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* SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
* SPDX-License-Identifier: Apache-2.0
*/
#pragma once
#include <cstring>
#include "Matrix.h"
namespace Math
{
inline Matrix Matrix::FromRotation(const Quaternion& rotation)
{
return Matrix(rotation);
}
inline Matrix Matrix::FromTranslation(const Vector& translation)
{
Matrix M;
M.m_rows[0] = Vector::UnitX;
M.m_rows[1] = Vector::UnitY;
M.m_rows[2] = Vector::UnitZ;
M.m_rows[3] = translation.GetWithW1();
return M;
}
inline Matrix Matrix::FromScale(const Vector& scale)
{
Matrix M;
M.m_rows[0] = _mm_and_ps(scale, SIMD::g_maskX000);
M.m_rows[1] = _mm_and_ps(scale, SIMD::g_mask0Y00);
M.m_rows[2] = _mm_and_ps(scale, SIMD::g_mask00Z0);
M.m_rows[3] = Vector::UnitW;
return M;
}
inline Matrix Matrix::FromUniformScale(float uniformScale)
{
Matrix M;
M.m_rows[0] = _mm_set_ps(0, 0, 0, uniformScale);
M.m_rows[1] = _mm_set_ps(0, 0, uniformScale, 0);
M.m_rows[2] = _mm_set_ps(0, uniformScale, 0, 0);
M.m_rows[3] = Vector::UnitW;
return M;
}
inline Matrix Matrix::FromTranslationAndScale(const Vector& translation, const Vector& scale)
{
Matrix M;
M.m_rows[0] = _mm_and_ps(scale, SIMD::g_maskX000);
M.m_rows[1] = _mm_and_ps(scale, SIMD::g_mask0Y00);
M.m_rows[2] = _mm_and_ps(scale, SIMD::g_mask00Z0);
M.m_rows[3] = translation.GetWithW1();
return M;
}
inline Matrix Matrix::FromRotationBetweenVectors(Vector const sourceVector, Vector const targetVector)
{
return Matrix(Quaternion::FromRotationBetweenNormalizedVectors(sourceVector, targetVector));
}
inline Matrix::Matrix()
{
memcpy(this, &Matrix::Identity, sizeof(Matrix));
}
inline Matrix::Matrix(NoInit_t)
{
}
inline Matrix::Matrix(ZeroInit_t)
{
memset(this, 0, sizeof(Matrix));
}
inline Matrix::Matrix(const Vector axis, Radians angleRadians)
{
Vector normal = axis.GetNormalized3();
Vector C0, C1;
Vector::SinCos(C0, C1, Vector((float)angleRadians));
Vector C2 = Vector::One - C1;
__m128 N0 = _mm_shuffle_ps(normal, normal, _MM_SHUFFLE(3, 0, 2, 1));
__m128 N1 = _mm_shuffle_ps(normal, normal, _MM_SHUFFLE(3, 1, 0, 2));
__m128 V0 = _mm_mul_ps(C2, N0);
V0 = _mm_mul_ps(V0, N1);
__m128 R0 = _mm_mul_ps(C2, normal);
R0 = _mm_mul_ps(R0, normal);
R0 = _mm_add_ps(R0, C1);
__m128 R1 = _mm_mul_ps(C0, normal);
R1 = _mm_add_ps(R1, V0);
__m128 R2 = _mm_mul_ps(C0, normal);
R2 = _mm_sub_ps(V0, R2);
V0 = _mm_and_ps(R0, SIMD::g_maskXYZ0);
__m128 V1 = _mm_shuffle_ps(R1, R2, _MM_SHUFFLE(2, 1, 2, 0));
V1 = _mm_shuffle_ps(V1, V1, _MM_SHUFFLE(0, 3, 2, 1));
__m128 V2 = _mm_shuffle_ps(R1, R2, _MM_SHUFFLE(0, 0, 1, 1));
V2 = _mm_shuffle_ps(V2, V2, _MM_SHUFFLE(2, 0, 2, 0));
R2 = _mm_shuffle_ps(V0, V1, _MM_SHUFFLE(1, 0, 3, 0));
R2 = _mm_shuffle_ps(R2, R2, _MM_SHUFFLE(1, 3, 2, 0));
m_rows[0] = R2;
R2 = _mm_shuffle_ps(V0, V1, _MM_SHUFFLE(3, 2, 3, 1));
