552 lines
21 KiB
C++
552 lines
21 KiB
C++
/*
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* Created by Brett on 09/01/23.
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* Licensed under GNU General Public License V3.0
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* See LICENSE file for license detail
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*/
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#ifndef BLT_MATH_H
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#define BLT_MATH_H
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#include <initializer_list>
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#include <cmath>
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namespace blt {
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template<unsigned long size>
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struct vec {
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private:
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float elements[size]{};
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public:
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vec() {
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for (int i = 0; i < size; i++)
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elements[i] = 0;
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}
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vec(std::initializer_list<float> args): vec() {
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for (int i = 0; i < args.size(); i++) {
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elements[i] = *(args.begin() + i);
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}
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}
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explicit vec(const float elem[size]) {
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for (int i = 0; i < size; i++) {
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elements[i] = elem[i];
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}
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}
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vec(const vec<size>& copy): vec(copy.elements) {}
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[[nodiscard]] inline float x() const {return elements[0];}
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[[nodiscard]] inline float y() const {return elements[1];}
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[[nodiscard]] inline float z() const {return elements[2];}
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[[nodiscard]] inline float w() const {return elements[3];}
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inline float& operator[](int index) {
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return elements[index];
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}
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inline float operator[](int index) const {
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return elements[index];
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}
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inline vec<size>& operator=(float f) {
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for (int i = 0; i < size; i++)
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elements[i] = f;
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return *this;
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}
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inline vec<size>& operator=(int i) {
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for (int _ = 0; _ < size; _++)
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elements[_] = i;
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return *this;
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}
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inline vec<size> operator-() {
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float negativeCopy[size];
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for (int i = 0; i < size; i++)
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negativeCopy[i] = -elements[i];
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return vec<size>{negativeCopy};
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}
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inline vec<size>& operator+=(const vec<size>& other) {
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for (int i = 0; i < size; i++)
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elements[i] += other[i];
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return *this;
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}
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inline vec<size>& operator*=(const vec<size>& other) {
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for (int i = 0; i < size; i++)
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elements[i] *= other[i];
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return *this;
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}
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inline vec<size>& operator+=(float f) {
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for (int i = 0; i < size; i++)
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elements[i] += f;
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return *this;
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}
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inline vec<size>& operator*=(float f) {
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for (int i = 0; i < size; i++)
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elements[i] *= f;
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return *this;
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}
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inline vec<size>& operator-=(const vec<size>& other) {
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for (int i = 0; i < size; i++)
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elements[i] -= other[i];
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return *this;
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}
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inline vec<size>& operator-=(float f) {
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for (int i = 0; i < size; i++)
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elements[i] -= f;
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return *this;
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}
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/**
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* performs the dot product of left * right
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*/
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static inline float dot(const vec<size>& left, const vec<size>& right) {
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float dot = 0;
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for (int i = 0; i < size; i++)
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dot += left[i] * right[i];
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return dot;
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}
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};
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template<unsigned long size>
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inline vec<size> operator+(const vec<size>& left, const vec<size>& right) {
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float initializer[size];
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for (int i = 0; i < size; i++)
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initializer[i] = left[i] + right[i];
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return vec<size>{initializer};
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}
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template<unsigned long size>
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inline vec<size> operator-(const vec<size>& left, const vec<size>& right) {
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float initializer[size];
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for (int i = 0; i < size; i++)
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initializer[i] = left[i] - right[i];
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return vec<size>{initializer};
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}
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template<unsigned long size>
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inline vec<size> operator+(const vec<size>& left, float f) {
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float initializer[size];
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for (int i = 0; i < size; i++)
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initializer[i] = left[i] + f;
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return vec<size>{initializer};
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}
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template<unsigned long size>
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inline vec<size> operator-(const vec<size>& left, float f) {
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float initializer[size];
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for (int i = 0; i < size; i++)
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initializer[i] = left[i] + f;
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return vec<size>{initializer};
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}
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template<unsigned long size>
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inline vec<size> operator+(float f, const vec<size>& right) {
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float initializer[size];
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for (int i = 0; i < size; i++)
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initializer[i] = f + right[i];
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return vec<size>{initializer};
