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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-18 20:00:56 +00:00
revert some of the more experimental matrix math
from marauder: Fixing transform plane as some descrepencies between the simd function and the c math caused issues with precision. Use c math for inverse functions until a proper simd implementation can be found.
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58632d0d73
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1 changed files with 128 additions and 102 deletions
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@ -15,8 +15,13 @@ namespace math_backend::mat44
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inline float mat44_get_determinant(const float* m)
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{
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f32x4x4 ma = m_load(m);
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return v_extract0(m_determinant_affine(ma));
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f32x4 r0 = v_load3_vec(m + 0); // row0 xyz
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f32x4 r1 = v_load3_vec(m + 4); // row1 xyz
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f32x4 r2 = v_load3_vec(m + 8); // row2 xyz
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f32x4 c0 = v_cross(r1, r2); // cofactor for row0
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f32x4 det = v_dot3(r0, c0); // splatted determinant
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return v_extract0(det);
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}
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// Matrix Scale: Float3 (assume w = 1.0f)
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@ -32,51 +37,81 @@ namespace math_backend::mat44
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m_store(m, ma);
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}
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inline void mat44_transform_plane_impl(const float* m, const float* scale, const float* plane, float* plane_result)
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inline void mat44_transform_plane_impl(const float* m, const float* scale, const float* plane, float* presult)
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{
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f32x4x4 M = m_load(m);
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f32x4 plane_v = v_load(plane);
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f32x4 scale_v = v_load3_vec(scale);
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f32x4 invScale = v_rcp_nr(scale_v);
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// normal = plane.xyz
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f32x4 normal = plane_v;
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f32x4x4 M = m_load(m);
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// apply Inv(s)
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f32x4 normal = plane_v;
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normal = v_mul(normal, invScale);
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// multiply by Inv(Tr(m)) (only the rotation part matters)
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f32x4 nx = v_mul(v_swizzle_singular_mask(normal, 0), M.r0);
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f32x4 ny = v_mul(v_swizzle_singular_mask(normal, 1), M.r1);
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f32x4 nz = v_mul(v_swizzle_singular_mask(normal, 2), M.r2);
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//---------------------------------------------------------
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// Extract translation column (tx ty tz)
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//---------------------------------------------------------
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f32x4 shear = v_set(
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v_extract0(v_swizzle_singular_mask(M.r0, 3)),
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v_extract0(v_swizzle_singular_mask(M.r1, 3)),
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v_extract0(v_swizzle_singular_mask(M.r2, 3)),
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0.0f
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);
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float A = -v_extract0(v_dot3(M.r0, shear));
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float B = -v_extract0(v_dot3(M.r1, shear));
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float C = -v_extract0(v_dot3(M.r2, shear));
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//---------------------------------------------------------
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// Build columns of rotation
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//---------------------------------------------------------
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f32x4 col0 = v_set(
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v_extract0(v_swizzle_singular_mask(M.r0, 0)),
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v_extract0(v_swizzle_singular_mask(M.r1, 0)),
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v_extract0(v_swizzle_singular_mask(M.r2, 0)),
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0.0f
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);
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f32x4 col1 = v_set(
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v_extract0(v_swizzle_singular_mask(M.r0, 1)),
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v_extract0(v_swizzle_singular_mask(M.r1, 1)),
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v_extract0(v_swizzle_singular_mask(M.r2, 1)),
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0.0f
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);
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f32x4 col2 = v_set(
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v_extract0(v_swizzle_singular_mask(M.r0, 2)),
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v_extract0(v_swizzle_singular_mask(M.r1, 2)),
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v_extract0(v_swizzle_singular_mask(M.r2, 2)),
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0.0f
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);
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f32x4 nx = v_mul(v_swizzle_singular_mask(normal, 0), col0);
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f32x4 ny = v_mul(v_swizzle_singular_mask(normal, 1), col1);
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f32x4 nz = v_mul(v_swizzle_singular_mask(normal, 2), col2);
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normal = v_add(v_add(nx, ny), nz);
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normal = v_add(normal, v_set(A, B, C, 0.0f));
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normal = v_normalize3(normal);
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// compute point on plane
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float d = v_extract0(v_swizzle_singular_mask(plane_v, 3));
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f32x4 point = v_mul(plane_v, v_set1(-d));
