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mat4.go
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package mathg
import "math"
/*
m11 m12 m13 m14
m21 m22 m23 m24
m31 m32 m33 m34
m41 m42 m43 m44
*/
type Mat4 struct {
M11 float64
M21 float64
M31 float64
M41 float64
M12 float64
M22 float64
M32 float64
M42 float64
M13 float64
M23 float64
M33 float64
M43 float64
M14 float64
M24 float64
M34 float64
M44 float64
}
func (m *Mat4) Zero() *Mat4 {
return &Mat4{
0., 0., 0., 0.,
0., 0., 0., 0.,
0., 0., 0., 0.,
0., 0., 0., 0.,
}
}
func (m *Mat4) Identity() *Mat4 {
return &Mat4{
1., 0., 0., 0.,
0., 1., 0., 0.,
0., 0., 1., 0.,
0., 0., 0., 1.,
}
}
func (m *Mat4) Clone() *Mat4 {
return &Mat4{
m.M11, m.M21, m.M31, m.M41,
m.M12, m.M22, m.M32, m.M42,
m.M13, m.M23, m.M33, m.M43,
m.M14, m.M24, m.M34, m.M44,
}
}
func (m *Mat4) Determinant() float64 {
return m.M14*m.M23*m.M32*m.M41 -
m.M13*m.M24*m.M32*m.M41 -
m.M14*m.M22*m.M33*m.M41 +
m.M12*m.M24*m.M33*m.M41 +
m.M13*m.M22*m.M34*m.M41 -
m.M12*m.M23*m.M34*m.M41 -
m.M14*m.M23*m.M31*m.M42 +
m.M13*m.M24*m.M31*m.M42 +
m.M14*m.M21*m.M33*m.M42 -
m.M11*m.M24*m.M33*m.M42 -
m.M13*m.M21*m.M34*m.M42 +
m.M11*m.M23*m.M34*m.M42 +
m.M14*m.M22*m.M31*m.M43 -
m.M12*m.M24*m.M31*m.M43 -
m.M14*m.M21*m.M32*m.M43 +
m.M11*m.M24*m.M32*m.M43 +
m.M12*m.M21*m.M34*m.M43 -
m.M11*m.M22*m.M34*m.M43 -
m.M13*m.M22*m.M31*m.M44 +
m.M12*m.M23*m.M31*m.M44 +
m.M13*m.M21*m.M32*m.M44 -
m.M11*m.M23*m.M32*m.M44 -
m.M12*m.M21*m.M33*m.M44 +
m.M11*m.M22*m.M33*m.M44
}
func (m *Mat4) Negative() *Mat4 {
return &Mat4{
-m.M11, -m.M21, -m.M31, -m.M41,
-m.M12, -m.M22, -m.M32, -m.M42,
-m.M13, -m.M23, -m.M33, -m.M43,
-m.M14, -m.M24, -m.M34, -m.M44,
}
}
func (m *Mat4) Transpose() *Mat4 {
return &Mat4{
m.M11, m.M12, m.M13, m.M14,
m.M21, m.M22, m.M23, m.M24,
m.M31, m.M32, m.M33, m.M34,
m.M41, m.M42, m.M43, m.M44,
}
}
func (m *Mat4) Cofactor() *Mat4 {
cofactor := &Mat4{}
minor := &Mat3{
m.M22, m.M32, m.M42,
m.M23, m.M33, m.M43,
m.M24, m.M34, m.M44,
}
cofactor.M11 = minor.Determinant()
minor = &Mat3{
m.M12, m.M32, m.M42,
m.M13, m.M33, m.M43,
m.M14, m.M34, m.M44,
}
cofactor.M21 = -minor.Determinant()
minor = &Mat3{
m.M12, m.M22, m.M42,
m.M13, m.M23, m.M43,
m.M14, m.M24, m.M44,
}
cofactor.M31 = minor.Determinant()
minor = &Mat3{
m.M12, m.M22, m.M32,
m.M13, m.M23, m.M33,
m.M14, m.M24, m.M34,
}
cofactor.M41 = -minor.Determinant()
