feat: quaternion operations, and transforms that mean the same in 4x4 and 4x3
- A 4-vector doubles as a unit quaternion in (x, y, z, w) order: QuanternionMultiply, QuanternionConjugate, QuanternionFromAxisAngle, QuanternionFromUnitVectors (shortest arc), QuanternionNlerp and QuanternionSlerp, next to the existing QuanternionFromBasis. - MatrixRowMajor gains Rotation (from a quaternion), TRS, InverseAffine, Transpose and Decompose. The 4x4 transforms row vectors and the 4x3 column vectors (the VkTransformMatrixKHR layout); each of these means the same transform in both. The 4x3 Rotation copied the 4x4's rows, which rotated by the inverse. - The static Normalize no longer assumes three components. - Tests: Quaternion, and Matrix extended. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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6 changed files with 533 additions and 8 deletions
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@ -4,6 +4,7 @@
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export module Crafter.Math:MatrixRowMajor;
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import :Basic;
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import :Vector;
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import :VectorF32;
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import std;
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@ -234,10 +235,13 @@ namespace Crafter {
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const float sy = s[1], cy = c[1];
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const float sr = s[2], cr = c[2];
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// The 4x4's rows transposed: the 4x4 multiplies row vectors and the
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// 4x3 column vectors, so the same rows here would rotate the other
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// way.
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return MatrixRowMajor(
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cr * cy + sr * sp * sy, sr * cp, sr * sp * cy - cr * sy, 0.0f,
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cr * sp * sy - sr * cy, cr * cp, sr * sy + cr * sp * cy, 0.0f,
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cp * sy, -sp, cp * cy, 0.0f
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cr * cy + sr * sp * sy, cr * sp * sy - sr * cy, cp * sy, 0.0f,
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sr * cp, cr * cp, -sp, 0.0f,
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sr * sp * cy - cr * sy, sr * sy + cr * sp * cy, cp * cy, 0.0f
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);
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}
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@ -281,6 +285,132 @@ namespace Crafter {
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static MatrixRowMajor LookAt(VectorF32<3, 1> eyePosition, VectorF32<3, 1> focusPosition, VectorF32<3, 1> upDirection) requires(CollumSize == 4 && RowSize == 4 && Repeats == 1 && std::same_as<T, float>) {
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return LookTo(eyePosition, eyePosition - focusPosition, upDirection);
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}
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// ─── Quaternions, TRS and the affine inverse ───────────────────
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// Each call means the same transform in both shapes: the 4x4 takes
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// row vectors (v * M, translation in row 3) and the 4x3 column
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// vectors (M * v, translation in column 3, the VkTransformMatrixKHR
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// layout), so the 4x4's upper 3x3 is the 4x3's transposed. These are
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// scalar code: they build matrices, they don't sit in inner loops.
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// The rotation by unit quaternion q (x, y, z, w) that Vector::Rotate
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// applies.
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template <std::uint32_t QAlignment>
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static MatrixRowMajor Rotation(Vector<float, 4, QAlignment> q) requires(CollumSize == 4 && (RowSize == 3 || RowSize == 4) && Repeats == 1 && std::same_as<T, float>) {
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return TRS(Vector<float, 3, 0>(0, 0, 0), q, Vector<float, 3, 0>(1, 1, 1));
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}
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// Scale by s, then rotate by unit quaternion q, then translate by t:
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// a glTF node's transform.
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template <std::uint32_t TAlignment, std::uint32_t QAlignment, std::uint32_t SAlignment>
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static MatrixRowMajor TRS(Vector<float, 3, TAlignment> t, Vector<float, 4, QAlignment> q, Vector<float, 3, SAlignment> s) requires(CollumSize == 4 && (RowSize == 3 || RowSize == 4) && Repeats == 1 && std::same_as<T, float>) {
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const float xx = q.x * q.x, yy = q.y * q.y, zz = q.z * q.z;
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const float xy = q.x * q.y, xz = q.x * q.z, yz = q.y * q.z;
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const float wx = q.w * q.x, wy = q.w * q.y, wz = q.w * q.z;
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// r[i][j]: q's rotation matrix in column-vector form.
