mcc a86935a39b Allow ffi.metatype to fail so that "busted" unit tests work
On Github we run unit tests inside "busted". At the start of each test "busted" does some sort of trick (clearing package.loaded)? Which causes "require" to run again for all lua files. This breaks ffi.metatype with error "cannot change a protected metatable" if it is called twice with a single type name, since this is true global state. To work around this this patch wraps ffi.metatype calls in a xpcall() so that failure is silently ignored.
2019-11-29 21:13:30 -05:00

862 lines
25 KiB
Lua

--- double 4x4, 1-based, column major matrices
-- @module mat4
local modules = (...):gsub('%.[^%.]+$', '') .. "."
local constants = require(modules .. "constants")
local vec2 = require(modules .. "vec2")
local vec3 = require(modules .. "vec3")
local quat = require(modules .. "quat")
local utils = require(modules .. "utils")
local sqrt = math.sqrt
local cos = math.cos
local sin = math.sin
local tan = math.tan
local rad = math.rad
local mat4 = {}
local mat4_mt = {}
-- Private constructor.
local function new(m)
m = m or {
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0
}
m._m = m
return setmetatable(m, mat4_mt)
end
-- Convert matrix into identity
local function identity(m)
m[1], m[2], m[3], m[4] = 1, 0, 0, 0
m[5], m[6], m[7], m[8] = 0, 1, 0, 0
m[9], m[10], m[11], m[12] = 0, 0, 1, 0
m[13], m[14], m[15], m[16] = 0, 0, 0, 1
return m
end
-- Do the check to see if JIT is enabled. If so use the optimized FFI structs.
local status, ffi, the_type
if type(jit) == "table" and jit.status() then
-- status, ffi = pcall(require, "ffi")
if status then
ffi.cdef "typedef struct { double _m[16]; } cpml_mat4;"
new = ffi.typeof("cpml_mat4")
end
end
-- Statically allocate a temporary variable used in some of our functions.
local tmp = new()
local tm4 = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
local tv4 = { 0, 0, 0, 0 }
local forward, side, new_up = vec3(), vec3(), vec3()
--- The public constructor.
-- @param a Can be of four types: </br>
-- table Length 16 (4x4 matrix)
-- table Length 9 (3x3 matrix)
-- table Length 4 (4 vec4s)
-- nil
-- @treturn mat4 out
function mat4.new(a)
local out = new()
-- 4x4 matrix
if type(a) == "table" and #a == 16 then
for i = 1, 16 do
out[i] = tonumber(a[i])
end
-- 3x3 matrix
elseif type(a) == "table" and #a == 9 then
out[1], out[2], out[3] = a[1], a[2], a[3]
out[5], out[6], out[7] = a[4], a[5], a[6]
out[9], out[10], out[11] = a[7], a[8], a[9]
out[16] = 1
-- 4 vec4s
elseif type(a) == "table" and type(a[1]) == "table" then
local idx = 1
for i = 1, 4 do
for j = 1, 4 do
out[idx] = a[i][j]
idx = idx + 1
end
end
-- nil
else
out[1] = 1
out[6] = 1
out[11] = 1
out[16] = 1
end
return out
end
--- Create an identity matrix.
-- @tparam mat4 a Matrix to overwrite
-- @treturn mat4 out
function mat4.identity(a)
return identity(a or new())
end
--- Create a matrix from an angle/axis pair.
-- @tparam number angle Angle of rotation
-- @tparam vec3 axis Axis of rotation
-- @treturn mat4 out
function mat4.from_angle_axis(angle, axis)
local l = axis:len()
if l == 0 then
return new()
end
local x, y, z = axis.x / l, axis.y / l, axis.z / l
local c = cos(angle)
local s = sin(angle)
return new {
x*x*(1-c)+c, y*x*(1-c)+z*s, x*z*(1-c)-y*s, 0,
x*y*(1-c)-z*s, y*y*(1-c)+c, y*z*(1-c)+x*s, 0,
x*z*(1-c)+y*s, y*z*(1-c)-x*s, z*z*(1-c)+c, 0,
0, 0, 0, 1
}
end
--- Create a matrix from a quaternion.
