obs-studio/libobs/graphics/matrix3.c
2023-05-20 01:31:18 -07:00

145 lines
4 KiB
C

/******************************************************************************
Copyright (C) 2023 by Lain Bailey <lain@obsproject.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#include <string.h>
#include "matrix3.h"
#include "matrix4.h"
#include "plane.h"
#include "quat.h"
void matrix3_from_quat(struct matrix3 *dst, const struct quat *q)
{
float norm = quat_dot(q, q);
float s = (norm > 0.0f) ? (2.0f / norm) : 0.0f;
float xx = q->x * q->x * s;
float yy = q->y * q->y * s;
float zz = q->z * q->z * s;
float xy = q->x * q->y * s;
float xz = q->x * q->z * s;
float yz = q->y * q->z * s;
float wx = q->w * q->x * s;
float wy = q->w * q->y * s;
float wz = q->w * q->z * s;
vec3_set(&dst->x, 1.0f - (yy + zz), xy + wz, xz - wy);
vec3_set(&dst->y, xy - wz, 1.0f - (xx + zz), yz + wx);
vec3_set(&dst->z, xz + wy, yz - wx, 1.0f - (xx + yy));
vec3_zero(&dst->t);
}
void matrix3_from_axisang(struct matrix3 *dst, const struct axisang *aa)
{
struct quat q;
quat_from_axisang(&q, aa);
matrix3_from_quat(dst, &q);
}
void matrix3_from_matrix4(struct matrix3 *dst, const struct matrix4 *m)
{
dst->x.m = m->x.m;
dst->y.m = m->y.m;
dst->z.m = m->z.m;
dst->t.m = m->t.m;
dst->x.w = 0.0f;
dst->y.w = 0.0f;
dst->z.w = 0.0f;
dst->t.w = 0.0f;
}
void matrix3_mul(struct matrix3 *dst, const struct matrix3 *m1,
const struct matrix3 *m2)
{
if (dst == m2) {
struct matrix3 temp;
vec3_rotate(&temp.x, &m1->x, m2);
vec3_rotate(&temp.y, &m1->y, m2);
vec3_rotate(&temp.z, &m1->z, m2);
vec3_transform3x4(&temp.t, &m1->t, m2);
matrix3_copy(dst, &temp);
} else {
vec3_rotate(&dst->x, &m1->x, m2);
vec3_rotate(&dst->y, &m1->y, m2);
vec3_rotate(&dst->z, &m1->z, m2);
vec3_transform3x4(&dst->t, &m1->t, m2);
}
}
void matrix3_rotate(struct matrix3 *dst, const struct matrix3 *m,
const struct quat *q)
{
struct matrix3 temp;
matrix3_from_quat(&temp, q);
matrix3_mul(dst, m, &temp);
}
void matrix3_rotate_aa(struct matrix3 *dst, const struct matrix3 *m,
const struct axisang *aa)
{
struct matrix3 temp;
matrix3_from_axisang(&temp, aa);
matrix3_mul(dst, m, &temp);
}
void matrix3_scale(struct matrix3 *dst, const struct matrix3 *m,
const struct vec3 *v)
{
vec3_mul(&dst->x, &m->x, v);
vec3_mul(&dst->y, &m->y, v);
vec3_mul(&dst->z, &m->z, v);
vec3_mul(&dst->t, &m->t, v);
}
void matrix3_transpose(struct matrix3 *dst, const struct matrix3 *m)
{
__m128 tmp1, tmp2;
vec3_rotate(&dst->t, &m->t, m);
vec3_neg(&dst->t, &dst->t);
tmp1 = _mm_movelh_ps(m->x.m, m->y.m);
tmp2 = _mm_movehl_ps(m->y.m, m->x.m);
dst->x.m = _mm_shuffle_ps(tmp1, m->z.m, _MM_SHUFFLE(3, 0, 2, 0));
dst->y.m = _mm_shuffle_ps(tmp1, m->z.m, _MM_SHUFFLE(3, 1, 3, 1));
dst->z.m = _mm_shuffle_ps(tmp2, m->z.m, _MM_SHUFFLE(3, 2, 2, 0));
}
void matrix3_inv(struct matrix3 *dst, const struct matrix3 *m)
{
struct matrix4 m4;
matrix4_from_matrix3(&m4, m);
matrix4_inv((struct matrix4 *)dst, &m4);
dst->t.w = 0.0f;
}
void matrix3_mirror(struct matrix3 *dst, const struct matrix3 *m,
const struct plane *p)
{
vec3_mirrorv(&dst->x, &m->x, &p->dir);
vec3_mirrorv(&dst->y, &m->y, &p->dir);
vec3_mirrorv(&dst->z, &m->z, &p->dir);
vec3_mirror(&dst->t, &m->t, p);
}
void matrix3_mirrorv(struct matrix3 *dst, const struct matrix3 *m,
const struct vec3 *v)
{
vec3_mirrorv(&dst->x, &m->x, v);
vec3_mirrorv(&dst->y, &m->y, v);
vec3_mirrorv(&dst->z, &m->z, v);
vec3_mirrorv(&dst->t, &m->t, v);
}