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https://github.com/RGBCube/serenity
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Matrix4x4 was defined as a derived class of Matrix<N,T> before. Furthermore, some code was duplicated and it was overall just messy. This commit turns Matrix4x4 into a simple alias for Matrix<4,T>.
109 lines
2.9 KiB
C++
109 lines
2.9 KiB
C++
/*
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* Copyright (c) 2020, the SerenityOS developers.
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Types.h>
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#include <initializer_list>
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namespace Gfx {
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template<size_t N, typename T>
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class Matrix {
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public:
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static constexpr size_t Size = N;
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constexpr Matrix() = default;
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constexpr Matrix(std::initializer_list<T> elements)
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{
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VERIFY(elements.size() == N * N);
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size_t i = 0;
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for (auto& element : elements) {
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m_elements[i / N][i % N] = element;
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++i;
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}
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}
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template<typename... Args>
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constexpr Matrix(Args... args)
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: Matrix({ (T)args... })
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{
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}
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Matrix(const Matrix& other)
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{
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__builtin_memcpy(m_elements, other.elements(), sizeof(T) * N * N);
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}
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constexpr auto elements() const { return m_elements; }
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constexpr auto elements() { return m_elements; }
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constexpr Matrix operator*(const Matrix& other) const
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{
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Matrix product;
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for (size_t i = 0; i < N; ++i) {
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for (size_t j = 0; j < N; ++j) {
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auto& element = product.m_elements[i][j];
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if constexpr (N == 4) {
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element = m_elements[i][0] * other.m_elements[0][j]
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+ m_elements[i][1] * other.m_elements[1][j]
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+ m_elements[i][2] * other.m_elements[2][j]
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+ m_elements[i][3] * other.m_elements[3][j];
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} else if constexpr (N == 3) {
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element = m_elements[i][0] * other.m_elements[0][j]
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+ m_elements[i][1] * other.m_elements[1][j]
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+ m_elements[i][2] * other.m_elements[2][j];
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} else if constexpr (N == 2) {
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element = m_elements[i][0] * other.m_elements[0][j]
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+ m_elements[i][1] * other.m_elements[1][j];
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} else if constexpr (N == 1) {
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element = m_elements[i][0] * other.m_elements[0][j];
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} else {
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T value {};
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for (size_t k = 0; k < N; ++k)
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value += m_elements[i][k] * other.m_elements[k][j];
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element = value;
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}
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}
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}
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return product;
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}
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constexpr static Matrix identity()
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{
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Matrix result;
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for (size_t i = 0; i < N; ++i) {
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for (size_t j = 0; j < N; ++j) {
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if (i == j)
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result.m_elements[i][j] = 1;
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else
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result.m_elements[i][j] = 0;
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}
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}
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return result;
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}
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constexpr Matrix transpose() const
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{
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Matrix result;
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for (size_t i = 0; i < N; ++i) {
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for (size_t j = 0; j < N; ++j) {
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result.m_elements[i][j] = m_elements[j][i];
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}
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}
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return result;
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}
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private:
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T m_elements[N][N];
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};
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}
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using Gfx::Matrix;
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