mirror of
https://github.com/recp/cglm.git
synced 2025-12-24 12:32:40 +00:00
33
include/cglm/cglms.h
Normal file
33
include/cglm/cglms.h
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@@ -0,0 +1,33 @@
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||||
/*
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||||
* Copyright (c), Recep Aslantas.
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||||
*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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||||
* Full license can be found in the LICENSE file
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||||
*/
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||||
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#ifndef cglm_structs_h
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#define cglm_structs_h
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "cglm.h"
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#include "types-struct.h"
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#include "struct/vec3.h"
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#include "struct/vec4.h"
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#include "struct/mat3.h"
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#include "struct/mat4.h"
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#include "struct/affine.h"
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#include "struct/frustum.h"
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#include "struct/plane.h"
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#include "struct/box.h"
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#include "struct/color.h"
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#include "struct/io.h"
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#include "struct/project.h"
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#include "struct/sphere.h"
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#include "struct/curve.h"
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#ifdef __cplusplus
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}
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#endif
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#endif /* cglm_structs_h */
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@@ -65,7 +65,7 @@
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* Exracted planes order: [left, right, bottom, top, near, far]
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*
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* @param[in] m matrix (see brief)
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* @param[out] dest exracted view frustum planes (see brief)
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* @param[out] dest extracted view frustum planes (see brief)
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*/
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CGLM_INLINE
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void
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@@ -25,7 +25,7 @@
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/*!
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||||
* @brief normalizes a plane
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*
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* @param[in, out] plane pnale to normalize
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* @param[in, out] plane plane to normalize
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*/
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CGLM_INLINE
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void
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337
include/cglm/struct/affine.h
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337
include/cglm/struct/affine.h
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@@ -0,0 +1,337 @@
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/*
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||||
* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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||||
* Full license can be found in the LICENSE file
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||||
*/
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||||
/*
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Functions:
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CGLM_INLINE mat4s glms_translate(mat4s m, vec3s v);
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CGLM_INLINE mat4s glms_translate_x(mat4s m, float x);
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CGLM_INLINE mat4s glms_translate_y(mat4s m, float y);
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CGLM_INLINE mat4s glms_translate_z(mat4s m, float z);
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CGLM_INLINE mat4s glms_translate_make(vec3s v);
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CGLM_INLINE mat4s glms_scale_to(mat4s m, vec3s v);
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||||
CGLM_INLINE mat4s glms_scale_make(vec3s v);
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CGLM_INLINE mat4s glms_scale(mat4s m, vec3s v);
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CGLM_INLINE mat4s glms_scale_uni(mat4s m, float s);
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CGLM_INLINE mat4s glmx_rotate_x(mat4s m, float angle);
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CGLM_INLINE mat4s glms_rotate_y(mat4s m, float angle);
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CGLM_INLINE mat4s glms_rotate_z(mat4s m, float angle);
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CGLM_INLINE mat4s glms_rotate_make(float angle, vec3s axis);
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CGLM_INLINE mat4s glms_rotate(mat4s m, float angle, vec3s axis);
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CGLM_INLINE mat4s glms_rotate_at(mat4s m, vec3s pivot, float angle, vec3s axis);
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CGLM_INLINE mat4s glms_rotate_atm(mat4s m, vec3s pivot, float angle, vec3s axis);
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CGLM_INLINE vec3s glms_decompose_scalev(mat4s m);
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CGLM_INLINE bool glms_uniscaled(mat4s m);
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CGLM_INLINE void glms_decompose_rs(mat4s m, mat4s * r, vec3s * s);
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CGLM_INLINE void glms_decompose(mat4s m, vec4s t, mat4s * r, vec3s * s);
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*/
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#ifndef cglm_affines_h
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#define cglm_affines_h
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#include "../common.h"
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#include "../types-struct.h"
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#include "../affine.h"
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#include "vec3.h"
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#include "vec4.h"
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#include "mat4.h"
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CGLM_INLINE
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mat4s
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glms_mat4_mul(mat4s m1, mat4s m2);
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/*!
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* @brief translate existing transform matrix by v vector
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* and stores result in same matrix
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*
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* @param[in] m affine transfrom
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* @param[in] v translate vector [x, y, z]
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* @returns affine transfrom
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*/
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CGLM_INLINE
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mat4s
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glms_translate(mat4s m, vec3s v) {
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glm_translate(m.raw, v.raw);
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return m;
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}
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/*!
