using Misaki.HighPerformance.Mathematics; using System.Runtime.CompilerServices; namespace Ghost.Engine.Utilities; public static class MathUtility { extension(float4x4 matrix) { /// /// Creates 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 float4x4 TRS(float3 position, quaternion rotation, float3 scale) { var R = new float3x3(rotation); return new float4x4( R[0][0] * scale.x, R[0][1] * scale.y, R[0][2] * scale.z, position.x, R[1][0] * scale.x, R[1][1] * scale.y, R[1][2] * scale.z, position.y, R[2][0] * scale.x, R[2][1] * scale.y, R[2][2] * scale.z, position.z, 0f, 0f, 0f, 1f ); } /// /// Gets the translation, rotation, and scale components from a transformation matrix. /// /// The position component extracted from the matrix. /// The rotation component extracted from the matrix as a quaternion. /// The scale component extracted from the matrix. [MethodImpl(MethodImplOptions.AggressiveInlining)] public void GetTRS(out float3 position, out quaternion rotation, out float3 scale) { position = matrix.c3.xyz; var scaleX = math.length(matrix.c0.xyz); var scaleY = math.length(matrix.c1.xyz); var scaleZ = math.length(matrix.c2.xyz); scale = new float3(scaleX, scaleY, scaleZ); var rotationMatrix = new float3x3( matrix.c0.x / scale.x, matrix.c0.y / scale.x, matrix.c0.z / scale.x, matrix.c1.x / scale.y, matrix.c1.y / scale.y, matrix.c1.z / scale.y, matrix.c2.x / scale.z, matrix.c2.y / scale.z, matrix.c2.z / scale.z ); rotation = new quaternion(rotationMatrix); } } }