Crafter.Math/interfaces/Crafter.Math-MatrixRowMajor.cppm

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/*
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Crafter®.Math
Copyright (C) 2026 Catcrafts®
catcrafts.net
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This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
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License version 3.0 as published by the Free Software Foundation;
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This library 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
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
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export module Crafter.Math:MatrixRowMajor;
import :BasicTypes;
import :Vector;
import :Misc;
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import std;
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namespace Crafter {
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export template <typename T, std::uint32_t CollumSize, std::uint32_t RowSize, std::uint32_t Repeats>
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class MatrixRowMajor {
public:
T m[RowSize][CollumSize*Repeats];
MatrixRowMajor() = default;
MatrixRowMajor(
float x0, float y0, float z0, float w0,
float x1, float y1, float z1, float w1,
float x2, float y2, float z2, float w2,
float x3, float y3, float z3, float w3
) requires(CollumSize == 4 && RowSize == 4 && Repeats == 1 && std::same_as<T, float>) {
m[0][0] = x0;
m[0][1] = y0;
m[0][2] = z0;
m[0][3] = w0;
m[1][0] = x1;
m[1][1] = y1;
m[1][2] = z1;
m[1][3] = w1;
m[2][0] = x2;
m[2][1] = y2;
m[2][2] = z2;
m[2][3] = w2;
m[3][0] = x3;
m[3][1] = y3;
m[3][2] = z3;
m[3][3] = w3;
}
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MatrixRowMajor(
float x0, float y0, float z0, float w0,
float x1, float y1, float z1, float w1,
float x2, float y2, float z2, float w2
) requires(CollumSize == 4 && RowSize == 3 && Repeats == 1 && std::same_as<T, float>) {
m[0][0] = x0;
m[0][1] = y0;
m[0][2] = z0;
m[0][3] = w0;
m[1][0] = x1;
m[1][1] = y1;
m[1][2] = z1;
m[1][3] = w1;
m[2][0] = x2;
m[2][1] = y2;
m[2][2] = z2;
m[2][3] = w2;
}
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template <std::uint32_t VAligment>
Vector<T, 3, VAligment> operator*(Vector<T, 3, VAligment> b) const requires(CollumSize == 4 && RowSize == 4 && Repeats == 1 && std::same_as<T, float>) {
return Vector<T, 3, VAligment>(
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b.x * m[0][0] + b.y * m[1][0] + b.z * m[2][0] + m[3][0],
b.x * m[0][1] + b.y * m[1][1] + b.z * m[2][1] + m[3][1],
b.x * m[0][2] + b.y * m[1][2] + b.z * m[2][2] + m[3][2]
);
}
MatrixRowMajor<T, CollumSize, RowSize, Repeats> operator*(MatrixRowMajor<T, CollumSize, RowSize, Repeats> b) const requires(CollumSize == 4 && RowSize == 4 && Repeats == 1 && std::same_as<T, float>) {
MatrixRowMajor<T, CollumSize, RowSize, Repeats> result;
