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diff --git a/include/cglm/mat3.h b/include/cglm/mat3.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
+ */
+
+/*
+ Macros:
+ GLM_MAT3_IDENTITY_INIT
+ GLM_MAT3_ZERO_INIT
+ GLM_MAT3_IDENTITY
+ GLM_MAT3_ZERO
+ glm_mat3_dup(mat, dest)
+
+ Functions:
+ CGLM_INLINE void glm_mat3_copy(mat3 mat, mat3 dest);
+ CGLM_INLINE void glm_mat3_identity(mat3 mat);
+ CGLM_INLINE void glm_mat3_identity_array(mat3 * restrict mat, size_t count);
+ CGLM_INLINE void glm_mat3_zero(mat3 mat);
+ CGLM_INLINE void glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest);
+ CGLM_INLINE void glm_mat3_transpose_to(mat3 m, mat3 dest);
+ CGLM_INLINE void glm_mat3_transpose(mat3 m);
+ CGLM_INLINE void glm_mat3_mulv(mat3 m, vec3 v, vec3 dest);
+ CGLM_INLINE float glm_mat3_trace(mat3 m);
+ CGLM_INLINE void glm_mat3_quat(mat3 m, versor dest);
+ CGLM_INLINE void glm_mat3_scale(mat3 m, float s);
+ CGLM_INLINE float glm_mat3_det(mat3 mat);
+ CGLM_INLINE void glm_mat3_inv(mat3 mat, mat3 dest);
+ CGLM_INLINE void glm_mat3_swap_col(mat3 mat, int col1, int col2);
+ CGLM_INLINE void glm_mat3_swap_row(mat3 mat, int row1, int row2);
+ CGLM_INLINE float glm_mat3_rmc(vec3 r, mat3 m, vec3 c);
+ CGLM_INLINE void glm_mat3_make(float * restrict src, mat3 dest);
+ CGLM_INLINE void glm_mat3_textrans(float sx, float sy, float rot, float tx, float ty, mat3 dest);
+ */
+
+#ifndef cglm_mat3_h
+#define cglm_mat3_h
+
+#include "common.h"
+#include "vec3.h"
+
+#ifdef CGLM_SSE_FP
+# include "simd/sse2/mat3.h"
+#endif
+
+#ifdef CGLM_SIMD_WASM
+# include "simd/wasm/mat3.h"
+#endif
+
+#define GLM_MAT3_IDENTITY_INIT {{1.0f, 0.0f, 0.0f}, \
+ {0.0f, 1.0f, 0.0f}, \
+ {0.0f, 0.0f, 1.0f}}
+#define GLM_MAT3_ZERO_INIT {{0.0f, 0.0f, 0.0f}, \
+ {0.0f, 0.0f, 0.0f}, \
+ {0.0f, 0.0f, 0.0f}}
+
+
+/* for C only */
+#define GLM_MAT3_IDENTITY ((mat3)GLM_MAT3_IDENTITY_INIT)
+#define GLM_MAT3_ZERO ((mat3)GLM_MAT3_ZERO_INIT)
+
+/* DEPRECATED! use _copy, _ucopy versions */
+#define glm_mat3_dup(mat, dest) glm_mat3_copy(mat, dest)
+
+/*!
+ * @brief copy all members of [mat] to [dest]
+ *
+ * @param[in] mat source
+ * @param[out] dest destination
+ */
+CGLM_INLINE
+void
+glm_mat3_copy(mat3 mat, mat3 dest) {
+ dest[0][0] = mat[0][0];
+ dest[0][1] = mat[0][1];
+ dest[0][2] = mat[0][2];
+
+ dest[1][0] = mat[1][0];
+ dest[1][1] = mat[1][1];
+ dest[1][2] = mat[1][2];
+
+ dest[2][0] = mat[2][0];
+ dest[2][1] = mat[2][1];
+ dest[2][2] = mat[2][2];
+}
+
+/*!
+ * @brief make given matrix identity. It is identical with below,
+ * but it is more easy to do that with this func especially for members
+ * e.g. glm_mat3_identity(aStruct->aMatrix);
+ *
+ * @code
+ * glm_mat3_copy(GLM_MAT3_IDENTITY, mat); // C only
+ *
+ * // or
+ * mat3 mat = GLM_MAT3_IDENTITY_INIT;
+ * @endcode
+ *
+ * @param[in, out] mat destination
+ */
+CGLM_INLINE
+void
+glm_mat3_identity(mat3 mat) {
+ CGLM_ALIGN_MAT mat3 t = GLM_MAT3_IDENTITY_INIT;
+ glm_mat3_copy(t, mat);
+}
+
+/*!
