/* * Copyright 2011-2015 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ // FPU math lib #ifndef BX_FPU_MATH_H_HEADER_GUARD #define BX_FPU_MATH_H_HEADER_GUARD #include "bx.h" #include #include namespace bx { static const float pi = 3.14159265358979323846f; static const float invPi = 1.0f/3.14159265358979323846f; static const float piHalf = 1.57079632679489661923f; static const float sqrt2 = 1.41421356237309504880f; inline float toRad(float _deg) { return _deg * pi / 180.0f; } inline float toDeg(float _rad) { return _rad * 180.0f / pi; } inline float fround(float _f) { return floorf(_f + 0.5f); } inline float fmin(float _a, float _b) { return _a < _b ? _a : _b; } inline float fmax(float _a, float _b) { return _a > _b ? _a : _b; } inline float fmin3(float _a, float _b, float _c) { return fmin(_a, fmin(_b, _c) ); } inline float fmax3(float _a, float _b, float _c) { return fmax(_a, fmax(_b, _c) ); } inline float fclamp(float _a, float _min, float _max) { return fmin(fmax(_a, _min), _max); } inline float fsaturate(float _a) { return fclamp(_a, 0.0f, 1.0f); } inline float flerp(float _a, float _b, float _t) { return _a + (_b - _a) * _t; } inline float fsign(float _a) { return _a < 0.0f ? -1.0f : 1.0f; } inline float fstep(float _edge, float _a) { return _a < _edge ? 0.0f : 1.0f; } inline float fpulse(float _a, float _start, float _end) { return fstep(_a, _start) - fstep(_a, _end); } inline float fabsolute(float _a) { return fabsf(_a); } inline float fsqrt(float _a) { return sqrtf(_a); } inline float ffract(float _a) { return _a - floorf(_a); } inline bool fequal(float _a, float _b, float _epsilon) { return fabsolute(_a - _b) <= _epsilon; } inline bool fequal(const float* __restrict _a, const float* __restrict _b, uint32_t _num, float _epsilon) { bool equal = fequal(_a[0], _b[0], _epsilon); for (uint32_t ii = 1; equal && ii < _num; ++ii) { equal = fequal(_a[ii], _b[ii], _epsilon); } return equal; } inline float fwrap(float _a, float _wrap) { const float mod = fmodf(_a, _wrap); const float result = mod < 0.0f ? _wrap + mod : mod; return result; } // References: // - Bias And Gain Are Your Friend // http://blog.demofox.org/2012/09/24/bias-and-gain-are-your-friend/ // - http://demofox.org/biasgain.html inline float fbias(float _time, float _bias) { return _time / ( ( (1.0f/_bias - 2.0f)*(1.0f - _time) ) + 1.0f); } inline float fgain(float _time, float _gain) { if (_time < 0.5f) { return fbias(_time * 2.0f, _gain) * 0.5f; } return fbias(_time * 2.0f - 1.0f, 1.0f - _gain) * 0.5f + 0.5f; } inline void vec3Move(float* __restrict _result, const float* __restrict _a) { _result[0] = _a[0]; _result[1] = _a[1]; _result[2] = _a[2]; } inline void vec3Abs(float* __restrict _result, const float* __restrict _a) { _result[0] = fabsolute(_a[0]); _result[1] = fabsolute(_a[1]); _result[2] = fabsolute(_a[2]); } inline void vec3Neg(float* __restrict _result, const float* __restrict _a) { _result[0] = -_a[0]; _result[1] = -_a[1]; _result[2] = -_a[2]; } inline void vec3Add(float* __restrict _result, const