result.m[0][0] = b.m[0][0] * m[0][0] + b.m[0][1] * m[1][0] + b.m[0][2] * m[2][0] + b.m[0][3] * m[3][0];
result.m[1][0] = b.m[1][0] * m[0][0] + b.m[1][1] * m[1][0] + b.m[1][2] * m[2][0] + b.m[1][3] * m[3][0];
result.m[2][0] = b.m[2][0] * m[0][0] + b.m[2][1] * m[1][0] + b.m[2][2] * m[2][0] + b.m[2][3] * m[3][0];
result.m[3][0] = b.m[3][0] * m[0][0] + b.m[3][1] * m[1][0] + b.m[3][2] * m[2][0] + b.m[3][3] * m[3][0];
result.m[0][1] = b.m[0][0] * m[0][1] + b.m[0][1] * m[1][1] + b.m[0][2] * m[2][1] + b.m[0][3] * m[3][1];
result.m[1][1] = b.m[1][0] * m[0][1] + b.m[1][1] * m[1][1] + b.m[1][2] * m[2][1] + b.m[1][3] * m[3][1];
result.m[2][1] = b.m[2][0] * m[0][1] + b.m[2][1] * m[1][1] + b.m[2][2] * m[2][1] + b.m[2][3] * m[3][1];
result.m[3][1] = b.m[3][0] * m[0][1] + b.m[3][1] * m[1][1] + b.m[3][2] * m[2][1] + b.m[3][3] * m[3][1];
result.m[0][2] = b.m[0][0] * m[0][2] + b.m[0][1] * m[1][2] + b.m[0][2] * m[2][2] + b.m[0][3] * m[3][2];
result.m[1][2] = b.m[1][0] * m[0][2] + b.m[1][1] * m[1][2] + b.m[1][2] * m[2][2] + b.m[1][3] * m[3][2];
result.m[2][2] = b.m[2][0] * m[0][2] + b.m[2][1] * m[1][2] + b.m[2][2] * m[2][2] + b.m[2][3] * m[3][2];
result.m[3][2] = b.m[3][0] * m[0][2] + b.m[3][1] * m[1][2] + b.m[3][2] * m[2][2] + b.m[3][3] * m[3][2];
result.m[0][3] = b.m[0][0] * m[0][3] + b.m[0][1] * m[1][3] + b.m[0][2] * m[2][3] + b.m[0][3] * m[3][3];
result.m[1][3] = b.m[1][0] * m[0][3] + b.m[1][1] * m[1][3] + b.m[1][2] * m[2][3] + b.m[1][3] * m[3][3];
result.m[2][3] = b.m[2][0] * m[0][3] + b.m[2][1] * m[1][3] + b.m[2][2] * m[2][3] + b.m[2][3] * m[3][3];
result.m[3][3] = b.m[3][0] * m[0][3] + b.m[3][1] * m[1][3] + b.m[3][2] * m[2][3] + b.m[3][3] * m[3][3];
return result;
}
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MatrixRowMajor<T, CollumSize, RowSize, Repeats> operator*(MatrixRowMajor<T, CollumSize, RowSize, Repeats> b) const requires(CollumSize == 4 && RowSize == 3 && Repeats == 1 && std::same_as<T, float>) {
MatrixRowMajor<T, CollumSize, RowSize, Repeats> result;
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result.m[0][0] = b.m[0][0] * m[0][0] + b.m[0][1] * m[1][0] + b.m[0][2] * m[2][0] + b.m[0][3];
result.m[1][0] = b.m[1][0] * m[0][0] + b.m[1][1] * m[1][0] + b.m[1][2] * m[2][0] + b.m[1][3];
result.m[2][0] = b.m[2][0] * m[0][0] + b.m[2][1] * m[1][0] + b.m[2][2] * m[2][0] + b.m[2][3];
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result.m[0][1] = b.m[0][0] * m[0][1] + b.m[0][1] * m[1][1] + b.m[0][2] * m[2][1] + b.m[0][3];
result.m[1][1] = b.m[1][0] * m[0][1] + b.m[1][1] * m[1][1] + b.m[1][2] * m[2][1] + b.m[1][3];
result.m[2][1] = b.m[2][0] * m[0][1] + b.m[2][1] * m[1][1] + b.m[2][2] * m[2][1] + b.m[2][3];
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result.m[0][2] = b.m[0][0] * m[0][2] + b.m[0][1] * m[1][2] + b.m[0][2] * m[2][2] + b.m[0][3];
result.m[1][2] = b.m[1][0] * m[0][2] + b.m[1][1] * m[1][2] + b.m[1][2] * m[2][2] + b.m[1][3];
result.m[2][2] = b.m[2][0] * m[0][2] + b.m[2][1] * m[1][2] + b.m[2][2] * m[2][2] + b.m[2][3];
