Matrix library.

This commit is contained in:
jussi
2023-11-13 23:42:58 +02:00
parent e06d98e0ed
commit 7b10306ed5
7 changed files with 176 additions and 8 deletions

4
API.md
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@@ -7710,7 +7710,7 @@ Get z-rotation matrix (angle in radians)
--- ---
> result = RL.MatrixRotateXYZ( Vector3 angle ) > result = RL.MatrixRotateXYZ( Vector3 angles )
Get xyz-rotation matrix (angles in radians) Get xyz-rotation matrix (angles in radians)
@@ -7718,7 +7718,7 @@ Get xyz-rotation matrix (angles in radians)
--- ---
> result = RL.MatrixRotateZYX( Vector3 angle ) > result = RL.MatrixRotateZYX( Vector3 angles )
Get zyx-rotation matrix (angles in radians) Get zyx-rotation matrix (angles in radians)

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@@ -4958,15 +4958,15 @@ function RL.MatrixRotateZ( angle ) end
---Get xyz-rotation matrix (angles in radians) ---Get xyz-rotation matrix (angles in radians)
---- Success return Matrix ---- Success return Matrix
---@param angle table ---@param angles table
---@return any result ---@return any result
function RL.MatrixRotateXYZ( angle ) end function RL.MatrixRotateXYZ( angles ) end
---Get zyx-rotation matrix (angles in radians) ---Get zyx-rotation matrix (angles in radians)
---- Success return Matrix ---- Success return Matrix
---@param angle table ---@param angles table
---@return any result ---@return any result
function RL.MatrixRotateZYX( angle ) end function RL.MatrixRotateZYX( angles ) end
---Get scaling matrix ---Get scaling matrix
---- Success return Matrix ---- Success return Matrix

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@@ -17,6 +17,7 @@ KEY CHANGES:
- CHANGED: DrawText is now DrawTextEx like in Raylib. - CHANGED: DrawText is now DrawTextEx like in Raylib.
- ADDED: Global variable descriptions for API. - ADDED: Global variable descriptions for API.
- CHANGED: Organized functions by putting them in the same order as in Raylib. - CHANGED: Organized functions by putting them in the same order as in Raylib.
- ADDED: Matrix library.
DETAILED CHANGES: DETAILED CHANGES:
- CHANGED: GenImageColor now takes Vector2 as size. - CHANGED: GenImageColor now takes Vector2 as size.

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@@ -15,6 +15,9 @@ Backlog {
* More Textures management functions. * More Textures management functions.
* Shader buffer storage object management (ssbo). * Shader buffer storage object management (ssbo).
* Matrix class.
* Quaternion class.
* Examples * Examples
* Improve Dungeon crawler example by generating custom mesh instead of drawing 3D quads. * Improve Dungeon crawler example by generating custom mesh instead of drawing 3D quads.
* Platformer example physics process for true framerate independence. * Platformer example physics process for true framerate independence.

