moved from h4570/tyra
This commit is contained in:
@@ -0,0 +1,263 @@
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/*
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# ______ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2020, tyra - https://github.com/h4570/tyra
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# Licenced under Apache License 2.0
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# Sandro Sobczyński <sandro.sobczynski@gmail.com>
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*/
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#include "../../include/models/math/matrix.hpp"
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#include "../../include/utils/math.hpp"
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#include <stdio.h>
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// ----
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// Constructors/Destructors
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// ----
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/** Create by specifying all points */
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Matrix::Matrix(float m11, float m12, float m13, float m14,
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float m21, float m22, float m23, float m24,
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float m31, float m32, float m33, float m34,
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float m41, float m42, float m43, float m44)
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{
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data[0] = m11;
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data[1] = m12;
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data[2] = m13;
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data[3] = m14;
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data[4] = m21;
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data[5] = m22;
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data[6] = m23;
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data[7] = m24;
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data[8] = m31;
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data[9] = m32;
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data[10] = m33;
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data[11] = m34;
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data[12] = m41;
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data[13] = m42;
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data[14] = m43;
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data[15] = m44;
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}
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/** Create with another matrix values */
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Matrix::Matrix(const Matrix &v)
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{
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data[0] = v.data[0];
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data[1] = v.data[1];
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data[2] = v.data[2];
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data[3] = v.data[3];
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data[4] = v.data[4];
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data[5] = v.data[5];
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data[6] = v.data[6];
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data[7] = v.data[7];
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data[8] = v.data[8];
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data[9] = v.data[9];
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data[10] = v.data[10];
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data[11] = v.data[11];
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data[12] = v.data[12];
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data[13] = v.data[13];
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data[14] = v.data[14];
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data[15] = v.data[15];
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}
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void Matrix::identity()
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{
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asm volatile(
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"vsub.xyzw vf4, vf0, vf0 \n\t"
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"vadd.w vf4, vf4, vf0 \n\t"
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"vmr32.xyzw vf5, vf4 \n\t"
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"vmr32.xyzw vf6, vf5 \n\t"
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"vmr32.xyzw vf7, vf6 \n\t"
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"sqc2 vf4, 0x30(%0) \n\t"
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"sqc2 vf5, 0x20(%0) \n\t"
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"sqc2 vf6, 0x10(%0) \n\t"
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"sqc2 vf7, 0x0(%0) \n\t"
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:
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: "r"(this->data));
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}
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void Matrix::translate(float x, float y, float z)
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{
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this->identity();
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this->data[(3 << 2) + 0] = x; // 3,0
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this->data[(3 << 2) + 1] = y; // 3,1
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this->data[(3 << 2) + 2] = z; // 3,2
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}
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void Matrix::makeZRotation(float t_radians)
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{
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this->identity();
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float c = Math::cos(t_radians);
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float s = Math::sin(t_radians);
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this->data[0] = c; // 0,0
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this->data[1] = s; // 0,1
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this->data[4] = -s; // 1,0
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this->data[5] = c; // 1,1
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}
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Matrix Matrix::operator*(Matrix &t)
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{
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Matrix result;
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asm volatile(
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"lqc2 vf1, 0x00(%1) \n\t"
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"lqc2 vf2, 0x10(%1) \n\t"
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"lqc2 vf3, 0x20(%1) \n\t"
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"lqc2 vf4, 0x30(%1) \n\t"
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"lqc2 vf5, 0x00(%2) \n\t"
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"lqc2 vf6, 0x10(%2) \n\t"
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"lqc2 vf7, 0x20(%2) \n\t"
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"lqc2 vf8, 0x30(%2) \n\t"
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"vmulax.xyzw ACC, vf5, vf1 \n\t"
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"vmadday.xyzw ACC, vf6, vf1 \n\t"
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"vmaddaz.xyzw ACC, vf7, vf1 \n\t"
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"vmaddw.xyzw vf1, vf8, vf1 \n\t"
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"vmulax.xyzw ACC, vf5, vf2 \n\t"
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"vmadday.xyzw ACC, vf6, vf2 \n\t"
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"vmaddaz.xyzw ACC, vf7, vf2 \n\t"
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"vmaddw.xyzw vf2, vf8, vf2 \n\t"
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"vmulax.xyzw ACC, vf5, vf3 \n\t"
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"vmadday.xyzw ACC, vf6, vf3 \n\t"
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"vmaddaz.xyzw ACC, vf7, vf3 \n\t"
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"vmaddw.xyzw vf3, vf8, vf3 \n\t"
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"vmulax.xyzw ACC, vf5, vf4 \n\t"
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"vmadday.xyzw ACC, vf6, vf4 \n\t"
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"vmaddaz.xyzw ACC, vf7, vf4 \n\t"
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"vmaddw.xyzw vf4, vf8, vf4 \n\t"
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"sqc2 vf1, 0x00(%0) \n\t"
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"sqc2 vf2, 0x10(%0) \n\t"
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"sqc2 vf3, 0x20(%0) \n\t"
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"sqc2 vf4, 0x30(%0) \n\t"
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:
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: "r"(result.data), "r"(this->data), "r"(t.data)
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: "memory");
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return result;