float* __restrict _a, const float* __restrict _b) { _result[0] = _a[0] + _b[0]; _result[1] = _a[1] + _b[1]; _result[2] = _a[2] + _b[2]; } inline void vec3Sub(float* __restrict _result, const float* __restrict _a, const float* __restrict _b) { _result[0] = _a[0] - _b[0]; _result[1] = _a[1] - _b[1]; _result[2] = _a[2] - _b[2]; } inline void vec3Mul(float* __restrict _result, const float* __restrict _a, const float* __restrict _b) { _result[0] = _a[0] * _b[0]; _result[1] = _a[1] * _b[1]; _result[2] = _a[2] * _b[2]; } inline void vec3Mul(float* __restrict _result, const float* __restrict _a, float _b) { _result[0] = _a[0] * _b; _result[1] = _a[1] * _b; _result[2] = _a[2] * _b; } inline float vec3Dot(const float* __restrict _a, const float* __restrict _b) { return _a[0]*_b[0] + _a[1]*_b[1] + _a[2]*_b[2]; } inline void vec3Cross(float* __restrict _result, const float* __restrict _a, const float* __restrict _b) { _result[0] = _a[1]*_b[2] - _a[2]*_b[1]; _result[1] = _a[2]*_b[0] - _a[0]*_b[2]; _result[2] = _a[0]*_b[1] - _a[1]*_b[0]; } inline float vec3Length(const float* _a) { return fsqrt(vec3Dot(_a, _a) ); } inline float vec3Norm(float* __restrict _result, const float* __restrict _a) { const float len = vec3Length(_a); const float invLen = 1.0f/len; _result[0] = _a[0] * invLen; _result[1] = _a[1] * invLen; _result[2] = _a[2] * invLen; return len; } inline void quatIdentity(float* _result) { _result[0] = 0.0f; _result[1] = 0.0f; _result[2] = 0.0f; _result[3] = 1.0f; } inline void quatMulXYZ(float* __restrict _result, const float* __restrict _qa, const float* __restrict _qb) { const float ax = _qa[0]; const float ay = _qa[1]; const float az = _qa[2]; const float aw = _qa[3]; const float bx = _qb[0]; const float by = _qb[1]; const float bz = _qb[2]; const float bw = _qb[3]; _result[0] = aw * bx + ax * bw + ay * bz - az * by; _result[1] = aw * by - ax * bz + ay * bw + az * bx; _result[2] = aw * bz + ax * by - ay * bx + az * bw; } inline void quatMul(float* __restrict _result, const float* __restrict _qa, const float* __restrict _qb) { const float ax = _qa[0]; const float ay = _qa[1]; const float az = _qa[2]; const float aw = _qa[3]; const float bx = _qb[0]; const float by = _qb[1]; const float bz = _qb[2]; const float bw = _qb[3]; _result[0] = aw * bx + ax * bw + ay * bz - az * by; _result[1] = aw * by - ax * bz + ay * bw + az * bx; _result[2] = aw * bz + ax * by - ay * bx + az * bw; _result[3] = aw * bw - ax * bx - ay * by - az * bz; } inline void quatInvert(float* __restrict _result, const float* __restrict _quat) { _result[0] = -_quat[0]; _result[1] = -_quat[1]; _result[2] = -_quat[2]; _result[3] = _quat[3]; } inline void quatToEuler(float* __restrict _result, const float* __restrict _quat) { const float x = _quat[0]; const float y = _quat[1]; const float z = _quat[2]; const float w = _quat[3]; const float yy = y * y; const float zz = z * z; const float xx = x * x; _result[0] = atan2f(2.0f * (x * w - y * z), 1.0f - 2.0f * (xx + zz) ); _result[1] = atan2f(2.0f * (y * w + x * z), 1.0f - 2.0f * (yy + zz) ); _result[2] = asinf (2.0f * (x * y + z * w) ); } inline void quatRotateX(float* _result, float _ax) { const float hx = _ax * 0.5f; const float cx = cosf(hx); const float sx = sinf(hx); _result[0] = sx; _result[1] = 0.0f; _result[2] = 0.0f; _result[3] = cx; } inline void quatRotateY(float* _result, float _ay) { const float hy = _ay * 0.5f; const float cy = cosf(hy); const float sy = sinf(hy); _result[0] = 0.0f; _result[1] = sy; _result[2] = 0.0f; _result[3] = cy; } inline void quatRotateZ(float* _result, float _az) { const float hz = _az * 0.5f; const float cz = cosf(hz); const float sz = sinf(hz); _result[0] = 0.0f; _result[1] = 0.0f; _result[2] = sz; _result[3] = cz; } inline void vec3MulQuat(float* __restrict _result, const float* __restrict _vec, const float* __restrict _quat) { float tmp0[4]; quatInvert(tmp0, _quat); float qv[4]; qv[0] = _vec[0]; qv[1] = _vec[1]; qv[2] = _vec[2]; qv[3] = 0.0f; float tmp1[4]; quatMul(tmp1, tmp0, qv); quatMulXYZ(_result, tmp1, _quat); } inline void mtxIdentity(float* _result) { memset(_result, 0, sizeof(float)*16); _result[0] = _result[5] = _result[10] = _result[15] = 1.0f; } inline void mtxTranslate(float* _result, float _tx, float _ty, float _tz) { mtxIdentity(_result); _result[12] = _tx; _result[13] = _ty; _result[14] = _tz; } inline void mtxScale(float* _result, float _sx, float _sy, float _sz) { memset(_result, 0, sizeof(float) * 16); _result[0] = _sx; _result[5] = _sy; _result[10] = _sz; _result[15] = 1.0f; } inline void mtxQuat(float* __restrict _result, const float* __restrict _quat) { const float x = _quat[0]; const float y = _quat[1]; const float z = _quat[2]; const float w = _quat[3]; const float x2 = x + x; const float y2 = y + y; const float z2 = z + z; const float x2x = x2 * x; const float x2y = x2 * y; const float x2z = x2 * z; const float x2w = x2 * w; const float y2y = y2 * y; const float y2z = y2 * z; const float y2w = y2 * w; const float z2z = z2 * z; const float z2w = z2 * w; _result[ 0] = 1.0f - (y2y + z2z); _result[ 1] = x2y - z2w; _result[ 2] = x2z + y2w; _result[ 3] = 0.0f; _result[ 4] = x2y + z2w; _result[ 5] = 1.0f - (x2x + z2z); _result[ 6] = y2z - x2w; _result[ 7] = 0.0f; _result[ 8] = x2z - y2w; _result[ 9] = y2z + x2w; _result[10] = 1.0f - (x2x + y2y); _result[11] = 0.0f; _result[12] = 0.0f; _result[13] = 0.0f; _result[14] = 0.0f; _result[15] = 1.0f; } inline void mtxQuatTranslation(float* __restrict _result, const float* __restrict _quat, const float* __restrict _translation) { mtxQuat(_result, _quat); _result[12] = -(_result[0]*_translation[0] + _result[4]*_translation[1] + _result[ 8]*_translation[2]); _result[13] = -(_result[1]*_translation[0] + _result[5]*_translation[1] + _result[ 9]*_translation[2]); _result[14] = -(_result[2]*_translation[0] + _result[6]*_translation[1] + _result[10]*_translation[2]); } inline void mtxQuatTranslationHMD(float* __restrict _result, const float* __restrict _quat, const float* __restrict _translation) { float