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@@ -0,0 +1,151 @@
-- For luaJit compatibility.
if table.unpack == nil then
table.unpack = unpack
end
local function deepCopy( orig )
local copy
if type( orig ) == "table" then
copy = {}
for origKey, origValue in next, orig, nil do
-- If object has clone method, use that.
copy[ deepCopy( origKey ) ] = deepCopy( origValue )
end
-- setmetatable( copy, utillib.deepCopy( getmetatable( orig ) ) )
else -- number, string, boolean, etc.
copy = orig
end
return copy
end
Matrix = {}
Matrix.meta = {
__index = Matrix,
__tostring = function( m )
return "{\n"
.." { "..m.m[1][1]..", "..m.m[1][2]..", "..m.m[1][3]..", "..m.m[1][4].." },\n"
.." { "..m.m[2][1]..", "..m.m[2][2]..", "..m.m[2][3]..", "..m.m[2][4].." },\n"
.." { "..m.m[3][1]..", "..m.m[3][2]..", "..m.m[3][3]..", "..m.m[3][4].." },\n"
.." { "..m.m[3][1]..", "..m.m[3][2]..", "..m.m[3][3]..", "..m.m[3][4].." },\n"
.."}"
end,
__add = function( m1, m2 )
return Matrix:new( RL.MatrixAdd( m1, m2 ) )
end,
__sub = function( m1, m2 )
return Matrix:new( RL.MatrixSubtract( m1, m2 ) )
end,
__mul = function( m1, m2 )
return Matrix:new( RL.MatrixMultiply( m1, m2 ) )
end
}
function Matrix:new( m )
local object = setmetatable( {}, Matrix.meta )
if type( m ) == "table" then
object.m = deepCopy( m )
else
object.m = RL.MatrixIdentity()
end
return object
end
function Matrix:set( m )
if type( m ) == "table" then
self.m = deepCopy( m )
else
self.m = RL.MatrixIdentity()
end
end
-- function Matrix:arr()
-- return self.m
-- end
-- function Matrix:unpack()
-- return self.m
-- end
function Matrix:clone()
return Matrix:new( self )
end
function Matrix:determinant()
return RL.MatrixDeterminant( self )
end
function Matrix:trace()
return RL.MatrixTranspose( self )
end
function Matrix:transpose()
return Matrix:new( RL.MatrixTranspose( self ) )
end
function Matrix:multiply( m2 )
return Matrix:new( RL.MatrixMultiply( self, m2 ) )
end
function Matrix:invert()
return Matrix:new( RL.MatrixInvert( self ) )
end
function Matrix:identity()
return Matrix:new( RL.MatrixIdentity() )
end
function Matrix:translate( translate )
return Matrix:new( RL.MatrixTranslate( translate ) )
end
function Matrix:rotate( axis, angle )
return Matrix:new( RL.MatrixRotate( axis, angle ) )
end
function Matrix:rotateX( angle )
return Matrix:new( RL.MatrixRotateX( angle ) )
end
function Matrix:rotateY( angle )
return Matrix:new( RL.MatrixRotateY( angle ) )
end
function Matrix:rotateZ( angle )
return Matrix:new( RL.MatrixRotateZ( angle ) )
end
function Matrix:rotateXYZ( angles )
return Matrix:new( RL.MatrixRotateXYZ( angles ) )
end
function Matrix:rotateZYX( angles )
return Matrix:new( RL.MatrixRotateZYX( angles ) )
end
function Matrix:scale( scale )
return Matrix:new( RL.MatrixScale( scale ) )
end
function Matrix:frustrum( left, right, bottom, top, near, far )
return Matrix:new( RL.MatrixFrustum( left, right, bottom, top, near, far ) )
end
function Matrix:perspective( fovy, aspect, near, far )
return Matrix:new( RL.MatrixPerspective( fovy, aspect, near, far ) )
end
function Matrix:ortho( left, right, bottom, top, near, far )
return Matrix:new( RL.MatrixOrtho( left, right, bottom, top, near, far ) )
end
function Matrix:lookAt( eye, target, up )
return Matrix:new( RL.MatrixLookAt( eye, target, up ) )
end
return Matrix

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@@ -2693,6 +2693,19 @@ Matrix uluaGetMatrix( lua_State *L, int index ) {
if ( lua_isnumber( L, -1 ) ) { if ( lua_isnumber( L, -1 ) ) {
m[i][j] = lua_tonumber( L, -1 ); m[i][j] = lua_tonumber( L, -1 );
} }
/* Look for one depth further if Matrix given as class. */
else if ( lua_istable( L, -1 ) ) {
int t3 = lua_gettop( L ), k = 0;
lua_pushnil( L );
while ( lua_next( L, t3 ) != 0 ) {
if ( lua_isnumber( L, -1 ) ) {
m[j][k] = lua_tonumber( L, -1 );
}
k++;
lua_pop( L, 1 );
}
}
j++; j++;
lua_pop( L, 1 ); lua_pop( L, 1 );
} }

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@@ -1308,7 +1308,7 @@ int lmathMatrixRotateZ( lua_State *L ) {
} }
/* /*
> result = RL.MatrixRotateXYZ( Vector3 angle ) > result = RL.MatrixRotateXYZ( Vector3 angles )
Get xyz-rotation matrix (angles in radians) Get xyz-rotation matrix (angles in radians)
@@ -1323,7 +1323,7 @@ int lmathMatrixRotateXYZ( lua_State *L ) {
} }
/* /*
> result = RL.MatrixRotateZYX( Vector3 angle ) > result = RL.MatrixRotateZYX( Vector3 angles )
Get zyx-rotation matrix (angles in radians) Get zyx-rotation matrix (angles in radians)