const std = @import("std"); pub const tan = std.math.tan; pub const cos = std.math.cos; pub const sin = std.math.sin; pub const rad = std.math.degreesToRadians; pub const Matrix = struct { rows: [4]@Vector(4, f32), pub fn lookAt(eye: @Vector(3, f32), target: @Vector(3, f32), arbitrary_up: @Vector(3, f32)) Matrix { const forward = normalize(eye - target); const right = normalize(cross(arbitrary_up, forward)); const up = cross(forward, right); const view = [_]@Vector(4, f32){ @Vector(4, f32){ right[0], right[1], right[2], 0.0 }, @Vector(4, f32){ up[0], up[1], up[2], 0.0 }, @Vector(4, f32){ forward[0], forward[1], forward[2], 0.0 }, @Vector(4, f32){ 0.0, 0.0, 1.0, eye[2] }, }; return Matrix{ .rows = view, }; } pub fn perspective(fov: f32, aspect: f32, near: f32, far: f32) Matrix { const projection = [_]@Vector(4, f32){ @Vector(4, f32){ 1.0 / (aspect * tan(fov / 2.0)), 0.0, 0.0, 0.0 }, @Vector(4, f32){ 0.0, 1.0 / tan(fov / 2.0), 0.0, 0.0 }, @Vector(4, f32){ 0.0, 0.0, -((far + near) / (far - near)), -((2 * far * near) / (far - near)) }, @Vector(4, f32){ 0.0, 0.0, -1.0, 1.0 }, }; return Matrix{ .rows = projection, }; } pub fn identity() Matrix { const view = [_]@Vector(4, f32){ @Vector(4, f32){ 1.0, 0.0, 0.0, 0.0 }, @Vector(4, f32){ 0.0, 1.0, 0.0, 0.0 }, @Vector(4, f32){ 0.0, 0.0, 1.0, 0.0 }, @Vector(4, f32){ 0.0, 0.0, 0.0, 1.0 }, }; return Matrix{ .rows = view, }; } }; pub fn dot(a: @Vector(3, f32), b: @Vector(3, f32)) f32 { return @reduce(.Add, a * b); } pub fn cross(a: @Vector(3, f32), b: @Vector(3, f32)) @Vector(3, f32) { return @Vector(3, f32){ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0] }; } pub fn normalize(a: @Vector(3, f32)) @Vector(3, f32) { return a / @as(@Vector(3, f32), @splat(@sqrt(dot(a, a)))); }