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authorAaditya Dhruv <[email protected]>2026-01-25 15:10:37 -0600
committerAaditya Dhruv <[email protected]>2026-01-25 15:10:37 -0600
commit118980e02e59ff31871df59dce257075394f3533 (patch)
tree26fba4492bb4b561d21bf49b35d892a821d54fab /include/cglm/affine-pre.h
parent0e6e1245b70df4dfcba135d50e1b53d1a8ef7eb8 (diff)
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+/*
+ * Copyright (c), Recep Aslantas.
+ *
+ * MIT License (MIT), http://opensource.org/licenses/MIT
+ * Full license can be found in the LICENSE file
+ */
+
+#ifndef cglm_affine_pre_h
+#define cglm_affine_pre_h
+
+/*
+ Functions:
+ CGLM_INLINE void glm_translate_to(mat4 m, vec3 v, mat4 dest);
+ CGLM_INLINE void glm_translate(mat4 m, vec3 v);
+ CGLM_INLINE void glm_translate_x(mat4 m, float to);
+ CGLM_INLINE void glm_translate_y(mat4 m, float to);
+ CGLM_INLINE void glm_translate_z(mat4 m, float to);
+ CGLM_INLINE void glm_rotate_x(mat4 m, float angle, mat4 dest);
+ CGLM_INLINE void glm_rotate_y(mat4 m, float angle, mat4 dest);
+ CGLM_INLINE void glm_rotate_z(mat4 m, float angle, mat4 dest);
+ CGLM_INLINE void glm_rotate(mat4 m, float angle, vec3 axis);
+ CGLM_INLINE void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis);
+ CGLM_INLINE void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis);
+ CGLM_INLINE void glm_spin(mat4 m, float angle, vec3 axis);
+ */
+
+#include "common.h"
+#include "util.h"
+#include "vec3.h"
+#include "vec4.h"
+#include "mat4.h"
+#include "affine-mat.h"
+
+/*!
+ * @brief translate existing transform matrix by v vector
+ * and stores result in same matrix
+ *
+ * @param[in, out] m affine transform
+ * @param[in] v translate vector [x, y, z]
+ */
+CGLM_INLINE
+void
+glm_translate(mat4 m, vec3 v) {
+#if defined(CGLM_SIMD)
+ glmm_128 m0, m1, m2, m3;
+
+ m0 = glmm_load(m[0]);
+ m1 = glmm_load(m[1]);
+ m2 = glmm_load(m[2]);
+ m3 = glmm_load(m[3]);
+
+ glmm_store(m[3],
+ glmm_fmadd(m0, glmm_set1(v[0]),
+ glmm_fmadd(m1, glmm_set1(v[1]),
+ glmm_fmadd(m2, glmm_set1(v[2]), m3))));
+#else
+ glm_vec4_muladds(m[0], v[0], m[3]);
+ glm_vec4_muladds(m[1], v[1], m[3]);
+ glm_vec4_muladds(m[2], v[2], m[3]);
+#endif
+}
+
+/*!
+ * @brief translate existing transform matrix by v vector
+ * and store result in dest
+ *
+ * source matrix will remain same
+ *
+ * @param[in] m affine transform
+ * @param[in] v translate vector [x, y, z]
+ * @param[out] dest translated matrix
+ */
+CGLM_INLINE
+void
+glm_translate_to(mat4 m, vec3 v, mat4 dest) {
+ glm_mat4_copy(m, dest);
+ glm_translate(dest, v);
+}
+
+/*!
+ * @brief translate existing transform matrix by x factor
+ *
+ * @param[in, out] m affine transform
+ * @param[in] x x factor
+ */
+CGLM_INLINE
+void
+glm_translate_x(mat4 m, float x) {
+#if defined(CGLM_SIMD)
+ glmm_store(m[3], glmm_fmadd(glmm_load(m[0]), glmm_set1(x), glmm_load(m[3])));
+#else
+ vec4 v1;
+ glm_vec4_scale(m[0], x, v1);
+ glm_vec4_add(v1, m[3], m[3]);
+#endif
+}
+
+/*!
+ * @brief translate existing transform matrix by y factor
+ *
+ * @param[in, out] m affine transform
+ * @param[in] y y factor
+ */
+CGLM_INLINE
+void
+glm_translate_y(mat4 m, float y) {
+#if defined(CGLM_SIMD)
+ glmm_store(m[3], glmm_fmadd(glmm_load(m[1]), glmm_set1(y), glmm_load(m[3])));
+#else
+ vec4 v1;
+ glm_vec4_scale(m[1], y, v1);
+ glm_vec4_add(v1, m[3], m[3]);
+#endif
+}
+
+/*!
+ * @brief translate existing transform matrix by z factor
+ *
+ * @param[in, out] m affine transform
+ * @param[in] z z factor
+ */
+CGLM_INLINE
+void
+glm_translate_z(mat4 m, float z) {
+#if defined(CGLM_SIMD)
+ glmm_store(m[3], glmm_fmadd(glmm_load(m[2]), glmm_set1(z), glmm_load(m[3])));
+#else
+ vec4 v1;
+ glm_vec4_scale(m[2], z, v1);
+ glm_vec4_add(v1, m[3], m[3]);
+#endif
+}
+
+/*!