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result.m[0][3] = b.m[0][0] * m[0][3] + b.m[0][1] * m[1][3] + b.m[0][2] * m[2][3] + b.m[0][3];
result.m[1][3] = b.m[1][0] * m[0][3] + b.m[1][1] * m[1][3] + b.m[1][2] * m[2][3] + b.m[1][3];
result.m[2][3] = b.m[2][0] * m[0][3] + b.m[2][1] * m[1][3] + b.m[2][2] * m[2][3] + b.m[2][3];
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return result;
}
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static MatrixRowMajor<T, CollumSize, RowSize, Repeats> Perspective(float fovAngleY, float aspectRatio, float nearZ, float farZ) requires(CollumSize == 4 && RowSize == 4 && Repeats == 1 && std::same_as<T, float>) {
MatrixRowMajor<T, CollumSize, RowSize, Repeats> M;
float SinFov;
float CosFov;
XMScalarSinCos(&SinFov, &CosFov, 0.5f * fovAngleY);
float Height = CosFov / SinFov;
float Width = Height / aspectRatio;
float fRange = farZ / (nearZ - farZ);
M.m[0][0] = Width;
M.m[0][1] = 0.0f;
M.m[0][2] = 0.0f;
M.m[0][3] = 0.0f;
M.m[1][0] = 0.0f;
M.m[1][1] = Height;
M.m[1][2] = 0.0f;
M.m[1][3] = 0.0f;
M.m[2][0] = 0.0f;
M.m[2][1] = 0.0f;
M.m[2][2] = fRange;
M.m[2][3] = -1.0f;
M.m[3][0] = 0.0f;
M.m[3][1] = 0.0f;
M.m[3][2] = fRange * nearZ;
M.m[3][3] = 0.0f;
return M;
}
static MatrixRowMajor<T, CollumSize, RowSize, Repeats> Identity() requires(CollumSize == 4 && RowSize == 4 && Repeats == 1 && std::same_as<T, float>) {
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return MatrixRowMajor<T, CollumSize, RowSize, Repeats>(
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1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
}
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static MatrixRowMajor<T, CollumSize, RowSize, Repeats> Identity() requires(CollumSize == 4 && RowSize == 3 && Repeats == 1 && std::same_as<T, float>) {
return MatrixRowMajor<T, CollumSize, RowSize, Repeats>(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0
);
}
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static MatrixRowMajor<T, CollumSize, RowSize, Repeats> Scaling(float x, float y, float z) requires(CollumSize == 4 && RowSize == 4 && Repeats == 1 && std::same_as<T, float>) {
return MatrixRowMajor<T, CollumSize, RowSize, Repeats>(
x, 0, 0, 0,
0, y, 0, 0,
0, 0, z, 0,
0, 0, 0, 1
);
}
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static MatrixRowMajor<T, CollumSize, RowSize, Repeats> Scaling(float x, float y, float z) requires(CollumSize == 4 && RowSize == 3 && Repeats == 1 && std::same_as<T, float>) {
return MatrixRowMajor<T, CollumSize, RowSize, Repeats>(
x, 0, 0, 0,
0, y, 0, 0,
0, 0, z, 0
);
}
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template <std::uint32_t VAligment>
static MatrixRowMajor<T, CollumSize, RowSize, Repeats> Scaling(Vector<float, 3, VAligment> vector) requires(CollumSize == 4 && RowSize == 4 && Repeats == 1 && std::same_as<T, float>) {
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return Scaling(vector.x, vector.y, vector.z);
}
