| 1 | /** |
| 2 | * This file has no copyright assigned and is placed in the Public Domain. |
| 3 | * This file is part of the mingw-w64 runtime package. |
| 4 | * No warranty is given; refer to the file DISCLAIMER.PD within this package. |
| 5 | */ |
| 6 | |
| 7 | /** |
| 8 | * Normal users should include `windowsnumerics.h` instead of this header. |
| 9 | * However, the cppwinrt headers set `_WINDOWS_NUMERICS_NAMESPACE_`, |
| 10 | * `_WINDOWS_NUMERICS_BEGIN_NAMESPACE_` and `_WINDOWS_NUMERICS_END_NAMESPACE_` |
| 11 | * to custom values and include `windowsnumerics.impl.h`. Therefore this shall |
| 12 | * be considered a public header, and these macros are public API. |
| 13 | */ |
| 14 | |
| 15 | |
| 16 | #ifdef min |
| 17 | # pragma push_macro("min") |
| 18 | # undef min |
| 19 | # define _WINDOWS_NUMERICS_IMPL_PUSHED_MIN_ |
| 20 | #endif |
| 21 | |
| 22 | #ifdef max |
| 23 | # pragma push_macro("max") |
| 24 | # undef max |
| 25 | # define _WINDOWS_NUMERICS_IMPL_PUSHED_MAX_ |
| 26 | #endif |
| 27 | |
| 28 | #include <algorithm> |
| 29 | #include <cmath> |
| 30 | |
| 31 | #include "directxmath.h" |
| 32 | |
| 33 | |
| 34 | // === Internal macros === |
| 35 | #define _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(_ty1, _op, _ty2) \ |
| 36 | inline _ty1 &operator _op ## =(_ty1 &val1, _ty2 val2) { \ |
| 37 | val1 = operator _op (val1, val2); \ |
| 38 | return val1; \ |
| 39 | } |
| 40 | |
| 41 | |
| 42 | // === Internal functions === |
| 43 | _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { |
| 44 | namespace _impl { |
| 45 | |
| 46 | #if 0 && defined(__cpp_lib_clamp) |
| 47 | using std::clamp; |
| 48 | #else |
| 49 | constexpr const float &clamp(const float &val, const float &min, const float &max) { |
| 50 | return val < min ? min : (val > max ? max : val); |
| 51 | } |
| 52 | #endif |
| 53 | |
| 54 | #if 0 && defined(__cpp_lib_interpolate) |
| 55 | using std::lerp; |
| 56 | #else |
| 57 | constexpr float lerp(float val1, float val2, float amount) { |
| 58 | // Don't do (val2 - val1) * amount + val1 as it has worse precision. |
| 59 | return val2 * amount + val1 * (1.0f - amount); |
| 60 | } |
| 61 | #endif |
| 62 | |
| 63 | } |
| 64 | } _WINDOWS_NUMERICS_END_NAMESPACE_ |
| 65 | |
| 66 | |
| 67 | // === Forward decls === |
| 68 | _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { |
| 69 | |
| 70 | struct float2; |
| 71 | struct float3; |
| 72 | struct float4; |
| 73 | struct float3x2; |
| 74 | struct float4x4; |
| 75 | struct plane; |
| 76 | struct quaternion; |
| 77 | |
| 78 | } _WINDOWS_NUMERICS_END_NAMESPACE_ |
| 79 | |
| 80 | |
| 81 | // === float2: Struct and function defs === |
| 82 | _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { |
| 83 | |
| 84 | struct float2 { |
| 85 | float2() = default; |
| 86 | constexpr float2(float x, float y) |
| 87 | : x(x), y(y) |
| 88 | {} |
| 89 | constexpr explicit float2(float val) |
| 90 | : x(val), y(val) |
| 91 | {} |
| 92 | |
| 93 | static constexpr float2 zero() { |
| 94 | return float2(0.0f); |
| 95 | } |
| 96 | static constexpr float2 one() { |
| 97 | return float2(1.0f); |
| 98 | } |
| 99 | static constexpr float2 unit_x() { |
| 100 | return { 1.0f, 0.0f }; |
| 101 | } |
| 102 | static constexpr float2 unit_y() { |
| 103 | return { 0.0f, 1.0f }; |
| 104 | } |
| 105 | |
| 106 | float x; |
| 107 | float y; |
| 108 | }; |
| 109 | |
| 110 | // Forward decl functions |
| 111 | inline float length(const float2 &val); |
| 112 | inline float length_squared(const float2 &val); |
| 113 | inline float distance(const float2 &val1, const float2 &val2); |
| 114 | inline float distance_squared(const float2 &val1, const float2 &val2); |
| 115 | inline float dot(const float2 &val1, const float2 &val2); |
| 116 | inline float2 normalize(const float2 &val); |
| 117 | inline float2 reflect(const float2 &vec, const float2 &norm); |
| 118 | inline float2 min(const float2 &val1, const float2 &val2); |
| 119 | inline float2 max(const float2 &val1, const float2 &val2); |
| 120 | inline float2 clamp(const float2 &val, const float2 &min, const float2 &max); |
| 121 | inline float2 lerp(const float2 &val1, const float2 &val2, float amount); |
| 122 | inline float2 transform(const float2 &pos, const float3x2 &mat); |
| 123 | inline float2 transform(const float2 &pos, const float4x4 &mat); |
| 124 | inline float2 transform_normal(const float2 &norm, const float3x2 &mat); |
| 125 | inline float2 transform_normal(const float2 &norm, const float4x4 &mat); |
| 126 | inline float2 transform(const float2 &val, const quaternion &rot); |
| 127 | |
| 128 | // Define operators |
| 129 | #define _WINDOWS_NUMERICS_IMPL_BINARY_OP(_ty, _op) \ |
| 130 | inline _ty operator _op(const _ty &val1, const _ty &val2) { \ |
| 131 | return { val1.x _op val2.x, val1.y _op val2.y }; \ |
| 132 | } |
| 133 | _WINDOWS_NUMERICS_IMPL_BINARY_OP(float2, +) |
| 134 | _WINDOWS_NUMERICS_IMPL_BINARY_OP(float2, -) |
| 135 | _WINDOWS_NUMERICS_IMPL_BINARY_OP(float2, *) |
| 136 | inline float2 operator*(const float2 &val1, float val2) { |
| 137 | return { val1.x * val2, val1.y * val2 }; |
| 138 | } |
| 139 | inline float2 operator*(float val1, const float2 &val2) { |
| 140 | return operator*(val2, val1); |
| 141 | } |
| 142 | _WINDOWS_NUMERICS_IMPL_BINARY_OP(float2, /) |
| 143 | inline float2 operator/(const float2 &val1, float val2) { |
| 144 | return operator*(val1, 1.0f / val2); |
| 145 | } |
| 146 | inline float2 operator-(const float2 &val) { |
| 147 | return { -val.x, -val.y }; |
| 148 | } |
| 149 | #undef _WINDOWS_NUMERICS_IMPL_BINARY_OP |
| 150 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float2, +, const float2 &) |
| 151 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float2, -, const float2 &) |
| 152 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float2, *, const float2 &) |
| 153 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float2, *, float) |
| 154 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float2, /, const float2 &) |
| 155 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float2, /, float) |
| 156 | inline bool operator==(const float2 &val1, const float2 &val2) { |
| 157 | return val1.x == val2.x && val1.y == val2.y; |
| 158 | } |
| 159 | inline bool operator!=(const float2 &val1, const float2 &val2) { |
| 160 | return !operator==(val1, val2); |
| 161 | } |
| 162 | |
| 163 | } _WINDOWS_NUMERICS_END_NAMESPACE_ |
| 164 | |
| 165 | |
| 166 | // === float3: Struct and function defs === |
| 167 | _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { |
| 168 | |
| 169 | struct float3 { |
| 170 | float3() = default; |
| 171 | constexpr float3(float x, float y, float z) |
| 172 | : x(x), y(y), z(z) |
| 173 | {} |
| 174 | constexpr float3(float2 val, float z) |
| 175 | : x(val.x), y(val.y), z(z) |
| 176 | {} |
| 177 | constexpr explicit float3(float val) |
| 178 | : x(val), y(val), z(val) |
| 179 | {} |
| 180 | |
| 181 | static constexpr float3 zero() { |
| 182 | return float3(0.0); |
| 183 | } |
| 184 | static constexpr float3 one() { |
| 185 | return float3(1.0); |
| 186 | } |
| 187 | static constexpr float3 unit_x() { |
| 188 | return { 1.0f, 0.0f, 0.0f }; |
| 189 | } |
