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Mundus.Math.pas
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Mundus.Math.pas
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unit Mundus.Math;
interface
uses
Types, Classes, SysUtils, Math;
type
TInt4 = record
X, Y, Z, W: Integer;
procedure Add(const ARight: TInt4);
procedure Sub(const ARight: TInt4);
procedure Mul(const ARight: TInt4);
end;
TFloatArray = TArray<Single>;
TFloat2 = record
constructor Create(AX, AY: Single);
case byte of
0: (X, Y: Single);
1: (U, V: Single);
2: (Element: array[0..1] of Single);
end;
TFloat3 = record
X, Y, Z: Single;
procedure Add(const ARight: TFloat3);
procedure Sub(const ARight: TFloat3);
procedure Mul(const AFactor: Single); overload;
procedure Mul(const ARight: TFloat3); overload;
procedure CalculateSurfaceNormal(const AVecA, AVecB, AVecC: TFloat3);
end;
TFloat4 = record
procedure Add(const ARight: TFloat4);
procedure Sub(const ARight: TFloat4);
procedure Mul(const AFactor: Single); overload;
procedure Mul(const ARight: TFloat4); overload;
procedure Dot(const ARight: TFloat4); overload;
procedure Cross(const ARight: TFloat4); overload;
procedure CalculateSurfaceNormal(const AVecA, AVecB, AVecC: TFloat4);
procedure Normalize;
procedure NormalizeKeepW;
function Length: Single;
case byte of
0: (X, Y, Z, W: Single);
1: (XY, ZW: TFloat2);
2: (Element: array[0..3] of Single);
3: (B, G, R, A: Single);
end;
TMatrix4D = record
Values: array[0..3] of TFloat4;
end;
PVector4D = ^TFloat4;
TMatrix4x4 = record
private
FMatrix: array[0..3] of array[0..3] of Single;
function GetMatrixElement(IndexX, IndexY: Integer): Single;
procedure SetMatrixElement(IndexX, IndexY: Integer; const Value: Single);
public
procedure SetAsNullMatrix4D();
procedure SetAsNullMatrix3D();
procedure SetAsIdentMatrix4D();
procedure SetAsScaleMatrix(AX, AY, AZ: Double);
procedure SetAsMoveMatrix(AX, AY, AZ: Double);
procedure SetAsRotationXMatrix(AAlpha: Double);
procedure SetAsRotationYMatrix(AAlpha: Double);
procedure SetAsRotationZMatrix(AAlpha: Double);
procedure SetAsPerspectiveProjectionMatrix(ZNear, ZFar, FOV, AspectRation: Double);
procedure Clear();
procedure AddMatrix4D(AMatrix: TMatrix4x4);
procedure AddMatrix3D(AMatrix: TMatrix4x4);
procedure SubtractMatrix4D(AMatrix: TMatrix4x4);
procedure SubtractMatrix3D(AMatrix:TMatrix4x4);
procedure MultiplyMatrix4DWithFloat(AValue: Double);
procedure MultiplyMatrix3DWithFloat(AValue: Double);
procedure MultiplyMatrix4D(AMatrix: TMatrix4x4);
function Transform(const AVector: TFloat4): TFloat4;
property Matrix[IndexX, IndexY: Integer]: Single read GetMatrixElement write SetMatrixElement;
end;
function Float3(X, Y, Z: Single): TFloat3;
implementation
function Float3(X, Y, Z: Single): TFloat3;
begin
Result.X := X;
Result.Y := Y;
Result.Z := Z;