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}
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/** Create empty matrix */
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Matrix::Matrix()
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{
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data[0] = 0.0F;
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data[1] = 0.0F;
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data[2] = 0.0F;
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data[3] = 0.0F;
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data[4] = 0.0F;
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data[5] = 0.0F;
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data[6] = 0.0F;
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data[7] = 0.0F;
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data[8] = 0.0F;
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data[9] = 0.0F;
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data[10] = 0.0F;
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data[11] = 0.0F;
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data[12] = 0.0F;
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data[13] = 0.0F;
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data[14] = 0.0F;
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data[15] = 0.0F;
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}
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Matrix::~Matrix() {}
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// ----
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// Methods
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// ----
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/** Set up a perspective projection matrix
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*
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* Clone of gluPerspective()
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* https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml
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* @param fov (FOV in radians)/2
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* @param aspect Aspect ratio
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* @param scrW Half of screen width
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* @param scrH Half of screen height
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* @param zNear Distance to near plane
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* @param zFar Distance to far plane
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* @param projScale Projection scale
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*/
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void Matrix::setPerspective(ScreenSettings &t_screen)
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{
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float fovYdiv2 = Math::HALF_ANG2RAD * t_screen.fov;
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float cotFOV = 1.0F / (Math::sin(fovYdiv2) / Math::cos(fovYdiv2));
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float w = cotFOV * (t_screen.width / 4096.0F) / t_screen.aspectRatio;
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float h = cotFOV * (t_screen.height / 4096.0F);
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this->data[0] = w;
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this->data[1] = 0.0F;
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this->data[2] = 0.0F;
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this->data[3] = 0.0F;
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this->data[4] = 0.0F;
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this->data[5] = -h;
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this->data[6] = 0.0F;
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this->data[7] = 0.0F;
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this->data[8] = 0.0F;
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this->data[9] = 0.0F;
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this->data[10] =
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(t_screen.farPlaneDist + t_screen.nearPlaneDist) /
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(t_screen.farPlaneDist - t_screen.nearPlaneDist);
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this->data[11] = -1.0F;
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this->data[12] = 0.0F;
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this->data[13] = 0.0F;
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this->data[14] =
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(2.0F * t_screen.farPlaneDist * t_screen.nearPlaneDist) /
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(t_screen.farPlaneDist - t_screen.nearPlaneDist);
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this->data[15] = 0.0F;
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}
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/** Create a view matrix that transforms coordinates in
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* such a way that the user looks at a target vector
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* direction from a position vector.
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*
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* Clone of OpenGL lookAt function
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* https://learnopengl.com/Getting-started/Camera
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*/
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void Matrix::lookAt(Vector3 &t_up, Vector3 &t_position, Vector3 &t_target)
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{
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Vector3 camForward, camUp, camRight;
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camForward = t_position - t_target;
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camForward.normalize();
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camRight = t_up * camForward;
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camRight.normalize();
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camUp = camForward * camRight;
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data[0] = camRight.x;
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data[4] = camRight.y;
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data[8] = camRight.z;
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data[12] = -camRight.innerProduct(t_position);
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data[1] = camUp.x;
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data[5] = camUp.y;
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data[9] = camUp.z;
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data[13] = -camUp.innerProduct(t_position);
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data[2] = camForward.x;
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data[6] = camForward.y;
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data[10] = camForward.z;
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data[14] = -camForward.innerProduct(t_position);
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data[3] = 0;
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data[7] = 0;
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data[11] = 0;
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data[15] = 1;
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}
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void Matrix::print()
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{
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printf("MATRIX(\n%f, %f, %f, %f\n%f, %f, %f, %f\n%f, %f, %f, %f\n%f, %f, %f, %f\n)\n",
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data[0], data[1], data[2], data[3],
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data[4], data[5], data[6], data[7],
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data[8], data[9], data[10], data[11],
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data[12], data[13], data[14], data[15]);
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}
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@@ -0,0 +1,50 @@
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/*
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# ______ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
|
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# Copyright 2020, tyra - https://github.com/h4570/tyra
|
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# Licenced under Apache License 2.0
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# Sandro Sobczyński <sandro.sobczynski@gmail.com>
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*/
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#include "../../include/models/math/plane.hpp"
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#include <stdio.h>
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// ----
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// Constructors/Destructors
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// ----
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/** Create empty plane */
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Plane::Plane() { this->distance = 0; }
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/** Create by specyfying 3 points.
