public void PerspectiveFovRH() => Trials(1000, r => { var fov = RandomFloat(r) * 2; var aspect = RandomFloat(r) * 2; var(znear, zfar) = RandomFloatOrderedPair(r, 0, 10000); AssertAlike(FMatrix4x4.PerspectiveFovRH(fov, aspect, znear, zfar), Matrix4x4.CreatePerspectiveFieldOfView(fov, aspect, znear, zfar)); });
/** * Converts {@link FMatrixRMaj} into {@link FMatrix4x4} * * @param input Input matrix. * @param output Output matrix. If null a new matrix will be declared. * @return Converted matrix. */ public static FMatrix4x4 convert(FMatrixRMaj input, FMatrix4x4 output) { if (output == null) { output = new FMatrix4x4(); } if (input.getNumRows() != output.getNumRows()) { throw new ArgumentException("Number of rows do not match"); } if (input.getNumCols() != output.getNumCols()) { throw new ArgumentException("Number of columns do not match"); } output.a11 = input.data[0]; output.a12 = input.data[1]; output.a13 = input.data[2]; output.a14 = input.data[3]; output.a21 = input.data[4]; output.a22 = input.data[5]; output.a23 = input.data[6]; output.a24 = input.data[7]; output.a31 = input.data[8]; output.a32 = input.data[9]; output.a33 = input.data[10]; output.a34 = input.data[11]; output.a41 = input.data[12]; output.a42 = input.data[13]; output.a43 = input.data[14]; output.a44 = input.data[15]; return(output); }
public void OrthoOffCenterRH() => Trials(1000, r => { var(left, right) = RandomFloatOrderedPair(r, -1000, 1000); var(bottom, top) = RandomFloatOrderedPair(r, -1000, 1000); var(znear, zfar) = RandomFloatOrderedPair(r, 0, 10000); AssertAlike(FMatrix4x4.OrthoOffCenterRH(left, right, bottom, top, znear, zfar), Matrix4x4.CreateOrthographicOffCenter(left, right, bottom, top, znear, zfar)); });
public void OrthoRH() => Trials(1000, r => { var width = RandomFloat(r) * 1000; var height = RandomFloat(r) * 1000; var(znear, zfar) = RandomFloatOrderedPair(r, 0, 10000); AssertAlike(FMatrix4x4.OrthoRH(width, height, znear, zfar), Matrix4x4.CreateOrthographic(width, height, znear, zfar)); });
/** * Converts {@link FMatrix4x4} into {@link FMatrixRMaj}. * * @param input Input matrix. * @param output Output matrix. If null a new matrix will be declared. * @return Converted matrix. */ public static FMatrixRMaj convert(FMatrix4x4 input, FMatrixRMaj output) { if (output == null) { output = new FMatrixRMaj(4, 4); } if (input.getNumRows() != output.getNumRows()) { throw new ArgumentException("Number of rows do not match"); } if (input.getNumCols() != output.getNumCols()) { throw new ArgumentException("Number of columns do not match"); } output.data[0] = input.a11; output.data[1] = input.a12; output.data[2] = input.a13; output.data[3] = input.a14; output.data[4] = input.a21; output.data[5] = input.a22; output.data[6] = input.a23; output.data[7] = input.a24; output.data[8] = input.a31; output.data[9] = input.a32; output.data[10] = input.a33; output.data[11] = input.a34; output.data[12] = input.a41; output.data[13] = input.a42; output.data[14] = input.a43; output.data[15] = input.a44; return(output); }
public Shader <Vector2, Vector3> Configure(FMatrix4x4 projViewInv, AtmosphereConfiguration atmosphereConfiguration) { return(ProxyIn <Vector2>(uv => new PixelInput { UV = uv, CameraProjViewInv = projViewInv, AtmosphereConfiguration = atmosphereConfiguration })); }
