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glitchy-engine-beef/GlitchyEngine/src/Math/MatrixExtension.bf
T

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Beef

using System;
using GlitchyEngine.Math;
using GlitchyEngine;
namespace DirectX.Math
{
extension Matrix
{
typealias Vec3 = GlitchyEngine.Math.Vector3;
public static Self RotationQuaternion(Quaternion rotation)
{
float xSq = 2 * rotation.X * rotation.X;
float ySq = 2 * rotation.Y * rotation.Y;
float zSq = 2 * rotation.Z * rotation.Z;
float xy = 2 * rotation.X * rotation.Y;
float xz = 2 * rotation.X * rotation.Z;
float xw = 2 * rotation.X * rotation.W;
float yz = 2 * rotation.Y * rotation.Z;
float yw = 2 * rotation.Y * rotation.W;
float zw = 2 * rotation.Z * rotation.W;
Self result = ?;
result.V._11 = 1 - ySq - zSq;
result.V._21 = xy + zw;
result.V._31 = xz - yw;
result.V._41 = 0;
result.V._12 = xy - zw;
result.V._22 = 1 - xSq - zSq;
result.V._32 = yz + xw;
result.V._42 = 0;
result.V._13 = xz + yw;
result.V._23 = yz - xw;
result.V._33 = 1 - xSq - ySq;
result.V._43 = 0;
result.V._14 = 0;
result.V._24 = 0;
result.V._34 = 0;
result.V._44 = 1;
return result;
}
public static void Decompose(Self matrix, out Vec3 position, out Quaternion rotation, out Vec3 scale)
{
var matrix;
// Translation -> get last column
position = matrix.Translation;
// Zero translation for next step
matrix.Translation = .Zero;
// TODO: this doesn't detect mirroring
// Extract scaling from matrix
scale.X = (*(Vec3*)&matrix.Columns[0]).Magnitude();
scale.Y = (*(Vec3*)&matrix.Columns[1]).Magnitude();
scale.Z = (*(Vec3*)&matrix.Columns[2]).Magnitude();
if(MathHelper.IsZero(scale.X) || MathHelper.IsZero(scale.Y) || MathHelper.IsZero(scale.Z))
{
rotation = .Identity;
return;
}
// Remove scale from matrix (normalize the columns)
matrix.Columns[0] /= scale.X;
matrix.Columns[1] /= scale.Y;
matrix.Columns[2] /= scale.Z;
rotation = Quaternion.FromMatrix(matrix);
}
/*[Test]
static void TestQuaternionToMatrix()
{
// Rotation around Z-Axis by 90°
Quaternion quat = .(0, 0, 0.707107f, 0.707107f);
quat.Normalize();
}*/
}
}