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* @brief translate existing transform matrix by x factor
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*
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* @param[in] m affine transfrom
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* @param[in] x x factor
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* @returns affine transfrom
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*/
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CGLM_INLINE
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mat4s
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glms_translate_x(mat4s m, float x) {
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glm_translate_x(m.raw, x);
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return m;
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}
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/*!
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* @brief translate existing transform matrix by y factor
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*
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* @param[in] m affine transfrom
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* @param[in] y y factor
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* @returns affine transfrom
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*/
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CGLM_INLINE
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mat4s
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glms_translate_y(mat4s m, float y) {
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glm_translate_y(m.raw, y);
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return m;
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}
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/*!
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* @brief translate existing transform matrix by z factor
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*
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* @param[in] m affine transfrom
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* @param[in] z z factor
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* @returns affine transfrom
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*/
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CGLM_INLINE
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mat4s
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glms_translate_z(mat4s m, float z) {
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glm_translate_z(m.raw, z);
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return m;
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}
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/*!
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* @brief creates NEW translate transform matrix by v vector
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*
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* @param[in] v translate vector [x, y, z]
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* @returns affine transfrom
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*/
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CGLM_INLINE
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mat4s
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glms_translate_make(vec3s v) {
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mat4s m;
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glm_translate_make(m.raw, v.raw);
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return m;
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}
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/*!
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* @brief creates NEW scale matrix by v vector
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*
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* @param[out] m affine transfrom
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* @param[in] v scale vector [x, y, z]
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*/
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CGLM_INLINE
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mat4s
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glms_scale_make(vec3s v) {
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mat4s m;
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glm_scale_make(m.raw, v.raw);
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return m;
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}
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/*!
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* @brief scales existing transform matrix by v vector
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* and stores result in same matrix
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*
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* @param[in] m affine transfrom
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* @param[in] v scale vector [x, y, z]
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* @returns affine transfrom
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*/
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CGLM_INLINE
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mat4s
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glms_scale(mat4s m, vec3s v) {
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mat4s r;
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glm_scale_to(m.raw, v.raw, r.raw);
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return r;
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}
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/*!
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* @brief applies uniform scale to existing transform matrix v = [s, s, s]
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* and stores result in same matrix
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*
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* @param[in] m affine transfrom
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||||
* @param[in] s scale factor
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* @returns affine transfrom
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*/
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||||
CGLM_INLINE
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||||
mat4s
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||||
glms_scale_uni(mat4s m, float s) {
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glm_scale_uni(m.raw, s);
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return m;
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}
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/*!
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* @brief rotate existing transform matrix around X axis by angle
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* and store result in dest
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*
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* @param[in] m affine transfrom
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* @param[in] angle angle (radians)
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* @returns rotated matrix
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*/
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CGLM_INLINE
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mat4s
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glmx_rotate_x(mat4s m, float angle) {
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mat4s r;
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glm_rotate_x(m.raw, angle, r.raw);
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return r;
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}
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/*!
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* @brief rotate existing transform matrix around Y axis by angle
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* and store result in dest
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*
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* @param[in] m affine transfrom
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* @param[in] angle angle (radians)
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* @returns rotated matrix
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*/
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CGLM_INLINE
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mat4s
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glms_rotate_y(mat4s m, float angle) {
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mat4s r;
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glm_rotate_y(m.raw, angle, r.raw);
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return r;
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}
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/*!
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* @brief rotate existing transform matrix around Z axis by angle
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* and store result in dest
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*
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* @param[in] m affine transfrom
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* @param[in] angle angle (radians)
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* @returns rotated matrix
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*/
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CGLM_INLINE
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mat4s
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glms_rotate_z(mat4s m, float angle) {
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mat4s r;
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glm_rotate_z(m.raw, angle, r.raw);
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return r;
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}
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/*!
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* @brief creates NEW rotation matrix by angle and axis
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*
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* axis will be normalized so you don't need to normalize it
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*
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* @param[in] angle angle (radians)
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* @param[in] axis axis
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* @returns affine transfrom
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*/
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CGLM_INLINE
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mat4s
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glms_rotate_make(float angle, vec3s axis) {
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mat4s m;
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glm_rotate_make(m.raw, angle, axis.raw);
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return m;
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}
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/*!
