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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 mat4s glms_translated(mat4s m, vec3s v);
+ CGLM_INLINE mat4s glms_translated_x(mat4s m, float x);
+ CGLM_INLINE mat4s glms_translated_y(mat4s m, float y);
+ CGLM_INLINE mat4s glms_translated_z(mat4s m, float z);
+ CGLM_INLINE mat4s glms_rotated_x(mat4s m, float angle);
+ CGLM_INLINE mat4s glms_rotated_y(mat4s m, float angle);
+ CGLM_INLINE mat4s glms_rotated_z(mat4s m, float angle);
+ CGLM_INLINE mat4s glms_rotated(mat4s m, float angle, vec3s axis);
+ CGLM_INLINE mat4s glms_rotated_at(mat4s m, vec3s pivot, float angle, vec3s axis);
+ CGLM_INLINE mat4s glms_spinned(mat4s m, float angle, vec3s axis);
+ */
+
+#ifndef cglms_affines_post_h
+#define cglms_affines_post_h
+
+#include "../common.h"
+#include "../types-struct.h"
+#include "../affine.h"
+#include "vec3.h"
+#include "vec4.h"
+#include "mat4.h"
+
+/*!
+ * @brief translate existing transform matrix by v vector
+ * and stores result in same matrix
+ *
+ * @param[in] m affine transform
+ * @param[in] v translate vector [x, y, z]
+ * @returns affine transform
+ */
+CGLM_INLINE
+mat4s
+glms_translated(mat4s m, vec3s v) {
+ glm_translated(m.raw, v.raw);
+ return m;
+}
+
+/*!
+ * @brief translate existing transform matrix by x factor
+ *
+ * @param[in] m affine transform
+ * @param[in] x x factor
+ * @returns affine transform
+ */
+CGLM_INLINE
+mat4s
+glms_translated_x(mat4s m, float x) {
+ glm_translated_x(m.raw, x);
+ return m;
+}
+
+/*!
+ * @brief translate existing transform matrix by y factor
+ *
+ * @param[in] m affine transform
+ * @param[in] y y factor
+ * @returns affine transform
+ */
+CGLM_INLINE
+mat4s
+glms_translated_y(mat4s m, float y) {
+ glm_translated_y(m.raw, y);
+ return m;
+}
+
+/*!
+ * @brief translate existing transform matrix by z factor
+ *
+ * @param[in] m affine transform
+ * @param[in] z z factor
+ * @returns affine transform
+ */
+CGLM_INLINE
+mat4s
+glms_translated_z(mat4s m, float z) {
+ glm_translated_z(m.raw, z);
+ return m;
+}
+
+/*!
+ * @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)
+ * @returns rotated matrix
+ */
+CGLM_INLINE
+mat4s
+glms_rotated_x(mat4s m, float angle) {
+ mat4s r;
+ glm_rotated_x(m.raw, angle, r.raw);
+ return r;
+}
+
+/*!
+ * @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)
+ * @returns rotated matrix
+ */
+CGLM_INLINE
+mat4s
+glms_rotated_y(mat4s m, float angle) {
+ mat4s r;
+ glm_rotated_y(m.raw, angle, r.raw);
+ return r;
+}
+
+/*!
+ * @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)
+ * @returns rotated matrix
+ */
+CGLM_INLINE
+mat4s
+glms_rotated_z(mat4s m, float angle) {
+ mat4s r;
+ glm_rotated_z(m.raw, angle, r.raw);
+ return r;
+}
+
+/*!
+ * @brief rotate existing transform matrix around given axis by angle
+ *
+ * @param[in] m affine transform
+ * @param[in] angle angle (radians)
+ * @param[in] axis axis
+ * @returns affine transform
+ */
+CGLM_INLINE
+mat4s
+glms_rotated(mat4s m, float angle, vec3s axis) {
+ glm_rotated(m.raw, angle, axis.raw);
+ return m;
+}
+
+/*!
+ * @brief rotate existing transform
+ * around given axis by angle at given pivot point (rotation center)
+ *
+ * @param[in] m affine transform
+ * @param[in] pivot rotation center
+ * @param[in] angle angle (radians)
+ * @param[in] axis axis
+ * @returns affine transform
+ */
+CGLM_INLINE
+mat4s
+glms_rotated_at(mat4s m, vec3s pivot, float angle, vec3s axis) {
+ glm_rotated_at(m.raw, pivot.raw, angle, axis.raw);
+ return m;
+}
+
+/*!
+ * @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
+ *
+ * @param[in] m affine transform
+ * @param[in] angle angle (radians)
+ * @param[in] axis axis
+ * @returns affine transform
+ */
+CGLM_INLINE
+mat4s
+glms_spinned(mat4s m, float angle, vec3s axis) {
+ glm_spinned(m.raw, angle, axis.raw);
+ return m;
+}
+
+#endif /* cglms_affines_post_h */