public void Trivial() { // Convention is UnitZ forward, UnitX right, UnitY up in local space. var mat = FMatrix4x4.RotationLookAtRH(Vector3.Zero, Vector3.UnitZ, Vector3.UnitY); AssertAlike(mat.Transform(Vector3.UnitZ), Vector3.UnitZ); AssertAlike(mat.Transform(Vector3.UnitX), Vector3.UnitX); AssertAlike(mat.Transform(Vector3.UnitY), Vector3.UnitY); }
public void TryInvert() => Trials(1000, r => { var fm = RandomMatrix(r); var snm = ToNumericsTransposed(fm); AssertAlike(fm, snm); var fmInvSuccess = FMatrix4x4.TryInvert(fm, out var fmInv); var snmInvSuccess = Matrix4x4.Invert(snm, out var snmInv); Assert.Equal(fmInvSuccess, snmInvSuccess); AssertAlike(fmInv, snmInv, -0.005f); });
public static float fastNormF(FMatrix4x4 M) { float sum = 0; sum += M.a11 * M.a11 + M.a12 * M.a12 + M.a13 * M.a13 + M.a14 * M.a14; sum += M.a21 * M.a21 + M.a22 * M.a22 + M.a23 * M.a23 + M.a24 * M.a24; sum += M.a31 * M.a31 + M.a32 * M.a32 + M.a33 * M.a33 + M.a34 * M.a34; sum += M.a41 * M.a41 + M.a42 * M.a42 + M.a43 * M.a43 + M.a44 * M.a44; return((float)Math.Sqrt(sum)); }
public float Custom() { var a = new FMatrix4x4(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16); var b = new FMatrix4x4(17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32); var acc = 0.0f; for (var i = 0; i < 1000; i++) { acc += (a * b).Row1.X; } return(acc); }
public void RotationLookAt() => Trials(1000, r => { var a = RandomVector3(r); var b = RandomVector3(r); var c = RandomVector3(r); // Rotation lookat RH is lookat LH with flipped Z var la = Matrix4x4.CreateLookAt(b, a, c); // And additionally, no translation la.M41 = la.M42 = la.M43 = 0.0f; // LookAt is meant for camera. Does the opposite motion of what we want, // so invert (orthonormal matrix, so transpose equivalent) la = Matrix4x4.Transpose(la); AssertAlike(FMatrix4x4.RotationLookAtRH(a, b, c), la); });
public void Turn111() { // Convention is UnitZ forward, UnitX right, UnitY up in local space. var mat = FMatrix4x4.RotationLookAtRH(Vector3.Zero, Vector3.One, Vector3.UnitY); output.WriteLine(mat.ToStringNewline()); AssertAlike(mat.Transform(Vector3.UnitZ), Vec3(1, 1, 1).Normalize()); output.WriteLine(mat.Transform(Vector3.UnitY).ToString()); Assert.True(mat.Transform(Vector3.UnitY).Dot(Vector3.UnitX) < 0); Assert.True(mat.Transform(Vector3.UnitY).Dot(Vector3.UnitY) > 0); Assert.True(mat.Transform(Vector3.UnitY).Dot(Vector3.UnitZ) < 0); output.WriteLine(mat.Transform(Vector3.UnitX).ToString()); Assert.True(mat.Transform(Vector3.UnitX).Dot(Vector3.UnitX) > 0); Assert.True(mat.Transform(Vector3.UnitX).Dot(Vector3.UnitY) >= 0); Assert.True(mat.Transform(Vector3.UnitX).Dot(Vector3.UnitZ) < 0); }
public static void convert(FMatrix4x4 src, DMatrix4x4 dst) { dst.a11 = src.a11; dst.a12 = src.a12; dst.a13 = src.a13; dst.a14 = src.a14; dst.a21 = src.a21; dst.a22 = src.a22; dst.a23 = src.a23; dst.a24 = src.a24; dst.a31 = src.a31; dst.a32 = src.a32; dst.a33 = src.a33; dst.a34 = src.a34; dst.a41 = src.a41; dst.a42 = src.a42; dst.a43 = src.a43; dst.a44 = src.a44; }
public static bool hasUncountable(FMatrix4x4 a) { if (UtilEjml.isUncountable(a.a11 + a.a12 + a.a13 + a.a14)) { return(true); } if (UtilEjml.isUncountable(a.a21 + a.a22 + a.a23 + a.a24)) { return(true); } if (UtilEjml.isUncountable(a.a31 + a.a32 + a.a33 + a.a34)) { return(true); } if (UtilEjml.isUncountable(a.a41 + a.a42 + a.a43 + a.a44)) { return(true); } return(false); }