| 190 | static constexpr float3 unit_y() { |
| 191 | return { 0.0f, 1.0f, 0.0f }; |
| 192 | } |
| 193 | static constexpr float3 unit_z() { |
| 194 | return { 0.0f, 0.0f, 1.0f }; |
| 195 | } |
| 196 | |
| 197 | float x; |
| 198 | float y; |
| 199 | float z; |
| 200 | }; |
| 201 | |
| 202 | // Forward decl functions |
| 203 | inline float length(const float3 &val); |
| 204 | inline float length_squared(const float3 &val); |
| 205 | inline float distance(const float3 &val1, const float3 &val2); |
| 206 | inline float distance_squared(const float3 &val1, const float3 &val2); |
| 207 | inline float dot(const float3 &val1, const float3 &val2); |
| 208 | inline float3 normalize(const float3 &val); |
| 209 | inline float3 cross(const float3 &val1, const float3 &val2); |
| 210 | inline float3 reflect(const float3 &vec, const float3 &norm); |
| 211 | inline float3 min(const float3 &val1, const float3 &val2); |
| 212 | inline float3 max(const float3 &val1, const float3 &val2); |
| 213 | inline float3 clamp(const float3 &val, const float3 &min, const float3 &max); |
| 214 | inline float3 lerp(const float3 &val1, const float3 &val2, float amount); |
| 215 | inline float3 transform(const float3 &pos, const float4x4 &mat); |
| 216 | inline float3 transform_normal(const float3 &norm, const float4x4 &mat); |
| 217 | inline float3 transform(const float3 &val, const quaternion &rot); |
| 218 | |
| 219 | // Define operators |
| 220 | #define _WINDOWS_NUMERICS_IMPL_BINARY_OP(_ty, _op) \ |
| 221 | inline _ty operator _op(const _ty &val1, const _ty &val2) { \ |
| 222 | return { val1.x _op val2.x, val1.y _op val2.y, val1.z _op val2.z }; \ |
| 223 | } |
| 224 | _WINDOWS_NUMERICS_IMPL_BINARY_OP(float3, +) |
| 225 | _WINDOWS_NUMERICS_IMPL_BINARY_OP(float3, -) |
| 226 | _WINDOWS_NUMERICS_IMPL_BINARY_OP(float3, *) |
| 227 | inline float3 operator*(const float3 &val1, float val2) { |
| 228 | return { val1.x * val2, val1.y * val2, val1.z * val2 }; |
| 229 | } |
| 230 | inline float3 operator*(float val1, const float3 &val2) { |
| 231 | return operator*(val2, val1); |
| 232 | } |
| 233 | _WINDOWS_NUMERICS_IMPL_BINARY_OP(float3, /) |
| 234 | inline float3 operator/(const float3 &val1, float val2) { |
| 235 | return operator*(val1, 1.0f / val2); |
| 236 | } |
| 237 | inline float3 operator-(const float3 &val) { |
| 238 | return { -val.x, -val.y, -val.z }; |
| 239 | } |
| 240 | #undef _WINDOWS_NUMERICS_IMPL_BINARY_OP |
| 241 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float3, +, const float3 &) |
| 242 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float3, -, const float3 &) |
| 243 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float3, *, const float3 &) |
| 244 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float3, *, float) |
| 245 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float3, /, const float3 &) |
| 246 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float3, /, float) |
| 247 | inline bool operator==(const float3 &val1, const float3 &val2) { |
| 248 | return val1.x == val2.x && val1.y == val2.y && val1.z == val2.z; |
| 249 | } |
| 250 | inline bool operator!=(const float3 &val1, const float3 &val2) { |
| 251 | return !operator==(val1, val2); |
| 252 | } |
| 253 | |
| 254 | } _WINDOWS_NUMERICS_END_NAMESPACE_ |
| 255 | |
| 256 | |
| 257 | // === float4: Struct and function defs === |
| 258 | _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { |
| 259 | |
| 260 | struct float4 { |
| 261 | float4() = default; |
| 262 | constexpr float4(float x, float y, float z, float w) |
| 263 | : x(x), y(y), z(z), w(w) |
| 264 | {} |
| 265 | constexpr float4(float2 val, float z, float w) |
| 266 | : x(val.x), y(val.y), z(z), w(w) |
| 267 | {} |
| 268 | constexpr float4(float3 val, float w) |
| 269 | : x(val.x), y(val.y), z(val.z), w(w) |
| 270 | {} |
| 271 | constexpr explicit float4(float val) |
| 272 | : x(val), y(val), z(val), w(val) |
| 273 | {} |
| 274 | |
| 275 | static constexpr float4 zero() { |
| 276 | return float4(0.0); |
| 277 | } |
| 278 | static constexpr float4 one() { |
| 279 | return float4(1.0); |
| 280 | } |
| 281 | static constexpr float4 unit_x() { |
| 282 | return { 1.0f, 0.0f, 0.0f, 0.0f }; |
| 283 | } |
| 284 | static constexpr float4 unit_y() { |
| 285 | return { 0.0f, 1.0f, 0.0f, 0.0f }; |
| 286 | } |
| 287 | static constexpr float4 unit_z() { |
| 288 | return { 0.0f, 0.0f, 1.0f, 0.0f }; |
| 289 | } |
| 290 | static constexpr float4 unit_w() { |
| 291 | return { 0.0f, 0.0f, 0.0f, 1.0f }; |
| 292 | } |
| 293 | |
| 294 | float x; |
| 295 | float y; |
| 296 | float z; |
| 297 | float w; |
| 298 | }; |
| 299 | |
| 300 | // Forward decl functions |
| 301 | inline float length(const float4 &val); |
| 302 | inline float length_squared(const float4 &val); |
| 303 | inline float distance(const float4 &val1, const float4 &val2); |
| 304 | inline float distance_squared(const float4 &val1, const float4 &val2); |
| 305 | inline float dot(const float4 &val1, const float4 &val2); |
| 306 | inline float4 normalize(const float4 &val); |
| 307 | inline float4 min(const float4 &val1, const float4 &val2); |
| 308 | inline float4 max(const float4 &val1, const float4 &val2); |
| 309 | inline float4 clamp(const float4 &val, const float4 &min, const float4 &max); |
| 310 | inline float4 lerp(const float4 &val1, const float4 &val2, float amount); |
| 311 | inline float4 transform(const float4 &pos, const float4x4 &mat); |
| 312 | inline float4 transform4(const float3 &pos, const float4x4 &mat); |
| 313 | inline float4 transform4(const float2 &pos, const float4x4 &mat); |
| 314 | inline float4 transform(const float4 &val, const quaternion &rot); |
| 315 | inline float4 transform4(const float3 &val, const quaternion &rot); |
| 316 | inline float4 transform4(const float2 &val, const quaternion &rot); |
| 317 | |
| 318 | // Define operators |
| 319 | #define _WINDOWS_NUMERICS_IMPL_BINARY_OP(_ty, _op) \ |
| 320 | inline _ty operator _op(const _ty &val1, const _ty &val2) { \ |
| 321 | return { val1.x _op val2.x, val1.y _op val2.y, val1.z _op val2.z, val1.w _op val2.w }; \ |
| 322 | } |
| 323 | _WINDOWS_NUMERICS_IMPL_BINARY_OP(float4, +) |
| 324 | _WINDOWS_NUMERICS_IMPL_BINARY_OP(float4, -) |
| 325 | _WINDOWS_NUMERICS_IMPL_BINARY_OP(float4, *) |
| 326 | inline float4 operator*(const float4 &val1, float val2) { |
| 327 | return { val1.x * val2, val1.y * val2, val1.z * val2, val1.w * val2 }; |
| 328 | } |
| 329 | inline float4 operator*(float val1, const float4 &val2) { |
| 330 | return operator*(val2, val1); |
| 331 | } |
| 332 | _WINDOWS_NUMERICS_IMPL_BINARY_OP(float4, /) |
| 333 | inline float4 operator/(const float4 &val1, float val2) { |
| 334 | return operator*(val1, 1.0f / val2); |
| 335 | } |
| 336 | inline float4 operator-(const float4 &val) { |
| 337 | return { -val.x, -val.y, -val.z, -val.w }; |
| 338 | } |
| 339 | #undef _WINDOWS_NUMERICS_IMPL_BINARY_OP |
| 340 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float4, +, const float4 &) |
| 341 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float4, -, const float4 &) |
| 342 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float4, *, const float4 &) |
