/* * 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_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 /*! * @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) { #ifdef __AVX__ glm_mul_avx(m1, m2, dest); #elif defined( __SSE__ ) || defined( __SSE2__ ) glm_mul_sse2(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( __SSE__ ) || defined( __SSE2__ ) glm_mul_rot_sse2(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( __SSE__ ) || defined( __SSE2__ ) glm_inv_tr_sse2(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 */