Inverse matrix improvements, scaled matrices

This commit is contained in:
duck
2025-05-21 10:59:07 +05:00
parent 44cdf71745
commit 6239a59b5f
3 changed files with 47 additions and 32 deletions

View File

@@ -227,7 +227,9 @@ pub fn create() GameError!Self {
.far = 1024.0,
.lens = .{ 0.5 * 16.0 / 9.0, 0.5 },
},
.mesh_transform = Transform{},
.mesh_transform = Transform{
.scale = .{ 1.0, 1.5, 2.0 },
},
};
}

View File

@@ -20,5 +20,5 @@ pub fn matrix(camera: Camera) @Vector(16, f32) {
0, 0, zz, wz,
0, 0, 1, 0,
};
return Transform.multiplyMatrix(projection, camera.transform.inverse());
return Transform.multiplyMatrix(projection, camera.transform.inverseMatrix());
}

View File

@@ -1,8 +1,6 @@
const std = @import("std");
const Transform = @This();
// TODO: Scale
pub const TMatrix = @Vector(16, f32);
pub const Position = @Vector(3, f32);
@@ -14,29 +12,54 @@ rotation: Rotation = .{ 1.0, 0.0, 0.0, 0.0 },
scale: Scale = @splat(1.0),
pub fn matrix(transform: Transform) TMatrix {
@setFloatMode(.optimized);
const r = rotationMatrix(transform.rotation);
const sx, const sy, const sz = transform.scale;
return .{
r[0], r[1], r[2], transform.position[0],
r[3], r[4], r[5], transform.position[1],
r[6], r[7], r[8], transform.position[2],
0.0, 0.0, 0.0, 1.0,
sx * r[0], sy * r[1], sz * r[2], transform.position[0],
sx * r[3], sy * r[4], sz * r[5], transform.position[1],
sx * r[6], sy * r[7], sz * r[8], transform.position[2],
0.0, 0.0, 0.0, 1.0,
};
}
pub fn inverse(transform: Transform) TMatrix {
// TODO: Could we just translate, rotate and scale back instead of relying on matrix math?
return invertMatrix(transform.matrix());
pub fn inverseMatrix(transform: Transform) TMatrix {
@setFloatMode(.optimized);
const r = rotationMatrix(flipRotation(transform.rotation));
const tx, const ty, const tz = transform.position;
const sx = 1.0 / transform.scale[0];
const sy = 1.0 / transform.scale[1];
const sz = 1.0 / transform.scale[2];
const r0 = r[0] * sx;
const r1 = r[1] * sx;
const r2 = r[2] * sx;
const r3 = r[3] * sy;
const r4 = r[4] * sy;
const r5 = r[5] * sy;
const r6 = r[6] * sz;
const r7 = r[7] * sz;
const r8 = r[8] * sz;
return .{
r0, r1, r2, -(r0 * tx + r1 * ty + r2 * tz),
r3, r4, r5, -(r3 * tx + r4 * ty + r5 * tz),
r6, r7, r8, -(r6 * tx + r7 * ty + r8 * tz),
0.0, 0.0, 0.0, 1.0,
};
}
pub fn rotate(transform: *Transform, rotation: Rotation) void {
transform.rotation = normalizeRotation(combineRotations(transform.rotation, rotation));
}
pub fn rotateLocal(transform: *Transform, rotation: Rotation) void {
transform.rotation = normalizeRotation(combineRotations(rotation, transform.rotation));
}
pub fn normalizeRotation(r: Rotation) Rotation {
@setFloatMode(.optimized);
const length = @sqrt(r[0] * r[0] + r[1] * r[1] + r[2] * r[2] + r[3] * r[3]);
return r / @as(Rotation, @splat(length));
const length_inverse = 1.0 / @sqrt(r[0] * r[0] + r[1] * r[1] + r[2] * r[2] + r[3] * r[3]);
return r * @as(Rotation, @splat(length_inverse));
}
pub fn combineRotations(a: Rotation, b: Rotation) Rotation {
@@ -59,6 +82,15 @@ pub fn rotationByAxis(axis: Position, rotation: f32) Rotation {
return .{ cos, sin * axis[0], sin * axis[1], sin * axis[2] };
}
pub fn flipRotation(rotation: Rotation) Rotation {
return .{
rotation[0],
-rotation[1],
-rotation[2],
-rotation[3],
};
}
pub fn extractNormal(vector: Position) struct { Position, f32 } {
@setFloatMode(.optimized);
@@ -96,25 +128,6 @@ fn rotationMatrix(quaternion: Rotation) @Vector(9, f32) {
};
}
fn invertMatrix(a: TMatrix) TMatrix {
@setFloatMode(.optimized);
const MOD: f32 = 1.0 / 16.0;
const ID = TMatrix{
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
};
var p = ID - @as(TMatrix, @splat(MOD)) * a;
var output = ID + p;
inline for (0..8) |_| {
p = multiplyMatrix(p, p);
output = multiplyMatrix(output, ID + p);
}
return output * @as(TMatrix, @splat(MOD));
}
pub fn multiplyMatrix(a: TMatrix, b: TMatrix) TMatrix {
@setFloatMode(.optimized);