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* This function assumes that the points
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* are given in counter clockwise order
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*/
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Plane::Plane(Vector3 &a, Vector3 &b, Vector3 &c) { this->update(a, b, c); }
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Plane::~Plane() {}
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// ----
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// Methods
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// ----
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/** Set plane by specyfying 3 points.
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* This function assumes that the points
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* are given in counter clockwise order
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*/
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void Plane::update(Vector3 &a, Vector3 &b, Vector3 &c)
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{
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Vector3 aux1 = a - b;
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Vector3 aux2 = c - b;
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this->normal = aux2 * aux1;
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this->normal.normalize();
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this->distance = -this->normal.innerProduct(b);
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}
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void Plane::print()
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{
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printf("Plane(Vector3(%f, %f, %f), %f)\n", this->normal.x, this->normal.y, this->normal.z, this->distance);
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}
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@@ -0,0 +1,48 @@
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/*
|
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# ______ ____ ___
|
||||
# | \/ ____| |___|
|
||||
# | | | \ | |
|
||||
#-----------------------------------------------------------------------
|
||||
# Copyright 2020, tyra - https://github.com/h4570/tyra
|
||||
# Licenced under Apache License 2.0
|
||||
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
|
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*/
|
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#include "../../include/models/math/point.hpp"
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#include <stdio.h>
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|
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// ----
|
||||
// Constructors/Destructors
|
||||
// ----
|
||||
|
||||
/** Create by specifying values */
|
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Point::Point(float x, float y)
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{
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this->x = x;
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this->y = y;
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}
|
||||
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/** Create empty point */
