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- 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);
- ]]
- Mat4 = {}
- Mat4.mat4 = lib.mat4
- Mat4.add = lib.mat4_add
- Mat4.subtract = lib.mat4_subtract
- Mat4.multiply = lib.mat4_multiply
- Mat4.multiply_by_scalar = lib.mat4_multiply_by_scalar
- Mat4.divide_by_scalar = lib.mat4_divide_by_scalar
- Mat4.build_rotation_x = lib.mat4_build_rotation_x
- Mat4.build_rotation_y = lib.mat4_build_rotation_y
- Mat4.build_rotation_z = lib.mat4_build_rotation_z
- Mat4.build_rotation = lib.mat4_build_rotation
- Mat4.build_projection_perspective_rh = lib.mat4_build_projection_perspective_rh
- Mat4.build_projection_perspective_lh = lib.mat4_build_projection_perspective_lh
- Mat4.build_projection_ortho_rh = lib.mat4_build_projection_ortho_rh
- Mat4.build_projection_ortho_lh = lib.mat4_build_projection_ortho_lh
- Mat4.build_projection_ortho_2d_rh = lib.mat4_build_projection_ortho_2d_rh
- Mat4.build_look_at_rh = lib.mat4_build_look_at_rh
- Mat4.build_look_at_lh = lib.mat4_build_look_at_lh
- Mat4.build_viewpoint_billboard = lib.mat4_build_viewpoint_billboard
- Mat4.build_axis_billboard = lib.mat4_build_axis_billboard
- Mat4.transpose = lib.mat4_transpose
- Mat4.determinant = lib.mat4_determinant
- Mat4.invert = lib.mat4_invert
- Mat4.load_identity = lib.mat4_load_identity
- Mat4.get_translation = lib.mat4_get_translation
- Mat4.set_translation = lib.mat4_set_translation
- Mat4.get_scale = lib.mat4_get_scale
- Mat4.set_scale = lib.mat4_set_scale
- Mat4.print = lib.mat4_print
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