+ * @brief make given matrix array's each element identity matrix
+ *
+ * @param[in, out] mat matrix array (must be aligned (16/32)
+ * if alignment is not disabled)
+ *
+ * @param[in] count count of matrices
+ */
+CGLM_INLINE
+void
+glm_mat3_identity_array(mat3 * __restrict mat, size_t count) {
+ CGLM_ALIGN_MAT mat3 t = GLM_MAT3_IDENTITY_INIT;
+ size_t i;
+
+ for (i = 0; i < count; i++) {
+ glm_mat3_copy(t, mat[i]);
+ }
+}
+
+/*!
+ * @brief make given matrix zero.
+ *
+ * @param[in, out] mat matrix
+ */
+CGLM_INLINE
+void
+glm_mat3_zero(mat3 mat) {
+ CGLM_ALIGN_MAT mat3 t = GLM_MAT3_ZERO_INIT;
+ glm_mat3_copy(t, mat);
+}
+
+/*!
+ * @brief multiply m1 and m2 to dest
+ *
+ * m1, m2 and dest matrices can be same matrix, it is possible to write this:
+ *
+ * @code
+ * mat3 m = GLM_MAT3_IDENTITY_INIT;
+ * glm_mat3_mul(m, m, m);
+ * @endcode
+ *
+ * @param[in] m1 left matrix
+ * @param[in] m2 right matrix
+ * @param[out] dest destination matrix
+ */
+CGLM_INLINE
+void
+glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest) {
+#if defined(__wasm__) && defined(__wasm_simd128__)
+ glm_mat3_mul_wasm(m1, m2, dest);
+#elif defined( __SSE__ ) || defined( __SSE2__ )
+ glm_mat3_mul_sse2(m1, m2, dest);
+#else
+ float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2],
+ a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2],
+ a20 = m1[2][0], a21 = m1[2][1], a22 = m1[2][2],
+
+ b00 = m2[0][0], b01 = m2[0][1], b02 = m2[0][2],
+ b10 = m2[1][0], b11 = m2[1][1], b12 = m2[1][2],
+ b20 = m2[2][0], b21 = m2[2][1], b22 = m2[2][2];
+
+ dest[0][0] = a00 * b00 + a10 * b01 + a20 * b02;
+ dest[0][1] = a01 * b00 + a11 * b01 + a21 * b02;
+ dest[0][2] = a02 * b00 + a12 * b01 + a22 * b02;
+ dest[1][0] = a00 * b10 + a10 * b11 + a20 * b12;
+ dest[1][1] = a01 * b10 + a11 * b11 + a21 * b12;
+ dest[1][2] = a02 * b10 + a12 * b11 + a22 * b12;
+ dest[2][0] = a00 * b20 + a10 * b21 + a20 * b22;
+ dest[2][1] = a01 * b20 + a11 * b21 + a21 * b22;
+ dest[2][2] = a02 * b20 + a12 * b21 + a22 * b22;
+#endif
+}
+
+/*!
+ * @brief transpose mat3 and store in dest
+ *
+ * source matrix will not be transposed unless dest is m
+ *
+ * @param[in] m matrix
+ * @param[out] dest result
+ */
+CGLM_INLINE
+void
+glm_mat3_transpose_to(mat3 m, mat3 dest) {
+ dest[0][0] = m[0][0];
+ dest[0][1] = m[1][0];
+ dest[0][2] = m[2][0];
+ dest[1][0] = m[0][1];
+ dest[1][1] = m[1][1];
+ dest[1][2] = m[2][1];
+ dest[2][0] = m[0][2];
+ dest[2][1] = m[1][2];
+ dest[2][2] = m[2][2];
+}
+
+/*!
+ * @brief transpose mat3 and store result in same matrix
+ *
+ * @param[in, out] m source and dest
+ */
+CGLM_INLINE
+void
+glm_mat3_transpose(mat3 m) {
+ CGLM_ALIGN_MAT mat3 tmp;
+
+ tmp[0][1] = m[1][0];
+ tmp[0][2] = m[2][0];
+ tmp[1][0] = m[0][1];
+ tmp[1][2] = m[2][1];
+ tmp[2][0] = m[0][2];
+ tmp[2][1] = m[1][2];
+
+ m[0][1] = tmp[0][1];
+ m[0][2] = tmp[0][2];
+ m[1][0] = tmp[1][0];
+ m[1][2] = tmp[1][2];
+ m[2][0] = tmp[2][0];
+ m[2][1] = tmp[2][1];
+}
+
+/*!
