| /** | |
| * This file has no copyright assigned and is placed in the Public Domain. | |
| * This file is part of the mingw-w64 runtime package. | |
| * No warranty is given; refer to the file DISCLAIMER.PD within this package. | |
| */ | |
| /** | |
| * Normal users should include `windowsnumerics.h` instead of this header. | |
| * However, the cppwinrt headers set `_WINDOWS_NUMERICS_NAMESPACE_`, | |
| * `_WINDOWS_NUMERICS_BEGIN_NAMESPACE_` and `_WINDOWS_NUMERICS_END_NAMESPACE_` | |
| * to custom values and include `windowsnumerics.impl.h`. Therefore this shall | |
| * be considered a public header, and these macros are public API. | |
| */ | |
| #ifdef min | |
| # pragma push_macro("min") | |
| # undef min | |
| # define _WINDOWS_NUMERICS_IMPL_PUSHED_MIN_ | |
| #endif | |
| #ifdef max | |
| # pragma push_macro("max") | |
| # undef max | |
| # define _WINDOWS_NUMERICS_IMPL_PUSHED_MAX_ | |
| #endif | |
| #include <algorithm> | |
| #include <cmath> | |
| #include "directxmath.h" | |
| // === Internal macros === | |
| #define _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(_ty1, _op, _ty2) \ | |
| inline _ty1 &operator _op ## =(_ty1 &val1, _ty2 val2) { \ | |
| val1 = operator _op (val1, val2); \ | |
| return val1; \ | |
| } | |
| // === Internal functions === | |
| _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { | |
| namespace _impl { | |
| #if 0 && defined(__cpp_lib_clamp) | |
| using std::clamp; | |
| #else | |
| constexpr const float &clamp(const float &val, const float &min, const float &max) { | |
| return val < min ? min : (val > max ? max : val); | |
| } | |
| #endif | |
| #if 0 && defined(__cpp_lib_interpolate) | |
| using std::lerp; | |
| #else | |
| constexpr float lerp(float val1, float val2, float amount) { | |
| // Don't do (val2 - val1) * amount + val1 as it has worse precision. | |
| return val2 * amount + val1 * (1.0f - amount); | |
| } | |
| #endif | |
| } | |
| } _WINDOWS_NUMERICS_END_NAMESPACE_ | |
| // === Forward decls === | |
| _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { | |
| struct float2; | |
| struct float3; | |
| struct float4; | |
| struct float3x2; | |
| struct float4x4; | |
| struct plane; | |
| struct quaternion; | |
| } _WINDOWS_NUMERICS_END_NAMESPACE_ | |
| // === float2: Struct and function defs === | |
| _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { | |
| struct float2 { | |
| float2() = default; | |
| constexpr float2(float x, float y) | |
| : x(x), y(y) | |
| {} | |
| constexpr explicit float2(float val) | |
| : x(val), y(val) | |
| {} | |
| static constexpr float2 zero() { | |
| return float2(0.0f); | |
| } | |
| static constexpr float2 one() { | |
| return float2(1.0f); | |
| } | |
| static constexpr float2 unit_x() { | |
| return { 1.0f, 0.0f }; | |
| } | |
| static constexpr float2 unit_y() { | |
| return { 0.0f, 1.0f }; | |
| } | |
| float x; | |
| float y; | |
| }; | |
| // Forward decl functions | |
| inline float length(const float2 &val); | |
| inline float length_squared(const float2 &val); | |
| inline float distance(const float2 &val1, const float2 &val2); | |
| inline float distance_squared(const float2 &val1, const float2 &val2); | |
| inline float dot(const float2 &val1, const float2 &val2); | |
| inline float2 normalize(const float2 &val); | |
| inline float2 reflect(const float2 &vec, const float2 &norm); | |
| inline float2 min(const float2 &val1, const float2 &val2); | |
| inline float2 max(const float2 &val1, const float2 &val2); | |
| inline float2 clamp(const float2 &val, const float2 &min, const float2 &max); | |
| inline float2 lerp(const float2 &val1, const float2 &val2, float amount); | |
| inline float2 transform(const float2 &pos, const float3x2 &mat); | |
| inline float2 transform(const float2 &pos, const float4x4 &mat); | |
| inline float2 transform_normal(const float2 &norm, const float3x2 &mat); | |
| inline float2 transform_normal(const float2 &norm, const float4x4 &mat); | |
| inline float2 transform(const float2 &val, const quaternion &rot); | |
| // Define operators | |
| #define _WINDOWS_NUMERICS_IMPL_BINARY_OP(_ty, _op) \ | |
| inline _ty operator _op(const _ty &val1, const _ty &val2) { \ | |
| return { val1.x _op val2.x, val1.y _op val2.y }; \ | |
| } | |
| _WINDOWS_NUMERICS_IMPL_BINARY_OP(float2, +) | |
| _WINDOWS_NUMERICS_IMPL_BINARY_OP(float2, -) | |
| _WINDOWS_NUMERICS_IMPL_BINARY_OP(float2, *) | |
| inline float2 operator*(const float2 &val1, float val2) { | |
| return { val1.x * val2, val1.y * val2 }; | |
| } | |
| inline float2 operator*(float val1, const float2 &val2) { | |
| return operator*(val2, val1); | |
| } | |
| _WINDOWS_NUMERICS_IMPL_BINARY_OP(float2, /) | |
| inline float2 operator/(const float2 &val1, float val2) { | |
| return operator*(val1, 1.0f / val2); | |
| } | |
| inline float2 operator-(const float2 &val) { | |
| return { -val.x, -val.y }; | |
| } | |
| #undef _WINDOWS_NUMERICS_IMPL_BINARY_OP | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float2, +, const float2 &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float2, -, const float2 &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float2, *, const float2 &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float2, *, float) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float2, /, const float2 &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float2, /, float) | |
| inline bool operator==(const float2 &val1, const float2 &val2) { | |
| return val1.x == val2.x && val1.y == val2.y; | |
| } | |
| inline bool operator!=(const float2 &val1, const float2 &val2) { | |
| return !operator==(val1, val2); | |
| } | |
| } _WINDOWS_NUMERICS_END_NAMESPACE_ | |
| // === float3: Struct and function defs === | |
| _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { | |
| struct float3 { | |
| float3() = default; | |
| constexpr float3(float x, float y, float z) | |
| : x(x), y(y), z(z) | |
| {} | |
| constexpr float3(float2 val, float z) | |
| : x(val.x), y(val.y), z(z) | |
| {} | |
| constexpr explicit float3(float val) | |
| : x(val), y(val), z(val) | |
| {} | |
| static constexpr float3 zero() { | |
| return float3(0.0); | |
| } | |
| static constexpr float3 one() { | |
| return float3(1.0); | |
| } | |
| static constexpr float3 unit_x() { | |
| return { 1.0f, 0.0f, 0.0f }; | |
| } | |
| static constexpr float3 unit_y() { | |
| return { 0.0f, 1.0f, 0.0f }; | |
| } | |
| static constexpr float3 unit_z() { | |
| return { 0.0f, 0.0f, 1.0f }; | |