quat[4]; quat[0] = -_quat[0]; quat[1] = -_quat[1]; quat[2] = _quat[2]; quat[3] = _quat[3]; mtxQuatTranslation(_result, quat, _translation); } inline void mtxLookAt(float* __restrict _result, const float* __restrict _eye, const float* __restrict _at, const float* __restrict _up = NULL) { float tmp[4]; vec3Sub(tmp, _at, _eye); float view[4]; vec3Norm(view, tmp); float up[3] = { 0.0f, 1.0f, 0.0f }; if (NULL != _up) { up[0] = _up[0]; up[1] = _up[1]; up[2] = _up[2]; } vec3Cross(tmp, up, view); float right[4]; vec3Norm(right, tmp); vec3Cross(up, view, right); memset(_result, 0, sizeof(float)*16); _result[ 0] = right[0]; _result[ 1] = up[0]; _result[ 2] = view[0]; _result[ 4] = right[1]; _result[ 5] = up[1]; _result[ 6] = view[1]; _result[ 8] = right[2]; _result[ 9] = up[2]; _result[10] = view[2]; _result[12] = -vec3Dot(right, _eye); _result[13] = -vec3Dot(up, _eye); _result[14] = -vec3Dot(view, _eye); _result[15] = 1.0f; } inline void mtxProjXYWH(float* _result, float _x, float _y, float _width, float _height, float _near, float _far, bool _oglNdc = false) { const float diff = _far-_near; const float aa = _oglNdc ? (_far+_near)/diff : _far/diff; const float bb = _oglNdc ? -(2.0f*_far*_near)/diff : -_near*aa; memset(_result, 0, sizeof(float)*16); _result[ 0] = _width; _result[ 5] = _height; _result[ 8] = _x; _result[ 9] = -_y; _result[10] = aa; _result[11] = 1.0f; _result[14] = bb; } inline void mtxProj(float* _result, float _ut, float _dt, float _lt, float _rt, float _near, float _far, bool _oglNdc = false) { const float width = 2.0f / (_lt + _rt); const float height = 2.0f / (_ut + _dt); const float xx = (_lt - _rt) * width * 0.5f; const float yy = (_ut - _dt) * height * 0.5f; mtxProjXYWH(_result, xx, yy, width, height, _near, _far, _oglNdc); } inline void mtxProj(float* _result, const float _fov[4], float _near, float _far, bool _oglNdc = false) { mtxProj(_result, _fov[0], _fov[1], _fov[2], _fov[3], _near, _far, _oglNdc); } inline void mtxProj(float* _result, float _fovy, float _aspect, float _near, float _far, bool _oglNdc = false) { const float height = 1.0f/tanf(toRad(_fovy)*0.5f); const float width = height * 1.0f/_aspect; mtxProjXYWH(_result, 0.0f, 0.0f, width, height, _near, _far, _oglNdc); } inline void mtxOrtho(float* _result, float _left, float _right, float _bottom, float _top, float _near, float _far, float _offset = 0.0f) { const float aa = 2.0f/(_right - _left); const float bb = 2.0f/(_top - _bottom); const float cc = 1.0f/(_far - _near); const float dd = (_left + _right)/(_left - _right); const float ee = (_top + _bottom)/(_bottom - _top); const float ff = _near / (_near - _far); memset(_result, 0, sizeof(float)*16); _result[ 0] = aa; _result[ 5] = bb; _result[10] = cc; _result[12] = dd + _offset; _result[13] = ee; _result[14] = ff; _result[15] = 1.0f; } inline void mtxRotateX(float* _result, float _ax) { const float sx = sinf(_ax); const float cx = cosf(_ax); memset(_result, 0, sizeof(float)*16); _result[ 0] = 1.0f; _result[ 5] = cx; _result[ 6] = -sx; _result[ 9] = sx; _result[10] = cx; _result[15] = 1.0f; } inline void mtxRotateY(float* _result, float _ay) { const float sy = sinf(_ay); const float cy = cosf(_ay); memset(_result, 0, sizeof(float)*16); _result[ 0] = cy; _result[ 2] = sy; _result[ 5] = 1.0f; _result[ 8] = -sy; _result[10] = cy; _result[15] = 1.0f; } inline void mtxRotateZ(float* _result, float _az) { const float sz = sinf(_az); const float cz = cosf(_az); memset(_result, 0, sizeof(float)*16); _result[ 0] = cz; _result[ 1] = -sz; _result[ 4] = sz; _result[ 5] = cz; _result[10] = 1.0f; _result[15] = 1.0f; } inline void mtxRotateXY(float* _result, float _ax, float _ay) { const float sx = sinf(_ax); const float cx = cosf(_ax); const float sy = sinf(_ay); const float cy = cosf(_ay); memset(_result, 0, sizeof(float)*16); _result[ 0] = cy; _result[ 2] = sy; _result[ 4] = sx*sy; _result[ 5] = cx; _result[ 6] = -sx*cy; _result[ 8] = -cx*sy; _result[ 9] = sx; _result[10] = cx*cy; _result[15] = 1.0f; } inline void mtxRotateXYZ(float* _result, float _ax, float _ay, float _az) { const float sx = sinf(_ax); const float cx = cosf(_ax); const float sy = sinf(_ay); const float cy = cosf(_ay); const float sz = sinf(_az); const float cz = cosf(_az); memset(_result, 0, sizeof(float)*16); _result[ 0] = cy*cz; _result[ 1] = -cy*sz; _result[ 2] = sy; _result[ 4] = cz*sx*sy + cx*sz; _result[ 5] = cx*cz - sx*sy*sz; _result[ 6] = -cy*sx; _result[ 8] = -cx*cz*sy + sx*sz; _result[ 9] = cz*sx + cx*sy*sz; _result[10] = cx*cy; _result[15] = 1.0f; } inline void mtxRotateZYX(float* _result, float _ax, float _ay, float _az) { const float sx = sinf(_ax); const float cx = cosf(_ax); const float sy = sinf(_ay); const float cy = cosf(_ay); const float sz = sinf(_az); const float cz = cosf(_az); memset(_result, 0, sizeof(float)*16); _result[ 0] = cy*cz; _result[ 1] = cz*sx*sy-cx*sz; _result[ 2] = cx*cz*sy+sx*sz; _result[ 4] = cy*sz; _result[ 5] = cx*cz + sx*sy*sz; _result[ 6] = -cz*sx + cx*sy*sz; _result[ 8] = -sy; _result[ 9] = cy*sx; _result[10] = cx*cy; _result[15] = 1.0f; }; inline void mtxSRT(float* _result, float _sx, float _sy, float _sz, float _ax, float _ay, float _az, float _tx, float _ty, float _tz) { const float sx = sinf(_ax); const float cx = cosf(_ax); const float sy = sinf(_ay); const float cy = cosf(_ay); const float sz = sinf(_az); const float cz = cosf(_az); const float sxsz = sx*sz; const float cycz = cy*cz; _result[ 0] = _sx * (cycz - sxsz*sy); _result[ 1] = _sx * -cx*sz; _result[ 2] = _sx * (cz*sy + cy*sxsz); _result[ 3] = 0.0f; _result[ 4] = _sy * (cz*sx*sy + cy*sz); _result[ 5] = _sy * cx*cz; _result[ 6] = _sy * (sy*sz -cycz*sx); _result[ 7] = 0.0f; _result[ 8] = _sz * -cx*sy; _result[ 9] = _sz * sx; _result[10] = _sz * cx*cy; _result[11] = 0.0f; _result[12] = _tx; _result[13] = _ty; _result[14] = _tz; _result[15] = 1.0f; } inline void vec3MulMtx(float* __restrict _result, const float* __restrict _vec, const float* __restrict _mat) { _result[0] = _vec[0] * _mat[ 0] + _vec[1] * _mat[4] + _vec[2] * _mat[ 8] + _mat[12]; _result[1] = _vec[0] * _mat[ 1] + _vec[1] * _mat[5] + _vec[2] * _mat[ 9] + _mat[13]; _result[2] = _vec[0] * _mat[ 