summaryrefslogtreecommitdiff
path: root/examples/resources/lib/matrix.lua
blob: 2ed0ffb37b8e562ee73621e841b5c1b4e820878f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
-- For luaJit compatibility.
if table.unpack == nil then
	table.unpack = unpack
end

local Matrix = {}
local metatable = {
	__index = Matrix,
	__tostring = function( m )
		return "{\n"
		.."  {"..m[1][1]..", "..m[1][2]..", "..m[1][3]..", "..m[1][4].."},\n"
		.."  {"..m[2][1]..", "..m[2][2]..", "..m[2][3]..", "..m[2][4].."},\n"
		.."  {"..m[3][1]..", "..m[3][2]..", "..m[3][3]..", "..m[3][4].."},\n"
		.."  {"..m[4][1]..", "..m[4][2]..", "..m[4][3]..", "..m[4][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:copyMatrix( orig )
	if orig ~= nil then
		for y = 1, 4 do
			for x = 1, 4 do
				if orig[x][y] ~= nil then
					self[x][y] = orig[x][y]
				end
			end
		end
	end
end

function Matrix:new( m )
	local object = setmetatable( {}, metatable )

	-- Raylib style transposed matrix.
	for x = 1, 4 do
		object[x] = {}
		for y = 1, 4 do
			table.insert( object[x], m[x][y] )
		end
	end

	return object
end

function Matrix:set( m )
	self:copyMatrix( m )
end

function Matrix:serialize()
	local str = { "Matrix:new({" }

	for i, row in ipairs( self ) do
		table.insert( str, "{" )

		for c, v in ipairs( row ) do
			table.insert( str, v )
			if c < 4 then
				table.insert( str, "," )
			end
		end
		table.insert( str, "}" )
		if i < 4 then
			table.insert( str, "," )
		end
	end
	table.insert( str, "})" )

	return table.concat( str )
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

-- Temp pre generated objects to avoid "slow" table generation.

local TEMP_COUNT = 100
local tempPool = {}
local curTemp = 1

for _ = 1, TEMP_COUNT do
	table.insert( tempPool, Matrix:new( RL.MatrixIdentity() ) )
end

function Matrix:temp( m )
	local object = tempPool[ curTemp ]

	curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1

	object:copyMatrix( m )

	return object
end

function Matrix:getTempId()
	return curTemp
end

return Matrix