//------------------------------------------------------------------------------ // Copyright (c) 2018-2020 Michele Morrone // All rights reserved. // // https://michelemorrone.eu - https://BrutPitt.com // // twitter: https://twitter.com/BrutPitt - github: https://github.com/BrutPitt // // mailto:brutpitt@gmail.com - mailto:me@michelemorrone.eu // // This software is distributed under the terms of the BSD 2-Clause license //------------------------------------------------------------------------------ #pragma once #include "vgConfig.h" #ifdef VGM_USES_DOUBLE_PRECISION #define VG_T_TYPE double #define VGM_USES_TEMPLATE #else #define VG_T_TYPE float #endif #ifdef VGIZMO_USES_GLM #ifndef VGM_USES_TEMPLATE #define VGM_USES_TEMPLATE // glm uses template ==> vGizmo needs to know #endif #define VGM_NAMESPACE glm #include #include #include #include #include #include using tVec2 = glm::tvec2; using tVec3 = glm::tvec3; using tVec4 = glm::tvec4; using tQuat = glm::tquat; using tMat3 = glm::tmat3x3; using tMat4 = glm::tmat4x4; #define T_PI glm::pi() #define T_INV_PI glm::one_over_pi() #define VGIZMO_BASE_CLASS virtualGizmoBaseClass #define TEMPLATE_TYPENAME_T template #else // use vGizmoMath #include #include #include #define VGM_NAMESPACE vgm #ifdef VGM_USES_TEMPLATE #define TEMPLATE_TYPENAME_T template #define VEC2_T Vec2 #define VEC3_T Vec3 #define VEC4_T Vec4 #define QUAT_T Quat #define MAT3_T Mat3 #define MAT4_T Mat4 #define VEC2_PRECISION Vec2 #define VEC3_PRECISION Vec3 #define VEC4_PRECISION Vec4 #define QUAT_PRECISION Quat #define MAT3_PRECISION Mat3 #define MAT4_PRECISION Mat4 #define T_PI vgm::pi() #define T_INV_PI vgm::one_over_pi() #else #define TEMPLATE_TYPENAME_T #define VEC2_T Vec2 #define VEC3_T Vec3 #define VEC4_T Vec4 #define QUAT_T Quat #define MAT3_T Mat3 #define MAT4_T Mat4 #define VEC2_PRECISION Vec2 #define VEC3_PRECISION Vec3 #define VEC4_PRECISION Vec4 #define QUAT_PRECISION Quat #define MAT3_PRECISION Mat3 #define MAT4_PRECISION Mat4 #define T_PI vgm::pi() #define T_INV_PI vgm::one_over_pi() #endif namespace vgm { TEMPLATE_TYPENAME_T class Vec3; TEMPLATE_TYPENAME_T class Vec4; TEMPLATE_TYPENAME_T class Mat4; #if !defined(VGM_USES_TEMPLATE) #define T VG_T_TYPE #endif // Vec2 ////////////////////////// TEMPLATE_TYPENAME_T class Vec2 { public: union { struct { T x, y; }; struct { T u, v; }; }; Vec2() = default; Vec2(const VEC2_T&) = default; explicit Vec2(T s) : x(s), y(s) {} Vec2(T x, T y) : x(x), y(y) {} Vec2(const VEC3_T&); Vec2 operator-() const { return {-x, -y}; } Vec2& operator+=(const Vec2& v) { x += v.x; y += v.y; return *this; } Vec2& operator-=(const Vec2& v) { x -= v.x; y -= v.y; return *this; } Vec2& operator*=(const Vec2& v) { x *= v.x; y *= v.y; return *this; } Vec2& operator/=(const Vec2& v) { x /= v.x; y /= v.y; return *this; } Vec2& operator*=(T s) { x *= s ; y *= s ; return *this; } Vec2& operator/=(T s) { x /= s ; y /= s ; return *this; } Vec2 operator+(const Vec2& v) const { return { x + v.x, y + v.y }; } Vec2 operator-(const Vec2& v) const { return { x - v.x, y - v.y }; } Vec2 operator*(const Vec2& v) const { return { x * v.x, y * v.y }; } Vec2 operator/(const Vec2& v) const { return { x / v.x, y / v.y }; } Vec2 operator*(T s) const { return { x * s , y * s }; } Vec2 operator/(T s) const { return { x / s , y / s }; } const T& operator[](int i) const { return *(&x + i); } T& operator[](int i) { return *(&x + i); } explicit operator const T *() const { return &x; } explicit operator T *() { return &x; } }; // Vec3 ////////////////////////// TEMPLATE_TYPENAME_T class Vec3 { public: union { struct { T x, y, z; }; struct { T r, g, b; }; }; Vec3() = default; Vec3(const VEC3_T&) = default; explicit Vec3(T s) : x(s), y(s), z(s) {} Vec3(T x, T y, T z) : x(x), y(y), z(z) {} explicit Vec3(T s, const VEC2_T& v) : x(s), y(v.x), z(v.y) {} explicit Vec3(const VEC2_T& v, T s) : x(v.x), y(v.y), z(s) {} Vec3(const VEC4_T& v); Vec3 operator-() const { return {-x, -y, -z}; } Vec3& operator+=(const Vec3& v) { x += v.x; y += v.y; z += v.z; return *this; } Vec3& operator-=(const Vec3& v) { x -= v.x; y -= v.y; z -= v.z; return *this; } Vec3& operator*=(const Vec3& v) { x *= v.x; y *= v.y; z *= v.z; return *this; } Vec3& operator/=(const Vec3& v) { x /= v.x; y /= v.y; z /= v.z; return *this; } Vec3& operator*=(T s) { x *= s ; y *= s ; z *= s ; return *this; } Vec3& operator/=(T s) { x /= s ; y /= s ; z /= s ; return *this; } Vec3 operator+(const Vec3& v) const { return { x + v.x, y + v.y, z + v.z }; } Vec3 operator-(const Vec3& v) const { return { x - v.x, y - v.y, z - v.z }; } Vec3 operator*(const Vec3& v) const { return { x * v.x, y * v.y, z * v.z }; } Vec3 operator/(const Vec3& v) const { return { x / v.x, y / v.y, z / v.z }; } Vec3 operator*(T s) const { return { x * s , y * s , z * s }; } Vec3 operator/(T s) const { return { x / s , y / s , z / s }; } const T& operator[](int i) const { return *(&x + i); } T& operator[](int i) { return *(&x + i); } explicit operator const T *() const { return &x; } explicit operator T *() { return &x; } }; // Vec4 ////////////////////////// TEMPLATE_TYPENAME_T class Vec4 { public: union { struct { T x, y, z, w; }; struct { T r, g, b, a; }; }; Vec4() = default; Vec4(const VEC4_T&) = default; explicit Vec4(T s) : x(s), y(s), z(s), w(s) {} Vec4(T x, T y, T z, T w) : x(x), y(y), z(z), w(w) {} explicit Vec4(const VEC3_T& v, T s) : x(v.x), y(v.y), z(v.z), w(s) {} explicit Vec4(T s, const VEC3_T& v) : x(s), y(v.x), z(v.y), w(v.z) {} //operator VEC3_T() const { return *((VEC3_T *) &x); } Vec4 operator-() const { return {-x, -y, -z, -w}; } Vec4& operator+=(const Vec4& v) { x += v.x; y += v.y; z += v.z; w += v.w; return *this; } Vec4& operator-=(const Vec4& v) { x -= v.x; y -= v.y; z -= v.z; w -= v.w; return *this; } Vec4& operator*=(const Vec4& v) { x *= v.x; y *= v.y; z *= v.z; w *= v.w; return *this; } Vec4& operator/=(const Vec4& v) { x /= v.x; y /= v.y; z /= v.z; w /= v.w; return *this; } Vec4& operator*=(T s) { x *= s ; y *= s ; z *= s ; w *= s ; return *this; } Vec4& operator/=(T s) { x /= s ; y /= s ; z /= s ; w /= s ; return *this; } Vec4 operator+(const Vec4& v) const { return { x + v.x, y + v.y, z + v.z, w + v.w }; } Vec4 operator-(const Vec4& v) const { return { x - v.x, y - v.y, z - v.z, w - v.w }; } Vec4 operator*(const Vec4& v) const { return { x * v.x, y * v.y, z * v.z, w * v.w }; } Vec4 operator/(const