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Diffstat (limited to 'include/cglm/struct/mat3.h')
| -rw-r--r-- | include/cglm/struct/mat3.h | 322 |
1 files changed, 322 insertions, 0 deletions
diff --git a/include/cglm/struct/mat3.h b/include/cglm/struct/mat3.h new file mode 100644 index 0000000..2fae073 --- /dev/null +++ b/include/cglm/struct/mat3.h @@ -0,0 +1,322 @@ +/* + * Copyright (c), Recep Aslantas. + * + * MIT License (MIT), http://opensource.org/licenses/MIT + * Full license can be found in the LICENSE file + */ + +/* + Macros: + GLMS_MAT3_IDENTITY_INIT + GLMS_MAT3_ZERO_INIT + GLMS_MAT3_IDENTITY + GLMS_MAT3_ZERO + + Functions: + CGLM_INLINE mat3s glms_mat3_copy(mat3s mat); + CGLM_INLINE mat3s glms_mat3_identity(void); + CGLM_INLINE void glms_mat3_identity_array(mat3s * __restrict mat, size_t count); + CGLM_INLINE mat3s glms_mat3_zero(void); + CGLM_INLINE mat3s glms_mat3_mul(mat3s m1, mat3s m2); + CGLM_INLINE ma3s glms_mat3_transpose(mat3s m); + CGLM_INLINE vec3s glms_mat3_mulv(mat3s m, vec3s v); + CGLM_INLINE float glms_mat3_trace(mat3s m); + CGLM_INLINE versor glms_mat3_quat(mat3s m); + CGLM_INLINE mat3s glms_mat3_scale(mat3s m, float s); + CGLM_INLINE float glms_mat3_det(mat3s mat); + CGLM_INLINE mat3s glms_mat3_inv(mat3s mat); + CGLM_INLINE mat3s glms_mat3_swap_col(mat3s mat, int col1, int col2); + CGLM_INLINE mat3s glms_mat3_swap_row(mat3s mat, int row1, int row2); + CGLM_INLINE float glms_mat3_rmc(vec3s r, mat3s m, vec3s c); + CGLM_INLINE mat3s glms_mat3_make(const float * __restrict src); + CGLM_INLINE mat3s glms_mat3_textrans(float sx, float sy, float rot, float tx, float ty); + */ + +#ifndef cglms_mat3s_h +#define cglms_mat3s_h + +#include "../common.h" +#include "../types-struct.h" +#include "../mat3.h" +#include "vec3.h" + +/* api definition */ +#define glms_mat3_(NAME) CGLM_STRUCTAPI(mat3, NAME) + +#define GLMS_MAT3_IDENTITY_INIT {GLM_MAT3_IDENTITY_INIT} +#define GLMS_MAT3_ZERO_INIT {GLM_MAT3_ZERO_INIT} + +/* for C only */ +#define GLMS_MAT3_IDENTITY ((mat3s)GLMS_MAT3_IDENTITY_INIT) +#define GLMS_MAT3_ZERO ((mat3s)GLMS_MAT3_ZERO_INIT) + +/*! + * @brief copy all members of [mat] to [dest] + * + * @param[in] mat source + * @returns destination + */ +CGLM_INLINE +mat3s +glms_mat3_(copy)(mat3s mat) { + mat3s r; + glm_mat3_copy(mat.raw, r.raw); + return r; +} + +/*! + * @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 + * + * @returns destination + */ +CGLM_INLINE +mat3s +glms_mat3_(identity)(void) { + mat3s r; + glm_mat3_identity(r.raw); + return r; +} + +/*! + * @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 +glms_mat3_(identity_array)(mat3s * __restrict mat, size_t count) { + CGLM_ALIGN_MAT mat3s t = GLMS_MAT3_IDENTITY_INIT; + size_t i; + + for (i = 0; i < count; i++) { + glm_mat3_copy(t.raw, mat[i].raw); + } +} + +/*! + * @brief make given matrix zero. + * + * @returns matrix + */ +CGLM_INLINE +mat3s +glms_mat3_(zero)(void) { + mat3s r; + glm_mat3_zero(r.raw); + return r; +} + +/*! + * @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; + * r = glms_mat3_mul(m, m); + * @endcode + * + * @param[in] m1 