minor = &Mat3{
m.M21, m.M31, m.M41,
m.M23, m.M33, m.M43,
m.M24, m.M34, m.M44,
}
cofactor.M12 = -minor.Determinant()
minor = &Mat3{
m.M11, m.M31, m.M41,
m.M13, m.M33, m.M43,
m.M14, m.M34, m.M44,
}
cofactor.M22 = minor.Determinant()
minor = &Mat3{
m.M11, m.M21, m.M41,
m.M13, m.M23, m.M43,
m.M14, m.M24, m.M44,
}
cofactor.M32 = -minor.Determinant()
minor = &Mat3{
m.M11, m.M21, m.M31,
m.M13, m.M23, m.M33,
m.M14, m.M24, m.M34,
}
cofactor.M42 = minor.Determinant()
minor = &Mat3{
m.M21, m.M31, m.M41,
m.M22, m.M32, m.M42,
m.M24, m.M34, m.M44,
}
cofactor.M13 = minor.Determinant()
minor = &Mat3{
m.M11, m.M31, m.M41,
m.M12, m.M32, m.M42,
m.M14, m.M34, m.M44,
}
cofactor.M23 = -minor.Determinant()
minor = &Mat3{
m.M11, m.M21, m.M41,
m.M12, m.M22, m.M42,
m.M14, m.M24, m.M44,
}
cofactor.M33 = minor.Determinant()
minor = &Mat3{
m.M11, m.M21, m.M31,
m.M12, m.M22, m.M32,
m.M14, m.M24, m.M34,
}
cofactor.M43 = -minor.Determinant()
minor = &Mat3{
m.M21, m.M31, m.M41,
m.M22, m.M32, m.M42,
m.M23, m.M33, m.M43,
}
cofactor.M14 = -minor.Determinant()
minor = &Mat3{
m.M11, m.M31, m.M41,
m.M12, m.M32, m.M42,
m.M13, m.M33, m.M43,
}
cofactor.M24 = minor.Determinant()
minor = &Mat3{
m.M11, m.M21, m.M41,
m.M12, m.M22, m.M42,
m.M13, m.M23, m.M43,
}
cofactor.M34 = -minor.Determinant()
minor = &Mat3{
m.M11, m.M21, m.M31,
m.M12, m.M22, m.M32,
m.M13, m.M23, m.M33,
}
cofactor.M44 = minor.Determinant()
return cofactor
}
func (m *Mat4) RotationX(angle float64) *Mat4 {
c := math.Cos(angle)
s := math.Sin(angle)
return &Mat4{
m.M11, m.M21, m.M31, m.M41,
m.M12, c, s, m.M42,
m.M13, -s, c, m.M43,
m.M14, m.M24, m.M34, m.M44,
}
}
func (m *Mat4) RotationY(angle float64) *Mat4 {
c := math.Cos(angle)
s := math.Sin(angle)
return &Mat4{
c, m.M21, -s, m.M41,
m.M12, m.M22, m.M32, m.M42,
s, m.M23, c, m.M43,
m.M14, m.M24, m.M34, m.M44,
}
}
func (m *Mat4) RotationZ(angle float64) *Mat4 {
c := math.Cos(angle)
s := math.Sin(angle)
return &Mat4{
c, s, m.M31, m.M41,
-s, c, m.M32, m.M42,
m.M13, m.M23, m.M33, m.M43,
m.M14, m.M24, m.M34, m.M44,
}
}
func (v *Vec3) RotationAxis(angle float64) *Mat4 {
c := math.Cos(angle)
s := math.Sin(angle)
one_c := 1. - c
x, y, z := v.X, v.Y, v.Z
xx := x * x
xy := x * y
xz := x * z
yy := y * y
yz := y * z
zz := z * z
l := xx + yy + zz
sqrt := math.Sqrt(l)
return &Mat4{
(xx + (yy+zz)*c) / l,
(xy*one_c + z*sqrt*s) / l,
(xz*one_c - y*sqrt*s) / l,