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const float r[3][3] = {
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{ 1 - 2 * (yy + zz), 2 * (xy - wz), 2 * (xz + wy) },
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{ 2 * (xy + wz), 1 - 2 * (xx + zz), 2 * (yz - wx) },
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{ 2 * (xz - wy), 2 * (yz + wx), 1 - 2 * (xx + yy) },
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};
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const float sc[3] = { s.x, s.y, s.z };
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if constexpr (RowSize == 3) {
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// Column j is basis vector j, scaled and rotated.
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return MatrixRowMajor(
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r[0][0] * sc[0], r[0][1] * sc[1], r[0][2] * sc[2], t.x,
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r[1][0] * sc[0], r[1][1] * sc[1], r[1][2] * sc[2], t.y,
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r[2][0] * sc[0], r[2][1] * sc[1], r[2][2] * sc[2], t.z
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);
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} else {
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// Row i is basis vector i, scaled and rotated.
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return MatrixRowMajor(
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r[0][0] * sc[0], r[1][0] * sc[0], r[2][0] * sc[0], 0,
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r[0][1] * sc[1], r[1][1] * sc[1], r[2][1] * sc[1], 0,
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r[0][2] * sc[2], r[1][2] * sc[2], r[2][2] * sc[2], 0,
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t.x, t.y, t.z, 1
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);
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}
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}
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// The inverse of an affine transform: any rotation, scale or shear
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// plus a translation, which is everything TRS builds. Not valid for a
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// projection.
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MatrixRowMajor InverseAffine() const requires(CollumSize == 4 && (RowSize == 3 || RowSize == 4) && Repeats == 1 && std::same_as<T, float>) {
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const std::array<float, RowSize * 4> a = Store();
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// l[i][j] and t: the linear part and the translation, column-vector form.
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float l[3][3];
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float t[3];
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for (std::uint32_t i = 0; i < 3; ++i) {
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for (std::uint32_t j = 0; j < 3; ++j) {
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l[i][j] = RowSize == 3 ? a[i * 4 + j] : a[j * 4 + i];
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}
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t[i] = RowSize == 3 ? a[i * 4 + 3] : a[12 + i];
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}
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// n = l^-1 through the adjugate.
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const float c00 = l[1][1] * l[2][2] - l[1][2] * l[2][1];
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const float c01 = l[1][2] * l[2][0] - l[1][0] * l[2][2];
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const float c02 = l[1][0] * l[2][1] - l[1][1] * l[2][0];
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const float invDet = 1.0f / (l[0][0] * c00 + l[0][1] * c01 + l[0][2] * c02);
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const float n[3][3] = {
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{ c00 * invDet, (l[0][2] * l[2][1] - l[0][1] * l[2][2]) * invDet, (l[0][1] * l[1][2] - l[0][2] * l[1][1]) * invDet },
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{ c01 * invDet, (l[0][0] * l[2][2] - l[0][2] * l[2][0]) * invDet, (l[0][2] * l[1][0] - l[0][0] * l[1][2]) * invDet },
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{ c02 * invDet, (l[0][1] * l[2][0] - l[0][0] * l[2][1]) * invDet, (l[0][0] * l[1][1] - l[0][1] * l[1][0]) * invDet },
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};
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// The inverse translates by -n * t.
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float nt[3];
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for (std::uint32_t i = 0; i < 3; ++i) {
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nt[i] = -(n[i][0] * t[0] + n[i][1] * t[1] + n[i][2] * t[2]);
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}
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if constexpr (RowSize == 3) {
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return MatrixRowMajor(
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n[0][0], n[0][1], n[0][2], nt[0],
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n[1][0], n[1][1], n[1][2], nt[1],
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n[2][0], n[2][1], n[2][2], nt[2]
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);
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} else {
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return MatrixRowMajor(
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n[0][0], n[1][0], n[2][0], 0,
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n[0][1], n[1][1], n[2][1], 0,
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n[0][2], n[1][2], n[2][2], 0,
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nt[0], nt[1], nt[2], 1
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);
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}
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}
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MatrixRowMajor Transpose() const requires(CollumSize == 4 && RowSize == 4 && Repeats == 1 && std::same_as<T, float>) {
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const std::array<float, 16> a = Store();
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return MatrixRowMajor(
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a[0], a[4], a[8], a[12],
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a[1], a[5], a[9], a[13],
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a[2], a[6], a[10], a[14],
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a[3], a[7], a[11], a[15]
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);
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}
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// Splits a non-degenerate affine transform into the translation,
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// rotation (unit quaternion) and scale that TRS builds it from. Shear
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// is not represented. A mirroring transform (negative determinant) has
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// no unique split; it comes back as a negative X scale, which TRS
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// turns into the same transform.