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* @brief rotate existing transform matrix around given axis by angle
|
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*
|
||||
* @param[in] m affine transfrom
|
||||
* @param[in] angle angle (radians)
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||||
* @param[in] axis axis
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* @returns affine transfrom
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*/
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CGLM_INLINE
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mat4s
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glms_rotate(mat4s m, float angle, vec3s axis) {
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glm_rotate(m.raw, angle, axis.raw);
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return m;
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}
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/*!
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* @brief rotate existing transform
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* around given axis by angle at given pivot point (rotation center)
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*
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* @param[in] m affine transfrom
|
||||
* @param[in] pivot rotation center
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* @param[in] angle angle (radians)
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* @param[in] axis axis
|
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* @returns affine transfrom
|
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*/
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CGLM_INLINE
|
||||
mat4s
|
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glms_rotate_at(mat4s m, vec3s pivot, float angle, vec3s axis) {
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glm_rotate_at(m.raw, pivot.raw, angle, axis.raw);
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return m;
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}
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/*!
|
||||
* @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[in] m affine transfrom
|
||||
* @param[in] pivot rotation center
|
||||
* @param[in] angle angle (radians)
|
||||
* @param[in] axis axis
|
||||
* @returns affine transfrom
|
||||
*/
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CGLM_INLINE
|
||||
mat4s
|
||||
glms_rotate_atm(mat4s m, vec3s pivot, float angle, vec3s axis) {
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||||
glm_rotate_atm(m.raw, pivot.raw, angle, axis.raw);
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||||
return m;
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||||
}
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|
||||
/*!
|
||||
* @brief decompose scale vector
|
||||
*
|
||||
* @param[in] m affine transform
|
||||
* @returns scale vector (Sx, Sy, Sz)
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
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||||
glms_decompose_scalev(mat4s m) {
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||||
vec3s r;
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||||
glm_decompose_scalev(m.raw, r.raw);
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||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief returns true if matrix is uniform scaled. This is helpful for
|
||||
* creating normal matrix.
|
||||
*
|
||||
* @param[in] m m
|
||||
*
|
||||
* @return boolean
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_uniscaled(mat4s m) {
|
||||
return glm_uniscaled(m.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @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
|
||||
glms_decompose_rs(mat4s m, mat4s * __restrict r, vec3s * __restrict s) {
|
||||
glm_decompose_rs(m.raw, r->raw, s->raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @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
|
||||
glms_decompose(mat4s m, vec4s * __restrict t, mat4s * __restrict r, vec3s * __restrict s) {
|
||||
glm_decompose(m.raw, t->raw, r->raw, s->raw);
|
||||
}
|
||||
|
||||
#endif /* cglm_affines_h */
|
||||
256
include/cglm/struct/box.h
Normal file
256
include/cglm/struct/box.h
Normal file
@@ -0,0 +1,256 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
#ifndef cglm_boxs_h
|
||||
#define cglm_boxs_h
|
||||
|
||||
#include "../common.h"
|
||||
#include "../types-struct.h"
|
||||
#include "../box.h"
|
||||
#include "vec3.h"
|
||||
#include "vec4.h"
|
||||
#include "mat4.h"
|
||||
|
||||
/*!
|
||||
* @brief apply transform to Axis-Aligned Bounding Box
|
||||
*
|
||||
* @param[in] box bounding box
|
||||
* @param[in] m transform matrix
|
||||
* @param[out] dest transformed bounding box
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_aabb_transform(vec3s box[2], mat4s m, vec3s dest[2]) {
|
||||
vec3 rawBox[2];
|
||||
vec3 rawDest[2];
|
||||
|
||||
glms_vec3_unpack(rawBox, box, 2);
|
||||
glm_aabb_transform(rawBox, m.raw, rawDest);
|
||||
glms_vec3_pack(dest, rawDest, 2);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief merges two AABB bounding box and creates new one
|
||||
*
|
||||
* two box must be in same space, if one of box is in different space then
|
||||
* you should consider to convert it's space by glm_box_space
|
||||
*
|
||||
* @param[in] box1 bounding box 1
|
||||
* @param[in] box2 bounding box 2
|
||||
* @param[out] dest merged bounding box
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_aabb_merge(vec3s box1[2], vec3s box2[2], vec3s dest[2]) {
|
||||
vec3 rawBox1[2];
|
||||
vec3 rawBox2[2];
|
||||
vec3 rawDest[2];
|
||||
|
||||
glms_vec3_unpack(rawBox1, box1, 2);
|
||||
glms_vec3_unpack(rawBox2, box2, 2);
|
||||
glm_aabb_merge(rawBox1, rawBox2, rawDest);
|
||||
glms_vec3_pack(dest, rawDest, 2);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief crops a bounding box with another one.