2] + _vec[1] * _mat[6] + _vec[2] * _mat[10] + _mat[14]; } inline void vec3MulMtxH(float* __restrict _result, const float* __restrict _vec, const float* __restrict _mat) { float xx = _vec[0] * _mat[ 0] + _vec[1] * _mat[4] + _vec[2] * _mat[ 8] + _mat[12]; float yy = _vec[0] * _mat[ 1] + _vec[1] * _mat[5] + _vec[2] * _mat[ 9] + _mat[13]; float zz = _vec[0] * _mat[ 2] + _vec[1] * _mat[6] + _vec[2] * _mat[10] + _mat[14]; float ww = _vec[0] * _mat[ 3] + _vec[1] * _mat[7] + _vec[2] * _mat[11] + _mat[15]; float invW = fsign(ww)/ww; _result[0] = xx*invW; _result[1] = yy*invW; _result[2] = zz*invW; } inline void vec4MulMtx(float* __restrict _result, const float* __restrict _vec, const float* __restrict _mat) { _result[0] = _vec[0] * _mat[ 0] + _vec[1] * _mat[4] + _vec[2] * _mat[ 8] + _vec[3] * _mat[12]; _result[1] = _vec[0] * _mat[ 1] + _vec[1] * _mat[5] + _vec[2] * _mat[ 9] + _vec[3] * _mat[13]; _result[2] = _vec[0] * _mat[ 2] + _vec[1] * _mat[6] + _vec[2] * _mat[10] + _vec[3] * _mat[14]; _result[3] = _vec[0] * _mat[ 3] + _vec[1] * _mat[7] + _vec[2] * _mat[11] + _vec[3] * _mat[15]; } inline void mtxMul(float* __restrict _result, const float* __restrict _a, const float* __restrict _b) { vec4MulMtx(&_result[ 0], &_a[ 0], _b); vec4MulMtx(&_result[ 4], &_a[ 4], _b); vec4MulMtx(&_result[ 8], &_a[ 8], _b); vec4MulMtx(&_result[12], &_a[12], _b); } inline void mtxTranspose(float* __restrict _result, const float* __restrict _a) { _result[ 0] = _a[ 0]; _result[ 4] = _a[ 1]; _result[ 8] = _a[ 2]; _result[12] = _a[ 3]; _result[ 1] = _a[ 4]; _result[ 5] = _a[ 5]; _result[ 9] = _a[ 6]; _result[13] = _a[ 7]; _result[ 2] = _a[ 8]; _result[ 6] = _a[ 9]; _result[10] = _a[10]; _result[14] = _a[11]; _result[ 3] = _a[12]; _result[ 7] = _a[13]; _result[11] = _a[14]; _result[15] = _a[15]; } inline void mtx3Inverse(float* __restrict _result, const float* __restrict _a) { float xx = _a[0]; float xy = _a[1]; float xz = _a[2]; float yx = _a[3]; float yy = _a[4]; float yz = _a[5]; float zx = _a[6]; float zy = _a[7]; float zz = _a[8]; float det = 0.0f; det += xx * (yy*zz - yz*zy); det -= xy * (yx*zz - yz*zx); det += xz * (yx*zy - yy*zx); float invDet = 1.0f/det; _result[0] = +(yy*zz - yz*zy) * invDet; _result[1] = -(xy*zz - xz*zy) * invDet; _result[2] = +(xy*yz - xz*yy) * invDet; _result[3] = -(yx*zz - yz*zx) * invDet; _result[4] = +(xx*zz - xz*zx) * invDet; _result[5] = -(xx*yz - xz*yx) * invDet; _result[6] = +(yx*zy - yy*zx) * invDet; _result[7] = -(xx*zy - xy*zx) * invDet; _result[8] = +(xx*yy - xy*yx) * invDet; } inline void mtxInverse(float* __restrict _result, const float* __restrict _a) { float xx = _a[ 0]; float xy = _a[ 1]; float xz = _a[ 2]; float xw = _a[ 3]; float yx = _a[ 4]; float yy = _a[ 5]; float yz = _a[ 6]; float yw = _a[ 7]; float zx = _a[ 8]; float zy = _a[ 9]; float zz = _a[10]; float zw = _a[11]; float wx = _a[12]; float wy = _a[13]; float wz = _a[14]; float ww = _a[15]; float det = 0.0f; det += xx * (yy*(zz*ww - zw*wz) - yz*(zy*ww - zw*wy) + yw*(zy*wz - zz*wy) ); det -= xy * (yx*(zz*ww - zw*wz) - yz*(zx*ww - zw*wx) + yw*(zx*wz - zz*wx) ); det += xz * (yx*(zy*ww - zw*wy) - yy*(zx*ww - zw*wx) + yw*(zx*wy - zy*wx) ); det -= xw * (yx*(zy*wz - zz*wy) - yy*(zx*wz - zz*wx) + yz*(zx*wy - zy*wx) ); float invDet = 1.0f/det; _result[ 0] = +(yy*(zz*ww - wz*zw) - yz*(zy*ww - wy*zw) + yw*(zy*wz - wy*zz) ) * invDet; _result[ 1] = -(xy*(zz*ww - wz*zw) - xz*(zy*ww - wy*zw) + xw*(zy*wz - wy*zz) ) * invDet; _result[ 2] = +(xy*(yz*ww - wz*yw) - xz*(yy*ww - wy*yw) + xw*(yy*wz - wy*yz) ) * invDet; _result[ 3] = -(xy*(yz*zw - zz*yw) - xz*(yy*zw - zy*yw) + xw*(yy*zz - zy*yz) ) * invDet; _result[ 4] = -(yx*(zz*ww - wz*zw) - yz*(zx*ww - wx*zw) + yw*(zx*wz - wx*zz) ) * invDet; _result[ 5] = +(xx*(zz*ww - wz*zw) - xz*(zx*ww - wx*zw) + xw*(zx*wz - wx*zz) ) * invDet; _result[ 6] = -(xx*(yz*ww - wz*yw) - xz*(yx*ww - wx*yw) + xw*(yx*wz - wx*yz) ) * invDet; _result[ 7] = +(xx*(yz*zw - zz*yw) - xz*(yx*zw - zx*yw) + xw*(yx*zz - zx*yz) ) * invDet; _result[ 8] = +(yx*(zy*ww - wy*zw) - yy*(zx*ww - wx*zw) + yw*(zx*wy - wx*zy) ) * invDet; _result[ 9] = -(xx*(zy*ww - wy*zw) - xy*(zx*ww - wx*zw) + xw*(zx*wy - wx*zy) ) * invDet; _result[10] = +(xx*(yy*ww - wy*yw) - xy*(yx*ww - wx*yw) + xw*(yx*wy - wx*yy) ) * invDet; _result[11] = -(xx*(yy*zw - zy*yw) - xy*(yx*zw - zx*yw) + xw*(yx*zy - zx*yy) ) * invDet; _result[12] = -(yx*(zy*wz - wy*zz) - yy*(zx*wz - wx*zz) + yz*(zx*wy - wx*zy) ) * invDet; _result[13] = +(xx*(zy*wz - wy*zz) - xy*(zx*wz - wx*zz) + xz*(zx*wy - wx*zy) ) * invDet; _result[14] = -(xx*(yy*wz - wy*yz) - xy*(yx*wz - wx*yz) + xz*(yx*wy - wx*yy) ) * invDet; _result[15] = +(xx*(yy*zz - zy*yz) - xy*(yx*zz - zx*yz) + xz*(yx*zy - zx*yy) ) * invDet; } /// Convert LH to RH projection matrix and vice versa. inline void mtxProjFlipHandedness(float* __restrict _dst, const float* __restrict _src) { _dst[ 0] = -_src[ 0]; _dst[ 1] = -_src[ 1]; _dst[ 2] = -_src[ 2]; _dst[ 3] = -_src[ 3]; _dst[ 4] = _src[ 4]; _dst[ 5] = _src[ 5]; _dst[ 6] = _src[ 6]; _dst[ 7] = _src[ 7]; _dst[ 8] = -_src[ 8]; _dst[ 9] = -_src[ 9]; _dst[10] = -_src[10]; _dst[11] = -_src[11]; _dst[12] = _src[12]; _dst[13] = _src[13]; _dst[14] = _src[14]; _dst[15] = _src[15]; } /// Convert LH to RH view matrix and vice versa. inline void mtxViewFlipHandedness(float* __restrict _dst, const float* __restrict _src) { _dst[ 0] = -_src[ 0]; _dst[ 1] = _src[ 1]; _dst[ 2] = -_src[ 2]; _dst[ 3] = _src[ 3]; _dst[ 4] = -_src[ 4]; _dst[ 5] = _src[ 5]; _dst[ 6] = -_src[ 6]; _dst[ 7] = _src[ 7]; _dst[ 8] = -_src[ 8]; _dst[ 9] = _src[ 9]; _dst[10] = -_src[10]; _dst[11] = _src[11]; _dst[12] = -_src[12]; _dst[13] = _src[13]; _dst[14] = -_src[14]; _dst[15] = _src[15]; } inline void calcNormal(float _result[3], float _va[3], float _vb[3], float _vc[3]) { float ba[3]; vec3Sub(ba, _vb, _va); float ca[3]; vec3Sub(ca, _vc, _va); float baxca[3]; vec3Cross(baxca, ba, ca); vec3Norm(_result, baxca); } inline void calcPlane(float _result[4], float _va[3], float _vb[3], float _vc[3]) { float normal[3]; calcNormal(normal, _va, _vb, _vc); _result[0] = normal[0]; _result[1] = normal[1]; _result[2] = normal[2]; _result[3] = -vec3Dot(normal, _va); } inline