R2 = _mm_shuffle_ps(R2, R2, _MM_SHUFFLE(1, 3, 0, 2));
m_rows[1] = R2;
V2 = _mm_shuffle_ps(V2, V0, _MM_SHUFFLE(3, 2, 1, 0));
m_rows[2] = V2;
m_rows[3] = Vector::UnitW;
}
inline Matrix::Matrix(const AxisAngle axisAngle)
: Matrix(Vector(axisAngle.m_axis), axisAngle.m_angle)
{
}
inline Matrix::Matrix(const Quaternion& rotation)
{
SetRotation(rotation);
m_rows[3] = Vector::UnitW;
}
inline Matrix::Matrix(const Quaternion& rotation, const Vector& translation, const Vector& scale)
{
SetRotation(rotation);
m_rows[0] = m_rows[0] * scale.GetSplatX();
m_rows[1] = m_rows[1] * scale.GetSplatY();
m_rows[2] = m_rows[2] * scale.GetSplatZ();
m_rows[3] = translation.GetWithW1();
}
inline Matrix::Matrix(const Quaternion& rotation, const Vector& translation, float scale)
: Matrix(rotation, translation, Vector(scale))
{
}
inline float* Matrix::AsFloatArray()
{
return &m_values[0][0];
}
inline const float* Matrix::AsFloatArray() const
{
return &m_values[0][0];
}
inline const Vector& Matrix::GetRow(uint32_t row) const
{
return m_rows[row];
}
inline const Vector& Matrix::GetAxisX() const
{
return m_rows[0];
}
inline const Vector& Matrix::GetAxisY() const
{
return m_rows[1];
}
inline const Vector& Matrix::GetAxisZ() const
{
return m_rows[2];
}
inline void Matrix::SetAxisX(const Vector& xAxis)
{
m_rows[0] = xAxis;
}
inline void Matrix::SetAxisY(const Vector& yAxis)
{
m_rows[1] = yAxis;
}
inline void Matrix::SetAxisZ(const Vector& zAxis)
{
m_rows[2] = zAxis;
}
inline Float3 Matrix::GetForwardVector() const
{
return GetAxisZ();
}
inline Float3 Matrix::GetRightVector() const
{
return GetAxisX();
}
inline Float3 Matrix::GetUpVector() const
{
return GetAxisY();
}
inline Vector Matrix::GetUnitAxisX() const
{
return m_rows[0].GetNormalized3();
}
inline Vector Matrix::GetUnitAxisY() const
{
return m_rows[1].GetNormalized3();
}
inline Vector Matrix::GetUnitAxisZ() const
{
return m_rows[2].GetNormalized3();
}
inline bool Matrix::IsIdentity() const
{
__m128 vTemp1 = _mm_cmpeq_ps(m_rows[0], Vector::UnitX);
__m128 vTemp2 = _mm_cmpeq_ps(m_rows[1], Vector::UnitY);
__m128 vTemp3 = _mm_cmpeq_ps(m_rows[2], Vector::UnitZ);
__m128 vTemp4 = _mm_cmpeq_ps(m_rows[3], Vector::UnitW);
vTemp1 = _mm_and_ps(vTemp1, vTemp2);
vTemp3 = _mm_and_ps(vTemp3, vTemp4);
vTemp1 = _mm_and_ps(vTemp1, vTemp3);
return (_mm_movemask_ps(vTemp1) == 0x0f);
}
inline bool Matrix::IsOrthogonal() const
{
Matrix const transpose = GetTransposed();
Matrix result = *this * transpose;
return result.IsIdentity();
}
inline bool Matrix::IsOrthonormal() const
{
static const Vector three(3);
auto dotCheck = Vector::Dot3(m_rows[0], m_rows[1]) + Vector::Dot3(m_rows[0], m_rows[2]) + Vector::Dot3(m_rows[1], m_rows[2]);
auto magnitudeCheck = m_rows[0].LengthSquared3() + m_rows[1].LengthSquared3() + m_rows[2].LengthSquared3();