0.,
(xy*one_c - z*sqrt*s) / l,
(yy + (xx+zz)*c) / l,
(yz*one_c + x*sqrt*s) / l,
0.,
(xz*one_c + y*sqrt*s) / l,
(yz*one_c - x*sqrt*s) / l,
(zz + (xx+yy)*c) / l,
0.,
0.,
0.,
0.,
1.,
}
}
func (q *Quaternion) RotationMatrix4() *Mat4 {
xx := q.X * q.X
yy := q.Y * q.Y
zz := q.Z * q.Z
xy := q.X * q.Y
xz := q.X * q.Z
xw := q.W * q.W
yz := q.Y * q.Z
yw := q.Y * q.W
zw := q.Z * q.W
return &Mat4{
1. - 2.*(yy+zz),
2. * (xy + zw),
2. * (xz - yw),
0.,
2. * (xy - zw),
1. - 2.*(xx+zz),
2. * (yz + xw),
0.,
2. * (xz + yw),
2. * (yz - xw),
1. - 2.*(xx+yy),
0.,
0.,
0.,
0.,
1.,
}
}
func (m *Mat4) Translation(v *Vec3) *Mat4 {
return &Mat4{
m.M11, m.M21, m.M31, m.M41,
m.M12, m.M22, m.M32, m.M42,
m.M13, m.M23, m.M33, m.M43,
v.X, v.Y, v.Z, m.M44,
}
}
func (m *Mat4) Translate(v *Vec3) *Mat4 {
return &Mat4{
m.M11, m.M21, m.M31, m.M41,
m.M12, m.M22, m.M32, m.M42,
m.M13, m.M23, m.M33, m.M43,
m.M14 + v.X, m.M24 + v.Y, m.M34 + v.Z, m.M44,
}
}
func (m *Mat4) Scaling(v *Vec3) *Mat4 {
return &Mat4{
v.X, m.M21, m.M31, m.M41,
m.M12, v.Y, m.M32, m.M42,
m.M13, m.M23, v.Z, m.M43,
m.M14, m.M24, m.M34, m.M44,
}
}
func (m *Mat4) Scale(v *Vec3) *Mat4 {
return &Mat4{
m.M11 * v.X, m.M21, m.M31, m.M41,
m.M12, m.M22 * v.Y, m.M32, m.M42,
m.M13, m.M23, m.M33 * v.Z, m.M43,
m.M14, m.M24, m.M34, m.M44,
}
}
func (m *Mat4) Multiply(m1 *Mat4) *Mat4 {
return &Mat4{
m.M11*m1.M11 + m.M12*m1.M21 + m.M13*m1.M31 + m.M14*m.M41,
m.M21*m1.M11 + m.M22*m1.M21 + m.M23*m1.M31 + m.M24*m.M41,
m.M31*m1.M11 + m.M32*m1.M21 + m.M33*m1.M31 + m.M34*m.M41,
m.M41*m1.M11 + m.M42*m1.M21 + m.M43*m1.M31 + m.M44*m.M41,
m.M11*m1.M12 + m.M12*m1.M22 + m.M13*m1.M32 + m.M14*m.M42,
m.M21*m1.M12 + m.M22*m1.M22 + m.M23*m1.M32 + m.M24*m.M42,
m.M31*m1.M12 + m.M32*m1.M22 + m.M33*m1.M32 + m.M34*m.M42,
m.M41*m1.M12 + m.M42*m1.M22 + m.M43*m1.M32 + m.M44*m.M42,
m.M11*m1.M13 + m.M12*m1.M23 + m.M13*m1.M33 + m.M14*m.M43,
m.M21*m1.M13 + m.M22*m1.M23 + m.M23*m1.M33 + m.M24*m.M43,
m.M31*m1.M13 + m.M32*m1.M23 + m.M33*m1.M33 + m.M34*m.M43,
m.M41*m1.M13 + m.M42*m1.M23 + m.M43*m1.M33 + m.M44*m.M43,
m.M11*m1.M14 + m.M12*m1.M24 + m.M13*m1.M34 + m.M14*m.M44,
m.M21*m1.M14 + m.M22*m1.M24 + m.M23*m1.M34 + m.M24*m.M44,
m.M31*m1.M14 + m.M32*m1.M24 + m.M33*m1.M34 + m.M34*m.M44,
m.M41*m1.M14 + m.M42*m1.M24 + m.M43*m1.M34 + m.M44*m.M44,
}
}
func (m *Mat4) MultiplyScalar(scalar float64) *Mat4 {
return &Mat4{