| } | |
| float x; | |
| float y; | |
| float z; | |
| }; | |
| // Forward decl functions | |
| inline float length(const float3 &val); | |
| inline float length_squared(const float3 &val); | |
| inline float distance(const float3 &val1, const float3 &val2); | |
| inline float distance_squared(const float3 &val1, const float3 &val2); | |
| inline float dot(const float3 &val1, const float3 &val2); | |
| inline float3 normalize(const float3 &val); | |
| inline float3 cross(const float3 &val1, const float3 &val2); | |
| inline float3 reflect(const float3 &vec, const float3 &norm); | |
| inline float3 min(const float3 &val1, const float3 &val2); | |
| inline float3 max(const float3 &val1, const float3 &val2); | |
| inline float3 clamp(const float3 &val, const float3 &min, const float3 &max); | |
| inline float3 lerp(const float3 &val1, const float3 &val2, float amount); | |
| inline float3 transform(const float3 &pos, const float4x4 &mat); | |
| inline float3 transform_normal(const float3 &norm, const float4x4 &mat); | |
| inline float3 transform(const float3 &val, const quaternion &rot); | |
| // Define operators | |
| #define _WINDOWS_NUMERICS_IMPL_BINARY_OP(_ty, _op) \ | |
| inline _ty operator _op(const _ty &val1, const _ty &val2) { \ | |
| return { val1.x _op val2.x, val1.y _op val2.y, val1.z _op val2.z }; \ | |
| } | |
| _WINDOWS_NUMERICS_IMPL_BINARY_OP(float3, +) | |
| _WINDOWS_NUMERICS_IMPL_BINARY_OP(float3, -) | |
| _WINDOWS_NUMERICS_IMPL_BINARY_OP(float3, *) | |
| inline float3 operator*(const float3 &val1, float val2) { | |
| return { val1.x * val2, val1.y * val2, val1.z * val2 }; | |
| } | |
| inline float3 operator*(float val1, const float3 &val2) { | |
| return operator*(val2, val1); | |
| } | |
| _WINDOWS_NUMERICS_IMPL_BINARY_OP(float3, /) | |
| inline float3 operator/(const float3 &val1, float val2) { | |
| return operator*(val1, 1.0f / val2); | |
| } | |
| inline float3 operator-(const float3 &val) { | |
| return { -val.x, -val.y, -val.z }; | |
| } | |
| #undef _WINDOWS_NUMERICS_IMPL_BINARY_OP | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float3, +, const float3 &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float3, -, const float3 &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float3, *, const float3 &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float3, *, float) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float3, /, const float3 &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float3, /, float) | |
| inline bool operator==(const float3 &val1, const float3 &val2) { | |
| return val1.x == val2.x && val1.y == val2.y && val1.z == val2.z; | |
| } | |
| inline bool operator!=(const float3 &val1, const float3 &val2) { | |
| return !operator==(val1, val2); | |
| } | |
| } _WINDOWS_NUMERICS_END_NAMESPACE_ | |
| // === float4: Struct and function defs === | |
| _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { | |
| struct float4 { | |
| float4() = default; | |
| constexpr float4(float x, float y, float z, float w) | |
| : x(x), y(y), z(z), w(w) | |
| {} | |
| constexpr float4(float2 val, float z, float w) | |
| : x(val.x), y(val.y), z(z), w(w) | |
| {} | |
| constexpr float4(float3 val, float w) | |
| : x(val.x), y(val.y), z(val.z), w(w) | |
| {} | |
| constexpr explicit float4(float val) | |
| : x(val), y(val), z(val), w(val) | |
| {} | |
| static constexpr float4 zero() { | |
| return float4(0.0); | |
| } | |
| static constexpr float4 one() { | |
| return float4(1.0); | |
| } | |
| static constexpr float4 unit_x() { | |
| return { 1.0f, 0.0f, 0.0f, 0.0f }; | |
| } | |
| static constexpr float4 unit_y() { | |
| return { 0.0f, 1.0f, 0.0f, 0.0f }; | |
| } | |
| static constexpr float4 unit_z() { | |
| return { 0.0f, 0.0f, 1.0f, 0.0f }; | |
| } | |
| static constexpr float4 unit_w() { | |
| return { 0.0f, 0.0f, 0.0f, 1.0f }; | |
| } | |
| float x; | |
| float y; | |
| float z; | |
| float w; | |
| }; | |
| // Forward decl functions | |
| inline float length(const float4 &val); | |
| inline float length_squared(const float4 &val); | |
| inline float distance(const float4 &val1, const float4 &val2); | |
| inline float distance_squared(const float4 &val1, const float4 &val2); | |
| inline float dot(const float4 &val1, const float4 &val2); | |
| inline float4 normalize(const float4 &val); | |
| inline float4 min(const float4 &val1, const float4 &val2); | |
| inline float4 max(const float4 &val1, const float4 &val2); | |
| inline float4 clamp(const float4 &val, const float4 &min, const float4 &max); | |
| inline float4 lerp(const float4 &val1, const float4 &val2, float amount); | |
| inline float4 transform(const float4 &pos, const float4x4 &mat); | |
| inline float4 transform4(const float3 &pos, const float4x4 &mat); | |
| inline float4 transform4(const float2 &pos, const float4x4 &mat); | |
| inline float4 transform(const float4 &val, const quaternion &rot); | |
| inline float4 transform4(const float3 &val, const quaternion &rot); | |
| inline float4 transform4(const float2 &val, const quaternion &rot); | |
| // Define operators | |
| #define _WINDOWS_NUMERICS_IMPL_BINARY_OP(_ty, _op) \ | |
| inline _ty operator _op(const _ty &val1, const _ty &val2) { \ | |
| return { val1.x _op val2.x, val1.y _op val2.y, val1.z _op val2.z, val1.w _op val2.w }; \ | |
| } | |
| _WINDOWS_NUMERICS_IMPL_BINARY_OP(float4, +) | |
| _WINDOWS_NUMERICS_IMPL_BINARY_OP(float4, -) | |
| _WINDOWS_NUMERICS_IMPL_BINARY_OP(float4, *) | |
| inline float4 operator*(const float4 &val1, float val2) { | |
| return { val1.x * val2, val1.y * val2, val1.z * val2, val1.w * val2 }; | |
| } | |
| inline float4 operator*(float val1, const float4 &val2) { | |
| return operator*(val2, val1); | |
| } | |
| _WINDOWS_NUMERICS_IMPL_BINARY_OP(float4, /) | |
| inline float4 operator/(const float4 &val1, float val2) { | |
| return operator*(val1, 1.0f / val2); | |
| } | |
| inline float4 operator-(const float4 &val) { | |
| return { -val.x, -val.y, -val.z, -val.w }; | |
| } | |
| #undef _WINDOWS_NUMERICS_IMPL_BINARY_OP | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float4, +, const float4 &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float4, -, const float4 &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float4, *, const float4 &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float4, *, float) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float4, /, const float4 &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float4, /, float) | |
