/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ /*! * Most of functions in this header are optimized manually with SIMD * if available. You dont need to call/incude SIMD headers manually */ /* Macros: GLMS_MAT4_IDENTITY_INIT GLMS_MAT4_ZERO_INIT GLMS_MAT4_IDENTITY GLMS_MAT4_ZERO Functions: CGLM_INLINE mat4s glms_mat4_ucopy(mat4s mat); CGLM_INLINE mat4s glms_mat4_copy(mat4s mat); CGLM_INLINE mat4s glms_mat4_identity(void); CGLM_INLINE void glms_mat4_identity_array(mat4s * __restrict mat, size_t count); CGLM_INLINE mat4s glms_mat4_zero(void); CGLM_INLINE mat3s glms_mat4_pick3(mat4s mat); CGLM_INLINE mat3s glms_mat4_pick3t(mat4s mat); CGLM_INLINE mat4s glms_mat4_ins3(mat3s mat); CGLM_INLINE mat4s glms_mat4_mul(mat4s m1, mat4s m2); CGLM_INLINE mat4s glms_mat4_mulN(mat4s * __restrict matrices[], uint32_t len); CGLM_INLINE vec4s glms_mat4_mulv(mat4s m, vec4s v); CGLM_INLINE float glms_mat4_trace(mat4s m); CGLM_INLINE float glms_mat4_trace3(mat4s m); CGLM_INLINE versors glms_mat4_quat(mat4s m); CGLM_INLINE vec3s glms_mat4_mulv3(mat4s m, vec3s v, float last); CGLM_INLINE mat4s glms_mat4_transpose(mat4s m); CGLM_INLINE mat4s glms_mat4_scale_p(mat4s m, float s); CGLM_INLINE mat4s glms_mat4_scale(mat4s m, float s); CGLM_INLINE float glms_mat4_det(mat4s mat); CGLM_INLINE mat4s glms_mat4_inv(mat4s mat); CGLM_INLINE mat4s glms_mat4_inv_fast(mat4s mat); CGLM_INLINE mat4s glms_mat4_swap_col(mat4s mat, int col1, int col2); CGLM_INLINE mat4s glms_mat4_swap_row(mat4s mat, int row1, int row2); CGLM_INLINE float glms_mat4_rmc(vec4s r, mat4s m, vec4s c); */ #ifndef cglms_mat4s_h #define cglms_mat4s_h #include "../common.h" #include "../types-struct.h" #include "../mat4.h" #include "vec4.h" #include "vec3.h" #define GLMS_MAT4_IDENTITY_INIT {GLM_MAT4_IDENTITY_INIT} #define GLMS_MAT4_ZERO_INIT {GLM_MAT4_ZERO_INIT} /* for C only */ #define GLMS_MAT4_IDENTITY ((mat4s)GLMS_MAT4_IDENTITY_INIT) #define GLMS_MAT4_ZERO ((mat4s)GLMS_MAT4_ZERO_INIT) /*! * @brief copy all members of [mat] to [dest] * * matrix may not be aligned, u stands for unaligned, this may be useful when * copying a matrix from external source e.g. asset importer... * * @param[in] mat source * @returns destination */ CGLM_INLINE mat4s glms_mat4_ucopy(mat4s mat) { mat4s r; glm_mat4_ucopy(mat.raw, r.raw); return r; } /*! * @brief copy all members of [mat] to [dest] * * @param[in] mat source * @returns destination */ CGLM_INLINE mat4s glms_mat4_copy(mat4s mat) { mat4s r; glm_mat4_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_mat4_identity(aStruct->aMatrix); * * @code * glm_mat4_copy(GLM_MAT4_IDENTITY, mat); // C only * * // or * mat4 mat = GLM_MAT4_IDENTITY_INIT; * @endcode * * @retuns destination */ CGLM_INLINE mat4s glms_mat4_identity(void) { mat4s r; glm_mat4_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_mat4_identity_array(mat4s * __restrict mat, size_t count) { CGLM_ALIGN_MAT mat4s t = GLMS_MAT4_IDENTITY_INIT; size_t i; for (i = 0; i < count; i++) { glm_mat4_copy(t.raw, mat[i].raw); } } /*! * @brief make given matrix zero. * * @returns matrix */ CGLM_INLINE mat4s glms_mat4_zero(void) { mat4s r; glm_mat4_zero(r.raw); return r; } /*! * @brief copy upper-left of mat4 to mat3 * * @param[in] mat source * @returns destination */ CGLM_INLINE mat3s glms_mat4_pick3(mat4s mat) { mat3s r; glm_mat4_pick3(mat.raw, r.raw); return r; } /*! * @brief copy upper-left of mat4 to mat3 (transposed) * * the postfix t stands for transpose * * @param[in] mat source * @returns destination */ CGLM_INLINE mat3s glms_mat4_pick3t(mat4s mat) { mat3s r; glm_mat4_pick3t(mat.raw, r.raw); return r; } /*! * @brief copy mat3 to mat4's upper-left * * @param[in] mat source * @returns destination */ CGLM_INLINE mat4s glms_mat4_ins3(mat3s mat) { mat4s r; glm_mat4_ins3(mat.raw, 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 * mat4 m = GLM_MAT4_IDENTITY_INIT; * glm_mat4_mul(m, m, m); * @endcode * * @param[in] m1 left matrix * @param[in] m2 right matrix * @returns destination matrix */ CGLM_INLINE mat4s glms_mat4_mul(mat4s m1, mat4s m2) { mat4s r; glm_mat4_mul(m1.raw, m2.raw, r.raw); return r; } /*! * @brief mupliply N mat4 matrices and store result in dest * * this function lets you multiply multiple (more than two or more...) matrices *