| 343 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float4, *, float) |
| 344 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float4, /, const float4 &) |
| 345 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float4, /, float) |
| 346 | inline bool operator==(const float4 &val1, const float4 &val2) { |
| 347 | return val1.x == val2.x && val1.y == val2.y && val1.z == val2.z && val2.w == val2.w; |
| 348 | } |
| 349 | inline bool operator!=(const float4 &val1, const float4 &val2) { |
| 350 | return !operator==(val1, val2); |
| 351 | } |
| 352 | |
| 353 | } _WINDOWS_NUMERICS_END_NAMESPACE_ |
| 354 | |
| 355 | |
| 356 | // === float3x2: Struct and function defs === |
| 357 | _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { |
| 358 | |
| 359 | struct float3x2 { |
| 360 | float3x2() = default; |
| 361 | constexpr float3x2( |
| 362 | float m11, float m12, |
| 363 | float m21, float m22, |
| 364 | float m31, float m32 |
| 365 | ) |
| 366 | : m11(m11), m12(m12) |
| 367 | , m21(m21), m22(m22) |
| 368 | , m31(m31), m32(m32) |
| 369 | {} |
| 370 | |
| 371 | static constexpr float3x2 identity() { |
| 372 | return { |
| 373 | 1.0f, 0.0f, |
| 374 | 0.0f, 1.0f, |
| 375 | 0.0f, 0.0f |
| 376 | }; |
| 377 | } |
| 378 | |
| 379 | float m11; float m12; |
| 380 | float m21; float m22; |
| 381 | float m31; float m32; |
| 382 | }; |
| 383 | |
| 384 | // Forward decl functions |
| 385 | inline float3x2 make_float3x2_translation(const float2 &pos); |
| 386 | inline float3x2 make_float3x2_translation(float xpos, float ypos); |
| 387 | inline float3x2 make_float3x2_scale(float xscale, float yscale); |
| 388 | inline float3x2 make_float3x2_scale(float xscale, float yscale, const float2 &center); |
| 389 | inline float3x2 make_float3x2_scale(const float2 &xyscale); |
| 390 | inline float3x2 make_float3x2_scale(const float2 &xyscale, const float2 &center); |
| 391 | inline float3x2 make_float3x2_scale(float scale); |
| 392 | inline float3x2 make_float3x2_scale(float scale, const float2 &center); |
| 393 | inline float3x2 make_float3x2_skew(float xrad, float yrad); |
| 394 | inline float3x2 make_float3x2_skew(float xrad, float yrad, const float2 &center); |
| 395 | inline float3x2 make_float3x2_rotation(float rad); |
| 396 | inline float3x2 make_float3x2_rotation(float rad, const float2 &center); |
| 397 | inline bool is_identity(const float3x2 &val); |
| 398 | inline float determinant(const float3x2 &val); |
| 399 | inline float2 translation(const float3x2 &val); |
| 400 | inline bool invert(const float3x2 &val, float3x2 *out); |
| 401 | inline float3x2 lerp(const float3x2 &mat1, const float3x2 &mat2, float amount); |
| 402 | |
| 403 | // Define operators |
| 404 | #define _WINDOWS_NUMERICS_IMPL_BINARY_OP(_ty, _op) \ |
| 405 | inline _ty operator _op(const _ty &val1, const _ty &val2) { \ |
| 406 | return { \ |
| 407 | val1.m11 _op val2.m11, val1.m12 _op val2.m12, \ |
| 408 | val1.m21 _op val2.m21, val1.m22 _op val2.m22, \ |
| 409 | val1.m31 _op val2.m31, val1.m32 _op val2.m32, \ |
| 410 | }; \ |
| 411 | } |
| 412 | _WINDOWS_NUMERICS_IMPL_BINARY_OP(float3x2, +) |
| 413 | _WINDOWS_NUMERICS_IMPL_BINARY_OP(float3x2, -) |
| 414 | inline float3x2 operator*(const float3x2 &val1, const float3x2 &val2) { |
| 415 | // 2D transformation matrix has an implied 3rd column with (0, 0, 1) |
| 416 | const float3 v1r1(val1.m11, val1.m12, 0.0f); |
| 417 | const float3 v1r2(val1.m21, val1.m22, 0.0f); |
| 418 | const float3 v1r3(val1.m31, val1.m32, 1.0f); |
| 419 | const float3 v2c1(val2.m11, val2.m21, val2.m31); |
| 420 | const float3 v2c2(val2.m12, val2.m22, val2.m32); |
| 421 | // const float3 v2c3(0.0f, 0.0f, 1.0f); |
| 422 | return { |
| 423 | dot(v1r1, v2c1), dot(v1r1, v2c2), |
| 424 | dot(v1r2, v2c1), dot(v1r2, v2c2), |
| 425 | dot(v1r3, v2c1), dot(v1r3, v2c2) |
| 426 | }; |
| 427 | } |
| 428 | inline float3x2 operator*(const float3x2 &val1, float val2) { |
| 429 | return { |
| 430 | val1.m11 * val2, val1.m12 * val2, |
| 431 | val1.m21 * val2, val1.m22 * val2, |
| 432 | val1.m31 * val2, val1.m32 * val2 |
| 433 | }; |
| 434 | } |
| 435 | inline float3x2 operator-(const float3x2 &val) { |
| 436 | return { |
| 437 | -val.m11, -val.m12, |
| 438 | -val.m21, -val.m22, |
| 439 | -val.m31, -val.m32 |
| 440 | }; |
| 441 | } |
| 442 | #undef _WINDOWS_NUMERICS_IMPL_BINARY_OP |
| 443 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float3x2, +, const float3x2 &) |
| 444 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float3x2, -, const float3x2 &) |
| 445 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float3x2, *, const float3x2 &) |
| 446 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float3x2, *, float) |
| 447 | inline bool operator==(const float3x2 &val1, const float3x2 &val2) { |
| 448 | return |
| 449 | val1.m11 == val2.m11 && val1.m12 == val2.m12 && |
| 450 | val1.m21 == val2.m21 && val1.m22 == val2.m22 && |
| 451 | val1.m31 == val2.m31 && val1.m32 == val2.m32; |
| 452 | } |
| 453 | inline bool operator!=(const float3x2 &val1, const float3x2 &val2) { |
| 454 | return !operator==(val1, val2); |
| 455 | } |
| 456 | |
| 457 | } _WINDOWS_NUMERICS_END_NAMESPACE_ |
| 458 | |
| 459 | |
| 460 | // === float4x4: Struct and function defs === |
| 461 | _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { |
| 462 | |
| 463 | struct float4x4 { |
| 464 | float4x4() = default; |
| 465 | constexpr float4x4( |
| 466 | float m11, float m12, float m13, float m14, |
| 467 | float m21, float m22, float m23, float m24, |
| 468 | float m31, float m32, float m33, float m34, |
| 469 | float m41, float m42, float m43, float m44 |
| 470 | ) |
| 471 | : m11(m11), m12(m12), m13(m13), m14(m14) |
| 472 | , m21(m21), m22(m22), m23(m23), m24(m24) |
| 473 | , m31(m31), m32(m32), m33(m33), m34(m34) |
| 474 | , m41(m41), m42(m42), m43(m43), m44(m44) |
| 475 | {} |
| 476 | |
| 477 | static constexpr float4x4 identity() { |
| 478 | return { |
| 479 | 1.0f, 0.0f, 0.0f, 0.0f, |
| 480 | 0.0f, 1.0f, 0.0f, 0.0f, |
| 481 | 0.0f, 0.0f, 1.0f, 0.0f, |
| 482 | 0.0f, 0.0f, 0.0f, 1.0f |
| 483 | }; |
| 484 | } |
| 485 | |
| 486 | float m11; float m12; float m13; float m14; |
| 487 | float m21; float m22; float m23; float m24; |
| 488 | float m31; float m32; float m33; float m34; |
| 489 | float m41; float m42; float m43; float m44; |
| 490 | }; |
| 491 | |
| 492 | // Forward decl functions |
| 493 | inline float4x4 make_float4x4_billboard(const float3 &objpos, const float3 &camerapos, const float3 &cameraup, const float3 &camerafwd); |
| 494 | inline float4x4 make_float4x4_constrained_billboard(const float3 &objpos, const float3 &camerapos, const float3 &rotateaxis, const float3 &camerafwd, const float3 &objfwd); |
| 495 | inline float4x4 make_float4x4_translation(const float3 &pos); |
| 496 | inline float4x4 make_float4x4_translation(float xpos, float ypos, float zpos); |
| 497 | inline float4x4 make_float4x4_scale(float xscale, float yscale, float zscale); |
| 498 | inline float4x4 make_float4x4_scale(float xscale, float yscale, float zscale, const float3 &center); |
| 499 | inline float4x4 make_float4x4_scale(const float3 &xyzscale); |
| 500 | inline float4x4 make_float4x4_scale(const float3 &xyzscale, const float3 &center); |
