using System.Numerics;
using System.Runtime.CompilerServices;
namespace Ghost.Engine.Utilities;
public static class MatrixUtility
{
///
/// Generates a transformation matrix from position, rotation, and scale vectors.
///
/// Defines the translation component of the transformation matrix.
/// Specifies the orientation of the object in 3D space.
/// Determines the size of the object along each axis.
/// Returns a transformation matrix that combines the specified position, rotation, and scale.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Matrix4x4 CreateTRS(Vector3 position, Quaternion rotation, Vector3 scale)
{
return Matrix4x4.CreateScale(scale) * Matrix4x4.CreateFromQuaternion(rotation) * Matrix4x4.CreateTranslation(position);
}
///
/// Decomposes a transformation matrix into its position, rotation, and scale components.
///
/// This method assumes the input matrix represents a valid affine transformation, including
/// translation, rotation, and scaling. If the matrix contains skew or other non-standard transformations, the
/// results may be undefined.
/// The to decompose. Must represent a valid transformation matrix.
/// When the method returns, contains the position component extracted from the matrix.
/// When the method returns, contains the rotation component extracted from the matrix as a .
/// When the method returns, contains the scale component extracted from the matrix.
public static void GetTRS(Matrix4x4 matrix, out Vector3 position, out Quaternion rotation, out Vector3 scale)
{
position = new(matrix.M41, matrix.M42, matrix.M43);
var scaleX = new Vector3(matrix.M11, matrix.M12, matrix.M13).Length();
var scaleY = new Vector3(matrix.M21, matrix.M22, matrix.M23).Length();
var scaleZ = new Vector3(matrix.M31, matrix.M32, matrix.M33).Length();
scale = new(scaleX, scaleY, scaleZ);
Matrix4x4 rotationMatrix = new(
matrix.M11 / scale.X, matrix.M12 / scale.X, matrix.M13 / scale.X, 0,
matrix.M21 / scale.Y, matrix.M22 / scale.Y, matrix.M23 / scale.Y, 0,
matrix.M31 / scale.Z, matrix.M32 / scale.Z, matrix.M33 / scale.Z, 0,
0, 0, 0, 1);
rotation = Quaternion.CreateFromRotationMatrix(rotationMatrix);
}
}