diff --git a/src/matrix.cpp b/src/matrix.cpp index 64919fef..f0f1cb22 100644 --- a/src/matrix.cpp +++ b/src/matrix.cpp @@ -258,6 +258,69 @@ template<> mat4 mat4::rotate(float angle, vec3 v) return rotate(angle, v.x, v.y, v.z); } +template<> mat4 mat4::rotate(quat q) +{ + mat4 ret(1.0f); + float n = q.norm(); + + if (!n) + return ret; + + float s = 2.0f / n; + + ret[0][0] = 1.0f - s * (q.y * q.y + q.z * q.z); + ret[0][1] = s * (q.x * q.y - q.z * q.w); + ret[0][2] = s * (q.x * q.z + q.y * q.w); + + ret[1][0] = s * (q.x * q.y + q.z * q.w); + ret[1][1] = 1.0f - s * (q.z * q.z + q.x * q.x); + ret[1][2] = s * (q.y * q.z - q.x * q.w); + + ret[2][0] = s * (q.x * q.z - q.y * q.w); + ret[2][1] = s * (q.y * q.z + q.x * q.w); + ret[2][2] = 1.0f - s * (q.x * q.x + q.y * q.y); + + return ret; +} + +template<> quat::Quat(mat4 const &m) +{ + /* See http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/christian.htm for a version with no branches */ + float t = m[0][0] + m[1][1] + m[2][2]; + if (t > 0) + { + w = 0.5f * sqrtf(1.0f + t); + float s = 0.25f / w; + x = s * (m[2][1] - m[1][2]); + y = s * (m[0][2] - m[2][0]); + z = s * (m[1][0] - m[0][1]); + } + else if (m[0][0] > m[1][1] && m[0][0] > m[2][2]) + { + x = 0.5f * sqrt(1.0f + m[0][0] - m[1][1] - m[2][2]); + float s = 0.25f / x; + y = s * (m[1][0] + m[0][1]); + z = s * (m[0][2] + m[2][0]); + w = s * (m[2][1] - m[1][2]); + } + else if (m[1][1] > m[2][2]) + { + y = 0.5f * sqrtf(1.0f - m[0][0] + m[1][1] - m[2][2]); + float s = 0.25f / y; + x = s * (m[1][0] + m[0][1]); + z = s * (m[2][1] + m[1][2]); + w = s * (m[0][2] - m[2][0]); + } + else + { + z = 0.5f * sqrtf(1.0f - m[0][0] - m[1][1] + m[2][2]); + float s = 0.25f / z; + x = s * (m[0][2] + m[2][0]); + y = s * (m[2][1] + m[1][2]); + w = s * (m[1][0] - m[0][1]); + } +} + template<> mat4 mat4::lookat(vec3 eye, vec3 center, vec3 up) { vec3 v3 = normalize(eye - center); diff --git a/src/matrix.h b/src/matrix.h index 4c2c0b8c..6a0cb1a2 100644 --- a/src/matrix.h +++ b/src/matrix.h @@ -24,6 +24,25 @@ namespace lol { +#define VECTOR_TYPES(tname, suffix) \ + template struct tname; \ + typedef tname f16##suffix; \ + typedef tname suffix; \ + typedef tname i8##suffix; \ + typedef tname u8##suffix; \ + typedef tname i16##suffix; \ + typedef tname u16##suffix; \ + typedef tname i##suffix; \ + typedef tname u##suffix; \ + typedef tname i64##suffix; \ + typedef tname u64##suffix; + +VECTOR_TYPES(Vec2, vec2) +VECTOR_TYPES(Vec3, vec3) +VECTOR_TYPES(Vec4, vec4) +VECTOR_TYPES(Quat, quat) +VECTOR_TYPES(Mat4, mat4) + #define VECTOR_OP(op) \ inline type_t operator op(type_t const &val) const \ { \ @@ -128,7 +147,7 @@ namespace lol \ inline T norm() const { return sqlen(); } -#define OTHER_OPS(elems) \ +#define OTHER_OPS(tname) \ VECTOR_OP(*) \ VECTOR_OP(/) \ \ @@ -138,16 +157,16 @@ namespace lol BOOL_OP(>, >, true) \ \ template \ - inline operator Vec##elems() const \ + inline operator tname() const \ { \ - Vec##elems ret; \ + tname ret; \ for (size_t n = 0; n < sizeof(*this) / sizeof(T); n++) \ ret[n] = static_cast((*this)[n]); \ return ret; \ } \ \ template \ - friend U dot(Vec##elems, Vec##elems); + friend U dot(tname, tname); #define SWIZZLE2(e1, e2) \ inline Vec2 e1##e2() const \ @@ -210,10 +229,6 @@ namespace lol #define SWIZZLE4444(e1) \ SWIZZLE444(e1, x); SWIZZLE444(e1, y); SWIZZLE444(e1, z); SWIZZLE444(e1, w); -template struct Vec2; -template struct Vec3; -template struct Vec4; - /* * 2-element vectors */ @@ -227,7 +242,7 @@ template struct Vec2 inline Vec2(T _x, T _y) { x = _x; y = _y; } LINEAR_OPS() - OTHER_OPS(2) + OTHER_OPS(Vec2) SWIZZLE22(x); SWIZZLE22(y); SWIZZLE322(x); SWIZZLE322(y); @@ -242,17 +257,6 @@ template struct Vec2 union { T y; T b; T j; }; }; -typedef Vec2 f16vec2; -typedef Vec2 vec2; -typedef Vec2 i8vec2; -typedef Vec2 u8vec2; -typedef Vec2 i16vec2; -typedef Vec2 u16vec2; -typedef Vec2 ivec2; -typedef Vec2 uvec2; -typedef Vec2 i64vec2; -typedef Vec2 u64vec2; - /* * 3-element vectors */ @@ -268,7 +272,7 @@ template struct Vec3 inline Vec3(T _x, Vec2 _yz) { x = _x; y = _yz.x; z = _yz.y; } LINEAR_OPS() - OTHER_OPS(3) + OTHER_OPS(Vec3) SWIZZLE23(x); SWIZZLE23(y); SWIZZLE23(z); SWIZZLE333(x); SWIZZLE333(y); SWIZZLE333(z); @@ -287,17 +291,6 @@ template struct Vec3 union { T z; T c; T k; }; }; -typedef Vec3 f16vec3; -typedef Vec3 vec3; -typedef Vec3 i8vec3; -typedef Vec3 u8vec3; -typedef Vec3 i16vec3; -typedef Vec3 u16vec3; -typedef Vec3 ivec3; -typedef Vec3 uvec3; -typedef Vec3 i64vec3; -typedef Vec3 u64vec3; - /* * 4-element vectors */ @@ -317,7 +310,7 @@ template struct Vec4 inline Vec4(T _x, Vec3 _yzw) : x(_x), y(_yzw.x), z(_yzw.y), w(_yzw.z) { } LINEAR_OPS() - OTHER_OPS(4) + OTHER_OPS(Vec4) SWIZZLE24(x); SWIZZLE24(y); SWIZZLE24(z); SWIZZLE24(w); SWIZZLE344(x); SWIZZLE344(y); SWIZZLE344(z); SWIZZLE344(w); @@ -334,17 +327,6 @@ template struct Vec4 union { T w; T d; T l; }; }; -typedef Vec4 f16vec4; -typedef Vec4 vec4; -typedef Vec4 i8vec4; -typedef Vec4 u8vec4; -typedef Vec4 i16vec4; -typedef Vec4 u16vec4; -typedef Vec4 ivec4; -typedef Vec4 uvec4; -typedef Vec4 i64vec4; -typedef Vec4 u64vec4; - /* * 4-element quaternions */ @@ -357,6 +339,8 @@ template struct Quat inline Quat(T val) : x(0), y(0), z(0), w(val) { } inline Quat(T _x, T _y, T _z, T _w) : x(_x), y(_y), z(_z), w(_w) { } + Quat(Mat4 const &m); + LINEAR_OPS() QUATERNION_OPS() @@ -386,17 +370,6 @@ static inline Quat operator /(Quat x, Quat const &y) return x * re(y); } -typedef Quat f16quat; -typedef Quat quat; -typedef Quat i8quat; -typedef Quat u8quat; -typedef Quat i16quat; -typedef Quat u16quat; -typedef Quat iquat; -typedef Quat uquat; -typedef Quat i64quat; -typedef Quat u64quat; - /* * Common operators for all vector types, including quaternions */ @@ -406,7 +379,7 @@ typedef Quat u64quat; static inline tname operator op(U const &val, tname const &that) \ { \ tname ret; \ - for (unsigned int n = 0; n < sizeof(that) / sizeof(that[0]); n++) \ + for (size_t n = 0; n < sizeof(that) / sizeof(that[0]); n++) \ ret[n] = val op that[n]; \ return ret; \ } @@ -461,6 +434,7 @@ template struct Mat4 static Mat4 translate(Vec3 v); static Mat4 rotate(T angle, T x, T y, T z); static Mat4 rotate(T angle, Vec3 v); + static Mat4 rotate(Quat q); static inline Mat4 translate(Mat4 mat, Vec3 v) { @@ -550,17 +524,6 @@ template struct Mat4 Vec4 v[4]; }; -typedef Mat4 f16mat4; -typedef Mat4 mat4; -typedef Mat4 i8mat4; -typedef Mat4 u8mat4; -typedef Mat4 i16mat4; -typedef Mat4 u16mat4; -typedef Mat4 imat4; -typedef Mat4 umat4; -typedef Mat4 i64mat4; -typedef Mat4 u64mat4; - } /* namespace lol */ #endif // __LOL_MATRIX_H__