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static MatrixRowMajor<T, CollumSize, RowSize, Repeats> Translation(float x, float y, float z) requires(CollumSize == 4 && RowSize == 4 && Repeats == 1 && std::same_as<T, float>) {
return MatrixRowMajor<T, CollumSize, RowSize, Repeats>(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
x, y, z, 1
);
}
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static MatrixRowMajor<T, CollumSize, RowSize, Repeats> Translation(float x, float y, float z) requires(CollumSize == 4 && RowSize == 3 && Repeats == 1 && std::same_as<T, float>) {
return MatrixRowMajor<T, CollumSize, RowSize, Repeats>(
1, 0, 0, x,
0, 1, 0, y,
0, 0, 1, z
);
}
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template <std::uint32_t VAligment>
static MatrixRowMajor<T, CollumSize, RowSize, Repeats> Translation(Vector<T, 3, VAligment> vector) requires(CollumSize == 4 && RowSize == 4 && Repeats == 1 && std::same_as<T, float>) {
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return Translation(vector.x, vector.y, vector.z);
}
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static MatrixRowMajor<T, CollumSize, RowSize, Repeats> Rotation(float Pitch, float Yaw, float Roll) requires(CollumSize == 4 && RowSize == 4 && Repeats == 1 && std::same_as<T, float>) {
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float cp = std::cosf(Pitch);
float sp = std::sinf(Pitch);
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float cy = std::cosf(Yaw);
float sy = std::sinf(Yaw);
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float cr = std::cosf(Roll);
float sr = std::sinf(Roll);
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MatrixRowMajor<T, CollumSize, RowSize, Repeats> M;
M.m[0][0] = cr * cy + sr * sp * sy;
M.m[0][1] = sr * cp;
M.m[0][2] = sr * sp * cy - cr * sy;
M.m[0][3] = 0.0f;
M.m[1][0] = cr * sp * sy - sr * cy;
M.m[1][1] = cr * cp;
M.m[1][2] = sr * sy + cr * sp * cy;
M.m[1][3] = 0.0f;
M.m[2][0] = cp * sy;
M.m[2][1] = -sp;
M.m[2][2] = cp * cy;
M.m[2][3] = 0.0f;
M.m[3][0] = 0.0f;
M.m[3][1] = 0.0f;
M.m[3][2] = 0.0f;
M.m[3][3] = 1.0f;
return M;
}
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static MatrixRowMajor<T, CollumSize, RowSize, Repeats> Rotation(float Pitch, float Yaw, float Roll) requires(CollumSize == 4 && RowSize == 3 && Repeats == 1 && std::same_as<T, float>) {
float cp = std::cosf(Pitch);
float sp = std::sinf(Pitch);
float cy = std::cosf(Yaw);
float sy = std::sinf(Yaw);
float cr = std::cosf(Roll);
float sr = std::sinf(Roll);
MatrixRowMajor<T, CollumSize, RowSize, Repeats> M;
M.m[0][0] = cr * cy + sr * sp * sy;
M.m[0][1] = sr * cp;
M.m[0][2] = sr * sp * cy - cr * sy;
M.m[0][3] = 0.0f;
M.m[1][0] = cr * sp * sy - sr * cy;
M.m[1][1] = cr * cp;
M.m[1][2] = sr * sy + cr * sp * cy;
M.m[1][3] = 0.0f;
M.m[2][0] = cp * sy;
M.m[2][1] = -sp;
M.m[2][2] = cp * cy;
M.m[2][3] = 0.0f;
return M;
}
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template <std::uint32_t VAligment>