| inline bool operator==(const float4 &val1, const float4 &val2) { | |
| return val1.x == val2.x && val1.y == val2.y && val1.z == val2.z && val2.w == val2.w; | |
| } | |
| inline bool operator!=(const float4 &val1, const float4 &val2) { | |
| return !operator==(val1, val2); | |
| } | |
| } _WINDOWS_NUMERICS_END_NAMESPACE_ | |
| // === float3x2: Struct and function defs === | |
| _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { | |
| struct float3x2 { | |
| float3x2() = default; | |
| constexpr float3x2( | |
| float m11, float m12, | |
| float m21, float m22, | |
| float m31, float m32 | |
| ) | |
| : m11(m11), m12(m12) | |
| , m21(m21), m22(m22) | |
| , m31(m31), m32(m32) | |
| {} | |
| static constexpr float3x2 identity() { | |
| return { | |
| 1.0f, 0.0f, | |
| 0.0f, 1.0f, | |
| 0.0f, 0.0f | |
| }; | |
| } | |
| float m11; float m12; | |
| float m21; float m22; | |
| float m31; float m32; | |
| }; | |
| // Forward decl functions | |
| inline float3x2 make_float3x2_translation(const float2 &pos); | |
| inline float3x2 make_float3x2_translation(float xpos, float ypos); | |
| inline float3x2 make_float3x2_scale(float xscale, float yscale); | |
| inline float3x2 make_float3x2_scale(float xscale, float yscale, const float2 ¢er); | |
| inline float3x2 make_float3x2_scale(const float2 &xyscale); | |
| inline float3x2 make_float3x2_scale(const float2 &xyscale, const float2 ¢er); | |
| inline float3x2 make_float3x2_scale(float scale); | |
| inline float3x2 make_float3x2_scale(float scale, const float2 ¢er); | |
| inline float3x2 make_float3x2_skew(float xrad, float yrad); | |
| inline float3x2 make_float3x2_skew(float xrad, float yrad, const float2 ¢er); | |
| inline float3x2 make_float3x2_rotation(float rad); | |
| inline float3x2 make_float3x2_rotation(float rad, const float2 ¢er); | |
| inline bool is_identity(const float3x2 &val); | |
| inline float determinant(const float3x2 &val); | |
| inline float2 translation(const float3x2 &val); | |
| inline bool invert(const float3x2 &val, float3x2 *out); | |
| inline float3x2 lerp(const float3x2 &mat1, const float3x2 &mat2, float amount); | |
| // Define operators | |
| #define _WINDOWS_NUMERICS_IMPL_BINARY_OP(_ty, _op) \ | |
| inline _ty operator _op(const _ty &val1, const _ty &val2) { \ | |
| return { \ | |
| val1.m11 _op val2.m11, val1.m12 _op val2.m12, \ | |
| val1.m21 _op val2.m21, val1.m22 _op val2.m22, \ | |
| val1.m31 _op val2.m31, val1.m32 _op val2.m32, \ | |
| }; \ | |
| } | |
| _WINDOWS_NUMERICS_IMPL_BINARY_OP(float3x2, +) | |
| _WINDOWS_NUMERICS_IMPL_BINARY_OP(float3x2, -) | |
| inline float3x2 operator*(const float3x2 &val1, const float3x2 &val2) { | |
| // 2D transformation matrix has an implied 3rd column with (0, 0, 1) | |
| const float3 v1r1(val1.m11, val1.m12, 0.0f); | |
| const float3 v1r2(val1.m21, val1.m22, 0.0f); | |
| const float3 v1r3(val1.m31, val1.m32, 1.0f); | |
| const float3 v2c1(val2.m11, val2.m21, val2.m31); | |
| const float3 v2c2(val2.m12, val2.m22, val2.m32); | |
| // const float3 v2c3(0.0f, 0.0f, 1.0f); | |
| return { | |
| dot(v1r1, v2c1), dot(v1r1, v2c2), | |
| dot(v1r2, v2c1), dot(v1r2, v2c2), | |
| dot(v1r3, v2c1), dot(v1r3, v2c2) | |
| }; | |
| } | |
| inline float3x2 operator*(const float3x2 &val1, float val2) { | |
| return { | |
| val1.m11 * val2, val1.m12 * val2, | |
| val1.m21 * val2, val1.m22 * val2, | |
| val1.m31 * val2, val1.m32 * val2 | |
| }; | |
| } | |
| inline float3x2 operator-(const float3x2 &val) { | |
| return { | |
| -val.m11, -val.m12, | |
| -val.m21, -val.m22, | |
| -val.m31, -val.m32 | |
| }; | |
| } | |
| #undef _WINDOWS_NUMERICS_IMPL_BINARY_OP | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float3x2, +, const float3x2 &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float3x2, -, const float3x2 &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float3x2, *, const float3x2 &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float3x2, *, float) | |
| inline bool operator==(const float3x2 &val1, const float3x2 &val2) { | |
| return | |
| val1.m11 == val2.m11 && val1.m12 == val2.m12 && | |
| val1.m21 == val2.m21 && val1.m22 == val2.m22 && | |
| val1.m31 == val2.m31 && val1.m32 == val2.m32; | |
| } | |
| inline bool operator!=(const float3x2 &val1, const float3x2 &val2) { | |
| return !operator==(val1, val2); | |
| } | |
| } _WINDOWS_NUMERICS_END_NAMESPACE_ | |
| // === float4x4: Struct and function defs === | |
| _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { | |
| struct float4x4 { | |
| float4x4() = default; | |
| constexpr float4x4( | |
| float m11, float m12, float m13, float m14, | |
| float m21, float m22, float m23, float m24, | |
| float m31, float m32, float m33, float m34, | |
| float m41, float m42, float m43, float m44 | |
| ) | |
| : m11(m11), m12(m12), m13(m13), m14(m14) | |
| , m21(m21), m22(m22), m23(m23), m24(m24) | |
| , m31(m31), m32(m32), m33(m33), m34(m34) | |
| , m41(m41), m42(m42), m43(m43), m44(m44) | |
| {} | |
| static constexpr float4x4 identity() { | |
| return { | |
| 1.0f, 0.0f, 0.0f, 0.0f, | |
| 0.0f, 1.0f, 0.0f, 0.0f, | |
| 0.0f, 0.0f, 1.0f, 0.0f, | |
| 0.0f, 0.0f, 0.0f, 1.0f | |
| }; | |
| } | |
| float m11; float m12; float m13; float m14; | |
| float m21; float m22; float m23; float m24; | |
| float m31; float m32; float m33; float m34; | |
| float m41; float m42; float m43; float m44; | |
| }; | |
| // Forward decl functions | |
| inline float4x4 make_float4x4_billboard(const float3 &objpos, const float3 &camerapos, const float3 &cameraup, const float3 &camerafwd); | |
| inline float4x4 make_float4x4_constrained_billboard(const float3 &objpos, const float3 &camerapos, const float3 &rotateaxis, const float3 &camerafwd, const float3 &objfwd); | |
| inline float4x4 make_float4x4_translation(const float3 &pos); | |
| inline float4x4 make_float4x4_translation(float xpos, float ypos, float zpos); | |
| inline float4x4 make_float4x4_scale(float xscale, float yscale, float zscale); | |
| inline float4x4 make_float4x4_scale(float xscale, float yscale, float zscale, const float3 ¢er); | |
| inline float4x4 make_float4x4_scale(const float3 &xyzscale); | |
| inline float4x4 make_float4x4_scale(const float3 &xyzscale, const float3 ¢er); | |
| inline float4x4 make_float4x4_scale(float scale); | |
| inline float4x4 make_float4x4_scale(float scale, const float3 ¢er); | |
| inline float4x4 make_float4x4_rotation_x(float rad); | |