auto result = dotCheck + magnitudeCheck;
return result.IsNearEqual3(three);
}
inline Matrix& Matrix::Transpose()
{
__m128 vTemp1 = _mm_shuffle_ps(m_rows[0], m_rows[1], _MM_SHUFFLE(1, 0, 1, 0));
__m128 vTemp3 = _mm_shuffle_ps(m_rows[0], m_rows[1], _MM_SHUFFLE(3, 2, 3, 2));
__m128 vTemp2 = _mm_shuffle_ps(m_rows[2], m_rows[3], _MM_SHUFFLE(1, 0, 1, 0));
__m128 vTemp4 = _mm_shuffle_ps(m_rows[2], m_rows[3], _MM_SHUFFLE(3, 2, 3, 2));
m_rows[0] = _mm_shuffle_ps(vTemp1, vTemp2, _MM_SHUFFLE(2, 0, 2, 0));
m_rows[1] = _mm_shuffle_ps(vTemp1, vTemp2, _MM_SHUFFLE(3, 1, 3, 1));
m_rows[2] = _mm_shuffle_ps(vTemp3, vTemp4, _MM_SHUFFLE(2, 0, 2, 0));
m_rows[3] = _mm_shuffle_ps(vTemp3, vTemp4, _MM_SHUFFLE(3, 1, 3, 1));
return *this;
}
inline Matrix Matrix::GetTransposed() const
{
Matrix m = *this;
m.Transpose();
return m;
}
inline Matrix& Matrix::Invert()
{
Matrix MT = GetTransposed();
__m128 V00 = _mm_shuffle_ps(MT.m_rows[2], MT.m_rows[2], _MM_SHUFFLE(1, 1, 0, 0));
__m128 V10 = _mm_shuffle_ps(MT.m_rows[3], MT.m_rows[3], _MM_SHUFFLE(3, 2, 3, 2));
__m128 V01 = _mm_shuffle_ps(MT.m_rows[0], MT.m_rows[0], _MM_SHUFFLE(1, 1, 0, 0));
__m128 V11 = _mm_shuffle_ps(MT.m_rows[1], MT.m_rows[1], _MM_SHUFFLE(3, 2, 3, 2));
__m128 V02 = _mm_shuffle_ps(MT.m_rows[2], MT.m_rows[0], _MM_SHUFFLE(2, 0, 2, 0));
__m128 V12 = _mm_shuffle_ps(MT.m_rows[3], MT.m_rows[1], _MM_SHUFFLE(3, 1, 3, 1));
__m128 D0 = _mm_mul_ps(V00, V10);
__m128 D1 = _mm_mul_ps(V01, V11);
__m128 D2 = _mm_mul_ps(V02, V12);
V00 = _mm_shuffle_ps(MT.m_rows[2], MT.m_rows[2], _MM_SHUFFLE(3, 2, 3, 2));
V10 = _mm_shuffle_ps(MT.m_rows[3], MT.m_rows[3], _MM_SHUFFLE(1, 1, 0, 0));
V01 = _mm_shuffle_ps(MT.m_rows[0], MT.m_rows[0], _MM_SHUFFLE(3, 2, 3, 2));
V11 = _mm_shuffle_ps(MT.m_rows[1], MT.m_rows[1], _MM_SHUFFLE(1, 1, 0, 0));
V02 = _mm_shuffle_ps(MT.m_rows[2], MT.m_rows[0], _MM_SHUFFLE(3, 1, 3, 1));
V12 = _mm_shuffle_ps(MT.m_rows[3], MT.m_rows[1], _MM_SHUFFLE(2, 0, 2, 0));
V00 = _mm_mul_ps(V00, V10);
V01 = _mm_mul_ps(V01, V11);
V02 = _mm_mul_ps(V02, V12);
D0 = _mm_sub_ps(D0, V00);
D1 = _mm_sub_ps(D1, V01);
D2 = _mm_sub_ps(D2, V02);
// V11 = D0Y,D0W,D2Y,D2Y
V11 = _mm_shuffle_ps(D0, D2, _MM_SHUFFLE(1, 1, 3, 1));
V00 = _mm_shuffle_ps(MT.m_rows[1], MT.m_rows[1], _MM_SHUFFLE(1, 0, 2, 1));
V10 = _mm_shuffle_ps(V11, D0, _MM_SHUFFLE(0, 3, 0, 2));
V01 = _mm_shuffle_ps(MT.m_rows[0], MT.m_rows[0], _MM_SHUFFLE(0, 1, 0, 2));
V11 = _mm_shuffle_ps(V11, D0, _MM_SHUFFLE(2, 1, 2, 1));
// V13 = D1Y,D1W,D2W,D2W
__m128 V13 = _mm_shuffle_ps(D1, D2, _MM_SHUFFLE(3, 3, 3, 1));
V02 = _mm_shuffle_ps(MT.m_rows[3], MT.m_rows[3], _MM_SHUFFLE(1, 0, 2, 1));
V12 = _mm_shuffle_ps(V13, D1, _MM_SHUFFLE(0, 3, 0, 2));
__m128 V03 = _mm_shuffle_ps(MT.m_rows[2], MT.m_rows[2], _MM_SHUFFLE(0, 1, 0, 2));
V13 = _mm_shuffle_ps(V13, D1, _MM_SHUFFLE(2, 1, 2, 1));