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point = v_preserve_w(point, v_set1(1.0f));
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f32x4 origNormal = plane_v;
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f32x4 point = v_mul(origNormal, v_set1(-d));
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point = v_insert_w(point, v_set1(1.0f));
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// apply scale
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point = v_mul(point, scale_v);
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// transform point by matrix
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point = m_mul_vec4(M, point);
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// compute new plane distance
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float newD = -v_extract0(v_dot3(point, normal));
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alignas(16) float n[4];
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v_store(n, normal);
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plane_result[0] = n[0];
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plane_result[1] = n[1];
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plane_result[2] = n[2];
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plane_result[3] = newD;
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presult[0] = n[0];
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presult[1] = n[1];
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presult[2] = n[2];
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presult[3] = newD;
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}
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inline void mat44_get_scale_impl(const float* m, float* s)
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@ -109,92 +144,92 @@ namespace math_backend::mat44
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m_store(m, ma);
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}
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// Vector Multiply: m * v (assume w = 0.0f)
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inline void mat44_mul_vec3_impl(const float* m, const float* v, float* r)
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{
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f32x4x4 ma = m_load(m);
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f32x4 va = v_load3_vec(v);
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f32x4 vr = m_mul_vec3(ma, va);
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v_store3(r, vr);
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}
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// Matrix Inverse
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inline void mat44_inverse_impl(float* m)
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{
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f32x4x4 ma = m_load(m);
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// using Cramers Rule find the Inverse
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// Minv = (1/det(M)) * adjoint(M)
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float det = mat44_get_determinant(m);
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float invDet = 1.0f / det;
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float temp[16];
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temp[0] = (m[5] * m[10] - m[6] * m[9]) * invDet;
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temp[1] = (m[9] * m[2] - m[10] * m[1]) * invDet;
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temp[2] = (m[1] * m[6] - m[2] * m[5]) * invDet;
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// Compute cofactors using cross products
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f32x4x4 mTemp;
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mTemp.r0 = v_cross(ma.r1, ma.r2);
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mTemp.r1 = v_cross(ma.r2, ma.r0);
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mTemp.r2 = v_cross(ma.r0, ma.r1);
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temp[4] = (m[6] * m[8] - m[4] * m[10]) * invDet;
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temp[5] = (m[10] * m[0] - m[8] * m[2]) * invDet;
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temp[6] = (m[2] * m[4] - m[0] * m[6]) * invDet;
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// Determinant = dot(ma.r0, c0)
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f32x4 det = v_dot3(ma.r0, mTemp.r0);
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f32x4 invDet = v_rcp_nr(det);
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temp[8] = (m[4] * m[9] - m[5] * m[8]) * invDet;
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temp[9] = (m[8] * m[1] - m[9] * m[0]) * invDet;
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temp[10] = (m[0] * m[5] - m[1] * m[4]) * invDet;
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// Scale cofactors
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mTemp.r0 = v_mul(mTemp.r0, invDet);
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mTemp.r1 = v_mul(mTemp.r1, invDet);
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mTemp.r2 = v_mul(mTemp.r2, invDet);
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m[0] = temp[0];
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m[1] = temp[1];
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m[2] = temp[2];
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// Store inverse 3x3 (transpose of cofactor matrix)
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m[4] = temp[4];
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m[5] = temp[5];
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m[6] = temp[6];
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mTemp = m_transpose(mTemp);
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mTemp.r3 = ma.r3;
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m[8] = temp[8];
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m[9] = temp[9];
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m[10] = temp[10];
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// ---- Translation ----
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// Load original translation
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f32x4 T = v_set(m[3], m[7], m[11], 0.0f);
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// Compute -(Tx*ma.r0 + Ty*ma.r1 + Tz*ma.r2)
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f32x4 result = v_mul(ma.r0, v_swizzle_singular_mask(T, 0));
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result = v_add(result, v_mul(ma.r1, v_swizzle_singular_mask(T, 1)));
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result = v_add(result, v_mul(ma.r2, v_swizzle_singular_mask(T, 2)));
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result = v_mul(result, v_set1(-1.0f));
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m_store(m, mTemp);
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// Store translation
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m[3] = v_extract0(result);