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Point::Point()
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{
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x = 0;
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y = 0;
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}
|
||||
|
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Point::~Point() {}
|
||||
|
||||
// ----
|
||||
// Methods
|
||||
// ----
|
||||
|
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void Point::set(float x, float y)
|
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{
|
||||
this->x = x;
|
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this->y = y;
|
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}
|
||||
|
||||
void Point::print()
|
||||
{
|
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printf("Point(%f, %f)\n", x, y);
|
||||
}
|
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@@ -0,0 +1,298 @@
|
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/*
|
||||
# ______ ____ ___
|
||||
# | \/ ____| |___|
|
||||
# | | | \ | |
|
||||
#-----------------------------------------------------------------------
|
||||
# Copyright 2020, tyra - https://github.com/h4570/tyra
|
||||
# Licenced under Apache License 2.0
|
||||
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
|
||||
*/
|
||||
|
||||
#include "../../include/models/math/vector3.hpp"
|
||||
|
||||
#include "../../include/utils/math.hpp"
|
||||
#include <stdio.h>
|
||||
|
||||
// ----
|
||||
// Constructors/Destructors
|
||||
// ----
|
||||
|
||||
/** Create by specifying 3 points */
|
||||
Vector3::Vector3(float x, float y, float z)
|
||||
{
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
this->z = z;
|
||||
}
|
||||
|
||||
/** Create with another vector values */
|
||||
Vector3::Vector3(const Vector3 &another)
|
||||
{
|
||||
x = another.x;
|
||||
y = another.y;
|
||||
z = another.z;
|
||||
}
|
||||
|
||||
void Vector3::setByLerp(const Vector3 &v1, const Vector3 &v2, const float t_interp)
|
||||
{
|
||||
asm volatile(
|
||||
"lqc2 vf4, 0x0(%1) \n\t" // vf4 = v1
|
||||
"lqc2 vf5, 0x0(%2) \n\t" // vf5 = v2
|
||||
"mfc1 $8, %3 \n\t" // vf6 = t
|
||||
"qmtc2 $8, vf6 \n\t" // lerp:
|
||||
"vsub.xyz vf7, vf5, vf4 \n\t" // vf7 = v2 - v1
|
||||
"vmulx.xyz vf8, vf7, vf6 \n\t" // vf8 = vf7 * t
|
||||
"vadd.xyz vf9, vf8, vf4 \n\t" // vf9 = vf8 + vf4
|
||||
"sqc2 vf9, 0x0(%0) \n\t" // v0 = vf9
|
||||
:
|
||||
: "r"(&this->xyz), "r"(&v1.xyz), "r"(&v2.xyz), "f"(t_interp)
|
||||
: "$8");
|
||||
}
|
||||
|
||||
/** Create empty vector */
|
||||
Vector3::Vector3()
|
||||
{
|
||||
x = 0;
|
||||
y = 0;
|
||||
z = 0;
|
||||
}
|
||||
|
||||
Vector3::~Vector3() {}
|
||||
|
||||
// ----
|
||||
// Methods
|
||||
// ----
|
||||
|
||||
Vector3 Vector3::operator+(Vector3 v)
|
||||
{
|
||||
Vector3 result;
|
||||
asm volatile( // VU0 Macro program
|
||||
"lqc2 vf4, 0x0(%1) \n\t"
|
||||
"lqc2 vf5, 0x0(%2) \n\t"
|
||||
"vadd.xyz vf6, vf4, vf5 \n\t"
|
||||
"sqc2 vf6, 0x0(%0) \n\t"
|
||||
:
|
||||
: "r"(result.xyz), "r"(this->xyz), "r"(v.xyz));
|
||||
return result;
|
||||
}
|
||||
|
||||
Vector3 Vector3::operator-(const Vector3 &v)
|
||||
{
|
||||
Vector3 result;
|
||||
asm volatile( // VU0 Macro program
|
||||
"lqc2 vf4, 0x0(%1) \n\t"
|
||||
"lqc2 vf5, 0x0(%2) \n\t"
|
||||
