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https://github.com/space-wizards/RobustToolbox.git
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Replace Matrix3 with System.Numerics.Matrix3x2 (#5078)
* Delete Matrix3. Replace with System.Numerics.Matrix3x2 * Feedback * release notes
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@@ -33,7 +33,7 @@ namespace Robust.Shared.Maths
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public readonly Vector2 BottomLeft => Origin + Rotation.RotateVec(Box.BottomLeft - Origin);
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public readonly Vector2 Center => Origin + Rotation.RotateVec((Box.BottomLeft + Box.TopRight)/2 - Origin);
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public Matrix3 Transform => Matrix3.CreateTransform(Origin - Rotation.RotateVec(Origin), Rotation);
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public Matrix3x2 Transform => Matrix3Helpers.CreateTransform(Origin - Rotation.RotateVec(Origin), Rotation);
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public Box2Rotated(Vector2 bottomLeft, Vector2 topRight)
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: this(new Box2(bottomLeft, topRight))
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File diff suppressed because it is too large
Load Diff
193
Robust.Shared.Maths/Matrix3Helpers.cs
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193
Robust.Shared.Maths/Matrix3Helpers.cs
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@@ -0,0 +1,193 @@
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using System;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.Intrinsics;
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namespace Robust.Shared.Maths;
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public static class Matrix3Helpers
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{
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public static bool EqualsApprox(this Matrix3x2 a, Matrix3x2 b, float tolerance = 1e-6f)
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{
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return
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Math.Abs(a.M11 - b.M11) <= tolerance &&
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Math.Abs(a.M12 - b.M12) <= tolerance &&
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Math.Abs(a.M21 - b.M21) <= tolerance &&
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Math.Abs(a.M22 - b.M22) <= tolerance &&
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Math.Abs(a.M31 - b.M31) <= tolerance &&
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Math.Abs(a.M32 - b.M32) <= tolerance;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool EqualsApprox(this Matrix3x2 a, Matrix3x2 b, double tolerance)
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{
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return a.EqualsApprox(b, (float) tolerance);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Box2 TransformBox(this Matrix3x2 refFromBox, Box2Rotated box)
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{
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return (box.Transform * refFromBox).TransformBox(box.Box);
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}
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public static Box2 TransformBox(this Matrix3x2 refFromBox, in Box2 box)
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{
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// Do transformation on all 4 corners of the box at once.
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// Then min/max the results to get the new AABB.
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var boxVec = Unsafe.As<Box2, Vector128<float>>(ref Unsafe.AsRef(in box));
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// Convert box into list of X and Y values for each of the 4 corners
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var allX = Vector128.Shuffle(boxVec, Vector128.Create(0, 0, 2, 2));
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var allY = Vector128.Shuffle(boxVec, Vector128.Create(1, 3, 3, 1));
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// Transform coordinates
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var modX = allX * Vector128.Create(refFromBox.M11);
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var modY = allX * Vector128.Create(refFromBox.M12);
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modX += allY * Vector128.Create(refFromBox.M21);
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modY += allY * Vector128.Create(refFromBox.M22);
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modX += Vector128.Create(refFromBox.M31);
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modY += Vector128.Create(refFromBox.M32);
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// Get bounding box by finding the min and max X and Y values.