|
||||
*
|
||||
* this could be useful for gettng a bbox which fits with view frustum and
|
||||
* object bounding boxes. In this case you crop view frustum box with objects
|
||||
* box
|
||||
*
|
||||
* @param[in] box bounding box 1
|
||||
* @param[in] cropBox crop box
|
||||
* @param[out] dest cropped bounding box
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_aabb_crop(vec3s box[2], vec3s cropBox[2], vec3s dest[2]) {
|
||||
vec3 rawBox[2];
|
||||
vec3 rawCropBox[2];
|
||||
vec3 rawDest[2];
|
||||
|
||||
glms_vec3_unpack(rawBox, box, 2);
|
||||
glms_vec3_unpack(rawCropBox, cropBox, 2);
|
||||
glm_aabb_crop(rawBox, rawCropBox, rawDest);
|
||||
glms_vec3_pack(dest, rawDest, 2);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief crops a bounding box with another one.
|
||||
*
|
||||
* this could be useful for gettng a bbox which fits with view frustum and
|
||||
* object bounding boxes. In this case you crop view frustum box with objects
|
||||
* box
|
||||
*
|
||||
* @param[in] box bounding box
|
||||
* @param[in] cropBox crop box
|
||||
* @param[in] clampBox miniumum box
|
||||
* @param[out] dest cropped bounding box
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_aabb_crop_until(vec3s box[2],
|
||||
vec3s cropBox[2],
|
||||
vec3s clampBox[2],
|
||||
vec3s dest[2]) {
|
||||
glms_aabb_crop(box, cropBox, dest);
|
||||
glms_aabb_merge(clampBox, dest, dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if AABB intersects with frustum planes
|
||||
*
|
||||
* this could be useful for frustum culling using AABB.
|
||||
*
|
||||
* OPTIMIZATION HINT:
|
||||
* if planes order is similar to LEFT, RIGHT, BOTTOM, TOP, NEAR, FAR
|
||||
* then this method should run even faster because it would only use two
|
||||
* planes if object is not inside the two planes
|
||||
* fortunately cglm extracts planes as this order! just pass what you got!
|
||||
*
|
||||
* @param[in] box bounding box
|
||||
* @param[in] planes frustum planes
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_aabb_frustum(vec3s box[2], vec4s planes[6]) {
|
||||
vec3 rawBox[2];
|
||||
vec4 rawPlanes[6];
|
||||
|
||||
glms_vec3_unpack(rawBox, box, 2);
|
||||
glms_vec4_unpack(rawPlanes, planes, 6);
|
||||
return glm_aabb_frustum(rawBox, rawPlanes);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief invalidate AABB min and max values
|
||||
*
|
||||
* @param[in, out] box bounding box
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_aabb_invalidate(vec3s box[2]) {
|
||||
box[0] = glms_vec3_broadcast(FLT_MAX);
|
||||
box[1] = glms_vec3_broadcast(-FLT_MAX);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if AABB is valid or not
|
||||
*
|
||||
* @param[in] box bounding box
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_aabb_isvalid(vec3s box[2]) {
|
||||
vec3 rawBox[2];
|
||||
glms_vec3_unpack(rawBox, box, 2);
|
||||
return glm_aabb_isvalid(rawBox);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief distance between of min and max
|
||||
*
|
||||
* @param[in] box bounding box
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_aabb_size(vec3s box[2]) {
|
||||
return glm_vec3_distance(box[0].raw, box[1].raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief radius of sphere which surrounds AABB
|
||||
*
|
||||
* @param[in] box bounding box
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_aabb_radius(vec3s box[2]) {
|
||||
return glms_aabb_size(box) * 0.5f;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief computes center point of AABB
|
||||
*
|
||||
* @param[in] box bounding box
|
||||
* @param[out] dest center of bounding box
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_aabb_center(vec3s box[2]) {
|
||||
return glms_vec3_center(box[0], box[1]);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if two AABB intersects
|
||||
*
|
||||
* @param[in] box bounding box
|
||||
* @param[in] other other bounding box
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_aabb_aabb(vec3s box[2], vec3s other[2]) {
|
||||
vec3 rawBox[2];
|
||||
vec3 rawOther[2];
|
||||
|
||||
glms_vec3_unpack(rawBox, box, 2);
|
||||
glms_vec3_unpack(rawOther, other, 2);
|
||||
return glm_aabb_aabb(rawBox, rawOther);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if AABB intersects with sphere
|
||||
*
|
||||
* https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
|
||||
* Solid Box - Solid Sphere test.