static MatrixRowMajor<T, CollumSize, RowSize, Repeats> LookAt(Vector<T, 3, VAligment> eyePosition, Vector<T, 3, VAligment> focusPosition, Vector<T, 3, VAligment> upDirection) requires(CollumSize == 4 && RowSize == 4 && Repeats == 1 && std::same_as<T, float>) {
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MatrixRowMajor<T, CollumSize, RowSize, Repeats> M;
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Vector<T, 3, VAligment> negEyeDirection = eyePosition - focusPosition;
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return LookTo(eyePosition, negEyeDirection, upDirection);
return M;
}
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template <std::uint32_t VAligment>
static MatrixRowMajor<T, CollumSize, RowSize, Repeats> LookTo(Vector<T, 3, VAligment> eyePosition, Vector<T, 3, VAligment> eyeDirection, Vector<T, 3, VAligment> upDirection) requires(CollumSize == 4 && RowSize == 4 && Repeats == 1 && std::same_as<T, float>) {
Vector<T, 3, 3> R2 = eyeDirection.Normalize();
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Vector<T, 3, 3> R0 = upDirection.Cross(R2);
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R0 = R0.Normalize();
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Vector<T, 3, 3> R1 = R2.Cross(R0);
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Vector<T, 3, 3> NegEyePosition = -eyePosition;
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float D0 = R0.Dot(NegEyePosition);
float D1 = R1.Dot(NegEyePosition);
float D2 = R2.Dot(NegEyePosition);
MatrixRowMajor<T, CollumSize, RowSize, Repeats> M;
M.m[0][0] = R0.v[0];
M.m[1][0] = R0.v[1];
M.m[2][0] = R0.v[2];
M.m[3][0] = D0;
M.m[0][1] = R1.v[0];
M.m[1][1] = R1.v[1];
M.m[2][1] = R1.v[2];
M.m[3][1] = D1;
M.m[0][2] = R2.v[0];
M.m[1][2] = R2.v[1];
M.m[2][2] = R2.v[2];
M.m[3][2] = D2;
M.m[0][3] = 0;
M.m[1][3] = 0;
M.m[2][3] = 0;
M.m[3][3] = 1;
return M;
}
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template <std::uint32_t VAligment>
static MatrixRowMajor<T, CollumSize, RowSize, Repeats> Rotation(Vector<T, 3, VAligment> vector) requires(CollumSize == 4 && RowSize == 4 && Repeats == 1 && std::same_as<T, float>) {
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return Rotation(vector.x, vector.y, vector.z);
}
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template <std::uint32_t VAligment>
Vector<T, 3, VAligment> TransformNormal(Vector<T, 3, VAligment> V) requires(CollumSize == 4 && RowSize == 4 && Repeats == 1 && std::same_as<T, float>) {
Vector<T, 3, 3> Z = Vector<T, 3, 3>(V.z, V.z, V.z);
Vector<T, 3, 3> Y = Vector<T, 3, 3>(V.y, V.y, V.y);
Vector<T, 3, 3> X = Vector<T, 3, 3>(V.x, V.x, V.x);
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Vector<T, 3, VAligment> Result = Z * Vector<T, 3, VAligment>(m[2][0], m[2][1], m[2][2]);
Result = Y * Vector<T, 3, VAligment>(m[1][0], m[1][1], m[1][2]) + Result;
Result = X * Vector<T, 3, VAligment>(m[0][0], m[0][1], m[0][2]) + Result;
