/* * 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_translate_to(mat4 m, vec3 v, mat4 dest); CGLM_INLINE void glm_translate(mat4 m, vec3 v); CGLM_INLINE void glm_translate_x(mat4 m, float to); CGLM_INLINE void glm_translate_y(mat4 m, float to); CGLM_INLINE void glm_translate_z(mat4 m, float to); CGLM_INLINE void glm_translate_make(mat4 m, vec3 v); CGLM_INLINE void glm_scale_to(mat4 m, vec3 v, mat4 dest); CGLM_INLINE void glm_scale_make(mat4 m, vec3 v); CGLM_INLINE void glm_scale(mat4 m, vec3 v); CGLM_INLINE void glm_scale_uni(mat4 m, float s); CGLM_INLINE void glm_rotate_x(mat4 m, float angle, mat4 dest); CGLM_INLINE void glm_rotate_y(mat4 m, float angle, mat4 dest); CGLM_INLINE void glm_rotate_z(mat4 m, float angle, mat4 dest); CGLM_INLINE void glm_rotate_make(mat4 m, float angle, vec3 axis); CGLM_INLINE void glm_rotate(mat4 m, float angle, vec3 axis); CGLM_INLINE void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis); CGLM_INLINE void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis); CGLM_INLINE void glm_decompose_scalev(mat4 m, vec3 s); CGLM_INLINE bool glm_uniscaled(mat4 m); CGLM_INLINE void glm_decompose_rs(mat4 m, mat4 r, vec3 s); CGLM_INLINE void glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s); */ #ifndef cglm_affine_h #define cglm_affine_h #include "common.h" #include "util.h" #include "vec3.h" #include "vec4.h" #include "mat4.h" #include "affine-mat.h" /*! * @brief translate existing transform matrix by v vector * and stores result in same matrix * * @param[in, out] m affine transfrom * @param[in] v translate vector [x, y, z] */ CGLM_INLINE void glm_translate(mat4 m, vec3 v) { #if defined( __SSE__ ) || defined( __SSE2__ ) glmm_store(m[3], _mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_load(m[0]), _mm_set1_ps(v[0])), _mm_mul_ps(glmm_load(m[1]), _mm_set1_ps(v[1]))), _mm_add_ps(_mm_mul_ps(glmm_load(m[2]), _mm_set1_ps(v[2])), glmm_load(m[3])))) ; #else vec4 v1, v2, v3; glm_vec4_scale(m[0], v[0], v1); glm_vec4_scale(m[1], v[1], v2); glm_vec4_scale(m[2], v[2], v3); glm_vec4_add(v1, m[3], m[3]); glm_vec4_add(v2, m[3], m[3]); glm_vec4_add(v3, m[3], m[3]); #endif } /*! * @brief translate existing transform matrix by v vector * and store result in dest * * source matrix will remain same * * @param[in] m affine transfrom * @param[in] v translate vector [x, y, z] * @param[out] dest translated matrix */ CGLM_INLINE void glm_translate_to(mat4 m, vec3 v, mat4 dest) { glm_mat4_copy(m, dest); glm_translate(dest, v); } /*! * @brief translate existing transform matrix by x factor * * @param[in, out] m affine transfrom * @param[in] x x factor */ CGLM_INLINE void glm_translate_x(mat4 m, float x) { #if defined( __SSE__ ) || defined( __SSE2__ ) glmm_store(m[3], _mm_add_ps(_mm_mul_ps(glmm_load(m[0]), _mm_set1_ps(x)), glmm_load(m[3]))) ; #else vec4 v1; glm_vec4_scale(m[0], x, v1); glm_vec4_add(v1, m[3], m[3]); #endif } /*! * @brief translate existing transform matrix by y factor * * @param[in, out] m affine transfrom * @param[in] y y factor */ CGLM_INLINE void glm_translate_y(mat4 m, float y) { #if defined( __SSE__ ) || defined( __SSE2__ ) glmm_store(m[3], _mm_add_ps(_mm_mul_ps(glmm_load(m[1]), _mm_set1_ps(y)), glmm_load(m[3]))) ; #else vec4 v1; glm_vec4_scale(m[1], y, v1); glm_vec4_add(v1, m[3], m[3]); #endif } /*! * @brief translate existing transform matrix by z factor * * @param[in, out] m affine transfrom * @param[in] z z factor */ CGLM_INLINE void glm_translate_z(mat4 m, float z) { #if defined( __SSE__ ) || defined( __SSE2__ ) glmm_store(m[3], _mm_add_ps(_mm_mul_ps(glmm_load(m[2]), _mm_set1_ps(z)), glmm_load(m[3]))) ; #else vec4 v1; glm_vec4_scale(m[2], z, v1); glm_vec4_add(v1, m[3], m[3]); #endif } /*! * @brief creates NEW translate transform matrix by v vector * * @param[out] m affine transfrom * @param[in] v translate vector [x, y, z] */ CGLM_INLINE void glm_translate_make(mat4 m, vec3 v) { glm_mat4_identity(m); glm_vec3_copy(v, m[3]); } /*! * @brief scale existing transform matrix by v vector * and store result in dest * * @param[in] m affine transfrom * @param[in] v scale vector [x, y, z] * @param[out] dest scaled matrix */ CGLM_INLINE void glm_scale_to(mat4 m, vec3 v, mat4 dest) { glm_vec4_scale(m[0], v[0], dest[0]); glm_vec4_scale(m[1], v[1], dest[1]); glm_vec4_scale(m[2], v[2], dest[2]); glm_vec4_copy(m[3], dest[3]); } /*! * @brief creates NEW scale matrix by v vector * * @param[out] m affine transfrom * @param[in] v scale vector [x, y, z] */ CGLM_INLINE void glm_scale_make(mat4 m, vec3 v) { glm_mat4_identity(m); m[0][0] = v[0]; m[1][1] = v[1]; m[2][2] = v[2]; } /*! * @brief scales existing transform matrix by v vector * and stores result in same matrix * * @param[in, out] m affine transfrom * @param[in] v scale vector [x, y, z] */ CGLM_INLINE void glm_scale(mat4 m, vec3 v) { glm_scale_to(m, v, m); } /*! * @brief applies uniform scale to existing transform matrix v = [s, s, s] * and stores result in same matrix * * @param[in, out] m affine transfrom * @param[in] s scale factor */ CGLM_INLINE void glm_scale_uni(mat4 m, float s) { CGLM_ALIGN(8) vec3 v = { s, s, s }; glm_scale_to(m, v, m); } /*! * @brief rotate existing transform matrix around X axis by angle * and store result in dest * * @param[in] m affine transfrom * @param[in] angle angle (radians) * @param[out] dest rotated matrix */ CGLM_INLINE void glm_rotate_x(mat4 m, float angle, mat4 dest) { CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT; float c, s; c = cosf(angle); s = sinf(angle); t[1][1] = c; t[1][2] = s; t[2][1] = -s; t[2][2] = c; glm_mul_rot(m, t, dest); } /*! * @brief rotate existing transform matrix around Y axis by angle * and store result in dest * * @param[in] m affine transfrom * @param[in] angle angle (radians) * @param[out] dest rotated matrix */ CGLM_INLINE void glm_rotate_y(mat4 m, float angle, mat4 dest) { CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT; float c, s; c = cosf(angle); s = sinf(angle); t[0][0] = c; t[0][2] = -s; t[2][0] = s; t[2][2] = c; glm_mul_rot(m, t, dest); } /*! * @brief rotate existing transform matrix around Z axis by angle * and store result in dest * * @param[in] m affine transfrom * @param[in] angle angle (radians) * @param[out] dest rotated matrix */ CGLM_INLINE void glm_rotate_z(mat4 m, float angle, mat4 dest) { CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT; float c, s; c = cosf(angle); s = sinf(angle); t[0][0] = c; t[0][1] = s; t[1][0] = -s; t[1][1] = c; glm_mul_rot(m, t, dest); } /*! * @brief creates NEW rotation matrix by angle and axis * * axis will be normalized so you don't need to normalize it * * @param[out] m affine transfrom * @param[in] angle angle (radians) * @param[in] axis axis */ CGLM_INLINE void glm_rotate_make(mat4 m, float angle, vec3 axis) { CGLM_ALIGN(8) vec3 axisn, v, vs; float c; c = cosf(angle); glm_vec3_normalize_to(axis, axisn); glm_vec3_scale(axisn, 1.0f - c, v); glm_vec3_scale(axisn, sinf(angle), vs); glm_vec3_scale(axisn, v[0], m[0]); glm_vec3_scale(axisn, v[1], m[1]); glm_vec3_scale(axisn, v[2], m[2]); m[0][0] += c; m[1][0] -= vs[2]; m[2][0] += vs[1]; m[0][1] += vs[2]; m[1][1] += c; m[2][1] -= vs[0]; m[0][2] -= vs[1]; m[1][2] += vs[0]; m[2][2] += c; m[0][3] = m[1][3] = m[2][3] = m[3][0] = m[3][1] = m[3][2] = 0.0f; m[3][3] = 1.0f; } /*! * @brief rotate existing transform matrix around given axis by angle * * @param[in, out] m affine transfrom * @param[in] angle angle (radians) * @param[in] axis axis */ CGLM_INLINE void glm_rotate(mat4 m, float angle, vec3 axis) { CGLM_ALIGN_MAT mat4 rot; glm_rotate_make(rot, angle, axis); glm_mul_rot(m, rot, m); } /*! * @brief rotate existing transform * around given axis by angle at given pivot point (rotation center) * * @param[in, out] m affine transfrom * @param[in] pivot rotation center * @param[in] angle angle (radians) * @param[in] axis axis */ CGLM_INLINE void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) { CGLM_ALIGN(8) vec3 pivotInv; glm_vec3_negate_to(pivot, pivotInv); glm_translate(m, pivot); glm_rotate(m, angle, axis); glm_translate(m, pivotInv); } /*! * @brief creates NEW rotation matrix by angle and axis at given point * * this creates rotation matrix, it assumes you don't have a matrix * * this should work faster than glm_rotate_at because it reduces * one glm_translate. * * @param[out] m affine transfrom * @param[in] pivot rotation center * @param[in] angle angle (radians) * @param[in] axis axis */ CGLM_INLINE void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) { CGLM_ALIGN(8) vec3 pivotInv; glm_vec3_negate_to(pivot, pivotInv); glm_translate_make(m, pivot); glm_rotate(m, angle, axis); glm_translate(m, pivotInv); } /*! * @brief decompose scale vector * * @param[in] m affine transform * @param[out] s scale vector (Sx, Sy, Sz) */ CGLM_INLINE void glm_decompose_scalev(mat4 m, vec3 s) { s[0] = glm_vec3_norm(m[0]); s[1] = glm_vec3_norm(m[1]); s[2] = glm_vec3_norm(m[2]); } /*! * @brief returns true if matrix is uniform scaled. This is helpful for * creating normal matrix. * * @param[in] m m * * @return boolean */ CGLM_INLINE bool glm_uniscaled(mat4 m) { CGLM_ALIGN(8) vec3 s; glm_decompose_scalev(m, s); return glm_vec3_eq_all(s); } /*! * @brief decompose rotation matrix (mat4) and scale vector [Sx, Sy, Sz] * DON'T pass projected matrix here * * @param[in] m affine transform * @param[out] r rotation matrix * @param[out] s scale matrix */ CGLM_INLINE void glm_decompose_rs(mat4 m, mat4 r, vec3 s) { CGLM_ALIGN(16) vec4 t = {0.0f, 0.0f, 0.0f, 1.0f}; CGLM_ALIGN(8) vec3 v; glm_vec4_copy(m[0], r[0]); glm_vec4_copy(m[1], r[1]); glm_vec4_copy(m[2], r[2]); glm_vec4_copy(t, r[3]); s[0] = glm_vec3_norm(m[0]); s[1] = glm_vec3_norm(m[1]); s[2] = glm_vec3_norm(m[2]); glm_vec4_scale(r[0], 1.0f/s[0], r[0]); glm_vec4_scale(r[1], 1.0f/s[1], r[1]); glm_vec4_scale(r[2], 1.0f/s[2], r[2]); /* Note from Apple Open Source (asume that the matrix is orthonormal): check for a coordinate system flip. If the determinant is -1, then negate the matrix and the scaling factors. */ glm_vec3_cross(m[0], m[1], v); if (glm_vec3_dot(v, m[2]) < 0.0f) { glm_vec4_negate(r[0]); glm_vec4_negate(r[1]); glm_vec4_negate(r[2]); glm_vec3_negate(s); } } /*! * @brief decompose affine transform, TODO: extract shear factors. * DON'T pass projected matrix here * * @param[in] m affine transfrom * @param[out] t translation vector * @param[out] r rotation matrix (mat4) * @param[out] s scaling vector [X, Y, Z] */ CGLM_INLINE void glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s) { glm_vec4_copy(m[3], t); glm_decompose_rs(m, r, s); } #endif /* cglm_affine_h */