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Merge pull request #7806 from jordan-woyak/wiimote-emu-swing-improve
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WiimoteEmu: Reimplement tilt/swing/camera/orientation data using matrix math.
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Tilka committed Mar 5, 2019
2 parents 5d7701d + 4db4840 commit a865cc0
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Showing 22 changed files with 906 additions and 485 deletions.
72 changes: 48 additions & 24 deletions Source/Core/Common/Matrix.cpp
Expand Up @@ -9,21 +9,29 @@


namespace namespace
{ {
void MatrixMul(int n, const float* a, const float* b, float* result) // Multiply a NxM matrix by a NxP matrix.
template <int N, int M, int P, typename T>
auto MatrixMultiply(const std::array<T, N * M>& a, const std::array<T, M * P>& b)
-> std::array<T, N * P>
{ {
for (int i = 0; i < n; ++i) std::array<T, N * P> result;

for (int n = 0; n != N; ++n)
{ {
for (int j = 0; j < n; ++j) for (int p = 0; p != P; ++p)
{ {
float temp = 0; T temp = {};
for (int k = 0; k < n; ++k) for (int m = 0; m != M; ++m)
{ {
temp += a[i * n + k] * b[k * n + j]; temp += a[n * M + m] * b[m * P + p];
} }
result[i * n + j] = temp; result[n * P + p] = temp;
} }
} }

return result;
} }

} // namespace } // namespace


namespace Common namespace Common
Expand All @@ -39,8 +47,8 @@ Matrix33 Matrix33::Identity()


Matrix33 Matrix33::RotateX(float rad) Matrix33 Matrix33::RotateX(float rad)
{ {
const float s = sin(rad); const float s = std::sin(rad);
const float c = cos(rad); const float c = std::cos(rad);
Matrix33 mtx = {}; Matrix33 mtx = {};
mtx.data[0] = 1; mtx.data[0] = 1;
mtx.data[4] = c; mtx.data[4] = c;
Expand All @@ -52,8 +60,8 @@ Matrix33 Matrix33::RotateX(float rad)


Matrix33 Matrix33::RotateY(float rad) Matrix33 Matrix33::RotateY(float rad)
{ {
const float s = sin(rad); const float s = std::sin(rad);
const float c = cos(rad); const float c = std::cos(rad);
Matrix33 mtx = {}; Matrix33 mtx = {};
mtx.data[0] = c; mtx.data[0] = c;
mtx.data[2] = s; mtx.data[2] = s;
Expand All @@ -65,8 +73,8 @@ Matrix33 Matrix33::RotateY(float rad)


Matrix33 Matrix33::RotateZ(float rad) Matrix33 Matrix33::RotateZ(float rad)
{ {
const float s = sin(rad); const float s = std::sin(rad);
const float c = cos(rad); const float c = std::cos(rad);
Matrix33 mtx = {}; Matrix33 mtx = {};
mtx.data[0] = c; mtx.data[0] = c;
mtx.data[1] = -s; mtx.data[1] = -s;
Expand All @@ -87,20 +95,12 @@ Matrix33 Matrix33::Scale(const Vec3& vec)


void Matrix33::Multiply(const Matrix33& a, const Matrix33& b, Matrix33* result) void Matrix33::Multiply(const Matrix33& a, const Matrix33& b, Matrix33* result)
{ {
MatrixMul(3, a.data.data(), b.data.data(), result->data.data()); result->data = MatrixMultiply<3, 3, 3>(a.data, b.data);
} }


void Matrix33::Multiply(const Matrix33& a, const Vec3& vec, Vec3* result) void Matrix33::Multiply(const Matrix33& a, const Vec3& vec, Vec3* result)
{ {
for (int i = 0; i < 3; ++i) result->data = MatrixMultiply<3, 3, 1>(a.data, vec.data);
{
result->data[i] = 0;

for (int k = 0; k < 3; ++k)
{
result->data[i] += a.data[i * 3 + k] * vec.data[k];
}
}
} }


Matrix44 Matrix44::Identity() Matrix44 Matrix44::Identity()
Expand Down Expand Up @@ -157,8 +157,32 @@ Matrix44 Matrix44::Shear(const float a, const float b)
return mtx; return mtx;
} }