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return Result;
}
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// MatrixRowMajor<T, CollumSize, RowSize, Repeats> Inverse() requires(CollumSize == 4 && RowSize == 4 && Repeats == 1 && std::same_as<T, float>) {
// Vector<float, 4> V0[4], V1[4];
// V0[0] = Vector<float, 4>(m[0][2], m[0][2], m[1][2], m[1][2]);
// V1[0] = Vector<float, 4>(m[2][3], m[3][3], m[2][3], m[3][3]);
// V0[1] = Vector<float, 4>(m[0][0], m[0][0], m[1][0], m[1][0]);
// V1[1] = Vector<float, 4>(m[2][1], m[3][1], m[2][1], m[3][1]);
// V0[2] = Vector<float, 4>(m[0][2], m[2][2], m[0][0], m[2][0]);
// V1[2] = Vector<float, 4>(m[1][3], m[3][3], m[1][1], m[3][1]);
// Vector<float, 4> D0 = V0[0] * V1[0];
// Vector<float, 4> D1 = V0[1] * V1[1];
// Vector<float, 4> D2 = V0[2] * V1[2];
// V0[0] = Vector<float, 4>(m[2][2], m[3][2], m[2][2], m[3][2]);
// V1[0] = Vector<float, 4>(m[0][3], m[0][3], m[1][3], m[1][3]);
// V0[1] = Vector<float, 4>(m[2][0], m[3][0], m[2][0], m[3][0]);
// V1[1] = Vector<float, 4>(m[0][1], m[0][1], m[1][1], m[1][1]);
// V0[2] = Vector<float, 4>(m[1][2], m[3][2], m[1][0], m[3][0]);
// V1[2] = Vector<float, 4>(m[0][3], m[2][3], m[0][1], m[2][1]);
// D0 = Vector<float, 4>::NegativeMultiplySubtract(V0[0], V1[0], D0);
// D1 = Vector<float, 4>::NegativeMultiplySubtract(V0[1], V1[1], D1);
// D2 = Vector<float, 4>::NegativeMultiplySubtract(V0[2], V1[2], D2);
// V0[0] = Vector<float, 4>(m[1][1], m[2][1], m[0][1], m[1][1]);
// V1[0] = Vector<float, 4>(D2.v[1], D0.v[1], D0.v[3], D0.v[0]);
// V0[1] = Vector<float, 4>(m[2][0], m[0][0], m[1][0], m[0][0]);
// V1[1] = Vector<float, 4>(D0.v[3], D2.v[1], D0.v[1], D0.v[2]);
// V0[2] = Vector<float, 4>(m[1][3], m[2][3], m[0][3], m[1][3]);
// V1[2] = Vector<float, 4>(D2.v[3], D1.v[1], D1.v[3], D1.v[0]);
// V0[3] = Vector<float, 4>(m[2][2], m[0][2], m[1][2], m[0][2]);
// V1[3] = Vector<float, 4>(D1.v[3], D2.v[3], D1.v[1], D1.v[2]);
// Vector<float, 4> C0 = V0[0] * V1[0];
// Vector<float, 4> C2 = V0[1] * V1[1];
// Vector<float, 4> C4 = V0[2] * V1[2];
// Vector<float, 4> C6 = V0[3] * V1[3];
// V0[0] = Vector<float, 4>(m[2][1], m[3][1], m[1][1], m[2][1]);
// V1[0] = Vector<float, 4>(D0.v[3], D0.v[0], D0.v[1], D2.v[0]);
// V0[1] = Vector<float, 4>(m[3][0], m[2][0], m[3][0], m[1][0]);
// V1[1] = Vector<float, 4>(D0.v[2], D0.v[1], D2.v[0], D0.v[0]);
// V0[2] = Vector<float, 4>(m[2][3], m[3][3], m[1][3], m[2][3]);
// V1[2] = Vector<float, 4>(D1.v[3], D1.v[0], D1.v[1], D2.v[2]);
// V0[3] = XMVectorSwizzle<XM_SWIZZLE_W, XM_SWIZZLE_Z, XM_SWIZZLE_W, XM_SWIZZLE_Y>(MT.r[2]);
// V1[3] = XMVectorPermute<XM_PERMUTE_0Z, XM_PERMUTE_0Y, XM_PERMUTE_1Z, XM_PERMUTE_0X>(D1, D2);
// C0 = XMVectorNegativeMultiplySubtract(V0[0], V1[0], C0);
// C2 = XMVectorNegativeMultiplySubtract(V0[1], V1[1], C2);
// C4 = XMVectorNegativeMultiplySubtract(V0[2], V1[2], C4);
// C6 = XMVectorNegativeMultiplySubtract(V0[3], V1[3], C6);
// V0[0] = XMVectorSwizzle<XM_SWIZZLE_W, XM_SWIZZLE_X, XM_SWIZZLE_W, XM_SWIZZLE_X>(MT.r[1]);