|
||||
*
|
||||
* @param[in] box solid bounding box
|
||||
* @param[in] s solid sphere
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_aabb_sphere(vec3s box[2], vec4s s) {
|
||||
vec3 rawBox[2];
|
||||
|
||||
glms_vec3_unpack(rawBox, box, 2);
|
||||
return glm_aabb_sphere(rawBox, s.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if point is inside of AABB
|
||||
*
|
||||
* @param[in] box bounding box
|
||||
* @param[in] point point
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_aabb_point(vec3s box[2], vec3s point) {
|
||||
vec3 rawBox[2];
|
||||
|
||||
glms_vec3_unpack(rawBox, box, 2);
|
||||
return glm_aabb_point(rawBox, point.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if AABB contains other AABB
|
||||
*
|
||||
* @param[in] box bounding box
|
||||
* @param[in] other other bounding box
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_aabb_contains(vec3s box[2], vec3s other[2]) {
|
||||
vec3 rawBox[2];
|
||||
vec3 rawOther[2];
|
||||
|
||||
glms_vec3_unpack(rawBox, box, 2);
|
||||
glms_vec3_unpack(rawOther, other, 2);
|
||||
return glm_aabb_contains(rawBox, rawOther);
|
||||
}
|
||||
|
||||
#endif /* cglm_boxs_h */
|
||||
27
include/cglm/struct/color.h
Normal file
27
include/cglm/struct/color.h
Normal file
@@ -0,0 +1,27 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
#ifndef cglm_colors_h
|
||||
#define cglm_colors_h
|
||||
|
||||
#include "../common.h"
|
||||
#include "../types-struct.h"
|
||||
#include "../color.h"
|
||||
#include "vec3.h"
|
||||
|
||||
/*!
|
||||
* @brief averages the color channels into one value
|
||||
*
|
||||
* @param[in] rgb RGB color
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_luminance(vec3s rgb) {
|
||||
return glm_luminance(rgb.raw);
|
||||
}
|
||||
|
||||
#endif /* cglm_colors_h */
|
||||
40
include/cglm/struct/curve.h
Normal file
40
include/cglm/struct/curve.h
Normal file
@@ -0,0 +1,40 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
#ifndef cglm_curves_h
|
||||
#define cglm_curves_h
|
||||
|
||||
#include "../common.h"
|
||||
#include "../types-struct.h"
|
||||
#include "../curve.h"
|
||||
#include "vec4.h"
|
||||
#include "mat4.h"
|
||||
|
||||
/*!
|
||||
* @brief helper function to calculate S*M*C multiplication for curves
|
||||
*
|
||||
* This function does not encourage you to use SMC,
|
||||
* instead it is a helper if you use SMC.
|
||||
*
|
||||
* if you want to specify S as vector then use more generic glm_mat4_rmc() func.
