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-- For luaJit compatibility.
if table.unpack == nil then
table.unpack = unpack
end
local function copyMatrix( orig )
local copy = RL.MatrixIdentity()
if orig ~= nil then
for y = 1, 4 do
for x = 1, 4 do
if orig[x][y] ~= nil then
copy[x][y] = orig[x][y]
end
end
end
end
return copy
end
local 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,
__concat = function( a, b )
return tostring( a )..tostring( b )
end,
}
function Matrix:new( m )
local object = setmetatable( {}, Matrix.meta )
object.m = copyMatrix( m )
return object
end
function Matrix:set( m )
self.m = copyMatrix( m )
end
function Matrix:clone()
return Matrix:new( self.m )
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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