m.M11 * scalar, m.M21 * scalar, m.M31 * scalar, m.M41 * scalar,
m.M12 * scalar, m.M22 * scalar, m.M32 * scalar, m.M42 * scalar,
m.M13 * scalar, m.M23 * scalar, m.M33 * scalar, m.M43 * scalar,
m.M14 * scalar, m.M24 * scalar, m.M34 * scalar, m.M44 * scalar,
}
}
func (m *Mat4) Inverse() *Mat4 {
cof := m.Cofactor()
adj := cof.Transpose()
d := m.Determinant()
return adj.MultiplyScalar(1. / d)
}
func (m *Mat4) Lerp(m1 *Mat4, percent float64) *Mat4 {
return &Mat4{
m.M11 + (m1.M11-m.M11)*percent,
m.M21 + (m1.M21-m.M21)*percent,
m.M31 + (m1.M31-m.M31)*percent,
m.M41 + (m1.M41-m.M41)*percent,
m.M12 + (m1.M12-m.M12)*percent,
m.M22 + (m1.M22-m.M22)*percent,
m.M32 + (m1.M32-m.M32)*percent,
m.M42 + (m1.M42-m.M42)*percent,
m.M13 + (m1.M13-m.M13)*percent,
m.M23 + (m1.M23-m.M23)*percent,
m.M33 + (m1.M33-m.M33)*percent,
m.M43 + (m1.M43-m.M43)*percent,
m.M14 + (m1.M14-m.M14)*percent,
m.M24 + (m1.M24-m.M24)*percent,
m.M34 + (m1.M34-m.M34)*percent,
m.M44 + (m1.M44-m.M44)*percent,
}
}
func (pos *Vec3) LookAt(target *Vec3, up *Vec3) *Mat4 {
fwrd := target.Subtract(pos)
fwrd = fwrd.Normalize()
side := fwrd.Cross(up)
side = side.Normalize()
newUp := side.Cross(fwrd)
return &Mat4{
side.X, newUp.X, -fwrd.X, 0.,
side.Y, newUp.Y, -fwrd.Y, 0.,
side.Z, newUp.Z, -fwrd.Z, 0.,
-side.Dot(pos), -newUp.Dot(pos), fwrd.Dot(pos), 1.,
}
}
/*
left, right, bottom, top, near, far
*/
func Ortho(l, r, b, t, n, f float64) *Mat4 {
return &Mat4{
2. / (r - l), 0., 0., 0.,
0., 2. / (t - b), 0., 0.,
0., 0., -2. / (f - n), 0.,
-((r + l) / (r - l)), -((t + b) / (t - b)), -((f + n) / (f - n)), 1.,
}
}
func Perspective(fov_y, aspect, near, far float64) *Mat4 {
tan_half_fov_y := 1. / math.Tan(fov_y*0.5)
return &Mat4{
1. / aspect * tan_half_fov_y, 0., 0., 0.,
0., 1. / tan_half_fov_y, 0., 0.,
0., 0., far / (near - far), -1.,
0., 0., -(far * near) / (far - near), 0.,
}
}
func PerspectiveFOV(fov, w, h, n, f float64) *Mat4 {
h2 := math.Cos(fov*0.5) / math.Sin(fov*0.5)
w2 := h2 * h / w
return &Mat4{
w2, 0., 0., 0.,
0., h2, 0., 0.,
0., 0., f / (n - f), 1.,
0., 0., -(f * n) / (f - n), 0.,
}
}
func PerspectiveInfinite(fov_y, aspect, near float64) *Mat4 {
rng := math.Tan(fov_y*0.5) * near
left := -rng * aspect
right := rng * aspect
top := rng
bottom := -rng
return &Mat4{
2. * near / (right - left), 0., 0., 0.,
0., 2. * near / (top - bottom), 0., 0.,
0., 0., -1., -1.,
0., 0., -2. * near, 0.,
}
}