feat: attempt to implement math library

Adds many files, but the next thing is to implement the MeshRegistry properly.
This commit is contained in:
alphafetus committed 2026-05-08 08:02:38 -04:00
1 parent 9e4f531bd4
commit e7659ba387
18 files changed
+1232 -136

No files matched your search

+55
View File
@@ -0,0 +1,55 @@
use nalgebra::{Matrix4, Vector3, Vector4};
use crate::common::scene::SceneInstance;
/// Contains all information about an instance of a mesh, specifically its translation, rotation,
/// and scale. Note that the rotation is a [`Vector4`], and not a `Quaternion`.
///
/// This may be taken from a scene instance by calling the `Instance::from` method on the
/// corresponding [`SceneInstance`]. This is important, as the `Vector4` is not serializable.
///
/// Before passing this instance into the shaders, construct a transformation matrix by calling
/// [`MeshInstance::transform_matrix`].
pub struct MeshInstance {
/// The ID of the mesh corresponding to this instance.
pub mesh_id: String,
/// The translation of the instance from the center of the standard space. It is possible that
/// local translation will be required in the future.
pub translation: Vector4<f32>,
/// The rotation of the instance. Note that since this is a [`Vector4`], or Euler angle, it
/// suffers from gimbal lock. If this becomes a serious issue, an [`nalgebra::UnitQuaternion`]
/// should be used instead.
pub rotation: Vector4<f32>,
/// The scale of the instance, represented as the scaling in XYZ coordinates.
pub scale: Vector3<f32>,
}
impl MeshInstance {
/// Constructs a transformation matrix from the current translation, rotation, and scale.
pub fn transform_matrix(&self) -> Matrix4<f32> {
Matrix4::new_translation(&self.translation.xyz()) *
// There's a possibility that these can be altered. Sometimes they're multiplied in the
// order ZYX. They are technically applied in the opposite order written here, so in
// this case it's actually applying Z, then Y, then X. They *do* produce different results.
Matrix4::from_axis_angle(&Vector3::x_axis(), self.rotation.x) *
Matrix4::from_axis_angle(&Vector3::y_axis(), self.rotation.y) *
Matrix4::from_axis_angle(&Vector3::z_axis(), self.rotation.z) *
Matrix4::new_nonuniform_scaling(&self.scale)
}
/// Constructs a `MeshInstance` from the given [`SceneInstance`] and mesh ID.
fn from_scene_instance(
mesh_id: String,
SceneInstance {
translation,
rotation,
scale,
}: SceneInstance,
) -> Self {
Self {
mesh_id,
translation: Vector3::from(translation).to_homogeneous(),
rotation: Vector3::from(rotation).to_homogeneous(),
scale: Vector3::from(scale),
}
}
}