Merge pull request #59 from h4570/feature/math-matrix
Added some matrix/math funcs
This commit is contained in:
@@ -26,14 +26,64 @@ public:
|
||||
float m31, float m32, float m33, float m34,
|
||||
float m41, float m42, float m43, float m44);
|
||||
Matrix(const Matrix &v);
|
||||
Matrix operator*(Matrix &v);
|
||||
Matrix operator*(const Matrix &v);
|
||||
void operator*=(const Matrix &v);
|
||||
Matrix();
|
||||
~Matrix();
|
||||
|
||||
void lookAt(Vector3 &t_up, Vector3 &t_position, Vector3 &t_target);
|
||||
void identity();
|
||||
void makeZRotation(float t_radians);
|
||||
void translate(float t_x, float t_y, float t_z);
|
||||
inline void unit() { identity(); };
|
||||
|
||||
// Translation
|
||||
|
||||
void translate(const Vector3 &t_val);
|
||||
|
||||
inline void translation(const Vector3 &t_val)
|
||||
{
|
||||
identity();
|
||||
translate(t_val);
|
||||
}
|
||||
|
||||
// Rotation
|
||||
|
||||
void rotateX(const float &t_radians);
|
||||
void rotateY(const float &t_radians);
|
||||
void rotateZ(const float &t_radians);
|
||||
|
||||
inline void rotationX(const float &t_radians)
|
||||
{
|
||||
identity();
|
||||
rotateX(t_radians);
|
||||
}
|
||||
|
||||
inline void rotationY(const float &t_radians)
|
||||
{
|
||||
identity();
|
||||
rotateY(t_radians);
|
||||
}
|
||||
|
||||
inline void rotationZ(const float &t_radians)
|
||||
{
|
||||
identity();
|
||||
rotateZ(t_radians);
|
||||
}
|
||||
|
||||
inline void rotate(const Vector3 &t_val)
|
||||
{
|
||||
rotateX(t_val.x);
|
||||
rotateY(t_val.y);
|
||||
rotateX(t_val.z);
|
||||
}
|
||||
|
||||
inline void rotation(const Vector3 &t_val)
|
||||
{
|
||||
identity();
|
||||
rotate(t_val);
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
void setPerspective(ScreenSettings &screen);
|
||||
const void print() const;
|
||||
};
|
||||
|
||||
@@ -28,6 +28,8 @@ public:
|
||||
const static float PI = 3.1415926535897932384626433832795F;
|
||||
const static float HALF_PI = 1.5707963267948966192313216916398F;
|
||||
static float cos(float x);
|
||||
static float asin(float x);
|
||||
static float mod(float x, float y);
|
||||
static inline float sin(float x) { return cos(x - HALF_PI); };
|
||||
static float sqrt(float x);
|
||||
static float invSqrt(float x);
|
||||
|
||||
@@ -84,17 +84,41 @@ void Matrix::identity()
|
||||
: "r"(this->data));
|
||||
}
|
||||
|
||||
void Matrix::translate(float x, float y, float z)
|
||||
void Matrix::translate(const Vector3 &t_val)
|
||||
{
|
||||
this->identity();
|
||||
this->data[(3 << 2) + 0] = x; // 3,0
|
||||
this->data[(3 << 2) + 1] = y; // 3,1
|
||||
this->data[(3 << 2) + 2] = z; // 3,2
|