-- @tparam quat q Rotation quaternion
-- @treturn mat4 out
function mat4.from_quaternion(q)
return mat4.from_angle_axis(q:to_angle_axis())
end
--- Create a matrix from a direction/up pair.
-- @tparam vec3 direction Vector direction
-- @tparam vec3 up Up direction
-- @treturn mat4 out
function mat4.from_direction(direction, up)
local forward = vec3.normalize(direction)
local side = vec3.cross(forward, up):normalize()
local new_up = vec3.cross(side, forward):normalize()
local out = new()
out[1] = side.x
out[5] = side.y
out[9] = side.z
out[2] = new_up.x
out[6] = new_up.y
out[10] = new_up.z
out[3] = forward.x
out[7] = forward.y
out[11] = forward.z
out[16] = 1
return out
end
--- Create a matrix from a transform.
-- @tparam vec3 trans Translation vector
-- @tparam quat rot Rotation quaternion
-- @tparam vec3 scale Scale vector
-- @treturn mat4 out
function mat4.from_transform(trans, rot, scale)
local angle, axis = rot:to_angle_axis()
local l = axis:len()
if l == 0 then
return new()
end
local x, y, z = axis.x / l, axis.y / l, axis.z / l
local c = cos(angle)
local s = sin(angle)
return new {
x*x*(1-c)+c, y*x*(1-c)+z*s, x*z*(1-c)-y*s, 0,
x*y*(1-c)-z*s, y*y*(1-c)+c, y*z*(1-c)+x*s, 0,
x*z*(1-c)+y*s, y*z*(1-c)-x*s, z*z*(1-c)+c, 0,
trans.x, trans.y, trans.z, 1
}
end
--- Create matrix from orthogonal.
-- @tparam number left
-- @tparam number right
-- @tparam number top
-- @tparam number bottom
-- @tparam number near
-- @tparam number far
-- @treturn mat4 out
function mat4.from_ortho(left, right, top, bottom, near, far)
local out = new()
out[1] = 2 / (right - left)
out[6] = 2 / (top - bottom)
out[11] = -2 / (far - near)
out[13] = -((right + left) / (right - left))
out[14] = -((top + bottom) / (top - bottom))
out[15] = -((far + near) / (far - near))
out[16] = 1
return out
end
--- Create matrix from perspective.
-- @tparam number fovy Field of view
-- @tparam number aspect Aspect ratio
-- @tparam number near Near plane
-- @tparam number far Far plane
-- @treturn mat4 out
function mat4.from_perspective(fovy, aspect, near, far)
assert(aspect ~= 0)
assert(near ~= far)
local t = tan(rad(fovy) / 2)
local out = new()
out[1] = 1 / (t * aspect)
out[6] = 1 / t
out[11] = -(far + near) / (far - near)
out[12] = -1
out[15] = -(2 * far * near) / (far - near)
out[16] = 0
return out
end
-- Adapted from the Oculus SDK.
--- Create matrix from HMD perspective.
-- @tparam number tanHalfFov Tangent of half of the field of view
-- @tparam number zNear Near plane
-- @tparam number zFar Far plane
-- @tparam boolean flipZ Z axis is flipped or not
-- @tparam boolean farAtInfinity Far plane is infinite or not
-- @treturn mat4 out
function mat4.from_hmd_perspective(tanHalfFov, zNear, zFar, flipZ, farAtInfinity)
-- CPML is right-handed and intended for GL, so these don't need to be arguments.
local rightHanded = true
local isOpenGL = true
local function CreateNDCScaleAndOffsetFromFov(tanHalfFov)
x_scale = 2 / (tanHalfFov.LeftTan + tanHalfFov.RightTan)
x_offset = (tanHalfFov.LeftTan - tanHalfFov.RightTan) * x_scale * 0.5
y_scale = 2 / (tanHalfFov.UpTan + tanHalfFov.DownTan )
y_offset = (tanHalfFov.UpTan - tanHalfFov.DownTan ) * y_scale * 0.5
local result = {
Scale = vec2(x_scale, y_scale),
Offset = vec2(x_offset, y_offset)
}
-- Hey - why is that Y.Offset negated?