|
||||
*
|
||||
* Example usage:
|
||||
* B(s) = glm_smc(s, GLM_BEZIER_MAT, (vec4){p0, c0, c1, p1})
|
||||
*
|
||||
* @param[in] s parameter between 0 and 1 (this will be [s3, s2, s, 1])
|
||||
* @param[in] m basis matrix
|
||||
* @param[in] c position/control vector
|
||||
*
|
||||
* @return B(s)
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_smc(float s, mat4s m, vec4s c) {
|
||||
return glm_smc(s, m.raw, c.raw);
|
||||
}
|
||||
|
||||
#endif /* cglm_curves_h */
|
||||
155
include/cglm/struct/frustum.h
Normal file
155
include/cglm/struct/frustum.h
Normal file
@@ -0,0 +1,155 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
#ifndef cglm_frustums_h
|
||||
#define cglm_frustums_h
|
||||
|
||||
#include "../common.h"
|
||||
#include "../types-struct.h"
|
||||
#include "../frustum.h"
|
||||
#include "plane.h"
|
||||
#include "vec3.h"
|
||||
#include "vec4.h"
|
||||
#include "mat4.h"
|
||||
|
||||
/* you can override clip space coords
|
||||
but you have to provide all with same name
|
||||
e.g.: define GLM_CSCOORD_LBN {0.0f, 0.0f, 1.0f, 1.0f} */
|
||||
#ifndef GLM_CUSTOM_CLIPSPACE
|
||||
|
||||
/* near */
|
||||
#define GLMS_CSCOORD_LBN {-1.0f, -1.0f, -1.0f, 1.0f}
|
||||
#define GLMS_CSCOORD_LTN {-1.0f, 1.0f, -1.0f, 1.0f}
|
||||
#define GLMS_CSCOORD_RTN { 1.0f, 1.0f, -1.0f, 1.0f}
|
||||
#define GLMS_CSCOORD_RBN { 1.0f, -1.0f, -1.0f, 1.0f}
|
||||
|
||||
/* far */
|
||||
#define GLMS_CSCOORD_LBF {-1.0f, -1.0f, 1.0f, 1.0f}
|
||||
#define GLMS_CSCOORD_LTF {-1.0f, 1.0f, 1.0f, 1.0f}
|
||||
#define GLMS_CSCOORD_RTF { 1.0f, 1.0f, 1.0f, 1.0f}
|
||||
#define GLMS_CSCOORD_RBF { 1.0f, -1.0f, 1.0f, 1.0f}
|
||||
|
||||
#endif
|
||||
|
||||
/*!
|
||||
* @brief extracts view frustum planes
|
||||
*
|
||||
* planes' space:
|
||||
* 1- if m = proj: View Space
|
||||
* 2- if m = viewProj: World Space
|
||||
* 3- if m = MVP: Object Space
|
||||
*
|
||||
* You probably want to extract planes in world space so use viewProj as m
|
||||
* Computing viewProj:
|
||||
* glm_mat4_mul(proj, view, viewProj);
|
||||
*
|
||||
* Exracted planes order: [left, right, bottom, top, near, far]
|
||||
*
|
||||
* @param[in] m matrix (see brief)
|
||||
* @param[out] dest extracted view frustum planes (see brief)
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_frustum_planes(mat4s m, vec4s dest[6]) {
|
||||
vec4 rawDest[6];
|
||||
glm_frustum_planes(m.raw, rawDest);
|
||||
glms_vec4_pack(dest, rawDest, 6);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief extracts view frustum corners using clip-space coordinates
|
||||
*
|
||||
* corners' space:
|
||||
* 1- if m = invViewProj: World Space
|
||||
* 2- if m = invMVP: Object Space
|
||||
*
|
||||
* You probably want to extract corners in world space so use invViewProj
|
||||
* Computing invViewProj:
|
||||
* glm_mat4_mul(proj, view, viewProj);
|
||||
* ...
|
||||
* glm_mat4_inv(viewProj, invViewProj);
|
||||
*
|
||||
* if you have a near coord at i index, you can get it's far coord by i + 4
|
||||
*
|
||||
* Find center coordinates:
|
||||
* for (j = 0; j < 4; j++) {
|
||||
* glm_vec3_center(corners[i], corners[i + 4], centerCorners[i]);
|
||||
* }
|
||||
*
|
||||
* @param[in] invMat matrix (see brief)
|
||||
* @param[out] dest exracted view frustum corners (see brief)
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_frustum_corners(mat4s invMat, vec4s dest[8]) {
|
||||
vec4 rawDest[8];
|
||||
glm_frustum_corners(invMat.raw, rawDest);
|
||||
glms_vec4_pack(dest, rawDest, 8);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief finds center of view frustum
|
||||
*
|
||||
* @param[in] corners view frustum corners
|
||||
* @returns view frustum center
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_frustum_center(vec4s corners[8]) {
|
||||
vec4 rawCorners[8];
|
||||
vec4s r;
|
||||
|
||||
glms_vec4_unpack(rawCorners, corners, 8);
|
||||
glm_frustum_center(rawCorners, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief finds bounding box of frustum relative to given matrix e.g. view mat
|
||||
*
|
||||
* @param[in] corners view frustum corners
|
||||
* @param[in] m matrix to convert existing conners
|
||||
* @param[out] box bounding box as array [min, max]
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_frustum_box(vec4s corners[8], mat4s m, vec3s box[2]) {
|
||||
vec4 rawCorners[8];
|
||||
vec3 rawBox[2];
|
||||
|
||||
glms_vec4_unpack(rawCorners, corners, 8);
|
||||
glm_frustum_box(rawCorners, m.raw, rawBox);
|
||||
glms_vec3_pack(box, rawBox, 2);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief finds planes corners which is between near and far planes (parallel)
|
||||
*
|
||||
* this will be helpful if you want to split a frustum e.g. CSM/PSSM. This will
|
||||
* find planes' corners but you will need to one more plane.
