module std::math::matrix{Real}; import std::math::vector; struct Matrix2x2 { union { struct { Real m00, m01; Real m10, m11; } Real[4] m; } } struct Matrix3x3 { union { struct { Real m00, m01, m02; Real m10, m11, m12; Real m20, m21, m22; } Real[9] m; } } struct Matrix4x4 { union { struct { Real m00, m01, m02, m03; Real m10, m11, m12, m13; Real m20, m21, m22, m23; Real m30, m31, m32, m33; } Real[16] m; } } fn Real[<2>] Matrix2x2.apply(&self, Real[<2>] vec) @operator(*) { return { self.m00 * vec[0] + self.m01 * vec[1], self.m10 * vec[0] + self.m11 * vec[1], }; } fn Real[<3>] Matrix3x3.apply(&self, Real[<3>] vec) @operator(*) { return { self.m00 * vec[0] + self.m01 * vec[1] + self.m02 * vec[2], self.m10 * vec[0] + self.m11 * vec[1] + self.m12 * vec[2], self.m20 * vec[0] + self.m21 * vec[1] + self.m22 * vec[2], }; } fn Real[<4>] Matrix4x4.apply(&self, Real[<4>] vec) @operator(*) { return { self.m00 * vec[0] + self.m01 * vec[1] + self.m02 * vec[2] + self.m03 * vec[3], self.m10 * vec[0] + self.m11 * vec[1] + self.m12 * vec[2] + self.m13 * vec[3], self.m20 * vec[0] + self.m21 * vec[1] + self.m22 * vec[2] + self.m23 * vec[3], self.m30 * vec[0] + self.m31 * vec[1] + self.m32 * vec[2] + self.m33 * vec[3], }; } fn Matrix2x2 Matrix2x2.mul(&self, Matrix2x2 b) @operator(*) { return { self.m00 * b.m00 + self.m01 * b.m10, self.m00 * b.m01 + self.m01 * b.m11, self.m10 * b.m00 + self.m11 * b.m10, self.m10 * b.m01 + self.m11 * b.m11, }; } fn Matrix3x3 Matrix3x3.mul(&self, Matrix3x3 b) @operator(*) { return { self.m00 * b.m00 + self.m01 * b.m10 + self.m02 * b.m20, self.m00 * b.m01 + self.m01 * b.m11 + self.m02 * b.m21, self.m00 * b.m02 + self.m01 * b.m12 + self.m02 * b.m22, self.m10 * b.m00 + self.m11 * b.m10 + self.m12 * b.m20, self.m10 * b.m01 + self.m11 * b.m11 + self.m12 * b.m21, self.m10 * b.m02 + self.m11 * b.m12 + self.m12 * b.m22, self.m20 * b.m00 + self.m21 * b.m10 + self.m22 * b.m20, self.m20 * b.m01 + self.m21 * b.m11 + self.m22 * b.m21, self.m20 * b.m02 + self.m21 * b.m12 + self.m22 * b.m22, }; } fn Matrix4x4 Matrix4x4.mul(Matrix4x4* self, Matrix4x4 b) @operator(*) { return { self.m00 * b.m00 + self.m01 * b.m10 + self.m02 * b.m20 + self.m03 * b.m30, self.m00 * b.m01 + self.m01 * b.m11 + self.m02 * b.m21 + self.m03 * b.m31, self.m00 * b.m02 + self.m01 * b.m12 + self.m02 * b.m22 + self.m03 * b.m32, self.m00 * b.m03 + self.m01 * b.m13 + self.m02 * b.m23 + self.m03 * b.m33, self.m10 * b.m00 + self.m11 * b.m10 + self.m12 * b.m20 + self.m13 * b.m30, self.m10 * b.m01 + self.m11 * b.m11 + self.m12 * b.m21 + self.m13 * b.m31, self.m10 * b.m02 + self.m11 * b.m12 + self.m12 * b.m22 + self.m13 * b.m32, self.m10 * b.m03 + self.m11 * b.m13 + self.m12 * b.m23 + self.m13 * b.m33, self.m20 * b.m00 + self.m21 * b.m10 + self.m22 * b.m20 + self.m23 * b.m30, self.m20 * b.m01 + self.m21 * b.m11 + self.m22 * b.m21 + self.m23 * b.m31, self.m20 * b.m02 + self.m21 * b.m12 + self.m22 * b.m22 + self.m23 * b.m32, self.m20 * b.m03 + self.m21 * b.m13 + self.m22 * b.m23 + self.m23 * b.m33, self.m30 * b.m00 + self.m31 * b.m10 + self.m32 * b.m20 + self.m33 * b.m30, self.m30 * b.m01 + self.m31 * b.m11 + self.m32 * b.m21 + self.m33 * b.m31, self.m30 * b.m02 + self.m31 * b.m12 + self.m32 * b.m22 + self.m33 * b.m32, self.m30 * b.m03 + self.m31 * b.m13 + self.m32 * b.m23 + self.m33 * b.m33, }; } fn Matrix2x2 Matrix2x2.component_mul(&self, Real s) => matrix_component_mul(self, s); fn Matrix3x3 Matrix3x3.component_mul(&self, Real s) => matrix_component_mul(self, s); fn Matrix4x4 Matrix4x4.component_mul(&self, Real s) => matrix_component_mul(self, s); fn Matrix2x2 Matrix2x2.add(&self, Matrix2x2 mat2) @operator(+) => matrix_add(self, mat2); fn Matrix3x3 Matrix3x3.add(&self, Matrix3x3 mat2) @operator(+) => matrix_add(self, mat2); fn Matrix4x4 Matrix4x4.add(&self, Matrix4x4 mat2) @operator(+) => matrix_add(self, mat2); fn Matrix2x2 Matrix2x2.sub(&self, Matrix2x2 mat2) @operator(-) => matrix_sub(self, mat2); fn Matrix3x3 Matrix3x3.sub(&self, Matrix3x3 mat2) @operator(-) => matrix_sub(self, mat2); fn Matrix4x4 Matrix4x4.sub(&self, Matrix4x4 mat2) @operator(-) => matrix_sub(self, mat2); fn Matrix2x2 Matrix2x2.negate(&self) @operator(-) => { .m = (Real[<4>])self.m }; fn Matrix3x3 Matrix3x3.negate(&self) @operator(-) => { .m = (Real[<9>])self.m }; fn Matrix4x4 Matrix4x4.negate(&self) @operator(-) => { .m = (Real[<16>])self.m }; fn bool Matrix2x2.eq(&self, Matrix2x2 mat2) @operator(==) => (Real[<4>])self.m == (Real[<4>])mat2.m; fn bool Matrix3x3.eq(&self, Matrix3x3 mat2) @operator(==) => (Real[<9>])self.m == (Real[<9>])mat2.m; fn bool Matrix4x4.eq(&self, Matrix4x4 mat2) @operator(==) => (Real[<16>])self.m == (Real[<16>])mat2.m; fn bool Matrix2x2.neq(&self, Matrix2x2 mat2) @operator(!=) => (Real[<4>])self.m != (Real[<4>])mat2.m; fn bool Matrix3x3.neq(&self, Matrix3x3 mat2) @operator(!=) => (Real[<9>])self.m != (Real[<9>])mat2.m; fn bool Matrix4x4.neq(&self, Matrix4x4 mat2) @operator(!=) => (Real[<16>])self.m != (Real[<16>])mat2.m; 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) { return { self.m00, self.m10, self.m01, self.m11 }; } fn Matrix3x3 Matrix3x3.transpose(&self) { return { self.m00, self.m10, self.m20, self.m01, self.m11, self.m21, self.m02, self.m12, self.m22, }; } fn Matrix4x4 Matrix4x4.transpose(&self) { return { self.m00, self.m10, self.m20, self.m30, self.m01, self.m11, self.m21, self.m31, self.m02, self.m12, self.m22, self.m32, self.m03, self.m13, self.m23, self.m33, }; } fn Real Matrix2x2.determinant(&self) { return self.m00 * self.m11 - self.m01 * self.m10; } fn Real Matrix3x3.determinant(&self) { return self.m00 * (self.m11 * self.m22 - self.m21 * self.m12) - self.m01 * (self.m10 * self.m22 - self.m20 * self.m12) + self.m02 * (self.m10 * self.m21 - self.m20 * self.m11); } fn Real Matrix4x4.determinant(&self) { return self.m00 * (self.m11 * (self.m22 * self.m33 - self.m32 * self.m23) - self.m12 * (self.m21 * self.m33 - self.m31 * self.m23) + self.m13 * (self.m21 * self.m32 - self.m31 * self.m22) ) - self.m01 * (self.m10 * (self.m22 * self.m33 - self.m32 * self.m23) - self.m12 * (self.m20 * self.m33 - self.m30 * self.m23) + self.m13 * (self.m20 * self.m32 - self.m30 * self.m22) ) + self.m02 * (self.m10 * (self.m21 * self.m33 - self.m31 * self.m23) - self.m11 * (self.m20 * self.m33 - self.m30 * self.m23) + self.m13 * (self.m20 * self.m31 - self.m30 * self.m21) ) - self.m03 * (self.m10 * (self.m21 * self.m32 - self.m31 * self.m22) - self.m11 * (self.m20 * self.m32 - self.m30 * self.m22) + self.m12 * (self.m20 * self.m31 - self.m30 * self.m21) ); } fn Matrix2x2 Matrix2x2.adjoint(&self) { return { self.m11, -self.m01, -self.m10, self.m00 }; } fn Matrix3x3 Matrix3x3.adjoint(&self) { return { (self.m11 * self.m22 - self.m21 * self.m12), -(self.m10 * self.m22 - self.m20 * self.m12), (self.m10 * self.m21 - self.m20 * self.m11), -(self.m01 * self.m22 - self.m21 * self.m02), (self.m00 * self.m22 - self.m20 * self.m02), -(self.m00 * self.m21 - self.m20 * self.m01), (self.m01 * self.m12 - self.m11 * self.m02), -(self.m00 * self.m12 - self.m10 * self.m02), (self.m00 * self.m11 - self.m10 * self.m01), }; } fn Matrix4x4 Matrix4x4.adjoint(&self) { return { (self.m11 * (self.m22 * self.m33 - self.m32 * self.m23) - self.m12 * (self.m21 * self.m33 - self.m31 * self.m23) + self.m13 * (self.m21 * self.m32 - self.m31 * self.m22)), -(self.m10 * (self.m22 * self.m33 - self.m32 * self.m23) - self.m12 * (self.m20 * self.m33 - self.m30 * self.m23) + self.m13 * (self.m20 * self.m32 - self.m30 * self.m22)), (self.m10 * (self.m21 * self.m33 - self.m31 * self.m23) - self.m11 * (self.m20 * self.m33 - self.m30 * self.m23) + self.m13 * (self.m20 * self.m31 - self.m30 * self.m21)), -(self.m10 * (self.m21 * self.m32 - self.m31 * self.m22) - self.m11 * (self.m20 * self.m32 - self.m30 * self.m22) + self.m12 * (self.m20 * self.m31 - self.m30 * self.m21)), -(self.m01 * (self.m22 * self.m33 - self.m32 * self.m23) - self.m02 * (self.m21 * self.m33 - self.m31 * self.m23) + self.m03 * (self.m21 * self.m32 - self.m31 * self.m22)), (self.m00 * (self.m22 * self.m33 - self.m32 * self.m23) - self.m02 * (self.m20 * self.m33 - self.m30 * self.m23) + self.m03 * (self.m20 * self.m32 - self.m30 * self.m22)), -(self.m00 * (self.m21 * self.m33 - self.m31 * self.m23) - self.m01 * (self.m20 * self.m33 - self.m30 * self.m23) + self.m03 * (self.m20 * self.m31 - self.m30 * self.m21)), (self.m00 * (self.m21 * self.m32 - self.m31 * self.m22) - self.m01 * (self.m20 * self.m32 - self.m30 * self.m22) + self.m02 * (self.m20 * self.m31 - self.m30 * self.m21)), (self.m01 * (self.m12 * self.m33 - self.m32 * self.m13) - self.m02 * (self.m11 * self.m33 - self.m31 * self.m13) + self.m03 * (self.m11 * self.m32 - self.m31 * self.m12)), -(self.m00 * (self.m12 * self.m33 - self.m32 * self.m13) - self.m02 * (self.m10 * self.m33 - self.m30 * self.m13) + self.m03 * (self.m10 * self.m32 - self.m30 * self.m12)), (self.m00 * (self.m11 * self.m33 - self.m31 * self.m13) - self.m01 * (self.m10 * self.m33 - self.m30 * self.m13) + self.m03 * (self.m10 * self.m31 - self.m30 * self.m11)), -(self.m00 * (self.m11 * self.m32 - self.m31 * self.m12) - self.m01 * (self.m10 * self.m32 - self.m30 * self.m12) + self.m02 * (self.m10 * self.m31 - self.m30 * self.m11)), -(self.m01 * (self.m12 * self.m23 - self.m22 * self.m13) - self.m02 * (self.m11 * self.m23 - self.m21 * self.m13) + self.m03 * (self.m11 * self.m22 - self.m21 * self.m12)), (self.m00 * (self.m12 * self.m23 - self.m22 * self.m13) - self.m02 * (self.m10 * self.m23 - self.m20 * self.m13) + self.m03 * (self.m10 * self.m22 - self.m20 * self.m12)), -(self.m00 * (self.m11 * self.m23 - self.m21 * self.m13) - self.m01 * (self.m10 * self.m23 - self.m20 * self.m13) + self.m03 * (self.m10 * self.m21 - self.m20 * self.m11)), (self.m00 * (self.m11 * self.m22 - self.m21 * self.m12) - self.m01 * (self.m10 * self.m22 - self.m20 * self.m12) + self.m02 * (self.m10 * self.m21 - self.m20 * self.m11)), }; } fn Matrix2x2? Matrix2x2.inverse(&self) { Real det = self.determinant(); if (det == 0) return math::MATRIX_INVERSE_DOESNT_EXIST?; Matrix2x2 adj = self.adjoint(); return adj.component_mul(1 / det).transpose(); } fn Matrix3x3? Matrix3x3.inverse(&self) { Real det = self.determinant(); if (det == 0) return math::MATRIX_INVERSE_DOESNT_EXIST?; Matrix3x3 adj = self.adjoint(); return adj.component_mul(1 / det).transpose(); } fn Matrix4x4? Matrix4x4.inverse(&self) { Real det = self.determinant(); if (det == 0) return math::MATRIX_INVERSE_DOESNT_EXIST?; Matrix4x4 adj = self.adjoint(); return adj.component_mul(1 / det).transpose(); } fn Matrix3x3 Matrix3x3.translate(&self, Real[<2>] v) { return self.mul({ 1, 0, v[0], 0, 1, v[1], 0, 0, 1, }); } fn Matrix4x4 Matrix4x4.translate(&self, Real[<3>] v) { return self.mul({ 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(&self, Real r) { return self.mul({ math::cos(r), -math::sin(r), 0, math::sin(r), math::cos(r), 0, 0, 0, 1, }); } // r in radians fn Matrix4x4 Matrix4x4.rotate_z(&self, Real r) { return self.mul({ math::cos(r), -math::sin(r), 0, 0, math::sin(r), math::cos(r), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }); } // r in radians fn Matrix4x4 Matrix4x4.rotate_y(&self, Real r) { return self.mul({ math::cos(r), 0, -math::sin(r), 0, 0, 1, 0, 0, math::sin(r), 0, math::cos(r), 0, 0, 0, 0, 1, }); } // r in radians fn Matrix4x4 Matrix4x4.rotate_x(&self, Real r) { return self.mul({ 1, 0, 0, 0, 0, math::cos(r), -math::sin(r), 0, 0, math::sin(r), math::cos(r), 0, 0, 0, 0, 1, }); } fn Matrix3x3 Matrix3x3.scale(&self, Real[<2>] v) { return self.mul({ v[0], 0, 0, 0, v[1], 0, 0, 0, 1, }); } fn Real Matrix2x2.trace(&self) => self.m00 + self.m11; fn Real Matrix3x3.trace(&self) => self.m00 + self.m11 + self.m22; fn Real Matrix4x4.trace(&self) => self.m00 + self.m11 + self.m22 + self.m33; fn Matrix4x4 Matrix4x4.scale(&self, Real[<3>] v) { return self.mul({ v[0], 0, 0, 0, 0, v[1], 0, 0, 0, 0, v[2], 0, 0, 0, 0, 1, }); } fn Matrix4x4 ortho(Real left, Real right, Real top, Real bottom, Real near, Real far) { Real width = right - left; Real height = top - bottom; Real depth = far - near; return { 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(Real fov, Real aspect_ratio, Real near, Real far) { Real f = (Real)math::tan(math::PI * 0.5 - 0.5 * fov); Real range_inv = (Real)1.0 / (near - far); return { f / aspect_ratio, 0, 0, 0, 0, f, 0, 0, 0, 0, (near + far) * range_inv, near * far * range_inv * 2, 0, 0, -1, 0, }; } const Matrix2x2 IDENTITY2 = { .m = { [0] = 1, [3] = 1 } }; const Matrix3x3 IDENTITY3 = { .m = { [0] = 1, [4] = 1, [8] = 1 } }; const Matrix4x4 IDENTITY4 = { .m = { [0] = 1, [5] = 1, [10] = 1, [15] = 1 } }; macro matrix_component_mul(mat, val) @private { var $Type = Real[<$typeof(mat.m).len>]; return ($typeof(*mat)) { .m = val * ($Type)mat.m }; } macro matrix_add(mat, mat2) @private { var $Type = Real[<$typeof(mat.m).len>]; return ($typeof(*mat)) { .m = ($Type)mat.m + ($Type)mat2.m }; } 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 }; }