tornavis/source/blender/blenlib/BLI_float4x4.hh

281 lines
6.0 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "BLI_math_matrix.h"
#include "BLI_math_vec_types.hh"
#include "BLI_math_vector.h"
#include "BLI_math_vector.hh"
namespace blender {
struct float4x4 {
float values[4][4];
float4x4() = default;
float4x4(const float *matrix)
{
memcpy(values, matrix, sizeof(float) * 16);
}
float4x4(const float matrix[4][4]) : float4x4(static_cast<const float *>(matrix[0]))
{
}
/* Assumes an XYZ euler order. */
static float4x4 from_loc_eul_scale(const float3 location,
const float3 rotation,
const float3 scale)
{
float4x4 mat;
loc_eul_size_to_mat4(mat.values, location, rotation, scale);
return mat;
}
static float4x4 from_location(const float3 location)
{
float4x4 mat = float4x4::identity();
copy_v3_v3(mat.values[3], location);
return mat;
}
static float4x4 from_normalized_axis_data(const float3 location,
const float3 forward,
const float3 up)
{
BLI_ASSERT_UNIT_V3(forward);
BLI_ASSERT_UNIT_V3(up);
/* Negate the cross product so that the resulting matrix has determinant 1 (instead of -1).
* Without the negation, the result would be a so called improper rotation. That means it
* contains a reflection. Such an improper rotation matrix could not be converted to another
* representation of a rotation such as euler angles. */
const float3 cross = -math::cross(forward, up);
float4x4 matrix;
matrix.values[0][0] = forward.x;
matrix.values[1][0] = cross.x;
matrix.values[2][0] = up.x;
matrix.values[3][0] = location.x;
matrix.values[0][1] = forward.y;
matrix.values[1][1] = cross.y;
matrix.values[2][1] = up.y;
matrix.values[3][1] = location.y;
matrix.values[0][2] = forward.z;
matrix.values[1][2] = cross.z;
matrix.values[2][2] = up.z;
matrix.values[3][2] = location.z;
matrix.values[0][3] = 0.0f;
matrix.values[1][3] = 0.0f;
matrix.values[2][3] = 0.0f;
matrix.values[3][3] = 1.0f;
return matrix;
}
static float4x4 identity()
{
float4x4 mat;
unit_m4(mat.values);
return mat;
}
operator float *()
{
return &values[0][0];
}
operator const float *() const
{
return &values[0][0];
}
float *operator[](const int64_t index)
{
BLI_assert(index >= 0);
BLI_assert(index < 4);
return &values[index][0];
}
const float *operator[](const int64_t index) const
{
BLI_assert(index >= 0);
BLI_assert(index < 4);
return &values[index][0];
}
using c_style_float4x4 = float[4][4];
c_style_float4x4 &ptr()
{
return values;
}
const c_style_float4x4 &ptr() const
{
return values;
}
friend float4x4 operator*(const float4x4 &a, const float4x4 &b)
{
float4x4 result;
mul_m4_m4m4(result.values, a.values, b.values);
return result;
}
void operator*=(const float4x4 &other)
{
mul_m4_m4_post(values, other.values);
}
/**
* This also applies the translation on the vector. Use `m.ref_3x3() * v` if that is not
* intended.
*/
friend float3 operator*(const float4x4 &m, const float3 &v)
{
float3 result;
mul_v3_m4v3(result, m.values, v);
return result;
}
friend float3 operator*(const float4x4 &m, const float (*v)[3])
{
return m * float3(v);
}
friend bool operator==(const float4x4 &a, const float4x4 &b)
{
return equals_m4m4(a.ptr(), b.ptr());
}
friend bool operator!=(const float4x4 &a, const float4x4 &b)
{
return !(a == b);
}
float3 translation() const
{
return float3(values[3]);
}
/* Assumes XYZ rotation order. */
float3 to_euler() const
{
float3 euler;
mat4_to_eul(euler, values);
return euler;
}
float3 scale() const
{
float3 scale;
mat4_to_size(scale, values);
return scale;
}
void apply_scale(const float scale)
{
values[0][0] *= scale;
values[0][1] *= scale;
values[0][2] *= scale;
values[1][0] *= scale;
values[1][1] *= scale;
values[1][2] *= scale;
values[2][0] *= scale;
values[2][1] *= scale;
values[2][2] *= scale;
}
float4x4 inverted() const
{
float4x4 result;
invert_m4_m4(result.values, values);
return result;
}
/**
* Matrix inversion can be implemented more efficiently for affine matrices.
*/
float4x4 inverted_affine() const
{
BLI_assert(values[0][3] == 0.0f && values[1][3] == 0.0f && values[2][3] == 0.0f &&
values[3][3] == 1.0f);
return this->inverted();
}
float4x4 transposed() const
{
float4x4 result;
transpose_m4_m4(result.values, values);
return result;
}
float4x4 inverted_transposed_affine() const
{
return this->inverted_affine().transposed();
}
struct float3x3_ref {
const float4x4 &data;
friend float3 operator*(const float3x3_ref &m, const float3 &v)
{
float3 result;
mul_v3_mat3_m4v3(result, m.data.values, v);
return result;
}
};
float3x3_ref ref_3x3() const
{
return {*this};
}
static float4x4 interpolate(const float4x4 &a, const float4x4 &b, float t)
{
float result[4][4];
interp_m4_m4m4(result, a.values, b.values, t);
return result;
}
bool is_negative() const
{
return is_negative_m4(ptr());
}
uint64_t hash() const
{
uint64_t h = 435109;
for (int i = 0; i < 16; i++) {
float value = (static_cast<const float *>(values[0]))[i];
h = h * 33 + *reinterpret_cast<const uint32_t *>(&value);
}
return h;
}
friend std::ostream &operator<<(std::ostream &stream, const float4x4 &mat)
{
char fchar[16];
stream << "(\n";
for (int i = 0; i < 4; i++) {
stream << "(";
for (int j = 0; j < 4; j++) {
snprintf(fchar, sizeof(fchar), "%11.6f", mat[j][i]);
stream << fchar;
if (i != 3) {
stream << ", ";
}
}
stream << ")\n";
}
stream << ")\n";
return stream;
}
};
} // namespace blender