/* * 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, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #pragma once #include "BLI_float3.hh" #include "BLI_math_matrix.h" 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 identity() { float4x4 mat; unit_m4(mat.values); return mat; } operator float *() { return &values[0][0]; } operator const float *() const { return &values[0][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; } /** * 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); } 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; } 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; } 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; } }; } // namespace blender