__m128 C0 = _mm_mul_ps(V00, V10);
__m128 C2 = _mm_mul_ps(V01, V11);
__m128 C4 = _mm_mul_ps(V02, V12);
__m128 C6 = _mm_mul_ps(V03, V13);
// V11 = D0X,D0Y,D2X,D2X
V11 = _mm_shuffle_ps(D0, D2, _MM_SHUFFLE(0, 0, 1, 0));
V00 = _mm_shuffle_ps(MT.m_rows[1], MT.m_rows[1], _MM_SHUFFLE(2, 1, 3, 2));
V10 = _mm_shuffle_ps(D0, V11, _MM_SHUFFLE(2, 1, 0, 3));
V01 = _mm_shuffle_ps(MT.m_rows[0], MT.m_rows[0], _MM_SHUFFLE(1, 3, 2, 3));
V11 = _mm_shuffle_ps(D0, V11, _MM_SHUFFLE(0, 2, 1, 2));
// V13 = D1X,D1Y,D2Z,D2Z
V13 = _mm_shuffle_ps(D1, D2, _MM_SHUFFLE(2, 2, 1, 0));
V02 = _mm_shuffle_ps(MT.m_rows[3], MT.m_rows[3], _MM_SHUFFLE(2, 1, 3, 2));
V12 = _mm_shuffle_ps(D1, V13, _MM_SHUFFLE(2, 1, 0, 3));
V03 = _mm_shuffle_ps(MT.m_rows[2], MT.m_rows[2], _MM_SHUFFLE(1, 3, 2, 3));
V13 = _mm_shuffle_ps(D1, V13, _MM_SHUFFLE(0, 2, 1, 2));
V00 = _mm_mul_ps(V00, V10);
V01 = _mm_mul_ps(V01, V11);
V02 = _mm_mul_ps(V02, V12);
V03 = _mm_mul_ps(V03, V13);
C0 = _mm_sub_ps(C0, V00);
C2 = _mm_sub_ps(C2, V01);
C4 = _mm_sub_ps(C4, V02);
C6 = _mm_sub_ps(C6, V03);
V00 = _mm_shuffle_ps(MT.m_rows[1], MT.m_rows[1], _MM_SHUFFLE(0, 3, 0, 3));
// V10 = D0Z,D0Z,D2X,D2Y
V10 = _mm_shuffle_ps(D0, D2, _MM_SHUFFLE(1, 0, 2, 2));
V10 = _mm_shuffle_ps(V10, V10, _MM_SHUFFLE(0, 2, 3, 0));
V01 = _mm_shuffle_ps(MT.m_rows[0], MT.m_rows[0], _MM_SHUFFLE(2, 0, 3, 1));
// V11 = D0X,D0W,D2X,D2Y
V11 = _mm_shuffle_ps(D0, D2, _MM_SHUFFLE(1, 0, 3, 0));
V11 = _mm_shuffle_ps(V11, V11, _MM_SHUFFLE(2, 1, 0, 3));
V02 = _mm_shuffle_ps(MT.m_rows[3], MT.m_rows[3], _MM_SHUFFLE(0, 3, 0, 3));
// V12 = D1Z,D1Z,D2Z,D2W
V12 = _mm_shuffle_ps(D1, D2, _MM_SHUFFLE(3, 2, 2, 2));
V12 = _mm_shuffle_ps(V12, V12, _MM_SHUFFLE(0, 2, 3, 0));
V03 = _mm_shuffle_ps(MT.m_rows[2], MT.m_rows[2], _MM_SHUFFLE(2, 0, 3, 1));
// V13 = D1X,D1W,D2Z,D2W
V13 = _mm_shuffle_ps(D1, D2, _MM_SHUFFLE(3, 2, 3, 0));
V13 = _mm_shuffle_ps(V13, V13, _MM_SHUFFLE(2, 1, 0, 3));
V00 = _mm_mul_ps(V00, V10);
V01 = _mm_mul_ps(V01, V11);
V02 = _mm_mul_ps(V02, V12);
V03 = _mm_mul_ps(V03, V13);
__m128 C1 = _mm_sub_ps(C0, V00);
C0 = _mm_add_ps(C0, V00);
__m128 C3 = _mm_add_ps(C2, V01);
C2 = _mm_sub_ps(C2, V01);
__m128 C5 = _mm_sub_ps(C4, V02);
C4 = _mm_add_ps(C4, V02);
__m128 C7 = _mm_add_ps(C6, V03);
C6 = _mm_sub_ps(C6, V03);
C0 = _mm_shuffle_ps(C0, C1, _MM_SHUFFLE(3, 1, 2, 0));
C2 = _mm_shuffle_ps(C2, C3, _MM_SHUFFLE(3, 1, 2, 0));
C4 = _mm_shuffle_ps(C4, C5, _MM_SHUFFLE(3, 1, 2, 0));
C6 = _mm_shuffle_ps(C6, C7, _MM_SHUFFLE(3, 1, 2, 0));
C0 = _mm_shuffle_ps(C0, C0, _MM_SHUFFLE(3, 1, 2, 0));
C2 = _mm_shuffle_ps(C2, C2, _MM_SHUFFLE(3, 1, 2, 0));
C4 = _mm_shuffle_ps(C4, C4, _MM_SHUFFLE(3, 1, 2, 0));
C6 = _mm_shuffle_ps(C6, C6, _MM_SHUFFLE(3, 1, 2, 0));
__m128 vTemp = Vector::Dot4(C0, MT.m_rows[0]);
vTemp = _mm_div_ps(Vector::One, vTemp);
