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use super::*;
impl Matrix4x4 {
pub const fn translation(x: f32, y: f32, z: f32) -> Self {
Self {
M11: 1.0,
M12: 0.0,
M13: 0.0,
M14: 0.0,
M21: 0.0,
M22: 1.0,
M23: 0.0,
M24: 0.0,
M31: 0.0,
M32: 0.0,
M33: 1.0,
M34: 0.0,
M41: x,
M42: y,
M43: z,
M44: 1.0,
}
}
pub fn rotation_y(degree: f32) -> Self {
windows_link::link!("d2d1.dll" "system" fn D2D1SinCos(angle: f32, sin: *mut f32, cos: *mut f32));
let angle = degree * (3.141592654 / 180.0);
let mut sin = 0.0;
let mut cos = 0.0;
unsafe {
D2D1SinCos(angle, &mut sin, &mut cos);
}
Self {
M11: cos,
M12: 0.0,
M13: -sin,
M14: 0.0,
M21: 0.0,
M22: 1.0,
M23: 0.0,
M24: 0.0,
M31: sin,
M32: 0.0,
M33: cos,
M34: 0.0,
M41: 0.0,
M42: 0.0,
M43: 0.0,
M44: 1.0,
}
}
pub fn perspective_projection(depth: f32) -> Self {
let projection = if depth > 0.0 { -1.0 / depth } else { 0.0 };
Self {
M11: 1.0,
M12: 0.0,
M13: 0.0,
M14: 0.0,
M21: 0.0,
M22: 1.0,
M23: 0.0,
M24: 0.0,
M31: 0.0,
M32: 0.0,
M33: 1.0,
M34: projection,
M41: 0.0,
M42: 0.0,
M43: 0.0,
M44: 1.0,
}
}
fn impl_add(&self, rhs: &Self) -> Self {
Self {
M11: self.M11 + rhs.M11,
M12: self.M12 + rhs.M12,
M13: self.M13 + rhs.M13,
M14: self.M14 + rhs.M14,
M21: self.M21 + rhs.M21,
M22: self.M22 + rhs.M22,
M23: self.M23 + rhs.M23,
M24: self.M24 + rhs.M24,
M31: self.M31 + rhs.M31,
M32: self.M32 + rhs.M32,
M33: self.M33 + rhs.M33,
M34: self.M34 + rhs.M34,
M41: self.M41 + rhs.M41,
M42: self.M42 + rhs.M42,
M43: self.M43 + rhs.M43,
M44: self.M44 + rhs.M44,
}
}
fn impl_sub(&self, rhs: &Self) -> Self {
Self {
M11: self.M11 - rhs.M11,
M12: self.M12 - rhs.M12,
M13: self.M13 - rhs.M13,
M14: self.M14 - rhs.M14,
M21: self.M21 - rhs.M21,
M22: self.M22 - rhs.M22,
M23: self.M23 - rhs.M23,
M24: self.M24 - rhs.M24,
M31: self.M31 - rhs.M31,
M32: self.M32 - rhs.M32,
M33: self.M33 - rhs.M33,
M34: self.M34 - rhs.M34,
M41: self.M41 - rhs.M41,
M42: self.M42 - rhs.M42,
M43: self.M43 - rhs.M43,
M44: self.M44 - rhs.M44,
}
}
fn impl_mul(&self, rhs: &Self) -> Self {
Self {
M11: self.M11 * rhs.M11 + self.M12 * rhs.M21 + self.M13 * rhs.M31 + self.M14 * rhs.M41,
M12: self.M11 * rhs.M12 + self.M12 * rhs.M22 + self.M13 * rhs.M32 + self.M14 * rhs.M42,
M13: self.M11 * rhs.M13 + self.M12 * rhs.M23 + self.M13 * rhs.M33 + self.M14 * rhs.M43,
M14: self.M11 * rhs.M14 + self.M12 * rhs.M24 + self.M13 * rhs.M34 + self.M14 * rhs.M44,
M21: self.M21 * rhs.M11 + self.M22 * rhs.M21 + self.M23 * rhs.M31 + self.M24 * rhs.M41,
M22: self.M21 * rhs.M12 + self.M22 * rhs.M22 + self.M23 * rhs.M32 + self.M24 * rhs.M42,
M23: self.M21 * rhs.M13 + self.M22 * rhs.M23 + self.M23 * rhs.M33 + self.M24 * rhs.M43,
M24: self.M21 * rhs.M14 + self.M22 * rhs.M24 + self.M23 * rhs.M34 + self.M24 * rhs.M44,
M31: self.M31 * rhs.M11 + self.M32 * rhs.M21 + self.M33 * rhs.M31 + self.M34 * rhs.M41,