-- It's because a projection matrix transforms from world coords with Y=up,
-- whereas this is from NDC which is Y=down.
return result
end
if not flipZ and farAtInfinity then
print("Error: Cannot push Far Clip to Infinity when Z-order is not flipped")
farAtInfinity = false
end
-- A projection matrix is very like a scaling from NDC, so we can start with that.
local scaleAndOffset = CreateNDCScaleAndOffsetFromFov(tanHalfFov)
local handednessScale = rightHanded and -1.0 or 1.0
local projection = new()
-- Produces X result, mapping clip edges to [-w,+w]
projection[1] = scaleAndOffset.Scale.x
projection[2] = 0
projection[3] = handednessScale * scaleAndOffset.Offset.x
projection[4] = 0
-- Produces Y result, mapping clip edges to [-w,+w]
-- Hey - why is that YOffset negated?
-- It's because a projection matrix transforms from world coords with Y=up,
-- whereas this is derived from an NDC scaling, which is Y=down.
projection[5] = 0
projection[6] = scaleAndOffset.Scale.y
projection[7] = handednessScale * -scaleAndOffset.Offset.y
projection[8] = 0
-- Produces Z-buffer result - app needs to fill this in with whatever Z range it wants.
-- We'll just use some defaults for now.
projection[9] = 0
projection[10] = 0
if farAtInfinity then
if isOpenGL then
-- It's not clear this makes sense for OpenGL - you don't get the same precision benefits you do in D3D.
projection[11] = -handednessScale
projection[12] = 2.0 * zNear
else
projection[11] = 0
projection[12] = zNear
end
else
if isOpenGL then
-- Clip range is [-w,+w], so 0 is at the middle of the range.
projection[11] = -handednessScale * (flipZ and -1.0 or 1.0) * (zNear + zFar) / (zNear - zFar)
projection[12] = 2.0 * ((flipZ and -zFar or zFar) * zNear) / (zNear - zFar)
else
-- Clip range is [0,+w], so 0 is at the start of the range.
projection[11] = -handednessScale * (flipZ and -zNear or zFar) / (zNear - zFar)
projection[12] = ((flipZ and -zFar or zFar) * zNear) / (zNear - zFar)
end
end
-- Produces W result (= Z in)
projection[13] = 0
projection[14] = 0
projection[15] = handednessScale
projection[16] = 0
return projection:transpose(projection)
end
--- Clone a matrix.
-- @tparam mat4 a Matrix to clone
-- @treturn mat4 out
function mat4.clone(a)
return new(a)
end
--- Multiply two matrices.
-- @tparam mat4 out Matrix to store the result
-- @tparam mat4 a Left hand operand
-- @tparam mat4 b Right hand operand
-- @treturn mat4 out
function mat4.mul(out, a, b)
tm4[1] = a[1] * b[1] + a[2] * b[5] + a[3] * b[9] + a[4] * b[13]
tm4[2] = a[1] * b[2] + a[2] * b[6] + a[3] * b[10] + a[4] * b[14]
tm4[3] = a[1] * b[3] + a[2] * b[7] + a[3] * b[11] + a[4] * b[15]
tm4[4] = a[1] * b[4] + a[2] * b[8] + a[3] * b[12] + a[4] * b[16]
tm4[5] = a[5] * b[1] + a[6] * b[5] + a[7] * b[9] + a[8] * b[13]
tm4[6] = a[5] * b[2] + a[6] * b[6] + a[7] * b[10] + a[8] * b[14]
tm4[7] = a[5] * b[3] + a[6] * b[7] + a[7] * b[11] + a[8] * b[15]
tm4[8] = a[5] * b[4] + a[6] * b[8] + a[7] * b[12] + a[8] * b[16]
tm4[9] = a[9] * b[1] + a[10] * b[5] + a[11] * b[9] + a[12] * b[13]
tm4[10] = a[9] * b[2] + a[10] * b[6] + a[11] * b[10] + a[12] * b[14]
tm4[11] = a[9] * b[3] + a[10] * b[7] + a[11] * b[11] + a[12] * b[15]
tm4[12] = a[9] * b[4] + a[10] * b[8] + a[11] * b[12] + a[12] * b[16]
tm4[13] = a[13] * b[1] + a[14] * b[5] + a[15] * b[9] + a[16] * b[13]
tm4[14] = a[13] * b[2] + a[14] * b[6] + a[15] * b[10] + a[16] * b[14]
tm4[15] = a[13] * b[3] + a[14] * b[7] + a[15] * b[11] + a[16] * b[15]
tm4[16] = a[13] * b[4] + a[14] * b[8] + a[15] * b[12] + a[16] * b[16]
for i=1, 16 do
out[i] = tm4[i]
end
return out
end
--- Multiply a matrix and a vec4.
