#pragma once #include "math.h" #include "matrices.h" inline static struct mat4x4 translation(float x, float y, float z) { return mat4x4(1.0f, 0.0f, 0.0f, x, 0.0f, 1.0f, 0.0f, y, 0.0f, 0.0f, 1.0f, z, 0.0f, 0.0f, 0.0f, 1.0f); } inline static struct mat4x4 scaling(float x, float y, float z) { return mat4x4(x, 0.0f, 0.0f, 0.0f, 0.0f, y, 0.0f, 0.0f, 0.0f, 0.0f, z, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); } inline static struct mat4x4 rotation_x(float r) { return mat4x4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, cosf(r), -sinf(r), 0.0f, 0.0f, sinf(r), cosf(r), 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); } inline static struct mat4x4 rotation_y(float r) { return mat4x4( cosf(r), 0.0f, sinf(r), 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -sinf(r), 0.0f, cosf(r), 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); } inline static struct mat4x4 rotation_z(float r) { return mat4x4( cosf(r), -sinf(r), 0.0f, 0.0f, sinf(r), cosf(r), 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); } inline static struct mat4x4 shearing(float xy, float xz, float yx, float yz, float zx, float zy) { return mat4x4(1.0f, xy, xz, 0.0f, yx, 1.0f, yz, 0.0f, zx, zy, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); } inline static struct mat4x4 view_transform(struct tuple from, struct tuple to, struct tuple up) { struct tuple forward = tuple_normalize(tuple_sub(to, from)); struct tuple left = tuple_cross(forward, tuple_normalize(up)); struct tuple true_up = tuple_cross(left, forward); struct mat4x4 orientation = mat4x4(left.x, left.y, left.z, 0.0f, true_up.x, true_up.y, true_up.z, 0.0f, -forward.x, -forward.y, -forward.z, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); struct mat4x4 translate = translation(-from.x, -from.y, -from.z); return mat4x4_mul_m(orientation, translate); }