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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Jolt/Math/Vec3.h>
- #include <Jolt/Math/Vec4.h>
- #include <Jolt/Math/Quat.h>
- JPH_NAMESPACE_BEGIN
- #define JPH_EL(r, c) mCol[c].mF32[r]
- Mat44::Mat44(Vec4Arg inC1, Vec4Arg inC2, Vec4Arg inC3, Vec4Arg inC4) :
- mCol { inC1, inC2, inC3, inC4 }
- {
- }
- Mat44::Mat44(Vec4Arg inC1, Vec4Arg inC2, Vec4Arg inC3, Vec3Arg inC4) :
- mCol { inC1, inC2, inC3, Vec4(inC4, 1.0f) }
- {
- }
- Mat44::Mat44(Type inC1, Type inC2, Type inC3, Type inC4) :
- mCol { inC1, inC2, inC3, inC4 }
- {
- }
- Mat44 Mat44::sZero()
- {
- return Mat44(Vec4::sZero(), Vec4::sZero(), Vec4::sZero(), Vec4::sZero());
- }
- Mat44 Mat44::sIdentity()
- {
- return Mat44(Vec4(1, 0, 0, 0), Vec4(0, 1, 0, 0), Vec4(0, 0, 1, 0), Vec4(0, 0, 0, 1));
- }
- Mat44 Mat44::sNaN()
- {
- return Mat44(Vec4::sNaN(), Vec4::sNaN(), Vec4::sNaN(), Vec4::sNaN());
- }
- Mat44 Mat44::sLoadFloat4x4(const Float4 *inV)
- {
- Mat44 result;
- for (int c = 0; c < 4; ++c)
- result.mCol[c] = Vec4::sLoadFloat4(inV + c);
- return result;
- }
- Mat44 Mat44::sLoadFloat4x4Aligned(const Float4 *inV)
- {
- Mat44 result;
- for (int c = 0; c < 4; ++c)
- result.mCol[c] = Vec4::sLoadFloat4Aligned(inV + c);
- return result;
- }
- Mat44 Mat44::sRotationX(float inX)
- {
- Vec4 sv, cv;
- Vec4::sReplicate(inX).SinCos(sv, cv);
- float s = sv.GetX(), c = cv.GetX();
- return Mat44(Vec4(1, 0, 0, 0), Vec4(0, c, s, 0), Vec4(0, -s, c, 0), Vec4(0, 0, 0, 1));
- }
- Mat44 Mat44::sRotationY(float inY)
- {
- Vec4 sv, cv;
- Vec4::sReplicate(inY).SinCos(sv, cv);
- float s = sv.GetX(), c = cv.GetX();
- return Mat44(Vec4(c, 0, -s, 0), Vec4(0, 1, 0, 0), Vec4(s, 0, c, 0), Vec4(0, 0, 0, 1));
- }
- Mat44 Mat44::sRotationZ(float inZ)
- {
- Vec4 sv, cv;
- Vec4::sReplicate(inZ).SinCos(sv, cv);
- float s = sv.GetX(), c = cv.GetX();
- return Mat44(Vec4(c, s, 0, 0), Vec4(-s, c, 0, 0), Vec4(0, 0, 1, 0), Vec4(0, 0, 0, 1));
- }
- Mat44 Mat44::sRotation(QuatArg inQuat)
- {
- JPH_ASSERT(inQuat.IsNormalized());
- // See: https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation section 'Quaternion-derived rotation matrix'
- #ifdef JPH_USE_SSE4_1
- __m128 xyzw = inQuat.mValue.mValue;
- __m128 two_xyzw = _mm_add_ps(xyzw, xyzw);
- __m128 yzxw = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(3, 0, 2, 1));
- __m128 two_yzxw = _mm_add_ps(yzxw, yzxw);
- __m128 zxyw = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(3, 1, 0, 2));
- __m128 two_zxyw = _mm_add_ps(zxyw, zxyw);
- __m128 wwww = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(3, 3, 3, 3));
- __m128 diagonal = _mm_sub_ps(_mm_sub_ps(_mm_set1_ps(1.0f), _mm_mul_ps(two_yzxw, yzxw)), _mm_mul_ps(two_zxyw, zxyw)); // (1 - 2 y^2 - 2 z^2, 1 - 2 x^2 - 2 z^2, 1 - 2 x^2 - 2 y^2, 1 - 4 w^2)
- __m128 plus = _mm_add_ps(_mm_mul_ps(two_xyzw, zxyw), _mm_mul_ps(two_yzxw, wwww)); // 2 * (xz + yw, xy + zw, yz + xw, ww)
- __m128 minus = _mm_sub_ps(_mm_mul_ps(two_yzxw, xyzw), _mm_mul_ps(two_zxyw, wwww)); // 2 * (xy - zw, yz - xw, xz - yw, 0)
- // Workaround for compiler changing _mm_sub_ps(_mm_mul_ps(...), ...) into a fused multiply sub instruction, resulting in w not being 0
- // There doesn't appear to be a reliable way to turn this off in Clang
- minus = _mm_insert_ps(minus, minus, 0b1000);
- __m128 col0 = _mm_blend_ps(_mm_blend_ps(plus, diagonal, 0b0001), minus, 0b1100); // (1 - 2 y^2 - 2 z^2, 2 xy + 2 zw, 2 xz - 2 yw, 0)
- __m128 col1 = _mm_blend_ps(_mm_blend_ps(diagonal, minus, 0b1001), plus, 0b0100); // (2 xy - 2 zw, 1 - 2 x^2 - 2 z^2, 2 yz + 2 xw, 0)
- __m128 col2 = _mm_blend_ps(_mm_blend_ps(minus, plus, 0b0001), diagonal, 0b0100); // (2 xz + 2 yw, 2 yz - 2 xw, 1 - 2 x^2 - 2 y^2, 0)
- __m128 col3 = _mm_set_ps(1, 0, 0, 0);
- return Mat44(col0, col1, col2, col3);
- #else
- float x = inQuat.GetX();
- float y = inQuat.GetY();
- float z = inQuat.GetZ();
- float w = inQuat.GetW();
- float tx = x + x; // Note: Using x + x instead of 2.0f * x to force this function to return the same value as the SSE4.1 version across platforms.
- float ty = y + y;
- float tz = z + z;
- float xx = tx * x;
- float yy = ty * y;
- float zz = tz * z;
- float xy = tx * y;
- float xz = tx * z;
- float xw = tx * w;
- float yz = ty * z;
- float yw = ty * w;
- float zw = tz * w;
- return Mat44(Vec4((1.0f - yy) - zz, xy + zw, xz - yw, 0.0f), // Note: Added extra brackets to force this function to return the same value as the SSE4.1 version across platforms.