+ * @brief multiply mat3 with vec3 (column vector) and store in dest vector
+ *
+ * @param[in] m mat3 (left)
+ * @param[in] v vec3 (right, column vector)
+ * @param[out] dest vec3 (result, column vector)
+ */
+CGLM_INLINE
+void
+glm_mat3_mulv(mat3 m, vec3 v, vec3 dest) {
+ vec3 res;
+ res[0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2];
+ res[1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2];
+ res[2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2];
+ glm_vec3_copy(res, dest);
+}
+
+/*!
+ * @brief trace of matrix
+ *
+ * sum of the elements on the main diagonal from upper left to the lower right
+ *
+ * @param[in] m matrix
+ */
+CGLM_INLINE
+float
+glm_mat3_trace(mat3 m) {
+ return m[0][0] + m[1][1] + m[2][2];
+}
+
+/*!
+ * @brief convert mat3 to quaternion
+ *
+ * @param[in] m rotation matrix
+ * @param[out] dest destination quaternion
+ */
+CGLM_INLINE
+void
+glm_mat3_quat(mat3 m, versor dest) {
+ float trace, r, rinv;
+
+ /* it seems using like m12 instead of m[1][2] causes extra instructions */
+
+ trace = m[0][0] + m[1][1] + m[2][2];
+ if (trace >= 0.0f) {
+ r = sqrtf(1.0f + trace);
+ rinv = 0.5f / r;
+
+ dest[0] = rinv * (m[1][2] - m[2][1]);
+ dest[1] = rinv * (m[2][0] - m[0][2]);
+ dest[2] = rinv * (m[0][1] - m[1][0]);
+ dest[3] = r * 0.5f;
+ } else if (m[0][0] >= m[1][1] && m[0][0] >= m[2][2]) {
+ r = sqrtf(1.0f - m[1][1] - m[2][2] + m[0][0]);
+ rinv = 0.5f / r;
+
+ dest[0] = r * 0.5f;
+ dest[1] = rinv * (m[0][1] + m[1][0]);
+ dest[2] = rinv * (m[0][2] + m[2][0]);
+ dest[3] = rinv * (m[1][2] - m[2][1]);
+ } else if (m[1][1] >= m[2][2]) {
+ r = sqrtf(1.0f - m[0][0] - m[2][2] + m[1][1]);
+ rinv = 0.5f / r;
+
+ dest[0] = rinv * (m[0][1] + m[1][0]);
+ dest[1] = r * 0.5f;
+ dest[2] = rinv * (m[1][2] + m[2][1]);
+ dest[3] = rinv * (m[2][0] - m[0][2]);
+ } else {
+ r = sqrtf(1.0f - m[0][0] - m[1][1] + m[2][2]);
+ rinv = 0.5f / r;
+
+ dest[0] = rinv * (m[0][2] + m[2][0]);
+ dest[1] = rinv * (m[1][2] + m[2][1]);
+ dest[2] = r * 0.5f;
+ dest[3] = rinv * (m[0][1] - m[1][0]);
+ }
+}
+
+/*!
+ * @brief scale (multiply with scalar) matrix
+ *
+ * multiply matrix with scalar
+ *
+ * @param[in, out] m matrix
+ * @param[in] s scalar
+ */
+CGLM_INLINE
+void
+glm_mat3_scale(mat3 m, float s) {
+ m[0][0] *= s; m[0][1] *= s; m[0][2] *= s;
+ m[1][0] *= s; m[1][1] *= s; m[1][2] *= s;
+ m[2][0] *= s; m[2][1] *= s; m[2][2] *= s;
+}
+
+/*!
+ * @brief mat3 determinant
+ *
+ * @param[in] mat matrix
+ *
+ * @return determinant
+ */
+CGLM_INLINE
+float
+glm_mat3_det(mat3 mat) {
+ float a = mat[0][0], b = mat[0][1], c = mat[0][2],
+ d = mat[1][0], e = mat[1][1], f = mat[1][2],
+ g = mat[2][0], h = mat[2][1], i = mat[2][2];
+
+ return a * (e * i - h * f) - d * (b * i - h * c) + g * (b * f - e * c);
+}
+
+/*!