"vsub.xyz vf6, vf4, vf5 \n\t"
|
||||
"sqc2 vf6, 0x0(%0) \n\t"
|
||||
:
|
||||
: "r"(result.xyz), "r"(this->xyz), "r"(v.xyz));
|
||||
return result;
|
||||
}
|
||||
|
||||
Vector3 Vector3::operator-(void)
|
||||
{
|
||||
Vector3 result;
|
||||
result.x = -x;
|
||||
result.y = -y;
|
||||
result.z = -z;
|
||||
return result;
|
||||
}
|
||||
|
||||
/** Also called "cross product" */
|
||||
Vector3 Vector3::operator*(Vector3 &v)
|
||||
{
|
||||
Vector3 res;
|
||||
asm volatile( // VU0 Macro program
|
||||
"lqc2 vf4, 0x0(%1) \n\t" // vf4 = this
|
||||
"lqc2 vf5, 0x0(%2) \n\t" // vf5 = v
|
||||
|
||||
"vmulz.y vf6, vf4, vf5 \n\t" // vf6.y = vf4.y * vf5.z
|
||||
"vmuly.z vf6, vf4, vf5 \n\t"
|
||||
"vsubz.y vf6, vf6, vf6 \n\t" // vf6.y = vf4.y - vf4.z
|
||||
"vaddy.x vf8, vf0, vf6 \n\t" // res.x = vf4.y * vf5.z - vf4.z * vf5.y
|
||||
|
||||
"vmulx.z vf6, vf4, vf5 \n\t"
|
||||
"vmulz.x vf6, vf4, vf5 \n\t"
|
||||
"vsubx.z vf6, vf6, vf6 \n\t"
|
||||
"vaddz.y vf8, vf0, vf6 \n\t" // res.y = vf4.z * vf5.x - vf4.x * vf5.z
|
||||
|
||||
"vmuly.x vf6, vf4, vf5 \n\t"
|
||||
"vmulx.y vf6, vf4, vf5 \n\t"
|
||||
"vsuby.x vf6, vf6, vf6 \n\t"
|
||||
"vaddx.z vf8, vf0, vf6 \n\t" // res.z = vf4.x * vf5.y - vf4.y * vf5.x
|
||||
"sqc2 vf8, 0x0(%0) \n\t"
|
||||
:
|
||||
: "r"(res.xyz), "r"(this->xyz), "r"(v.xyz));
|
||||
// result.x = y * v.z - z * v.y;
|
||||
// result.y = z * v.x - x * v.z;
|
||||
// result.z = x * v.y - y * v.x;
|
||||
return res;
|
||||
}
|
||||
|
||||
Vector3 Vector3::operator*(float t)
|
||||
{
|
||||
Vector3 result;
|
||||
asm volatile(
|
||||
"lqc2 vf4, 0x0(%1) \n\t"
|
||||
"mfc1 $8, %2 \n\t"
|
||||
"qmtc2 $8, vf5 \n\t"
|
||||
"vmulx.xyz vf6, vf4, vf5 \n\t"
|
||||
"sqc2 vf6, 0x0(%0) \n\t"
|
||||
:
|
||||
: "r"(result.xyz), "r"(this->xyz), "f"(t)
|
||||
: "$8");
|
||||
return result;
|
||||
}
|
||||
|
||||
Vector3 Vector3::operator/(float t)
|
||||
{
|
||||
Vector3 result;
|
||||
result.x = x / t;
|
||||
result.y = y / t;
|
||||
result.z = z / t;
|
||||
return result;
|
||||
}
|
||||
|
||||
u8 Vector3::shouldBeBackfaceCulled(const Vector3 *t_cameraPos, const Vector3 *v0, const Vector3 *v1, const Vector3 *v2)
|
||||
{
|
||||
register float dot;
|
||||
asm volatile(
|
||||
"lqc2 vf4, 0x0(%1) \n\t" // vf4 = cameraPos
|
||||
"lqc2 vf5, 0x0(%2) \n\t" // vf5 = v0
|
||||
"lqc2 vf6, 0x0(%3) \n\t" // vf6 = v1
|
||||
"lqc2 vf7, 0x0(%4) \n\t" // vf7 = v2
|
||||
"vsub.xyz vf8, vf7, vf5 \n\t" // vf8 = vf7(v2) - vf5(v0)
|
||||
"vsub.xyz vf9, vf6, vf5 \n\t" // vf9 = vf6(v1) - vf5(v0)
|
||||
"vopmula.xyz ACC, vf8, vf9 \n\t" // vf6 = cross(vf8, vf9)
|
||||
"vopmsub.xyz vf6, vf9, vf8 \n\t"
|
||||
"vsub.w vf6, vf6, vf6 \n\t"
|
||||
"vsub.xyz vf7, vf5, vf4 \n\t" // vf7 = vf5(v0) - vf4(cameraPos)
|
||||
"vmul.xyz vf5, vf7, vf6 \n\t" // vf5 = dot(vf7, vf6)
|
||||
"vaddy.x vf5, vf5, vf5 \n\t"
|
||||
"vaddz.x vf5, vf5, vf5 \n\t"
|
||||
"qmfc2 $2, vf5 \n\t" // store result on `dot` variable
|
||||
"mtc1 $2, %0 \n\t"
|
||||
: "=f"(dot)
|
||||
: "r"(t_cameraPos->xyz), "r"(v0->xyz), "r"(v1->xyz), "r"(v2->xyz)
|
||||
: "$2");
|
||||
return dot <= 0.0F;
|
||||
}
|
||||
|
||||
/** Checks intersection with given square */
|
||||
u8 Vector3::collidesSquare(Vector3 &t_min, Vector3 &t_max)
|
||||
{
|
||||
return ((this->x <= t_max.x && this->x >= t_min.x) && (this->y < t_max.y && this->y >= t_min.y) && (this->z <= t_max.z && this->z >= t_min.z)) ? 1 : 0;
