO_MATRIX;
- for(size_t x = 0; x < 4; x++) {
- for(size_t y = 0; y < 4; y++) {
- M(&c, x, y) = M(m, y, x);
- }
- }
- *m = c;
- return m;
- }
- Matrix* mulSetMatrix(Matrix* m, const Matrix* a) {
- for(int i = 0; i < 4; i++) {
- Vector4 d = VECTOR4;
- addSetV4(&d, mulV4F(CV40, a->data + 0, m->data[i].data[0]));
- addSetV4(&d, mulV4F(CV40, a->data + 1, m->data[i].data[1]));
- addSetV4(&d, mulV4F(CV40, a->data + 2, m->data[i].data[2]));
- addSetV4(&d, mulV4F(CV40, a->data + 3, m->data[i].data[3]));
- m->data[i] = d;
- }
- return m;
- }
- Matrix* mulMatrix(Matrix* m, const Matrix* a, const Matrix* b) {
- *m = *a;
- mulSetMatrix(m, b);
- return m;
- }
- Vector3* mulMatrixV3(Vector3* v, const Matrix* m, const Vector3* a) {
- Vector4 v4 = {{a->data[0], a->data[1], a->data[2], 1.0f}};
- v->data[0] = dotV4(m->data + 0, &v4);
- v->data[1] = dotV4(m->data + 1, &v4);
- v->data[2] = dotV4(m->data + 2, &v4);
- mulSetV3F(v, 1.0f / dotV4(m->data + 3, &v4));
- return v;
- }
- Matrix* scaleMatrix(Matrix* m, const Vector3* v) {
- mulSetV4F(m->data + 0, v->data[0]);
- mulSetV4F(m->data + 1, v->data[1]);
- mulSetV4F(m->data + 2, v->data[2]);
- return m;
- }
- Matrix* scaleMatrixF(Matrix* m, float f) {
- return scaleMatrix(m, &(Vector3){{f, f, f}});
- }
- Matrix* translateMatrix(Matrix* m, const Vector3* v) {
- translateMatrixX(m, v->data[0]);
- translateMatrixY(m, v->data[1]);
- translateMatrixZ(m, v->data[2]);
- return m;
- }
- Matrix* translateMatrixX(Matrix* m, float tx) {
- addSetV4(m->data + 0, mulV4F(CV40, m->data + 3, tx));
- return m;
- }
- Matrix* translateMatrixY(Matrix* m, float ty) {
- addSetV4(m->data + 1, mulV4F(CV40, m->data + 3, ty));
- return m;
- }
- Matrix* translateMatrixZ(Matrix* m, float tz) {
- addSetV4(m->data + 2, mulV4F(CV40, m->data + 3, tz));
- return m;
- }
- Matrix* translateMatrixTo(Matrix* m, const Vector3* v) {
- m->data[0] = (Vector4){{1.0f, 0.0f, 0.0f, v->data[0]}};
- m->data[1] = (Vector4){{0.0f, 1.0f, 0.0f, v->data[1]}};
- m->data[2] = (Vector4){{0.0f, 0.0f, 1.0f, v->data[2]}};
- m->data[3] = (Vector4){{0.0f, 0.0f, 0.0f, 1.0f}};
- return m;
- }
- static Matrix* rotate(Matrix* m, float degrees, int a, int b) {
- degrees = degreeToRadian(degrees);
- float sin = sinf(degrees);
- float cos = cosf(degrees);
- Vector4 v = m->data[a];
- subV4(m->data + a, mulV4F(CV40, &v, cos), mulV4F(CV40, m->data + b, sin));
- addV4(m->data + b, mulV4F(CV40, &v, sin), mulV4F(CV40, m->data + b, cos));
- return m;
- }
- Matrix* rotateMatrixX(Matrix* m, float degrees) {
- return rotate(m, degrees, 1, 2);
- }
- Matrix* rotateMatrixY(Matrix* m, float degrees) {
- return rotate(m, -degrees, 0, 2);
- }
- Matrix* rotateMatrixZ(Matrix* m, float degrees) {
- return rotate(m, degrees, 0, 1);
- }
- Matrix* rotateMatrix(Matrix* m, const Quaternion* q) {
- Vector3 a;
- Vector3 b;
- Vector3 c;
- Vector3 d;
- mulQV3(&a, q, &(Vector3){{M(m, 0, 0), M(m, 1, 0), M(m, 2, 0)}});
- mulQV3(&b, q, &(Vector3){{M(m, 0, 1), M(m, 1, 1), M(m, 2, 1)}});
- mulQV3(&c, q, &(Vector3){{M(m, 0, 2), M(m, 1, 2), M(m, 2, 2)}});
- mulQV3(&d, q, &(Vector3){{M(m, 0, 3), M(m, 1, 3), M(m, 2, 3)}});
- m->data[0] = (Vector4){{a.data[0], b.data[0], c.data[0], d.data[0]}};
- m->data[1] = (Vector4){{a.data[1], b.data[1], c.data[1], d.data[1]}};
- m->data[2] = (Vector4){{a.data[2], b.data[2], c.data[2], d.data[2]}};
- return m;
- }
- size_t toStringMatrix(const Matrix* m, char* buffer, size_t n) {
- size_t w = 0;
- stringAdd(&w, &buffer, &n, toString(buffer, n, "["));
- stringAdd(&w, &buffer, &n, toStringV4(m->data + 0, buffer, n));
- stringAdd(&w, &buffer, &n, toString(buffer, n, ", "));
- stringAdd(&w, &buffer, &n, toStringV4(m->data + 1, buffer, n));
- stringAdd(&w, &buffer, &n, toString(buffer, n, ", "));
- stringAdd(&w, &buffer, &n, toStringV4(m->data + 2, buffer, n));
- stringAdd(&w, &buffer, &n, toString(buffer, n, ", "));
- stringAdd(&w, &buffer, &n, toStringV4(m->data + 3, buffer, n));
- stringAdd(&w, &buffer, &n, toString(buffer, n, "]"));
- return w;
- }
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