| inline float4x4 make_float4x4_rotation_x(float rad, const float3 ¢er); | |
| inline float4x4 make_float4x4_rotation_y(float rad); | |
| inline float4x4 make_float4x4_rotation_y(float rad, const float3 ¢er); | |
| inline float4x4 make_float4x4_rotation_z(float rad); | |
| inline float4x4 make_float4x4_rotation_z(float rad, const float3 ¢er); | |
| inline float4x4 make_float4x4_from_axis_angle(const float3 &axis, float angle); | |
| inline float4x4 make_float4x4_perspective_field_of_view(float fov, float aspect, float nearplane, float farplane); | |
| inline float4x4 make_float4x4_perspective(float w, float h, float nearplane, float farplane); | |
| inline float4x4 make_float4x4_perspective_off_center(float left, float right, float bottom, float top, float nearplane, float farplane); | |
| inline float4x4 make_float4x4_orthographic(float w, float h, float znearplane, float zfarplane); | |
| inline float4x4 make_float4x4_orthographic_off_center(float left, float right, float bottom, float top, float znearplane, float zfarplane); | |
| inline float4x4 make_float4x4_look_at(const float3 &camerapos, const float3 &target, const float3 &cameraup); | |
| inline float4x4 make_float4x4_world(const float3 &pos, const float3 &fwd, const float3 &up); | |
| inline float4x4 make_float4x4_from_quaternion(const quaternion &quat); | |
| inline float4x4 make_float4x4_from_yaw_pitch_roll(float yaw, float pitch, float roll); | |
| inline float4x4 make_float4x4_shadow(const float3 &lightdir, const plane &plane); | |
| inline float4x4 make_float4x4_reflection(const plane &plane); | |
| inline bool is_identity(const float4x4 &val); | |
| inline float determinant(const float4x4 &val); | |
| inline float3 translation(const float4x4 &val); | |
| inline bool invert(const float4x4 &mat, float4x4 *out); | |
| inline bool decompose(const float4x4 &mat, float3 *out_scale, quaternion *out_rot, float3 *out_translate); | |
| inline float4x4 transform(const float4x4 &val, const quaternion &rot); | |
| inline float4x4 transpose(const float4x4 &val); | |
| inline float4x4 lerp(const float4x4 &val1, const float4x4 &val2, float amount); | |
| // Define operators | |
| #define _WINDOWS_NUMERICS_IMPL_BINARY_OP(_ty, _op) \ | |
| inline _ty operator _op(const _ty &val1, const _ty &val2) { \ | |
| return { \ | |
| val1.m11 _op val2.m11, val1.m12 _op val2.m12, val1.m13 _op val2.m13, val1.m14 _op val2.m14, \ | |
| val1.m21 _op val2.m21, val1.m22 _op val2.m22, val1.m23 _op val2.m23, val1.m24 _op val2.m24, \ | |
| val1.m31 _op val2.m31, val1.m32 _op val2.m32, val1.m33 _op val2.m33, val1.m34 _op val2.m34, \ | |
| val1.m41 _op val2.m41, val1.m42 _op val2.m42, val1.m43 _op val2.m43, val1.m44 _op val2.m44, \ | |
| }; \ | |
| } | |
| _WINDOWS_NUMERICS_IMPL_BINARY_OP(float4x4, +) | |
| _WINDOWS_NUMERICS_IMPL_BINARY_OP(float4x4, -) | |
| inline float4x4 operator*(const float4x4 &val1, const float4x4 &val2) { | |
| const float4 v1r1(val1.m11, val1.m12, val1.m13, val1.m14); | |
| const float4 v1r2(val1.m21, val1.m22, val1.m23, val1.m24); | |
| const float4 v1r3(val1.m31, val1.m32, val1.m33, val1.m34); | |
| const float4 v1r4(val1.m41, val1.m42, val1.m43, val1.m44); | |
| const float4 v2c1(val2.m11, val2.m21, val2.m31, val2.m41); | |
| const float4 v2c2(val2.m12, val2.m22, val2.m32, val2.m42); | |
| const float4 v2c3(val2.m13, val2.m23, val2.m33, val2.m43); | |
| const float4 v2c4(val2.m14, val2.m24, val2.m34, val2.m44); | |
| return { | |
| dot(v1r1, v2c1), dot(v1r1, v2c2), dot(v1r1, v2c3), dot(v1r1, v2c4), | |
| dot(v1r2, v2c1), dot(v1r2, v2c2), dot(v1r2, v2c3), dot(v1r2, v2c4), | |
| dot(v1r3, v2c1), dot(v1r3, v2c2), dot(v1r3, v2c3), dot(v1r3, v2c4), | |
| dot(v1r4, v2c1), dot(v1r4, v2c2), dot(v1r4, v2c3), dot(v1r4, v2c4) | |
| }; | |
| } | |
| inline float4x4 operator*(const float4x4 &val1, float val2) { | |
| return { | |
| val1.m11 * val2, val1.m12 * val2, val1.m13 * val2, val1.m14 * val2, | |
| val1.m21 * val2, val1.m22 * val2, val1.m23 * val2, val1.m24 * val2, | |
| val1.m31 * val2, val1.m32 * val2, val1.m33 * val2, val1.m34 * val2, | |
| val1.m41 * val2, val1.m42 * val2, val1.m43 * val2, val1.m44 * val2 | |
| }; | |
| } | |
| inline float4x4 operator-(const float4x4 &val) { | |
| return { | |
| -val.m11, -val.m12, -val.m13, -val.m14, | |
| -val.m21, -val.m22, -val.m23, -val.m24, | |
| -val.m31, -val.m32, -val.m33, -val.m34, | |
| -val.m41, -val.m42, -val.m43, -val.m44 | |
| }; | |
| } | |
| #undef _WINDOWS_NUMERICS_IMPL_BINARY_OP | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float4x4, +, const float4x4 &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float4x4, -, const float4x4 &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float4x4, *, const float4x4 &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float4x4, *, float) | |
| inline bool operator==(const float4x4 &val1, const float4x4 &val2) { | |
| return | |
| val1.m11 == val2.m11 && val1.m12 == val2.m12 && val1.m13 == val2.m13 && val1.m14 == val2.m14 && | |
| val1.m21 == val2.m21 && val1.m22 == val2.m22 && val1.m23 == val2.m23 && val1.m24 == val2.m24 && | |
| val1.m31 == val2.m31 && val1.m32 == val2.m32 && val1.m33 == val2.m33 && val1.m34 == val2.m34 && | |
| val1.m41 == val2.m41 && val1.m42 == val2.m42 && val1.m43 == val2.m43 && val1.m44 == val2.m44; | |
| } | |
| inline bool operator!=(const float4x4 &val1, const float4x4 &val2) { | |
| return !operator==(val1, val2); | |
| } | |
| } _WINDOWS_NUMERICS_END_NAMESPACE_ | |
| // === plane: Struct and function defs === | |
| _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { | |
| struct plane { | |
| plane() = default; | |
| constexpr plane(float x, float y, float z, float d) | |
| : normal(float3(x, y, z)), d(d) | |
| {} | |
| constexpr plane(float3 normal, float d) | |
| : normal(normal), d(d) | |
| {} | |
| constexpr explicit plane(float4 val) | |
| : normal(float3(val.x, val.y, val.z)), d(val.w) | |
| {} | |
| float3 normal; | |
| float d; | |
| }; | |
| // Forward decl functions | |
| inline plane make_plane_from_vertices(const float3 &pt1, const float3 &pt2, const float3 &pt3); | |
| inline plane normalize(const plane &val); | |
| inline plane transform(const plane &plane, const float4x4 &mat); | |
| inline plane transform(const plane &plane, const quaternion &rot); | |
| inline float dot(const plane &plane, const float4 &val); | |
| inline float dot_coordinate(const plane &plane, const float3 &val); | |
| inline float dot_normal(const plane &plane, const float3 &val); | |