- Vec4(xy - zw, (1.0f - zz) - xx, yz + xw, 0.0f),
- Vec4(xz + yw, yz - xw, (1.0f - xx) - yy, 0.0f),
- Vec4(0.0f, 0.0f, 0.0f, 1.0f));
- #endif
- }
- Mat44 Mat44::sRotation(Vec3Arg inAxis, float inAngle)
- {
- return sRotation(Quat::sRotation(inAxis, inAngle));
- }
- Mat44 Mat44::sTranslation(Vec3Arg inV)
- {
- return Mat44(Vec4(1, 0, 0, 0), Vec4(0, 1, 0, 0), Vec4(0, 0, 1, 0), Vec4(inV, 1));
- }
- Mat44 Mat44::sRotationTranslation(QuatArg inR, Vec3Arg inT)
- {
- Mat44 m = sRotation(inR);
- m.SetTranslation(inT);
- return m;
- }
- Mat44 Mat44::sInverseRotationTranslation(QuatArg inR, Vec3Arg inT)
- {
- Mat44 m = sRotation(inR.Conjugated());
- m.SetTranslation(-m.Multiply3x3(inT));
- return m;
- }
- Mat44 Mat44::sScale(float inScale)
- {
- return Mat44(Vec4(inScale, 0, 0, 0), Vec4(0, inScale, 0, 0), Vec4(0, 0, inScale, 0), Vec4(0, 0, 0, 1));
- }
- Mat44 Mat44::sScale(Vec3Arg inV)
- {
- return Mat44(Vec4(inV.GetX(), 0, 0, 0), Vec4(0, inV.GetY(), 0, 0), Vec4(0, 0, inV.GetZ(), 0), Vec4(0, 0, 0, 1));
- }
- Mat44 Mat44::sOuterProduct(Vec3Arg inV1, Vec3Arg inV2)
- {
- Vec4 v1(inV1, 0);
- return Mat44(v1 * inV2.SplatX(), v1 * inV2.SplatY(), v1 * inV2.SplatZ(), Vec4(0, 0, 0, 1));
- }
- Mat44 Mat44::sCrossProduct(Vec3Arg inV)
- {
- #ifdef JPH_USE_SSE4_1
- // Zero out the W component
- __m128 zero = _mm_setzero_ps();
- __m128 v = _mm_blend_ps(inV.mValue, zero, 0b1000);
- // Negate
- __m128 min_v = _mm_sub_ps(zero, v);
- return Mat44(
- _mm_shuffle_ps(v, min_v, _MM_SHUFFLE(3, 1, 2, 3)), // [0, z, -y, 0]
- _mm_shuffle_ps(min_v, v, _MM_SHUFFLE(3, 0, 3, 2)), // [-z, 0, x, 0]
- _mm_blend_ps(_mm_shuffle_ps(v, v, _MM_SHUFFLE(3, 3, 3, 1)), _mm_shuffle_ps(min_v, min_v, _MM_SHUFFLE(3, 3, 0, 3)), 0b0010), // [y, -x, 0, 0]
- Vec4(0, 0, 0, 1));
- #else
- float x = inV.GetX();
- float y = inV.GetY();
- float z = inV.GetZ();
- return Mat44(
- Vec4(0, z, -y, 0),
- Vec4(-z, 0, x, 0),
- Vec4(y, -x, 0, 0),
- Vec4(0, 0, 0, 1));
- #endif
- }
- Mat44 Mat44::sLookAt(Vec3Arg inPos, Vec3Arg inTarget, Vec3Arg inUp)
- {
- Vec3 direction = (inTarget - inPos).NormalizedOr(-Vec3::sAxisZ());
- Vec3 right = direction.Cross(inUp).NormalizedOr(Vec3::sAxisX());
- Vec3 up = right.Cross(direction);
- return Mat44(Vec4(right, 0), Vec4(up, 0), Vec4(-direction, 0), Vec4(inPos, 1)).InversedRotationTranslation();
- }
- Mat44 Mat44::sPerspective(float inFovY, float inAspect, float inNear, float inFar)
- {
- float height = 1.0f / Tan(0.5f * inFovY);
- float width = height / inAspect;
- float range = inFar / (inNear - inFar);
- return Mat44(Vec4(width, 0.0f, 0.0f, 0.0f), Vec4(0.0f, height, 0.0f, 0.0f), Vec4(0.0f, 0.0f, range, -1.0f), Vec4(0.0f, 0.0f, range * inNear, 0.0f));
- }
- bool Mat44::operator == (Mat44Arg inM2) const
- {
- return UVec4::sAnd(
- UVec4::sAnd(Vec4::sEquals(mCol[0], inM2.mCol[0]), Vec4::sEquals(mCol[1], inM2.mCol[1])),
- UVec4::sAnd(Vec4::sEquals(mCol[2], inM2.mCol[2]), Vec4::sEquals(mCol[3], inM2.mCol[3]))
- ).TestAllTrue();
- }
- bool Mat44::IsClose(Mat44Arg inM2, float inMaxDistSq) const
- {
- for (int i = 0; i < 4; ++i)
- if (!mCol[i].IsClose(inM2.mCol[i], inMaxDistSq))
- return false;
- return true;
- }
- Mat44 Mat44::operator * (Mat44Arg inM) const
- {
- Mat44 result;
- #if defined(JPH_USE_SSE)
- for (int i = 0; i < 4; ++i)
- {
- __m128 c = inM.mCol[i].mValue;
- __m128 t = _mm_mul_ps(mCol[0].mValue, _mm_shuffle_ps(c, c, _MM_SHUFFLE(0, 0, 0, 0)));
- t = _mm_add_ps(t, _mm_mul_ps(mCol[1].mValue, _mm_shuffle_ps(c, c, _MM_SHUFFLE(1, 1, 1, 1))));
- t = _mm_add_ps(t, _mm_mul_ps(mCol[2].mValue, _mm_shuffle_ps(c, c, _MM_SHUFFLE(2, 2, 2, 2))));
- t = _mm_add_ps(t, _mm_mul_ps(mCol[3].mValue, _mm_shuffle_ps(c, c, _MM_SHUFFLE(3, 3, 3, 3))));
- result.mCol[i].mValue = t;
- }
- #elif defined(JPH_USE_NEON)
- for (int i = 0; i < 4; ++i)
- {
- Type c = inM.mCol[i].mValue;
- Type t = vmulq_f32(mCol[0].mValue, vdupq_laneq_f32(c, 0));
- t = vmlaq_f32(t, mCol[1].mValue, vdupq_laneq_f32(c, 1));
- t = vmlaq_f32(t, mCol[2].mValue, vdupq_laneq_f32(c, 2));
- t = vmlaq_f32(t, mCol[3].mValue, vdupq_laneq_f32(c, 3));
- result.mCol[i].mValue = t;
- }
- #else
- for (int i = 0; i < 4; ++i)
- result.mCol[i] = mCol[0] * inM.mCol[i].mF32[0] + mCol[1] * inM.mCol[i].mF32[1] + mCol[2] * inM.mCol[i].mF32[2] + mCol[3] * inM.mCol[i].mF32[3];
- #endif
- return result;
- }
- Vec3 Mat44::operator * (Vec3Arg inV) const
- {
- #if defined(JPH_USE_SSE)
- __m128 t = _mm_mul_ps(mCol[0].mValue, _mm_shuffle_ps(inV.mValue, inV.mValue, _MM_SHUFFLE(0, 0, 0, 0)));