+ * @brief inverse mat3 and store in dest
+ *
+ * @param[in] mat matrix
+ * @param[out] dest inverse matrix
+ */
+CGLM_INLINE
+void
+glm_mat3_inv(mat3 mat, mat3 dest) {
+ float a = mat[0][0], b = mat[0][1], c = mat[0][2],
+ d = mat[1][0], e = mat[1][1], f = mat[1][2],
+ g = mat[2][0], h = mat[2][1], i = mat[2][2],
+
+ c1 = e * i - f * h, c2 = d * i - g * f, c3 = d * h - g * e,
+ idt = 1.0f / (a * c1 - b * c2 + c * c3), ndt = -idt;
+
+ dest[0][0] = idt * c1;
+ dest[0][1] = ndt * (b * i - h * c);
+ dest[0][2] = idt * (b * f - e * c);
+ dest[1][0] = ndt * c2;
+ dest[1][1] = idt * (a * i - g * c);
+ dest[1][2] = ndt * (a * f - d * c);
+ dest[2][0] = idt * c3;
+ dest[2][1] = ndt * (a * h - g * b);
+ dest[2][2] = idt * (a * e - d * b);
+}
+
+/*!
+ * @brief swap two matrix columns
+ *
+ * @param[in,out] mat matrix
+ * @param[in] col1 col1
+ * @param[in] col2 col2
+ */
+CGLM_INLINE
+void
+glm_mat3_swap_col(mat3 mat, int col1, int col2) {
+ vec3 tmp;
+ glm_vec3_copy(mat[col1], tmp);
+ glm_vec3_copy(mat[col2], mat[col1]);
+ glm_vec3_copy(tmp, mat[col2]);
+}
+
+/*!
+ * @brief swap two matrix rows
+ *
+ * @param[in,out] mat matrix
+ * @param[in] row1 row1
+ * @param[in] row2 row2
+ */
+CGLM_INLINE
+void
+glm_mat3_swap_row(mat3 mat, int row1, int row2) {
+ vec3 tmp;
+ tmp[0] = mat[0][row1];
+ tmp[1] = mat[1][row1];
+ tmp[2] = mat[2][row1];
+
+ mat[0][row1] = mat[0][row2];
+ mat[1][row1] = mat[1][row2];
+ mat[2][row1] = mat[2][row2];
+
+ mat[0][row2] = tmp[0];
+ mat[1][row2] = tmp[1];
+ mat[2][row2] = tmp[2];
+}
+
+/*!
+ * @brief helper for R (row vector) * M (matrix) * C (column vector)
+ *
+ * rmc stands for Row * Matrix * Column
+ *
+ * the result is scalar because R * M = Matrix1x3 (row vector),
+ * then Matrix1x3 * Vec3 (column vector) = Matrix1x1 (Scalar)
+ *
+ * @param[in] r row vector or matrix1x3
+ * @param[in] m matrix3x3
+ * @param[in] c column vector or matrix3x1
+ *
+ * @return scalar value e.g. Matrix1x1
+ */
+CGLM_INLINE
+float
+glm_mat3_rmc(vec3 r, mat3 m, vec3 c) {
+ vec3 tmp;
+ glm_mat3_mulv(m, c, tmp);
+ return glm_vec3_dot(r, tmp);
+}
+
+/*!
+ * @brief Create mat3 matrix from pointer
+ *
+ * @param[in] src pointer to an array of floats
+ * @param[out] dest matrix
+ */
+CGLM_INLINE
+void
+glm_mat3_make(const float * __restrict src, mat3 dest) {
+ dest[0][0] = src[0];
+ dest[0][1] = src[1];
+ dest[0][2] = src[2];
+
+ dest[1][0] = src[3];
+ dest[1][1] = src[4];
+ dest[1][2] = src[5];
+
+ dest[2][0] = src[6];
+ dest[2][1] = src[7];
+ dest[2][2] = src[8];
+}
+
+/*!
+ * @brief Create mat3 matrix from texture transform parameters
+ *
+ * @param[in] sx scale x
+ * @param[in] sy scale y
+ * @param[in] rot rotation in radians CCW/RH
+ * @param[in] tx translate x
+ * @param[in] ty translate y
+ * @param[out] dest texture transform matrix
+ */
+CGLM_INLINE
+void
+glm_mat3_textrans(float sx, float sy, float rot, float tx, float ty, mat3 dest) {
+ float c, s;
+
+ c = cosf(rot);
+ s = sinf(rot);
+
+ glm_mat3_identity(dest);
+
+ dest[0][0] = c * sx;
+ dest[0][1] = -s * sy;
+ dest[1][0] = s * sx;
+ dest[1][1] = c * sy;
+ dest[2][0] = tx;
+ dest[2][1] = ty;
+}
+
+#endif /* cglm_mat3_h */