left matrix + * @param[in] m2 right matrix + * @returns destination matrix + */ +CGLM_INLINE +mat3s +glms_mat3_(mul)(mat3s m1, mat3s m2) { + mat3s r; + glm_mat3_mul(m1.raw, m2.raw, r.raw); + return r; +} + +/*! + * @brief transpose mat3 and store result in same matrix + * + * @param[in, out] m source and dest + */ +CGLM_INLINE +mat3s +glms_mat3_(transpose)(mat3s m) { + glm_mat3_transpose(m.raw); + return m; +} + +/*! + * @brief multiply mat3 with vec3 (column vector) and store in dest vector + * + * @param[in] m mat3 (left) + * @param[in] v vec3 (right, column vector) + * @returns vec3 (result, column vector) + */ +CGLM_INLINE +vec3s +glms_mat3_(mulv)(mat3s m, vec3s v) { + vec3s r; + glm_mat3_mulv(m.raw, v.raw, r.raw); + return r; +} + +/*! + * @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 +glms_mat3_(trace)(mat3s m) { + return glm_mat3_trace(m.raw); +} + +/*! + * @brief convert mat3 to quaternion + * + * @param[in] m rotation matrix + * @returns destination quaternion + */ +CGLM_INLINE +versors +glms_mat3_(quat)(mat3s m) { + versors r; + glm_mat3_quat(m.raw, r.raw); + return r; +} + +/*! + * @brief scale (multiply with scalar) matrix + * + * multiply matrix with scalar + * + * @param[in] m matrix + * @param[in] s scalar + * @returns scaled matrix + */ +CGLM_INLINE +mat3s +glms_mat3_(scale)(mat3s m, float s) { + glm_mat3_scale(m.raw, s); + return m; +} + +/*! + * @brief mat3 determinant + * + * @param[in] mat matrix + * + * @return determinant + */ +CGLM_INLINE +float +glms_mat3_(det)(mat3s mat) { + return glm_mat3_det(mat.raw); +} + +/*! + * @brief inverse mat3 and store in dest + * + * @param[in] mat matrix + * @returns inverse matrix + */ +CGLM_INLINE +mat3s +glms_mat3_(inv)(mat3s mat) { + mat3s r; + glm_mat3_inv(mat.raw, r.raw); + return r; +} + +/*! + * @brief swap two matrix columns + * + * @param[in] mat matrix + * @param[in] col1 col1 + * @param[in] col2 col2 + * @returns matrix + */ +CGLM_INLINE +mat3s +glms_mat3_(swap_col)(mat3s mat, int col1, int col2) { + glm_mat3_swap_col(mat.raw, col1, col2); + return mat; +} + +/*! + * @brief swap two matrix rows + * + * @param[in] mat matrix + * @param[in] row1 row1 + * @param[in] row2 row2 + * @returns matrix + */ +CGLM_INLINE +mat3s +glms_mat3_(swap_row)(mat3s mat, int row1, int row2) { + glm_mat3_swap_row(mat.raw, row1, row2); + return mat; +} + +/*! + * @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 +glms_mat3_(rmc)(vec3s r, mat3s m, vec3s c) { + return glm_mat3_rmc(r.raw, m.raw, c.raw); +} + +/*! + * @brief Create mat3 matrix from pointer + * + * @param[in] src pointer to an array of floats + * @return constructed matrix from raw pointer + */ +CGLM_INLINE +mat3s +glms_mat3_(make)(const float * __restrict src) { + mat3s r; + glm_mat3_make(src, r.raw); + return r; +} + +/*! + * @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 + * @return texture transform matrix + */ +CGLM_INLINE +mat3s +glms_mat3_(textrans)(float sx, float sy, float rot, float tx, float ty) { + mat3s r; + glm_mat3_textrans(sx, sy, rot, tx, ty, r.raw); + return r; +} + +#endif /* cglms_mat3s_h */ |