| 501 | inline float4x4 make_float4x4_scale(float scale); |
| 502 | inline float4x4 make_float4x4_scale(float scale, const float3 &center); |
| 503 | inline float4x4 make_float4x4_rotation_x(float rad); |
| 504 | inline float4x4 make_float4x4_rotation_x(float rad, const float3 &center); |
| 505 | inline float4x4 make_float4x4_rotation_y(float rad); |
| 506 | inline float4x4 make_float4x4_rotation_y(float rad, const float3 &center); |
| 507 | inline float4x4 make_float4x4_rotation_z(float rad); |
| 508 | inline float4x4 make_float4x4_rotation_z(float rad, const float3 &center); |
| 509 | inline float4x4 make_float4x4_from_axis_angle(const float3 &axis, float angle); |
| 510 | inline float4x4 make_float4x4_perspective_field_of_view(float fov, float aspect, float nearplane, float farplane); |
| 511 | inline float4x4 make_float4x4_perspective(float w, float h, float nearplane, float farplane); |
| 512 | inline float4x4 make_float4x4_perspective_off_center(float left, float right, float bottom, float top, float nearplane, float farplane); |
| 513 | inline float4x4 make_float4x4_orthographic(float w, float h, float znearplane, float zfarplane); |
| 514 | inline float4x4 make_float4x4_orthographic_off_center(float left, float right, float bottom, float top, float znearplane, float zfarplane); |
| 515 | inline float4x4 make_float4x4_look_at(const float3 &camerapos, const float3 &target, const float3 &cameraup); |
| 516 | inline float4x4 make_float4x4_world(const float3 &pos, const float3 &fwd, const float3 &up); |
| 517 | inline float4x4 make_float4x4_from_quaternion(const quaternion &quat); |
| 518 | inline float4x4 make_float4x4_from_yaw_pitch_roll(float yaw, float pitch, float roll); |
| 519 | inline float4x4 make_float4x4_shadow(const float3 &lightdir, const plane &plane); |
| 520 | inline float4x4 make_float4x4_reflection(const plane &plane); |
| 521 | inline bool is_identity(const float4x4 &val); |
| 522 | inline float determinant(const float4x4 &val); |
| 523 | inline float3 translation(const float4x4 &val); |
| 524 | inline bool invert(const float4x4 &mat, float4x4 *out); |
| 525 | inline bool decompose(const float4x4 &mat, float3 *out_scale, quaternion *out_rot, float3 *out_translate); |
| 526 | inline float4x4 transform(const float4x4 &val, const quaternion &rot); |
| 527 | inline float4x4 transpose(const float4x4 &val); |
| 528 | inline float4x4 lerp(const float4x4 &val1, const float4x4 &val2, float amount); |
| 529 | |
| 530 | // Define operators |
| 531 | #define _WINDOWS_NUMERICS_IMPL_BINARY_OP(_ty, _op) \ |
| 532 | inline _ty operator _op(const _ty &val1, const _ty &val2) { \ |
| 533 | return { \ |
| 534 | val1.m11 _op val2.m11, val1.m12 _op val2.m12, val1.m13 _op val2.m13, val1.m14 _op val2.m14, \ |
| 535 | val1.m21 _op val2.m21, val1.m22 _op val2.m22, val1.m23 _op val2.m23, val1.m24 _op val2.m24, \ |
| 536 | val1.m31 _op val2.m31, val1.m32 _op val2.m32, val1.m33 _op val2.m33, val1.m34 _op val2.m34, \ |
| 537 | val1.m41 _op val2.m41, val1.m42 _op val2.m42, val1.m43 _op val2.m43, val1.m44 _op val2.m44, \ |
| 538 | }; \ |
| 539 | } |
| 540 | _WINDOWS_NUMERICS_IMPL_BINARY_OP(float4x4, +) |
| 541 | _WINDOWS_NUMERICS_IMPL_BINARY_OP(float4x4, -) |
| 542 | inline float4x4 operator*(const float4x4 &val1, const float4x4 &val2) { |
| 543 | const float4 v1r1(val1.m11, val1.m12, val1.m13, val1.m14); |
| 544 | const float4 v1r2(val1.m21, val1.m22, val1.m23, val1.m24); |
| 545 | const float4 v1r3(val1.m31, val1.m32, val1.m33, val1.m34); |
| 546 | const float4 v1r4(val1.m41, val1.m42, val1.m43, val1.m44); |
| 547 | const float4 v2c1(val2.m11, val2.m21, val2.m31, val2.m41); |
| 548 | const float4 v2c2(val2.m12, val2.m22, val2.m32, val2.m42); |
| 549 | const float4 v2c3(val2.m13, val2.m23, val2.m33, val2.m43); |
| 550 | const float4 v2c4(val2.m14, val2.m24, val2.m34, val2.m44); |
| 551 | return { |
| 552 | dot(v1r1, v2c1), dot(v1r1, v2c2), dot(v1r1, v2c3), dot(v1r1, v2c4), |
| 553 | dot(v1r2, v2c1), dot(v1r2, v2c2), dot(v1r2, v2c3), dot(v1r2, v2c4), |
| 554 | dot(v1r3, v2c1), dot(v1r3, v2c2), dot(v1r3, v2c3), dot(v1r3, v2c4), |
| 555 | dot(v1r4, v2c1), dot(v1r4, v2c2), dot(v1r4, v2c3), dot(v1r4, v2c4) |
| 556 | }; |
| 557 | } |
| 558 | inline float4x4 operator*(const float4x4 &val1, float val2) { |
| 559 | return { |
| 560 | val1.m11 * val2, val1.m12 * val2, val1.m13 * val2, val1.m14 * val2, |
| 561 | val1.m21 * val2, val1.m22 * val2, val1.m23 * val2, val1.m24 * val2, |
| 562 | val1.m31 * val2, val1.m32 * val2, val1.m33 * val2, val1.m34 * val2, |
| 563 | val1.m41 * val2, val1.m42 * val2, val1.m43 * val2, val1.m44 * val2 |
| 564 | }; |
| 565 | } |
| 566 | inline float4x4 operator-(const float4x4 &val) { |
| 567 | return { |
| 568 | -val.m11, -val.m12, -val.m13, -val.m14, |
| 569 | -val.m21, -val.m22, -val.m23, -val.m24, |
| 570 | -val.m31, -val.m32, -val.m33, -val.m34, |
| 571 | -val.m41, -val.m42, -val.m43, -val.m44 |
| 572 | }; |
| 573 | } |
| 574 | #undef _WINDOWS_NUMERICS_IMPL_BINARY_OP |
| 575 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float4x4, +, const float4x4 &) |
| 576 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float4x4, -, const float4x4 &) |
| 577 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float4x4, *, const float4x4 &) |
| 578 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(float4x4, *, float) |
| 579 | inline bool operator==(const float4x4 &val1, const float4x4 &val2) { |
| 580 | return |
| 581 | val1.m11 == val2.m11 && val1.m12 == val2.m12 && val1.m13 == val2.m13 && val1.m14 == val2.m14 && |
| 582 | val1.m21 == val2.m21 && val1.m22 == val2.m22 && val1.m23 == val2.m23 && val1.m24 == val2.m24 && |
| 583 | val1.m31 == val2.m31 && val1.m32 == val2.m32 && val1.m33 == val2.m33 && val1.m34 == val2.m34 && |
| 584 | val1.m41 == val2.m41 && val1.m42 == val2.m42 && val1.m43 == val2.m43 && val1.m44 == val2.m44; |
| 585 | } |
| 586 | inline bool operator!=(const float4x4 &val1, const float4x4 &val2) { |
| 587 | return !operator==(val1, val2); |
| 588 | } |
| 589 | |
| 590 | } _WINDOWS_NUMERICS_END_NAMESPACE_ |
| 591 | |
| 592 | |
| 593 | // === plane: Struct and function defs === |
| 594 | _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { |
| 595 | |
| 596 | struct plane { |
| 597 | plane() = default; |
| 598 | constexpr plane(float x, float y, float z, float d) |
| 599 | : normal(float3(x, y, z)), d(d) |
| 600 | {} |
| 601 | constexpr plane(float3 normal, float d) |
| 602 | : normal(normal), d(d) |
| 603 | {} |
| 604 | constexpr explicit plane(float4 val) |
| 605 | : normal(float3(val.x, val.y, val.z)), d(val.w) |
| 606 | {} |
| 607 | |
| 608 | float3 normal; |
| 609 | float d; |
| 610 | }; |
| 611 | |
| 612 | // Forward decl functions |
| 613 | inline plane make_plane_from_vertices(const float3 &pt1, const float3 &pt2, const float3 &pt3); |
| 614 | inline plane normalize(const plane &val); |
| 615 | inline plane transform(const plane &plane, const float4x4 &mat); |
| 616 | inline plane transform(const plane &plane, const quaternion &rot); |
| 617 | inline float dot(const plane &plane, const float4 &val); |
| 618 | inline float dot_coordinate(const plane &plane, const float3 &val); |