m_rows[0] = _mm_mul_ps(C0, vTemp);
m_rows[1] = _mm_mul_ps(C2, vTemp);
m_rows[2] = _mm_mul_ps(C4, vTemp);
m_rows[3] = _mm_mul_ps(C6, vTemp);
return *this;
}
inline Matrix Matrix::GetInverse() const
{
Matrix m = *this;
m.Invert();
return m;
}
inline Vector Matrix::GetDeterminant() const
{
Vector V0 = m_rows[2].Shuffle(1, 0, 0, 0);
Vector V1 = m_rows[3].Shuffle(2, 2, 1, 1);
Vector V2 = m_rows[2].Shuffle(1, 0, 0, 0);
Vector V3 = m_rows[3].Shuffle(3, 3, 3, 2);
Vector V4 = m_rows[2].Shuffle(2, 2, 1, 1);
Vector V5 = m_rows[3].Shuffle(3, 3, 3, 2);
Vector P0 = V0 * V1;
Vector P1 = V2 * V3;
Vector P2 = V4 * V5;
V0 = m_rows[2].Shuffle(2, 2, 1, 1);
V1 = m_rows[3].Shuffle(1, 0, 0, 0);
V2 = m_rows[2].Shuffle(3, 3, 3, 2);
V3 = m_rows[3].Shuffle(1, 0, 0, 0);
V4 = m_rows[2].Shuffle(3, 3, 3, 2);
V5 = m_rows[3].Shuffle(2, 2, 1, 1);
P0 = Vector::NegativeMultiplySubtract(V0, V1, P0);
P1 = Vector::NegativeMultiplySubtract(V2, V3, P1);
P2 = Vector::NegativeMultiplySubtract(V4, V5, P2);
V0 = m_rows[1].Shuffle(3, 3, 3, 2);
V1 = m_rows[1].Shuffle(2, 2, 1, 1);
V2 = m_rows[1].Shuffle(1, 0, 0, 0);
static Vector const Sign(1.0f, -1.0f, 1.0f, -1.0f);
Vector S = m_rows[0] * Sign;
Vector R = V0 * P0;
R = Vector::NegativeMultiplySubtract(V1, P1, R);
R = Vector::MultiplyAdd(V2, P2, R);
return Vector::Dot4(S, R);
}
inline float Matrix::GetDeterminantAsFloat() const
{
return GetDeterminant().GetX();
}
inline Vector Matrix::GetTranslation() const
{
return m_rows[3].GetWithW0();
}
inline const Vector& Matrix::GetTranslationWithW() const
{
return m_rows[3];
}
inline Matrix& Matrix::SetTranslation(const Vector& v)
{
m_rows[3] = v.GetWithW1();
return *this;
}
inline Matrix& Matrix::SetTranslation(const Float3& v)
{
m_rows[3] = Vector(v, 1.0f);
return *this;
}
inline Matrix& Matrix::SetTranslation(const Float4& v)
{
m_rows[3] = Vector(v.m_x, v.m_y, v.m_z, 1.0f);
return *this;
}
inline Quaternion Matrix::GetRotation() const
{
// based on RTM: https://github.com/nfrechette/rtm
const Vector& axisX = m_rows[0];
const Vector& axisY = m_rows[1];
const Vector& axisZ = m_rows[2];
// Zero scale is not supported
if (axisX.IsNearZero4() || axisY.IsNearZero4() || axisZ.IsNearZero4())
{
HALT();
}
float const axisX_X = axisX.GetX();
float const axisY_Y = axisY.GetY();
float const axisZ_Z = axisZ.GetZ();
float const mtx_trace = axisX_X + axisY_Y + axisZ_Z;
if (mtx_trace > 0.0)
{
float const axisX_y = axisX.GetY();
float const axisX_z = axisX.GetZ();
float const axisY_x = axisY.GetX();
float const axisY_z = axisY.GetZ();
float const axisZ_x = axisZ.GetX();
float const axisZ_y = axisZ.GetY();
float const inv_trace = Math::Reciprocal(Math::Sqrt(mtx_trace + 1.0f));
float const half_inv_trace = inv_trace * 0.5f;
float const m_x = (axisY_z - axisZ_y) * half_inv_trace;