||||
this->data[12] += t_val.x; // 3,0
|
||||
this->data[13] += t_val.y; // 3,1
|
||||
this->data[14] += t_val.z; // 3,2
|
||||
}
|
||||
|
||||
void Matrix::makeZRotation(float t_radians)
|
||||
void Matrix::rotateX(const float &t_radians)
|
||||
{
|
||||
this->identity();
|
||||
Matrix temp = Matrix();
|
||||
temp.identity();
|
||||
float c = Math::cos(t_radians);
|
||||
float s = Math::sin(t_radians);
|
||||
this->data[5] = c; // 1,1
|
||||
this->data[6] = s; // 1,2
|
||||
this->data[9] = -s; // 2,1
|
||||
this->data[10] = c; // 2,2
|
||||
}
|
||||
|
||||
void Matrix::rotateY(const float &t_radians)
|
||||
{
|
||||
Matrix temp = Matrix();
|
||||
temp.identity();
|
||||
float c = Math::cos(t_radians);
|
||||
float s = Math::sin(t_radians);
|
||||
this->data[0] = c; // 0,0
|
||||
this->data[2] = -s; // 0,3
|
||||
this->data[8] = s; // 2,0
|
||||
this->data[10] = c; // 2,2
|
||||
}
|
||||
|
||||
void Matrix::rotateZ(const float &t_radians)
|
||||
{
|
||||
Matrix temp = Matrix();
|
||||
temp.identity();
|
||||
float c = Math::cos(t_radians);
|
||||
float s = Math::sin(t_radians);
|
||||
this->data[0] = c; // 0,0
|
||||
@@ -103,7 +127,7 @@ void Matrix::makeZRotation(float t_radians)
|
||||
this->data[5] = c; // 1,1
|
||||
}
|
||||
|
||||
Matrix Matrix::operator*(Matrix &t)
|
||||
Matrix Matrix::operator*(const Matrix &t)
|
||||
{
|
||||
Matrix result;
|
||||
asm volatile(
|
||||
@@ -141,6 +165,42 @@ Matrix Matrix::operator*(Matrix &t)
|
||||
return result;
|
||||
}
|
||||
|
||||
void Matrix::operator*=(const Matrix &t)
|
||||
{
|
||||
asm volatile(
|
||||
"lqc2 vf1, 0x00(%1) \n\t"
|
||||
"lqc2 vf2, 0x10(%1) \n\t"
|
||||
"lqc2 vf3, 0x20(%1) \n\t"
|
||||
"lqc2 vf4, 0x30(%1) \n\t"
|
||||
"lqc2 vf5, 0x00(%2) \n\t"
|
||||
"lqc2 vf6, 0x10(%2) \n\t"
|
||||
"lqc2 vf7, 0x20(%2) \n\t"
|
||||
"lqc2 vf8, 0x30(%2) \n\t"
|
||||
"vmulax.xyzw ACC, vf5, vf1 \n\t"
|
||||
"vmadday.xyzw ACC, vf6, vf1 \n\t"
|
||||
"vmaddaz.xyzw ACC, vf7, vf1 \n\t"
|
||||
"vmaddw.xyzw vf1, vf8, vf1 \n\t"
|
||||
"vmulax.xyzw ACC, vf5, vf2 \n\t"
|
||||
"vmadday.xyzw ACC, vf6, vf2 \n\t"
|
||||
"vmaddaz.xyzw ACC, vf7, vf2 \n\t"
|
||||
"vmaddw.xyzw vf2, vf8, vf2 \n\t"
|
||||
"vmulax.xyzw ACC, vf5, vf3 \n\t"
|
||||
"vmadday.xyzw ACC, vf6, vf3 \n\t"
|
||||
"vmaddaz.xyzw ACC, vf7, vf3 \n\t"
|
||||
"vmaddw.xyzw vf3, vf8, vf3 \n\t"
|
||||
"vmulax.xyzw ACC, vf5, vf4 \n\t"
|
||||
"vmadday.xyzw ACC, vf6, vf4 \n\t"
|
||||
"vmaddaz.xyzw ACC, vf7, vf4 \n\t"
|
||||
"vmaddw.xyzw vf4, vf8, vf4 \n\t"
|
||||
"sqc2 vf1, 0x00(%0) \n\t"
|
||||
"sqc2 vf2, 0x10(%0) \n\t"
|
||||
"sqc2 vf3, 0x20(%0) \n\t"
|
||||
"sqc2 vf4, 0x30(%0) \n\t"
|
||||
:
|
