136 lines
2.9 KiB
Lua
136 lines
2.9 KiB
Lua
-- For luaJit compatibility.
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if table.unpack == nil then
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table.unpack = unpack
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end
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local function copyMatrix( orig )
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local copy = RL.MatrixIdentity()
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if orig ~= nil then
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for y = 1, 4 do
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for x = 1, 4 do
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if orig[x][y] ~= nil then
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copy[x][y] = orig[x][y]
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end
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end
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end
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end
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return copy
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end
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local Matrix = {}
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Matrix.meta = {
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__index = Matrix,
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__tostring = function( m )
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return "{\n"
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.." {"..m.m[1][1]..", "..m.m[1][2]..", "..m.m[1][3]..", "..m.m[1][4].."},\n"
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.." {"..m.m[2][1]..", "..m.m[2][2]..", "..m.m[2][3]..", "..m.m[2][4].."},\n"
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.." {"..m.m[3][1]..", "..m.m[3][2]..", "..m.m[3][3]..", "..m.m[3][4].."},\n"
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.." {"..m.m[3][1]..", "..m.m[3][2]..", "..m.m[3][3]..", "..m.m[3][4].."},\n"
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.."}"
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end,
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__add = function( m1, m2 )
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return Matrix:new( RL.MatrixAdd( m1, m2 ) )
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end,
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__sub = function( m1, m2 )
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return Matrix:new( RL.MatrixSubtract( m1, m2 ) )
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end,
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__mul = function( m1, m2 )
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return Matrix:new( RL.MatrixMultiply( m1, m2 ) )
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end,
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__concat = function( a, b )
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return tostring( a )..tostring( b )
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end,
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}
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function Matrix:new( m )
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local object = setmetatable( {}, Matrix.meta )
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object.m = copyMatrix( m )
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return object
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end
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function Matrix:set( m )
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self.m = copyMatrix( m )
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end
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function Matrix:clone()
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return Matrix:new( self.m )
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end
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function Matrix:determinant()
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return RL.MatrixDeterminant( self )
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end
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function Matrix:trace()
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return RL.MatrixTranspose( self )
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end
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function Matrix:transpose()
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return Matrix:new( RL.MatrixTranspose( self ) )
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end
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function Matrix:multiply( m2 )
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return Matrix:new( RL.MatrixMultiply( self, m2 ) )
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end
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function Matrix:invert()
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return Matrix:new( RL.MatrixInvert( self ) )
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end
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function Matrix:identity()
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return Matrix:new( RL.MatrixIdentity() )
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end
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function Matrix:translate( translate )
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return Matrix:new( RL.MatrixTranslate( translate ) )
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end
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function Matrix:rotate( axis, angle )
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return Matrix:new( RL.MatrixRotate( axis, angle ) )
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end
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function Matrix:rotateX( angle )
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return Matrix:new( RL.MatrixRotateX( angle ) )
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end
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function Matrix:rotateY( angle )
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return Matrix:new( RL.MatrixRotateY( angle ) )
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end
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function Matrix:rotateZ( angle )
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return Matrix:new( RL.MatrixRotateZ( angle ) )
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end
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function Matrix:rotateXYZ( angles )
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return Matrix:new( RL.MatrixRotateXYZ( angles ) )
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end
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function Matrix:rotateZYX( angles )
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return Matrix:new( RL.MatrixRotateZYX( angles ) )
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end
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function Matrix:scale( scale )
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return Matrix:new( RL.MatrixScale( scale ) )
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end
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function Matrix:frustrum( left, right, bottom, top, near, far )
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return Matrix:new( RL.MatrixFrustum( left, right, bottom, top, near, far ) )
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end
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function Matrix:perspective( fovy, aspect, near, far )
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return Matrix:new( RL.MatrixPerspective( fovy, aspect, near, far ) )
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end
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function Matrix:ortho( left, right, bottom, top, near, far )
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return Matrix:new( RL.MatrixOrtho( left, right, bottom, top, near, far ) )
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end
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function Matrix:lookAt( eye, target, up )
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return Matrix:new( RL.MatrixLookAt( eye, target, up ) )
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end
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return Matrix
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