feat: added matrix to mathlib

This commit is contained in:
2025-12-27 23:50:41 +01:00
parent f01d539489
commit e13458d793

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@@ -113,7 +113,7 @@ template <int n, class Dev> struct vec {
for (int i = 0; i < n; i++) {
newV.v[i] = v1.v[i] - v2.v[i];
}
return static_cast<Dev>(newV);
return newV;
}
friend std::ostream &operator<<(std::ostream &os, const vec<n, Dev> &v) {
@@ -192,6 +192,14 @@ template <int n, class Dev> struct vec {
decimal f = decimal(1.0) / this->len();
return (*this * f);
}
constexpr static Dev zero() {
Dev newV = {};
for (int i = 0; i < n; i++) {
newV[i] = decimal(0);
}
return newV;
}
};
struct vec2 : public vec<2, vec2> {
@@ -233,6 +241,8 @@ struct vec3 : public vec<3, vec3> {
};
struct vec4 : public vec<4, vec4> {
constexpr vec4() : vec<4, vec4>() {}
vec4(float x, float y, float z, float w)
: vec<4, vec4>(decimal(x), decimal(y), decimal(z), decimal(w)) {}
@@ -242,6 +252,7 @@ struct vec4 : public vec<4, vec4> {
vec4(int32_t x, int32_t y, int32_t z, int32_t w)
: vec<4, vec4>(decimal(x), decimal(y), decimal(z), decimal(w)) {}
vec4(vec3 v, decimal w) : vec<4, vec4>(v.x(), v.y(), v.z(), w) {}
decimal &x() { return v[0]; }
decimal &y() { return v[1]; }
@@ -249,107 +260,152 @@ struct vec4 : public vec<4, vec4> {
decimal &w() { return v[3]; }
};
// template <int n, class Dev> struct mat {
//
// mat(decimal newM[n * n]) {
// for (int i = 0; i < n * n; i++) {
// m[i] = newM[i];
// }
// }
//
// mat(std::vector<decimal> newM) {
// for (int i = 0; i < n * n; i++) {
// m[i] = newM[i];
// }
// }
//
// mat() : m{} {}
//
// friend Dev operator+(const mat<n, Dev> &m1, const mat<n, Dev> &m2) {
// Dev newM = {};
//
// for (int i = 0; i < n * n; i++) {
// newM.v[i] = m1.m[i] + m2.m[i];
// }
// return newM;
// }
// friend Dev operator+=(const mat<n, Dev> &m1, const mat<n, Dev> &m2) {
// Dev newM = {};
//
// for (int i = 0; i < n * n; i++) {
// newM.m[i] = m1.m[i] + m2.m[i];
// }
// return newM;
// }
//
// friend Dev operator-(const mat<n, Dev> &m1, const mat<n, Dev> &m2) {
// Dev newM = {};
//
// for (int i = 0; i < n * n; i++) {
// newM.m[i] = m1.m[i] - m2.m[i];
// }
// return static_cast<Dev>(newM);
// }
//
// friend std::ostream &operator<<(std::ostream &os, const mat<n, Dev> &m) {
// os << "(" << m.m[0];
// for (int i = 1; i < n * n; i++) {
// os << ", " << m.m[i];
// }
// return (os << ")" << std::endl);
// }
//
// friend Dev operator*(const mat<n, Dev> &m, const decimal &d) {
// int32_t f = d.i >> HALF_SHIFT;
//
// Dev newM = {};
// for (int i = 0; i < n * n; i++) {
// newM.m[i] = (m.m[i].i >> HALF_SHIFT) * f;
// }
// return newM;
// }
//
// friend Dev operator*(const decimal &d, const mat<n, Dev> &v) {
// return v * d;
// }
//
// Dev operator*(const mat<n, Dev> &mat) {
// Dev newM = {};
// for (int i = 0; i < n; i++) {
// for (int j = 0; j < n; j++) {
// newM.m += mat.v[i * n] * m[i];
// }
// }
// return res;
// }
//
// friend bool operator==(const mat<n, Dev> &v1, const mat<n, Dev> &m2) {
// bool res = true;
// for (int i = 0; i < n; i++) {
// res &= v1.v[i] == m2.v[i];
// }
// return res;
// }
// bool isSmall() {
// for (int i = 0; i < n; i++) {
// if (!v[i].isSmall())
// return false;
// }
// return true;
// }
// decimal &operator[](const int &i) { return v[i]; }
//
// decimal len_sq() { return *this * *this; }
//
// decimal len() { return this->len_sq().sqrt(); }
//
