188 lines
7.7 KiB
Zig
188 lines
7.7 KiB
Zig
// ==============================================================================
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//
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// Collection of useful functions building on top of, and extending, core zmath.
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// https://github.com/michal-z/zig-gamedev/tree/main/libs/zmath
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//
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// ------------------------------------------------------------------------------
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// 1. Matrix functions
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// ------------------------------------------------------------------------------
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//
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// As an example, in a left handed Y-up system:
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// getAxisX is equivalent to the right vector
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// getAxisY is equivalent to the up vector
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// getAxisZ is equivalent to the forward vector
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//
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// getTranslationVec(m: Mat) Vec
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// getAxisX(m: Mat) Vec
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// getAxisY(m: Mat) Vec
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// getAxisZ(m: Mat) Vec
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//
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// ==============================================================================
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const zm = @import("zmath.zig");
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const std = @import("std");
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const math = std.math;
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const expect = std.testing.expect;
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pub fn getTranslationVec(m: zm.Mat) zm.Vec {
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var translation = m[3];
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translation[3] = 0;
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return translation;
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}
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pub fn setTranslationVec(m: *zm.Mat, translation: zm.Vec) void {
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const w = m[3][3];
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m[3] = translation;
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m[3][3] = w;
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}
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pub fn getScaleVec(m: zm.Mat) zm.Vec {
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const scale_x = zm.length3(zm.f32x4(m[0][0], m[1][0], m[2][0], 0))[0];
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const scale_y = zm.length3(zm.f32x4(m[0][1], m[1][1], m[2][1], 0))[0];
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const scale_z = zm.length3(zm.f32x4(m[0][2], m[1][2], m[2][2], 0))[0];
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return zm.f32x4(scale_x, scale_y, scale_z, 0);
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}
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pub fn getRotationQuat(_m: zm.Mat) zm.Quat {
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// Ortho normalize given matrix.
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const c1 = zm.normalize3(zm.f32x4(_m[0][0], _m[1][0], _m[2][0], 0));
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const c2 = zm.normalize3(zm.f32x4(_m[0][1], _m[1][1], _m[2][1], 0));
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const c3 = zm.normalize3(zm.f32x4(_m[0][2], _m[1][2], _m[2][2], 0));
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var m = _m;
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m[0][0] = c1[0];
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m[1][0] = c1[1];
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m[2][0] = c1[2];
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m[0][1] = c2[0];
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m[1][1] = c2[1];
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m[2][1] = c2[2];
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m[0][2] = c3[0];
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m[1][2] = c3[1];
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m[2][2] = c3[2];
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// Extract rotation
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return zm.quatFromMat(m);
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}
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pub fn getAxisX(m: zm.Mat) zm.Vec {
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return zm.normalize3(zm.f32x4(m[0][0], m[0][1], m[0][2], 0.0));
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}
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pub fn getAxisY(m: zm.Mat) zm.Vec {
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return zm.normalize3(zm.f32x4(m[1][0], m[1][1], m[1][2], 0.0));
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}
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pub fn getAxisZ(m: zm.Mat) zm.Vec {
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return zm.normalize3(zm.f32x4(m[2][0], m[2][1], m[2][2], 0.0));
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}
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test "zmath.util.mat.translation" {
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// zig fmt: off
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const mat_data = [18]f32{
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1.0,
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2.0, 3.0, 4.0, 5.0,
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6.0, 7.0, 8.0, 9.0,
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10.0,11.0, 12.0,13.0,
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14.0, 15.0, 16.0, 17.0,
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18.0,
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};
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// zig fmt: on
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const mat = zm.loadMat(mat_data[1..]);
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const translation = getTranslationVec(mat);
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try zm.expectVecApproxEqAbs(translation, zm.f32x4(14.0, 15.0, 16.0, 0.0), 0.0001);
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}
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test "zmath.util.mat.scale" {
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const mat = zm.mul(zm.scaling(3, 4, 5), zm.translation(6, 7, 8));
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const scale = getScaleVec(mat);
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try zm.expectVecApproxEqAbs(scale, zm.f32x4(3.0, 4.0, 5.0, 0.0), 0.0001);
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}
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test "zmath.util.mat.rotation" {
