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-rw-r--r--include/cglm/struct/mat3.h322
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diff --git a/include/cglm/struct/mat3.h b/include/cglm/struct/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:
+ 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 */