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);
}
}
}