// Dev normalize() {
// decimal f = decimal(1.0) / this->len();
// return (*this * f);
// }
//
// protected:
// decimal m[n * n];
// };
template <int n, class Dev> struct mat {
decimal m[n * n];
static const int size = n;
friend Dev operator+(const mat<n, Dev> &m1, const mat<n, Dev> &m2) {
Dev newM = {};
for (int i = 0; i < n * n; i++) {
newM.v[i] = m1.m[i] + m2.m[i];
}
return newM;
}
friend Dev operator+=(const mat<n, Dev> &m1, const mat<n, Dev> &m2) {
Dev newM = {};
for (int i = 0; i < n * n; i++) {
newM.m[i] = m1.m[i] + m2.m[i];
}
return newM;
}
friend Dev operator-(const mat<n, Dev> &m1, const mat<n, Dev> &m2) {
Dev newM = {};
for (int i = 0; i < n * n; i++) {
newM.m[i] = m1.m[i] - m2.m[i];
}
return newM;
}
friend std::ostream &operator<<(std::ostream &os, const mat<n, Dev> &m) {
for (int i = 0; i < n; i++) {
os << "|" << m.m[i * n];
for (int j = 1; j < n; j++) {
os << ", " << m.m[i * n + j];
}
os << "|" << "\n";
}
return (os << std::endl);
}
template <class Dev1>
friend Dev1 operator*(const mat<n, Dev> &mat, const vec<n, Dev1> &v) {
Dev1 newV = vec<n, Dev1>::zero();
for (int i = 0; i < n; i++) {
for (int j = 0; j < n; j++) {
newV[i] += mat.m[i * n + j] * v.v[j];
}
}
return newV;
}
decimal &operator[](const int &i) { return m[i]; }
friend Dev operator*(const mat<n, Dev> &m1, const mat<n, Dev> &m2) {
Dev newM = mat<n, Dev>::zero();
for (int i = 0; i < n; i++) {
for (int j = 0; j < n; j++) {
for (int k = 0; k < n; k++) {
newM[i * n + j] += m1.m[i * n + k] * m2.m[k * n + j];
}
}
}
return newM;
}
constexpr static Dev identity() {
Dev newM = {};
for (int i = 0; i < n; i++) {
for (int j = 0; j < n; j++) {
if (i == j)
newM.m[i * n + i] = decimal(1.0f);
else
newM.m[i * n + j] = decimal(0.0f);
}
}
return newM;
}
constexpr static Dev zero() {
Dev newM = {};
for (int i = 0; i < n * n; i++) {
newM[i] = decimal(0);
}
return newM;
}
inline void set(int x, int y, decimal v) { m[y * n + x] = v; }
inline decimal get(int x, int y) { return m[y * n + x]; }
friend bool operator==(const mat<n, Dev> &m1, const mat<n, Dev> &m2) {
bool res = true;
for (int i = 0; i < n * n; i++) {
res &= m1.m[i] == m2.m[i];
}
return res;
}
bool isSmall() {
for (int i = 0; i < n; i++) {
if (!m[i].isSmall())
return false;
}
return true;
}
template <class Dev1> Dev1 cutTo() const {
static_assert(Dev1::size < n, "Can only convert to smaller matrix");
Dev1 newM = mat<Dev1::size, Dev1>::zero();
for (int i = 0; i < Dev1::size; i++) {
for (int j = 0; j < Dev1::size; j++) {
newM.m[Dev1::size * i + j] = m[n * i + j];
}
}
return newM;
}
};
template <int n> struct matN : public mat<n, matN<n>> {};
struct mat3 : public mat<3, mat3> {};
struct mat4 : public mat<4, mat4> {
static mat4 translation(const vec3 &v) {
mat4 newM = mat4::identity();
for (int i = 0; i < 3; i++) {
newM[4 * i + 3] = v.v[i];
}
return newM;
}
static mat4 rotateOnX(float a) {
mat4 newM = mat4::identity();
newM.m[1 * 4 + 1] = cos(a), newM.m[2 * 4 + 2] = cos(a);
newM.m[1 * 4 + 2] = -sin(a), newM.m[2 * 4 + 1] = sin(a);
return newM;
}
static mat4 rotateOnY(float a) {
mat4 newM = mat4::identity();
newM.m[0 * 4 + 0] = cos(a), newM.m[2 * 4 + 2] = cos(a);
newM.m[0 * 4 + 2] = sin(a), newM.m[2 * 4 + 0] = -sin(a);
return newM;
}
static mat4 rotateOnZ(float a) {
mat4 newM = mat4::identity();
newM.m[0 * 4 + 0] = cos(a), newM.m[1 * 4 + 1] = cos(a);
newM.m[1 * 4 + 0] = sin(a), newM.m[0 * 4 + 1] = -sin(a);
return newM;
}
};
#endif