const std = @import("std"); const Transform = @This(); pub const TMatrix = @Vector(16, f32); pub const Position = @Vector(3, f32); pub const Rotation = @Vector(4, f32); pub const Scale = @Vector(3, f32); position: Position = @splat(0.0), rotation: Rotation = .{ 1.0, 0.0, 0.0, 0.0 }, scale: Scale = @splat(1.0), pub fn matrix(transform: Transform) TMatrix { @setFloatMode(.optimized); const r = rotationMatrix(transform.rotation); const sx, const sy, const sz = transform.scale; return .{ sx * r[0], sy * r[1], sz * r[2], transform.position[0], sx * r[3], sy * r[4], sz * r[5], transform.position[1], sx * r[6], sy * r[7], sz * r[8], transform.position[2], 0.0, 0.0, 0.0, 1.0, }; } pub fn inverseMatrix(transform: Transform) TMatrix { @setFloatMode(.optimized); const r = rotationMatrix(flipRotation(transform.rotation)); const tx, const ty, const tz = transform.position; const sx = 1.0 / transform.scale[0]; const sy = 1.0 / transform.scale[1]; const sz = 1.0 / transform.scale[2]; const r0 = r[0] * sx; const r1 = r[1] * sx; const r2 = r[2] * sx; const r3 = r[3] * sy; const r4 = r[4] * sy; const r5 = r[5] * sy; const r6 = r[6] * sz; const r7 = r[7] * sz; const r8 = r[8] * sz; return .{ r0, r1, r2, -(r0 * tx + r1 * ty + r2 * tz), r3, r4, r5, -(r3 * tx + r4 * ty + r5 * tz), r6, r7, r8, -(r6 * tx + r7 * ty + r8 * tz), 0.0, 0.0, 0.0, 1.0, }; } pub fn rotate(transform: *Transform, rotation: Rotation) void { transform.rotation = normalizeRotation(combineRotations(transform.rotation, rotation)); } pub fn rotateLocal(transform: *Transform, rotation: Rotation) void { transform.rotation = normalizeRotation(combineRotations(rotation, transform.rotation)); } pub fn normalizeRotation(r: Rotation) Rotation { @setFloatMode(.optimized); const length_inverse = 1.0 / @sqrt(r[0] * r[0] + r[1] * r[1] + r[2] * r[2] + r[3] * r[3]); return r * @as(Rotation, @splat(length_inverse)); } pub fn combineRotations(a: Rotation, b: Rotation) Rotation { @setFloatMode(.optimized); return .{ a[0] * b[0] - a[1] * b[1] - a[2] * b[2] - a[3] * b[3], a[1] * b[0] + a[0] * b[1] + a[3] * b[2] - a[2] * b[3], a[2] * b[0] + a[0] * b[2] + a[1] * b[3] - a[3] * b[1], a[3] * b[0] + a[0] * b[3] + a[2] * b[1] - a[1] * b[2], }; } pub fn rotationByAxis(axis: Position, rotation: f32) Rotation { @setFloatMode(.optimized); const cos = std.math.cos(rotation * 0.5); const sin = std.math.sin(rotation * 0.5); return .{ cos, sin * axis[0], sin * axis[1], sin * axis[2] }; } pub fn flipRotation(rotation: Rotation) Rotation { return .{ rotation[0], -rotation[1], -rotation[2], -rotation[3], }; } pub fn extractNormal(vector: Position) struct { Position, f32 } { @setFloatMode(.optimized); const length = @sqrt(vector[0] * vector[0] + vector[1] * vector[1] + vector[2] * vector[2]); return .{ vector / @as(Position, @splat(length)), length }; } fn rotationMatrix(quaternion: Rotation) @Vector(9, f32) { @setFloatMode(.optimized); const a = quaternion[0]; const b = quaternion[1]; const c = quaternion[2]; const d = quaternion[3]; const s = 2.0 / (a * a + b * b + c * c + d * d); const bs = b * s; const cs = c * s; const ds = d * s; const ab = a * bs; const ac = a * cs; const ad = a * ds; const bb = b * bs; const bc = b * cs; const bd = b * ds; const cc = c * cs; const cd = c * ds; const dd = d * ds; return .{ 1 - cc - dd, bc - ad, bd + ac, bc + ad, 1 - bb - dd, cd - ab, bd - ac, cd + ab, 1 - bb - cc, }; } pub fn multiplyMatrix(a: TMatrix, b: TMatrix) TMatrix { @setFloatMode(.optimized); var output: TMatrix = [1]f32{0.0} ** 16; for (0..4) |row| { for (0..4) |col| { for (0..4) |i| { output[row * 4 + col] += a[row * 4 + i] * b[i * 4 + col]; } } } return output; }