|
||||
* Actually you have it, it is near, far or created previously with this func ;)
|
||||
*
|
||||
* @param[in] corners view frustum corners
|
||||
* @param[in] splitDist split distance
|
||||
* @param[in] farDist far distance (zFar)
|
||||
* @param[out] planeCorners plane corners [LB, LT, RT, RB]
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_frustum_corners_at(vec4s corners[8],
|
||||
float splitDist,
|
||||
float farDist,
|
||||
vec4s planeCorners[4]) {
|
||||
vec4 rawCorners[8];
|
||||
vec4 rawPlaneCorners[4];
|
||||
|
||||
glms_vec4_unpack(rawCorners, corners, 8);
|
||||
glm_frustum_corners_at(rawCorners, splitDist, farDist, rawPlaneCorners);
|
||||
glms_vec4_pack(planeCorners, rawPlaneCorners, 8);
|
||||
}
|
||||
|
||||
#endif /* cglm_frustums_h */
|
||||
82
include/cglm/struct/io.h
Normal file
82
include/cglm/struct/io.h
Normal file
@@ -0,0 +1,82 @@
|
||||
/*
|
||||
* 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_mat4_print(mat4 matrix, FILE *ostream);
|
||||
CGLM_INLINE void glm_mat3_print(mat3 matrix, FILE *ostream);
|
||||
CGLM_INLINE void glm_vec4_print(vec4 vec, FILE *ostream);
|
||||
CGLM_INLINE void glm_vec3_print(vec3 vec, FILE *ostream);
|
||||
CGLM_INLINE void glm_ivec3_print(ivec3 vec, FILE *ostream);
|
||||
CGLM_INLINE void glm_versor_print(versor vec, FILE *ostream);
|
||||
*/
|
||||
|
||||
#ifndef cglm_ios_h
|
||||
#define cglm_ios_h
|
||||
|
||||
#include "../common.h"
|
||||
#include "../io.h"
|
||||
#include "mat4.h"
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_mat4_print(mat4s matrix,
|
||||
FILE * __restrict ostream) {
|
||||
|
||||
glm_mat4_print(matrix.raw, ostream);
|
||||
}
|
||||
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_mat3_print(mat3s matrix,
|
||||
FILE * __restrict ostream) {
|
||||
glm_mat3_print(matrix.raw, ostream);
|
||||
}
|
||||
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_vec4_print(vec4s vec,
|
||||
FILE * __restrict ostream) {
|
||||
glm_vec4_print(vec.raw, ostream);
|
||||
}
|
||||
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_vec3_print(vec3s vec,
|
||||
FILE * __restrict ostream) {
|
||||
glm_vec3_print(vec.raw, ostream);
|
||||
}
|
||||
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_ivec3_print(ivec3s vec,
|
||||
FILE * __restrict ostream) {
|
||||
glm_ivec3_print(vec.raw, ostream);
|
||||
}
|
||||
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_versor_print(versors vec,
|
||||
FILE * __restrict ostream) {
|
||||
glm_versor_print(vec.raw, ostream);
|
||||
}
|
||||
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_aabb_print(vec3s bbox[2],
|
||||
const char * __restrict tag,
|
||||
FILE * __restrict ostream) {
|
||||
vec3 rawBbox[2];
|
||||
|
||||
glms_vec3_unpack(rawBbox, bbox, 2);
|
||||
glm_aabb_print(rawBbox, tag, ostream);
|
||||
}
|
||||
|
||||
#endif /* cglm_ios_h */
|
||||
289
include/cglm/struct/mat3.h
Normal file
289
include/cglm/struct/mat3.h
Normal file
@@ -0,0 +1,289 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
/*
|
||||
Macros:
|
||||
GLMS_MAT3_IDENTITY_INIT
|
||||
GLMS_MAT3_ZERO_INIT
|
||||
GLMS_MAT3_IDENTITY
