|
|
@@ -0,0 +1,81 @@
|
|
|
+local ffi = require("ffi")
|
|
|
+
|
|
|
+ffi.cdef
|
|
|
+[[
|
|
|
+ typedef struct
|
|
|
+ {
|
|
|
+ float r1c1;
|
|
|
+ float r2c1;
|
|
|
+ float r3c1;
|
|
|
+ float r4c1;
|
|
|
+ float r1c2;
|
|
|
+ float r2c2;
|
|
|
+ float r3c2;
|
|
|
+ float r4c2;
|
|
|
+ float r1c3;
|
|
|
+ float r2c3;
|
|
|
+ float r3c3;
|
|
|
+ float r4c3;
|
|
|
+ float r1c4;
|
|
|
+ float r2c4;
|
|
|
+ float r3c4;
|
|
|
+ float r4c4;
|
|
|
+ } Mat4;
|
|
|
+
|
|
|
+ Mat4* mat4(float r1c1, float r2c1, float r3c1, float r1c2, float r2c2, float r3c2, float r1c3, float r2c3, float r3c3);
|
|
|
+
|
|
|
+ Mat4* mat4_add(Mat4* self, Mat4* m);
|
|
|
+
|
|
|
+ Mat4* mat4_subtract(Mat4* self, Mat4* m);
|
|
|
+
|
|
|
+ Mat4* mat4_multiply(Mat4* self, Mat4* m);
|
|
|
+
|
|
|
+ Mat4* mat4_multiply_by_scalar(Mat4* self, float k);
|
|
|
+
|
|
|
+ Mat4* mat4_divide_by_scalar(Mat4* self, float k);
|
|
|
+
|
|
|
+ void mat4_build_rotation_x(Mat4* self, float radians);
|
|
|
+
|
|
|
+ void mat4_build_rotation_y(Mat4* self, float radians);
|
|
|
+
|
|
|
+ void mat4_build_rotation_z(Mat4* self, float radians);
|
|
|
+
|
|
|
+ void mat4_build_rotation(Mat4* self, const Vec3* n, float radians);
|
|
|
+
|
|
|
+ void mat4_build_projection_perspective_rh(Mat4* self, float fovy, float aspect, float near, float far);
|
|
|
+
|
|
|
+ void mat4_build_projection_perspective_lh(Mat4* self, float fovy, float aspect, float near, float far);
|
|
|
+
|
|
|
+ void mat4_build_projection_ortho_rh(Mat4* self, float width, float height, float near, float far);
|
|
|
+
|
|
|
+ void mat4_build_projection_ortho_lh(Mat4* self, float width, float height, float near, float far);
|
|
|
+
|
|
|
+ void mat4_build_projection_ortho_2d_rh(Mat4* self, float width, float height, float near, float far);
|
|
|
+
|
|
|
+ void mat4_build_look_at_rh(Mat4* self, const Vec3* pos, const Vec3* target, const Vec3* up);
|
|
|
+
|
|
|
+ void mat4_build_look_at_lh(Mat4* self, const Vec3* pos, const Vec3* target, const Vec3* up);
|
|
|
+
|
|
|
+ void mat4_build_viewpoint_billboard(Mat4* self, const Vec3* pos, const Vec3* target, const Vec3* up);
|
|
|
+
|
|
|
+ void mat4_build_axis_billboard(Mat4* self, const Vec3* pos, const Vec3* target, const Vec3* axis);
|
|
|
+
|
|
|
+ Mat4* mat4_transpose(Mat4* self);
|
|
|
+
|
|
|
+ float mat4_determinant(Mat4* self);
|
|
|
+
|
|
|
+ Mat4* mat4_invert(Mat4* self);
|
|
|
+
|
|
|
+ void mat4_load_identity(Mat4* self);
|
|
|
+
|
|
|
+ Vec3* mat4_get_translation(Mat4* self);
|
|
|
+
|
|
|
+ void mat4_set_translation(Mat4* self, const Vec3* trans);
|
|
|
+
|
|
|
+ Vec3* mat4_get_scale(Mat4* self);
|
|
|
+
|
|
|
+ void mat4_set_scale(Mat4* self, const Vec3* scale);
|
|
|
+
|
|
|
+ void mat4_print(Mat4* self);
|
|
|
+
|
|
|
+]]
|