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}
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template<unsigned long size>
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inline vec<size> operator-(float f, const vec<size>& right) {
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float initializer[size];
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for (int i = 0; i < size; i++)
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initializer[i] = f - right[i];
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return vec<size>{initializer};
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}
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template<unsigned long size>
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inline vec<size> operator*(const vec<size>& left, const vec<size>& right) {
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float initializer[size];
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for (int i = 0; i < size; i++)
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initializer[i] = left[i] * right[i];
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return vec<size>{initializer};
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}
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template<unsigned long size>
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inline vec<size> operator*(const vec<size>& left, float f) {
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float initializer[size];
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for (int i = 0; i < size; i++)
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initializer[i] = left[i] * f;
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return vec<size>{initializer};
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}
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template<unsigned long size>
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inline vec<size> operator*(float f, const vec<size>& right) {
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float initializer[size];
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for (int i = 0; i < size; i++)
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initializer[i] = f * right[i];
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return vec<size>{initializer};
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}
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template<unsigned long size>
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inline vec<size> operator/(const vec<size>& left, float f) {
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float initializer[size];
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for (int i = 0; i < size; i++)
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initializer[i] = left[i] / f;
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return vec<size>{initializer};
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}
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typedef vec<2> vec2;
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typedef vec<3> vec3;
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typedef vec<4> vec4;
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class mat4x4 {
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protected:
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// 4x4 = 16
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union dataType {
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float single[16];
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float dim[4][4];
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};
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dataType data{};
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friend mat4x4 operator+(const mat4x4& left, const mat4x4& right);
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friend mat4x4 operator-(const mat4x4& left, const mat4x4& right);
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friend mat4x4 operator*(const mat4x4& left, const mat4x4& right);
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friend mat4x4 operator*(float c, const mat4x4& v);
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friend mat4x4 operator*(const mat4x4& v, float c);
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friend mat4x4 operator/(const mat4x4& v, float c);
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friend mat4x4 operator/(float c, const mat4x4& v);
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public:
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mat4x4() {
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for (float& i : data.single) {
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i = 0;
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}
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// set identity matrix default
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m00(1);
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m11(1);
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m22(1);
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m33(1);
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}
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/*explicit mat4x4(glm::mat4x4 mat) {
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m00(mat[0][0]);
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m01(mat[1][0]);
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m02(mat[2][0]);
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m03(mat[3][0]);
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m10(mat[0][1]);
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m11(mat[1][1]);
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m12(mat[2][1]);
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m13(mat[3][1]);
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m20(mat[0][2]);
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m21(mat[1][2]);
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m22(mat[2][2]);
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m23(mat[3][2]);
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m30(mat[0][3]);
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m31(mat[1][3]);
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m32(mat[2][3]);
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m33(mat[3][3]);
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}*/
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mat4x4(const mat4x4& mat) {
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for (int i = 0; i < 16; i++) {
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data.single[i] = mat.data.single[i];
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}
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}
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explicit mat4x4(const float dat[16]) {
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for (int i = 0; i < 16; i++) {
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data.single[i] = dat[i];
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}
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}
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inline mat4x4& translate(float x, float y, float z) {
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m03(x);
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m13(y);
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m23(z);
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return *this;
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}
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inline mat4x4& translate(const vec4& vec) { return translate(vec[0], vec[1], vec[2]); }
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inline mat4x4& translate(const vec3& vec) { return translate(vec[0], vec[1], vec[2]); }
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inline mat4x4& scale(float x, float y, float z) {
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m00(x);
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m11(y);
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m22(z);
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return *this;
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}
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inline mat4x4& scale(const vec4& vec) { return scale(vec[0], vec[1], vec[2]); }
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inline mat4x4& scale(const vec3& vec) { return scale(vec[0], vec[1], vec[2]); }
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inline float* ptr() { return data.single; }
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mat4x4& transpose() {
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mat4x4 copy{*this};
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m00(copy.m00());
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m01(copy.m10());
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m02(copy.m20());
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m03(copy.m30());
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m10(copy.m01());
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m11(copy.m11());
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m12(copy.m21());
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m13(copy.m31());
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m20(copy.m02());
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m21(copy.m12());
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m22(copy.m22());
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m23(copy.m32());
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m30(copy.m03());
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m31(copy.m13());
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m32(copy.m23());
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m33(copy.m33());
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return *this;
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}
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// Due to the conversion between the 2d array -> 1d array we must transpose the values.