- t = _mm_add_ps(t, _mm_mul_ps(mCol[1].mValue, _mm_shuffle_ps(inV.mValue, inV.mValue, _MM_SHUFFLE(1, 1, 1, 1))));
- t = _mm_add_ps(t, _mm_mul_ps(mCol[2].mValue, _mm_shuffle_ps(inV.mValue, inV.mValue, _MM_SHUFFLE(2, 2, 2, 2))));
- t = _mm_add_ps(t, mCol[3].mValue);
- return Vec3::sFixW(t);
- #elif defined(JPH_USE_NEON)
- Type t = vmulq_f32(mCol[0].mValue, vdupq_laneq_f32(inV.mValue, 0));
- t = vmlaq_f32(t, mCol[1].mValue, vdupq_laneq_f32(inV.mValue, 1));
- t = vmlaq_f32(t, mCol[2].mValue, vdupq_laneq_f32(inV.mValue, 2));
- t = vaddq_f32(t, mCol[3].mValue); // Don't combine this with the first mul into a fused multiply add, causes precision issues
- return Vec3::sFixW(t);
- #else
- return Vec3(
- mCol[0].mF32[0] * inV.mF32[0] + mCol[1].mF32[0] * inV.mF32[1] + mCol[2].mF32[0] * inV.mF32[2] + mCol[3].mF32[0],
- mCol[0].mF32[1] * inV.mF32[0] + mCol[1].mF32[1] * inV.mF32[1] + mCol[2].mF32[1] * inV.mF32[2] + mCol[3].mF32[1],
- mCol[0].mF32[2] * inV.mF32[0] + mCol[1].mF32[2] * inV.mF32[1] + mCol[2].mF32[2] * inV.mF32[2] + mCol[3].mF32[2]);
- #endif
- }
- Vec4 Mat44::operator * (Vec4Arg inV) const
- {
- #if defined(JPH_USE_SSE)
- __m128 t = _mm_mul_ps(mCol[0].mValue, _mm_shuffle_ps(inV.mValue, inV.mValue, _MM_SHUFFLE(0, 0, 0, 0)));
- t = _mm_add_ps(t, _mm_mul_ps(mCol[1].mValue, _mm_shuffle_ps(inV.mValue, inV.mValue, _MM_SHUFFLE(1, 1, 1, 1))));
- t = _mm_add_ps(t, _mm_mul_ps(mCol[2].mValue, _mm_shuffle_ps(inV.mValue, inV.mValue, _MM_SHUFFLE(2, 2, 2, 2))));
- t = _mm_add_ps(t, _mm_mul_ps(mCol[3].mValue, _mm_shuffle_ps(inV.mValue, inV.mValue, _MM_SHUFFLE(3, 3, 3, 3))));
- return t;
- #elif defined(JPH_USE_NEON)
- Type t = vmulq_f32(mCol[0].mValue, vdupq_laneq_f32(inV.mValue, 0));
- t = vmlaq_f32(t, mCol[1].mValue, vdupq_laneq_f32(inV.mValue, 1));
- t = vmlaq_f32(t, mCol[2].mValue, vdupq_laneq_f32(inV.mValue, 2));
- t = vmlaq_f32(t, mCol[3].mValue, vdupq_laneq_f32(inV.mValue, 3));
- return t;
- #else
- return Vec4(
- mCol[0].mF32[0] * inV.mF32[0] + mCol[1].mF32[0] * inV.mF32[1] + mCol[2].mF32[0] * inV.mF32[2] + mCol[3].mF32[0] * inV.mF32[3],
- mCol[0].mF32[1] * inV.mF32[0] + mCol[1].mF32[1] * inV.mF32[1] + mCol[2].mF32[1] * inV.mF32[2] + mCol[3].mF32[1] * inV.mF32[3],
- mCol[0].mF32[2] * inV.mF32[0] + mCol[1].mF32[2] * inV.mF32[1] + mCol[2].mF32[2] * inV.mF32[2] + mCol[3].mF32[2] * inV.mF32[3],
- mCol[0].mF32[3] * inV.mF32[0] + mCol[1].mF32[3] * inV.mF32[1] + mCol[2].mF32[3] * inV.mF32[2] + mCol[3].mF32[3] * inV.mF32[3]);
- #endif
- }
- Vec3 Mat44::Multiply3x3(Vec3Arg inV) const
- {
- #if defined(JPH_USE_SSE)
- __m128 t = _mm_mul_ps(mCol[0].mValue, _mm_shuffle_ps(inV.mValue, inV.mValue, _MM_SHUFFLE(0, 0, 0, 0)));
- t = _mm_add_ps(t, _mm_mul_ps(mCol[1].mValue, _mm_shuffle_ps(inV.mValue, inV.mValue, _MM_SHUFFLE(1, 1, 1, 1))));
- t = _mm_add_ps(t, _mm_mul_ps(mCol[2].mValue, _mm_shuffle_ps(inV.mValue, inV.mValue, _MM_SHUFFLE(2, 2, 2, 2))));
- return Vec3::sFixW(t);
- #elif defined(JPH_USE_NEON)
- Type t = vmulq_f32(mCol[0].mValue, vdupq_laneq_f32(inV.mValue, 0));
- t = vmlaq_f32(t, mCol[1].mValue, vdupq_laneq_f32(inV.mValue, 1));
- t = vmlaq_f32(t, mCol[2].mValue, vdupq_laneq_f32(inV.mValue, 2));
- return Vec3::sFixW(t);
- #else
- return Vec3(
- mCol[0].mF32[0] * inV.mF32[0] + mCol[1].mF32[0] * inV.mF32[1] + mCol[2].mF32[0] * inV.mF32[2],
- mCol[0].mF32[1] * inV.mF32[0] + mCol[1].mF32[1] * inV.mF32[1] + mCol[2].mF32[1] * inV.mF32[2],
- mCol[0].mF32[2] * inV.mF32[0] + mCol[1].mF32[2] * inV.mF32[1] + mCol[2].mF32[2] * inV.mF32[2]);
- #endif
- }
- Vec3 Mat44::Multiply3x3Transposed(Vec3Arg inV) const
- {
- #if defined(JPH_USE_SSE4_1)
- __m128 x = _mm_dp_ps(mCol[0].mValue, inV.mValue, 0x7f);
- __m128 y = _mm_dp_ps(mCol[1].mValue, inV.mValue, 0x7f);
- __m128 xy = _mm_blend_ps(x, y, 0b0010);
- __m128 z = _mm_dp_ps(mCol[2].mValue, inV.mValue, 0x7f);
- __m128 xyzz = _mm_blend_ps(xy, z, 0b1100);
- return xyzz;
- #else
- return Transposed3x3().Multiply3x3(inV);
- #endif
- }
- Mat44 Mat44::Multiply3x3(Mat44Arg inM) const
- {
- JPH_ASSERT(mCol[0][3] == 0.0f);
- JPH_ASSERT(mCol[1][3] == 0.0f);
- JPH_ASSERT(mCol[2][3] == 0.0f);
- Mat44 result;
- #if defined(JPH_USE_SSE)
- for (int i = 0; i < 3; ++i)
- {
- __m128 c = inM.mCol[i].mValue;
- __m128 t = _mm_mul_ps(mCol[0].mValue, _mm_shuffle_ps(c, c, _MM_SHUFFLE(0, 0, 0, 0)));
- t = _mm_add_ps(t, _mm_mul_ps(mCol[1].mValue, _mm_shuffle_ps(c, c, _MM_SHUFFLE(1, 1, 1, 1))));
- t = _mm_add_ps(t, _mm_mul_ps(mCol[2].mValue, _mm_shuffle_ps(c, c, _MM_SHUFFLE(2, 2, 2, 2))));
- result.mCol[i].mValue = t;
