/* MIT License Copyright (c) 2024 - 2025 tobid7 Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include namespace PD { PD_CORE_API Mat4 Mat4::RotateX(float a) { float c = std::cos(a); float s = std::sin(a); Mat4 ret = Identity(); ret(1, 1) = c; ret(1, 2) = -s; ret(2, 1) = s; ret(2, 2) = c; return ret; } PD_CORE_API Mat4 Mat4::RotateY(float a) { float c = std::cos(a); float s = std::sin(a); Mat4 ret = Identity(); ret(0, 0) = c; ret(0, 2) = s; ret(2, 0) = -s; ret(2, 2) = c; return ret; } PD_CORE_API Mat4 Mat4::RotateZ(float a) { float c = std::cos(a); float s = std::sin(a); Mat4 ret = Identity(); ret(0, 0) = c; ret(0, 1) = -s; ret(1, 0) = s; ret(1, 1) = c; return ret; } PD_CORE_API Mat4 Mat4::Rotate(fvec3 axis, float a) { float s = std::sin(a); float c = std::cos(a); float t = 1.f - c; axis = axis.Normalize(); float x = axis.x; float y = axis.y; float z = axis.z; Mat4 ret = Identity(); ret(0, 0) = t * x * x + c; ret(0, 1) = t * x * y - z * s; ret(0, 2) = t * x * z + y * s; ret(1, 0) = t * x * y + z * s; ret(1, 1) = t * y * y + c; ret(1, 2) = t * y * z - x * s; ret(2, 0) = t * x * z - y * s; ret(2, 1) = t * y * z + x * s; ret(2, 2) = t * z * z + c; return ret; } PD_CORE_API Mat4 Mat4::Perspective(float fov, float aspect, float n, float f) { float _fov = std::tan(fov / 2.f); Mat4 ret; ret(0, 0) = 1.f / (aspect * _fov); ret(1, 1) = 1.f / _fov; #ifdef __3DS__ ret(2, 3) = f * n / (n - f); ret(2, 2) = -(-1.f) * n / (n - f); #else ret(2, 2) = -(f + n) / (f - n); ret(2, 3) = -(2.f * f * n) / (f - n); #endif ret(3, 2) = -1.f; ret(3, 3) = 0.0f; return ret; } PD_CORE_API Mat4 Mat4::LookAt(const fvec3& pos, const fvec3& center, const fvec3& up) { auto f = fvec3(center - pos).Normalize(); auto s = f.Cross(up).Normalize(); auto u = s.Cross(f); Mat4 ret = Identity(); ret(0, 0) = s.x; ret(0, 1) = s.y; ret(0, 2) = s.z; ret(1, 0) = u.x; ret(1, 1) = u.y; ret(1, 2) = u.z; ret(2, 0) = -f.x; ret(2, 1) = -f.y; ret(2, 2) = -f.z; ret(0, 3) = -s.Dot(pos); ret(1, 3) = -u.Dot(pos); ret(2, 3) = f.Dot(pos); return ret; } } // namespace PD