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// the old system has been archived (commented) for future debugging
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// [[nodiscard]] inline float m00() const { return data.dim[0][0]; }
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// [[nodiscard]] inline float m10() const { return data.dim[1][0]; }
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// [[nodiscard]] inline float m20() const { return data.dim[2][0]; }
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// [[nodiscard]] inline float m30() const { return data.dim[3][0]; }
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// [[nodiscard]] inline float m01() const { return data.dim[0][1]; }
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// [[nodiscard]] inline float m11() const { return data.dim[1][1]; }
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// [[nodiscard]] inline float m21() const { return data.dim[2][1]; }
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// [[nodiscard]] inline float m31() const { return data.dim[3][1]; }
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// [[nodiscard]] inline float m02() const { return data.dim[0][2]; }
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// [[nodiscard]] inline float m12() const { return data.dim[1][2]; }
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// [[nodiscard]] inline float m22() const { return data.dim[2][2]; }
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// [[nodiscard]] inline float m32() const { return data.dim[3][2]; }
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// [[nodiscard]] inline float m03() const { return data.dim[0][3]; }
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// [[nodiscard]] inline float m13() const { return data.dim[1][3]; }
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// [[nodiscard]] inline float m23() const { return data.dim[2][3]; }
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// [[nodiscard]] inline float m33() const { return data.dim[3][3]; }
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// [[nodiscard]] inline float m(int i, int j) const { return data.dim[i][j]; };
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// inline float m00(float d) { return data.dim[0][0] = d; }
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// inline float m10(float d) { return data.dim[1][0] = d; }
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// inline float m20(float d) { return data.dim[2][0] = d; }
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// inline float m30(float d) { return data.dim[3][0] = d; }
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// inline float m01(float d) { return data.dim[0][1] = d; }
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// inline float m11(float d) { return data.dim[1][1] = d; }
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// inline float m21(float d) { return data.dim[2][1] = d; }
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// inline float m31(float d) { return data.dim[3][1] = d; }
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// inline float m02(float d) { return data.dim[0][2] = d; }
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// inline float m12(float d) { return data.dim[1][2] = d; }
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// inline float m22(float d) { return data.dim[2][2] = d; }
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// inline float m32(float d) { return data.dim[3][2] = d; }
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// inline float m03(float d) { return data.dim[0][3] = d; }
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// inline float m13(float d) { return data.dim[1][3] = d; }
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// inline float m23(float d) { return data.dim[2][3] = d; }
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// inline float m33(float d) { return data.dim[3][3] = d; }
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[[nodiscard]] inline float m00() const { return data.dim[0][0]; }
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[[nodiscard]] inline float m10() const { return data.dim[0][1]; }
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[[nodiscard]] inline float m20() const { return data.dim[0][2]; }
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[[nodiscard]] inline float m30() const { return data.dim[0][3]; }
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[[nodiscard]] inline float m01() const { return data.dim[1][0]; }
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[[nodiscard]] inline float m11() const { return data.dim[1][1]; }
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[[nodiscard]] inline float m21() const { return data.dim[1][2]; }
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[[nodiscard]] inline float m31() const { return data.dim[1][3]; }
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[[nodiscard]] inline float m02() const { return data.dim[2][0]; }
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[[nodiscard]] inline float m12() const { return data.dim[2][1]; }
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[[nodiscard]] inline float m22() const { return data.dim[2][2]; }
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[[nodiscard]] inline float m32() const { return data.dim[2][3]; }
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[[nodiscard]] inline float m03() const { return data.dim[3][0]; }
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[[nodiscard]] inline float m13() const { return data.dim[3][1]; }
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[[nodiscard]] inline float m23() const { return data.dim[3][2]; }
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[[nodiscard]] inline float m33() const { return data.dim[3][3]; }
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[[nodiscard]] inline float m(int i, int j) const { return data.dim[i][j]; };
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inline float m00(float d) { return data.dim[0][0] = d; }
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inline float m10(float d) { return data.dim[0][1] = d; }
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inline float m20(float d) { return data.dim[0][2] = d; }
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inline float m30(float d) { return data.dim[0][3] = d; }
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inline float m01(float d) { return data.dim[1][0] = d; }
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inline float m11(float d) { return data.dim[1][1] = d; }
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inline float m21(float d) { return data.dim[1][2] = d; }
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inline float m31(float d) { return data.dim[1][3] = d; }
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inline float m02(float d) { return data.dim[2][0] = d; }
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inline float m12(float d) { return data.dim[2][1] = d; }
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inline float m22(float d) { return data.dim[2][2] = d; }
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inline float m32(float d) { return data.dim[2][3] = d; }
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inline float m03(float d) { return data.dim[3][0] = d; }
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inline float m13(float d) { return data.dim[3][1] = d; }
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inline float m23(float d) { return data.dim[3][2] = d; }
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inline float m33(float d) { return data.dim[3][3] = d; }
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inline float m(int i, int j, float d) { return data.dim[i][j] = d; };
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// inline float* operator [](int _i) {
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// return data.dim[_i];
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// }
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[[nodiscard]] float determinant() const {
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return m00() * (m11() * m22() * m33() + m12() * m23() * m31() + m13() * m21() * m32()
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- m31() * m22() * m13() - m32() * m23() * m11() - m33() * m21() * m12())
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- m10() * (m01() * m22() * m33() + m02() * m23() * m31() + m03() * m21() * m32()
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- m31() * m32() * m03() - m32() * m23() * m01() - m33() * m21() * m02())
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+ m20() * (m01() * m12() * m33() + m02() * m13() * m31() + m03() * m11() * m32()
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- m31() * m12() * m03() - m32() * m13() * m01() - m33() * m11() * m02())
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- m30() * (m01() * m12() * m23() + m02() * m13() * m21() + m03() * m11() * m22()
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- m21() * m12() * m03() - m22() * m13() * m01() - m23() * m11() * m02());
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}
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};
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// adds the two mat4x4 left and right
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inline mat4x4 operator+(const mat4x4& left, const mat4x4& right) {
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float data[16];
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for (int i = 0; i < 16; i++)
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data[i] = left.data.single[i] + right.data.single[i];
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return mat4x4{data};
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}
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// subtracts the right mat4x4 from the left.