- }
- #elif defined(JPH_USE_NEON)
- for (int i = 0; i < 3; ++i)
- {
- Type c = inM.mCol[i].mValue;
- Type t = vmulq_f32(mCol[0].mValue, vdupq_laneq_f32(c, 0));
- t = vmlaq_f32(t, mCol[1].mValue, vdupq_laneq_f32(c, 1));
- t = vmlaq_f32(t, mCol[2].mValue, vdupq_laneq_f32(c, 2));
- result.mCol[i].mValue = t;
- }
- #else
- for (int i = 0; i < 3; ++i)
- result.mCol[i] = mCol[0] * inM.mCol[i].mF32[0] + mCol[1] * inM.mCol[i].mF32[1] + mCol[2] * inM.mCol[i].mF32[2];
- #endif
- result.mCol[3] = Vec4(0, 0, 0, 1);
- return result;
- }
- Mat44 Mat44::Multiply3x3LeftTransposed(Mat44Arg inM) const
- {
- // Transpose left hand side
- Mat44 trans = Transposed3x3();
- // Do 3x3 matrix multiply
- Mat44 result;
- result.mCol[0] = trans.mCol[0] * inM.mCol[0].SplatX() + trans.mCol[1] * inM.mCol[0].SplatY() + trans.mCol[2] * inM.mCol[0].SplatZ();
- result.mCol[1] = trans.mCol[0] * inM.mCol[1].SplatX() + trans.mCol[1] * inM.mCol[1].SplatY() + trans.mCol[2] * inM.mCol[1].SplatZ();
- result.mCol[2] = trans.mCol[0] * inM.mCol[2].SplatX() + trans.mCol[1] * inM.mCol[2].SplatY() + trans.mCol[2] * inM.mCol[2].SplatZ();
- result.mCol[3] = Vec4(0, 0, 0, 1);
- return result;
- }
- Mat44 Mat44::Multiply3x3RightTransposed(Mat44Arg inM) const
- {
- JPH_ASSERT(mCol[0][3] == 0.0f);
- JPH_ASSERT(mCol[1][3] == 0.0f);
- JPH_ASSERT(mCol[2][3] == 0.0f);
- Mat44 result;
- result.mCol[0] = mCol[0] * inM.mCol[0].SplatX() + mCol[1] * inM.mCol[1].SplatX() + mCol[2] * inM.mCol[2].SplatX();
- result.mCol[1] = mCol[0] * inM.mCol[0].SplatY() + mCol[1] * inM.mCol[1].SplatY() + mCol[2] * inM.mCol[2].SplatY();
- result.mCol[2] = mCol[0] * inM.mCol[0].SplatZ() + mCol[1] * inM.mCol[1].SplatZ() + mCol[2] * inM.mCol[2].SplatZ();
- result.mCol[3] = Vec4(0, 0, 0, 1);
- return result;
- }
- Mat44 Mat44::operator * (float inV) const
- {
- Vec4 multiplier = Vec4::sReplicate(inV);
- Mat44 result;
- for (int c = 0; c < 4; ++c)
- result.mCol[c] = mCol[c] * multiplier;
- return result;
- }
- Mat44 &Mat44::operator *= (float inV)
- {
- for (int c = 0; c < 4; ++c)
- mCol[c] *= inV;
- return *this;
- }
- Mat44 Mat44::operator + (Mat44Arg inM) const
- {
- Mat44 result;
- for (int i = 0; i < 4; ++i)
- result.mCol[i] = mCol[i] + inM.mCol[i];
- return result;
- }
- Mat44 Mat44::operator - () const
- {
- Mat44 result;
- for (int i = 0; i < 4; ++i)
- result.mCol[i] = -mCol[i];
- return result;
- }
- Mat44 Mat44::operator - (Mat44Arg inM) const
- {
- Mat44 result;
- for (int i = 0; i < 4; ++i)
- result.mCol[i] = mCol[i] - inM.mCol[i];
- return result;
- }
- Mat44 &Mat44::operator += (Mat44Arg inM)
- {
- for (int c = 0; c < 4; ++c)
- mCol[c] += inM.mCol[c];
- return *this;
- }
- void Mat44::StoreFloat4x4(Float4 *outV) const
- {
- for (int c = 0; c < 4; ++c)
- mCol[c].StoreFloat4(outV + c);
- }
- Mat44 Mat44::Transposed() const
- {
- #if defined(JPH_USE_SSE)
- __m128 tmp1 = _mm_shuffle_ps(mCol[0].mValue, mCol[1].mValue, _MM_SHUFFLE(1, 0, 1, 0));
- __m128 tmp3 = _mm_shuffle_ps(mCol[0].mValue, mCol[1].mValue, _MM_SHUFFLE(3, 2, 3, 2));
- __m128 tmp2 = _mm_shuffle_ps(mCol[2].mValue, mCol[3].mValue, _MM_SHUFFLE(1, 0, 1, 0));
- __m128 tmp4 = _mm_shuffle_ps(mCol[2].mValue, mCol[3].mValue, _MM_SHUFFLE(3, 2, 3, 2));
- Mat44 result;
- result.mCol[0].mValue = _mm_shuffle_ps(tmp1, tmp2, _MM_SHUFFLE(2, 0, 2, 0));
- result.mCol[1].mValue = _mm_shuffle_ps(tmp1, tmp2, _MM_SHUFFLE(3, 1, 3, 1));
- result.mCol[2].mValue = _mm_shuffle_ps(tmp3, tmp4, _MM_SHUFFLE(2, 0, 2, 0));
- result.mCol[3].mValue = _mm_shuffle_ps(tmp3, tmp4, _MM_SHUFFLE(3, 1, 3, 1));
- return result;
- #elif defined(JPH_USE_NEON)
- float32x4x2_t tmp1 = vzipq_f32(mCol[0].mValue, mCol[2].mValue);
- float32x4x2_t tmp2 = vzipq_f32(mCol[1].mValue, mCol[3].mValue);
- float32x4x2_t tmp3 = vzipq_f32(tmp1.val[0], tmp2.val[0]);
- float32x4x2_t tmp4 = vzipq_f32(tmp1.val[1], tmp2.val[1]);
- Mat44 result;
- result.mCol[0].mValue = tmp3.val[0];
- result.mCol[1].mValue = tmp3.val[1];
- result.mCol[2].mValue = tmp4.val[0];
- result.mCol[3].mValue = tmp4.val[1];
- return result;
- #else
- Mat44 result;
- for (int c = 0; c < 4; ++c)
- for (int r = 0; r < 4; ++r)
- result.mCol[r].mF32[c] = mCol[c].mF32[r];
- return result;
- #endif
- }
- Mat44 Mat44::Transposed3x3() const
- {
- #if defined(JPH_USE_SSE)
- __m128 zero = _mm_setzero_ps();
- __m128 tmp1 = _mm_shuffle_ps(mCol[0].mValue, mCol[1].mValue, _MM_SHUFFLE(1, 0, 1, 0));
- __m128 tmp3 = _mm_shuffle_ps(mCol[0].mValue, mCol[1].mValue, _MM_SHUFFLE(3, 2, 3, 2));