Matrix44 Matrix44::Perspective(float fov_y, float aspect_ratio, float z_near, float z_far)
{
Matrix44 mtx{};
const float tan_half_fov_y = std::tan(fov_y / 2);
mtx.data[0] = 1 / (aspect_ratio * tan_half_fov_y);
mtx.data[5] = 1 / tan_half_fov_y;
mtx.data[10] = -(z_far + z_near) / (z_far - z_near);
mtx.data[11] = -(2 * z_far * z_near) / (z_far - z_near);
mtx.data[14] = -1;
return mtx;
}

void Matrix44::Multiply(const Matrix44& a, const Matrix44& b, Matrix44* result) void Matrix44::Multiply(const Matrix44& a, const Matrix44& b, Matrix44* result)
{ {
MatrixMul(4, a.data.data(), b.data.data(), result->data.data()); result->data = MatrixMultiply<4, 4, 4>(a.data, b.data);
}

Vec3 Matrix44::Transform(const Vec3& v, float w) const
{
const auto result = MatrixMultiply<4, 4, 1>(data, {v.x, v.y, v.z, w});
return Vec3{result[0], result[1], result[2]};
} }

void Matrix44::Multiply(const Matrix44& a, const Vec4& vec, Vec4* result)
{
result->data = MatrixMultiply<4, 4, 1>(a.data, vec.data);
}

} // namespace Common } // namespace Common
177 changes: 162 additions & 15 deletions Source/Core/Common/Matrix.h
Expand Up @@ -6,40 +6,161 @@


#include <array> #include <array>
#include <cmath> #include <cmath>
#include <type_traits>


// Tiny matrix/vector library. // Tiny matrix/vector library.
// Used for things like Free-Look in the gfx backend. // Used for things like Free-Look in the gfx backend.


namespace Common namespace Common
{ {
union Vec3 template <typename T>
union TVec3
{ {
Vec3() = default; TVec3() = default;
Vec3(float _x, float _y, float _z) : data{_x, _y, _z} {} TVec3(T _x, T _y, T _z) : data{_x, _y, _z} {}

T Dot(const TVec3& other) const { return x * other.x + y * other.y + z * other.z; }
T LengthSquared() const { return Dot(*this); }
T Length() const { return std::sqrt(LengthSquared()); }
TVec3 Normalized() const { return *this / Length(); }


Vec3& operator+=(const Vec3& rhs) TVec3& operator+=(const TVec3& rhs)
{ {
x += rhs.x; x += rhs.x;
y += rhs.y; y += rhs.y;
z += rhs.z; z += rhs.z;
return *this; return *this;
} }


std::array<float, 3> data = {}; TVec3& operator-=(const TVec3& rhs)
{
x -= rhs.x;
y -= rhs.y;
z -= rhs.z;
return *this;
}

TVec3& operator*=(const TVec3& rhs)
{
x *= rhs.x;
y *= rhs.y;
z *= rhs.z;
return *this;
}

TVec3& operator/=(const TVec3& rhs)
{
x /= rhs.x;
y /= rhs.y;
z /= rhs.z;
return *this;
}

TVec3 operator-() const { return {-x, -y, -z}; }

std::array<T, 3> data = {};


struct struct
{ {
float x; T x;
float y; T y;
float z; T z;
}; };
}; };


inline Vec3 operator+(Vec3 lhs, const Vec3& rhs) template <typename T>
TVec3<T> operator+(TVec3<T> lhs, const TVec3<T>& rhs)
{ {
return lhs += rhs; return lhs += rhs;
} }


template <typename T>
TVec3<T> operator-(TVec3<T> lhs, const TVec3<T>& rhs)
{
return lhs -= rhs;
}

template <typename T>
TVec3<T> operator*(TVec3<T> lhs, const TVec3<T>& rhs)
{
return lhs *= rhs;
}

template <typename T>
inline TVec3<T> operator/(TVec3<T> lhs, const TVec3<T>& rhs)
{
return lhs /= rhs;
}

template <typename T>
TVec3<T> operator*(TVec3<T> lhs, std::common_type_t<T> scalar)
{
return lhs *= TVec3<T>{scalar, scalar, scalar};
}

template <typename T>
TVec3<T> operator/(TVec3<T> lhs, std::common_type_t<T> scalar)
{
return lhs /= TVec3<T>{scalar, scalar, scalar};
}

using Vec3 = TVec3<float>;
using DVec3 = TVec3<double>;

template <typename T>
union TVec4
{
TVec4() = default;
TVec4(TVec3<T> _vec, T _w) : TVec4{_vec.x, _vec.y, _vec.z, _w} {}
TVec4(T _x, T _y, T _z, T _w) : data{_x, _y, _z, _w} {}

