diff --git a/lib/std/math/math_matrix.c3 b/lib/std/math/math_matrix.c3 index 1cf8be21c..8129fd4d0 100644 --- a/lib/std/math/math_matrix.c3 +++ b/lib/std/math/math_matrix.c3 @@ -1,4 +1,5 @@ module std::math::matrix(); +import std::math::vector; struct Matrix2x2 { @@ -132,6 +133,7 @@ fn Matrix2x2 Matrix2x2.sub(&self, Matrix2x2 mat2) => matrix_sub(self, mat2); fn Matrix3x3 Matrix3x3.sub(&self, Matrix3x3 mat2) => matrix_sub(self, mat2); fn Matrix4x4 Matrix4x4.sub(&self, Matrix4x4 mat2) => matrix_sub(self, mat2); +fn Matrix4x4 look_at(Real[<3>] eye, Real[<3>] target, Real[<3>] up) => matrix_look_at(Matrix4x4, eye, target, up); fn Matrix2x2 Matrix2x2.transpose(&self) @@ -432,3 +434,17 @@ macro matrix_sub(mat, mat2) @private var $Type = Real[<$typeof(mat.m).len>]; return $typeof(*mat) { .m = ($Type)mat.m - ($Type)mat2.m }; } + +macro matrix_look_at($Type, eye, target, up) @private +{ + var vz = (eye - target).normalize(); + var vx = up.cross(vz).normalize(); + var vy = vz.cross(vx); + + return $Type { + vx[0], vx[1], vx[2], - (Real)vx.dot(eye), + vy[0], vy[1], vy[2], - (Real)vy.dot(eye), + vz[0], vz[1], vz[2], - (Real)vz.dot(eye), + 0.0, 0.0, 0.0, 1 + }; +} diff --git a/lib/std/math/math_vector.c3 b/lib/std/math/math_vector.c3 index 9ccfab26c..f2613c5ac 100644 --- a/lib/std/math/math_vector.c3 +++ b/lib/std/math/math_vector.c3 @@ -66,8 +66,8 @@ fn Vec3 Vec3.refract(self, Vec3 n, double r) => refract3(self, n, r); fn void ortho_normalize(Vec3f* v1, Vec3f* v2) => ortho_normalize3(v1, v2); fn void ortho_normalized(Vec3* v1, Vec3* v2) => ortho_normalize3(v1, v2); -fn Matrix4f matrix4f_look_at(Vec3f eye, Vec3f target, Vec3f up) => matrix_look_at(Matrix4f, eye, target, up); -fn Matrix4 matrix4_look_at(Vec3 eye, Vec3 target, Vec3 up) => matrix_look_at(Matrix4, eye, target, up); +fn Matrix4f matrix4f_look_at(Vec3f eye, Vec3f target, Vec3f up) @deprecated => matrix::look_at()(eye, target, up); +fn Matrix4 matrix4_look_at(Vec3 eye, Vec3 target, Vec3 up) @deprecated => matrix::look_at()(eye, target, up); fn Vec3f Vec3f.rotate_quat(self, Quaternionf q) => rotate_by_quat3(self, q); fn Vec3 Vec3.rotate_quat(self, Quaternion q) => rotate_by_quat3(self, q); @@ -196,20 +196,6 @@ macro rotate_axis_angle(v, axis, angle) @private return v + wv + wwv; } -macro matrix_look_at($Type, eye, target, up) @private -{ - var vz = (eye - target).normalize(); - var vx = up.cross(vz).normalize(); - var vy = vz.cross(vx); - - return $Type { - vx[0], vx[1], vx[2], - vx.dot(eye), - vy[0], vy[1], vy[2], - vy.dot(eye), - vz[0], vz[1], vz[2], - vz.dot(eye), - 0.0, 0.0, 0.0, 1 - }; -} - macro unproject3(v, m1, m2) @private { return v; @@ -256,4 +242,4 @@ macro refract3(v, n, r) @private var d = 1 - r * r * (1 - dot * dot); return d < 0 ? v : r * v - (r * dot + math::sqrt(d)) * n; -} \ No newline at end of file +}