- __m128 tmp2 = _mm_shuffle_ps(mCol[2].mValue, zero, _MM_SHUFFLE(1, 0, 1, 0));
- __m128 tmp4 = _mm_shuffle_ps(mCol[2].mValue, zero, _MM_SHUFFLE(3, 2, 3, 2));
- Mat44 result;
- result.mCol[0].mValue = _mm_shuffle_ps(tmp1, tmp2, _MM_SHUFFLE(2, 0, 2, 0));
- result.mCol[1].mValue = _mm_shuffle_ps(tmp1, tmp2, _MM_SHUFFLE(3, 1, 3, 1));
- result.mCol[2].mValue = _mm_shuffle_ps(tmp3, tmp4, _MM_SHUFFLE(2, 0, 2, 0));
- #elif defined(JPH_USE_NEON)
- float32x4x2_t tmp1 = vzipq_f32(mCol[0].mValue, mCol[2].mValue);
- float32x4x2_t tmp2 = vzipq_f32(mCol[1].mValue, vdupq_n_f32(0));
- float32x4x2_t tmp3 = vzipq_f32(tmp1.val[0], tmp2.val[0]);
- float32x4x2_t tmp4 = vzipq_f32(tmp1.val[1], tmp2.val[1]);
- Mat44 result;
- result.mCol[0].mValue = tmp3.val[0];
- result.mCol[1].mValue = tmp3.val[1];
- result.mCol[2].mValue = tmp4.val[0];
- #else
- Mat44 result;
- for (int c = 0; c < 3; ++c)
- {
- for (int r = 0; r < 3; ++r)
- result.mCol[c].mF32[r] = mCol[r].mF32[c];
- result.mCol[c].mF32[3] = 0;
- }
- #endif
- result.mCol[3] = Vec4(0, 0, 0, 1);
- return result;
- }
- Mat44 Mat44::Inversed() const
- {
- #if defined(JPH_USE_SSE)
- // Algorithm from: http://download.intel.com/design/PentiumIII/sml/24504301.pdf
- // Streaming SIMD Extensions - Inverse of 4x4 Matrix
- // Adapted to load data using _mm_shuffle_ps instead of loading from memory
- // Replaced _mm_rcp_ps with _mm_div_ps for better accuracy
- __m128 tmp1 = _mm_shuffle_ps(mCol[0].mValue, mCol[1].mValue, _MM_SHUFFLE(1, 0, 1, 0));
- __m128 row1 = _mm_shuffle_ps(mCol[2].mValue, mCol[3].mValue, _MM_SHUFFLE(1, 0, 1, 0));
- __m128 row0 = _mm_shuffle_ps(tmp1, row1, _MM_SHUFFLE(2, 0, 2, 0));
- row1 = _mm_shuffle_ps(row1, tmp1, _MM_SHUFFLE(3, 1, 3, 1));
- tmp1 = _mm_shuffle_ps(mCol[0].mValue, mCol[1].mValue, _MM_SHUFFLE(3, 2, 3, 2));
- __m128 row3 = _mm_shuffle_ps(mCol[2].mValue, mCol[3].mValue, _MM_SHUFFLE(3, 2, 3, 2));
- __m128 row2 = _mm_shuffle_ps(tmp1, row3, _MM_SHUFFLE(2, 0, 2, 0));
- row3 = _mm_shuffle_ps(row3, tmp1, _MM_SHUFFLE(3, 1, 3, 1));
- tmp1 = _mm_mul_ps(row2, row3);
- tmp1 = _mm_shuffle_ps(tmp1, tmp1, _MM_SHUFFLE(2, 3, 0, 1));
- __m128 minor0 = _mm_mul_ps(row1, tmp1);
- __m128 minor1 = _mm_mul_ps(row0, tmp1);
- tmp1 = _mm_shuffle_ps(tmp1, tmp1, _MM_SHUFFLE(1, 0, 3, 2));
- minor0 = _mm_sub_ps(_mm_mul_ps(row1, tmp1), minor0);
- minor1 = _mm_sub_ps(_mm_mul_ps(row0, tmp1), minor1);
- minor1 = _mm_shuffle_ps(minor1, minor1, _MM_SHUFFLE(1, 0, 3, 2));
- tmp1 = _mm_mul_ps(row1, row2);
- tmp1 = _mm_shuffle_ps(tmp1, tmp1, _MM_SHUFFLE(2, 3, 0, 1));
- minor0 = _mm_add_ps(_mm_mul_ps(row3, tmp1), minor0);
- __m128 minor3 = _mm_mul_ps(row0, tmp1);
- tmp1 = _mm_shuffle_ps(tmp1, tmp1, _MM_SHUFFLE(1, 0, 3, 2));
- minor0 = _mm_sub_ps(minor0, _mm_mul_ps(row3, tmp1));
- minor3 = _mm_sub_ps(_mm_mul_ps(row0, tmp1), minor3);
- minor3 = _mm_shuffle_ps(minor3, minor3, _MM_SHUFFLE(1, 0, 3, 2));
- tmp1 = _mm_mul_ps(_mm_shuffle_ps(row1, row1, _MM_SHUFFLE(1, 0, 3, 2)), row3);
- tmp1 = _mm_shuffle_ps(tmp1, tmp1, _MM_SHUFFLE(2, 3, 0, 1));
- row2 = _mm_shuffle_ps(row2, row2, _MM_SHUFFLE(1, 0, 3, 2));
- minor0 = _mm_add_ps(_mm_mul_ps(row2, tmp1), minor0);
- __m128 minor2 = _mm_mul_ps(row0, tmp1);
- tmp1 = _mm_shuffle_ps(tmp1, tmp1, _MM_SHUFFLE(1, 0, 3, 2));
- minor0 = _mm_sub_ps(minor0, _mm_mul_ps(row2, tmp1));
- minor2 = _mm_sub_ps(_mm_mul_ps(row0, tmp1), minor2);
- minor2 = _mm_shuffle_ps(minor2, minor2, _MM_SHUFFLE(1, 0, 3, 2));
- tmp1 = _mm_mul_ps(row0, row1);
- tmp1 = _mm_shuffle_ps(tmp1, tmp1, _MM_SHUFFLE(2, 3, 0, 1));
- minor2 = _mm_add_ps(_mm_mul_ps(row3, tmp1), minor2);
- minor3 = _mm_sub_ps(_mm_mul_ps(row2, tmp1), minor3);
- tmp1 = _mm_shuffle_ps(tmp1, tmp1, _MM_SHUFFLE(1, 0, 3, 2));
- minor2 = _mm_sub_ps(_mm_mul_ps(row3, tmp1), minor2);
- minor3 = _mm_sub_ps(minor3, _mm_mul_ps(row2, tmp1));
- tmp1 = _mm_mul_ps(row0, row3);
- tmp1 = _mm_shuffle_ps(tmp1, tmp1, _MM_SHUFFLE(2, 3, 0, 1));
- minor1 = _mm_sub_ps(minor1, _mm_mul_ps(row2, tmp1));
- minor2 = _mm_add_ps(_mm_mul_ps(row1, tmp1), minor2);
- tmp1 = _mm_shuffle_ps(tmp1, tmp1, _MM_SHUFFLE(1, 0, 3, 2));
- minor1 = _mm_add_ps(_mm_mul_ps(row2, tmp1), minor1);
- minor2 = _mm_sub_ps(minor2, _mm_mul_ps(row1, tmp1));
- tmp1 = _mm_mul_ps(row0, row2);
- tmp1 = _mm_shuffle_ps(tmp1, tmp1, _MM_SHUFFLE(2, 3, 0, 1));
- minor1 = _mm_add_ps(_mm_mul_ps(row3, tmp1), minor1);
- minor3 = _mm_sub_ps(minor3, _mm_mul_ps(row1, tmp1));
- tmp1 = _mm_shuffle_ps(tmp1, tmp1, _MM_SHUFFLE(1, 0, 3, 2));
- minor1 = _mm_sub_ps(minor1, _mm_mul_ps(row3, tmp1));
