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transform.h
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#pragma once
#include "redner.h"
#include "vector.h"
#include "matrix.h"
template <typename T>
DEVICE
inline TMatrix4x4<T> look_at_matrix(const TVector3<T> &pos,
const TVector3<T> &look,
const TVector3<T> &up) {
auto look_pos = look - pos;
assert(length_squared(look_pos) > 1e-20f);
auto d = normalize(look_pos);
auto cross_d_up = cross(d, normalize(up));
assert(length_squared(cross_d_up) > 1e-20f);
auto right = normalize(cross_d_up);
auto cross_right_d = cross(right, d);
assert(length_squared(cross_right_d) > 1e-20f);
auto new_up = normalize(cross_right_d);
return TMatrix4x4<T>{
right.x, new_up.x, d.x, pos.x,
right.y, new_up.y, d.y, pos.y,
right.z, new_up.z, d.z, pos.z,
T(0), T(0), T(0), T(1)
};
}
template <typename T>
DEVICE
inline void d_look_at_matrix(const TVector3<T> &pos,
const TVector3<T> &look,
const TVector3<T> &up,
const TMatrix4x4<T> &d_mat,
TVector3<T> &d_pos,
TVector3<T> &d_look,
TVector3<T> &d_up) {
auto look_pos = look - pos;
auto d = normalize(look_pos);
auto normalized_up = normalize(up);
auto cross_d_up = cross(d, normalized_up);
auto right = normalize(cross_d_up);
auto cross_right_d = cross(right, d);
// auto new_up = normalize(cross_right_d);
// return TMatrix4x4<T>{
// right.x, new_up.x, d.x, pos.x,
// right.y, new_up.y, d.y, pos.y,
// right.z, new_up.z, d.z, pos.z,
// T(0), T(0), T(0), T(1)
// };
auto d_right = TVector3<T>{d_mat(0, 0), d_mat(1, 0), d_mat(2, 0)};
auto d_new_up = TVector3<T>{d_mat(0, 1), d_mat(1, 1), d_mat(2, 1)};
auto d_d = TVector3<T>{d_mat(0, 2), d_mat(1, 2), d_mat(2, 2)};
d_pos += TVector3<T>{d_mat(0, 3), d_mat(1, 3), d_mat(2, 3)};
// auto new_up = normalize(cross_right_d);
auto d_cross_right_d = d_normalize(cross_right_d, d_new_up);
// auto cross_right_d = cross(right, d);
d_cross(right, d, d_cross_right_d, d_right, d_d);
// auto right = normalize(cross_d_up);
auto d_cross_d_up = d_normalize(cross_d_up, d_right);
// auto cross_d_up = cross(d, normalized_up);
auto d_normalized_up = Vector3{0, 0, 0};
d_cross(d, normalized_up, d_cross_d_up, d_d, d_normalized_up);
// auto normalized_up = normalize(up);
d_up += d_normalize(up, d_normalized_up);
// auto d = normalize(look_pos);
auto d_look_pos = d_normalize(look_pos, d_d);
// auto look_pos = look - pos;
d_look += d_look_pos;
d_pos -= d_look_pos;
}
template <typename T>
DEVICE
inline TVector3<T> xfm_point(const TMatrix4x4<T> &xform,
const TVector3<T> &pt) {
auto tpt = TVector4<T>{
xform(0, 0) * pt[0] + xform(0, 1) * pt[1] + xform(0, 2) * pt[2] + xform(0, 3),
xform(1, 0) * pt[0] + xform(1, 1) * pt[1] + xform(1, 2) * pt[2] + xform(1, 3),
xform(2, 0) * pt[0] + xform(2, 1) * pt[1] + xform(2, 2) * pt[2] + xform(2, 3),
xform(3, 0) * pt[0] + xform(3, 1) * pt[1] + xform(3, 2) * pt[2] + xform(3, 3)};
auto inv_w = 1.f / tpt[3];
return TVector3<T>{tpt[0], tpt[1], tpt[2]} * inv_w;
}
template <typename T>
DEVICE
inline auto xfm_vector(const TMatrix4x4<T> &xform,
const TVector3<T> &vec) {
return TVector3<T>{
xform(0, 0) * vec[0] + xform(0, 1) * vec[1] + xform(0, 2) * vec[2],
