Merge pull request #408 from EasyIP2023/bugfix/mat3x4-multiplication

mat3x4: fix multiplication functions
This commit is contained in:
Recep Aslantas
2024-03-31 23:41:40 +03:00
committed by GitHub
6 changed files with 121 additions and 56 deletions

View File

@@ -23,6 +23,17 @@ Functions:
#. :c:func:`glm_mat3x4_transpose`
#. :c:func:`glm_mat3x4_scale`
Represented
~~~~~~~~~~~
.. csv-table:: mat3x4
:header: "", "column 1", "column 2", "column 3"
"row 1", "m00", "m10", "m20"
"row 2", "m01", "m11", "m21"
"row 3", "m02", "m12", "m22"
"row 4", "m03", "m13", "m23"
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -51,28 +62,74 @@ Functions documentation
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix3x4
.. c:function:: void glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest)
.. c:function:: void glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat4 dest)
multiply m1 and m2 to dest
.. code-block:: c
glm_mat3x4_mul(mat3x4, mat4x3, mat3);
glm_mat3x4_mul(mat3x4, mat4x3, mat4);
Parameters:
| *[in]* **m1** left matrix (mat3x4)
| *[in]* **m2** right matrix (mat4x3)
| *[out]* **dest** destination matrix (mat3)
| *[out]* **dest** destination matrix (mat4)
.. c:function:: void glm_mat3x4_mulv(mat3x4 m, vec4 v, vec3 dest)
.. csv-table:: mat3x4
:header: "", "column 1", "column 2", "column 3"
multiply mat3x4 with vec4 (column vector) and store in dest vector
"row 1", "a00", "a10", "a20"
"row 2", "a01", "a11", "a21"
"row 3", "a02", "a12", "a22"
"row 4", "a03", "a13", "a23"
.. csv-table:: mat4x3
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "b00", "b10", "b20", "b30"
"row 2", "b01", "b11", "b21", "b31"
"row 3", "b02", "b12", "b22", "b32"
.. csv-table:: mat4x4
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "a00 * b00 + a10 * b01 + a20 * b02", "a00 * b10 + a10 * b11 + a20 * b12", "a00 * b20 + a10 * b21 + a20 * b22", "a00 * b30 + a10 * b31 + a20 * b32"
"row 2", "a01 * b00 + a11 * b01 + a21 * b02", "a01 * b10 + a11 * b11 + a21 * b12", "a01 * b20 + a11 * b21 + a21 * b22", "a01 * b30 + a11 * b31 + a21 * b32"
"row 3", "a02 * b00 + a12 * b01 + a22 * b02", "a02 * b10 + a12 * b11 + a22 * b12", "a02 * b20 + a12 * b21 + a22 * b22", "a02 * b30 + a12 * b31 + a22 * b32"
"row 4", "a03 * b00 + a13 * b01 + a23 * b02", "a03 * b10 + a13 * b11 + a23 * b12", "a03 * b20 + a13 * b21 + a23 * b22", "a03 * b30 + a13 * b31 + a23 * b32"
.. c:function:: void glm_mat3x4_mulv(mat3x4 m, vec3 v, vec4 dest)
multiply mat3x4 with vec3 (column vector) and store in dest vector
Parameters:
| *[in]* **m** mat3x4 (left)
| *[in]* **v** vec4 (right, column vector)
| *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. csv-table:: mat3x4
:header: "", "column 1", "column 2", "column 3"
"row 1", "m00", "m10", "m20"
"row 2", "m01", "m11", "m21"
"row 3", "m02", "m12", "m22"
"row 4", "m03", "m13", "m23"
.. csv-table:: column vec3 (1x3)
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
.. csv-table:: column vec4 (1x4)
:header: "", "column 1"
"row 1", "m00 * v0 + m10 * v1 + m20 * v2"
"row 2", "m01 * v0 + m11 * v1 + m21 * v2"
"row 3", "m02 * v0 + m12 * v1 + m22 * v2"
"row 4", "m03 * v0 + m13 * v1 + m23 * v2"
.. c:function:: void glm_mat3x4_transpose(mat3x4 m, mat4x3 dest)
transpose matrix and store in dest

View File

@@ -27,11 +27,11 @@ glmc_mat3x4_make(const float * __restrict src, mat3x4 dest);
CGLM_EXPORT
void
glmc_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest);
