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package dev.figboot.cuberender.math;
import lombok.AllArgsConstructor;
@AllArgsConstructor
public class Matrix4f {
public float m00, m01, m02, m03,
m10, m11, m12, m13,
m20, m21, m22, m23,
m30, m31, m32, m33;
public Matrix4f() {
identity();
}
public Matrix4f(Matrix4f mat) {
this(mat.m00, mat.m01, mat.m02, mat.m03, mat.m10, mat.m11, mat.m12, mat.m13, mat.m20, mat.m21, mat.m22, mat.m23, mat.m30, mat.m31, mat.m32, mat.m33);
}
public Matrix4f identity() {
return identity(this);
}
public Matrix4f identity(Matrix4f target) {
target.m00 = target.m11 = target.m22 = target.m33 = 1f;
target.m01 = target.m02 = target.m03
= target.m10 = target.m12 = target.m13
= target.m20 = target.m21 = target.m23
= target.m30 = target.m31 = target.m32 = 0;
return target;
}
public Matrix4f times(Matrix4f right) {
return times(right, this);
}
public Matrix4f times(Matrix4f right, Matrix4f target) {
float m00 = this.m00 * right.m00 + this.m01 * right.m10 + this.m02 * right.m20 + this.m03 * this.m30;
float m01 = this.m00 * right.m01 + this.m01 * right.m11 + this.m02 * right.m21 + this.m03 * this.m31;
float m02 = this.m00 * right.m02 + this.m01 * right.m12 + this.m02 * right.m22 + this.m03 * this.m32;
float m03 = this.m00 * right.m03 + this.m01 * right.m13 + this.m02 * right.m23 + this.m03 * this.m33;
float m10 = this.m10 * right.m00 + this.m11 * right.m10 + this.m12 * right.m20 + this.m13 * this.m30;
float m11 = this.m10 * right.m01 + this.m11 * right.m11 + this.m12 * right.m21 + this.m13 * this.m31;
float m12 = this.m10 * right.m02 + this.m11 * right.m12 + this.m12 * right.m22 + this.m13 * this.m32;
float m13 = this.m10 * right.m03 + this.m11 * right.m13 + this.m12 * right.m23 + this.m13 * this.m33;
float m20 = this.m20 * right.m00 + this.m21 * right.m10 + this.m22 * right.m20 + this.m23 * this.m30;
float m21 = this.m20 * right.m01 + this.m21 * right.m11 + this.m22 * right.m21 + this.m23 * this.m31;
float m22 = this.m20 * right.m02 + this.m21 * right.m12 + this.m22 * right.m22 + this.m23 * this.m32;
float m23 = this.m20 * right.m03 + this.m21 * right.m13 + this.m22 * right.m23 + this.m23 * this.m33;
float m30 = this.m30 * right.m00 + this.m31 * right.m10 + this.m32 * right.m20 + this.m33 * this.m30;
float m31 = this.m30 * right.m01 + this.m31 * right.m11 + this.m32 * right.m21 + this.m33 * this.m31;
float m32 = this.m30 * right.m02 + this.m31 * right.m12 + this.m32 * right.m22 + this.m33 * this.m32;
float m33 = this.m30 * right.m03 + this.m31 * right.m13 + this.m32 * right.m23 + this.m33 * this.m33;
target.m00 = m00;
target.m01 = m01;
target.m02 = m02;
target.m03 = m03;
target.m10 = m10;
target.m11 = m11;
target.m12 = m12;
target.m13 = m13;
target.m20 = m20;
target.m21 = m21;
target.m22 = m22;
target.m23 = m23;
target.m30 = m30;
target.m31 = m31;
target.m32 = m32;
target.m33 = m33;
return target;
}
public Vector4f transform(Vector4f in) {
return transform(in, in);
}
public Vector4f transform(Vector4f in, Vector4f target) {
float x = in.x * m00 + in.y * m01 + in.z * m02 + in.w * m03;
float y = in.x * m10 + in.y * m11 + in.z * m12 + in.w * m13;
float z = in.x * m20 + in.y * m21 + in.z * m22 + in.w * m23;
float w = in.x * m30 + in.y * m31 + in.z * m32 + in.w * m33;
target.x = x;
target.y = y;
target.z = z;
target.w = w;
return target;
}
public static Matrix4f scale(float factor) {
return scale(factor, factor, factor);
}
public static Matrix4f scale(float x, float y, float z) {
Matrix4f mat = new Matrix4f();
mat.m00 = x;
mat.m11 = y;
mat.m22 = z;
return mat;
}
public static Matrix4f translate(float x, float y, float z) {
Matrix4f mat = new Matrix4f();
mat.m03 = x;
mat.m13 = y;
mat.m23 = z;
return mat;
}
public static Matrix4f rotateX(float rad) {
float cos = (float)Math.cos(rad);
float sin = (float)Math.sin(rad);
return new Matrix4f(
1, 0, 0, 0,
0, cos, sin, 0,
0, -sin, cos, 0,
0, 0, 0, 1);
}
public static Matrix4f rotateY(float rad) {
float cos = (float)Math.cos(rad);
float sin = (float)Math.sin(rad);
return new Matrix4f(
cos, 0, -sin, 0,
0, 1, 0, 0,
sin, 0, cos, 0,
0, 0, 0, 1);
}
public static Matrix4f rotateZ(float rad) {
float cos = (float)Math.cos(rad);
float sin = (float)Math.sin(rad);
return new Matrix4f(
cos, -sin, 0, 0,
sin, cos, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
}
}
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