multiplication will be done in loop, this may reduce instructions * size but if len is too small then compiler may unroll whole loop, * usage: * @code * mat m1, m2, m3, m4, res; * * res = glm_mat4_mulN((mat4 *[]){&m1, &m2, &m3, &m4}, 4); * @endcode * * @warning matrices parameter is pointer array not mat4 array! * * @param[in] matrices mat4 * array * @param[in] len matrices count * @returns result matrix */ CGLM_INLINE mat4s glms_mat4_mulN(mat4s * __restrict matrices[], uint32_t len) { CGLM_ALIGN_MAT mat4s r = GLMS_MAT4_IDENTITY_INIT; size_t i; for (i = 0; i < len; i++) { r = glms_mat4_mul(r, *matrices[i]); } return r; } /*! * @brief multiply mat4 with vec4 (column vector) and store in dest vector * * @param[in] m mat4 (left) * @param[in] v vec4 (right, column vector) * @returns vec4 (result, column vector) */ CGLM_INLINE vec4s glms_mat4_mulv(mat4s m, vec4s v) { vec4s r; glm_mat4_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_mat4_trace(mat4s m) { return glm_mat4_trace(m.raw); } /*! * @brief trace of matrix (rotation part) * * sum of the elements on the main diagonal from upper left to the lower right * * @param[in] m matrix */ CGLM_INLINE float glms_mat4_trace3(mat4s m) { return glm_mat4_trace3(m.raw); } /*! * @brief convert mat4's rotation part to quaternion * * @param[in] m affine matrix * @returns destination quaternion */ CGLM_INLINE versors glms_mat4_quat(mat4s m) { versors r; glm_mat4_quat(m.raw, r.raw); return r; } /*! * @brief multiply vector with mat4 * * @param[in] m mat4(affine transform) * @param[in] v vec3 * @param[in] last 4th item to make it vec4 * @returns result vector (vec3) */ CGLM_INLINE vec3s glms_mat4_mulv3(mat4s m, vec3s v, float last) { vec3s r; glm_mat4_mulv3(m.raw, v.raw, last, r.raw); return r; } /*! * @brief tranpose mat4 and store result in same matrix * * @param[in] m source * @returns result */ CGLM_INLINE mat4s glms_mat4_transpose(mat4s m) { glm_mat4_transpose(m.raw); return m; } /*! * @brief scale (multiply with scalar) matrix without simd optimization * * multiply matrix with scalar * * @param[in] m matrix * @param[in] s scalar * @returns matrix */ CGLM_INLINE mat4s glms_mat4_scale_p(mat4s m, float s) { glm_mat4_scale_p(m.raw, s); return m; } /*! * @brief scale (multiply with scalar) matrix * * multiply matrix with scalar * * @param[in] m matrix * @param[in] s scalar * @returns matrix */ CGLM_INLINE mat4s glms_mat4_scale(mat4s m, float s) { glm_mat4_scale(m.raw, s); return m; } /*! * @brief mat4 determinant * * @param[in] mat matrix * * @return determinant */ CGLM_INLINE float glms_mat4_det(mat4s mat) { return glm_mat4_det(mat.raw); } /*! * @brief inverse mat4 and store in dest * * @param[in] mat matrix * @returns inverse matrix */ CGLM_INLINE mat4s glms_mat4_inv(mat4s mat) { mat4s r; glm_mat4_inv(mat.raw, r.raw); return r; } /*! * @brief inverse mat4 and store in dest * * this func uses reciprocal approximation without extra corrections * e.g Newton-Raphson. this should work faster than normal, * to get more precise use glm_mat4_inv version. * * NOTE: You will lose precision, glm_mat4_inv is more accurate * * @param[in] mat matrix * @returns inverse matrix */ CGLM_INLINE mat4s glms_mat4_inv_fast(mat4s mat) { mat4s r; glm_mat4_inv_fast(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 mat4s glms_mat4_swap_col(mat4s mat, int col1, int col2) { glm_mat4_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 mat4s glms_mat4_swap_row(mat4s mat, int row1, int row2) { glm_mat4_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 = Matrix1x4 (row vector), * then Matrix1x4 * Vec4 (column vector) = Matrix1x1 (Scalar) * * @param[in] r row vector or matrix1x4 * @param[in] m matrix4x4 * @param[in] c column vector or matrix4x1 * * @return scalar value e.g. B(s) */ CGLM_INLINE float glms_mat4_rmc(vec4s r, mat4s m, vec4s c) { return glm_mat4_rmc(r.raw, m.raw, c.raw); } #endif /* cglms_mat4s_h */