float const m_y = (axisZ_x - axisX_z) * half_inv_trace;
float const m_z = (axisX_y - axisY_x) * half_inv_trace;
float const m_w = Math::Reciprocal(inv_trace) * 0.5f;
return Quaternion(m_x, m_y, m_z, m_w).GetNormalized();
}
else
{
// Find the axis with the highest diagonal value
int32_t axisIdx0 = 0;
if (axisY_Y > axisX_X)
{
axisIdx0 = 1;
}
if (axisZ_Z > m_rows[axisIdx0][axisIdx0])
{
axisIdx0 = 2;
}
int32_t const axisIdx1 = (axisIdx0 + 1) % 3;
int32_t const axisIdx2 = (axisIdx1 + 1) % 3;
float const pseudoTrace = 1.0f + m_rows[axisIdx0][axisIdx0] - m_rows[axisIdx1][axisIdx1] - m_rows[axisIdx2][axisIdx2];
float const inversePseudoTrace = Math::Reciprocal(Math::Sqrt(pseudoTrace));
float const halfInversePseudoTrace = inversePseudoTrace * 0.5f;
Float4 rawQuatValues;
rawQuatValues[axisIdx0] = Math::Reciprocal(inversePseudoTrace) * 0.5f;
rawQuatValues[axisIdx1] = halfInversePseudoTrace * (m_rows[axisIdx0][axisIdx1] + m_rows[axisIdx1][axisIdx0]);
rawQuatValues[axisIdx2] = halfInversePseudoTrace * (m_rows[axisIdx0][axisIdx2] + m_rows[axisIdx2][axisIdx0]);
rawQuatValues[3] = halfInversePseudoTrace * (m_rows[axisIdx1][axisIdx2] - m_rows[axisIdx2][axisIdx1]);
return Quaternion(rawQuatValues).GetNormalized();
}
}
inline Matrix& Matrix::SetRotation(const Matrix& rotation)
{
ASSERT(Math::Abs(rotation.GetDeterminant().GetX()) == 1.0f);
m_rows[0] = rotation.m_rows[0];
m_rows[1] = rotation.m_rows[1];
m_rows[2] = rotation.m_rows[2];
return *this;
}
inline Matrix& Matrix::SetRotation(const Quaternion& rotation)
{
static __m128 const constant1110 = { 1.0f, 1.0f, 1.0f, 0.0f };
__m128 Q0 = _mm_add_ps(rotation, rotation);
__m128 Q1 = _mm_mul_ps(rotation, Q0);
__m128 V0 = _mm_shuffle_ps(Q1, Q1, _MM_SHUFFLE(3, 0, 0, 1));
V0 = _mm_and_ps(V0, SIMD::g_maskXYZ0);
__m128 V1 = _mm_shuffle_ps(Q1, Q1, _MM_SHUFFLE(3, 1, 2, 2));
V1 = _mm_and_ps(V1, SIMD::g_maskXYZ0);
__m128 R0 = _mm_sub_ps(constant1110, V0);
R0 = _mm_sub_ps(R0, V1);
V0 = _mm_shuffle_ps(rotation, rotation, _MM_SHUFFLE(3, 1, 0, 0));
V1 = _mm_shuffle_ps(Q0, Q0, _MM_SHUFFLE(3, 2, 1, 2));
V0 = _mm_mul_ps(V0, V1);
V1 = _mm_shuffle_ps(rotation, rotation, _MM_SHUFFLE(3, 3, 3, 3));
__m128 V2 = _mm_shuffle_ps(Q0, Q0, _MM_SHUFFLE(3, 0, 2, 1));
V1 = _mm_mul_ps(V1, V2);
__m128 R1 = _mm_add_ps(V0, V1);
__m128 R2 = _mm_sub_ps(V0, V1);
V0 = _mm_shuffle_ps(R1, R2, _MM_SHUFFLE(1, 0, 2, 1));
V0 = _mm_shuffle_ps(V0, V0, _MM_SHUFFLE(1, 3, 2, 0));
V1 = _mm_shuffle_ps(R1, R2, _MM_SHUFFLE(2, 2, 0, 0));
V1 = _mm_shuffle_ps(V1, V1, _MM_SHUFFLE(2, 0, 2, 0));
Q1 = _mm_shuffle_ps(R0, V0, _MM_SHUFFLE(1, 0, 3, 0));
Q1 = _mm_shuffle_ps(Q1, Q1, _MM_SHUFFLE(1, 3, 2, 0));
m_rows[0] = Q1;
Q1 = _mm_shuffle_ps(R0, V0, _MM_SHUFFLE(3, 2, 3, 1));
Q1 = _mm_shuffle_ps(Q1, Q1, _MM_SHUFFLE(1, 3, 0, 2));
m_rows[1] = Q1;