void calcLinearFit2D(float _result[2], const void* _points, uint32_t _stride, uint32_t _numPoints) { float sumX = 0.0f; float sumY = 0.0f; float sumXX = 0.0f; float sumXY = 0.0f; const uint8_t* ptr = (const uint8_t*)_points; for (uint32_t ii = 0; ii < _numPoints; ++ii, ptr += _stride) { const float* point = (const float*)ptr; float xx = point[0]; float yy = point[1]; sumX += xx; sumY += yy; sumXX += xx*xx; sumXY += xx*yy; } // [ sum(x^2) sum(x) ] [ A ] = [ sum(x*y) ] // [ sum(x) numPoints ] [ B ] [ sum(y) ] float det = (sumXX*_numPoints - sumX*sumX); float invDet = 1.0f/det; _result[0] = (-sumX * sumY + _numPoints * sumXY) * invDet; _result[1] = (sumXX * sumY - sumX * sumXY) * invDet; } inline void calcLinearFit3D(float _result[3], const void* _points, uint32_t _stride, uint32_t _numPoints) { float sumX = 0.0f; float sumY = 0.0f; float sumZ = 0.0f; float sumXX = 0.0f; float sumXY = 0.0f; float sumXZ = 0.0f; float sumYY = 0.0f; float sumYZ = 0.0f; const uint8_t* ptr = (const uint8_t*)_points; for (uint32_t ii = 0; ii < _numPoints; ++ii, ptr += _stride) { const float* point = (const float*)ptr; float xx = point[0]; float yy = point[1]; float zz = point[2]; sumX += xx; sumY += yy; sumZ += zz; sumXX += xx*xx; sumXY += xx*yy; sumXZ += xx*zz; sumYY += yy*yy; sumYZ += yy*zz; } // [ sum(x^2) sum(x*y) sum(x) ] [ A ] [ sum(x*z) ] // [ sum(x*y) sum(y^2) sum(y) ] [ B ] = [ sum(y*z) ] // [ sum(x) sum(y) numPoints ] [ C ] [ sum(z) ] float mtx[9] = { sumXX, sumXY, sumX, sumXY, sumYY, sumY, sumX, sumY, float(_numPoints), }; float invMtx[9]; mtx3Inverse(invMtx, mtx); _result[0] = invMtx[0]*sumXZ + invMtx[1]*sumYZ + invMtx[2]*sumZ; _result[1] = invMtx[3]*sumXZ + invMtx[4]*sumYZ + invMtx[5]*sumZ; _result[2] = invMtx[6]*sumXZ + invMtx[7]*sumYZ + invMtx[8]*sumZ; } inline void rgbToHsv(float _hsv[3], const float _rgb[3]) { const float rr = _rgb[0]; const float gg = _rgb[1]; const float bb = _rgb[2]; const float s0 = fstep(bb, gg); const float px = flerp(bb, gg, s0); const float py = flerp(gg, bb, s0); const float pz = flerp(-1.0f, 0.0f, s0); const float pw = flerp(2.0f/3.0f, -1.0f/3.0f, s0); const float s1 = fstep(px, rr); const float qx = flerp(px, rr, s1); const float qy = py; const float qz = flerp(pw, pz, s1); const float qw = flerp(rr, px, s1); const float dd = qx - fmin(qw, qy); const float ee = 1.0e-10f; _hsv[0] = fabsolute(qz + (qw - qy) / (6.0f * dd + ee) ); _hsv[1] = dd / (qx + ee); _hsv[2] = qx; } inline void hsvToRgb(float _rgb[3], const float _hsv[3]) { const float hh = _hsv[0]; const float ss = _hsv[1]; const float vv = _hsv[2]; const float px = fabsolute(ffract(hh + 1.0f ) * 6.0f - 3.0f); const float py = fabsolute(ffract(hh + 2.0f/3.0f) * 6.0f - 3.0f); const float pz = fabsolute(ffract(hh + 1.0f/3.0f) * 6.0f - 3.0f); _rgb[0] = vv * flerp(1.0f, fsaturate(px - 1.0f), ss); _rgb[1] = vv * flerp(1.0f, fsaturate(py - 1.0f), ss); _rgb[2] = vv * flerp(1.0f, fsaturate(pz - 1.0f), ss); } } // namespace bx #endif // BX_FPU_MATH_H_HEADER_GUARD