module std::math::matrix; fault MatrixError { MATRIX_INVERSE_DOESNT_EXIST, } struct Matrix2x2 { union { struct { float m00, m01; float m10, m11; } float[4] m; } } struct Matrix3x3 { union { struct { float m00; float m01; float m02; float m10; float m11; float m12; float m20; float m21; float m22; } float[9] m; } } struct Matrix4x4 { union { struct { float m00, m01, m02, m03; float m10, m11, m12, m13; float m20, m21, m22, m23; float m30, m31, m32, m33; } float[16] m; } } fn float[<2>] Matrix2x2.apply(Matrix2x2* mat, float[<2>] vec) { return float[<2>] { mat.m00 * vec[0] + mat.m01 * vec[1], mat.m10 * vec[0] + mat.m11 * vec[1], }; } fn float[<3>] Matrix3x3.apply(Matrix3x3* mat, float[<3>] vec) { return float[<3>] { mat.m00 * vec[0] + mat.m01 * vec[1] + mat.m02 * vec[2], mat.m10 * vec[0] + mat.m11 * vec[1] + mat.m12 * vec[2], mat.m20 * vec[0] + mat.m21 * vec[1] + mat.m22 * vec[2], }; } fn float[<4>] Matrix4x4.apply(Matrix4x4* mat, float[<4>] vec) { return float[<4>] { mat.m00 * vec[0] + mat.m01 * vec[1] + mat.m02 * vec[2] + mat.m03 * vec[3], mat.m10 * vec[0] + mat.m11 * vec[1] + mat.m12 * vec[2] + mat.m13 * vec[3], mat.m20 * vec[0] + mat.m21 * vec[1] + mat.m22 * vec[2] + mat.m23 * vec[3], mat.m30 * vec[0] + mat.m31 * vec[1] + mat.m32 * vec[2] + mat.m33 * vec[3], }; } fn Matrix2x2 Matrix2x2.mul(Matrix2x2* a, Matrix2x2 b) { return Matrix2x2 { a.m00 * b.m00 + a.m01 * b.m10, a.m00 * b.m01 + a.m01 * b.m11, a.m10 * b.m01 + a.m11 * b.m11, a.m10 * b.m01 + a.m11 * b.m11, }; } fn Matrix3x3 Matrix3x3.mul(Matrix3x3* a, Matrix3x3 b) { return Matrix3x3 { a.m00 * b.m00 + a.m01 * b.m10 + a.m02 * b.m20, a.m00 * b.m01 + a.m01 * b.m11 + a.m02 * b.m21, a.m00 * b.m02 + a.m01 * b.m12 + a.m02 * b.m22, a.m10 * b.m00 + a.m11 * b.m10 + a.m12 * b.m20, a.m10 * b.m01 + a.m11 * b.m11 + a.m12 * b.m21, a.m10 * b.m02 + a.m11 * b.m12 + a.m12 * b.m22, a.m20 * b.m00 + a.m21 * b.m10 + a.m22 * b.m20, a.m20 * b.m01 + a.m21 * b.m11 + a.m22 * b.m21, a.m20 * b.m02 + a.m21 * b.m12 + a.m22 * b.m22, }; } fn Matrix4x4 Matrix4x4.mul(Matrix4x4* a, Matrix4x4 b) { return Matrix4x4 { a.m00 * b.m00 + a.m01 * b.m10 + a.m02 * b.m20 + a.m03 * b.m30, a.m00 * b.m01 + a.m01 * b.m11 + a.m02 * b.m21 + a.m03 * b.m31, a.m00 * b.m02 + a.m01 * b.m12 + a.m02 * b.m22 + a.m03 * b.m32, a.m00 * b.m03 + a.m01 * b.m13 + a.m02 * b.m23 + a.m03 * b.m33, a.m10 * b.m00 + a.m11 * b.m10 + a.m12 * b.m20 + a.m13 * b.m30, a.m10 * b.m01 + a.m11 * b.m11 + a.m12 * b.m21 + a.m13 * b.m31, a.m10 * b.m02 + a.m11 * b.m12 + a.m12 * b.m22 + a.m13 * b.m32, a.m10 * b.m03 + a.m11 * b.m13 + a.m12 * b.m23 + a.m13 * b.m33, a.m20 * b.m00 + a.m21 * b.m10 + a.m22 * b.m20 + a.m23 * b.m30, a.m20 * b.m01 + a.m21 * b.m11 + a.m22 * b.m21 + a.m23 * b.m31, a.m20 * b.m02 + a.m21 * b.m12 + a.m22 * b.m22 + a.m23 * b.m32, a.m20 * b.m03 + a.m21 * b.m13 + a.m22 * b.m23 + a.m23 * b.m33, a.m30 * b.m00 + a.m31 * b.m10 + a.m32 * b.m20 + a.m33 * b.m30, a.m30 * b.m01 + a.m31 * b.m11 + a.m32 * b.m21 + a.m33 * b.m31, a.m30 * b.m02 + a.m31 * b.m12 + a.m32 * b.m22 + a.m33 * b.m32, a.m30 * b.m03 + a.m31 * b.m13 + a.m32 * b.m23 + a.m33 * b.m33, }; } fn Matrix2x2 Matrix2x2.component_mul(Matrix2x2* mat, float s) { return Matrix2x2 { mat.m00 * s, mat.m01 * s, mat.m10 * s, mat.m11 * s, }; } fn Matrix3x3 Matrix3x3.component_mul(Matrix3x3* mat, float s) { return Matrix3x3 { mat.m00 * s, mat.m01 * s, mat.m02 * s, mat.m10 * s, mat.m11 * s, mat.m12 * s, mat.m20 * s, mat.m21 * s, mat.m22 * s, }; } fn Matrix4x4 Matrix4x4.component_mul(Matrix4x4* mat, float s) { return Matrix4x4 { mat.m00 * s, mat.m01 * s, mat.m02 * s, mat.m03 * s, mat.m10 * s, mat.m11 * s, mat.m12 * s, mat.m13 * s, mat.m20 * s, mat.m21 * s, mat.m22 * s, mat.m23 * s, mat.m30 * s, mat.m31 * s, mat.m32 * s, mat.m33 * s, }; } fn Matrix2x2 Matrix2x2.transpose(Matrix2x2* mat) { return Matrix2x2 { mat.m00, mat.m10, mat.m01, mat.m11 }; } fn Matrix3x3 Matrix3x3.transpose(Matrix3x3* mat) { return Matrix3x3 { mat.m00, mat.m10, mat.m20, mat.m01, mat.m11, mat.m21, mat.m02, mat.m12, mat.m22, }; } fn Matrix4x4 Matrix4x4.transpose(Matrix4x4* mat) { return Matrix4x4 { mat.m00, mat.m10, mat.m20, mat.m30, mat.m01, mat.m11, mat.m21, mat.m31, mat.m02, mat.m12, mat.m22, mat.m32, mat.m03, mat.m13, mat.m23, mat.m33, }; } fn float Matrix2x2.determinant(Matrix2x2* mat) { return mat.m00 * mat.m11 - mat.m01 * mat.m10; } fn float Matrix3x3.determinant(Matrix3x3* mat) { return mat.m00 * (mat.m11 * mat.m22 - mat.m21 * mat.m12) - mat.m01 * (mat.m10 * mat.m22 - mat.m20 * mat.m12) + mat.m02 * (mat.m10 * mat.m21 - mat.m20 * mat.m11); } fn float Matrix4x4.determinant(Matrix4x4* mat) { return mat.m00 * (mat.m11 * (mat.m22 * mat.m33 - mat.m32 * mat.m23) - mat.m12 * (mat.m21 * mat.m33 - mat.m31 * mat.m23) + mat.m13 * (mat.m21 * mat.m32 - mat.m31 * mat.m22) ) - mat.m01 * (mat.m10 * (mat.m22 * mat.m33 - mat.m32 * mat.m23) - mat.m12 * (mat.m20 * mat.m33 - mat.m30 * mat.m23) + mat.m13 * (mat.m20 * mat.m32 - mat.m30 * mat.m22) ) + mat.m02 * (mat.m10 * (mat.m21 * mat.m33 - mat.m31 * mat.m23) - mat.m11 * (mat.m20 * mat.m33 - mat.m30 * mat.m23) + mat.m13 * (mat.m20 * mat.m31 - mat.m30 * mat.m21) ) - mat.m03 * (mat.m10 * (mat.m21 * mat.m32 - mat.m31 * mat.m22) - mat.m11 * (mat.m20 * mat.m32 - mat.m30 * mat.m22) + mat.m12 * (mat.m20 * mat.m31 - mat.m30 * mat.m21) ); } fn Matrix2x2 Matrix2x2.adjoint(Matrix2x2* mat) { return Matrix2x2 { mat.m00, -mat.m01, -mat.m10, mat.m11 }; } fn Matrix3x3 Matrix3x3.adjoint(Matrix3x3* mat) { return Matrix3x3 { (mat.m11 * mat.m22 - mat.m21 * mat.m12), -(mat.m10 * mat.m22 - mat.m20 * mat.m12), (mat.m10 * mat.m21 - mat.m20 * mat.m11), -(mat.m01 * mat.m22 - mat.m21 * mat.m02), (mat.m00 * mat.m22 - mat.m20 * mat.m02), -(mat.m00 * mat.m21 - mat.m20 * mat.m01), (mat.m01 * mat.m12 - mat.m11 * mat.m02), -(mat.m00 * mat.m12 - mat.m10 * mat.m02), (mat.m00 * mat.m11 - mat.m10 * mat.m01), }; } fn Matrix4x4 Matrix4x4.adjoint(Matrix4x4* mat) { return Matrix4x4 { (mat.m11 * (mat.m22 * mat.m33 - mat.m32 * mat.m23) - mat.m12 * (mat.m21 * mat.m33 - mat.m31 * mat.m23) + mat.m13 * (mat.m21 * mat.m32 - mat.m31 * mat.m22)), -(mat.m10 * (mat.m22 * mat.m33 - mat.m32 * mat.m23) - mat.m12 * (mat.m20 * mat.m33 - mat.m30 * mat.m23) + mat.m13 * (mat.m20 * mat.m32 - mat.m30 * mat.m22)), (mat.m10 * (mat.m21 * mat.m33 - mat.m31 * mat.m23) - mat.m11 * (mat.m20 * mat.m33 - mat.m30 * mat.m23) + mat.m13 * (mat.m20 * mat.m31 - mat.m30 * mat.m21)), -(mat.m10 * (mat.m21 * mat.m32 - mat.m31 * mat.m22) - mat.m11 * (mat.m20 * mat.m32 - mat.m30 * mat.m22) + mat.m12 * (mat.m20 * mat.m31 - mat.m30 * mat.m21)), -(mat.m01 * (mat.m22 * mat.m33 - mat.m32 * mat.m23) - mat.m02 * (mat.m21 * mat.m33 - mat.m31 * mat.m23) + mat.m03 * (mat.m21 * mat.m32 - mat.m31 * mat.m22)), (mat.m00 * (mat.m22 * mat.m33 - mat.m32 * mat.m23) - mat.m02 * (mat.m20 * mat.m33 - mat.m30 * mat.m23) + mat.m03 * (mat.m20 * mat.m32 - mat.m30 * mat.m22)), -(mat.m00 * (mat.m21 * mat.m33 - mat.m31 * mat.m23) - mat.m01 * (mat.m20 * mat.m33 - mat.m30 * mat.m23) + mat.m03 * (mat.m20 * mat.m31 - mat.m30 * mat.m21)), (mat.m00 * (mat.m21 * mat.m32 - mat.m31 * mat.m22) - mat.m01 * (mat.m20 * mat.m32 - mat.m30 * mat.m22) + mat.m02 * (mat.m20 * mat.m31 - mat.m30 * mat.m21)), (mat.m01 * (mat.m12 * mat.m33 - mat.m32 * mat.m13) - mat.m02 * (mat.m11 * mat.m33 - mat.m31 * mat.m13) + mat.m03 * (mat.m11 * mat.m32 - mat.m31 * mat.m12)), -(mat.m00 * (mat.m12 * mat.m33 - mat.m32 * mat.m13) - mat.m02 * (mat.m10 * mat.m33 - mat.m30 * mat.m13) + mat.m03 * (mat.m10 * mat.m32 - mat.m30 * mat.m12)), (mat.m00 * (mat.m11 * mat.m33 - mat.m31 * mat.m13) - mat.m01 * (mat.m10 * mat.m33 - mat.m30 * mat.m13) + mat.m03 * (mat.m10 * mat.m31 - mat.m30 * mat.m11)), -(mat.m00 * (mat.m11 * mat.m32 - mat.m31 * mat.m12) - mat.m01 * (mat.m10 * mat.m32 - mat.m30 * mat.m12) + mat.m02 * (mat.m10 * mat.m31 - mat.m30 * mat.m11)), -(mat.m01 * (mat.m12 * mat.m23 - mat.m22 * mat.m13) - mat.m02 * (mat.m11 * mat.m23 - mat.m21 * mat.m13) + mat.m03 * (mat.m11 * mat.m22 - mat.m21 * mat.m12)), (mat.m00 * (mat.m12 * mat.m23 - mat.m22 * mat.m13) - mat.m02 * (mat.m10 * mat.m23 - mat.m20 * mat.m13) + mat.m03 * (mat.m10 * mat.m22 - mat.m20 * mat.m12)), -(mat.m00 * (mat.m11 * mat.m23 - mat.m21 * mat.m13) - mat.m01 * (mat.m10 * mat.m23 - mat.m20 * mat.m13) + mat.m03 * (mat.m10 * mat.m21 - mat.m20 * mat.m11)), (mat.m00 * (mat.m11 * mat.m22 - mat.m21 * mat.m12) - mat.m01 * (mat.m10 * mat.m22 - mat.m20 * mat.m12) + mat.m02 * (mat.m10 * mat.m21 - mat.m20 * mat.m11)), }; } fn Matrix2x2! Matrix2x2.inverse(Matrix2x2* m) { float det = m.determinant(); if (det == 0) return MatrixError.MATRIX_INVERSE_DOESNT_EXIST!; Matrix2x2 adj = m.adjoint(); return adj.component_mul(1 / det).transpose(); } fn Matrix3x3! Matrix3x3.inverse(Matrix3x3* m) { float det = m.determinant(); if (det == 0) return MatrixError.MATRIX_INVERSE_DOESNT_EXIST!; Matrix3x3 adj = m.adjoint(); return adj.component_mul(1 / det).transpose(); } fn Matrix4x4! Matrix4x4.inverse(Matrix4x4* m) { float det = m.determinant(); if (det == 0) return MatrixError.MATRIX_INVERSE_DOESNT_EXIST!; Matrix4x4 adj = m.adjoint(); return adj.component_mul(1 / det).transpose(); } fn Matrix3x3 Matrix3x3.translate(Matrix3x3* m, float[<2>] v) { return m.mul(Matrix3x3 { 1, 0, v[0], 0, 1, v[1], 0, 0, 1, }); } fn Matrix4x4 Matrix4x4.translate(Matrix4x4* m, float[<3>] v) { return m.mul(Matrix4x4 { 1, 0, 0, v[0], 0, 1, 0, v[1], 0, 0, 1, v[2], 0, 0, 0, 1, }); } // r in radians fn Matrix3x3 Matrix3x3.rotate(Matrix3x3* m, float r) { return m.mul(Matrix3x3 { math::cosf(r), -math::sinf(r), 0, math::sinf(r), math::cosf(r), 0, 0, 0, 1, }); } // r in radians fn Matrix4x4 Matrix4x4.rotate_z(Matrix4x4* m, float r) { return m.mul(Matrix4x4 { math::cosf(r), -math::sinf(r), 0, 0, math::sinf(r), math::cosf(r), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }); } // r in radians fn Matrix4x4 Matrix4x4.rotate_y(Matrix4x4* m, float r) { return m.mul(Matrix4x4 { math::cosf(r), 0, -math::sinf(r), 0, 0, 1, 0, 0, math::sinf(r), 0, math::cosf(r), 0, 0, 0, 0, 1, }); } // r in radians fn Matrix4x4 Matrix4x4.rotate_x(Matrix4x4* m, float r) { return m.mul(Matrix4x4 { 1, 0, 0, 0, 0, math::cosf(r), -math::sinf(r), 0, 0, math::sinf(r), math::cosf(r), 0, 0, 0, 0, 1, }); } fn Matrix3x3 Matrix3x3.scale(Matrix3x3* m, float[<2>] v) { return m.mul(Matrix3x3 { v[0], 0, 0, 0, v[1], 0, 0, 0, 1, }); } fn Matrix4x4 Matrix4x4.scale(Matrix4x4* m, float[<3>] v) { return m.mul(Matrix4x4 { v[0], 0, 0, 0, 0, v[1], 0, 0, 0, 0, v[2], 0, 0, 0, 0, 1, }); } fn Matrix4x4 ortho(float left, float right, float top, float bottom, float near, float far) { float width = right - left; float height = top - bottom; float depth = far - near; return Matrix4x4 { 2 / width, 0, 0, 0, 0, 2 / height, 0, 0, 0, 0, -2 / depth, 0, -(right + left) / width, -(top + bottom) / height, -(far + near) / depth, 1, }; } // fov in radians fn Matrix4x4 perspective(float fov, float aspect_ratio, float near, float far) { float top = ((float)math::sin(fov / 2) / (float)math::cos(fov / 2)) * near; float right = top * aspect_ratio; float depth = far - near; return Matrix4x4 { 1 / right, 0, 0, 0, 0, 1 / top, 0, 0, 0, 0, -2 / depth, 0, 0, 0, - (far + near) / depth, 1, }; }