Vec4& v) const { return { x / v.x, y / v.y, z / v.z, w / v.w }; } Vec4 operator*(T s) const { return { x * s , y * s , z * s , w * s }; } Vec4 operator/(T s) const { return { x / s , y / s , z / s , w / s }; } const T& operator[](int i) const { return *(&x + i); } T& operator[](int i) { return *(&x + i); } explicit operator const T *() const { return &x; } explicit operator T *() { return &x; } }; // Quat ////////////////////////// TEMPLATE_TYPENAME_T class Quat { public: T x, y, z, w; Quat() = default; Quat(const QUAT_T&) = default; Quat(T w, T x, T y, T z) : x(x), y(y), z(z), w(w) {} explicit Quat(T s, const VEC3_T& v) : x(v.x), y(v.y), z(v.z), w(s) {} Quat operator-() const { return Quat(-w, -x, -y, -z); } Quat& operator+=(const Quat& q) { x += q.x; y += q.y; z += q.z; w += q.w; return *this; } Quat& operator-=(const Quat& q) { x -= q.x; y -= q.y; z -= q.z; w -= q.w; return *this; } Quat& operator*=(const Quat& q) { return *this = *this * q; } Quat& operator*=(T s) { x *= s ; y *= s ; z *= s ; w *= s ; return *this; } Quat& operator/=(T s) { x /= s ; y /= s ; z /= s ; w /= s ; return *this; } Quat operator+(const Quat& q) const { return { w + q.w, x + q.x, y + q.y, z + q.z }; } Quat operator-(const Quat& q) const { return { w - q.w, x - q.x, y - q.y, z - q.z }; } Quat operator*(const Quat& q) const { return { w * q.w - x * q.x - y * q.y - z * q.z, w * q.x + x * q.w + y * q.z - z * q.y, w * q.y + y * q.w + z * q.x - x * q.z, w * q.z + z * q.w + x * q.y - y * q.x }; } Quat operator*(T s) const { return { w * s, x * s , y * s , z * s }; } Quat operator/(T s) const { return { w / s, x / s , y / s , z / s }; } const T& operator[](int i) const { return *(&x + i); } T& operator[](int i) { return *(&x + i); } explicit operator const T *() const { return &x; } explicit operator T *() { return &x; } }; // Mat3 ////////////////////////// TEMPLATE_TYPENAME_T class Mat3 { public: union { VEC3_T v[3]; struct { T m00, m01, m02, m10, m11, m12, m20, m21, m22; }; }; Mat3() = default; Mat3(const MAT3_T &) = default; explicit Mat3(T s) : v { VEC3_T(s, 0, 0), VEC3_T(0, s, 0), VEC3_T(0, 0, s) } {} Mat3(const VEC3_T& v0, const VEC3_T& v1, const VEC3_T& v2) : v {v0, v1, v2 } {} Mat3(const MAT4_T& m); Mat3(T v0x, T v0y, T v0z, T v1x, T v1y, T v1z, T v2x, T v2y, T v2z) : v { VEC3_T(v0x, v0y, v0z), VEC3_T(v1x, v1y, v1z), VEC3_T(v2x, v2y, v2z) } {} const VEC3_T& operator[](int i) const { return v[i]; } VEC3_T& operator[](int i) { return v[i]; } Mat3 operator-() const { return Mat3(-v[0], -v[1], -v[2]); } Mat3& operator+=(const Mat3& m) { v[0] += m.v[0]; v[1] += m.v[1]; v[2] += m.v[2]; return *this; } Mat3& operator-=(const Mat3& m) { v[0] -= m.v[0]; v[1] -= m.v[1]; v[2] -= m.v[2]; return *this; } Mat3& operator/=(const Mat3& m) { v[0] /= m.v[0]; v[1] /= m.v[1]; v[2] /= m.v[2]; return *this; } Mat3& operator*=(T s) { v[0] *= s; v[1] *= s; v[2] *= s; return *this; } Mat3& operator/=(T s) { v[0] /= s; v[1] /= s; v[2] /= s; return *this; } Mat3& operator*=(const Mat3& m) { return *this = *this * m; } Mat3 operator+(const Mat3& m) const { return { v[0] + m.v[0], v[1] + m.v[1], v[2] + m.v[2] }; } Mat3 operator-(const Mat3& m) const { return { v[0] - m.v[0], v[1] - m.v[1], v[2] - m.v[2] }; } #define M(X,Y) (m##X * m.m##Y) Mat3 operator*(const Mat3& m) const { return { M(00,00) + M(10,01) + M(20,02), M(01,00) + M(11,01) + M(21,02), M(02,00) + M(12,01) + M(22,02), M(00,10) + M(10,11) + M(20,12), M(01,10) + M(11,11) + M(21,12), M(02,10) + M(12,11) + M(22,12), M(00,20) + M(10,21) + M(20,22), M(01,20) + M(11,21) + M(21,22), M(02,20) + M(12,21) + M(22,22)}; } #undef M Mat3 operator*(T s) const { return { v[0] * s, v[1] * s, v[2] * s }; } Mat3 operator/(T s) const { return { v[0] / s, v[1] / s, v[2] / s }; } VEC3_T operator*(const VEC3_T& v) const { return { m00 * v.x + m10 * v.y + m20 * v.z, m01 * v.x + m11 * v.y + m21 * v.z, m02 * v.x + m12 * v.y + m22 * v.z }; } explicit operator const T *() const { return &m00; } explicit operator T *() { return &m00; } }; // Mat4 ////////////////////////// TEMPLATE_TYPENAME_T class Mat4 { public: union { VEC4_T v[4]; struct { T m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33; }; }; Mat4() = default; explicit Mat4(T s) : v { VEC4_T(s, 0, 0, 0), VEC4_T(0, s, 0, 0), VEC4_T(0, 0, s, 0), VEC4_T(0, 0, 0, s)} {} Mat4(const VEC4_T& v0, const VEC4_T& v1, const VEC4_T& v2, const VEC4_T& v3) : v {v0, v1, v2, v3} {} Mat4(const MAT3_T& m) : v {VEC4_T(m.v[0],0), VEC4_T(m.v[1],0), VEC4_T(m.v[2],0), VEC4_T(0, 0, 0, 1)} {} Mat4(T v0x, T v0y, T v0z, T v0w, T v1x, T v1y, T v1z, T v1w, T v2x, T v2y, T v2z, T v2w, T v3x, T v3y, T v3z, T v3w) : v {VEC4_T(v0x, v0y, v0z, v0w), VEC4_T(v1x, v1y, v1z, v1w), VEC4_T(v2x, v2y, v2z, v2w), VEC4_T(v3x, v3y, v3z, v3w) } {} const VEC4_T& operator[](int i) const { return v[i]; } VEC4_T& operator[](int i) { return v[i]; } Mat4 operator-() const { return { -v[0], -v[1], -v[2], -v[3] }; } Mat4& operator+=(const Mat4& m) { v[0] += m.v[0]; v[1] += m.v[1]; v[2] += m.v[2]; v[3] += m.v[3]; return *this; } Mat4& operator-=(const Mat4& m) { v[0] -= m.v[0]; v[1] -= m.v[1]; v[2] -= m.v[2]; v[3] -= m.v[3]; return *this; } Mat4& operator/=(const Mat4& m) { v[0] /= m.v[0]; v[1] /= m.v[1]; v[2] /= m.v[2]; v[3] /= m.v[3]; return *this; } Mat4& operator*=(T s) { v[0] *= s; v[1] *= s; v[2] *= s; v[3] *= s; return *this; } Mat4& operator/=(T s) { v[0] /= s; v[1] /= s; v[2] /= s; v[3] /= s; return *this; } Mat4& operator*=(const Mat4& m) { return *this = *this * m; } Mat4 operator+(const Mat4& m) const { return { v[0] + m.v[0], v[1] + m.v[1], v[2] + m.v[2], v[3] + m.v[3] }; } Mat4 operator-(const Mat4& m) const { return { v[0] - m.v[0], v[1] - m.v[1], v[2] - m.v[2], v[3] - m.v[3] }; } Mat4 operator*(T s) const { return { v[0] * s , v[1] * s , v[2] * s , v[3] * s }; } Mat4 operator/(T s) const { return { v[0] / s , v[1] / s , v[2] / s , v[3] / s }; } #define M(X,Y) (m##X * m.m##Y) Mat4 operator*(const Mat4& m) const { return { M(00,00) + M(10,01) + M(20,02) + M(30,03), M(01,00) + M(11,01) + M(21,02) + M(31,03), M(02,00) + M(12,01) + M(22,02) + M(32,03), M(03,00) + M(13,01) + M(23,02) + M(33,03), M(00,10) + M(10,11) + M(20,12) + M(30,13), M(01,10) + M(11,11) + M(21,12) + M(31,13), M(02,10) + M(12,11) + M(22,12) + M(32,13), M(03,10) + M(13,11) + M(23,12) + M(33,13), M(00,20) + M(10,21) + M(20,22) + M(30,23), M(01,20) + M(11,21) + M(21,22) + M(31,23), M(02,20) + M(12,21) + M(22,22) + M(32,23), M(03,20) + M(13,21) + M(23,22) + M(33,23), M(00,30) + M(10,31) + M(20,32) + M(30,33), M(01,30) + M(11,31) + M(21,32) + M(31,33), M(02,30) + M(12,31) + M(22,32) + M(32,33), M(03,30) + M(13,31) + M(23,32) + M(33,33) }; } #undef