end;
{ TMatrix4x4 }
procedure TMatrix4x4.AddMatrix3D(AMatrix: TMatrix4x4);
var
i, k: Integer;
begin
for i := 0 to 3 do
begin
for k := 0 to 2 do
begin
FMatrix[i, k] := FMatrix[i, k] + AMatrix.FMatrix[i, k];
end;
end;
end;
procedure TMatrix4x4.AddMatrix4D(AMatrix: TMatrix4x4);
var
i, k: Integer;
begin
for i := 0 to 3 do
begin
for k := 0 to 3 do
begin
FMatrix[i, k] := FMatrix[i, k] + AMatrix.FMatrix[i, k];
end;
end;
end;
procedure TMatrix4x4.Clear;
var
i, k: Integer;
begin
for i := 0 to 3 do
begin
for k := 0 to 3 do
begin
FMatrix[i, k] := 0;
end;
end;
end;
function TMatrix4x4.GetMatrixElement(IndexX, IndexY: Integer): Single;
begin
Result := FMatrix[IndexX, IndexY];
end;
procedure TMatrix4x4.MultiplyMatrix3DWithFloat(AValue: Double);
var
i, k: Integer;
begin
for i := 0 to 3 do
begin
for k := 0 to 2 do
begin
FMatrix[i, k] := FMatrix[i, k] * AValue;
end;
end;
end;
procedure TMatrix4x4.MultiplyMatrix4D(AMatrix: TMatrix4x4);
var
i, k, m: Integer;
LMatrix: TMatrix4x4;
begin
for i := 0 to 3 do
begin
for k := 0 to 3 do
begin
LMatrix.FMatrix[i, k] := 0;
for m := 0 to 3 do
begin
LMatrix.FMatrix[i, k] := LMatrix.FMatrix[i, k] + Self.FMatrix[m, k] * AMatrix.FMatrix[i, m];
end;
end;
end;
Self := LMatrix;
end;
procedure TMatrix4x4.MultiplyMatrix4DWithFloat(AValue: Double);
var
i, k: Integer;
begin
for i := 0 to 3 do
begin
for k := 0 to 3 do
begin
FMatrix[i, k] := FMatrix[i, k] * AValue;
end;
end;
end;
procedure TMatrix4x4.SetAsIdentMatrix4D;
var
i, k: Integer;
begin
for i := 0 to 3 do
begin
for k := 0 to 3 do
begin
if i = k then
begin
FMatrix[i, k] := 1;
end
else
begin
FMatrix[i, k] := 0;
end;
end;
end;
end;
procedure TMatrix4x4.SetAsMoveMatrix(AX, AY, AZ: Double);
begin
Clear();
FMatrix[0, 0] := 1;
FMatrix[1, 1] := 1;
FMatrix[2, 2] := 1;
FMatrix[3, 3] := 1;
FMatrix[3, 0] := AX;
FMatrix[3, 1] := AY;
FMatrix[3, 2] := AZ;
end;
procedure TMatrix4x4.SetAsNullMatrix3D;
begin
Clear();
FMatrix[3, 3] := 1;
end;
procedure TMatrix4x4.SetAsNullMatrix4D;
begin
Clear();
end;
procedure TMatrix4x4.SetAsPerspectiveProjectionMatrix(ZNear, ZFar, FOV, AspectRation: Double);
begin
Clear();
FMatrix[0, 0] := Cotan(FOV/2)/AspectRation;// 2*ZNear/AspectRation;
FMatrix[1, 1] := Cotan(FOV/2);
FMatrix[2, 2] := ZFar / (ZFar - ZNear);
FMatrix[3, 2] := -((ZFar*ZNear) / (ZFar - ZNear));
FMatrix[2, 3] := 1;
end;
procedure TMatrix4x4.SetAsRotationXMatrix(AAlpha: Double);
var
LC, LS: Double;
begin
Clear();
FMatrix[3, 3] := 1;
LC := cos(AAlpha);
LS := sin(AAlpha);
FMatrix[0][0] := 1;
FMatrix[1][1] := LC;
FMatrix[2][2] := LC;
FMatrix[1][2] := LS;
FMatrix[2][1] := -LS;
end;
procedure TMatrix4x4.SetAsRotationYMatrix(AAlpha: Double);
var
LC, LS: Double;
begin
Clear();
FMatrix[3, 3] := 1;
LC := cos(AAlpha);
LS := sin(AAlpha);
FMatrix[1][1] := 1;
FMatrix[0][0] := LC;
FMatrix[2][2] := LC;
FMatrix[0][2] := -LS;