-- @tparam mat4 out Matrix to store the result
-- @tparam mat4 a Left hand operand
-- @tparam table b Right hand operand
-- @treturn mat4 out
function mat4.mul_vec4(out, a, b)
tv4[1] = b[1] * a[1] + b[2] * a[5] + b [3] * a[9] + b[4] * a[13]
tv4[2] = b[1] * a[2] + b[2] * a[6] + b [3] * a[10] + b[4] * a[14]
tv4[3] = b[1] * a[3] + b[2] * a[7] + b [3] * a[11] + b[4] * a[15]
tv4[4] = b[1] * a[4] + b[2] * a[8] + b [3] * a[12] + b[4] * a[16]
for i=1, 4 do
out[i] = tv4[i]
end
return out
end
--- Invert a matrix.
-- @tparam mat4 out Matrix to store the result
-- @tparam mat4 a Matrix to invert
-- @treturn mat4 out
function mat4.invert(out, a)
tm4[1] = a[6] * a[11] * a[16] - a[6] * a[12] * a[15] - a[10] * a[7] * a[16] + a[10] * a[8] * a[15] + a[14] * a[7] * a[12] - a[14] * a[8] * a[11]
tm4[2] = -a[2] * a[11] * a[16] + a[2] * a[12] * a[15] + a[10] * a[3] * a[16] - a[10] * a[4] * a[15] - a[14] * a[3] * a[12] + a[14] * a[4] * a[11]
tm4[3] = a[2] * a[7] * a[16] - a[2] * a[8] * a[15] - a[6] * a[3] * a[16] + a[6] * a[4] * a[15] + a[14] * a[3] * a[8] - a[14] * a[4] * a[7]
tm4[4] = -a[2] * a[7] * a[12] + a[2] * a[8] * a[11] + a[6] * a[3] * a[12] - a[6] * a[4] * a[11] - a[10] * a[3] * a[8] + a[10] * a[4] * a[7]
tm4[5] = -a[5] * a[11] * a[16] + a[5] * a[12] * a[15] + a[9] * a[7] * a[16] - a[9] * a[8] * a[15] - a[13] * a[7] * a[12] + a[13] * a[8] * a[11]
tm4[6] = a[1] * a[11] * a[16] - a[1] * a[12] * a[15] - a[9] * a[3] * a[16] + a[9] * a[4] * a[15] + a[13] * a[3] * a[12] - a[13] * a[4] * a[11]
tm4[7] = -a[1] * a[7] * a[16] + a[1] * a[8] * a[15] + a[5] * a[3] * a[16] - a[5] * a[4] * a[15] - a[13] * a[3] * a[8] + a[13] * a[4] * a[7]
tm4[8] = a[1] * a[7] * a[12] - a[1] * a[8] * a[11] - a[5] * a[3] * a[12] + a[5] * a[4] * a[11] + a[9] * a[3] * a[8] - a[9] * a[4] * a[7]
tm4[9] = a[5] * a[10] * a[16] - a[5] * a[12] * a[14] - a[9] * a[6] * a[16] + a[9] * a[8] * a[14] + a[13] * a[6] * a[12] - a[13] * a[8] * a[10]
tm4[10] = -a[1] * a[10] * a[16] + a[1] * a[12] * a[14] + a[9] * a[2] * a[16] - a[9] * a[4] * a[14] - a[13] * a[2] * a[12] + a[13] * a[4] * a[10]
tm4[11] = a[1] * a[6] * a[16] - a[1] * a[8] * a[14] - a[5] * a[2] * a[16] + a[5] * a[4] * a[14] + a[13] * a[2] * a[8] - a[13] * a[4] * a[6]
tm4[12] = -a[1] * a[6] * a[12] + a[1] * a[8] * a[10] + a[5] * a[2] * a[12] - a[5] * a[4] * a[10] - a[9] * a[2] * a[8] + a[9] * a[4] * a[6]
tm4[13] = -a[5] * a[10] * a[15] + a[5] * a[11] * a[14] + a[9] * a[6] * a[15] - a[9] * a[7] * a[14] - a[13] * a[6] * a[11] + a[13] * a[7] * a[10]