|
||||
}
|
||||
|
||||
/** Checks is this vector is on given square */
|
||||
u8 Vector3::isOnSquare(Vector3 &t_min, Vector3 &t_max)
|
||||
{
|
||||
return ((this->x <= t_max.x && this->x >= t_min.x) && (this->y >= t_max.y) && (this->z <= t_max.z && this->z >= t_min.z)) ? 1 : 0;
|
||||
}
|
||||
|
||||
float Vector3::length()
|
||||
{
|
||||
register float result;
|
||||
asm volatile( // VU0 Macro program
|
||||
"lqc2 vf4, 0x0(%1) \n\t"
|
||||
"vmul.xyz vf5, vf4, vf4 \n\t"
|
||||
"vaddy.x vf5, vf5, vf5 \n\t"
|
||||
"vaddz.x vf5, vf5, vf5 \n\t"
|
||||
"vsqrt Q , vf5x \n\t"
|
||||
"vaddq.x vf8, vf0, Q \n\t"
|
||||
"qmfc2 $2, vf8 \n\t"
|
||||
"mtc1 $2, %0 \n\t"
|
||||
: "=f"(result)
|
||||
: "r"(this->xyz)
|
||||
: "$2");
|
||||
return result;
|
||||
// return Math::sqrt(x * x + y * y + z * z);
|
||||
}
|
||||
|
||||
void Vector3::normalize()
|
||||
{
|
||||
asm volatile( // VU0 Macro program
|
||||
"lqc2 vf4, 0x0(%0) \n\t"
|
||||
"vmul.xyz vf5, vf4, vf4 \n\t"
|
||||
"vaddy.x vf5, vf5, vf5 \n\t"
|
||||
"vaddz.x vf5, vf5, vf5 \n\t"
|
||||
"vrsqrt Q, vf0w, vf5x \n\t"
|
||||
"vsub.xyz vf6, vf0, vf0 \n\t"
|
||||
"vaddw.xyz vf6, vf6, vf4 \n\t"
|
||||
"vwaitq \n\t"
|
||||
"vmulq.xyz vf6, vf4, Q \n\t"
|
||||
"sqc2 vf6, 0x0(%0) \n\t"
|
||||
:
|
||||
: "r"(this->xyz));
|
||||
}
|
||||
|
||||
/** Also called dot3 */
|
||||
float Vector3::innerProduct(Vector3 &v)
|
||||
{
|
||||
register float result;
|
||||
asm volatile( // VU0 Macro program
|
||||
"lqc2 vf4, 0x0(%1) \n\t"
|
||||
"lqc2 vf5, 0x0(%2) \n\t"
|
||||
"vmul.xyz vf6, vf4, vf5 \n\t"
|
||||
"vaddy.x vf6, vf6, vf6 \n\t"
|
||||
"vaddz.x vf6, vf6, vf6 \n\t"
|
||||
"qmfc2 $2, vf6 \n\t"
|
||||
"mtc1 $2, %0 \n\t"
|
||||
: "=f"(result)
|
||||
: "r"(this->xyz), "r"(v.xyz)
|
||||
: "$2");
|
||||
return result;
|
||||
// return (x * v.x + y * v.y + z * v.z);
|
||||
}
|
||||
|
||||
void Vector3::set(float x, float y, float z)
|
||||
{
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
this->z = z;
|
||||
}
|
||||
|
||||
void Vector3::set(Vector3 &v)
|
||||
{
|
||||
this->x = v.x;
|
||||
this->y = v.y;
|
||||
this->z = v.z;
|
||||
}
|
||||
|
||||
void Vector3::copy(Vector3 &v)
|
||||
{
|
||||
asm volatile( // VU0 Macro program
|
||||
"lq $6, 0x0(%1) \n\t"
|
||||
"sq $6, 0x0(%0) \n\t"
|
||||
:
|
||||
: "r"(v.xyz), "r"(this->xyz)
|
||||
: "$6");
|
||||
}
|
||||
|
||||
float Vector3::distanceTo(Vector3 &v)
|
||||
{
|
||||
register float result;
|
||||
asm volatile( // VU0 Macro program
|
||||
"lqc2 vf4, 0x0(%1) \n\t"
|
||||
"lqc2 vf5, 0x0(%2) \n\t"
|
||||
"vsub.xyz vf6, vf4, vf5 \n\t"
|
||||
"vmul.xyz vf7, vf6, vf6 \n\t"
|
||||
"vaddy.x vf7, vf7, vf7 \n\t"
|
||||
"vaddz.x vf7, vf7, vf7 \n\t"
|
||||
"vsqrt Q , vf7x \n\t"
|
||||
"vaddq.x vf8, vf0, Q \n\t"
|
||||
"qmfc2 $2, vf8 \n\t"
|
||||
"mtc1 $2, %0 \n\t"
|
||||
: "=f"(result)
|
||||
: "r"(this->xyz), "r"(v.xyz)
|
||||
: "$2");
|
||||
return result;
|
||||
// return Math::sqrt((this->x - another.x) * (this->x - another.x) +
|
||||
// (this->y - another.y) * (this->y - another.y) +
|
||||
// (this->z - another.z) * (this->z - another.z));
|
||||
}
|
||||
|
||||
void Vector3::print()
|
||||
{
|
||||
printf("Vector3(%f, %f, %f)\n", x, y, z);
|
||||
}
|
||||
Reference in New Issue
Block a user