// V1[0] = XMVectorPermute<XM_PERMUTE_0Z, XM_PERMUTE_1Y, XM_PERMUTE_1X, XM_PERMUTE_0Z>(D0, D2);
// V0[1] = XMVectorSwizzle<XM_SWIZZLE_Y, XM_SWIZZLE_W, XM_SWIZZLE_X, XM_SWIZZLE_Z>(MT.r[0]);
// V1[1] = XMVectorPermute<XM_PERMUTE_1Y, XM_PERMUTE_0X, XM_PERMUTE_0W, XM_PERMUTE_1X>(D0, D2);
// V0[2] = XMVectorSwizzle<XM_SWIZZLE_W, XM_SWIZZLE_X, XM_SWIZZLE_W, XM_SWIZZLE_X>(MT.r[3]);
// V1[2] = XMVectorPermute<XM_PERMUTE_0Z, XM_PERMUTE_1W, XM_PERMUTE_1Z, XM_PERMUTE_0Z>(D1, D2);
// V0[3] = XMVectorSwizzle<XM_SWIZZLE_Y, XM_SWIZZLE_W, XM_SWIZZLE_X, XM_SWIZZLE_Z>(MT.r[2]);
// V1[3] = XMVectorPermute<XM_PERMUTE_1W, XM_PERMUTE_0X, XM_PERMUTE_0W, XM_PERMUTE_1Z>(D1, D2);
// XMVECTOR C1 = XMVectorNegativeMultiplySubtract(V0[0], V1[0], C0);
// C0 = XMVectorMultiplyAdd(V0[0], V1[0], C0);
// XMVECTOR C3 = XMVectorMultiplyAdd(V0[1], V1[1], C2);
// C2 = XMVectorNegativeMultiplySubtract(V0[1], V1[1], C2);
// XMVECTOR C5 = XMVectorNegativeMultiplySubtract(V0[2], V1[2], C4);
// C4 = XMVectorMultiplyAdd(V0[2], V1[2], C4);
// XMVECTOR C7 = XMVectorMultiplyAdd(V0[3], V1[3], C6);
// C6 = XMVectorNegativeMultiplySubtract(V0[3], V1[3], C6);
// XMMATRIX R;
// R.r[0] = XMVectorSelect(C0, C1, g_XMSelect0101.v);
// R.r[1] = XMVectorSelect(C2, C3, g_XMSelect0101.v);
// R.r[2] = XMVectorSelect(C4, C5, g_XMSelect0101.v);
// R.r[3] = XMVectorSelect(C6, C7, g_XMSelect0101.v);
// XMVECTOR Determinant = XMVector4Dot(R.r[0], MT.r[0]);
// XMVECTOR Reciprocal = XMVectorReciprocal(Determinant);
// XMMATRIX Result;
// Result.r[0] = XMVectorMultiply(R.r[0], Reciprocal);
// Result.r[1] = XMVectorMultiply(R.r[1], Reciprocal);
// Result.r[2] = XMVectorMultiply(R.r[2], Reciprocal);
// Result.r[3] = XMVectorMultiply(R.r[3], Reciprocal);
// return Result;
// }
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};
}
template <>
struct std::formatter<Crafter::MatrixRowMajor<float, 4, 4, 1>> : std::formatter<std::string> {
auto format(const Crafter::MatrixRowMajor<float, 4, 4, 1>& obj, format_context& ctx) const {
return std::formatter<std::string>::format(std::format("{{{}, {}, {}, {}\n{}, {}, {}, {}\n{}, {}, {}, {}\n{}, {}, {}, {}}}",
obj.m[0][0], obj.m[0][1], obj.m[0][2], obj.m[0][3],
obj.m[1][0], obj.m[1][1], obj.m[1][2], obj.m[1][3],
obj.m[2][0], obj.m[2][1], obj.m[2][2], obj.m[2][3],
obj.m[3][0], obj.m[3][1], obj.m[3][2], obj.m[3][3]
), ctx);
}
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};
template <>
struct std::formatter<Crafter::MatrixRowMajor<float, 4, 3, 1>> : std::formatter<std::string> {
auto format(const Crafter::MatrixRowMajor<float, 4, 3, 1>& obj, format_context& ctx) const {
return std::formatter<std::string>::format(std::format("{{{}, {}, {}, {}\n{}, {}, {}, {}\n{}, {}, {}, {}}}",
obj.m[0][0], obj.m[0][1], obj.m[0][2], obj.m[0][3],
obj.m[1][0], obj.m[1][1], obj.m[1][2], obj.m[1][3],
obj.m[2][0], obj.m[2][1], obj.m[2][2], obj.m[2][3]
), ctx);
}
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};