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std::tuple<Vector<float, 3, 0>, Vector<float, 4, 0>, Vector<float, 3, 0>> Decompose() const requires(CollumSize == 4 && (RowSize == 3 || RowSize == 4) && Repeats == 1 && std::same_as<T, float>) {
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const std::array<float, RowSize * 4> a = Store();
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// basis[j]: where the transform takes unit vector j.
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Vector<float, 3, 0> basis[3];
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for (std::uint32_t j = 0; j < 3; ++j) {
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basis[j] = RowSize == 3
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? Vector<float, 3, 0>(a[j], a[4 + j], a[8 + j])
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: Vector<float, 3, 0>(a[j * 4], a[j * 4 + 1], a[j * 4 + 2]);
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}
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const Vector<float, 3, 0> t = RowSize == 3
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? Vector<float, 3, 0>(a[3], a[7], a[11])
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: Vector<float, 3, 0>(a[12], a[13], a[14]);
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Vector<float, 3, 0> s(basis[0].Length(), basis[1].Length(), basis[2].Length());
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if (Vector<float, 3, 0>::Dot(Vector<float, 3, 0>::Cross(basis[0], basis[1]), basis[2]) < 0) {
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s.x = -s.x;
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}
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const Vector<float, 4, 0> q = Vector<float, 4, 0>::QuanternionFromBasis(basis[0] / s.x, basis[1] / s.y, basis[2] / s.z);
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return { t, q, s };
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}
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};
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}
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@ -334,7 +334,7 @@ namespace Crafter {
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template <typename AT, std::uint32_t Alen, std::uint32_t AAlignment>
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constexpr static Vector<T, Len, Aligment> Normalize(Vector<AT, Alen, AAlignment> a) requires(Len == Alen) {
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Vector<T, 3, 0> returned;
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Vector<T, Len, Aligment> returned;
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T fLength = a.Length();
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if (fLength > 0) {
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@ -438,6 +438,102 @@ namespace Crafter {
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cr * cp * cy + sr * sp * sy
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);
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}
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// The quaternions here are Vector<T, 4> in (x, y, z, w) order, w the
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// scalar part, applied as Rotate does (q v q*). They take and return
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// unit quaternions.
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// The Hamilton product: rotation b followed by rotation a, so
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// Rotate(v, QuanternionMultiply(a, b)) == Rotate(Rotate(v, b), a).
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template <typename AT, std::uint32_t AAlignment, typename BT, std::uint32_t BAlignment>
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constexpr static Vector<T, 4, Aligment> QuanternionMultiply(Vector<AT, 4, AAlignment> a, Vector<BT, 4, BAlignment> b) requires(Len == 4) {
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return Vector<T, 4, Aligment>(
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a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y,
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a.w * b.y - a.x * b.z + a.y * b.w + a.z * b.x,
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a.w * b.z + a.x * b.y - a.y * b.x + a.z * b.w,
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a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z
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);
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}
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// The inverse rotation.
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template <typename AT, std::uint32_t AAlignment>
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constexpr static Vector<T, 4, Aligment> QuanternionConjugate(Vector<AT, 4, AAlignment> q) requires(Len == 4) {
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return Vector<T, 4, Aligment>(-q.x, -q.y, -q.z, q.w);
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}
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// `angle` radians about the unit vector `axis`, right-handed: a
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// positive angle about +Z turns +X towards +Y.