- minor3 = _mm_add_ps(_mm_mul_ps(row1, tmp1), minor3);
- __m128 det = _mm_mul_ps(row0, minor0);
- det = _mm_add_ps(_mm_shuffle_ps(det, det, _MM_SHUFFLE(2, 3, 0, 1)), det); // Original code did (x + z) + (y + w), changed to (x + y) + (z + w) to match the ARM code below and make the result cross platform deterministic
- det = _mm_add_ss(_mm_shuffle_ps(det, det, _MM_SHUFFLE(1, 0, 3, 2)), det);
- det = _mm_div_ss(_mm_set_ss(1.0f), det);
- det = _mm_shuffle_ps(det, det, _MM_SHUFFLE(0, 0, 0, 0));
- Mat44 result;
- result.mCol[0].mValue = _mm_mul_ps(det, minor0);
- result.mCol[1].mValue = _mm_mul_ps(det, minor1);
- result.mCol[2].mValue = _mm_mul_ps(det, minor2);
- result.mCol[3].mValue = _mm_mul_ps(det, minor3);
- return result;
- #elif defined(JPH_USE_NEON)
- // Adapted from the SSE version, there's surprising few articles about efficient ways of calculating an inverse for ARM on the internet
- Type tmp1 = JPH_NEON_SHUFFLE_F32x4(mCol[0].mValue, mCol[1].mValue, 0, 1, 4, 5);
- Type row1 = JPH_NEON_SHUFFLE_F32x4(mCol[2].mValue, mCol[3].mValue, 0, 1, 4, 5);
- Type row0 = JPH_NEON_SHUFFLE_F32x4(tmp1, row1, 0, 2, 4, 6);
- row1 = JPH_NEON_SHUFFLE_F32x4(row1, tmp1, 1, 3, 5, 7);
- tmp1 = JPH_NEON_SHUFFLE_F32x4(mCol[0].mValue, mCol[1].mValue, 2, 3, 6, 7);
- Type row3 = JPH_NEON_SHUFFLE_F32x4(mCol[2].mValue, mCol[3].mValue, 2, 3, 6, 7);
- Type row2 = JPH_NEON_SHUFFLE_F32x4(tmp1, row3, 0, 2, 4, 6);
- row3 = JPH_NEON_SHUFFLE_F32x4(row3, tmp1, 1, 3, 5, 7);
- tmp1 = vmulq_f32(row2, row3);
- tmp1 = JPH_NEON_SHUFFLE_F32x4(tmp1, tmp1, 1, 0, 3, 2);
- Type minor0 = vmulq_f32(row1, tmp1);
- Type minor1 = vmulq_f32(row0, tmp1);
- tmp1 = JPH_NEON_SHUFFLE_F32x4(tmp1, tmp1, 2, 3, 0, 1);
- minor0 = vsubq_f32(vmulq_f32(row1, tmp1), minor0);
- minor1 = vsubq_f32(vmulq_f32(row0, tmp1), minor1);
- minor1 = JPH_NEON_SHUFFLE_F32x4(minor1, minor1, 2, 3, 0, 1);
- tmp1 = vmulq_f32(row1, row2);
- tmp1 = JPH_NEON_SHUFFLE_F32x4(tmp1, tmp1, 1, 0, 3, 2);
- minor0 = vaddq_f32(vmulq_f32(row3, tmp1), minor0);
- Type minor3 = vmulq_f32(row0, tmp1);
- tmp1 = JPH_NEON_SHUFFLE_F32x4(tmp1, tmp1, 2, 3, 0, 1);
- minor0 = vsubq_f32(minor0, vmulq_f32(row3, tmp1));
- minor3 = vsubq_f32(vmulq_f32(row0, tmp1), minor3);
- minor3 = JPH_NEON_SHUFFLE_F32x4(minor3, minor3, 2, 3, 0, 1);
- tmp1 = JPH_NEON_SHUFFLE_F32x4(row1, row1, 2, 3, 0, 1);
- tmp1 = vmulq_f32(tmp1, row3);
- tmp1 = JPH_NEON_SHUFFLE_F32x4(tmp1, tmp1, 1, 0, 3, 2);
- row2 = JPH_NEON_SHUFFLE_F32x4(row2, row2, 2, 3, 0, 1);
- minor0 = vaddq_f32(vmulq_f32(row2, tmp1), minor0);
- Type minor2 = vmulq_f32(row0, tmp1);
- tmp1 = JPH_NEON_SHUFFLE_F32x4(tmp1, tmp1, 2, 3, 0, 1);
- minor0 = vsubq_f32(minor0, vmulq_f32(row2, tmp1));
- minor2 = vsubq_f32(vmulq_f32(row0, tmp1), minor2);
- minor2 = JPH_NEON_SHUFFLE_F32x4(minor2, minor2, 2, 3, 0, 1);
- tmp1 = vmulq_f32(row0, row1);
- tmp1 = JPH_NEON_SHUFFLE_F32x4(tmp1, tmp1, 1, 0, 3, 2);
- minor2 = vaddq_f32(vmulq_f32(row3, tmp1), minor2);
- minor3 = vsubq_f32(vmulq_f32(row2, tmp1), minor3);
- tmp1 = JPH_NEON_SHUFFLE_F32x4(tmp1, tmp1, 2, 3, 0, 1);
- minor2 = vsubq_f32(vmulq_f32(row3, tmp1), minor2);
- minor3 = vsubq_f32(minor3, vmulq_f32(row2, tmp1));
- tmp1 = vmulq_f32(row0, row3);
- tmp1 = JPH_NEON_SHUFFLE_F32x4(tmp1, tmp1, 1, 0, 3, 2);
- minor1 = vsubq_f32(minor1, vmulq_f32(row2, tmp1));
- minor2 = vaddq_f32(vmulq_f32(row1, tmp1), minor2);
- tmp1 = JPH_NEON_SHUFFLE_F32x4(tmp1, tmp1, 2, 3, 0, 1);
- minor1 = vaddq_f32(vmulq_f32(row2, tmp1), minor1);
- minor2 = vsubq_f32(minor2, vmulq_f32(row1, tmp1));
- tmp1 = vmulq_f32(row0, row2);
- tmp1 = JPH_NEON_SHUFFLE_F32x4(tmp1, tmp1, 1, 0, 3, 2);
- minor1 = vaddq_f32(vmulq_f32(row3, tmp1), minor1);
- minor3 = vsubq_f32(minor3, vmulq_f32(row1, tmp1));
- tmp1 = JPH_NEON_SHUFFLE_F32x4(tmp1, tmp1, 2, 3, 0, 1);
- minor1 = vsubq_f32(minor1, vmulq_f32(row3, tmp1));
- minor3 = vaddq_f32(vmulq_f32(row1, tmp1), minor3);
- Type det = vmulq_f32(row0, minor0);
- det = vdupq_n_f32(vaddvq_f32(det));
- det = vdivq_f32(vdupq_n_f32(1.0f), det);
- Mat44 result;
- result.mCol[0].mValue = vmulq_f32(det, minor0);
- result.mCol[1].mValue = vmulq_f32(det, minor1);
- result.mCol[2].mValue = vmulq_f32(det, minor2);
- result.mCol[3].mValue = vmulq_f32(det, minor3);
- return result;
- #else
- float m00 = JPH_EL(0, 0), m10 = JPH_EL(1, 0), m20 = JPH_EL(2, 0), m30 = JPH_EL(3, 0);
- float m01 = JPH_EL(0, 1), m11 = JPH_EL(1, 1), m21 = JPH_EL(2, 1), m31 = JPH_EL(3, 1);
- float m02 = JPH_EL(0, 2), m12 = JPH_EL(1, 2), m22 = JPH_EL(2, 2), m32 = JPH_EL(3, 2);