| 619 | inline float dot_normal(const plane &plane, const float3 &val); |
| 620 | |
| 621 | // Define operators |
| 622 | inline bool operator==(const plane &val1, const plane &val2) { |
| 623 | return val1.normal == val2.normal && val1.d == val2.d; |
| 624 | } |
| 625 | inline bool operator!=(const plane &val1, const plane &val2) { |
| 626 | return !operator==(val1, val2); |
| 627 | } |
| 628 | |
| 629 | } _WINDOWS_NUMERICS_END_NAMESPACE_ |
| 630 | |
| 631 | |
| 632 | // === quaternion: Struct and function defs === |
| 633 | _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { |
| 634 | |
| 635 | struct quaternion { |
| 636 | quaternion() = default; |
| 637 | constexpr quaternion(float x, float y, float z, float w) |
| 638 | : x(x), y(y), z(z), w(w) |
| 639 | {} |
| 640 | constexpr quaternion(float3 vecPart, float scalarPart) |
| 641 | : x(vecPart.x), y(vecPart.y), z(vecPart.z), w(scalarPart) |
| 642 | {} |
| 643 | |
| 644 | static constexpr quaternion identity() { |
| 645 | return { 0.0f, 0.0f, 0.0f, 1.0f }; |
| 646 | } |
| 647 | |
| 648 | float x; |
| 649 | float y; |
| 650 | float z; |
| 651 | float w; |
| 652 | }; |
| 653 | |
| 654 | // Forward decl functions |
| 655 | inline quaternion make_quaternion_from_axis_angle(const float3 &axis, float angle); |
| 656 | inline quaternion make_quaternion_from_yaw_pitch_roll(float yaw, float pitch, float roll); |
| 657 | inline quaternion make_quaternion_from_rotation_matrix(const float4x4 &mat); |
| 658 | inline bool is_identity(const quaternion &val); |
| 659 | inline float length(const quaternion &val); |
| 660 | inline float length_squared(const quaternion &val); |
| 661 | inline float dot(const quaternion &val1, const quaternion &val2); |
| 662 | inline quaternion normalize(const quaternion &val); |
| 663 | inline quaternion conjugate(const quaternion &val); |
| 664 | inline quaternion inverse(const quaternion &val); |
| 665 | inline quaternion slerp(const quaternion &val1, const quaternion &val2, float amount); |
| 666 | inline quaternion lerp(const quaternion &val1, const quaternion &val2, float amount); |
| 667 | inline quaternion concatenate(const quaternion &val1, const quaternion &val2); |
| 668 | |
| 669 | // Define operators |
| 670 | #define _WINDOWS_NUMERICS_IMPL_BINARY_OP(_ty, _op) \ |
| 671 | inline _ty operator _op(const _ty &val1, const _ty &val2) { \ |
| 672 | return { val1.x _op val2.x, val1.y _op val2.y, val1.z _op val2.z, val1.w _op val2.w }; \ |
| 673 | } |
| 674 | _WINDOWS_NUMERICS_IMPL_BINARY_OP(quaternion, +) |
| 675 | _WINDOWS_NUMERICS_IMPL_BINARY_OP(quaternion, -) |
| 676 | inline quaternion operator*(const quaternion &val1, const quaternion &val2) { |
| 677 | return { |
| 678 | val1.w * val2.x + val1.x * val2.w + val1.y * val2.z - val1.z * val2.y, |
| 679 | val1.w * val2.y - val1.x * val2.z + val1.y * val2.w + val1.z * val2.x, |
| 680 | val1.w * val2.z + val1.x * val2.y - val1.y * val2.x + val1.z * val2.w, |
| 681 | val1.w * val2.w - val1.x * val2.x - val1.y * val2.y - val1.z * val2.z |
| 682 | }; } |
| 683 | inline quaternion operator*(const quaternion &val1, float val2) { |
| 684 | return { val1.x * val2, val1.y * val2, val1.z * val2, val1.w * val2 }; |
| 685 | } |
| 686 | inline quaternion operator/(const quaternion &val1, const quaternion &val2) { |
| 687 | return operator*(val1, inverse(val2)); |
| 688 | } |
| 689 | inline quaternion operator-(const quaternion &val) { |
| 690 | return { -val.x, -val.y, -val.z, -val.w }; |
| 691 | } |
| 692 | #undef _WINDOWS_NUMERICS_IMPL_BINARY_OP |
| 693 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(quaternion, +, const quaternion &) |
| 694 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(quaternion, -, const quaternion &) |
| 695 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(quaternion, *, const quaternion &) |
| 696 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(quaternion, *, float) |
| 697 | _WINDOWS_NUMERICS_IMPL_ASSIGN_OP(quaternion, /, const quaternion &) |
| 698 | inline bool operator==(const quaternion &val1, const quaternion &val2) { |
| 699 | return val1.x == val2.x && val1.y == val2.y && val1.z == val2.z && val2.w == val2.w; |
| 700 | } |
| 701 | inline bool operator!=(const quaternion &val1, const quaternion &val2) { |
| 702 | return !operator==(val1, val2); |
| 703 | } |
| 704 | |
| 705 | } _WINDOWS_NUMERICS_END_NAMESPACE_ |
| 706 | |
| 707 | |
| 708 | // === Function definitions === |
| 709 | |
| 710 | // Define float2 functions |
| 711 | _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { |
| 712 | |
| 713 | inline float length(const float2 &val) { |
| 714 | return ::std::sqrt(length_squared(val)); |
| 715 | } |
| 716 | inline float length_squared(const float2 &val) { |
| 717 | return val.x * val.x + val.y * val.y; |
| 718 | } |
| 719 | inline float distance(const float2 &val1, const float2 &val2) { |
| 720 | return length(val2 - val1); |
| 721 | } |
| 722 | inline float distance_squared(const float2 &val1, const float2 &val2) { |
| 723 | return length_squared(val2 - val1); |
| 724 | } |
| 725 | inline float dot(const float2 &val1, const float2 &val2) { |
| 726 | return val1.x * val2.x + val1.y * val2.y; |
| 727 | } |
| 728 | inline float2 normalize(const float2 &val) { |
| 729 | return val / length(val); |
| 730 | } |
| 731 | inline float2 reflect(const float2 &vec, const float2 &norm) { |
| 732 | // norm is assumed to be normalized. |
| 733 | return vec - 2.0f * dot(vec, norm) * norm; |
| 734 | } |
| 735 | inline float2 min(const float2 &val1, const float2 &val2) { |
| 736 | return { ::std::min(val1.x, val2.x), ::std::min(val1.y, val2.y) }; |
| 737 | } |
| 738 | inline float2 max(const float2 &val1, const float2 &val2) { |
| 739 | return { ::std::max(val1.x, val2.x), ::std::max(val1.y, val2.y) }; |
| 740 | } |
| 741 | inline float2 clamp(const float2 &val, const float2 &min, const float2 &max) { |
| 742 | return { _impl::clamp(val.x, min.x, max.x), _impl::clamp(val.y, min.y, max.y) }; |
| 743 | } |
| 744 | inline float2 lerp(const float2 &val1, const float2 &val2, float amount) { |
| 745 | return { _impl::lerp(val1.x, val2.x, amount), _impl::lerp(val1.y, val2.y, amount) }; |
| 746 | } |
| 747 | // TODO: impl |
| 748 | inline float2 transform(const float2 &pos, const float3x2 &mat); |
| 749 | inline float2 transform(const float2 &pos, const float4x4 &mat); |
| 750 | inline float2 transform_normal(const float2 &norm, const float3x2 &mat); |
| 751 | inline float2 transform_normal(const float2 &norm, const float4x4 &mat); |
| 752 | inline float2 transform(const float2 &val, const quaternion &rot) { |
| 753 | // See comments in the float3 transform function. |
| 754 | quaternion result = rot * quaternion(float3(val.x, val.y, 0.0f), 0.0f) * inverse(rot); |
| 755 | return { result.x, result.y }; |
| 756 | } |
| 757 | |
| 758 | } _WINDOWS_NUMERICS_END_NAMESPACE_ |
| 759 | |
| 760 | |
| 761 | // Define float3 functions |
| 762 | _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { |
| 763 | |
| 764 | inline float length(const float3 &val) { |
| 765 | return ::std::sqrt(length_squared(val)); |
| 766 | } |
| 767 | inline float length_squared(const float3 &val) { |