| // Define operators | |
| inline bool operator==(const plane &val1, const plane &val2) { | |
| return val1.normal == val2.normal && val1.d == val2.d; | |
| } | |
| inline bool operator!=(const plane &val1, const plane &val2) { | |
| return !operator==(val1, val2); | |
| } | |
| } _WINDOWS_NUMERICS_END_NAMESPACE_ | |
| // === quaternion: Struct and function defs === | |
| _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { | |
| struct quaternion { | |
| quaternion() = default; | |
| constexpr quaternion(float x, float y, float z, float w) | |
| : x(x), y(y), z(z), w(w) | |
| {} | |
| constexpr quaternion(float3 vecPart, float scalarPart) | |
| : x(vecPart.x), y(vecPart.y), z(vecPart.z), w(scalarPart) | |
| {} | |
| static constexpr quaternion identity() { | |
| return { 0.0f, 0.0f, 0.0f, 1.0f }; | |
| } | |
| float x; | |
| float y; | |
| float z; | |
| float w; | |
| }; | |
| // Forward decl functions | |
| inline quaternion make_quaternion_from_axis_angle(const float3 &axis, float angle); | |
| inline quaternion make_quaternion_from_yaw_pitch_roll(float yaw, float pitch, float roll); | |
| inline quaternion make_quaternion_from_rotation_matrix(const float4x4 &mat); | |
| inline bool is_identity(const quaternion &val); | |
| inline float length(const quaternion &val); | |
| inline float length_squared(const quaternion &val); | |
| inline float dot(const quaternion &val1, const quaternion &val2); | |
| inline quaternion normalize(const quaternion &val); | |
| inline quaternion conjugate(const quaternion &val); | |
| inline quaternion inverse(const quaternion &val); | |
| inline quaternion slerp(const quaternion &val1, const quaternion &val2, float amount); | |
| inline quaternion lerp(const quaternion &val1, const quaternion &val2, float amount); | |
| inline quaternion concatenate(const quaternion &val1, const quaternion &val2); | |
| // Define operators | |
| #define _WINDOWS_NUMERICS_IMPL_BINARY_OP(_ty, _op) \ | |
| inline _ty operator _op(const _ty &val1, const _ty &val2) { \ | |
| return { val1.x _op val2.x, val1.y _op val2.y, val1.z _op val2.z, val1.w _op val2.w }; \ | |
| } | |
| _WINDOWS_NUMERICS_IMPL_BINARY_OP(quaternion, +) | |
| _WINDOWS_NUMERICS_IMPL_BINARY_OP(quaternion, -) | |
| inline quaternion operator*(const quaternion &val1, const quaternion &val2) { | |
| return { | |
| val1.w * val2.x + val1.x * val2.w + val1.y * val2.z - val1.z * val2.y, | |
| val1.w * val2.y - val1.x * val2.z + val1.y * val2.w + val1.z * val2.x, | |
| val1.w * val2.z + val1.x * val2.y - val1.y * val2.x + val1.z * val2.w, | |
| val1.w * val2.w - val1.x * val2.x - val1.y * val2.y - val1.z * val2.z | |
| }; } | |
| inline quaternion operator*(const quaternion &val1, float val2) { | |
| return { val1.x * val2, val1.y * val2, val1.z * val2, val1.w * val2 }; | |
| } | |
| inline quaternion operator/(const quaternion &val1, const quaternion &val2) { | |
| return operator*(val1, inverse(val2)); | |
| } | |
| inline quaternion operator-(const quaternion &val) { | |
| return { -val.x, -val.y, -val.z, -val.w }; | |
| } | |
| #undef _WINDOWS_NUMERICS_IMPL_BINARY_OP | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(quaternion, +, const quaternion &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(quaternion, -, const quaternion &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(quaternion, *, const quaternion &) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(quaternion, *, float) | |
| _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(quaternion, /, const quaternion &) | |
| inline bool operator==(const quaternion &val1, const quaternion &val2) { | |
| return val1.x == val2.x && val1.y == val2.y && val1.z == val2.z && val2.w == val2.w; | |
| } | |
| inline bool operator!=(const quaternion &val1, const quaternion &val2) { | |
| return !operator==(val1, val2); | |
| } | |
| } _WINDOWS_NUMERICS_END_NAMESPACE_ | |
| // === Function definitions === | |
| // Define float2 functions | |
| _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { | |
| inline float length(const float2 &val) { | |
| return ::std::sqrt(length_squared(val)); | |
| } | |
| inline float length_squared(const float2 &val) { | |
| return val.x * val.x + val.y * val.y; | |
| } | |
| inline float distance(const float2 &val1, const float2 &val2) { | |
| return length(val2 - val1); | |
| } | |
| inline float distance_squared(const float2 &val1, const float2 &val2) { | |
| return length_squared(val2 - val1); | |
| } | |
| inline float dot(const float2 &val1, const float2 &val2) { | |
| return val1.x * val2.x + val1.y * val2.y; | |
| } | |
| inline float2 normalize(const float2 &val) { | |
| return val / length(val); | |
| } | |
| inline float2 reflect(const float2 &vec, const float2 &norm) { | |
| // norm is assumed to be normalized. | |
| return vec - 2.0f * dot(vec, norm) * norm; | |
| } | |
| inline float2 min(const float2 &val1, const float2 &val2) { | |
| return { ::std::min(val1.x, val2.x), ::std::min(val1.y, val2.y) }; | |
| } | |
| inline float2 max(const float2 &val1, const float2 &val2) { | |
| return { ::std::max(val1.x, val2.x), ::std::max(val1.y, val2.y) }; | |
| } | |
| inline float2 clamp(const float2 &val, const float2 &min, const float2 &max) { | |
| return { _impl::clamp(val.x, min.x, max.x), _impl::clamp(val.y, min.y, max.y) }; | |
| } | |
| inline float2 lerp(const float2 &val1, const float2 &val2, float amount) { | |
| return { _impl::lerp(val1.x, val2.x, amount), _impl::lerp(val1.y, val2.y, amount) }; | |
| } | |
| // TODO: impl | |
| inline float2 transform(const float2 &pos, const float3x2 &mat); | |
| inline float2 transform(const float2 &pos, const float4x4 &mat); | |
| inline float2 transform_normal(const float2 &norm, const float3x2 &mat); | |
| inline float2 transform_normal(const float2 &norm, const float4x4 &mat); | |
| inline float2 transform(const float2 &val, const quaternion &rot) { | |
| // See comments in the float3 transform function. | |
| quaternion result = rot * quaternion(float3(val.x, val.y, 0.0f), 0.0f) * inverse(rot); | |
| return { result.x, result.y }; | |
| } | |
| } _WINDOWS_NUMERICS_END_NAMESPACE_ | |
| // Define float3 functions | |
| _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { | |
| inline float length(const float3 &val) { | |
| return ::std::sqrt(length_squared(val)); | |
| } | |
| inline float length_squared(const float3 &val) { | |
| return val.x * val.x + val.y * val.y + val.z * val.z; | |
| } | |