glmc_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat4 dest);
CGLM_EXPORT
void
glmc_mat3x4_mulv(mat3x4 m, vec4 v, vec3 dest);
glmc_mat3x4_mulv(mat3x4 m, vec3 v, vec4 dest);
CGLM_EXPORT
void

View File

@@ -14,8 +14,8 @@
CGLM_INLINE void glm_mat3x4_copy(mat3x4 mat, mat3x4 dest);
CGLM_INLINE void glm_mat3x4_zero(mat3x4 mat);
CGLM_INLINE void glm_mat3x4_make(const float * __restrict src, mat3x4 dest);
CGLM_INLINE void glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest);
CGLM_INLINE void glm_mat3x4_mulv(mat3x4 m, vec4 v, vec3 dest);
CGLM_INLINE void glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat4 dest);
CGLM_INLINE void glm_mat3x4_mulv(mat3x4 m, vec3 v, vec4 dest);
CGLM_INLINE void glm_mat3x4_transpose(mat3x4 m, mat4x3 dest);
CGLM_INLINE void glm_mat3x4_scale(mat3x4 m, float s);
*/
@@ -87,16 +87,16 @@ glm_mat3x4_make(const float * __restrict src, mat3x4 dest) {
* @brief multiply m1 and m2 to dest
*
* @code
* glm_mat3x4_mul(mat3x4, mat4x3, mat3);
* glm_mat3x4_mul(mat3x4, mat4x3, mat4);
* @endcode
*
* @param[in] m1 left matrix (mat3x4)
* @param[in] m2 right matrix (mat4x3)
* @param[out] dest destination matrix (mat3)
* @param[out] dest destination matrix (mat4)
*/
CGLM_INLINE
void
glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest) {
glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat4 dest) {
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],
@@ -106,21 +106,29 @@ glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest) {
b20 = m2[2][0], b21 = m2[2][1], b22 = m2[2][2],
b30 = m2[3][0], b31 = m2[3][1], b32 = m2[3][2];
dest[0][0] = a00 * b00 + a01 * b10 + a02 * b20 + a03 * b30;
dest[0][1] = a00 * b01 + a01 * b11 + a02 * b21 + a03 * b31;
dest[0][2] = a00 * b02 + a01 * b12 + a02 * b22 + a03 * b32;
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] = a10 * b00 + a11 * b10 + a12 * b20 + a13 * b30;
dest[1][1] = a10 * b01 + a11 * b11 + a12 * b21 + a13 * b31;
dest[1][2] = a10 * b02 + a11 * b12 + a12 * b22 + a13 * b32;
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] = a20 * b00 + a21 * b10 + a22 * b20 + a23 * b30;
dest[2][1] = a20 * b01 + a21 * b11 + a22 * b21 + a23 * b31;
dest[2][2] = a20 * b02 + a21 * b12 + a22 * b22 + a23 * b32;
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;
dest[3][1] = a01 * b30 + a11 * b31 + a21 * b32;
dest[3][2] = a02 * b30 + a12 * b31 + a22 * b32;
dest[3][3] = a03 * b30 + a13 * b31 + a23 * b32;
}
/*!
* @brief multiply matrix with column vector and store in dest vector
* @brief multiply matrix with column vector and store in dest column vector
*
* @param[in] m matrix (left)
* @param[in] v vector (right, column vector)
@@ -128,12 +136,13 @@ glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest) {
*/
CGLM_INLINE
void
glm_mat3x4_mulv(mat3x4 m, vec4 v, vec3 dest) {
float v0 = v[0], v1 = v[1], v2 = v[2], v3 = v[3];
glm_mat3x4_mulv(mat3x4 m, vec3 v, vec4 dest) {
float v0 = v[0], v1 = v[1], v2 = v[2];
dest[0] = m[0][0] * v0 + m[0][1] * v1 + m[0][2] * v2 + m[0][3] * v3;
dest[1] = m[1][0] * v0 + m[1][1] * v1 + m[1][2] * v2 + m[1][3] * v3;
dest[2] = m[2][0] * v0 + m[2][1] * v1 + m[2][2] * v2 + m[2][3] * v3;
dest[0] = m[0][0] * v0 + m[1][0] * v1 + m[2][0] * v2;
dest[1] = m[0][1] * v0 + m[1][1] * v1 + m[2][1] * v2;
dest[2] = m[0][2] * v0 + m[1][2] * v1 + m[2][2] * v2;
dest[3] = m[0][3] * v0 + m[1][3] * v1 + m[2][3] * v2;
}
/*!