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template <typename AT, std::uint32_t AAlignment>
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constexpr static Vector<T, 4, Aligment> QuanternionFromAxisAngle(Vector<AT, 3, AAlignment> axis, T angle) requires(Len == 4) {
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const T s = std::sin(angle * T(0.5));
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return Vector<T, 4, Aligment>(axis.x * s, axis.y * s, axis.z * s, std::cos(angle * T(0.5)));
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}
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// The shortest rotation taking unit direction `from` onto unit
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// direction `to`. For opposite directions every axis perpendicular
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// to `from` is a shortest arc, and the cross product that picks the
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// axis otherwise is zero; the axis is then taken against whichever of
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// X and Y is further from parallel to `from`.
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template <typename AT, std::uint32_t AAlignment, typename BT, std::uint32_t BAlignment>
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constexpr static Vector<T, 4, Aligment> QuanternionFromUnitVectors(Vector<AT, 3, AAlignment> from, Vector<BT, 3, BAlignment> to) requires(Len == 4) {
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const Vector<T, 3, 0> f(from.x, from.y, from.z);
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const T d = f.x * to.x + f.y * to.y + f.z * to.z;
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if (d < T(-1) + T(1e-6)) {
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Vector<T, 3, 0> axis = std::abs(f.x) < T(0.9)
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? Vector<T, 3, 0>::Cross(Vector<T, 3, 0>(1, 0, 0), f)
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: Vector<T, 3, 0>::Cross(Vector<T, 3, 0>(0, 1, 0), f);
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axis.Normalize();
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return Vector<T, 4, Aligment>(axis.x, axis.y, axis.z, T(0));
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}
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const Vector<T, 3, 0> c = Vector<T, 3, 0>::Cross(f, Vector<T, 3, 0>(to.x, to.y, to.z));
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Vector<T, 4, Aligment> q(c.x, c.y, c.z, T(1) + d);
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q.Normalize();
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return q;
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}
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// Normalized linear interpolation from a to b, along the shorter arc
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// (q and -q are the same rotation, and blending towards the wrong one
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// swings the long way round). Cheaper than Slerp; its angular speed
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// varies a little along the arc, which damping and blending between
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// nearby poses don't notice.
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template <typename AT, std::uint32_t AAlignment, typename BT, std::uint32_t BAlignment>
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constexpr static Vector<T, 4, Aligment> QuanternionNlerp(Vector<AT, 4, AAlignment> a, Vector<BT, 4, BAlignment> b, T t) requires(Len == 4) {
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const T sign = (a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w) < T(0) ? T(-1) : T(1);
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Vector<T, 4, Aligment> q(
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a.x + (b.x * sign - a.x) * t,
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a.y + (b.y * sign - a.y) * t,
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a.z + (b.z * sign - a.z) * t,
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a.w + (b.w * sign - a.w) * t
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);
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q.Normalize();
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return q;
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}
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// Spherical linear interpolation from a to b: constant angular speed,
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// along the shorter arc. Nearly identical inputs go through Nlerp,
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// which is exact enough there, instead of dividing by sin(~0).
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template <typename AT, std::uint32_t AAlignment, typename BT, std::uint32_t BAlignment>
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constexpr static Vector<T, 4, Aligment> QuanternionSlerp(Vector<AT, 4, AAlignment> a, Vector<BT, 4, BAlignment> b, T t) requires(Len == 4) {
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T cosAngle = a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
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T sign = T(1);
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if (cosAngle < T(0)) {
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cosAngle = -cosAngle;
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sign = T(-1);
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}
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if (cosAngle > T(0.9995)) {
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return QuanternionNlerp(a, b, t);
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}
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const T angle = std::acos(cosAngle);
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const T sinAngle = std::sin(angle);
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const T wa = std::sin((T(1) - t) * angle) / sinAngle;
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const T wb = std::sin(t * angle) / sinAngle * sign;
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return Vector<T, 4, Aligment>(
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a.x * wa + b.x * wb,
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a.y * wa + b.y * wb,
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a.z * wa + b.z * wb,
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a.w * wa + b.w * wb
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);
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}
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};
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}
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