FMatrix[2][0] := LS;
end;
procedure TMatrix4x4.SetAsRotationZMatrix(AAlpha: Double);
var
LC, LS: Double;
begin
Clear();
FMatrix[3, 3] := 1;
LC := cos(AAlpha);
LS := sin(AAlpha);
FMatrix[2][2] := 1;
FMatrix[0][0] := LC;
FMatrix[1][1] := LC;
FMatrix[0][1] := LS;
FMatrix[1][0] := -LS;
end;
procedure TMatrix4x4.SetAsScaleMatrix(AX, AY, AZ: Double);
begin
Clear;
FMatrix[0, 0] := AX;
FMatrix[1, 1] := AY;
FMatrix[2, 2] := AZ;
FMatrix[3, 3] := 1;
end;
procedure TMatrix4x4.SetMatrixElement(IndexX, IndexY: Integer;
const Value: Single);
begin
FMatrix[IndexX, IndexY] := Value;
end;
procedure TMatrix4x4.SubtractMatrix3D(AMatrix: TMatrix4x4);
var
i, k: Integer;
begin
for i := 0 to 3 do
begin
for k := 0 to 2 do
begin
FMatrix[i, k] := FMatrix[i, k] + AMatrix.FMatrix[i, k];
end;
end;
end;
procedure TMatrix4x4.SubtractMatrix4D(AMatrix: TMatrix4x4);
var
i, k: Integer;
begin
for i := 0 to 3 do
begin
for k := 0 to 3 do
begin
FMatrix[i, k] := FMatrix[i, k] + AMatrix.FMatrix[i, k];
end;
end;
end;
function TMatrix4x4.Transform(const AVector: TFloat4): TFloat4;
var
i, k: Integer;
begin
for i := 0 to 3 do
begin
Result.Element[i] := 0;
for k := 0 to 3 do
begin
Result.Element[i] := Result.Element[i] + FMatrix[k, i] * AVector.Element[k];
end;
end;
end;
{ TFloat4 }
procedure TFloat4.Add(const ARight: TFloat4);
asm
movups xmm0, [Self]
movups xmm1, [ARight]
addps xmm0, xmm1
movups [Self], xmm0
end;
//begin
// X := X + ARight.X;
// Y := Y + ARight.Y;
// Z := Z + ARight.Z;
// W := W + ARight.W;
//end;
procedure TFloat4.Mul(const AFactor: Single);
asm
//load factor into lowest part of xmm1
movss xmm0, [AFactor]
// //set all parts of xmm1 to the value in the lowest part of xmm1
shufps xmm0, xmm0, 0
movups xmm1, [Self]
mulps xmm0, xmm1
movups [Self], xmm0
end;
procedure TFloat4.CalculateSurfaceNormal(const AVecA, AVecB, AVecC: TFloat4);
var
LVecU, LVecV: TFloat4;
begin
LVecU := AVecB;
LVecU.Sub(AVecA);
LVecV := AVecC;
LVecV.Sub(AVecA);
LVecU.Cross(LVecV);
Self := LVecU;
// X := (LVecU.Y*LVecV.Z) - (LVecU.Z*LVecV.Y);
// Y := (LVecU.Z*LVecV.X) - (LVecU.X*LVecV.Z);
// Z := (LVecU.X*LVecV.Y) - (LVecU.Y*LVecV.X);
end;
procedure TFloat4.Cross(const ARight: TFloat4);
asm
movups xmm0, [Self]
movups xmm1, [ARight]
//vshufps xmm3, xmm1, xmm1, 201
movaps xmm3, xmm1
shufps xmm3, xmm3, 201
//vshufps xmm2, xmm0, xmm0
movaps xmm2, xmm0
shufps xmm2, xmm0, 201
mulps xmm0, xmm3
mulps xmm1, xmm2
subps xmm0, xmm1
shufps xmm0, xmm0, 201
movups [Self], xmm0
end;
procedure TFloat4.Dot(const ARight: TFloat4);
asm
movups xmm0, [Self]
movups xmm1, [ARight]
dpps xmm0, xmm1, $FF
movups [Self], xmm0
end;
function TFloat4.Length: Single;
begin
Result := Sqrt(X*X+Y*Y+Z*Z);
end;
procedure TFloat4.Mul(const ARight: TFloat4);
asm
movups xmm0, [Self]
movups xmm1, [ARight]
mulps xmm0, xmm1
movups [Self], xmm0