M VEC4_T operator*(const VEC4_T& v) const { return { m00 * v.x + m10 * v.y + m20 * v.z + m30 * v.w, m01 * v.x + m11 * v.y + m21 * v.z + m31 * v.w, m02 * v.x + m12 * v.y + m22 * v.z + m32 * v.w, m03 * v.x + m13 * v.y + m23 * v.z + m33 * v.w }; } explicit operator const T *() const { return &m00; } explicit operator T *() { return &m00; } }; // cast / conversion ////////////////////////// TEMPLATE_TYPENAME_T inline VEC2_T::Vec2(const VEC3_T& v) : VEC2_T{ v.x, v.y } {} TEMPLATE_TYPENAME_T inline VEC3_T::Vec3(const VEC4_T& v) : VEC3_T{ v.x, v.y, v.z } {} TEMPLATE_TYPENAME_T inline MAT3_T::Mat3(const MAT4_T& m) : v { VEC3_T(m.v[0]), m.v[1], m.v[2] } {} TEMPLATE_TYPENAME_T inline MAT3_T mat3_cast(QUAT_T const& q) { T xx(q.x * q.x); T yy(q.y * q.y); T zz(q.z * q.z); T xz(q.x * q.z); T xy(q.x * q.y); T yz(q.y * q.z); T wx(q.w * q.x); T wy(q.w * q.y); T wz(q.w * q.z); return { T(1) - T(2) * (yy + zz), T(2) * (xy + wz), T(2) * (xz - wy), T(2) * (xy - wz), T(1) - T(2) * (xx + zz), T(2) * (yz + wx), T(2) * (xz + wy), T(2) * (yz - wx), T(1) - T(2) * (xx + yy) }; } TEMPLATE_TYPENAME_T inline MAT4_T mat4_cast(QUAT_T const& q) { return { mat3_cast(q) }; } inline float uintBitsToFloat(uint32_t const v) { return *((float *)(&v)); } inline uint32_t floatBitsToUint(float const v) { return *((uint32_t *)(&v)); } // dot ////////////////////////// TEMPLATE_TYPENAME_T inline T dot(const VEC2_T& v0, const VEC2_T& v1) { return v0.x * v1.x + v0.y * v1.y; } TEMPLATE_TYPENAME_T inline T dot(const VEC3_T& v0, const VEC3_T& v1) { return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z; } TEMPLATE_TYPENAME_T inline T dot(const VEC4_T& v0, const VEC4_T& v1) { return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z + v0.w * v1.w; } TEMPLATE_TYPENAME_T inline T dot(const QUAT_T& q0, const QUAT_T& q1) { return q0.x * q1.x + q0.y * q1.y + q0.z * q1.z + q0.w * q1.w; } // cross ////////////////////////// TEMPLATE_TYPENAME_T inline T cross(const VEC2_T& u, const VEC2_T& v) { return u.x * v.y - v.x * u.y; } TEMPLATE_TYPENAME_T inline VEC3_T cross(const VEC3_T& u, const VEC3_T& v) { return { u.y * v.z - u.z * v.y, u.z * v.x - u.x * v.z, u.x * v.y - u.y * v.x }; } // length ////////////////////////// TEMPLATE_TYPENAME_T inline T length(const VEC2_T& v) { return sqrt(dot(v, v)); } TEMPLATE_TYPENAME_T inline T length(const VEC3_T& v) { return sqrt(dot(v, v)); } TEMPLATE_TYPENAME_T inline T length(const VEC4_T& v) { return sqrt(dot(v, v)); } TEMPLATE_TYPENAME_T inline T length(const QUAT_T& q) { return sqrt(dot(q, q)); } // distance ////////////////////////// TEMPLATE_TYPENAME_T inline T distance(const VEC2_T& v0, const VEC2_T& v1) { return length(v1 - v0); } TEMPLATE_TYPENAME_T inline T distance(const VEC3_T& v0, const VEC3_T& v1) { return length(v1 - v0); } TEMPLATE_TYPENAME_T inline T distance(const VEC4_T& v0, const VEC4_T& v1) { return length(v1 - v0); } // abs ////////////////////////// TEMPLATE_TYPENAME_T