| inline float distance(const float3 &val1, const float3 &val2) { | |
| return length(val2 - val1); | |
| } | |
| inline float distance_squared(const float3 &val1, const float3 &val2) { | |
| return length_squared(val2 - val1); | |
| } | |
| inline float dot(const float3 &val1, const float3 &val2) { | |
| return val1.x * val2.x + val1.y * val2.y + val1.z * val2.z; | |
| } | |
| inline float3 normalize(const float3 &val) { | |
| return val / length(val); | |
| } | |
| inline float3 cross(const float3 &val1, const float3 &val2) { | |
| return { | |
| val1.y * val2.z - val2.y * val1.z, | |
| val1.z * val2.x - val2.z * val1.x, | |
| val1.x * val2.y - val2.x * val1.y | |
| }; | |
| } | |
| inline float3 reflect(const float3 &vec, const float3 &norm) { | |
| // norm is assumed to be normalized. | |
| return vec - 2.0f * dot(vec, norm) * norm; | |
| } | |
| inline float3 min(const float3 &val1, const float3 &val2) { | |
| return { ::std::min(val1.x, val2.x), ::std::min(val1.y, val2.y), ::std::min(val1.z, val2.z) }; | |
| } | |
| inline float3 max(const float3 &val1, const float3 &val2) { | |
| return { ::std::max(val1.x, val2.x), ::std::max(val1.y, val2.y), ::std::max(val1.z, val2.z) }; | |
| } | |
| inline float3 clamp(const float3 &val, const float3 &min, const float3 &max) { | |
| return { _impl::clamp(val.x, min.x, max.x), _impl::clamp(val.y, min.y, max.y), _impl::clamp(val.z, min.z, max.z) }; | |
| } | |
| inline float3 lerp(const float3 &val1, const float3 &val2, float amount) { | |
| return { _impl::lerp(val1.x, val2.x, amount), _impl::lerp(val1.y, val2.y, amount), _impl::lerp(val1.z, val2.z, amount) }; | |
| } | |
| // TODO: impl | |
| inline float3 transform(const float3 &pos, const float4x4 &mat); | |
| inline float3 transform_normal(const float3 &norm, const float4x4 &mat); | |
| inline float3 transform(const float3 &val, const quaternion &rot) { | |
| // https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation#Using_quaternions_as_rotations | |
| // If assuming rot is a unit quaternion, this could use | |
| // conjugate() instead of inverse() too. | |
| // This can be expressed as a matrix operation too, with | |
| // https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation#Quaternion-derived_rotation_matrix | |
| // (see make_float4x4_from_quaternion). | |
| quaternion result = rot * quaternion(val, 0.0f) * inverse(rot); | |
| return { result.x, result.y, result.z }; | |
| } | |
| } _WINDOWS_NUMERICS_END_NAMESPACE_ | |
| // Define float4 functions | |
| _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { | |
| inline float length(const float4 &val) { | |
| return ::std::sqrt(length_squared(val)); | |
| } | |
| inline float length_squared(const float4 &val) { | |
| return val.x * val.x + val.y * val.y + val.z * val.z + val.w * val.w; | |
| } | |
| inline float distance(const float4 &val1, const float4 &val2) { | |
| return length(val2 - val1); | |
| } | |
| inline float distance_squared(const float4 &val1, const float4 &val2) { | |
| return length_squared(val2 - val1); | |
| } | |
| inline float dot(const float4 &val1, const float4 &val2) { | |
| return val1.x * val2.x + val1.y * val2.y + val1.z * val2.z + val1.w * val2.w; | |
| } | |
| inline float4 normalize(const float4 &val) { | |
| return val / length(val); | |
| } | |
| inline float4 min(const float4 &val1, const float4 &val2) { | |
| return { | |
| ::std::min(val1.x, val2.x), | |
| ::std::min(val1.y, val2.y), | |
| ::std::min(val1.z, val2.z), | |
| ::std::min(val1.w, val2.w) | |
| }; | |
| } | |
| inline float4 max(const float4 &val1, const float4 &val2) { | |
| return { | |
| ::std::max(val1.x, val2.x), | |
| ::std::max(val1.y, val2.y), | |
| ::std::max(val1.z, val2.z), | |
| ::std::max(val1.w, val2.w) | |
| }; | |
| } | |
| inline float4 clamp(const float4 &val, const float4 &min, const float4 &max) { | |
| return { | |
| _impl::clamp(val.x, min.x, max.x), | |
| _impl::clamp(val.y, min.y, max.y), | |
| _impl::clamp(val.z, min.z, max.z), | |
| _impl::clamp(val.w, min.w, max.w) | |
| }; | |
| } | |
| inline float4 lerp(const float4 &val1, const float4 &val2, float amount) { | |
| return { | |
| _impl::lerp(val1.x, val2.x, amount), | |
| _impl::lerp(val1.y, val2.y, amount), | |
| _impl::lerp(val1.z, val2.z, amount), | |
| _impl::lerp(val1.w, val2.w, amount) | |
| }; | |
| } | |
| // TODO: impl | |
| inline float4 transform(const float4 &pos, const float4x4 &mat); | |
| inline float4 transform4(const float3 &pos, const float4x4 &mat); | |
| inline float4 transform4(const float2 &pos, const float4x4 &mat); | |
| inline float4 transform(const float4 &val, const quaternion &rot) { | |
| // See comments in the float3 transform function. | |
| quaternion result = rot * quaternion(float3(val.x, val.y, val.z), 0.0f) * inverse(rot); | |
| return { result.x, result.y, result.z, val.w }; | |
| } | |
| inline float4 transform4(const float3 &val, const quaternion &rot) { | |
| quaternion result = rot * quaternion(val, 0.0f) * inverse(rot); | |
| return { result.x, result.y, result.z, 1.0f }; | |
| } | |
| inline float4 transform4(const float2 &val, const quaternion &rot) { | |
| quaternion result = rot * quaternion(float3(val.x, val.y, 0.0f), 0.0f) * inverse(rot); | |
| return { result.x, result.y, result.z, 1.0f }; | |
| } | |
| } _WINDOWS_NUMERICS_END_NAMESPACE_ | |
| // Define float3x2 functions | |
| _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { | |
| // TODO: impl | |
| inline float3x2 make_float3x2_translation(const float2 &pos); | |
| inline float3x2 make_float3x2_translation(float xpos, float ypos); | |
| inline float3x2 make_float3x2_scale(float xscale, float yscale); | |
| inline float3x2 make_float3x2_scale(float xscale, float yscale, const float2 ¢er); | |
| inline float3x2 make_float3x2_scale(const float2 &xyscale); | |
| inline float3x2 make_float3x2_scale(const float2 &xyscale, const float2 ¢er); | |
| inline float3x2 make_float3x2_scale(float scale); | |
| inline float3x2 make_float3x2_scale(float scale, const float2 ¢er); | |
| inline float3x2 make_float3x2_skew(float xrad, float yrad); | |
| inline float3x2 make_float3x2_skew(float xrad, float yrad, const float2 ¢er); | |
| inline float3x2 make_float3x2_rotation(float rad); | |
| inline float3x2 make_float3x2_rotation(float rad, const float2 ¢er); | |
| inline bool is_identity(const float3x2 &val) { | |
| return val == float3x2::identity(); | |
| } | |
| inline float determinant(const float3x2 &val) { | |
