Files
sx/library/modules/math/matrix44.sx
agra c027e1969b stdlib: relocate modules under library/
- examples/modules/ -> library/modules/ (top-level, no more
  symlink hacks in consumer projects)
- compiler discovers stdlib via _NSGetExecutablePath / readlink
  /proc/self/exe; searches dev layout (../../library), install
  layout (../library), and alongside-binary fallback
- SX_STDLIB_PATH env var overrides for tests / dev convenience
- SX_DEBUG_STDLIB env var dumps the discovery results
- build.zig installs library/ alongside the binary
- Compilation gains stdlib_paths field threaded through resolveImports
- 50 tests pass; consumer projects can now build from any cwd
2026-05-17 13:49:25 +03:00

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// Column-major 4x4 float matrix (OpenGL convention)
// data[col * 4 + row]
Mat4 :: struct {
data: [16]f32;
identity :: () -> Mat4 {
Mat4.{ data = .[
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
]};
}
zero :: () -> Mat4 {
Mat4.{ data = .[
0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0
]};
}
mul :: (self: Mat4, b: Mat4) -> Mat4 {
r := Mat4.zero();
col := 0;
while col < 4 {
row := 0;
while row < 4 {
sum : f32 = 0.0;
k := 0;
while k < 4 {
sum = sum + self.data[k * 4 + row] * b.data[col * 4 + k];
k += 1;
}
r.data[col * 4 + row] = sum;
row += 1;
}
col += 1;
}
r;
}
translate :: (x: f32, y: f32, z: f32) -> Mat4 {
m := Mat4.identity();
m.data[12] = x;
m.data[13] = y;
m.data[14] = z;
m;
}
scale :: (x: f32, y: f32, z: f32) -> Mat4 {
m := Mat4.zero();
m.data[0] = x;
m.data[5] = y;
m.data[10] = z;
m.data[15] = 1.0;
m;
}
rotate_x :: (angle: f32) -> Mat4 {
c := cos(angle);
s := sin(angle);
m := Mat4.identity();
m.data[5] = c;
m.data[6] = s;
m.data[9] = 0.0 - s;
m.data[10] = c;
m;
}
rotate_y :: (angle: f32) -> Mat4 {
c := cos(angle);
s := sin(angle);
m := Mat4.identity();
m.data[0] = c;
m.data[2] = 0.0 - s;
m.data[8] = s;
m.data[10] = c;
m;
}
rotate_z :: (angle: f32) -> Mat4 {
c := cos(angle);
s := sin(angle);
m := Mat4.identity();
m.data[0] = c;
m.data[1] = s;
m.data[4] = 0.0 - s;
m.data[5] = c;
m;
}
ortho :: (left: f32, right: f32, bottom: f32, top: f32, near: f32, far: f32) -> Mat4 {
m := Mat4.zero();
m.data[0] = 2.0 / (right - left);
m.data[5] = 2.0 / (top - bottom);
m.data[10] = 0.0 - 2.0 / (far - near);
m.data[12] = 0.0 - (right + left) / (right - left);
m.data[13] = 0.0 - (top + bottom) / (top - bottom);
m.data[14] = 0.0 - (far + near) / (far - near);
m.data[15] = 1.0;
m;
}
perspective :: (fov: f32, aspect: f32, near: f32, far: f32) -> Mat4 {
half_tan := sin(fov * 0.5) / cos(fov * 0.5);
m := Mat4.zero();
m.data[0] = 1.0 / (aspect * half_tan);
m.data[5] = 1.0 / half_tan;
m.data[10] = 0.0 - (far + near) / (far - near);
m.data[11] = 0.0 - 1.0;
m.data[14] = 0.0 - 2.0 * far * near / (far - near);
m;
}
}