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diff --git a/include/cglm/affine2d.h b/include/cglm/affine2d.h
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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
+ */
+
+/*
+ Functions:
+ CGLM_INLINE void glm_translate2d(mat3 m, vec2 v)
+ CGLM_INLINE void glm_translate2d_to(mat3 m, vec2 v, mat3 dest)
+ CGLM_INLINE void glm_translate2d_x(mat3 m, float x)
+ CGLM_INLINE void glm_translate2d_y(mat3 m, float y)
+ CGLM_INLINE void glm_translate2d_make(mat3 m, vec2 v)
+ CGLM_INLINE void glm_scale2d_to(mat3 m, vec2 v, mat3 dest)
+ CGLM_INLINE void glm_scale2d_make(mat3 m, vec2 v)
+ CGLM_INLINE void glm_scale2d(mat3 m, vec2 v)
+ CGLM_INLINE void glm_scale2d_uni(mat3 m, float s)
+ CGLM_INLINE void glm_rotate2d_make(mat3 m, float angle)
+ CGLM_INLINE void glm_rotate2d(mat3 m, float angle)
+ CGLM_INLINE void glm_rotate2d_to(mat3 m, float angle, mat3 dest)
+ */
+
+#ifndef cglm_affine2d_h
+#define cglm_affine2d_h
+
+#include "common.h"
+#include "util.h"
+#include "vec2.h"
+#include "mat3.h"
+
+/*!
+ * @brief translate existing 2d transform matrix by v vector
+ * and stores result in same matrix
+ *
+ * @param[in, out] m affine transform
+ * @param[in] v translate vector [x, y]
+ */
+CGLM_INLINE
+void
+glm_translate2d(mat3 m, vec2 v) {
+ m[2][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0];
+ m[2][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1];
+ m[2][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2];
+}
+
+/*!
+ * @brief translate existing 2d 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]
+ * @param[out] dest translated matrix
+ */
+CGLM_INLINE
+void
+glm_translate2d_to(mat3 m, vec2 v, mat3 dest) {
+ glm_mat3_copy(m, dest);
+ glm_translate2d(dest, v);
+}
+
+/*!
+ * @brief translate existing 2d transform matrix by x factor
+ *
+ * @param[in, out] m affine transform
+ * @param[in] x x factor
+ */
+CGLM_INLINE
+void
+glm_translate2d_x(mat3 m, float x) {
+ m[2][0] = m[0][0] * x + m[2][0];
+ m[2][1] = m[0][1] * x + m[2][1];
+ m[2][2] = m[0][2] * x + m[2][2];
+}
+
+/*!
+ * @brief translate existing 2d transform matrix by y factor
+ *
+ * @param[in, out] m affine transform
+ * @param[in] y y factor
+ */
+CGLM_INLINE
+void
+glm_translate2d_y(mat3 m, float y) {
+ m[2][0] = m[1][0] * y + m[2][0];
+ m[2][1] = m[1][1] * y + m[2][1];
+ m[2][2] = m[1][2] * y + m[2][2];
+}
+
+/*!
+ * @brief creates NEW translate 2d transform matrix by v vector
+ *
+ * @param[out] m affine transform
+ * @param[in] v translate vector [x, y]
+ */
+CGLM_INLINE
+void
+glm_translate2d_make(mat3 m, vec2 v) {
+ glm_mat3_identity(m);
+ m[2][0] = v[0];
+ m[2][1] = v[1];
+}
+
+/*!
+ * @brief scale existing 2d transform matrix by v vector
+ * and store result in dest
+ *
+ * @param[in] m affine transform
+ * @param[in] v scale vector [x, y]
+ * @param[out] dest scaled matrix
+ */
+CGLM_INLINE
+void
+glm_scale2d_to(mat3 m, vec2 v, mat3 dest) {
+ dest[0][0] = m[0][0] * v[0];
+ dest[0][1] = m[0][1] * v[0];
+ dest[0][2] = m[0][2] * v[0];
+
+ dest[1][0] = m[1][0] * v[1];
+ dest[1][1] = m[1][1] * v[1];
+ dest[1][2] = m[1][2] * v[1];
+
+ dest[2][0] = m[2][0];
+ dest[2][1] = m[2][1];
+ dest[2][2] = m[2][2];
+}
+
+/*!