| 768 | return val.x * val.x + val.y * val.y + val.z * val.z; |
| 769 | } |
| 770 | inline float distance(const float3 &val1, const float3 &val2) { |
| 771 | return length(val2 - val1); |
| 772 | } |
| 773 | inline float distance_squared(const float3 &val1, const float3 &val2) { |
| 774 | return length_squared(val2 - val1); |
| 775 | } |
| 776 | inline float dot(const float3 &val1, const float3 &val2) { |
| 777 | return val1.x * val2.x + val1.y * val2.y + val1.z * val2.z; |
| 778 | } |
| 779 | inline float3 normalize(const float3 &val) { |
| 780 | return val / length(val); |
| 781 | } |
| 782 | inline float3 cross(const float3 &val1, const float3 &val2) { |
| 783 | return { |
| 784 | val1.y * val2.z - val2.y * val1.z, |
| 785 | val1.z * val2.x - val2.z * val1.x, |
| 786 | val1.x * val2.y - val2.x * val1.y |
| 787 | }; |
| 788 | } |
| 789 | inline float3 reflect(const float3 &vec, const float3 &norm) { |
| 790 | // norm is assumed to be normalized. |
| 791 | return vec - 2.0f * dot(vec, norm) * norm; |
| 792 | } |
| 793 | inline float3 min(const float3 &val1, const float3 &val2) { |
| 794 | return { ::std::min(val1.x, val2.x), ::std::min(val1.y, val2.y), ::std::min(val1.z, val2.z) }; |
| 795 | } |
| 796 | inline float3 max(const float3 &val1, const float3 &val2) { |
| 797 | return { ::std::max(val1.x, val2.x), ::std::max(val1.y, val2.y), ::std::max(val1.z, val2.z) }; |
| 798 | } |
| 799 | inline float3 clamp(const float3 &val, const float3 &min, const float3 &max) { |
| 800 | 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) }; |
| 801 | } |
| 802 | inline float3 lerp(const float3 &val1, const float3 &val2, float amount) { |
| 803 | return { _impl::lerp(val1.x, val2.x, amount), _impl::lerp(val1.y, val2.y, amount), _impl::lerp(val1.z, val2.z, amount) }; |
| 804 | } |
| 805 | // TODO: impl |
| 806 | inline float3 transform(const float3 &pos, const float4x4 &mat); |
| 807 | inline float3 transform_normal(const float3 &norm, const float4x4 &mat); |
| 808 | inline float3 transform(const float3 &val, const quaternion &rot) { |
| 809 | // https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation#Using_quaternions_as_rotations |
| 810 | // If assuming rot is a unit quaternion, this could use |
| 811 | // conjugate() instead of inverse() too. |
| 812 | // This can be expressed as a matrix operation too, with |
| 813 | // https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation#Quaternion-derived_rotation_matrix |
| 814 | // (see make_float4x4_from_quaternion). |
| 815 | quaternion result = rot * quaternion(val, 0.0f) * inverse(rot); |
| 816 | return { result.x, result.y, result.z }; |
| 817 | } |
| 818 | |
| 819 | } _WINDOWS_NUMERICS_END_NAMESPACE_ |
| 820 | |
| 821 | |
| 822 | // Define float4 functions |
| 823 | _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { |
| 824 | |
| 825 | inline float length(const float4 &val) { |
| 826 | return ::std::sqrt(length_squared(val)); |
| 827 | } |
| 828 | inline float length_squared(const float4 &val) { |
| 829 | return val.x * val.x + val.y * val.y + val.z * val.z + val.w * val.w; |
| 830 | } |
| 831 | inline float distance(const float4 &val1, const float4 &val2) { |
| 832 | return length(val2 - val1); |
| 833 | } |
| 834 | inline float distance_squared(const float4 &val1, const float4 &val2) { |
| 835 | return length_squared(val2 - val1); |
| 836 | } |
| 837 | inline float dot(const float4 &val1, const float4 &val2) { |
| 838 | return val1.x * val2.x + val1.y * val2.y + val1.z * val2.z + val1.w * val2.w; |
| 839 | } |
| 840 | inline float4 normalize(const float4 &val) { |
| 841 | return val / length(val); |
| 842 | } |
| 843 | inline float4 min(const float4 &val1, const float4 &val2) { |
| 844 | return { |
| 845 | ::std::min(val1.x, val2.x), |
| 846 | ::std::min(val1.y, val2.y), |
| 847 | ::std::min(val1.z, val2.z), |
| 848 | ::std::min(val1.w, val2.w) |
| 849 | }; |
| 850 | } |
| 851 | inline float4 max(const float4 &val1, const float4 &val2) { |
| 852 | return { |
| 853 | ::std::max(val1.x, val2.x), |
| 854 | ::std::max(val1.y, val2.y), |
| 855 | ::std::max(val1.z, val2.z), |
| 856 | ::std::max(val1.w, val2.w) |
| 857 | }; |
| 858 | } |
| 859 | inline float4 clamp(const float4 &val, const float4 &min, const float4 &max) { |
| 860 | return { |
| 861 | _impl::clamp(val.x, min.x, max.x), |
| 862 | _impl::clamp(val.y, min.y, max.y), |
| 863 | _impl::clamp(val.z, min.z, max.z), |
| 864 | _impl::clamp(val.w, min.w, max.w) |
| 865 | }; |
| 866 | } |
| 867 | inline float4 lerp(const float4 &val1, const float4 &val2, float amount) { |
| 868 | return { |
| 869 | _impl::lerp(val1.x, val2.x, amount), |
| 870 | _impl::lerp(val1.y, val2.y, amount), |
| 871 | _impl::lerp(val1.z, val2.z, amount), |
| 872 | _impl::lerp(val1.w, val2.w, amount) |
| 873 | }; |
| 874 | } |
| 875 | // TODO: impl |
| 876 | inline float4 transform(const float4 &pos, const float4x4 &mat); |
| 877 | inline float4 transform4(const float3 &pos, const float4x4 &mat); |
| 878 | inline float4 transform4(const float2 &pos, const float4x4 &mat); |
| 879 | inline float4 transform(const float4 &val, const quaternion &rot) { |
| 880 | // See comments in the float3 transform function. |
| 881 | quaternion result = rot * quaternion(float3(val.x, val.y, val.z), 0.0f) * inverse(rot); |
| 882 | return { result.x, result.y, result.z, val.w }; |
| 883 | } |
| 884 | inline float4 transform4(const float3 &val, const quaternion &rot) { |
| 885 | quaternion result = rot * quaternion(val, 0.0f) * inverse(rot); |
| 886 | return { result.x, result.y, result.z, 1.0f }; |
| 887 | } |
| 888 | inline float4 transform4(const float2 &val, const quaternion &rot) { |
| 889 | quaternion result = rot * quaternion(float3(val.x, val.y, 0.0f), 0.0f) * inverse(rot); |
| 890 | return { result.x, result.y, result.z, 1.0f }; |
| 891 | } |
| 892 | |
| 893 | } _WINDOWS_NUMERICS_END_NAMESPACE_ |
| 894 | |
| 895 | |
| 896 | // Define float3x2 functions |
| 897 | _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { |
| 898 | |
| 899 | // TODO: impl |
| 900 | inline float3x2 make_float3x2_translation(const float2 &pos); |
| 901 | inline float3x2 make_float3x2_translation(float xpos, float ypos); |
| 902 | inline float3x2 make_float3x2_scale(float xscale, float yscale); |
| 903 | inline float3x2 make_float3x2_scale(float xscale, float yscale, const float2 &center); |
| 904 | inline float3x2 make_float3x2_scale(const float2 &xyscale); |
| 905 | inline float3x2 make_float3x2_scale(const float2 &xyscale, const float2 &center); |
| 906 | inline float3x2 make_float3x2_scale(float scale); |
| 907 | inline float3x2 make_float3x2_scale(float scale, const float2 &center); |
| 908 | inline float3x2 make_float3x2_skew(float xrad, float yrad); |
| 909 | inline float3x2 make_float3x2_skew(float xrad, float yrad, const float2 &center); |
| 910 | inline float3x2 make_float3x2_rotation(float rad); |
| 911 | inline float3x2 make_float3x2_rotation(float rad, const float2 &center); |
| 912 | inline bool is_identity(const float3x2 &val) { |
| 913 | return val == float3x2::identity(); |
| 914 | } |
| 915 | inline float determinant(const float3x2 &val) { |
