math: add Matrix translation getters
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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1 changed files with 12 additions and 29 deletions
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@ -91,6 +91,12 @@ pub fn Mat(
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pub inline fn translateScalar(scalar: Vec.T) Matrix {
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return translate(Vec.splat(scalar));
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}
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/// Returns the translation component of the matrix.
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// TODO: needs tests
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pub inline fn translation(v: Matrix) math.Vec2 {
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return math.Vec2.init(v.v[2].x(), v.v[2].y());
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}
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},
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inline math.Mat4x4, math.Mat4x4h, math.Mat4x4d => struct {
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pub inline fn init(col0: Vec, col1: Vec, col2: Vec, col3: Vec) Matrix {
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@ -136,6 +142,12 @@ pub fn Mat(
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return translate(Vec.splat(scalar));
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}
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/// Returns the translation component of the matrix.
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// TODO: needs tests
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pub inline fn translation(v: Matrix) math.Vec3 {
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return math.Vec3.init(v.v[3].x(), v.v[3].y(), v.v[3].z());
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}
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/// Constructs an orthographic projection matrix; an orthogonal transformation matrix
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/// which transforms from the given left, right, bottom, and top dimensions into
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/// `(-1, +1)` in `(x, y)`, and `(0, +1)` in `z`.
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@ -176,16 +188,6 @@ pub fn Mat(
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// to work with this new Mat approach, swapping f32 for the generic T float type, moving 3x3
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// and 4x4 specific functions into the mixin above, writing new tests, etc.
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// /// Returns the translation component of the 2D matrix.
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// pub inline fn translation2d(v: Mat3x3) Vec2 {
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// return .{ mat.index(v, 8), mat.index(v, 9) };
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// }
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// /// Returns the translation component of the 3D matrix.
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// pub inline fn translation3d(v: Mat4x4) Vec3 {
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// return .{ mat.index(v, 12), mat.index(v, 13), mat.index(v, 14) };
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// }
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// // Multiplies matrices a * b
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// pub inline fn mul(a: anytype, b: @TypeOf(a)) @TypeOf(a) {
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// return if (@TypeOf(a) == Mat3x3) {
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@ -438,25 +440,6 @@ test "mat4x4_ident" {
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// try expectEqual(ortho_mat[3][3], 1);
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// }
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// test "mat.translation" {
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// {
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// const v = Vec2{ 1.0, -2.5 };
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// const translation_mat = mat.translate2d(v);
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// const result = mat.translation2d(translation_mat);
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// try expectEqual(result[0], v[0]);
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// try expectEqual(result[1], v[1]);
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// }
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// {
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// const v = Vec3{ 1.0, -2.5, 0.001 };
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// const translation_mat = mat.translate3d(v);
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// const result = mat.translation3d(translation_mat);
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// try expectEqual(result[0], v[0]);
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// try expectEqual(result[1], v[1]);
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// try expectEqual(result[2], v[2]);
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// }
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// }
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// const degreesToRadians = std.math.degreesToRadians;
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// // TODO: Maybe reconsider based on feedback to join all test for rotation into one test as only
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