tm4[14] = a[1] * a[10] * a[15] - a[1] * a[11] * a[14] - a[9] * a[2] * a[15] + a[9] * a[3] * a[14] + a[13] * a[2] * a[11] - a[13] * a[3] * a[10]
tm4[15] = -a[1] * a[6] * a[15] + a[1] * a[7] * a[14] + a[5] * a[2] * a[15] - a[5] * a[3] * a[14] - a[13] * a[2] * a[7] + a[13] * a[3] * a[6]
tm4[16] = a[1] * a[6] * a[11] - a[1] * a[7] * a[10] - a[5] * a[2] * a[11] + a[5] * a[3] * a[10] + a[9] * a[2] * a[7] - a[9] * a[3] * a[6]
for i=1, 16 do
out[i] = tm4[i]
end
local det = a[1] * out[1] + a[2] * out[5] + a[3] * out[9] + a[4] * out[13]
if det == 0 then return a end
det = 1 / det
for i = 1, 16 do
out[i] = out[i] * det
end
return out
end
--- Scale a matrix.
-- @tparam mat4 out Matrix to store the result
-- @tparam mat4 a Matrix to scale
-- @tparam vec3 s Scalar
-- @treturn mat4 out
function mat4.scale(out, a, s)
identity(tmp)
tmp[1] = s.x
tmp[6] = s.y
tmp[11] = s.z
return out:mul(tmp, a)
end
--- Rotate a matrix.
-- @tparam mat4 out Matrix to store the result
-- @tparam mat4 a Matrix to rotate
-- @tparam number angle Angle to rotate by (in radians)
-- @tparam vec3 axis Axis to rotate on
-- @treturn mat4 out
function mat4.rotate(out, a, angle, axis)
if type(angle) == "table" or type(angle) == "cdata" then
angle, axis = angle:to_angle_axis()
end
local l = axis:len()
if l == 0 then
return a
end
local x, y, z = axis.x / l, axis.y / l, axis.z / l
local c = cos(angle)
local s = sin(angle)
identity(tmp)
tmp[1] = x * x * (1 - c) + c
tmp[2] = y * x * (1 - c) + z * s
tmp[3] = x * z * (1 - c) - y * s
tmp[5] = x * y * (1 - c) - z * s
tmp[6] = y * y * (1 - c) + c
tmp[7] = y * z * (1 - c) + x * s
tmp[9] = x * z * (1 - c) + y * s
tmp[10] = y * z * (1 - c) - x * s
tmp[11] = z * z * (1 - c) + c
return out:mul(tmp, a)
end
--- Translate a matrix.
-- @tparam mat4 out Matrix to store the result
-- @tparam mat4 a Matrix to translate
-- @tparam vec3 t Translation vector
-- @treturn mat4 out
function mat4.translate(out, a, t)
identity(tmp)
tmp[13] = t.x
tmp[14] = t.y
tmp[15] = t.z
return out:mul(tmp, a)
end
--- Shear a matrix.
-- @tparam mat4 out Matrix to store the result
-- @tparam mat4 a Matrix to translate
-- @tparam number yx
-- @tparam number zx
-- @tparam number xy
-- @tparam number zy
-- @tparam number xz
-- @tparam number yz
-- @treturn mat4 out
function mat4.shear(out, a, yx, zx, xy, zy, xz, yz)
identity(tmp)
tmp[2] = yx or 0
tmp[3] = zx or 0
tmp[5] = xy or 0
tmp[7] = zy or 0
tmp[9] = xz or 0
tmp[10] = yz or 0
return out:mul(tmp, a)
end
--- Reflect a matrix across a plane.