| 916 | // 2D transformation matrix has an implied 3rd column with (0, 0, 1) |
| 917 | // det = m11 * m22 * m33 + m12 * m23 * m31 + m13 * m21 * m32 |
| 918 | // - m31 * m22 * m13 - m21 * m12 * m33 - m11 * m32 * m23; |
| 919 | return val.m11 * val.m22 - val.m21 * val.m12; |
| 920 | } |
| 921 | inline float2 translation(const float3x2 &val) { |
| 922 | return { val.m31, val.m32 }; |
| 923 | } |
| 924 | inline bool invert(const float3x2 &val, float3x2 *out); |
| 925 | inline float3x2 lerp(const float3x2 &mat1, const float3x2 &mat2, float amount); |
| 926 | |
| 927 | } _WINDOWS_NUMERICS_END_NAMESPACE_ |
| 928 | |
| 929 | |
| 930 | // Define float4x4 functions |
| 931 | _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { |
| 932 | |
| 933 | // TODO: impl |
| 934 | inline float4x4 make_float4x4_billboard(const float3 &objpos, const float3 &camerapos, const float3 &cameraup, const float3 &camerafwd); |
| 935 | inline float4x4 make_float4x4_constrained_billboard(const float3 &objpos, const float3 &camerapos, const float3 &rotateaxis, const float3 &camerafwd, const float3 &objfwd); |
| 936 | inline float4x4 make_float4x4_translation(const float3 &pos) { |
| 937 | return { |
| 938 | 1.0f, 0.0f, 0.0f, 0.0f, |
| 939 | 0.0f, 1.0f, 0.0f, 0.0f, |
| 940 | 0.0f, 0.0f, 1.0f, 0.0f, |
| 941 | pos.x, pos.y, pos.z, 1.0f |
| 942 | }; |
| 943 | } |
| 944 | inline float4x4 make_float4x4_translation(float xpos, float ypos, float zpos); |
| 945 | inline float4x4 make_float4x4_scale(float xscale, float yscale, float zscale); |
| 946 | inline float4x4 make_float4x4_scale(float xscale, float yscale, float zscale, const float3 &center); |
| 947 | inline float4x4 make_float4x4_scale(const float3 &xyzscale) { |
| 948 | return { |
| 949 | xyzscale.x, 0.0f, 0.0f, 0.0f, |
| 950 | 0.0f, xyzscale.y, 0.0f, 0.0f, |
| 951 | 0.0f, 0.0f, xyzscale.z, 0.0f, |
| 952 | 0.0f, 0.0f, 0.0f, 1.0f |
| 953 | }; |
| 954 | } |
| 955 | inline float4x4 make_float4x4_scale(const float3 &xyzscale, const float3 &center); |
| 956 | inline float4x4 make_float4x4_scale(float scale); |
| 957 | inline float4x4 make_float4x4_scale(float scale, const float3 &center); |
| 958 | inline float4x4 make_float4x4_rotation_x(float rad); |
| 959 | inline float4x4 make_float4x4_rotation_x(float rad, const float3 &center); |
| 960 | inline float4x4 make_float4x4_rotation_y(float rad); |
| 961 | inline float4x4 make_float4x4_rotation_y(float rad, const float3 &center); |
| 962 | inline float4x4 make_float4x4_rotation_z(float rad); |
| 963 | inline float4x4 make_float4x4_rotation_z(float rad, const float3 &center); |
| 964 | inline float4x4 make_float4x4_from_axis_angle(const float3 &axis, float angle); |
| 965 | inline float4x4 make_float4x4_perspective_field_of_view(float fov, float aspect, float nearplane, float farplane); |
| 966 | inline float4x4 make_float4x4_perspective(float w, float h, float nearplane, float farplane); |
| 967 | inline float4x4 make_float4x4_perspective_off_center(float left, float right, float bottom, float top, float nearplane, float farplane); |
| 968 | inline float4x4 make_float4x4_orthographic(float w, float h, float znearplane, float zfarplane); |
| 969 | inline float4x4 make_float4x4_orthographic_off_center(float left, float right, float bottom, float top, float znearplane, float zfarplane); |
| 970 | inline float4x4 make_float4x4_look_at(const float3 &camerapos, const float3 &target, const float3 &cameraup); |
| 971 | inline float4x4 make_float4x4_world(const float3 &pos, const float3 &fwd, const float3 &up); |
| 972 | inline float4x4 make_float4x4_from_quaternion(const quaternion &quat) { |
| 973 | // https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion |
| 974 | float xx = quat.x * quat.x; |
| 975 | float yy = quat.y * quat.y; |
| 976 | float zz = quat.z * quat.z; |
| 977 | float xy = quat.x * quat.y; |
| 978 | float xz = quat.x * quat.z; |
| 979 | float xw = quat.x * quat.w; |
| 980 | float yz = quat.y * quat.z; |
| 981 | float yw = quat.y * quat.w; |
| 982 | float zw = quat.z * quat.w; |
| 983 | return { |
| 984 | 1.0f - 2.0f*yy - 2.0f*zz, 2.0f*xy + 2.0f*zw, 2.0f*xz - 2.0f*yw, 0.0f, |
| 985 | 2.0f*xy - 2.0f*zw, 1.0f - 2.0f*xx - 2.0f*zz, 2.0f*yz + 2.0f*xw, 0.0f, |
| 986 | 2.0f*xz + 2.0f*yw, 2.0f*yz - 2.0f*xw, 1.0f - 2.0f*xx - 2.0f*yy, 0.0f, |
| 987 | 0.0f, 0.0f, 0.0f, 1.0f |
| 988 | }; |
| 989 | } |
| 990 | inline float4x4 make_float4x4_from_yaw_pitch_roll(float yaw, float pitch, float roll); |
| 991 | inline float4x4 make_float4x4_shadow(const float3 &lightdir, const plane &plane); |
| 992 | inline float4x4 make_float4x4_reflection(const plane &plane); |
| 993 | inline bool is_identity(const float4x4 &val) { |
| 994 | return val == float4x4::identity(); |
| 995 | } |
| 996 | inline float determinant(const float4x4 &val) { |
| 997 | const float det_33_44 = (val.m33 * val.m44 - val.m34 * val.m43); |
| 998 | const float det_32_44 = (val.m32 * val.m44 - val.m34 * val.m42); |
| 999 | const float det_32_43 = (val.m32 * val.m43 - val.m33 * val.m42); |
| 1000 | const float det_31_44 = (val.m31 * val.m44 - val.m34 * val.m41); |
| 1001 | const float det_31_43 = (val.m31 * val.m43 - val.m33 * val.m41); |
| 1002 | const float det_31_42 = (val.m31 * val.m42 - val.m32 * val.m41); |
| 1003 | return val.m11 * (val.m22 * det_33_44 - val.m23 * det_32_44 + val.m24 * det_32_43) |
| 1004 | - val.m12 * (val.m21 * det_33_44 - val.m23 * det_31_44 + val.m24 * det_31_43) |
| 1005 | + val.m13 * (val.m21 * det_32_44 - val.m22 * det_31_44 + val.m24 * det_31_42) |
| 1006 | - val.m14 * (val.m21 * det_32_43 - val.m22 * det_31_43 + val.m23 * det_31_42); |
| 1007 | } |
| 1008 | inline float3 translation(const float4x4 &val) { |
| 1009 | return { val.m41, val.m42, val.m43 }; |
| 1010 | } |
| 1011 | inline bool invert(const float4x4 &mat, float4x4 *out); |
| 1012 | inline bool decompose(const float4x4 &mat, float3 *out_scale, quaternion *out_rot, float3 *out_translate); |
| 1013 | inline float4x4 transform(const float4x4 &val, const quaternion &rot) { |
| 1014 | return val * make_float4x4_from_quaternion(rot); |
| 1015 | } |
| 1016 | inline float4x4 transpose(const float4x4 &val) { |
| 1017 | return { |
| 1018 | val.m11, val.m21, val.m31, val.m41, |
| 1019 | val.m12, val.m22, val.m32, val.m42, |
| 1020 | val.m13, val.m23, val.m33, val.m43, |
| 1021 | val.m14, val.m24, val.m34, val.m44 |
| 1022 | }; |
| 1023 | } |
| 1024 | inline float4x4 lerp(const float4x4 &val1, const float4x4 &val2, float amount); |
| 1025 | |
| 1026 | } _WINDOWS_NUMERICS_END_NAMESPACE_ |
| 1027 | |
| 1028 | |
| 1029 | // Define plane functions |
| 1030 | _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { |
| 1031 | |
| 1032 | // TODO: impl |
| 1033 | inline plane make_plane_from_vertices(const float3 &pt1, const float3 &pt2, const float3 &pt3); |
| 1034 | inline plane normalize(const plane &val) { |
| 1035 | const float invlen = 1.0f / length(val.normal); |
| 1036 | return { val.normal * invlen, val.d * invlen }; |
| 1037 | } |
| 1038 | inline plane transform(const plane &plane, const float4x4 &mat); |
| 1039 | inline plane transform(const plane &plane, const quaternion &rot) { |