+ * @brief creates NEW 2d scale matrix by v vector
+ *
+ * @param[out] m affine transform
+ * @param[in] v scale vector [x, y]
+ */
+CGLM_INLINE
+void
+glm_scale2d_make(mat3 m, vec2 v) {
+ glm_mat3_identity(m);
+ m[0][0] = v[0];
+ m[1][1] = v[1];
+}
+
+/*!
+ * @brief scales existing 2d transform matrix by v vector
+ * and stores result in same matrix
+ *
+ * @param[in, out] m affine transform
+ * @param[in] v scale vector [x, y]
+ */
+CGLM_INLINE
+void
+glm_scale2d(mat3 m, vec2 v) {
+ m[0][0] = m[0][0] * v[0];
+ m[0][1] = m[0][1] * v[0];
+ m[0][2] = m[0][2] * v[0];
+
+ m[1][0] = m[1][0] * v[1];
+ m[1][1] = m[1][1] * v[1];
+ m[1][2] = m[1][2] * v[1];
+}
+
+/*!
+ * @brief applies uniform scale to existing 2d transform matrix v = [s, s]
+ * and stores result in same matrix
+ *
+ * @param[in, out] m affine transform
+ * @param[in] s scale factor
+ */
+CGLM_INLINE
+void
+glm_scale2d_uni(mat3 m, float s) {
+ m[0][0] = m[0][0] * s;
+ m[0][1] = m[0][1] * s;
+ m[0][2] = m[0][2] * s;
+
+ m[1][0] = m[1][0] * s;
+ m[1][1] = m[1][1] * s;
+ m[1][2] = m[1][2] * s;
+}
+
+/*!
+ * @brief creates NEW rotation matrix by angle around Z axis
+ *
+ * @param[out] m affine transform
+ * @param[in] angle angle (radians)
+ */
+CGLM_INLINE
+void
+glm_rotate2d_make(mat3 m, float angle) {
+ float c, s;
+
+ s = sinf(angle);
+ c = cosf(angle);
+
+ m[0][0] = c;
+ m[0][1] = s;
+ m[0][2] = 0;
+
+ m[1][0] = -s;
+ m[1][1] = c;
+ m[1][2] = 0;
+
+ m[2][0] = 0.0f;
+ m[2][1] = 0.0f;
+ m[2][2] = 1.0f;
+}
+
+/*!
+ * @brief rotate existing 2d transform matrix around Z axis by angle
+ * and store result in same matrix
+ *
+ * @param[in, out] m affine transform
+ * @param[in] angle angle (radians)
+ */
+CGLM_INLINE
+void
+glm_rotate2d(mat3 m, float angle) {
+ float m00 = m[0][0], m10 = m[1][0],
+ m01 = m[0][1], m11 = m[1][1],
+ m02 = m[0][2], m12 = m[1][2];
+ float c, s;
+
+ s = sinf(angle);
+ c = cosf(angle);
+
+ m[0][0] = m00 * c + m10 * s;
+ m[0][1] = m01 * c + m11 * s;
+ m[0][2] = m02 * c + m12 * s;
+
+ m[1][0] = m00 * -s + m10 * c;
+ m[1][1] = m01 * -s + m11 * c;
+ m[1][2] = m02 * -s + m12 * c;
+}
+
+/*!
+ * @brief rotate existing 2d 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 destination
+ */
+CGLM_INLINE
+void
+glm_rotate2d_to(mat3 m, float angle, mat3 dest) {
+ float m00 = m[0][0], m10 = m[1][0],
+ m01 = m[0][1], m11 = m[1][1],
+ m02 = m[0][2], m12 = m[1][2];
+ float c, s;
+
+ s = sinf(angle);
+ c = cosf(angle);
+
+ dest[0][0] = m00 * c + m10 * s;
+ dest[0][1] = m01 * c + m11 * s;
+ dest[0][2] = m02 * c + m12 * s;
+
+ dest[1][0] = m00 * -s + m10 * c;
+ dest[1][1] = m01 * -s + m11 * c;
+ dest[1][2] = m02 * -s + m12 * c;
+
+ dest[2][0] = m[2][0];
+ dest[2][1] = m[2][1];
+ dest[2][2] = m[2][2];
+}
+
+#endif /* cglm_affine2d_h */