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86018b503b
Keeps all of the floating-point utility functions in their own file to keep them all together. This also provides a place for other general-purpose floating-point functions to be added in the future, which will be necessary when improving the flag-setting within the interpreter.
138 lines
2.7 KiB
C++
138 lines
2.7 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <cmath>
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#include <cstring>
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#include <limits>
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#include <numeric>
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#include "Common/CommonTypes.h"
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#include "Common/MathUtil.h"
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inline void MatrixMul(int n, const float* a, const float* b, float* result)
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{
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for (int i = 0; i < n; ++i)
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{
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for (int j = 0; j < n; ++j)
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{
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float temp = 0;
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for (int k = 0; k < n; ++k)
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{
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temp += a[i * n + k] * b[k * n + j];
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}
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result[i * n + j] = temp;
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}
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}
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}
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// Calculate sum of a float list
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float MathFloatVectorSum(const std::vector<float>& Vec)
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{
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return std::accumulate(Vec.begin(), Vec.end(), 0.0f);
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}
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void Matrix33::LoadIdentity(Matrix33& mtx)
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{
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memset(mtx.data, 0, sizeof(mtx.data));
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mtx.data[0] = 1.0f;
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mtx.data[4] = 1.0f;
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mtx.data[8] = 1.0f;
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}
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void Matrix33::RotateX(Matrix33& mtx, float rad)
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{
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float s = sin(rad);
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float c = cos(rad);
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memset(mtx.data, 0, sizeof(mtx.data));
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mtx.data[0] = 1;
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mtx.data[4] = c;
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mtx.data[5] = -s;
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mtx.data[7] = s;
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mtx.data[8] = c;
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}
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void Matrix33::RotateY(Matrix33& mtx, float rad)
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{
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float s = sin(rad);
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float c = cos(rad);
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memset(mtx.data, 0, sizeof(mtx.data));
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mtx.data[0] = c;
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mtx.data[2] = s;
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mtx.data[4] = 1;
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mtx.data[6] = -s;
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mtx.data[8] = c;
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}
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void Matrix33::Multiply(const Matrix33& a, const Matrix33& b, Matrix33& result)
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{
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MatrixMul(3, a.data, b.data, result.data);
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}
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void Matrix33::Multiply(const Matrix33& a, const float vec[3], float result[3])
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{
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for (int i = 0; i < 3; ++i)
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{
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result[i] = 0;
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for (int k = 0; k < 3; ++k)
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{
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result[i] += a.data[i * 3 + k] * vec[k];
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}
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}
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}
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void Matrix44::LoadIdentity(Matrix44& mtx)
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{
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memset(mtx.data, 0, sizeof(mtx.data));
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mtx.data[0] = 1.0f;
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mtx.data[5] = 1.0f;
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mtx.data[10] = 1.0f;
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mtx.data[15] = 1.0f;
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}
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void Matrix44::LoadMatrix33(Matrix44& mtx, const Matrix33& m33)
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{
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for (int i = 0; i < 3; ++i)
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{
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for (int j = 0; j < 3; ++j)
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{
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mtx.data[i * 4 + j] = m33.data[i * 3 + j];
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}
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}
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for (int i = 0; i < 3; ++i)
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{
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mtx.data[i * 4 + 3] = 0;
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mtx.data[i + 12] = 0;
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}
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mtx.data[15] = 1.0f;
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}
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void Matrix44::Set(Matrix44& mtx, const float mtxArray[16])
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{
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for (int i = 0; i < 16; ++i)
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{
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mtx.data[i] = mtxArray[i];
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}
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}
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void Matrix44::Translate(Matrix44& mtx, const float vec[3])
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{
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LoadIdentity(mtx);
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mtx.data[3] = vec[0];
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mtx.data[7] = vec[1];
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mtx.data[11] = vec[2];
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}
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void Matrix44::Shear(Matrix44& mtx, const float a, const float b)
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{
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LoadIdentity(mtx);
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mtx.data[2] = a;
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mtx.data[6] = b;
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}
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void Matrix44::Multiply(const Matrix44& a, const Matrix44& b, Matrix44& result)
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{
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MatrixMul(4, a.data, b.data, result.data);
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}
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