| // 2D transformation matrix has an implied 3rd column with (0, 0, 1) | |
| // det = m11 * m22 * m33 + m12 * m23 * m31 + m13 * m21 * m32 | |
| // - m31 * m22 * m13 - m21 * m12 * m33 - m11 * m32 * m23; | |
| return val.m11 * val.m22 - val.m21 * val.m12; | |
| } | |
| inline float2 translation(const float3x2 &val) { | |
| return { val.m31, val.m32 }; | |
| } | |
| inline bool invert(const float3x2 &val, float3x2 *out); | |
| inline float3x2 lerp(const float3x2 &mat1, const float3x2 &mat2, float amount); | |
| } _WINDOWS_NUMERICS_END_NAMESPACE_ | |
| // Define float4x4 functions | |
| _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { | |
| // TODO: impl | |
| inline float4x4 make_float4x4_billboard(const float3 &objpos, const float3 &camerapos, const float3 &cameraup, const float3 &camerafwd); | |
| inline float4x4 make_float4x4_constrained_billboard(const float3 &objpos, const float3 &camerapos, const float3 &rotateaxis, const float3 &camerafwd, const float3 &objfwd); | |
| inline float4x4 make_float4x4_translation(const float3 &pos) { | |
| return { | |
| 1.0f, 0.0f, 0.0f, 0.0f, | |
| 0.0f, 1.0f, 0.0f, 0.0f, | |
| 0.0f, 0.0f, 1.0f, 0.0f, | |
| pos.x, pos.y, pos.z, 1.0f | |
| }; | |
| } | |
| inline float4x4 make_float4x4_translation(float xpos, float ypos, float zpos); | |
| inline float4x4 make_float4x4_scale(float xscale, float yscale, float zscale); | |
| inline float4x4 make_float4x4_scale(float xscale, float yscale, float zscale, const float3 ¢er); | |
| inline float4x4 make_float4x4_scale(const float3 &xyzscale) { | |
| return { | |
| xyzscale.x, 0.0f, 0.0f, 0.0f, | |
| 0.0f, xyzscale.y, 0.0f, 0.0f, | |
| 0.0f, 0.0f, xyzscale.z, 0.0f, | |
| 0.0f, 0.0f, 0.0f, 1.0f | |
| }; | |
| } | |
| inline float4x4 make_float4x4_scale(const float3 &xyzscale, const float3 ¢er); | |
| inline float4x4 make_float4x4_scale(float scale); | |
| inline float4x4 make_float4x4_scale(float scale, const float3 ¢er); | |
| inline float4x4 make_float4x4_rotation_x(float rad); | |
| inline float4x4 make_float4x4_rotation_x(float rad, const float3 ¢er); | |
| inline float4x4 make_float4x4_rotation_y(float rad); | |
| inline float4x4 make_float4x4_rotation_y(float rad, const float3 ¢er); | |
| inline float4x4 make_float4x4_rotation_z(float rad); | |
| inline float4x4 make_float4x4_rotation_z(float rad, const float3 ¢er); | |
| inline float4x4 make_float4x4_from_axis_angle(const float3 &axis, float angle); | |
| inline float4x4 make_float4x4_perspective_field_of_view(float fov, float aspect, float nearplane, float farplane); | |
| inline float4x4 make_float4x4_perspective(float w, float h, float nearplane, float farplane); | |
| inline float4x4 make_float4x4_perspective_off_center(float left, float right, float bottom, float top, float nearplane, float farplane); | |
| inline float4x4 make_float4x4_orthographic(float w, float h, float znearplane, float zfarplane); | |
| inline float4x4 make_float4x4_orthographic_off_center(float left, float right, float bottom, float top, float znearplane, float zfarplane); | |
| inline float4x4 make_float4x4_look_at(const float3 &camerapos, const float3 &target, const float3 &cameraup); | |
| inline float4x4 make_float4x4_world(const float3 &pos, const float3 &fwd, const float3 &up); | |
| inline float4x4 make_float4x4_from_quaternion(const quaternion &quat) { | |
| // https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion | |
| float xx = quat.x * quat.x; | |
| float yy = quat.y * quat.y; | |
| float zz = quat.z * quat.z; | |
| float xy = quat.x * quat.y; | |
| float xz = quat.x * quat.z; | |
| float xw = quat.x * quat.w; | |
| float yz = quat.y * quat.z; | |
| float yw = quat.y * quat.w; | |
| float zw = quat.z * quat.w; | |
| return { | |
| 1.0f - 2.0f*yy - 2.0f*zz, 2.0f*xy + 2.0f*zw, 2.0f*xz - 2.0f*yw, 0.0f, | |
| 2.0f*xy - 2.0f*zw, 1.0f - 2.0f*xx - 2.0f*zz, 2.0f*yz + 2.0f*xw, 0.0f, | |
| 2.0f*xz + 2.0f*yw, 2.0f*yz - 2.0f*xw, 1.0f - 2.0f*xx - 2.0f*yy, 0.0f, | |
| 0.0f, 0.0f, 0.0f, 1.0f | |
| }; | |
| } | |
| inline float4x4 make_float4x4_from_yaw_pitch_roll(float yaw, float pitch, float roll); | |
| inline float4x4 make_float4x4_shadow(const float3 &lightdir, const plane &plane); | |
| inline float4x4 make_float4x4_reflection(const plane &plane); | |
| inline bool is_identity(const float4x4 &val) { | |
| return val == float4x4::identity(); | |
| } | |
| inline float determinant(const float4x4 &val) { | |
| const float det_33_44 = (val.m33 * val.m44 - val.m34 * val.m43); | |
| const float det_32_44 = (val.m32 * val.m44 - val.m34 * val.m42); | |
| const float det_32_43 = (val.m32 * val.m43 - val.m33 * val.m42); | |
| const float det_31_44 = (val.m31 * val.m44 - val.m34 * val.m41); | |
| const float det_31_43 = (val.m31 * val.m43 - val.m33 * val.m41); | |
| const float det_31_42 = (val.m31 * val.m42 - val.m32 * val.m41); | |
| return val.m11 * (val.m22 * det_33_44 - val.m23 * det_32_44 + val.m24 * det_32_43) | |
| - val.m12 * (val.m21 * det_33_44 - val.m23 * det_31_44 + val.m24 * det_31_43) | |
| + val.m13 * (val.m21 * det_32_44 - val.m22 * det_31_44 + val.m24 * det_31_42) | |
| - val.m14 * (val.m21 * det_32_43 - val.m22 * det_31_43 + val.m23 * det_31_42); | |
| } | |
| inline float3 translation(const float4x4 &val) { | |
| return { val.m41, val.m42, val.m43 }; | |
| } | |
| inline bool invert(const float4x4 &mat, float4x4 *out); | |
| inline bool decompose(const float4x4 &mat, float3 *out_scale, quaternion *out_rot, float3 *out_translate); | |
| inline float4x4 transform(const float4x4 &val, const quaternion &rot) { | |
| return val * make_float4x4_from_quaternion(rot); | |
| } | |
| inline float4x4 transpose(const float4x4 &val) { | |
| return { | |
| val.m11, val.m21, val.m31, val.m41, | |
| val.m12, val.m22, val.m32, val.m42, | |
| val.m13, val.m23, val.m33, val.m43, | |
| val.m14, val.m24, val.m34, val.m44 | |
| }; | |
| } | |
| inline float4x4 lerp(const float4x4 &val1, const float4x4 &val2, float amount); | |
| } _WINDOWS_NUMERICS_END_NAMESPACE_ | |
| // Define plane functions | |
| _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { | |
| // TODO: impl | |
| inline plane make_plane_from_vertices(const float3 &pt1, const float3 &pt2, const float3 &pt3); | |
| inline plane normalize(const plane &val) { | |
| const float invlen = 1.0f / length(val.normal); | |
| return { val.normal * invlen, val.d * invlen }; | |
| } | |
| inline plane transform(const plane &plane, const float4x4 &mat); | |