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inline mat4x4 operator-(const mat4x4& left, const mat4x4& right) {
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float data[16];
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for (int i = 0; i < 16; i++)
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data[i] = left.data.single[i] - right.data.single[i];
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return mat4x4{data};
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}
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// since matrices are made identity by default, we need to create the result collector matrix without identity
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// otherwise the diagonal will be 1 off and cause weird results (see black screen issue)
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constexpr float emptyMatrix[16] = {0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0};
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// multiples the left with the right
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inline mat4x4 operator*(const mat4x4& left, const mat4x4& right) {
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mat4x4 mat{emptyMatrix};
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// TODO: check avx with this??
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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for (int k = 0; k < 4; k++) {
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mat.m(i, j, mat.m(i, j) + left.m(i, k) * right.m(k, j));
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}
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}
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}
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return mat;
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}
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// multiplies the const c with each element in the mat4x4 v
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inline mat4x4 operator*(float c, const mat4x4& v) {
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mat4x4 mat{};
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for (int i = 0; i < 16; i++) {
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mat.data.single[i] = c * v.data.single[i];
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}
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return mat;
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}
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// same as above but for right sided constants
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inline mat4x4 operator*(const mat4x4& v, float c) {
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mat4x4 mat{};
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for (int i = 0; i < 16; i++) {
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mat.data.single[i] = v.data.single[i] * c;
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}
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return mat;
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}
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// divides the mat4x4 by the constant c
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inline mat4x4 operator/(const mat4x4& v, float c) {
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mat4x4 mat{};
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for (int i = 0; i < 16; i++) {
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mat.data.single[i] = v.data.single[i] / c;
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}
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return mat;
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}
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// divides each element in the mat4x4 by over the constant
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inline mat4x4 operator/(float c, const mat4x4& v) {
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mat4x4 mat{};
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for (int i = 0; i < 16; i++) {
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mat.data.single[i] = c / v.data.single[i];
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}
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return mat;
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}
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// https://www.scratchapixel.com/lessons/3d-basic-rendering/perspective-and-orthographic-projection-matrix/building-basic-perspective-projection-matrix.html
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// https://ogldev.org/www/tutorial12/tutorial12.html
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static inline mat4x4 perspective(float fov, float aspect_ratio, float near, float far){
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mat4x4 perspectiveMat4x4 {emptyMatrix};
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float oneOverNearMFar = 1.0f / (near - far);
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float halfTan = tanf(fov * 0.5f * (float)M_PI / 180.0f);
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// this should be all it takes to create a mostly correct projection matrix
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// the values are transposed because my matrix implementation is terrible.
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// TODO: redo matrix implementation
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perspectiveMat4x4.m00(float(1.0 / (aspect_ratio * halfTan)));
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perspectiveMat4x4.m11(float(1.0 / halfTan));
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perspectiveMat4x4.m22(float(-((far + near) / (far - near))));
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perspectiveMat4x4.m32(-1);
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perspectiveMat4x4.m23(float(-((2 * near * far) / (far - near))));
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return perspectiveMat4x4;
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}
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// inline std::ostream& operator<<(std::ostream& out, const mat4x4& v) {
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// return out << "\rMatrix4x4{" << v.m00() << ", " << v.m01() << ", " << v.m02() << ", " << v.m03() << "} \n"\
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// << " {" << v.m10() << ", " << v.m11() << ", " << v.m12() << ", " << v.m13() << "} \n"\
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// << " {" << v.m20() << ", " << v.m21() << ", " << v.m22() << ", " << v.m23() << "} \n"\
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// << " {" << v.m30() << ", " << v.m31() << ", " << v.m32() << ", " << v.m33() << "} \n";
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// }
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|
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}
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#endif //BLT_MATH_H
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