xform(1, 0) * vec[0] + xform(1, 1) * vec[1] + xform(1, 2) * vec[2],
xform(2, 0) * vec[0] + xform(2, 1) * vec[1] + xform(2, 2) * vec[2]};
}
template <typename T>
DEVICE
inline void d_xfm_point(const TMatrix4x4<T> &xform,
const TVector3<T> &pt,
const TVector3<T> &d_out,
TMatrix4x4<T> &d_xform,
TVector3<T> &d_pt) {
auto tpt = TVector4<T>{
xform(0, 0) * pt[0] + xform(0, 1) * pt[1] + xform(0, 2) * pt[2] + xform(0, 3),
xform(1, 0) * pt[0] + xform(1, 1) * pt[1] + xform(1, 2) * pt[2] + xform(1, 3),
xform(2, 0) * pt[0] + xform(2, 1) * pt[1] + xform(2, 2) * pt[2] + xform(2, 3),
xform(3, 0) * pt[0] + xform(3, 1) * pt[1] + xform(3, 2) * pt[2] + xform(3, 3)};
auto inv_w = 1.f / tpt[3];
// out = TVector3<T>{tpt[0], tpt[1], tpt[2]} * inv_w
auto d_tpt03 = d_out * inv_w;
auto d_inv_w = sum(d_out * TVector3<T>{tpt[0], tpt[1], tpt[2]});
// inv_w = 1.f / tpt[3]
auto d_tpt3 = -d_inv_w * inv_w * inv_w;
auto d_tpt = TVector4<T>{d_tpt03[0], d_tpt03[1], d_tpt03[2], d_tpt3};
// auto tpt = TVector4<T>{
// xform(0, 0) * pt[0] + xform(0, 1) * pt[1] + xform(0, 2) * pt[2] + xform(0, 3),
// xform(1, 0) * pt[0] + xform(1, 1) * pt[1] + xform(1, 2) * pt[2] + xform(1, 3),
// xform(2, 0) * pt[0] + xform(2, 1) * pt[1] + xform(2, 2) * pt[2] + xform(2, 3),
// xform(3, 0) * pt[0] + xform(3, 1) * pt[1] + xform(3, 2) * pt[2] + xform(3, 3)};
d_xform(0, 0) += d_tpt[0] * pt[0];
d_xform(0, 1) += d_tpt[0] * pt[1];
d_xform(0, 2) += d_tpt[0] * pt[2];
d_xform(0, 3) += d_tpt[0];
d_xform(1, 0) += d_tpt[1] * pt[0];
d_xform(1, 1) += d_tpt[1] * pt[1];
d_xform(1, 2) += d_tpt[1] * pt[2];
d_xform(1, 3) += d_tpt[1];
d_xform(2, 0) += d_tpt[2] * pt[0];
d_xform(2, 1) += d_tpt[2] * pt[1];
d_xform(2, 2) += d_tpt[2] * pt[2];
d_xform(2, 3) += d_tpt[2];
d_xform(3, 0) += d_tpt[3] * pt[0];
d_xform(3, 1) += d_tpt[3] * pt[1];
d_xform(3, 2) += d_tpt[3] * pt[2];
d_xform(3, 3) += d_tpt[3];
d_pt[0] += d_tpt[0] * xform(0, 0) +
d_tpt[1] * xform(1, 0) +
d_tpt[2] * xform(2, 0) +
d_tpt[3] * xform(3, 0);
d_pt[1] += d_tpt[0] * xform(0, 1) +
d_tpt[1] * xform(1, 1) +
d_tpt[2] * xform(2, 1) +
d_tpt[3] * xform(3, 1);
d_pt[2] += d_tpt[0] * xform(0, 2) +
d_tpt[1] * xform(1, 2) +
d_tpt[2] * xform(2, 2) +
d_tpt[3] * xform(3, 2);
}
template <typename T>
DEVICE
inline void d_xfm_vector(const TMatrix4x4<T> &xform,
const TVector3<T> &vec,
const TVector3<T> &d_out,
TMatrix4x4<T> &d_xform,
TVector3<T> &d_vec) {
// out =
// xform(0, 0) * vec[0] + xform(0, 1) * vec[1] + xform(0, 2) * vec[2]
// xform(1, 0) * vec[0] + xform(1, 1) * vec[1] + xform(1, 2) * vec[2]
// xform(2, 0) * vec[0] + xform(2, 1) * vec[1] + xform(2, 2) * vec[2]
d_xform(0, 0) += d_out[0] * vec[0];
d_xform(0, 1) += d_out[0] * vec[1];
d_xform(0, 2) += d_out[0] * vec[2];
d_xform(1, 0) += d_out[1] * vec[0];
d_xform(1, 1) += d_out[1] * vec[1];
d_xform(1, 2) += d_out[1] * vec[2];
d_xform(2, 0) += d_out[2] * vec[0];
d_xform(2, 1) += d_out[2] * vec[1];
d_xform(2, 2) += d_out[2] * vec[2];
d_vec[0] += d_out[0] * xform(0, 0) +
d_out[1] * xform(1, 0) +
d_out[2] * xform(2, 0);
d_vec[1] += d_out[0] * xform(0, 1) +
d_out[1] * xform(1, 1) +
d_out[2] * xform(2, 1);
d_vec[2] += d_out[0] * xform(0, 2) +
d_out[1] * xform(1, 2) +
d_out[2] * xform(2, 2);
}