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use crate::vector::Vec3;

#[derive(Debug, Clone)]
#[repr(C)]
pub struct Matrix<Value, const ROWS: usize, const COLUMNS: usize>
{
    /// Items must be layed out this way for it to work with OpenGL shaders.
    items: [[Value; ROWS]; COLUMNS],
}

impl<Value, const ROWS: usize, const COLUMNS: usize> Matrix<Value, ROWS, COLUMNS>
{
    pub fn new() -> Self
    where
        Value: Default + Copy,
    {
        Self {
            items: [[Value::default(); ROWS]; COLUMNS],
        }
    }

    /// Sets the value at the specified cell.
    pub fn set_cell(&mut self, row: usize, column: usize, value: Value)
    {
        self.items[column][row] = value;
    }

    #[must_use]
    pub fn as_ptr(&self) -> *const Value
    {
        self.items[0].as_ptr()
    }
}

impl<const ROWS_COLS: usize> Matrix<f32, ROWS_COLS, ROWS_COLS>
{
    /// Creates a new identity matrix.
    #[must_use]
    pub fn new_identity() -> Self
    {
        let mut index = 0;

        let items = [(); ROWS_COLS].map(|()| {
            let mut columns = [0.0; ROWS_COLS];

            columns[index] = 1.0;

            index += 1;

            columns
        });

        Self { items }
    }
}

impl Matrix<f32, 4, 4>
{
    pub fn translate(&mut self, translation: &Vec3<f32>)
    {
        self.set_cell(0, 3, translation.x);
        self.set_cell(1, 3, translation.y);
        self.set_cell(2, 3, translation.z);
        self.set_cell(3, 3, 1.0);
    }

    pub fn scale(&mut self, scaling: &Vec3<f32>)
    {
        self.set_cell(0, 0, scaling.x);
        self.set_cell(1, 1, scaling.y);
        self.set_cell(2, 2, scaling.z);
        self.set_cell(3, 3, 1.0);
    }
}