- float m03 = JPH_EL(0, 3), m13 = JPH_EL(1, 3), m23 = JPH_EL(2, 3), m33 = JPH_EL(3, 3);
- float m10211120 = m10 * m21 - m11 * m20;
- float m10221220 = m10 * m22 - m12 * m20;
- float m10231320 = m10 * m23 - m13 * m20;
- float m10311130 = m10 * m31 - m11 * m30;
- float m10321230 = m10 * m32 - m12 * m30;
- float m10331330 = m10 * m33 - m13 * m30;
- float m11221221 = m11 * m22 - m12 * m21;
- float m11231321 = m11 * m23 - m13 * m21;
- float m11321231 = m11 * m32 - m12 * m31;
- float m11331331 = m11 * m33 - m13 * m31;
- float m12231322 = m12 * m23 - m13 * m22;
- float m12331332 = m12 * m33 - m13 * m32;
- float m20312130 = m20 * m31 - m21 * m30;
- float m20322230 = m20 * m32 - m22 * m30;
- float m20332330 = m20 * m33 - m23 * m30;
- float m21322231 = m21 * m32 - m22 * m31;
- float m21332331 = m21 * m33 - m23 * m31;
- float m22332332 = m22 * m33 - m23 * m32;
- Vec4 col0(m11 * m22332332 - m12 * m21332331 + m13 * m21322231, -m10 * m22332332 + m12 * m20332330 - m13 * m20322230, m10 * m21332331 - m11 * m20332330 + m13 * m20312130, -m10 * m21322231 + m11 * m20322230 - m12 * m20312130);
- Vec4 col1(-m01 * m22332332 + m02 * m21332331 - m03 * m21322231, m00 * m22332332 - m02 * m20332330 + m03 * m20322230, -m00 * m21332331 + m01 * m20332330 - m03 * m20312130, m00 * m21322231 - m01 * m20322230 + m02 * m20312130);
- Vec4 col2(m01 * m12331332 - m02 * m11331331 + m03 * m11321231, -m00 * m12331332 + m02 * m10331330 - m03 * m10321230, m00 * m11331331 - m01 * m10331330 + m03 * m10311130, -m00 * m11321231 + m01 * m10321230 - m02 * m10311130);
- Vec4 col3(-m01 * m12231322 + m02 * m11231321 - m03 * m11221221, m00 * m12231322 - m02 * m10231320 + m03 * m10221220, -m00 * m11231321 + m01 * m10231320 - m03 * m10211120, m00 * m11221221 - m01 * m10221220 + m02 * m10211120);
- float det = m00 * col0.mF32[0] + m01 * col0.mF32[1] + m02 * col0.mF32[2] + m03 * col0.mF32[3];
- return Mat44(col0 / det, col1 / det, col2 / det, col3 / det);
- #endif
- }
- Mat44 Mat44::InversedRotationTranslation() const
- {
- Mat44 m = Transposed3x3();
- m.SetTranslation(-m.Multiply3x3(GetTranslation()));
- return m;
- }
- float Mat44::GetDeterminant3x3() const
- {
- return GetAxisX().Dot(GetAxisY().Cross(GetAxisZ()));
- }
- Mat44 Mat44::Adjointed3x3() const
- {
- return Mat44(
- Vec4(JPH_EL(1, 1), JPH_EL(1, 2), JPH_EL(1, 0), 0) * Vec4(JPH_EL(2, 2), JPH_EL(2, 0), JPH_EL(2, 1), 0)
- - Vec4(JPH_EL(1, 2), JPH_EL(1, 0), JPH_EL(1, 1), 0) * Vec4(JPH_EL(2, 1), JPH_EL(2, 2), JPH_EL(2, 0), 0),
- Vec4(JPH_EL(0, 2), JPH_EL(0, 0), JPH_EL(0, 1), 0) * Vec4(JPH_EL(2, 1), JPH_EL(2, 2), JPH_EL(2, 0), 0)
- - Vec4(JPH_EL(0, 1), JPH_EL(0, 2), JPH_EL(0, 0), 0) * Vec4(JPH_EL(2, 2), JPH_EL(2, 0), JPH_EL(2, 1), 0),
- Vec4(JPH_EL(0, 1), JPH_EL(0, 2), JPH_EL(0, 0), 0) * Vec4(JPH_EL(1, 2), JPH_EL(1, 0), JPH_EL(1, 1), 0)
- - Vec4(JPH_EL(0, 2), JPH_EL(0, 0), JPH_EL(0, 1), 0) * Vec4(JPH_EL(1, 1), JPH_EL(1, 2), JPH_EL(1, 0), 0),
- Vec4(0, 0, 0, 1));
- }
- Mat44 Mat44::Inversed3x3() const
- {
- float det = GetDeterminant3x3();
- return Mat44(
- (Vec4(JPH_EL(1, 1), JPH_EL(1, 2), JPH_EL(1, 0), 0) * Vec4(JPH_EL(2, 2), JPH_EL(2, 0), JPH_EL(2, 1), 0)
- - Vec4(JPH_EL(1, 2), JPH_EL(1, 0), JPH_EL(1, 1), 0) * Vec4(JPH_EL(2, 1), JPH_EL(2, 2), JPH_EL(2, 0), 0)) / det,
- (Vec4(JPH_EL(0, 2), JPH_EL(0, 0), JPH_EL(0, 1), 0) * Vec4(JPH_EL(2, 1), JPH_EL(2, 2), JPH_EL(2, 0), 0)
- - Vec4(JPH_EL(0, 1), JPH_EL(0, 2), JPH_EL(0, 0), 0) * Vec4(JPH_EL(2, 2), JPH_EL(2, 0), JPH_EL(2, 1), 0)) / det,
- (Vec4(JPH_EL(0, 1), JPH_EL(0, 2), JPH_EL(0, 0), 0) * Vec4(JPH_EL(1, 2), JPH_EL(1, 0), JPH_EL(1, 1), 0)
- - Vec4(JPH_EL(0, 2), JPH_EL(0, 0), JPH_EL(0, 1), 0) * Vec4(JPH_EL(1, 1), JPH_EL(1, 2), JPH_EL(1, 0), 0)) / det,
- Vec4(0, 0, 0, 1));
- }
- bool Mat44::SetInversed3x3(Mat44Arg inM)
- {
- float det = inM.GetDeterminant3x3();
- // If the determinant is zero the matrix is singular and we return false
- if (det == 0.0f)
- return false;
- // Finish calculating the inverse
- *this = inM.Adjointed3x3();
- mCol[0] /= det;
- mCol[1] /= det;
- mCol[2] /= det;
- return true;
- }
- Quat Mat44::GetQuaternion() const
- {
- float tr = mCol[0].mF32[0] + mCol[1].mF32[1] + mCol[2].mF32[2];
- if (tr >= 0.0f)
- {
- float s = sqrt(tr + 1.0f);
- float is = 0.5f / s;
- return Quat(
- (mCol[1].mF32[2] - mCol[2].mF32[1]) * is,
- (mCol[2].mF32[0] - mCol[0].mF32[2]) * is,
- (mCol[0].mF32[1] - mCol[1].mF32[0]) * is,
- 0.5f * s);
- }
- else
- {
- int i = 0;
- if (mCol[1].mF32[1] > mCol[0].mF32[0]) i = 1;
- if (mCol[2].mF32[2] > mCol[i].mF32[i]) i = 2;