| inline plane transform(const plane &plane, const quaternion &rot) { | |
| quaternion result = rot * quaternion(plane.normal, 0.0f) * inverse(rot); | |
| return { float3(result.x, result.y, result.z), plane.d }; | |
| } | |
| inline float dot(const plane &plane, const float4 &val); | |
| inline float dot_coordinate(const plane &plane, const float3 &val); | |
| inline float dot_normal(const plane &plane, const float3 &val); | |
| } _WINDOWS_NUMERICS_END_NAMESPACE_ | |
| // Define quaternion functions | |
| _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { | |
| inline quaternion make_quaternion_from_axis_angle(const float3 &axis, float angle) { | |
| return quaternion(axis * ::std::sin(angle * 0.5f), ::std::cos(angle * 0.5f)); | |
| } | |
| inline quaternion make_quaternion_from_yaw_pitch_roll(float yaw, float pitch, float roll) { | |
| quaternion yq = make_quaternion_from_axis_angle(float3(0.0f, 1.0f, 0.0f), yaw); | |
| quaternion pq = make_quaternion_from_axis_angle(float3(1.0f, 0.0f, 0.0f), pitch); | |
| quaternion rq = make_quaternion_from_axis_angle(float3(0.0f, 0.0f, 1.0f), roll); | |
| return concatenate(concatenate(rq, pq), yq); | |
| } | |
| inline quaternion make_quaternion_from_rotation_matrix(const float4x4 &mat) { | |
| // https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion | |
| float t = mat.m11 + mat.m22 + mat.m33; | |
| if (t > 0) { | |
| float r = ::std::sqrt(1.0f + t); | |
| float s = 1.0f / (2.0f * r); | |
| return { (mat.m23 - mat.m32) * s, (mat.m31 - mat.m13) * s, | |
| (mat.m12 - mat.m21) * s, r * 0.5f }; | |
| } else if (mat.m11 >= mat.m22 && mat.m11 >= mat.m33) { | |
| float r = ::std::sqrt(1.0f + mat.m11 - mat.m22 - mat.m33); | |
| float s = 1.0f / (2.0f * r); | |
| return { r * 0.5f, (mat.m21 + mat.m12) * s, | |
| (mat.m13 + mat.m31) * s, (mat.m23 - mat.m32) * s }; | |
| } else if (mat.m22 >= mat.m11 && mat.m22 >= mat.m33) { | |
| float r = ::std::sqrt(1.0f + mat.m22 - mat.m11 - mat.m33); | |
| float s = 1.0f / (2.0f * r); | |
| return { (mat.m21 + mat.m12) * s, r * 0.5f, | |
| (mat.m32 + mat.m23) * s, (mat.m31 - mat.m13) * s }; | |
| } else { | |
| float r = ::std::sqrt(1.0f + mat.m33 - mat.m11 - mat.m22); | |
| float s = 1.0f / (2.0f * r); | |
| return { (mat.m13 + mat.m31) * s, (mat.m32 + mat.m23) * s, | |
| r * 0.5f, (mat.m12 - mat.m21) * s }; | |
| } | |
| } | |
| inline bool is_identity(const quaternion &val) { | |
| return val == quaternion::identity(); | |
| } | |
| inline float length(const quaternion &val) { | |
| return ::std::sqrt(length_squared(val)); | |
| } | |
| inline float length_squared(const quaternion &val) { | |
| return dot(val, val); | |
| } | |
| inline float dot(const quaternion &val1, const quaternion &val2) { | |
| return val1.x * val2.x + val1.y * val2.y + val1.z * val2.z + val1.w * val2.w; | |
| } | |
| inline quaternion normalize(const quaternion &val) { | |
| return operator*(val, 1.0f / length(val)); | |
| } | |
| inline quaternion conjugate(const quaternion &val) { | |
| return { -val.x, -val.y, -val.z, val.w}; | |
| } | |
| inline quaternion inverse(const quaternion &val) { | |
| return operator*(conjugate(val), 1.0f / length_squared(val)); | |
| } | |
| inline quaternion slerp(const quaternion &val1, const quaternion &val2, float amount) { | |
| // https://en.wikipedia.org/wiki/Slerp#Geometric_Slerp | |
| float cosangle = dot(val1, val2); | |
| quaternion end = val2; | |
| if (cosangle < 0.0f) { | |
| end = -val2; | |
| cosangle = -cosangle; | |
| } | |
| float fact1, fact2; | |
| const float epsilon = 1.0e-6f; | |
| if (cosangle > 1.0f - epsilon) { | |
| // Very small rotation range, or non-normalized input quaternions. | |
| fact1 = (1.0f - amount); | |
| fact2 = amount; | |
| } else { | |
| float angle = ::std::acos(cosangle); | |
| float sinangle = ::std::sin(angle); | |
| fact1 = ::std::sin((1.0f - amount) * angle) / sinangle; | |
| fact2 = ::std::sin(amount * angle) / sinangle; | |
| } | |
| return val1 * fact1 + end * fact2; | |
| } | |
| inline quaternion lerp(const quaternion &val1, const quaternion &val2, float amount) { | |
| quaternion end = val2; | |
| if (dot(val1, val2) < 0.0f) | |
| end = -val2; | |
| return normalize(quaternion( | |
| _impl::lerp(val1.x, end.x, amount), _impl::lerp(val1.y, end.y, amount), | |
| _impl::lerp(val1.z, end.z, amount), _impl::lerp(val1.w, end.w, amount) | |
| )); | |
| } | |
| inline quaternion concatenate(const quaternion &val1, const quaternion &val2) { | |
| return val2 * val1; | |
| } | |
| } _WINDOWS_NUMERICS_END_NAMESPACE_ | |
| /** | |
| * FIXME: Implement interop functions with DirectXMath. | |
| * This is where we are supposed to define the functions to convert between | |
| * Windows::Foundation::Numerics types and XMVECTOR / XMMATRIX. But our | |
| * directxmath.h does not contain the definitions for these types... | |
| */ | |
| #if 0 | |
| // === DirectXMath Interop === | |
| namespace DirectX { | |
| // TODO: impl | |
| XMVECTOR XMLoadFloat2(const _WINDOWS_NUMERICS_NAMESPACE_::float2 *src); | |
| XMVECTOR XMLoadFloat3(const _WINDOWS_NUMERICS_NAMESPACE_::float3 *src); | |
| XMVECTOR XMLoadFloat4(const _WINDOWS_NUMERICS_NAMESPACE_::float4 *src); | |
| XMMATRIX XMLoadFloat3x2(const _WINDOWS_NUMERICS_NAMESPACE_::float3x2 *src); | |
| XMMATRIX XMLoadFloat4x4(const _WINDOWS_NUMERICS_NAMESPACE_::float4x4 *src); | |
| XMVECTOR XMLoadPlane(const _WINDOWS_NUMERICS_NAMESPACE_::plane *src); | |
| XMVECTOR XMLoadQuaternion(const _WINDOWS_NUMERICS_NAMESPACE_::quaternion *src); | |
| void XMStoreFloat2(_WINDOWS_NUMERICS_NAMESPACE_::float2 *out, FXMVECTOR in); | |
| void XMStoreFloat3(_WINDOWS_NUMERICS_NAMESPACE_::float3 *out, FXMVECTOR in); | |
| void XMStoreFloat4(_WINDOWS_NUMERICS_NAMESPACE_::float4 *out, FXMVECTOR in); | |
| void XMStoreFloat3x2(_WINDOWS_NUMERICS_NAMESPACE_::float3x2 *out, FXMMATRIX in); | |
| void XMStoreFloat4x4(_WINDOWS_NUMERICS_NAMESPACE_::float4x4 *out, FXMMATRIX in); | |
| void XMStorePlane(_WINDOWS_NUMERICS_NAMESPACE_::plane *out, FXMVECTOR in); | |
| void XMStoreQuaternion(_WINDOWS_NUMERICS_NAMESPACE_::quaternion *out, FXMVECTOR in); | |
| } /* namespace DirectX */ | |
| #endif | |
| #undef _WINDOWS_NUMERICS_IMPL_ASSIGN_OP | |
| #ifdef _WINDOWS_NUMERICS_IMPL_PUSHED_MIN_ | |
| # undef _WINDOWS_NUMERICS_IMPL_PUSHED_MIN_ | |
| # pragma pop_macro("min") | |
| #endif | |
| #ifdef _WINDOWS_NUMERICS_IMPL_PUSHED_MAX_ | |
| # undef _WINDOWS_NUMERICS_IMPL_PUSHED_MAX_ | |
| # pragma pop_macro("max") | |
| #endif |