TVec4& operator*=(const TVec4& rhs)
{
x *= rhs.x;
y *= rhs.y;
z *= rhs.z;
w *= rhs.w;
return *this;
}

TVec4& operator/=(const TVec4& rhs)
{
x /= rhs.x;
y /= rhs.y;
z /= rhs.z;
w /= rhs.w;
return *this;
}

TVec4& operator*=(T scalar) { return *this *= TVec4{scalar, scalar, scalar, scalar}; }
TVec4& operator/=(T scalar) { return *this /= TVec4{scalar, scalar, scalar, scalar}; }

std::array<T, 4> data = {};

struct
{
T x;
T y;
T z;
T w;
};
};

template <typename T>
TVec4<T> operator*(TVec4<T> lhs, std::common_type_t<T> scalar)
{
return lhs *= scalar;
}

template <typename T>
TVec4<T> operator/(TVec4<T> lhs, std::common_type_t<T> scalar)
{
return lhs /= scalar;
}

using Vec4 = TVec4<float>;
using DVec4 = TVec4<double>;

template <typename T> template <typename T>
union TVec2 union TVec2
{ {
Expand Down Expand Up @@ -73,6 +194,13 @@ union TVec2
return *this; return *this;
} }


TVec2& operator/=(T scalar)
{
x /= scalar;
y /= scalar;
return *this;
}

TVec2 operator-() const { return {-x, -y}; } TVec2 operator-() const { return {-x, -y}; }


std::array<T, 2> data = {}; std::array<T, 2> data = {};
Expand Down Expand Up @@ -102,6 +230,12 @@ TVec2<T> operator*(TVec2<T> lhs, T scalar)
return lhs *= scalar; return lhs *= scalar;
} }


template <typename T>
TVec2<T> operator/(TVec2<T> lhs, T scalar)
{
return lhs /= scalar;
}

using Vec2 = TVec2<float>; using Vec2 = TVec2<float>;
using DVec2 = TVec2<double>; using DVec2 = TVec2<double>;


Expand All @@ -123,10 +257,11 @@ class Matrix33


Matrix33& operator*=(const Matrix33& rhs) Matrix33& operator*=(const Matrix33& rhs)
{ {
Multiply(Matrix33(*this), rhs, this); Multiply(*this, rhs, this);
return *this; return *this;
} }


// Note: Row-major storage order.
std::array<float, 9> data; std::array<float, 9> data;
}; };


Expand All @@ -135,11 +270,10 @@ inline Matrix33 operator*(Matrix33 lhs, const Matrix33& rhs)
return lhs *= rhs; return lhs *= rhs;
} }


inline Vec3 operator*(const Matrix33& lhs, const Vec3& rhs) inline Vec3 operator*(const Matrix33& lhs, Vec3 rhs)
{ {
Vec3 result; Matrix33::Multiply(lhs, rhs, &rhs);
Matrix33::Multiply(lhs, rhs, &result); return rhs;
return result;
} }


class Matrix44 class Matrix44
Expand All @@ -151,20 +285,33 @@ class Matrix44


static Matrix44 Translate(const Vec3& vec); static Matrix44 Translate(const Vec3& vec);
static Matrix44 Shear(const float a, const float b = 0); static Matrix44 Shear(const float a, const float b = 0);
static Matrix44 Perspective(float fov_y, float aspect_ratio, float z_near, float z_far);


static void Multiply(const Matrix44& a, const Matrix44& b, Matrix44* result); static void Multiply(const Matrix44& a, const Matrix44& b, Matrix44* result);
static void Multiply(const Matrix44& a, const Vec4& vec, Vec4* result);

// For when a vec4 isn't needed a multiplication function that takes a Vec3 and w:
Vec3 Transform(const Vec3& point, float w) const;


Matrix44& operator*=(const Matrix44& rhs) Matrix44& operator*=(const Matrix44& rhs)
{ {
Multiply(Matrix44(*this), rhs, this); Multiply(*this, rhs, this);
return *this; return *this;
} }


// Note: Row-major storage order.
std::array<float, 16> data; std::array<float, 16> data;
}; };


inline Matrix44 operator*(Matrix44 lhs, const Matrix44& rhs) inline Matrix44 operator*(Matrix44 lhs, const Matrix44& rhs)
{ {
return lhs *= rhs; return lhs *= rhs;
} }

inline Vec4 operator*(const Matrix44& lhs, Vec4 rhs)
{
Matrix44::Multiply(lhs, rhs, &rhs);
return rhs;
}

} // namespace Common } // namespace Common

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