| 1040 | quaternion result = rot * quaternion(plane.normal, 0.0f) * inverse(rot); |
| 1041 | return { float3(result.x, result.y, result.z), plane.d }; |
| 1042 | } |
| 1043 | inline float dot(const plane &plane, const float4 &val); |
| 1044 | inline float dot_coordinate(const plane &plane, const float3 &val); |
| 1045 | inline float dot_normal(const plane &plane, const float3 &val); |
| 1046 | |
| 1047 | } _WINDOWS_NUMERICS_END_NAMESPACE_ |
| 1048 | |
| 1049 | |
| 1050 | // Define quaternion functions |
| 1051 | _WINDOWS_NUMERICS_BEGIN_NAMESPACE_ { |
| 1052 | |
| 1053 | inline quaternion make_quaternion_from_axis_angle(const float3 &axis, float angle) { |
| 1054 | return quaternion(axis * ::std::sin(angle * 0.5f), ::std::cos(angle * 0.5f)); |
| 1055 | } |
| 1056 | inline quaternion make_quaternion_from_yaw_pitch_roll(float yaw, float pitch, float roll) { |
| 1057 | quaternion yq = make_quaternion_from_axis_angle(float3(0.0f, 1.0f, 0.0f), yaw); |
| 1058 | quaternion pq = make_quaternion_from_axis_angle(float3(1.0f, 0.0f, 0.0f), pitch); |
| 1059 | quaternion rq = make_quaternion_from_axis_angle(float3(0.0f, 0.0f, 1.0f), roll); |
| 1060 | return concatenate(concatenate(rq, pq), yq); |
| 1061 | } |
| 1062 | inline quaternion make_quaternion_from_rotation_matrix(const float4x4 &mat) { |
| 1063 | // https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion |
| 1064 | float t = mat.m11 + mat.m22 + mat.m33; |
| 1065 | if (t > 0) { |
| 1066 | float r = ::std::sqrt(1.0f + t); |
| 1067 | float s = 1.0f / (2.0f * r); |
| 1068 | return { (mat.m23 - mat.m32) * s, (mat.m31 - mat.m13) * s, |
| 1069 | (mat.m12 - mat.m21) * s, r * 0.5f }; |
| 1070 | } else if (mat.m11 >= mat.m22 && mat.m11 >= mat.m33) { |
| 1071 | float r = ::std::sqrt(1.0f + mat.m11 - mat.m22 - mat.m33); |
| 1072 | float s = 1.0f / (2.0f * r); |
| 1073 | return { r * 0.5f, (mat.m21 + mat.m12) * s, |
| 1074 | (mat.m13 + mat.m31) * s, (mat.m23 - mat.m32) * s }; |
| 1075 | } else if (mat.m22 >= mat.m11 && mat.m22 >= mat.m33) { |
| 1076 | float r = ::std::sqrt(1.0f + mat.m22 - mat.m11 - mat.m33); |
| 1077 | float s = 1.0f / (2.0f * r); |
| 1078 | return { (mat.m21 + mat.m12) * s, r * 0.5f, |
| 1079 | (mat.m32 + mat.m23) * s, (mat.m31 - mat.m13) * s }; |
| 1080 | } else { |
| 1081 | float r = ::std::sqrt(1.0f + mat.m33 - mat.m11 - mat.m22); |
| 1082 | float s = 1.0f / (2.0f * r); |
| 1083 | return { (mat.m13 + mat.m31) * s, (mat.m32 + mat.m23) * s, |
| 1084 | r * 0.5f, (mat.m12 - mat.m21) * s }; |
| 1085 | } |
| 1086 | } |
| 1087 | inline bool is_identity(const quaternion &val) { |
| 1088 | return val == quaternion::identity(); |
| 1089 | } |
| 1090 | inline float length(const quaternion &val) { |
| 1091 | return ::std::sqrt(length_squared(val)); |
| 1092 | } |
| 1093 | inline float length_squared(const quaternion &val) { |
| 1094 | return dot(val, val); |
| 1095 | } |
| 1096 | inline float dot(const quaternion &val1, const quaternion &val2) { |
| 1097 | return val1.x * val2.x + val1.y * val2.y + val1.z * val2.z + val1.w * val2.w; |
| 1098 | } |
| 1099 | inline quaternion normalize(const quaternion &val) { |
| 1100 | return operator*(val, 1.0f / length(val)); |
| 1101 | } |
| 1102 | inline quaternion conjugate(const quaternion &val) { |
| 1103 | return { -val.x, -val.y, -val.z, val.w}; |
| 1104 | } |
| 1105 | inline quaternion inverse(const quaternion &val) { |
| 1106 | return operator*(conjugate(val), 1.0f / length_squared(val)); |
| 1107 | } |
| 1108 | inline quaternion slerp(const quaternion &val1, const quaternion &val2, float amount) { |
| 1109 | // https://en.wikipedia.org/wiki/Slerp#Geometric_Slerp |
| 1110 | float cosangle = dot(val1, val2); |
| 1111 | quaternion end = val2; |
| 1112 | if (cosangle < 0.0f) { |
| 1113 | end = -val2; |
| 1114 | cosangle = -cosangle; |
| 1115 | } |
| 1116 | float fact1, fact2; |
| 1117 | const float epsilon = 1.0e-6f; |
| 1118 | if (cosangle > 1.0f - epsilon) { |
| 1119 | // Very small rotation range, or non-normalized input quaternions. |
| 1120 | fact1 = (1.0f - amount); |
| 1121 | fact2 = amount; |
| 1122 | } else { |
| 1123 | float angle = ::std::acos(cosangle); |
| 1124 | float sinangle = ::std::sin(angle); |
| 1125 | fact1 = ::std::sin((1.0f - amount) * angle) / sinangle; |
| 1126 | fact2 = ::std::sin(amount * angle) / sinangle; |
| 1127 | } |
| 1128 | return val1 * fact1 + end * fact2; |
| 1129 | } |
| 1130 | inline quaternion lerp(const quaternion &val1, const quaternion &val2, float amount) { |
| 1131 | quaternion end = val2; |
| 1132 | if (dot(val1, val2) < 0.0f) |
| 1133 | end = -val2; |
| 1134 | return normalize(quaternion( |
| 1135 | _impl::lerp(val1.x, end.x, amount), _impl::lerp(val1.y, end.y, amount), |
| 1136 | _impl::lerp(val1.z, end.z, amount), _impl::lerp(val1.w, end.w, amount) |
| 1137 | )); |
| 1138 | } |
| 1139 | inline quaternion concatenate(const quaternion &val1, const quaternion &val2) { |
| 1140 | return val2 * val1; |
| 1141 | } |
| 1142 | |
| 1143 | } _WINDOWS_NUMERICS_END_NAMESPACE_ |
| 1144 | |
| 1145 | |
| 1146 | /** |
| 1147 | * FIXME: Implement interop functions with DirectXMath. |
| 1148 | * This is where we are supposed to define the functions to convert between |
| 1149 | * Windows::Foundation::Numerics types and XMVECTOR / XMMATRIX. But our |
| 1150 | * directxmath.h does not contain the definitions for these types... |
| 1151 | */ |
| 1152 | #if 0 |
| 1153 | // === DirectXMath Interop === |
| 1154 | namespace DirectX { |
| 1155 | |
| 1156 | // TODO: impl |
| 1157 | XMVECTOR XMLoadFloat2(const _WINDOWS_NUMERICS_NAMESPACE_::float2 *src); |
| 1158 | XMVECTOR XMLoadFloat3(const _WINDOWS_NUMERICS_NAMESPACE_::float3 *src); |
| 1159 | XMVECTOR XMLoadFloat4(const _WINDOWS_NUMERICS_NAMESPACE_::float4 *src); |
| 1160 | XMMATRIX XMLoadFloat3x2(const _WINDOWS_NUMERICS_NAMESPACE_::float3x2 *src); |
| 1161 | XMMATRIX XMLoadFloat4x4(const _WINDOWS_NUMERICS_NAMESPACE_::float4x4 *src); |
| 1162 | XMVECTOR XMLoadPlane(const _WINDOWS_NUMERICS_NAMESPACE_::plane *src); |
| 1163 | XMVECTOR XMLoadQuaternion(const _WINDOWS_NUMERICS_NAMESPACE_::quaternion *src); |
| 1164 | void XMStoreFloat2(_WINDOWS_NUMERICS_NAMESPACE_::float2 *out, FXMVECTOR in); |
| 1165 | void XMStoreFloat3(_WINDOWS_NUMERICS_NAMESPACE_::float3 *out, FXMVECTOR in); |
| 1166 | void XMStoreFloat4(_WINDOWS_NUMERICS_NAMESPACE_::float4 *out, FXMVECTOR in); |
| 1167 | void XMStoreFloat3x2(_WINDOWS_NUMERICS_NAMESPACE_::float3x2 *out, FXMMATRIX in); |
| 1168 | void XMStoreFloat4x4(_WINDOWS_NUMERICS_NAMESPACE_::float4x4 *out, FXMMATRIX in); |
| 1169 | void XMStorePlane(_WINDOWS_NUMERICS_NAMESPACE_::plane *out, FXMVECTOR in); |
| 1170 | void XMStoreQuaternion(_WINDOWS_NUMERICS_NAMESPACE_::quaternion *out, FXMVECTOR in); |
| 1171 | |
| 1172 | } /* namespace DirectX */ |
| 1173 | #endif |
| 1174 | |
| 1175 | |
| 1176 | #undef _WINDOWS_NUMERICS_IMPL_ASSIGN_OP |
| 1177 | |
| 1178 | #ifdef _WINDOWS_NUMERICS_IMPL_PUSHED_MIN_ |
| 1179 | # undef _WINDOWS_NUMERICS_IMPL_PUSHED_MIN_ |
| 1180 | # pragma pop_macro("min") |
| 1181 | #endif |
| 1182 | |
| 1183 | #ifdef _WINDOWS_NUMERICS_IMPL_PUSHED_MAX_ |
| 1184 | # undef _WINDOWS_NUMERICS_IMPL_PUSHED_MAX_ |
| 1185 | # pragma pop_macro("max") |
| 1186 | #endif |