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var l = SimdHelpers.MinHorizontal128(modX);
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var b = SimdHelpers.MinHorizontal128(modY);
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var r = SimdHelpers.MaxHorizontal128(modX);
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var t = SimdHelpers.MaxHorizontal128(modY);
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var lbrt = SimdHelpers.MergeRows128(l, b, r, t);
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return Unsafe.As<Vector128<float>, Box2>(ref lbrt);
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}
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/// <summary>
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/// Gets the rotation of the Matrix. Will have some precision loss.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Angle Rotation(this Matrix3x2 t)
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{
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return new Vector2(t.M11, t.M12).ToAngle();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix3x2 CreateTransform(float posX, float posY, double angle, float scaleX = 1, float scaleY = 1)
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{
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// returns a matrix that is equivalent to returning CreateScale(scale) * CreateRotation(angle) * CreateTranslation(posX, posY)
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var sin = (float) Math.Sin(angle);
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var cos = (float) Math.Cos(angle);
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return new Matrix3x2
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{
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M11 = cos * scaleX,
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M21 = -sin * scaleY,
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M31 = posX,
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M12 = sin * scaleX,
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M22 = cos * scaleY,
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M32 = posY,
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};
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix3x2 CreateTransform(in Vector2 position, in Angle angle)
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{
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// Rounding moment
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return angle.Theta switch
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{
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-Math.PI / 2 => new Matrix3x2(0f, -1f, 1, 0, position.X, position.Y),
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Math.PI / 2 => new Matrix3x2(0f, 1f, -1f, 0f, position.X, position.Y),
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Math.PI => new Matrix3x2(-1f, 0f, 0f, -1f, position.X, position.Y),
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_ => CreateTransform(position.X, position.Y, (float) angle.Theta)
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};
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix3x2 CreateTransform(in Vector2 position, in Angle angle, in Vector2 scale)
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{
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return CreateTransform(position.X, position.Y, (float)angle.Theta, scale.X, scale.Y);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix3x2 CreateInverseTransform(float posX, float posY, double angle, float scaleX = 1, float scaleY = 1)
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{
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// returns a matrix that is equivalent to returning CreateTranslation(-posX, -posY) * CreateRotation(-angle) * CreateScale(1/scaleX, 1/scaleY)
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var sin = (float) Math.Sin(angle);
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var cos = (float) Math.Cos(angle);
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return new Matrix3x2
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{
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M11 = cos / scaleX,
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M21 = sin / scaleX,
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M31 = - (posX * cos + posY * sin) / scaleX,
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M12 = -sin / scaleY,
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M22 = cos / scaleY,
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M32 = (posX * sin - posY * cos) / scaleY,
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};
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix3x2 CreateInverseTransform(in Vector2 position, in Angle angle)
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{
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return CreateInverseTransform(position.X, position.Y, (float)angle.Theta);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix3x2 CreateInverseTransform(in Vector2 position, in Angle angle, in Vector2 scale)
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{
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return CreateInverseTransform(position.X, position.Y, (float)angle.Theta, scale.X, scale.Y);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix3x2 CreateTranslation(float x, float y)
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{
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return new Matrix3x2 {
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M11 = 1,
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M12 = 0,
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M21 = 0,
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M22 = 1,
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M31 = x,
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M32 = y
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};
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix3x2 CreateTranslation(Vector2 vector)
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{
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return CreateTranslation(vector.X, vector.Y);
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}
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public static Matrix3x2 CreateRotation(double angle)
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{
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var cos = (float) Math.Cos(angle);
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var sin = (float) Math.Sin(angle);
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return new Matrix3x2 {
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M11 = cos,
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M12 = sin,
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M21 = -sin,
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M22 = cos,
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M31 = 0,
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M32 = 0
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};
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix3x2 CreateScale(float x, float y)
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{
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return new Matrix3x2 {
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M11 = x,
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M12 = 0,
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M21 = 0,
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M22 = y,
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M31 = 0,
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M32 = 0
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};
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix3x2 CreateScale(in Vector2 scale)
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{
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return CreateScale(scale.X, scale.Y);
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}
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}
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@@ -1,4 +1,4 @@
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#region --- License ---
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#region --- License ---
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/*
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Copyright (c) 2006 - 2008 The Open Toolkit library.
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@@ -26,6 +26,7 @@ SOFTWARE.
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#endregion --- License ---
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using System;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Xml.Serialization;
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@@ -73,9 +74,9 @@ namespace Robust.Shared.Maths
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: this(new Vector3(x, y, z), w) { }
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Quaternion(ref Matrix3 matrix)
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public Quaternion(ref Matrix3x2 matrix)
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{
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var scale = Math.Pow(matrix.Determinant, 1.0d / 3.0d);
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var scale = Math.Pow(matrix.GetDeterminant(), 1.0d / 3.0d);
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float x, y, z;
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w = (float) (Math.Sqrt(Math.Max(0, scale + matrix[0, 0] + matrix[1, 1] + matrix[2, 2])) / 2);
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