#include "transform.h" #include #include transform *make_transform() { transform *t = calloc(sizeof(transform),1); t->scale = (HMM_Vec3){1,1,1}; return t; } void transform_free(transform *t) { free(t); } HMM_Vec3 trans_forward(const transform *const trans) { return HMM_QVRot(vFWD, trans->rotation); } HMM_Vec3 trans_back(const transform *trans) { return HMM_QVRot(vBKWD, trans->rotation); } HMM_Vec3 trans_up(const transform *trans) { return HMM_QVRot(vUP, trans->rotation); } HMM_Vec3 trans_down(const transform *trans) { return HMM_QVRot(vDOWN, trans->rotation); } HMM_Vec3 trans_right(const transform *trans) { return HMM_QVRot(vRIGHT, trans->rotation); } HMM_Vec3 trans_left(const transform *trans) { return HMM_QVRot(vLEFT, trans->rotation); } HMM_Vec2 mat_t_pos(HMM_Mat3 m, HMM_Vec2 pos) { return HMM_MulM3V3(m, (HMM_Vec3){pos.x, pos.y, 1}).xy; } HMM_Vec2 mat_t_dir(HMM_Mat3 m, HMM_Vec2 dir) { m.Columns[2] = (HMM_Vec3){0,0,1}; return HMM_MulM3V3(m, (HMM_Vec3){dir.x, dir.y, 1}).XY; } HMM_Vec2 mat_up(HMM_Mat3 m) { return HMM_NormV2(m.Columns[1].XY); } HMM_Vec2 mat_right(HMM_Mat3 m) { return HMM_NormV2(m.Columns[0].XY); } float vec_angle(HMM_Vec2 a, HMM_Vec2 b) { return acos(HMM_DotV2(a,b)/(HMM_LenV2(a)*HMM_LenV2(b))); } float vec_dirangle(HMM_Vec2 a, HMM_Vec2 b) { return atan2(b.x, b.y) - atan2(a.x, a.y); } HMM_Vec3 mat3_t_pos(HMM_Mat4 m, HMM_Vec3 pos) { return HMM_MulM4V4(m, (HMM_Vec4){pos.X, pos.Y, pos.Z, 1}).XYZ; } HMM_Vec3 mat3_t_dir(HMM_Mat4 m, HMM_Vec3 dir) { m.Columns[3] = (HMM_Vec4){0,0,0,1}; return mat3_t_pos(m, dir); } HMM_Mat4 transform2mat(transform t) { return HMM_M4TRS(t.pos, t.rotation, t.scale); } HMM_Quat angle2rotation(float angle) { return HMM_QFromAxisAngle_RH(vUP, angle); } float transform2angle(HMM_Vec3 axis) { } transform mat2transform(HMM_Mat4 m) { transform t; t.pos = m.Columns[3].xyz; for (int i = 0; i < 2; i++) t.scale.Elements[i] = HMM_LenV3(m.Columns[i].xyz); // for (int i = 0; i < 2; i++) // m.Columns[i].xyz = HMM_MulV3(m.Columns[i].xyz, t.scale.Elements[i]); t.rotation = HMM_M4ToQ_RH(m); return t; }