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mod ops;
use crate::{bindings::*, Tan_Simple};
use std::os::raw::{c_double, c_float};
impl Matrix {
pub const IDENTITY: Self = Matrix_IdentityValue();
pub const fn identity_value() -> Self {
Matrix_IdentityValue()
}
pub fn rotate_x(angle: c_float) -> Self {
let mut result = Self::IDENTITY;
unsafe {
Matrix_RotateX(&mut result, angle);
}
result
}
pub fn rotate_y(angle: c_float) -> Self {
let mut result = Self::IDENTITY;
unsafe {
Matrix_RotateY(&mut result, angle);
}
result
}
pub fn rotate_z(angle: c_float) -> Self {
let mut result = Self::IDENTITY;
unsafe {
Matrix_RotateZ(&mut result, angle);
}
result
}
pub fn translate(x: c_float, y: c_float, z: c_float) -> Self {
let mut result = Self::IDENTITY;
unsafe {
Matrix_Translate(&mut result, x, y, z);
}
result
}
pub fn scale(x: c_float, y: c_float, z: c_float) -> Self {
let mut result = Self::IDENTITY;
unsafe {
Matrix_Scale(&mut result, x, y, z);
}
result
}
pub fn orthographic(
left: c_float,
right: c_float,
top: c_float,
bottom: c_float,
zNear: c_float,
zFar: c_float,
) -> Self {
let mut result = Self::IDENTITY;
Matrix_Orthographic(&mut result, left, right, top, bottom, zNear, zFar);
result
}
pub fn perspective_field_of_view(
fovy: c_float,
aspect: c_float,
z_near: c_float,
z_far: c_float,
) -> Self {
let mut result = Self::IDENTITY;
Matrix_PerspectiveFieldOfView(&mut result, fovy, aspect, z_near, z_far);
result
}
pub fn look_rot(pos: Vec3, rot: Vec2) -> Self {
let mut result = Self::IDENTITY;
Matrix_LookRot(&mut result, pos, rot);
result
}
}
pub const fn Matrix_IdentityValue() -> Matrix {
Matrix {
row1: Vec4 {
X: 1.0,
Y: 0.0,
Z: 0.0,
W: 0.0,
},
row2: Vec4 {
X: 0.0,
Y: 1.0,
Z: 0.0,
W: 0.0,
},
row3: Vec4 {
X: 0.0,
Y: 0.0,
Z: 1.0,
W: 0.0,
},
row4: Vec4 {
X: 0.0,
Y: 0.0,
Z: 0.0,
W: 1.0,
},
}
}
pub const Matrix_Identity: Matrix = Matrix_IdentityValue();
pub fn Matrix_Orthographic(
result: &mut Matrix,
left: c_float,
right: c_float,
top: c_float,
bottom: c_float,
zNear: c_float,
zFar: c_float,
) {
*result = Matrix_Identity;
result.row1.X = 2.0 / (right - left);
result.row2.Y = 2.0 / (top - bottom);
result.row3.Z = -2.0 / (zFar - zNear);
result.row4.X = -(right + left) / (right - left);
result.row4.Y = -(top + bottom) / (top - bottom);
result.row4.Z = -(zFar + zNear) / (zFar - zNear);
}
pub fn Matrix_PerspectiveFieldOfView(
result: &mut Matrix,
fovy: c_float,
aspect: c_float,
zNear: c_float,
zFar: c_float,
) {
let c = zNear * Tan_Simple(0.5 * fovy as c_double) as c_float;
*result = Matrix_Identity;
result.row4.W = 0.0;
result.row1.X = zNear / (c * aspect);
result.row2.Y = zNear / c;
result.row4.Z = -(2.0 * zFar * zNear) / (zFar - zNear);
result.row3.Z = -(zFar + zNear) / (zFar - zNear);
result.row3.W = -1.0;
}
pub fn Matrix_LookRot(result: &mut Matrix, pos: Vec3, rot: Vec2) {
let mut rotX = Matrix_Identity;
let mut rotY = Matrix_Identity;
let mut trans = Matrix_Identity;
unsafe {
Matrix_RotateX(&mut rotX, rot.Y);
Matrix_RotateY(&mut rotY, rot.X);
Matrix_Translate(&mut trans, -pos.X, -pos.Y, -pos.Z);
Matrix_Mul(result, &rotY, &rotX);
Matrix_Mul(result, &trans, result);
}
}