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/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "BLI_math_matrix.h"
BLI: Refactor vector types & functions to use templates This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:57:07 +01:00
#include "BLI_math_vec_types.hh"
#include "BLI_math_vector.h"
#include "BLI_math_vector.hh"
namespace blender {
struct float4x4 {
float values[4][4];
float4x4() = default;
float4x4(const float *matrix)
{
memcpy(values, matrix, sizeof(float) * 16);
}
float4x4(const float matrix[4][4]) : float4x4(static_cast<const float *>(matrix[0]))
{
}
/* Assumes an XYZ euler order. */
static float4x4 from_loc_eul_scale(const float3 location,
const float3 rotation,
const float3 scale)
{
float4x4 mat;
loc_eul_size_to_mat4(mat.values, location, rotation, scale);
return mat;
}
static float4x4 from_location(const float3 location)
{
float4x4 mat = float4x4::identity();
copy_v3_v3(mat.values[3], location);
return mat;
}
static float4x4 from_normalized_axis_data(const float3 location,
const float3 forward,
const float3 up)
{
BLI_ASSERT_UNIT_V3(forward);
BLI_ASSERT_UNIT_V3(up);
/* Negate the cross product so that the resulting matrix has determinant 1 (instead of -1).
* Without the negation, the result would be a so called improper rotation. That means it
* contains a reflection. Such an improper rotation matrix could not be converted to another
* representation of a rotation such as euler angles. */
BLI: Refactor vector types & functions to use templates This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:57:07 +01:00
const float3 cross = -math::cross(forward, up);
float4x4 matrix;
matrix.values[0][0] = forward.x;
matrix.values[1][0] = cross.x;
matrix.values[2][0] = up.x;
matrix.values[3][0] = location.x;
matrix.values[0][1] = forward.y;
matrix.values[1][1] = cross.y;
matrix.values[2][1] = up.y;
matrix.values[3][1] = location.y;
matrix.values[0][2] = forward.z;
matrix.values[1][2] = cross.z;
matrix.values[2][2] = up.z;
matrix.values[3][2] = location.z;
matrix.values[0][3] = 0.0f;
matrix.values[1][3] = 0.0f;
matrix.values[2][3] = 0.0f;
matrix.values[3][3] = 1.0f;
return matrix;
}
static float4x4 identity()
{
float4x4 mat;
unit_m4(mat.values);
return mat;
}
operator float *()
{
return &values[0][0];
}
operator const float *() const
{
return &values[0][0];
}
float *operator[](const int64_t index)
{
BLI_assert(index >= 0);
BLI_assert(index < 4);
return &values[index][0];
}
const float *operator[](const int64_t index) const
{
BLI_assert(index >= 0);
BLI_assert(index < 4);
return &values[index][0];
}
using c_style_float4x4 = float[4][4];
c_style_float4x4 &ptr()
{
return values;
}
const c_style_float4x4 &ptr() const
{
return values;
}
friend float4x4 operator*(const float4x4 &a, const float4x4 &b)
{
float4x4 result;
mul_m4_m4m4(result.values, a.values, b.values);
return result;
}
void operator*=(const float4x4 &other)
{
mul_m4_m4_post(values, other.values);
}
/**
* This also applies the translation on the vector. Use `m.ref_3x3() * v` if that is not
* intended.
*/
friend float3 operator*(const float4x4 &m, const float3 &v)
{
float3 result;
mul_v3_m4v3(result, m.values, v);
return result;
}
friend float3 operator*(const float4x4 &m, const float (*v)[3])
{
return m * float3(v);
}
float3 translation() const
{
return float3(values[3]);
}
/* Assumes XYZ rotation order. */
float3 to_euler() const
{
float3 euler;
mat4_to_eul(euler, values);
return euler;
}
float3 scale() const
{
float3 scale;
mat4_to_size(scale, values);
return scale;
}
void apply_scale(const float scale)
{
values[0][0] *= scale;
values[0][1] *= scale;
values[0][2] *= scale;
values[1][0] *= scale;
values[1][1] *= scale;
values[1][2] *= scale;
values[2][0] *= scale;
values[2][1] *= scale;
values[2][2] *= scale;
}
float4x4 inverted() const
{
float4x4 result;
invert_m4_m4(result.values, values);
return result;
}
/**
* Matrix inversion can be implemented more efficiently for affine matrices.
*/
float4x4 inverted_affine() const
{
BLI_assert(values[0][3] == 0.0f && values[1][3] == 0.0f && values[2][3] == 0.0f &&
values[3][3] == 1.0f);
return this->inverted();
}
float4x4 transposed() const
{
float4x4 result;
transpose_m4_m4(result.values, values);
return result;
}
float4x4 inverted_transposed_affine() const
{
return this->inverted_affine().transposed();
}
struct float3x3_ref {
const float4x4 &data;
friend float3 operator*(const float3x3_ref &m, const float3 &v)
{
float3 result;
mul_v3_mat3_m4v3(result, m.data.values, v);
return result;
}
};
float3x3_ref ref_3x3() const
{
return {*this};
}
static float4x4 interpolate(const float4x4 &a, const float4x4 &b, float t)
{
float result[4][4];
interp_m4_m4m4(result, a.values, b.values, t);
return result;
}
bool is_negative() const
{
return is_negative_m4(ptr());
}
uint64_t hash() const
{
uint64_t h = 435109;
for (int i = 0; i < 16; i++) {
float value = (static_cast<const float *>(values[0]))[i];
h = h * 33 + *reinterpret_cast<const uint32_t *>(&value);
}
return h;
}
};
} // namespace blender