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const rotate_origin = zm.matFromRollPitchYaw(0.1, 1.2, 2.3);
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const mat = zm.mul(zm.mul(rotate_origin, zm.scaling(3, 4, 5)), zm.translation(6, 7, 8));
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const rotate_get = getRotationQuat(mat);
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const v0 = zm.mul(zm.f32x4s(1), rotate_origin);
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const v1 = zm.mul(zm.f32x4s(1), zm.quatToMat(rotate_get));
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try zm.expectVecApproxEqAbs(v0, v1, 0.0001);
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}
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test "zmath.util.mat.z_vec" {
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const degToRad = std.math.degreesToRadians;
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var identity = zm.identity();
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var z_vec = getAxisZ(identity);
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try zm.expectVecApproxEqAbs(z_vec, zm.f32x4(0.0, 0.0, 1.0, 0), 0.0001);
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const rot_yaw = zm.rotationY(degToRad(90));
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identity = zm.mul(identity, rot_yaw);
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z_vec = getAxisZ(identity);
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try zm.expectVecApproxEqAbs(z_vec, zm.f32x4(1.0, 0.0, 0.0, 0), 0.0001);
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}
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test "zmath.util.mat.y_vec" {
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const degToRad = std.math.degreesToRadians;
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var identity = zm.identity();
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var y_vec = getAxisY(identity);
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try zm.expectVecApproxEqAbs(y_vec, zm.f32x4(0.0, 1.0, 0.0, 0), 0.01);
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const rot_yaw = zm.rotationY(degToRad(90));
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identity = zm.mul(identity, rot_yaw);
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y_vec = getAxisY(identity);
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try zm.expectVecApproxEqAbs(y_vec, zm.f32x4(0.0, 1.0, 0.0, 0), 0.01);
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const rot_pitch = zm.rotationX(degToRad(90));
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identity = zm.mul(identity, rot_pitch);
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y_vec = getAxisY(identity);
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try zm.expectVecApproxEqAbs(y_vec, zm.f32x4(0.0, 0.0, 1.0, 0), 0.01);
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}
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test "zmath.util.mat.right" {
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const degToRad = std.math.degreesToRadians;
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var identity = zm.identity();
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var right = getAxisX(identity);
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try zm.expectVecApproxEqAbs(right, zm.f32x4(1.0, 0.0, 0.0, 0), 0.01);
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const rot_yaw = zm.rotationY(degToRad(90));
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identity = zm.mul(identity, rot_yaw);
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right = getAxisX(identity);
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try zm.expectVecApproxEqAbs(right, zm.f32x4(0.0, 0.0, -1.0, 0), 0.01);
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const rot_pitch = zm.rotationX(degToRad(90));
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identity = zm.mul(identity, rot_pitch);
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right = getAxisX(identity);
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try zm.expectVecApproxEqAbs(right, zm.f32x4(0.0, 1.0, 0.0, 0), 0.01);
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}
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// ------------------------------------------------------------------------------
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// This software is available under 2 licenses -- choose whichever you prefer.
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// ------------------------------------------------------------------------------
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// ALTERNATIVE A - MIT License
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// Copyright (c) 2022 Michal Ziulek and Contributors
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// Permission is hereby granted, free of charge, to any person obtaining identity copy of
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// this software and associated documentation files (the "Software"), to deal in
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// the Software without restriction, including without limitation the rights to
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// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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// of the Software, and to permit persons to whom the Software is furnished to do
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// so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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// ------------------------------------------------------------------------------
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// ALTERNATIVE B - Public Domain (www.unlicense.org)
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// This is free and unencumbered software released into the public domain.
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// Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
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// software, either in source code form or as identity compiled binary, for any purpose,
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// commercial or non-commercial, and by any means.
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// In jurisdictions that recognize copyright laws, the author or authors of this
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// software dedicate any and all copyright interest in the software to the public
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// domain. We make this dedication for the benefit of the public at large and to
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// the detriment of our heirs and successors. We intend this dedication to be an
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// overt act of relinquishment in perpetuity of all present and future rights to
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// this software under copyright law.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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// ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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// ------------------------------------------------------------------------------
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