+ * @brief rotate existing transform matrix around X axis by angle
+ * and store result in dest
+ *
+ * @param[in] m affine transform
+ * @param[in] angle angle (radians)
+ * @param[out] dest rotated matrix
+ */
+CGLM_INLINE
+void
+glm_rotate_x(mat4 m, float angle, mat4 dest) {
+ CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
+ float c, s;
+
+ c = cosf(angle);
+ s = sinf(angle);
+
+ t[1][1] = c;
+ t[1][2] = s;
+ t[2][1] = -s;
+ t[2][2] = c;
+
+ glm_mul_rot(m, t, dest);
+}
+
+/*!
+ * @brief rotate existing transform matrix around Y axis by angle
+ * and store result in dest
+ *
+ * @param[in] m affine transform
+ * @param[in] angle angle (radians)
+ * @param[out] dest rotated matrix
+ */
+CGLM_INLINE
+void
+glm_rotate_y(mat4 m, float angle, mat4 dest) {
+ CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
+ float c, s;
+
+ c = cosf(angle);
+ s = sinf(angle);
+
+ t[0][0] = c;
+ t[0][2] = -s;
+ t[2][0] = s;
+ t[2][2] = c;
+
+ glm_mul_rot(m, t, dest);
+}
+
+/*!
+ * @brief rotate existing transform matrix around Z axis by angle
+ * and store result in dest
+ *
+ * @param[in] m affine transform
+ * @param[in] angle angle (radians)
+ * @param[out] dest rotated matrix
+ */
+CGLM_INLINE
+void
+glm_rotate_z(mat4 m, float angle, mat4 dest) {
+ CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
+ float c, s;
+
+ c = cosf(angle);
+ s = sinf(angle);
+
+ t[0][0] = c;
+ t[0][1] = s;
+ t[1][0] = -s;
+ t[1][1] = c;
+
+ glm_mul_rot(m, t, dest);
+}
+
+/*!
+ * @brief rotate existing transform matrix
+ * around given axis by angle at ORIGIN (0,0,0)
+ *
+ * **❗️IMPORTANT ❗️**
+ *
+ * If you need to rotate object around itself e.g. center of object or at
+ * some point [of object] then `glm_rotate_at()` would be better choice to do so.
+ *
+ * Even if object's model transform is identity, rotation may not be around
+ * center of object if object does not lay out at ORIGIN perfectly.
+ *
+ * Using `glm_rotate_at()` with center of bounding shape ( AABB, Sphere ... )
+ * would be an easy option to rotate around object if object is not at origin.
+ *
+ * One another option to rotate around itself at any point is `glm_spin()`
+ * which is perfect if only rotating around model position is desired e.g. not
+ * specific point on model for instance center of geometry or center of mass,
+ * again if geometry is not perfectly centered at origin at identity transform,
+ * rotation may not be around geometry.
+ *
+ * @param[in, out] m affine transform
+ * @param[in] angle angle (radians)
+ * @param[in] axis axis
+ */
+CGLM_INLINE
+void
+glm_rotate(mat4 m, float angle, vec3 axis) {
+ CGLM_ALIGN_MAT mat4 rot;
+ glm_rotate_make(rot, angle, axis);
+ glm_mul_rot(m, rot, m);
+}
+
+/*!
+ * @brief rotate existing transform
+ * around given axis by angle at given pivot point (rotation center)
+ *
+ * @param[in, out] m affine transform
+ * @param[in] pivot rotation center
+ * @param[in] angle angle (radians)
+ * @param[in] axis axis
+ */
+CGLM_INLINE
+void
+glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
+ CGLM_ALIGN(8) vec3 pivotInv;
+
+ glm_vec3_negate_to(pivot, pivotInv);
+
+ glm_translate(m, pivot);
+ glm_rotate(m, angle, axis);
+ glm_translate(m, pivotInv);
+}
+
+/*!
+ * @brief creates NEW rotation matrix by angle and axis at given point
+ *
+ * this creates rotation matrix, it assumes you don't have a matrix
+ *
+ * this should work faster than glm_rotate_at because it reduces
+ * one glm_translate.
+ *
+ * @param[out] m affine transform
+ * @param[in] pivot rotation center
+ * @param[in] angle angle (radians)
+ * @param[in] axis axis
+ */
+CGLM_INLINE
+void
+glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
+ CGLM_ALIGN(8) vec3 pivotInv;
+
+ glm_vec3_negate_to(pivot, pivotInv);
+
+ glm_translate_make(m, pivot);
+ glm_rotate(m, angle, axis);
+ glm_translate(m, pivotInv);
+}
+
+/*!
+ * @brief rotate existing transform matrix
+ * around given axis by angle around self (doesn't affected by position)
+ *
+ * @param[in, out] m affine transform
+ * @param[in] angle angle (radians)
+ * @param[in] axis axis
+ */
+CGLM_INLINE
+void
+glm_spin(mat4 m, float angle, vec3 axis) {
+ CGLM_ALIGN_MAT mat4 rot;
+ glm_rotate_atm(rot, m[3], angle, axis);
+ glm_mat4_mul(m, rot, m);
+}
+
+#endif /* cglm_affine_pre_h */