Q1 = _mm_shuffle_ps(V1, R0, _MM_SHUFFLE(3, 2, 1, 0));
m_rows[2] = Q1;
return *this;
}
inline Matrix& Matrix::SetRotationMaintainingScale(const Matrix& rotation)
{
Vector const scale = GetScale();
SetRotation(rotation);
return SetScale(scale);
}
inline Matrix& Matrix::SetRotationMaintainingScale(const Quaternion& rotation)
{
Vector const scale = GetScale();
SetRotation(rotation);
return SetScale(scale);
}
inline Matrix& Matrix::SetScale(float uniformScale)
{
SetScale(Vector(uniformScale));
return *this;
}
inline Matrix& Matrix::RemoveScaleFast()
{
m_rows[0] = m_rows[0].GetNormalized4();
m_rows[1] = m_rows[1].GetNormalized4();
m_rows[2] = m_rows[2].GetNormalized4();
return *this;
}
inline Matrix& Matrix::SetScaleFast(const Vector& scale)
{
m_rows[0] = m_rows[0].GetNormalized3() * scale.GetSplatX();
m_rows[1] = m_rows[1].GetNormalized3() * scale.GetSplatY();
m_rows[2] = m_rows[2].GetNormalized3() * scale.GetSplatZ();
return *this;
}
inline Matrix& Matrix::SetScaleFast(float uniformScale)
{
SetScaleFast(Vector(uniformScale));
return *this;
}
inline Vector Matrix::RotateVector(const Vector& vector) const
{
Vector const X = vector.GetSplatX();
Vector const Y = vector.GetSplatY();
Vector const Z = vector.GetSplatZ();
Vector Result = Z * m_rows[2];
Result = Vector::MultiplyAdd(Y, m_rows[1], Result);
Result = Vector::MultiplyAdd(X, m_rows[0], Result);
return Result;
}
inline Vector Matrix::TransformNormal(const Vector& vector) const
{
return RotateVector(vector);
}
inline Vector Matrix::TransformPoint(const Vector& point) const
{
Vector const X = point.GetSplatX();
Vector const Y = point.GetSplatY();
Vector const Z = point.GetSplatZ();
Vector result = Vector::MultiplyAdd(Z, m_rows[2], m_rows[3]);
result = Vector::MultiplyAdd(Y, m_rows[1], result);
result = Vector::MultiplyAdd(X, m_rows[0], result);
Vector const W = result.GetSplatW();
return result / W;
}
inline Vector Matrix::TransformVector3(const Vector& V) const
{
Vector const X = V.GetSplatX();
Vector const Y = V.GetSplatY();
Vector const Z = V.GetSplatZ();
Vector result = Vector::MultiplyAdd(Z, m_rows[2], m_rows[3]);
result = Vector::MultiplyAdd(Y, m_rows[1], result);
result = Vector::MultiplyAdd(X, m_rows[0], result);
return result;
}
inline Vector Matrix::TransformVector4(const Vector& V) const
{
// Splat m_x,m_y,m_z and m_w
Vector vTempX = V.GetSplatX();
Vector vTempY = V.GetSplatY();
Vector vTempZ = V.GetSplatZ();
Vector vTempW = V.GetSplatW();
// Mul by the matrix
vTempX = _mm_mul_ps(vTempX, m_rows[0]);
vTempY = _mm_mul_ps(vTempY, m_rows[1]);
vTempZ = _mm_mul_ps(vTempZ, m_rows[2]);
vTempW = _mm_mul_ps(vTempW, m_rows[3]);
// Add them all together
vTempX = _mm_add_ps(vTempX, vTempY);
vTempZ = _mm_add_ps(vTempZ, vTempW);
vTempX = _mm_add_ps(vTempX, vTempZ);
return vTempX;