end;
procedure TFloat4.Normalize;
asm
movups xmm0, [Self]
movaps xmm1, xmm0
//move highest (w) into all elements
shufps xmm1, xmm1, $FF//0//$FF
divps xmm0, xmm1
movups [Self], xmm0
end;
procedure TFloat4.NormalizeKeepW;
var
LW: Single;
begin
LW := W;
Normalize;
W := LW;
end;
procedure TFloat4.Sub(const ARight: TFloat4);
asm
movups xmm0, [Self]
movups xmm1, [ARight]
subps xmm0, xmm1
movups [Self], xmm0
end;
//begin
// X := X - ARight.X;
// Y := Y - ARight.Y;
// Z := Z - ARight.Z;
// W := W - ARight.W;
//end;
{ TFloat3 }
procedure TFloat3.Add(const ARight: TFloat3);
asm
//load xy
movq xmm0, [Self]
//load z
insertps xmm0, [Self.z], 3 shl 4
//load xy
movq xmm1, [ARight]
//load z
insertps xmm1, [ARight.Z], 3 shl 4
addps xmm0, xmm1
//extract z
extractps [Self.Z], xmm0, 3 shl 0
//extract xy
movq [Self], xmm0
//begin
// X := X + ARight.X;
// Y := Y + ARight.Y;
// Z := Z + ARight.Z;
end;
procedure TFloat3.Mul(const AFactor: Single);
asm
//load xy
movq xmm0, [Self]
//load z
insertps xmm0, [Self.z], 3 shl 4
//load factor into lowest part of xmm1
movss xmm1, [AFactor]
//set all parts of xmm1 to the value in the lowest part of xmm1
shufps xmm1, xmm1, 0
mulps xmm0, xmm1
//extract z
extractps [Self.Z], xmm0, 3 shl 0
//extract xy
movq [Self], xmm0
//begin
// X := X * AFactor;
// Y := Y * AFactor;
// Z := Z * AFactor;
end;
procedure TFloat3.CalculateSurfaceNormal(const AVecA, AVecB, AVecC: TFloat3);
var
LVecU, LVecV: TFloat3;
begin
LVecU := AVecB;
LVecU.Sub(AVecA);
LVecV := AVecC;
LVecV.Sub(AVecA);
X := (LVecU.Y*LVecV.Z) - (LVecU.Z*LVecV.Y);
Y := (LVecU.Z*LVecV.X) - (LVecU.X*LVecV.Z);
Z := (LVecU.X*LVecV.Y) - (LVecU.Y*LVecV.X);
end;
procedure TFloat3.Mul(const ARight: TFloat3);
asm
//load xy
movq xmm0, [Self]
//load z
insertps xmm0, [Self.z], 3 shl 4
//load xy
movq xmm1, [ARight]
//load z
insertps xmm1, [ARight.z], 3 shl 4
mulps xmm0, xmm1
//extract z
extractps [Self.Z], xmm0, 3 shl 0
//extract xy
movq [Self], xmm0
end;
procedure TFloat3.Sub(const ARight: TFloat3);
asm
//load xy
movq xmm0, [Self]
//load z
insertps xmm0, [Self.z], 3 shl 4
//load xy
movq xmm1, [ARight]
//load z
insertps xmm1, [ARight.Z], 3 shl 4
subps xmm0, xmm1
//extract z
extractps [Self.Z], xmm0, 3 shl 0
//extract xy
movq [Self], xmm0
//begin
// X := X - ARight.X;
// Y := Y - ARight.Y;
// Z := Z - ARight.Z;
end;
{ TInt4 }
procedure TInt4.Add(const ARight: TInt4);
asm
movdqu xmm0, [Self]
movdqu xmm1, [ARight]
PADDD xmm0, xmm1
movdqu [Self], xmm0
end;
procedure TInt4.Mul(const ARight: TInt4);
asm
movdqu xmm0, [Self]
movdqu xmm1, [ARight]
PMULLD xmm0, xmm1
movdqu [Self], xmm0
end;
procedure TInt4.Sub(const ARight: TInt4);
asm
movdqu xmm0, [Self]
movdqu xmm1, [ARight]
PSUBD xmm0, xmm1
movdqu [Self], xmm0
end;
{ TFloat2 }
constructor TFloat2.Create(AX, AY: Single);
begin
X := AX;
Y := AY;
end;
end.