inline T tAbs(T x) { return x>=T(0) ? x : -x; } TEMPLATE_TYPENAME_T inline VEC2_T abs(const VEC2_T& v) { return { tAbs(v.x), tAbs(v.y) }; } TEMPLATE_TYPENAME_T inline VEC3_T abs(const VEC3_T& v) { return { tAbs(v.x), tAbs(v.y), tAbs(v.z) }; } TEMPLATE_TYPENAME_T inline VEC4_T abs(const VEC4_T& v) { return { tAbs(v.x), tAbs(v.y), tAbs(v.z), tAbs(v.w) }; } TEMPLATE_TYPENAME_T inline QUAT_T abs(const QUAT_T& q) { return { tAbs(q.w), tAbs(q.x), tAbs(q.y), tAbs(q.z) }; } // sign ////////////////////////// TEMPLATE_TYPENAME_T inline T sign(const T v) { return v>T(0) ? T(1) : ( v(&v.x); } TEMPLATE_TYPENAME_T inline T *value_ptr(const VEC3_T &v) { return const_cast(&v.x); } TEMPLATE_TYPENAME_T inline T *value_ptr(const VEC4_T &v) { return const_cast(&v.x); } TEMPLATE_TYPENAME_T inline T *value_ptr(const QUAT_T &q) { return const_cast(&q.x); } TEMPLATE_TYPENAME_T inline T *value_ptr(const MAT3_T &m) { return const_cast(&m.m00); } TEMPLATE_TYPENAME_T inline T *value_ptr(const MAT4_T &m) { return const_cast(&m.m00); } // transpose ////////////////////////// TEMPLATE_TYPENAME_T inline MAT3_T transpose(MAT3_T m) { return { m.m00, m.m10, m.m20, m.m01, m.m11, m.m21, m.m02, m.m12, m.m22}; } TEMPLATE_TYPENAME_T inline MAT4_T transpose(MAT4_T m) { return { m.m00, m.m10, m.m20, m.m30, m.m01, m.m11, m.m21, m.m31, m.m02, m.m12, m.m22, m.m32, m.m03, m.m13, m.m23, m.m33}; } // inverse ////////////////////////// #define M(X,Y) (m.m##X * m.m##Y) TEMPLATE_TYPENAME_T inline QUAT_T inverse(QUAT_T const &q) { return QUAT_T(q.w, -q.x, -q.y, -q.z) / dot(q, q); } TEMPLATE_TYPENAME_T inline MAT3_T inverse(MAT3_T const &m) { T invDet = T(1) / (m.m00 * (M(11,22) - M(21,12)) - m.m10 * (M(01,22) - M(21,02)) + m.m20 * (M(01,12) - M(11,02))); return MAT3_T( (M(11,22) - M(21,12)), - (M(01,22) - M(21,02)), (M(01,12) - M(11,02)), - (M(10,22) - M(20,12)), (M(00,22) - M(20,02)), - (M(00,12) - M(10,02)), (M(10,21) - M(20,11)), - (M(00,21) - M(20,01)), (M(00,11) - M(10,01))) * invDet; } // ==> "operator *" is faster TEMPLATE_TYPENAME_T inline MAT4_T inverse(MAT4_T const &m) { const T c0 = M(22,33) - M(32,23); VEC4_T f0(c0, c0, M(12,33) - M(32,13), M(12,23) - M(22,13)); const T c1 = M(21,33) - M(31,23); VEC4_T f1(c1, c1, M(11,33) - M(31,13), M(11,23) - M(21,13)); const T c2 = M(21,32) - M(31,22); VEC4_T f2(c2, c2, M(11,32) - M(31,12), M(11,22) - M(21,12)); const T c3 = M(20,33) - M(30,23); VEC4_T f3(c3, c3, M(10,33) - M(30,13), M(10,23) - M(20,13)); const T c4 = M(20,32) - M(30,22); VEC4_T f4(c4, c4, M(10,32) - M(30,12), M(10,22) - M(20,12)); const T c5 = M(20,31) - M(30,21); VEC4_T f5(c5, c5, M(10,31) - M(30,11), M(10,21) - M(20,11)); #undef M VEC4_T v0(m.m10, m.m00, m.m00, m.m00); VEC4_T v1(m.m11, m.m01, m.m01, m.m01); VEC4_T v2(m.m12, m.m02, m.m02, m.m02); VEC4_T v3(m.m13, m.m03, m.m03, m.m03); VEC4_T signV(T(1), T(-1), T(1), T(-1)); MAT4_T inv((v1 * f0 - v2 * f1 + v3 * f2) * signV, (v0 * f0 - v2 * f3 + v3 * f4) * -signV, (v0 * f1 - v1 * f3 + v3 * f5) * signV, (v0 * f2 - v1 * f4 + v2 * f5) * -signV); VEC4_T v0r0(m.v[0] * VEC4_T(inv.m00, inv.m10, inv.m20, inv.m30)); return inv * (T(1) / (v0r0.x + v0r0.y + v0r0.z + v0r0.w)); }// 1/determinant ==> "operator *" is faster // external operators ////////////////////////// TEMPLATE_TYPENAME_T inline VEC2_T operator*(const T s, const VEC2_T& v) { return v * s; } TEMPLATE_TYPENAME_T inline VEC3_T operator*(const T s, const VEC3_T& v) { return v * s; } TEMPLATE_TYPENAME_T inline VEC4_T operator*(const T s, const VEC4_T& v) { return v * s; } TEMPLATE_TYPENAME_T inline QUAT_T operator*(const T s, const QUAT_T& q) { return q * s; } TEMPLATE_TYPENAME_T inline VEC2_T operator/(const T s, const VEC2_T& v) { return { s/v.x, s/v.y }; } TEMPLATE_TYPENAME_T inline VEC3_T operator/(const T s, const VEC3_T& v) { return { s/v.x, s/v.y, s/v.z }; } TEMPLATE_TYPENAME_T inline VEC4_T operator/(const T s, const VEC4_T& v) { return { s/v.x, s/v.y, s/v.z, s/v.w }; } TEMPLATE_TYPENAME_T inline QUAT_T operator/(const T s, const QUAT_T& q) { return { s/q.x, s/q.y, s/q.z, s/q.w }; } TEMPLATE_TYPENAME_T inline VEC3_T operator*(const QUAT_T& q, const VEC3_T& v) { const VEC3_T qV(q.x, q.y, q.z), uv(cross(qV, v)); return v + ((uv * q.w) + cross(qV, uv)) * T(2); } TEMPLATE_TYPENAME_T inline VEC3_T operator*(const VEC3_T& v, const QUAT_T& q) { return inverse(q) * v; } // translate / scale ////////////////////////// TEMPLATE_TYPENAME_T inline MAT4_T translate(MAT4_T const& m, VEC3_T const& v) { MAT4_T r(m); r[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3]; return r; } TEMPLATE_TYPENAME_T inline MAT4_T scale(MAT4_T const& m, VEC3_T const& v) { return MAT4_T(m[0] * v[0], m[1] * v[1], m[2] * v[2], m[3]); } // quat angle/axis ////////////////////////// TEMPLATE_TYPENAME_T inline QUAT_T angleAxis(T const &a, VEC3_T const &v) { return QUAT_T(cos(a * T(0.5)), v * sin(a * T(0.5))); } TEMPLATE_TYPENAME_T inline T angle(QUAT_T const& q) { return acos(q.w) * T(2); } TEMPLATE_TYPENAME_T inline VEC3_T axis(QUAT_T const& q) { const T t1 = T(1) - q.w * q.w; if(t1 <= T(0)) return VEC3_T(0, 0, 1); const T t2 = T(1) / sqrt(t1); return VEC3_T(q.x * t2, q.y * t2, q.z * t2); } // trigonometric ////////////////////////// TEMPLATE_TYPENAME_T inline T radians(T d) { return d * T(0.0174532925199432957692369076849); } TEMPLATE_TYPENAME_T inline T degrees(T r) { return r * T(57.295779513082320876798154814105); } TEMPLATE_TYPENAME_T inline T pi() { return T(3.1415926535897932384626433832795029); } TEMPLATE_TYPENAME_T inline T one_over_pi() { return T(0.318309886183790671537767526745028724); } // lookAt ////////////////////////// TEMPLATE_TYPENAME_T inline MAT4_T lookAt(const VEC3_T& pov, const VEC3_T& tgt, const VEC3_T& up) { #ifdef VGM_USES_LEFT_HAND_AXES VEC3_T k = normalize(tgt - pov), i = normalize(cross(up, k)), j = cross(k, i); #else VEC3_T k = normalize(tgt - pov), i = normalize(cross(k, up)), j = cross(i, k); k = -k; #endif return { i.x, j.x, k.x, T(0), i.y, j.y, k.y, T(0), i.z, j.z, k.z, T(0), -dot(i, pov), -dot(j, pov), -dot(k, pov), T(1)}; } // ortho ////////////////////////// TEMPLATE_TYPENAME_T inline MAT4_T ortho(T l, T r, T b, T t, T n, T f) { #ifdef VGM_USES_LEFT_HAND_AXES const T v = T(2); #else const T v = T(-2); #endif return { T(2)/(r-l), T(0), T(0), T(0), T(0), T(2)/(t-b), T(0), T(0), T(0), T(0), v/(f-n), T(0), -(r+l)/(r-l), -(t+b)/(t-b), -(f+n)/(f-n), T(1)}; } // perspective ////////////////////////// TEMPLATE_TYPENAME_T inline MAT4_T perspective(T fovy, T a, T n, T f) { #ifdef VGM_USES_LEFT_HAND_AXES const T v = T(1), f_n = (f+n)/(f-n); #else const T v = T(-1), f_n = -(f+n)/(f-n); #endif const T hFovy = tan(fovy / T(2)); return { T(1)/(a*hFovy), T(0), T(0), T(0), T(0), T(1)/(hFovy), T(0), T(0), T(0), T(0), f_n, v , T(0), T(0), -(T(2)*f*n)/(f-n), T(0)}; } // perspectiveFov ////////////////////////// TEMPLATE_TYPENAME_T inline MAT4_T perspectiveFov(T fovy, T w, T h, T n, T f) { return perspective(fovy, w/h, n, f); } // frustrum ////////////////////////// TEMPLATE_TYPENAME_T inline MAT4_T frustum(T l, T r, T b, T t, T n, T f) { #ifdef VGM_USES_LEFT_HAND_AXES const T v = T(1), f_n = (f+n)/(f-n); #else const T v = T(-1), f_n = -(f+n)/(f-n); #endif return { (T(2)*n)/(r-l), T(0), T(0), T(0), T(0), (T(2)*n)/(t-b), T(0), T(0), (r+l)/(r-l), (t+b)/(t-b), f_n, v , T(0), T(0), -(T(2)*f*n)/(f-n), T(0)}; } } // end namespace vgm #ifdef VGM_USES_TEMPLATE using vec2 = vgm::Vec2; using vec3 = vgm::Vec3; using vec4 = vgm::Vec4; using quat = vgm::Quat; using mat3 = vgm::Mat3; using mat4 = vgm::Mat4; using mat3x3 = mat3; using mat4x4 = mat4; using dvec2 = vgm::Vec2; using dvec3 = vgm::Vec3; using dvec4 = vgm::Vec4; using dquat = vgm::Quat; using dmat3 = vgm::Mat3; using dmat4 = vgm::Mat4; using dmat3x3 = dmat3; using dmat4x4 = dmat4; using ivec2 = vgm::Vec2; using ivec3 = vgm::Vec3; using ivec4 = vgm::Vec4; using uvec2 = vgm::Vec2; using uvec3 = vgm::Vec3; using uvec4 = vgm::Vec4; #ifdef VGIZMO_USES_HLSL_TYPES // testing phase using float2 = vgm::Vec2; using float3 = vgm::Vec3; using float4 = vgm::Vec4; using float3x3 = vgm::Mat3; using float4x4 = vgm::Mat4; using double2 = vgm::Vec2; using double3 = vgm::Vec3; using double4 = vgm::Vec4; using double3x3 = vgm::Mat3; using double4x4 = vgm::Mat4; using int2 = vgm::Vec2; using int3 = vgm::Vec3; using int4 = vgm::Vec4; using uint2 = vgm::Vec2; using uint3 = vgm::Vec3; using uint4 = vgm::Vec4; #endif #else using vec2 = vgm::Vec2; using vec3 = vgm::Vec3; using vec4 = vgm::Vec4; using quat = vgm::Quat; using mat3 = vgm::Mat3; using mat4 = vgm::Mat4; using mat3x3 = mat3; using mat4x4 = mat4; #ifdef VGIZMO_USES_HLSL_TYPES using float2 = vgm::Vec2; using float3 = vgm::Vec3; using float4 = vgm::Vec4; using float3x3 = vgm::Mat3; using float4x4 = vgm::Mat4; #endif #endif // Internal vGizmo USES ONLY using tVec2 = vgm::VEC2_PRECISION; using tVec3 = vgm::VEC3_PRECISION; using tVec4 = vgm::VEC4_PRECISION; using tQuat = vgm::QUAT_PRECISION; using tMat3 = vgm::MAT3_PRECISION; using tMat4 = vgm::MAT4_PRECISION; using uint8 = uint8_t; using int8 = int8_t; using uint = uint32_t; using int32 = int32_t; using uint32 = uint32_t; using int64 = int64_t; using uint64 = uint64_t; #undef VEC2_T #undef VEC3_T #undef VEC4_T #undef QUAT_T #undef MAT3_T #undef MAT4_T #undef VEC2_PRECISION #undef VEC3_PRECISION #undef VEC4_PRECISION #undef QUAT_PRECISION #undef MAT3_PRECISION #undef MAT4_PRECISION #endif // use vGizmoMath #if !defined(VGM_DISABLE_AUTO_NAMESPACE) || defined(VGIZMO_H_FILE) using namespace VGM_NAMESPACE; #endif #undef VGM_NAMESPACE #undef T // if used T as #define, undef it