Files
GhostEngine/Ghost.Engine/Utilities/MathUtility.cs
Misaki 6a041f75ba Refactor: variant-aware shader/material pipeline overhaul
Major architectural update to graphics/material/shader system:
- Introduced strongly-typed key structs (Key64/Key128) for passes, variants, and pipelines; removed legacy key types.
- Implemented robust hashing and key generation utilities for efficient variant and pipeline lookup/caching.
- Shader compiler now compiles/caches all keyword variants using new key system; includes handled as lists.
- Switched to push constant root signature for per-draw data; updated HLSL and C# codegen accordingly.
- Refactored Material, Shader, and Pass data structures for cache efficiency and variant support.
- Pipeline library and PSO management now use 128-bit keys and variant-specific caching.
- Replaced WorldNode with SceneNode in editor/scene graph; introduced ComponentManager for archetype/query management.
- Migrated math utilities to Misaki.HighPerformance.Mathematics; updated editor controls.
- Updated all HLSL and codegen for new buffer/push constant layouts and macros.
- Misc: project reference cleanup, D3D12 Work Graph support, doc updates, and code modernization.
2026-01-09 22:25:37 +09:00

55 lines
2.5 KiB
C#

using Misaki.HighPerformance.Mathematics;
using System.Runtime.CompilerServices;
namespace Ghost.Engine.Utilities;
public static class MathUtility
{
extension(float4x4 matrix)
{
/// <summary>
/// Creates a transformation matrix from position, rotation, and scale vectors.
/// </summary>
/// <param name="position">Defines the translation component of the transformation matrix.</param>
/// <param name="rotation">Specifies the orientation of the object in 3D space.</param>
/// <param name="scale">Determines the size of the object along each axis.</param>
/// <returns>Returns a transformation matrix that combines the specified position, rotation, and scale.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float4x4 TRS(float3 position, quaternion rotation, float3 scale)
{
var R = new float3x3(rotation);
return new float4x4(
R[0][0] * scale.x, R[0][1] * scale.y, R[0][2] * scale.z, position.x,
R[1][0] * scale.x, R[1][1] * scale.y, R[1][2] * scale.z, position.y,
R[2][0] * scale.x, R[2][1] * scale.y, R[2][2] * scale.z, position.z,
0f, 0f, 0f, 1f
);
}
/// <summary>
/// Gets the translation, rotation, and scale components from a transformation matrix.
/// </summary>
/// <param name="position">The position component extracted from the matrix.</param>
/// <param name="rotation">The rotation component extracted from the matrix as a quaternion.</param>
/// <param name="scale">The scale component extracted from the matrix.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void GetTRS(out float3 position, out quaternion rotation, out float3 scale)
{
position = matrix.c3.xyz;
var scaleX = math.length(matrix.c0.xyz);
var scaleY = math.length(matrix.c1.xyz);
var scaleZ = math.length(matrix.c2.xyz);
scale = new float3(scaleX, scaleY, scaleZ);
var rotationMatrix = new float3x3(
matrix.c0.x / scale.x, matrix.c0.y / scale.x, matrix.c0.z / scale.x,
matrix.c1.x / scale.y, matrix.c1.y / scale.y, matrix.c1.z / scale.y,
matrix.c2.x / scale.z, matrix.c2.y / scale.z, matrix.c2.z / scale.z
);
rotation = new quaternion(rotationMatrix);
}
}
}