-- @tparam mat4 Matrix to store the result
-- @tparam a Matrix to reflect
-- @tparam vec3 position A point on the plane
-- @tparam vec3 normal The (normalized!) normal vector of the plane
function mat4.reflect(out, a, position, normal)
local nx, ny, nz = normal:unpack()
local d = -position:dot(normal)
tmp[1] = 1 - 2 * nx ^ 2
tmp[2] = 2 * nx * ny
tmp[3] = -2 * nx * nz
tmp[4] = 0
tmp[5] = -2 * nx * ny
tmp[6] = 1 - 2 * ny ^ 2
tmp[7] = -2 * ny * nz
tmp[8] = 0
tmp[9] = -2 * nx * nz
tmp[10] = -2 * ny * nz
tmp[11] = 1 - 2 * nz ^ 2
tmp[12] = 0
tmp[13] = -2 * nx * d
tmp[14] = -2 * ny * d
tmp[15] = -2 * nz * d
tmp[16] = 1
return out:mul(tmp, a)
end
--- Transform matrix to look at a point.
-- @tparam mat4 out Matrix to store result
-- @tparam mat4 a Matrix to transform
-- @tparam vec3 eye Location of viewer's view plane
-- @tparam vec3 center Location of object to view
-- @tparam vec3 up Up direction
-- @treturn mat4 out
function mat4.look_at(out, a, eye, look_at, up)
local z_axis = (eye - look_at):normalize()
local x_axis = up:cross(z_axis):normalize()
local y_axis = z_axis:cross(x_axis)
out[1] = x_axis.x
out[2] = y_axis.x
out[3] = z_axis.x
out[4] = 0
out[5] = x_axis.y
out[6] = y_axis.y
out[7] = z_axis.y
out[8] = 0
out[9] = x_axis.z
out[10] = y_axis.z
out[11] = z_axis.z
out[12] = 0
out[13] = -out[ 1]*eye.x - out[4+1]*eye.y - out[8+1]*eye.z
out[14] = -out[ 2]*eye.x - out[4+2]*eye.y - out[8+2]*eye.z
out[15] = -out[ 3]*eye.x - out[4+3]*eye.y - out[8+3]*eye.z
out[16] = -out[ 4]*eye.x - out[4+4]*eye.y - out[8+4]*eye.z + 1
return out
end
--- Transpose a matrix.
-- @tparam mat4 out Matrix to store the result
-- @tparam mat4 a Matrix to transpose
-- @treturn mat4 out
function mat4.transpose(out, a)
tm4[1] = a[1]
tm4[2] = a[5]
tm4[3] = a[9]
tm4[4] = a[13]
tm4[5] = a[2]
tm4[6] = a[6]
tm4[7] = a[10]
tm4[8] = a[14]
tm4[9] = a[3]
tm4[10] = a[7]
tm4[11] = a[11]
tm4[12] = a[15]
tm4[13] = a[4]
tm4[14] = a[8]
tm4[15] = a[12]
tm4[16] = a[16]
for i=1, 16 do
out[i] = tm4[i]
end
return out
end
-- https://github.com/g-truc/glm/blob/master/glm/gtc/matrix_transform.inl#L518
--- Project a matrix from world space to screen space.
-- @tparam vec3 obj Object position in world space
-- @tparam mat4 view View matrix
-- @tparam mat4 projection Projection matrix
-- @tparam table viewport XYWH of viewport
-- @treturn vec3 win
function mat4.project(obj, view, projection, viewport)
local position = { obj.x, obj.y, obj.z, 1 }
mat4.mul_vec4(position, view, position)
mat4.mul_vec4(position, projection, position)
position[1] = position[1] / position[4] * 0.5 + 0.5
position[2] = position[2] / position[4] * 0.5 + 0.5
position[3] = position[3] / position[4] * 0.5 + 0.5
position[1] = position[1] * viewport[3] + viewport[1]
position[2] = position[2] * viewport[4] + viewport[2]
return vec3(position[1], position[2], position[3])
end
-- https://github.com/g-truc/glm/blob/master/glm/gtc/matrix_transform.inl#L544
--- Unproject a matrix from screen space to world space.