- if (i == 0)
- {
- float s = sqrt(mCol[0].mF32[0] - (mCol[1].mF32[1] + mCol[2].mF32[2]) + 1);
- float is = 0.5f / s;
- return Quat(
- 0.5f * s,
- (mCol[1].mF32[0] + mCol[0].mF32[1]) * is,
- (mCol[0].mF32[2] + mCol[2].mF32[0]) * is,
- (mCol[1].mF32[2] - mCol[2].mF32[1]) * is);
- }
- else if (i == 1)
- {
- float s = sqrt(mCol[1].mF32[1] - (mCol[2].mF32[2] + mCol[0].mF32[0]) + 1);
- float is = 0.5f / s;
- return Quat(
- (mCol[1].mF32[0] + mCol[0].mF32[1]) * is,
- 0.5f * s,
- (mCol[2].mF32[1] + mCol[1].mF32[2]) * is,
- (mCol[2].mF32[0] - mCol[0].mF32[2]) * is);
- }
- else
- {
- JPH_ASSERT(i == 2);
- float s = sqrt(mCol[2].mF32[2] - (mCol[0].mF32[0] + mCol[1].mF32[1]) + 1);
- float is = 0.5f / s;
- return Quat(
- (mCol[0].mF32[2] + mCol[2].mF32[0]) * is,
- (mCol[2].mF32[1] + mCol[1].mF32[2]) * is,
- 0.5f * s,
- (mCol[0].mF32[1] - mCol[1].mF32[0]) * is);
- }
- }
- }
- Mat44 Mat44::sQuatLeftMultiply(QuatArg inQ)
- {
- return Mat44(
- Vec4(1, 1, -1, -1) * inQ.mValue.Swizzle<SWIZZLE_W, SWIZZLE_Z, SWIZZLE_Y, SWIZZLE_X>(),
- Vec4(-1, 1, 1, -1) * inQ.mValue.Swizzle<SWIZZLE_Z, SWIZZLE_W, SWIZZLE_X, SWIZZLE_Y>(),
- Vec4(1, -1, 1, -1) * inQ.mValue.Swizzle<SWIZZLE_Y, SWIZZLE_X, SWIZZLE_W, SWIZZLE_Z>(),
- inQ.mValue);
- }
- Mat44 Mat44::sQuatRightMultiply(QuatArg inQ)
- {
- return Mat44(
- Vec4(1, -1, 1, -1) * inQ.mValue.Swizzle<SWIZZLE_W, SWIZZLE_Z, SWIZZLE_Y, SWIZZLE_X>(),
- Vec4(1, 1, -1, -1) * inQ.mValue.Swizzle<SWIZZLE_Z, SWIZZLE_W, SWIZZLE_X, SWIZZLE_Y>(),
- Vec4(-1, 1, 1, -1) * inQ.mValue.Swizzle<SWIZZLE_Y, SWIZZLE_X, SWIZZLE_W, SWIZZLE_Z>(),
- inQ.mValue);
- }
- Mat44 Mat44::GetRotation() const
- {
- JPH_ASSERT(mCol[0][3] == 0.0f);
- JPH_ASSERT(mCol[1][3] == 0.0f);
- JPH_ASSERT(mCol[2][3] == 0.0f);
- return Mat44(mCol[0], mCol[1], mCol[2], Vec4(0, 0, 0, 1));
- }
- Mat44 Mat44::GetRotationSafe() const
- {
- #if defined(JPH_USE_AVX512)
- return Mat44(_mm_maskz_mov_ps(0b0111, mCol[0].mValue),
- _mm_maskz_mov_ps(0b0111, mCol[1].mValue),
- _mm_maskz_mov_ps(0b0111, mCol[2].mValue),
- Vec4(0, 0, 0, 1));
- #elif defined(JPH_USE_SSE4_1)
- __m128 zero = _mm_setzero_ps();
- return Mat44(_mm_blend_ps(mCol[0].mValue, zero, 8),
- _mm_blend_ps(mCol[1].mValue, zero, 8),
- _mm_blend_ps(mCol[2].mValue, zero, 8),
- Vec4(0, 0, 0, 1));
- #elif defined(JPH_USE_NEON)
- return Mat44(vsetq_lane_f32(0, mCol[0].mValue, 3),
- vsetq_lane_f32(0, mCol[1].mValue, 3),
- vsetq_lane_f32(0, mCol[2].mValue, 3),
- Vec4(0, 0, 0, 1));
- #else
- return Mat44(Vec4(mCol[0].mF32[0], mCol[0].mF32[1], mCol[0].mF32[2], 0),
- Vec4(mCol[1].mF32[0], mCol[1].mF32[1], mCol[1].mF32[2], 0),
- Vec4(mCol[2].mF32[0], mCol[2].mF32[1], mCol[2].mF32[2], 0),
- Vec4(0, 0, 0, 1));
- #endif
- }
- void Mat44::SetRotation(Mat44Arg inRotation)
- {
- mCol[0] = inRotation.mCol[0];
- mCol[1] = inRotation.mCol[1];
- mCol[2] = inRotation.mCol[2];
- }
- Mat44 Mat44::PreTranslated(Vec3Arg inTranslation) const
- {
- return Mat44(mCol[0], mCol[1], mCol[2], Vec4(GetTranslation() + Multiply3x3(inTranslation), 1));
- }
- Mat44 Mat44::PostTranslated(Vec3Arg inTranslation) const
- {
- return Mat44(mCol[0], mCol[1], mCol[2], Vec4(GetTranslation() + inTranslation, 1));
- }
- Mat44 Mat44::PreScaled(Vec3Arg inScale) const
- {
- return Mat44(inScale.GetX() * mCol[0], inScale.GetY() * mCol[1], inScale.GetZ() * mCol[2], mCol[3]);
- }
- Mat44 Mat44::PostScaled(Vec3Arg inScale) const
- {
- Vec4 scale(inScale, 1);
- return Mat44(scale * mCol[0], scale * mCol[1], scale * mCol[2], scale * mCol[3]);
- }
- Mat44 Mat44::Decompose(Vec3 &outScale) const
- {
- // Start the modified Gram-Schmidt algorithm
- // X axis will just be normalized
- Vec3 x = GetAxisX();
- // Make Y axis perpendicular to X
- Vec3 y = GetAxisY();
- float x_dot_x = x.LengthSq();
- y -= (x.Dot(y) / x_dot_x) * x;
- // Make Z axis perpendicular to X
- Vec3 z = GetAxisZ();
- z -= (x.Dot(z) / x_dot_x) * x;
- // Make Z axis perpendicular to Y
- float y_dot_y = y.LengthSq();
- z -= (y.Dot(z) / y_dot_y) * y;
- // Determine the scale
- float z_dot_z = z.LengthSq();
- outScale = Vec3(x_dot_x, y_dot_y, z_dot_z).Sqrt();
- // If the resulting x, y and z vectors don't form a right handed matrix, flip the z axis.
- if (x.Cross(y).Dot(z) < 0.0f)
- outScale.SetZ(-outScale.GetZ());
- // Determine the rotation and translation
- return Mat44(Vec4(x / outScale.GetX(), 0), Vec4(y / outScale.GetY(), 0), Vec4(z / outScale.GetZ(), 0), GetColumn4(3));
- }
- #undef JPH_EL
- JPH_NAMESPACE_END
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