135 lines
3.0 KiB
C++
135 lines
3.0 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#pragma once
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#include "BLI_float3.hh"
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#include "BLI_math_matrix.h"
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namespace blender {
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struct float4x4 {
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float values[4][4];
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float4x4() = default;
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float4x4(const float *matrix)
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{
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memcpy(values, matrix, sizeof(float) * 16);
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}
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float4x4(const float matrix[4][4]) : float4x4((float *)matrix)
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{
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}
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operator float *()
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{
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return (float *)this;
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}
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operator const float *() const
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{
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return (const float *)this;
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}
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friend float4x4 operator*(const float4x4 &a, const float4x4 &b)
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{
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float4x4 result;
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mul_m4_m4m4(result.values, a.values, b.values);
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return result;
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}
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/**
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* This also applies the translation on the vector. Use `m.ref_3x3() * v` if that is not
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* intended.
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*/
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friend float3 operator*(const float4x4 &m, const float3 &v)
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{
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float3 result;
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mul_v3_m4v3(result, m.values, v);
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return result;
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}
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friend float3 operator*(const float4x4 &m, const float (*v)[3])
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{
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return m * float3(v);
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}
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float4x4 inverted() const
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{
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float4x4 result;
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invert_m4_m4(result.values, values);
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return result;
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}
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/**
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* Matrix inversion can be implemented more efficiently for affine matrices.
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*/
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float4x4 inverted_affine() const
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{
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BLI_assert(values[0][3] == 0.0f && values[1][3] == 0.0f && values[2][3] == 0.0f &&
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values[3][3] == 1.0f);
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return this->inverted();
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}
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float4x4 transposed() const
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{
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float4x4 result;
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transpose_m4_m4(result.values, values);
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return result;
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}
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float4x4 inverted_transposed_affine() const
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{
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return this->inverted_affine().transposed();
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}
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struct float3x3_ref {
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const float4x4 &data;
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friend float3 operator*(const float3x3_ref &m, const float3 &v)
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{
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float3 result;
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mul_v3_mat3_m4v3(result, m.data.values, v);
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return result;
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}
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};
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float3x3_ref ref_3x3() const
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{
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return {*this};
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}
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static float4x4 interpolate(const float4x4 &a, const float4x4 &b, float t)
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{
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float result[4][4];
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interp_m4_m4m4(result, a.values, b.values, t);
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return result;
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}
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uint64_t hash() const
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{
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uint64_t h = 435109;
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for (int i = 0; i < 16; i++) {
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float value = ((const float *)this)[i];
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h = h * 33 + (*(uint32_t *)&value);
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}
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return h;
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}
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};
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} // namespace blender
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