-- @tparam vec3 win Object position in screen space
-- @tparam mat4 view View matrix
-- @tparam mat4 projection Projection matrix
-- @tparam table viewport XYWH of viewport
-- @treturn vec3 obj
function mat4.unproject(win, view, projection, viewport)
local position = { win.x, win.y, win.z, 1 }
position[1] = (position[1] - viewport[1]) / viewport[3]
position[2] = (position[2] - viewport[2]) / viewport[4]
position[1] = position[1] * 2 - 1
position[2] = position[2] * 2 - 1
position[3] = position[3] * 2 - 1
tmp:mul(projection, view):invert(tmp)
mat4.mul_vec4(position, tmp, position)
position[1] = position[1] / position[4]
position[2] = position[2] / position[4]
position[3] = position[3] / position[4]
return vec3(position[1], position[2], position[3])
end
--- Return a boolean showing if a table is or is not a mat4.
-- @tparam mat4 a Matrix to be tested
-- @treturn boolean is_mat4
function mat4.is_mat4(a)
if type(a) == "cdata" then
return ffi.istype("cpml_mat4", a)
end
if type(a) ~= "table" then
return false
end
for i = 1, 16 do
if type(a[i]) ~= "number" then
return false
end
end
return true
end
--- Return a formatted string.
-- @tparam mat4 a Matrix to be turned into a string
-- @treturn string formatted
function mat4.to_string(a)
local str = "[ "
for i = 1, 16 do
str = str .. string.format("%+0.3f", a[i])
if i < 16 then
str = str .. ", "
end
end
str = str .. " ]"
return str
end
--- Convert a matrix to vec4s.
-- @tparam mat4 a Matrix to be converted
-- @treturn table vec4s
function mat4.to_vec4s(a)
return {
{ a[1], a[2], a[3], a[4] },
{ a[5], a[6], a[7], a[8] },
{ a[9], a[10], a[11], a[12] },
{ a[13], a[14], a[15], a[16] }
}
end
-- http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/
--- Convert a matrix to a quaternion.
-- @tparam mat4 a Matrix to be converted
-- @treturn quat out
function mat4.to_quat(a)
identity(tmp):transpose(a)
local w = sqrt(1 + tmp[1] + tmp[6] + tmp[11]) / 2
local scale = w * 4
local q = quat.new(
tmp[10] - tmp[7] / scale,
tmp[3] - tmp[9] / scale,
tmp[5] - tmp[2] / scale,
w
)
return q:normalize(q)
end
-- http://www.crownandcutlass.com/features/technicaldetails/frustum.html
--- Convert a matrix to a frustum.
-- @tparam mat4 a Matrix to be converted (projection * view)
-- @tparam boolean infinite Infinite removes the far plane
-- @treturn frustum out
function mat4.to_frustum(a, infinite)
local t
local frustum = {}
-- Extract the LEFT plane
frustum.left = {}
frustum.left.a = a[4] + a[1]
frustum.left.b = a[8] + a[5]
frustum.left.c = a[12] + a[9]
frustum.left.d = a[16] + a[13]
-- Normalize the result
t = sqrt(frustum.left.a * frustum.left.a + frustum.left.b * frustum.left.b + frustum.left.c * frustum.left.c)
frustum.left.a = frustum.left.a / t
frustum.left.b = frustum.left.b / t
frustum.left.c = frustum.left.c / t
frustum.left.d = frustum.left.d / t
-- Extract the RIGHT plane
frustum.right = {}
frustum.right.a = a[4] - a[1]
frustum.right.b = a[8] - a[5]
frustum.right.c = a[12] - a[9]
frustum.right.d = a[16] - a[13]
-- Normalize the result
t = sqrt(frustum.right.a * frustum.right.a + frustum.right.b * frustum.right.b + frustum.right.c * frustum.right.c)
frustum.right.a = frustum.right.a / t