@@ -162,10 +171,9 @@ glm_mat3x4_transpose(mat3x4 m, mat4x3 dest) {
CGLM_INLINE
void
glm_mat3x4_scale(mat3x4 m, float s) {
m[0][0] *= s; m[1][0] *= s; m[2][0] *= s;
m[0][1] *= s; m[1][1] *= s; m[2][1] *= s;
m[0][2] *= s; m[1][2] *= s; m[2][2] *= s;
m[0][3] *= s; m[1][3] *= s; m[2][3] *= s;
m[0][0] *= s; m[0][1] *= s; m[0][2] *= s; m[0][3] *= s;
m[1][0] *= s; m[1][1] *= s; m[1][2] *= s; m[1][3] *= s;
m[2][0] *= s; m[2][1] *= s; m[2][2] *= s; m[2][3] *= s;
}
#endif

View File

@@ -13,8 +13,8 @@
Functions:
CGLM_INLINE mat3x4s glms_mat3x4_zero(void);
CGLM_INLINE mat3x4s glms_mat3x4_make(const float * __restrict src);
CGLM_INLINE mat3s glms_mat3x4_mul(mat3x4s m1, mat4x3s m2);
CGLM_INLINE vec3s glms_mat3x4_mulv(mat3x4s m, vec4s v);
CGLM_INLINE mat4s glms_mat3x4_mul(mat3x4s m1, mat4x3s m2);
CGLM_INLINE vec4s glms_mat3x4_mulv(mat3x4s m, vec3s v);
CGLM_INLINE mat4x3s glms_mat3x4_transpose(mat3x4s m);
CGLM_INLINE mat3x4s glms_mat3x4_scale(mat3x4s m, float s);
*/
@@ -70,27 +70,27 @@ glms_mat3x4_(make)(const float * __restrict src) {
*
* @param[in] m1 left matrix (mat3x4s)
* @param[in] m2 right matrix (mat4x3s)
* @returns destination matrix (mat3s)
* @returns destination matrix (mat4s)
*/
CGLM_INLINE
mat3s
mat4s
glms_mat3x4_(mul)(mat3x4s m1, mat4x3s m2) {
mat3s r;
mat4s r;
glm_mat3x4_mul(m1.raw, m2.raw, r.raw);
return r;
}
/*!
* @brief multiply matrix with column vector and store in dest vector
* @brief multiply matrix with column vector and store in dest column vector
*
* @param[in] m matrix (left)
* @param[in] v vector (right, column vector)
* @param[out] dest result vector
* @returns destination vector (vec4s)
*/
CGLM_INLINE
vec3s
glms_mat3x4_(mulv)(mat3x4s m, vec4s v) {
vec3s r;
vec4s
glms_mat3x4_(mulv)(mat3x4s m, vec3s v) {
vec4s r;
glm_mat3x4_mulv(m.raw, v.raw, r.raw);
return r;
}

View File

@@ -28,13 +28,13 @@ glmc_mat3x4_make(const float * __restrict src, mat3x4 dest) {
CGLM_EXPORT
void
glmc_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest) {
glmc_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat4 dest) {
glm_mat3x4_mul(m1, m2, dest);
}
CGLM_EXPORT
void
glmc_mat3x4_mulv(mat3x4 m, vec4 v, vec3 dest) {
glmc_mat3x4_mulv(mat3x4 m, vec3 v, vec4 dest) {
glm_mat3x4_mulv(m, v, dest);
}

View File

@@ -90,40 +90,40 @@ TEST_IMPL(GLM_PREFIX, mat3x4_mul) {
mat3x4 m1 = GLM_MAT3X4_ZERO_INIT;
mat4x3 m2 = GLM_MAT4X3_ZERO_INIT;
mat3 m3 = GLM_MAT3_ZERO_INIT;
mat3 m4 = GLM_MAT3_ZERO_INIT;
mat4 m3 = GLM_MAT4_ZERO_INIT;
mat4 m4 = GLM_MAT4_ZERO_INIT;
int i, j, k;
int c, r, k;
test_rand_mat3x4(m1);
test_rand_mat4x3(m2);
for (i = 0; i < 3; i++) {
for (j = 0; j < 3; j++) {
for (k = 0; k < 4; k++) {
m4[i][j] += m1[i][k] * m2[k][j];
for (r = 0; r < 4; r++) {
for (c = 0; c < 4; c++) {
for (k = 0; k < 3; k++) {
m4[c][r] += m1[k][r] * m2[c][k];
}
}
}
GLM(mat3x4_mul)(m1, m2, m3);
ASSERTIFY(test_assert_mat3_eq(m3, m4))
ASSERTIFY(test_assert_mat4_eq(m3, m4))
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, mat3x4_mulv) {
mat3x4 mat = A_MATRIX3X4;
vec4 v = {11.0f, 21.0f, 31.0f, 41.0f};
vec4 v = {11.0f, 21.0f, 31.0f};
int i;
vec3 dest;
vec4 dest;
float res = 0.0;
GLM(mat3x4_mulv)(mat, v, dest);
for (i = 0; i < 3; i++) {
res = mat[i][0] * v[0] + mat[i][1] * v[1] + mat[i][2] * v[2];
for (i = 0; i < 4; i++) {
res = mat[0][i] * v[0] + mat[1][i] * v[1] + mat[2][i] * v[2];
ASSERT(test_eq(dest[i], res))
}