||||
: "r"(this->data), "r"(this->data), "r"(t.data)
|
||||
: "memory");
|
||||
}
|
||||
|
||||
/** Create empty matrix */
|
||||
Matrix::Matrix()
|
||||
{
|
||||
|
||||
@@ -99,3 +99,87 @@ void manyVec3ToNative(VECTOR *o_result, Vector3 *t_vec, int t_amount, float t_fo
|
||||
for (int i = 0; i < t_amount; i++)
|
||||
vec3ToNative(o_result[i], t_vec[i], t_fourthVal);
|
||||
}
|
||||
|
||||
static float asin(float x)
|
||||
{
|
||||
float r;
|
||||
asm volatile(
|
||||
"lui $9, 0x3f00 \n\t"
|
||||
".set noreorder \n\t"
|
||||
".align 3 \n\t"
|
||||
"abs.s %0, %1 \n\t"
|
||||
"lui $8, 0xbe22 \n\t"
|
||||
"mtc1 $9, $f1 \n\t"
|
||||
"ori $8, $8, 0xf983 \n\t"
|
||||
"mtc1 $8, $f8 \n\t"
|
||||
"lui $9, 0x4b00 \n\t"
|
||||
"mtc1 $9, $f3 \n\t"
|
||||
"lui $8, 0x3f80 \n\t"
|
||||
"mtc1 $8, $f2 \n\t"
|
||||
"mula.s %0, $f8 \n\t"
|
||||
"msuba.s $f3, $f2 \n\t"
|
||||
"madda.s $f3, $f2 \n\t"
|
||||
"lui $8, 0x40c9 \n\t"
|
||||
"msuba.s %0, $f8 \n\t"
|
||||
"ori $8, 0x0fdb \n\t"
|
||||
"msub.s %0, $f1, $f2 \n\t"
|
||||
"lui $9, 0xc225 \n\t"
|
||||
"abs.s %0, %0 \n\t"
|
||||
"lui $10, 0x3e80 \n\t"
|
||||
"mtc1 $10, $f7 \n\t"
|
||||
"ori $9, 0x5de1 \n\t"
|
||||
"sub.s %0, %0, $f7 \n\t"
|
||||
"lui $10, 0x42a3 \n\t"
|
||||
"mtc1 $8, $f3 \n\t"
|
||||
"ori $10, 0x3458 \n\t"
|
||||
"mtc1 $9, $f4 \n\t"
|
||||
"lui $8, 0xc299 \n\t"
|
||||
"mtc1 $10, $f5 \n\t"
|
||||
"ori $8, 0x2663 \n\t"
|
||||
"mul.s $f8, %0, %0 \n\t"
|
||||
"lui $9, 0x421e \n\t"
|
||||
"mtc1 $8, $f6 \n\t"
|
||||
"ori $9, 0xd7bb \n\t"
|
||||
"mtc1 $9, $f7 \n\t"
|
||||
"nop \n\t"
|
||||
"mul.s $f1, %0, $f8 \n\t"
|
||||
"mul.s $f9, $f8, $f8 \n\t"
|
||||
"mula.s $f3, %0 \n\t"
|
||||
"mul.s $f2, $f1, $f8 \n\t"
|
||||
"madda.s $f4, $f1 \n\t"
|
||||
"mul.s $f1, $f1, $f9 \n\t"
|
||||
"mul.s %0, $f2, $f9 \n\t"
|
||||
"madda.s $f5, $f2 \n\t"
|
||||
"madda.s $f6, $f1 \n\t"
|
||||
"madd.s %0, $f7, %0 \n\t"
|
||||
".set reorder \n\t"
|
||||
: "=&f"(r)
|
||||
: "f"(x)
|
||||
: "$f1", "$f2", "$f3", "$f4", "$f5", "$f6", "$f7", "$f8", "$f9", "$8", "$9", "$10");
|
||||
return r;
|
||||
}
|
||||
|
||||
static float mod(float x, float y)
|
||||
{
|
||||
/*
|
||||
* Portable fmod(x,y) implementation for systems
|
||||
* that don't have it. Adapted from code found here:
|
||||
* http://www.opensource.apple.com/source/python/python-3/python/Python/fmod.c
|
||||
*/
|
||||
float i, f;
|
||||
|
||||
if (y == 0.0f)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
i = floorf(x / y);
|
||||
f = x - i * y;
|
||||
|
||||
if ((x < 0.0f) != (y < 0.0f))
|
||||
{
|
||||
f = f - y;
|
||||
}
|
||||
|
||||
return f;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user