}
inline Vector& Matrix::operator[](uint32_t i)
{
ASSERT(i < 4);
return m_rows[i];
}
inline const Vector Matrix::operator[](uint32_t i) const
{
ASSERT(i < 4);
return m_rows[i];
}
inline Matrix Matrix::operator*(const Matrix& rhs) const
{
Matrix result = *this;
result *= rhs;
return result;
}
inline Matrix& Matrix::operator*= (const Matrix& rhs)
{
Vector vX, vY, vZ, vW;
// Use vW to hold the original row
vW = m_rows[0];
vX = _mm_shuffle_ps(vW, vW, _MM_SHUFFLE(0, 0, 0, 0));
vY = _mm_shuffle_ps(vW, vW, _MM_SHUFFLE(1, 1, 1, 1));
vZ = _mm_shuffle_ps(vW, vW, _MM_SHUFFLE(2, 2, 2, 2));
vW = _mm_shuffle_ps(vW, vW, _MM_SHUFFLE(3, 3, 3, 3));
vX = _mm_mul_ps(vX, rhs.m_rows[0]);
vY = _mm_mul_ps(vY, rhs.m_rows[1]);
vZ = _mm_mul_ps(vZ, rhs.m_rows[2]);
vW = _mm_mul_ps(vW, rhs.m_rows[3]);
vX = _mm_add_ps(vX, vZ);
vY = _mm_add_ps(vY, vW);
vX = _mm_add_ps(vX, vY);
m_rows[0] = vX;
// Repeat for the other 3 rows
vW = m_rows[1];
vX = _mm_shuffle_ps(vW, vW, _MM_SHUFFLE(0, 0, 0, 0));
vY = _mm_shuffle_ps(vW, vW, _MM_SHUFFLE(1, 1, 1, 1));
vZ = _mm_shuffle_ps(vW, vW, _MM_SHUFFLE(2, 2, 2, 2));
vW = _mm_shuffle_ps(vW, vW, _MM_SHUFFLE(3, 3, 3, 3));
vX = _mm_mul_ps(vX, rhs.m_rows[0]);
vY = _mm_mul_ps(vY, rhs.m_rows[1]);
vZ = _mm_mul_ps(vZ, rhs.m_rows[2]);
vW = _mm_mul_ps(vW, rhs.m_rows[3]);
vX = _mm_add_ps(vX, vZ);
vY = _mm_add_ps(vY, vW);
vX = _mm_add_ps(vX, vY);
m_rows[1] = vX;
vW = m_rows[2];
vX = _mm_shuffle_ps(vW, vW, _MM_SHUFFLE(0, 0, 0, 0));
vY = _mm_shuffle_ps(vW, vW, _MM_SHUFFLE(1, 1, 1, 1));
vZ = _mm_shuffle_ps(vW, vW, _MM_SHUFFLE(2, 2, 2, 2));
vW = _mm_shuffle_ps(vW, vW, _MM_SHUFFLE(3, 3, 3, 3));
vX = _mm_mul_ps(vX, rhs.m_rows[0]);
vY = _mm_mul_ps(vY, rhs.m_rows[1]);
vZ = _mm_mul_ps(vZ, rhs.m_rows[2]);
vW = _mm_mul_ps(vW, rhs.m_rows[3]);
vX = _mm_add_ps(vX, vZ);
vY = _mm_add_ps(vY, vW);
vX = _mm_add_ps(vX, vY);
m_rows[2] = vX;
vW = m_rows[3];
vX = _mm_shuffle_ps(vW, vW, _MM_SHUFFLE(0, 0, 0, 0));
vY = _mm_shuffle_ps(vW, vW, _MM_SHUFFLE(1, 1, 1, 1));
vZ = _mm_shuffle_ps(vW, vW, _MM_SHUFFLE(2, 2, 2, 2));
vW = _mm_shuffle_ps(vW, vW, _MM_SHUFFLE(3, 3, 3, 3));
vX = _mm_mul_ps(vX, rhs.m_rows[0]);
vY = _mm_mul_ps(vY, rhs.m_rows[1]);
vZ = _mm_mul_ps(vZ, rhs.m_rows[2]);
vW = _mm_mul_ps(vW, rhs.m_rows[3]);
vX = _mm_add_ps(vX, vZ);
vY = _mm_add_ps(vY, vW);
vX = _mm_add_ps(vX, vY);
m_rows[3] = vX;
return *this;
}
inline Matrix Matrix::operator*(const Quaternion& rhs) const
{
return operator*(Matrix(rhs));
}
inline Matrix Matrix::operator*=(const Quaternion& rhs)
{
return operator*=(Matrix(rhs));
}
inline bool Matrix::operator==(const Matrix& rhs) const
{
for (auto i = 0; i < 4; i++)
{
for (auto j = 0; j < 4; j++)
{
if (m_values[i][j] != rhs.m_values[i][j])
{
return false;
}
}
}
return true;
}
}
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