/* 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(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(values[0]))[i]; h = h * 33 + *reinterpret_cast(&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 (j != 3) { stream << ", "; } } stream << ")\n"; } stream << ")\n"; return stream; } }; } // namespace blender