frustum.right.b = frustum.right.b / t
frustum.right.c = frustum.right.c / t
frustum.right.d = frustum.right.d / t
-- Extract the BOTTOM plane
frustum.bottom = {}
frustum.bottom.a = a[4] + a[2]
frustum.bottom.b = a[8] + a[6]
frustum.bottom.c = a[12] + a[10]
frustum.bottom.d = a[16] + a[14]
-- Normalize the result
t = sqrt(frustum.bottom.a * frustum.bottom.a + frustum.bottom.b * frustum.bottom.b + frustum.bottom.c * frustum.bottom.c)
frustum.bottom.a = frustum.bottom.a / t
frustum.bottom.b = frustum.bottom.b / t
frustum.bottom.c = frustum.bottom.c / t
frustum.bottom.d = frustum.bottom.d / t
-- Extract the TOP plane
frustum.top = {}
frustum.top.a = a[4] - a[2]
frustum.top.b = a[8] - a[6]
frustum.top.c = a[12] - a[10]
frustum.top.d = a[16] - a[14]
-- Normalize the result
t = sqrt(frustum.top.a * frustum.top.a + frustum.top.b * frustum.top.b + frustum.top.c * frustum.top.c)
frustum.top.a = frustum.top.a / t
frustum.top.b = frustum.top.b / t
frustum.top.c = frustum.top.c / t
frustum.top.d = frustum.top.d / t
-- Extract the NEAR plane
frustum.near = {}
frustum.near.a = a[4] + a[3]
frustum.near.b = a[8] + a[7]
frustum.near.c = a[12] + a[11]
frustum.near.d = a[16] + a[15]
-- Normalize the result
t = sqrt(frustum.near.a * frustum.near.a + frustum.near.b * frustum.near.b + frustum.near.c * frustum.near.c)
frustum.near.a = frustum.near.a / t
frustum.near.b = frustum.near.b / t
frustum.near.c = frustum.near.c / t
frustum.near.d = frustum.near.d / t
if not infinite then
-- Extract the FAR plane
frustum.far = {}
frustum.far.a = a[4] - a[3]
frustum.far.b = a[8] - a[7]
frustum.far.c = a[12] - a[11]
frustum.far.d = a[16] - a[15]
-- Normalize the result
t = sqrt(frustum.far.a * frustum.far.a + frustum.far.b * frustum.far.b + frustum.far.c * frustum.far.c)
frustum.far.a = frustum.far.a / t
frustum.far.b = frustum.far.b / t
frustum.far.c = frustum.far.c / t
frustum.far.d = frustum.far.d / t
end
return frustum
end
function mat4_mt.__index(t, k)
if type(t) == "cdata" then
if type(k) == "number" then
return t._m[k-1]
end
end
return rawget(mat4, k)
end
function mat4_mt.__newindex(t, k, v)
if type(t) == "cdata" then
if type(k) == "number" then
t._m[k-1] = v
end
end
end
mat4_mt.__tostring = mat4.to_string
function mat4_mt.__call(_, a)
return mat4.new(a)
end
function mat4_mt.__unm(a)
return new():invert(a)
end
function mat4_mt.__eq(a, b)
if not mat4.is_mat4(a) or not mat4.is_mat4(b) then
return false
end
for i = 1, 16 do
if not utils.tolerance(b[i]-a[i], constants.FLT_EPSILON) then
return false
end
end
return true
end
function mat4_mt.__mul(a, b)
assert(mat4.is_mat4(a), "__mul: Wrong argument type for left hand operand. (<cpml.mat4> expected)")
if vec3.is_vec3(b) then
return vec3(mat4.mul_vec4({}, a, { b.x, b.y, b.z, 1 }))
end
assert(mat4.is_mat4(b) or #b == 4, "__mul: Wrong argument type for right hand operand. (<cpml.mat4> or table #4 expected)")
if mat4.is_mat4(b) then
return new():mul(a, b)
end
return mat4.mul_vec4({}, a, b)
end
if status then
xpcall(function() -- Allow this to silently fail; assume failure means someone messed with package.loaded
ffi.metatype(new, mat4_mt)
end, function() end)
end
return setmetatable({}, mat4_mt)