#include "matrix.h" #include inline M33 m33_zero(void) { return (M33){{{0, 0, 0}, {0, 0, 0}, {0, 0, 0}}}; } inline M33 m33_identity(void) { return (M33){{{1, 0, 0}, {0, 1, 0}, {0, 0, 1}}}; } inline M33 m33_translate(double tx, double ty) { return (M33){{{1, 0, tx}, {0, 1, ty}, {0, 0, 1}}}; } inline M33 m33_scale(double sx, double sy) { return (M33){{{sx, 0, 0}, {0, sy, 0}, {0, 0, 1}}}; } inline M33 m33_rotate(double theta) { return (M33){ {{cos(theta), -sin(theta), 0}, {sin(theta), cos(theta), 0}, {0, 0, 1}}}; } inline M33 m33_shear(double theta_x, double theta_y) { return (M33){{{1, tan(theta_x), 0}, {tan(theta_y), 1, 0}, {0, 0, 0}}}; } M33 m33_add(const M33 m1, const M33 m2) { M33 res; for (int i = 0; i < 3; ++i) for (int j = 0; j < 3; ++j) res.m[i][j] = m1.m[i][j] + m2.m[i][j]; return res; } M33 m33_sub(const M33 m1, const M33 m2) { M33 res; for (int i = 0; i < 3; ++i) for (int j = 0; j < 3; ++j) res.m[i][j] = m1.m[i][j] - m2.m[i][j]; return res; } M33 m33_mul(const M33 m1, const M33 m2) { M33 res = {{{0, 0, 0}, {0, 0, 0}, {0, 0, 0}}}; for (int i = 0; i < 3; ++i) for (int j = 0; j < 3; ++j) for (int k = 0; k < 3; ++k) res.m[i][j] += m1.m[i][k] * m2.m[k][j]; return res; } M33 m33_transpose(const M33 m) { M33 res; for (int i = 0; i < 3; ++i) for (int j = 0; j < 3; ++j) res.m[i][j] = m.m[j][i]; return res; } // 2D affine transform inversion (not general 3x3 inversion) M33 m33_inverse(const M33 m) { M33 inv; double det; det = m.m[0][0] * m.m[1][1] - m.m[0][1] * m.m[1][0]; if (det == 0.0) { return m33_identity(); } double invDet = 1.0 / det; inv.m[0][0] = m.m[1][1] * invDet; inv.m[0][1] = -m.m[0][1] * invDet; inv.m[1][0] = -m.m[1][0] * invDet; inv.m[1][1] = m.m[0][0] * invDet; inv.m[0][2] = -(inv.m[0][0] * m.m[0][2] + inv.m[0][1] * m.m[1][2]); inv.m[1][2] = -(inv.m[1][0] * m.m[0][2] + inv.m[1][1] * m.m[1][2]); inv.m[2][0] = 0; inv.m[2][1] = 0; inv.m[2][2] = 1; return inv; } V2 m33_transform(const M33 mat, const V2 v) { return (V2){mat.m[0][0] * v.x + mat.m[0][1] * v.y + mat.m[0][2], mat.m[1][0] * v.x + mat.m[1][1] * v.y + mat.m[1][2]}; }