// Copyright 2019 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "Common/Matrix.h" #include #include namespace { // Multiply a NxM matrix by a NxP matrix. template auto MatrixMultiply(const std::array& a, const std::array& b) -> std::array { std::array result; for (int n = 0; n != N; ++n) { for (int p = 0; p != P; ++p) { T temp = {}; for (int m = 0; m != M; ++m) { temp += a[n * M + m] * b[m * P + p]; } result[n * P + p] = temp; } } return result; } } // namespace namespace Common { Matrix33 Matrix33::Identity() { Matrix33 mtx = {}; mtx.data[0] = 1.0f; mtx.data[4] = 1.0f; mtx.data[8] = 1.0f; return mtx; } Matrix33 Matrix33::FromQuaternion(float qx, float qy, float qz, float qw) { // Normalize. const float n = 1.0f / sqrt(qx * qx + qy * qy + qz * qz + qw * qw); qx *= n; qy *= n; qz *= n; qw *= n; return { 1 - 2 * qy * qy - 2 * qz * qz, 2 * qx * qy - 2 * qz * qw, 2 * qx * qz + 2 * qy * qw, 2 * qx * qy + 2 * qz * qw, 1 - 2 * qx * qx - 2 * qz * qz, 2 * qy * qz - 2 * qx * qw, 2 * qx * qz - 2 * qy * qw, 2 * qy * qz + 2 * qx * qw, 1 - 2 * qx * qx - 2 * qy * qy, }; } Matrix33 Matrix33::RotateX(float rad) { const float s = std::sin(rad); const float c = std::cos(rad); Matrix33 mtx = {}; mtx.data[0] = 1; mtx.data[4] = c; mtx.data[5] = -s; mtx.data[7] = s; mtx.data[8] = c; return mtx; } Matrix33 Matrix33::RotateY(float rad) { const float s = std::sin(rad); const float c = std::cos(rad); Matrix33 mtx = {}; mtx.data[0] = c; mtx.data[2] = s; mtx.data[4] = 1; mtx.data[6] = -s; mtx.data[8] = c; return mtx; } Matrix33 Matrix33::RotateZ(float rad) { const float s = std::sin(rad); const float c = std::cos(rad); Matrix33 mtx = {}; mtx.data[0] = c; mtx.data[1] = -s; mtx.data[3] = s; mtx.data[4] = c; mtx.data[8] = 1; return mtx; } Matrix33 Matrix33::Rotate(float rad, const Vec3& axis) { const float s = std::sin(rad); const float c = std::cos(rad); Matrix33 mtx; mtx.data[0] = axis.x * axis.x * (1 - c) + c; mtx.data[1] = axis.x * axis.y * (1 - c) - axis.z * s; mtx.data[2] = axis.x * axis.z * (1 - c) + axis.y * s; mtx.data[3] = axis.y * axis.x * (1 - c) + axis.z * s; mtx.data[4] = axis.y * axis.y * (1 - c) + c; mtx.data[5] = axis.y * axis.z * (1 - c) - axis.x * s; mtx.data[6] = axis.z * axis.x * (1 - c) - axis.y * s; mtx.data[7] = axis.z * axis.y * (1 - c) + axis.x * s; mtx.data[8] = axis.z * axis.z * (1 - c) + c; return mtx; } Matrix33 Matrix33::Scale(const Vec3& vec) { Matrix33 mtx = {}; mtx.data[0] = vec.x; mtx.data[4] = vec.y; mtx.data[8] = vec.z; return mtx; } void Matrix33::Multiply(const Matrix33& a, const Matrix33& b, Matrix33* result) { result->data = MatrixMultiply<3, 3, 3>(a.data, b.data); } void Matrix33::Multiply(const Matrix33& a, const Vec3& vec, Vec3* result) { result->data = MatrixMultiply<3, 3, 1>(a.data, vec.data); } Matrix44 Matrix44::Identity() { Matrix44 mtx = {}; mtx.data[0] = 1.0f; mtx.data[5] = 1.0f; mtx.data[10] = 1.0f; mtx.data[15] = 1.0f; return mtx; } Matrix44 Matrix44::FromMatrix33(const Matrix33& m33) { Matrix44 mtx; for (int i = 0; i < 3; ++i) { for (int j = 0; j < 3; ++j) { mtx.data[i * 4 + j] = m33.data[i * 3 + j]; } } for (int i = 0; i < 3; ++i) { mtx.data[i * 4 + 3] = 0; mtx.data[i + 12] = 0; } mtx.data[15] = 1.0f; return mtx; } Matrix44 Matrix44::FromArray(const std::array& arr) { Matrix44 mtx; mtx.data = arr; return mtx; } Matrix44 Matrix44::Translate(const Vec3& vec) { Matrix44 mtx = Matrix44::Identity(); mtx.data[3] = vec.x; mtx.data[7] = vec.y; mtx.data[11] = vec.z; return mtx; } Matrix44 Matrix44::Shear(const float a, const float b) { Matrix44 mtx = Matrix44::Identity(); mtx.data[2] = a; mtx.data[6] = b; return mtx; } Matrix44 Matrix44::Perspective(float fov_y, float aspect_ratio, float z_near, float z_far) { Matrix44 mtx{}; const float tan_half_fov_y = std::tan(fov_y / 2); mtx.data[0] = 1 / (aspect_ratio * tan_half_fov_y); mtx.data[5] = 1 / tan_half_fov_y; mtx.data[10] = -(z_far + z_near) / (z_far - z_near); mtx.data[11] = -(2 * z_far * z_near) / (z_far - z_near); mtx.data[14] = -1; return mtx; } void Matrix44::Multiply(const Matrix44& a, const Matrix44& b, Matrix44* result) { result->data = MatrixMultiply<4, 4, 4>(a.data, b.data); } Vec3 Matrix44::Transform(const Vec3& v, float w) const { const auto result = MatrixMultiply<4, 4, 1>(data, {v.x, v.y, v.z, w}); return Vec3{result[0], result[1], result[2]}; } void Matrix44::Multiply(const Matrix44& a, const Vec4& vec, Vec4* result) { result->data = MatrixMultiply<4, 4, 1>(a.data, vec.data); } } // namespace Common