summaryrefslogtreecommitdiff
path: root/include/cglm/affine-mat.h
blob: c22c0e07e9bfef0dd70244adf198bca4937ab6e8 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
/*
 * 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_mul(mat4 m1, mat4 m2, mat4 dest);
   CGLM_INLINE void glm_mul_rot(mat4 m1, mat4 m2, mat4 dest);
   CGLM_INLINE void glm_inv_tr(mat4 mat);
 */

#ifndef cglm_affine_mat_h
#define cglm_affine_mat_h

#include "common.h"
#include "mat4.h"
#include "mat3.h"

#ifdef CGLM_SSE_FP
#  include "simd/sse2/affine.h"
#endif

#ifdef CGLM_AVX_FP
#  include "simd/avx/affine.h"
#endif

#ifdef CGLM_NEON_FP
#  include "simd/neon/affine.h"
#endif

#ifdef CGLM_SIMD_WASM
#  include "simd/wasm/affine.h"
#endif

/*!
 * @brief this is similar to glm_mat4_mul but specialized to affine transform
 *
 * Matrix format should be:
 *   R  R  R  X
 *   R  R  R  Y
 *   R  R  R  Z
 *   0  0  0  W
 *
 * this reduces some multiplications. It should be faster than mat4_mul.
 * if you are not sure about matrix format then DON'T use this! use mat4_mul
 *
 * @param[in]   m1    affine matrix 1
 * @param[in]   m2    affine matrix 2
 * @param[out]  dest  result matrix
 */
CGLM_INLINE
void
glm_mul(mat4 m1, mat4 m2, mat4 dest) {
#if defined(__wasm__) && defined(__wasm_simd128__)
  glm_mul_wasm(m1, m2, dest);
#elif defined(__AVX__)
  glm_mul_avx(m1, m2, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
  glm_mul_sse2(m1, m2, dest);
#elif defined(CGLM_NEON_FP)
  glm_mul_neon(m1, m2, dest);
#else
  float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3],
        a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2], a13 = m1[1][3],
        a20 = m1[2][0], a21 = m1[2][1], a22 = m1[2][2], a23 = m1[2][3],
        a30 = m1[3][0], a31 = m1[3][1], a32 = m1[3][2], a33 = m1[3][3],

        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],
        b30 = m2[3][0], b31 = m2[3][1], b32 = m2[3][2], b33 = m2[3][3];

  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[0][3] = a03 * b00 + a13 * b01 + a23 * 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[1][3] = a03 * b10 + a13 * b11 + a23 * 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;
  dest[2][3] = a03 * b20 + a13 * b21 + a23 * b22;

  dest[3][0] = a00 * b30 + a10 * b31 + a20 * b32 + a30 * b33;
  dest[3][1] = a01 * b30 + a11 * b31 + a21 * b32 + a31 * b33;
  dest[3][2] = a02 * b30 + a12 * b31 + a22 * b32 + a32 * b33;
  dest[3][3] = a03 * b30 + a13 * b31 + a23 * b32 + a33 * b33;
#endif
}

/*!
 * @brief this is similar to glm_mat4_mul but specialized to affine transform
 *
 * Right Matrix format should be:
 *   R  R  R  0
 *   R  R  R  0
 *   R  R  R  0
 *   0  0  0  1
 *
 * this reduces some multiplications. It should be faster than mat4_mul.
 * if you are not sure about matrix format then DON'T use this! use mat4_mul
 *
 * @param[in]   m1    affine matrix 1
 * @param[in]   m2    affine matrix 2
 * @param[out]  dest  result matrix
 */
CGLM_INLINE
void
glm_mul_rot(mat4 m1, mat4 m2, mat4 dest) {
#if defined(__wasm__) && defined(__wasm_simd128__)
  glm_mul_rot_wasm(m1, m2, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
  glm_mul_rot_sse2(m1, m2, dest);
#elif defined(CGLM_NEON_FP)
  glm_mul_rot_neon(m1, m2, dest);
#else
  float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3],
        a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2], a13 = m1[1][3],
        a20 = m1[2][0], a21 = m1[2][1], a22 = m1[2][2], a23 = m1[2][3],
        a30 = m1[3][0], a31 = m1[3][1], a32 = m1[3][2], a33 = m1[3][3],

        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[0][3] = a03 * b00 + a13 * b01 + a23 * 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[1][3] = a03 * b10 + a13 * b11 + a23 * 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;
  dest[2][3] = a03 * b20 + a13 * b21 + a23 * b22;

  dest[3][0] = a30;
  dest[3][1] = a31;
  dest[3][2] = a32;
  dest[3][3] = a33;
#endif
}

/*!
 * @brief inverse orthonormal rotation + translation matrix (ridig-body)
 *
 * @code
 * X = | R  T |   X' = | R' -R'T |
 *     | 0  1 |        | 0     1 |
 * @endcode
 *
 * @param[in,out]  mat  matrix
 */
CGLM_INLINE
void
glm_inv_tr(mat4 mat) {
#if defined(__wasm__) && defined(__wasm_simd128__)
  glm_inv_tr_wasm(mat);
#elif defined( __SSE__ ) || defined( __SSE2__ )
  glm_inv_tr_sse2(mat);
#elif defined(CGLM_NEON_FP)
  glm_inv_tr_neon(mat);
#else
  CGLM_ALIGN_MAT mat3 r;
  CGLM_ALIGN(8)  vec3 t;

  /* rotate */
  glm_mat4_pick3t(mat, r);
  glm_mat4_ins3(r, mat);

  /* translate */
  glm_mat3_mulv(r, mat[3], t);
  glm_vec3_negate(t);
  glm_vec3_copy(t, mat[3]);
#endif
}

#endif /* cglm_affine_mat_h */