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m[7] = v_extract0(v_swizzle_singular_mask(result, 1));
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m[11] = v_extract0(v_swizzle_singular_mask(result, 2));
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// invert the translation
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temp[0] = -m[3];
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temp[1] = -m[7];
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temp[2] = -m[11];
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mat44_mul_vec3_impl(m, temp, &temp[4]);
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m[3] = temp[4];
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m[7] = temp[5];
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m[11] = temp[6];
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}
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// Matrix Inverse
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inline void mat44_inverse_to_impl(const float* m, float* dst)
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inline void mat44_inverse_to_impl(const float* m, float* d)
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{
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f32x4x4 ma = m_load(m);
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// using Cramers Rule find the Inverse
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// Minv = (1/det(M)) * adjoint(M)
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float det = mat44_get_determinant(m);
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// Compute cofactors using cross products
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f32x4x4 mTemp;
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mTemp.r0 = v_cross(ma.r1, ma.r2);
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mTemp.r1 = v_cross(ma.r2, ma.r0);
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mTemp.r2 = v_cross(ma.r0, ma.r1);
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float invDet = 1.0f / det;
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// Determinant = dot(ma.r0, c0)
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f32x4 det = v_dot3(ma.r0, mTemp.r0);
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f32x4 invDet = v_rcp_nr(det);
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d[0] = (m[5] * m[10] - m[6] * m[9]) * invDet;
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d[1] = (m[9] * m[2] - m[10] * m[1]) * invDet;
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d[2] = (m[1] * m[6] - m[2] * m[5]) * invDet;
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// Scale cofactors
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mTemp.r0 = v_mul(mTemp.r0, invDet);
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mTemp.r1 = v_mul(mTemp.r1, invDet);
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mTemp.r2 = v_mul(mTemp.r2, invDet);
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d[4] = (m[6] * m[8] - m[4] * m[10]) * invDet;
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d[5] = (m[10] * m[0] - m[8] * m[2]) * invDet;
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d[6] = (m[2] * m[4] - m[0] * m[6]) * invDet;
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// Store inverse 3x3 (transpose of cofactor matrix)
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d[8] = (m[4] * m[9] - m[5] * m[8]) * invDet;
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d[9] = (m[8] * m[1] - m[9] * m[0]) * invDet;
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d[10] = (m[0] * m[5] - m[1] * m[4]) * invDet;
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mTemp = m_transpose(mTemp);
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mTemp.r3 = ma.r3;
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// ---- Translation ----
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// Load original translation
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f32x4 T = v_set(m[3], m[7], m[11], 0.0f);
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// Compute -(Tx*ma.r0 + Ty*ma.r1 + Tz*ma.r2)
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f32x4 result = v_mul(ma.r0, v_swizzle_singular_mask(T, 0));
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result = v_add(result, v_mul(ma.r1, v_swizzle_singular_mask(T, 1)));
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result = v_add(result, v_mul(ma.r2, v_swizzle_singular_mask(T, 2)));
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result = v_mul(result, v_set1(-1.0f));
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m_store(dst, mTemp);
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// Store translation
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dst[3] = v_extract0(result);
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dst[7] = v_extract0(v_swizzle_singular_mask(result, 1));
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dst[11] = v_extract0(v_swizzle_singular_mask(result, 2));
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// invert the translation
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float temp[6];
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temp[0] = -m[3];
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temp[1] = -m[7];
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temp[2] = -m[11];
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mat44_mul_vec3_impl(d, temp, &temp[3]);
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d[3] = temp[3];
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d[7] = temp[4];
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d[11] = temp[5];
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d[12] = m[12];
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d[13] = m[13];
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d[14] = m[14];
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d[15] = m[15];
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}
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// Matrix Affine Inverse
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@ -275,15 +310,6 @@ namespace math_backend::mat44
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v_store3(r, vr);
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}
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// Vector Multiply: m * v (assume w = 0.0f)
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inline void mat44_mul_vec3_impl(const float* m, const float* v, float* r)
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{
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f32x4x4 ma = m_load(m);
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f32x4 va = v_load3_vec(v);
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f32x4 vr = m_mul_vec3(ma, va);
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v_store3(r, vr);
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}
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// Vector Multiply: m * p (full [4x4] * [1x4])
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inline void mat44_mul_float4_impl(const float* m, const float* p, float* r)
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{
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