M32: self.M31 * rhs.M12 + self.M32 * rhs.M22 + self.M33 * rhs.M32 + self.M34 * rhs.M42,
M33: self.M31 * rhs.M13 + self.M32 * rhs.M23 + self.M33 * rhs.M33 + self.M34 * rhs.M43,
M34: self.M31 * rhs.M14 + self.M32 * rhs.M24 + self.M33 * rhs.M34 + self.M34 * rhs.M44,
M41: self.M41 * rhs.M11 + self.M42 * rhs.M21 + self.M43 * rhs.M31 + self.M44 * rhs.M41,
M42: self.M41 * rhs.M12 + self.M42 * rhs.M22 + self.M43 * rhs.M32 + self.M44 * rhs.M42,
M43: self.M41 * rhs.M13 + self.M42 * rhs.M23 + self.M43 * rhs.M33 + self.M44 * rhs.M43,
M44: self.M41 * rhs.M14 + self.M42 * rhs.M24 + self.M43 * rhs.M34 + self.M44 * rhs.M44,
}
}
fn impl_mul_f32(&self, rhs: f32) -> Self {
Self {
M11: self.M11 * rhs,
M12: self.M12 * rhs,
M13: self.M13 * rhs,
M14: self.M14 * rhs,
M21: self.M21 * rhs,
M22: self.M22 * rhs,
M23: self.M23 * rhs,
M24: self.M24 * rhs,
M31: self.M31 * rhs,
M32: self.M32 * rhs,
M33: self.M33 * rhs,
M34: self.M34 * rhs,
M41: self.M41 * rhs,
M42: self.M42 * rhs,
M43: self.M43 * rhs,
M44: self.M44 * rhs,
}
}
}
impl core::ops::Add<Self> for Matrix4x4 {
type Output = Self;
fn add(self, rhs: Self) -> Self {
self.impl_add(&rhs)
}
}
impl core::ops::Add<&Self> for Matrix4x4 {
type Output = Self;
fn add(self, rhs: &Self) -> Self {
self.impl_add(rhs)
}
}
impl core::ops::Add<Matrix4x4> for &Matrix4x4 {
type Output = Matrix4x4;
fn add(self, rhs: Matrix4x4) -> Matrix4x4 {
self.impl_add(&rhs)
}
}
impl core::ops::Add<&Matrix4x4> for &Matrix4x4 {
type Output = Matrix4x4;
fn add(self, rhs: &Matrix4x4) -> Matrix4x4 {
self.impl_add(rhs)
}
}
impl core::ops::Sub<Self> for Matrix4x4 {
type Output = Self;
fn sub(self, rhs: Self) -> Self {
self.impl_sub(&rhs)
}
}
impl core::ops::Sub<&Self> for Matrix4x4 {
type Output = Self;
fn sub(self, rhs: &Self) -> Self {
self.impl_sub(rhs)
}
}
impl core::ops::Sub<Matrix4x4> for &Matrix4x4 {
type Output = Matrix4x4;
fn sub(self, rhs: Matrix4x4) -> Matrix4x4 {
self.impl_sub(&rhs)
}
}
impl core::ops::Sub<&Matrix4x4> for &Matrix4x4 {
type Output = Matrix4x4;
fn sub(self, rhs: &Matrix4x4) -> Matrix4x4 {
self.impl_sub(rhs)
}
}
impl core::ops::Mul<Self> for Matrix4x4 {
type Output = Self;
fn mul(self, rhs: Self) -> Self {
self.impl_mul(&rhs)
}
}
impl core::ops::Mul<&Self> for Matrix4x4 {
type Output = Self;
fn mul(self, rhs: &Self) -> Self {
self.impl_mul(rhs)
}
}
impl core::ops::Mul<Matrix4x4> for &Matrix4x4 {
type Output = Matrix4x4;
fn mul(self, rhs: Matrix4x4) -> Matrix4x4 {
self.impl_mul(&rhs)
}
}
impl core::ops::Mul<&Matrix4x4> for &Matrix4x4 {
type Output = Matrix4x4;
fn mul(self, rhs: &Matrix4x4) -> Matrix4x4 {
self.impl_mul(rhs)
}
}
impl core::ops::Mul<f32> for Matrix4x4 {
type Output = Self;
fn mul(self, rhs: f32) -> Self {
self.impl_mul_f32(rhs)
}
}
impl core::ops::Mul<f32> for &Matrix4x4 {
type Output = Matrix4x4;
fn mul(self, rhs: f32) -> Matrix4x4 {
self.impl_mul_f32(rhs)
}
}