public static float normF(FMatrix4x4 M) { float scale = CommonOps_FDF4.elementMaxAbs(M); if (scale == 0.0f) { return(0.0f); } float a11 = M.a11 / scale, a12 = M.a12 / scale, a13 = M.a13 / scale, a14 = M.a14 / scale; float a21 = M.a21 / scale, a22 = M.a22 / scale, a23 = M.a23 / scale, a24 = M.a24 / scale; float a31 = M.a31 / scale, a32 = M.a32 / scale, a33 = M.a33 / scale, a34 = M.a34 / scale; float a41 = M.a41 / scale, a42 = M.a42 / scale, a43 = M.a43 / scale, a44 = M.a44 / scale; float sum = 0; sum += a11 * a11 + a12 * a12 + a13 * a13 + a14 * a14; sum += a21 * a21 + a22 * a22 + a23 * a23 + a24 * a24; sum += a31 * a31 + a32 * a32 + a33 * a33 + a34 * a34; sum += a41 * a41 + a42 * a42 + a43 * a43 + a44 * a44; return(scale * (float)Math.Sqrt(sum)); }
public void Translation() => Trials(1000, r => { var v = RandomVector3(r); AssertAlike(FMatrix4x4.Translation(v), Matrix4x4.CreateTranslation(v)); });
public static void normalizeF(FMatrix4x4 M) { float val = normF(M); CommonOps_FDF4.divide(M, val); }
public void FromQuaternion() => Trials(1000, r => { var q = new Quaternion(RandomFloat(r), RandomFloat(r), RandomFloat(r), RandomFloat(r)).Normalize(); AssertAlike(FMatrix4x4.FromQuaternion(q), Matrix4x4.CreateFromQuaternion(q)); });
public void RotationZ() => Trials(1000, r => { var theta = (RandomFloat(r) - 0.5f) * 8.0f * MathF.PI; AssertAlike(FMatrix4x4.RotationZ(theta), Matrix4x4.CreateRotationZ(theta)); });
public void LookAt() => Trials(1000, r => { var a = RandomVector3(r); var b = RandomVector3(r); var c = RandomVector3(r); AssertAlike(FMatrix4x4.ViewLookAtRH(a, b, c), Matrix4x4.CreateLookAt(a, b, c)); });
public static bool isIdentical(FMatrix4x4 a, FMatrix4x4 b, float tol) { if (!MatrixFeatures_FDRM.isIdentical(a.a11, b.a11, tol)) { return(false); } if (!MatrixFeatures_FDRM.isIdentical(a.a12, b.a12, tol)) { return(false); } if (!MatrixFeatures_FDRM.isIdentical(a.a13, b.a13, tol)) { return(false); } if (!MatrixFeatures_FDRM.isIdentical(a.a14, b.a14, tol)) { return(false); } if (!MatrixFeatures_FDRM.isIdentical(a.a21, b.a21, tol)) { return(false); } if (!MatrixFeatures_FDRM.isIdentical(a.a22, b.a22, tol)) { return(false); } if (!MatrixFeatures_FDRM.isIdentical(a.a23, b.a23, tol)) { return(false); } if (!MatrixFeatures_FDRM.isIdentical(a.a24, b.a24, tol)) { return(false); } if (!MatrixFeatures_FDRM.isIdentical(a.a31, b.a31, tol)) { return(false); } if (!MatrixFeatures_FDRM.isIdentical(a.a32, b.a32, tol)) { return(false); } if (!MatrixFeatures_FDRM.isIdentical(a.a33, b.a33, tol)) { return(false); } if (!MatrixFeatures_FDRM.isIdentical(a.a34, b.a34, tol)) { return(false); } if (!MatrixFeatures_FDRM.isIdentical(a.a41, b.a41, tol)) { return(false); } if (!MatrixFeatures_FDRM.isIdentical(a.a42, b.a42, tol)) { return(false); } if (!MatrixFeatures_FDRM.isIdentical(a.a43, b.a43, tol)) { return(false); } if (!MatrixFeatures_FDRM.isIdentical(a.a44, b.a44, tol)) { return(false); } return(true); }
public void Scale() => Trials(1000, r => { var v = RandomVector3(r); AssertAlike(FMatrix4x4.Scale(v), Matrix4x4.CreateScale(v)); });
public static FMatrix4x4 CreateLookatProjView(Vector3 cameraPosition, Vector3 cameraLookat, Vector3 up, Size renderTargetSize, float vFov = (float)Math.PI / 4, float znear = 5.0f, float zfar = 1000.0f) { var aspect = renderTargetSize.Width / (float)renderTargetSize.Height; return(FMatrix4x4.PerspectiveFovRH(vFov, aspect, znear, zfar) * FMatrix4x4.ViewLookAtRH(cameraPosition, cameraLookat, up)); }
public void FromAxisAngle() => Trials(1000, r => { var axis = RandomVector3(r); var theta = (RandomFloat(r) - 0.5f) * 8.0f * MathF.PI; AssertAlike(FMatrix4x4.FromAxisAngle(axis, theta), Matrix4x4.CreateFromAxisAngle(axis, theta)); });