|
||||
GLMS_MAT3_ZERO
|
||||
|
||||
Functions:
|
||||
CGLM_INLINE mat3s glms_mat3_copy(mat3s mat);
|
||||
CGLM_INLINE mat3s glms_mat3_identity();
|
||||
CGLM_INLINE void glms_mat3_identity_array(mat3s * __restrict mat, size_t count);
|
||||
CGLM_INLINE mat3s glms_mat3_zero();
|
||||
CGLM_INLINE mat3s glms_mat3_mul(mat3s m1, mat3s m2);
|
||||
CGLM_INLINE ma3s glms_mat3_transpose(mat3s m);
|
||||
CGLM_INLINE vec3s glms_mat3_mulv(mat3s m, vec3s v);
|
||||
CGLM_INLINE float glms_mat3_trace(mat3s m);
|
||||
CGLM_INLINE versor glms_mat3_quat(mat3s m);
|
||||
CGLM_INLINE mat3s glms_mat3_scale(mat3s m, float s);
|
||||
CGLM_INLINE float glms_mat3_det(mat3s mat);
|
||||
CGLM_INLINE mat3s glms_mat3_inv(mat3s mat);
|
||||
CGLM_INLINE mat3s glms_mat3_swap_col(mat3s mat, int col1, int col2);
|
||||
CGLM_INLINE mat3s glms_mat3_swap_row(mat3s mat, int row1, int row2);
|
||||
CGLM_INLINE float glms_mat3_rmc(vec3s r, mat3s m, vec3s c);
|
||||
*/
|
||||
|
||||
#ifndef cglm_mat3s_h
|
||||
#define cglm_mat3s_h
|
||||
|
||||
#include "../common.h"
|
||||
#include "../types-struct.h"
|
||||
#include "../mat3.h"
|
||||
#include "vec3.h"
|
||||
|
||||
#define GLMS_MAT3_IDENTITY_INIT {1.0f, 0.0f, 0.0f, \
|
||||
0.0f, 1.0f, 0.0f, \
|
||||
0.0f, 0.0f, 1.0f}
|
||||
#define GLMS_MAT3_ZERO_INIT {0.0f, 0.0f, 0.0f, \
|
||||
0.0f, 0.0f, 0.0f, \
|
||||
0.0f, 0.0f, 0.0f}
|
||||
|
||||
/* for C only */
|
||||
#define GLMS_MAT3_IDENTITY ((mat3s)GLMS_MAT3_IDENTITY_INIT)
|
||||
#define GLMS_MAT3_ZERO ((mat3s)GLMS_MAT3_ZERO_INIT)
|
||||
|
||||
/*!
|
||||
* @brief copy all members of [mat] to [dest]
|
||||
*
|
||||
* @param[in] mat source
|
||||
* @returns destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
mat3s
|
||||
glms_mat3_copy(mat3s mat) {
|
||||
mat3s r;
|
||||
glm_mat3_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_mat3_identity(aStruct->aMatrix);
|
||||
*
|
||||
* @code
|
||||
* glm_mat3_copy(GLM_MAT3_IDENTITY, mat); // C only
|
||||
*
|
||||
* // or
|
||||
* mat3 mat = GLM_MAT3_IDENTITY_INIT;
|
||||
* @endcode
|
||||
*
|
||||
* @returns destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
mat3s
|
||||
glms_mat3_identity() {
|
||||
mat3s r;
|
||||
glm_mat3_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_mat3_identity_array(mat3s * __restrict mat, size_t count) {
|
||||
CGLM_ALIGN_MAT mat3s t = GLMS_MAT3_IDENTITY_INIT;
|
||||
size_t i;
|
||||
|
||||
for (i = 0; i < count; i++) {
|
||||
glm_mat3_copy(t.raw, mat[i].raw);
|
||||
}
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief make given matrix zero.
|
||||
*
|
||||
* @returns matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
mat3s
|
||||
glms_mat3_zero() {
|
||||
mat3s r;
|
||||
glm_mat3_zero(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
|
||||
* mat3 m = GLM_MAT3_IDENTITY_INIT;
|
||||
* glm_mat3_mul(m, m, m);
|
||||
* @endcode
|
||||
*
|
||||
* @param[in] m1 left matrix
|
||||
* @param[in] m2 right matrix
|
||||
* @returns destination matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
mat3s
|
||||
glms_mat3_mul(mat3s m1, mat3s m2) {
|
||||
mat3s r;
|
||||
glm_mat3_mul(m1.raw, m2.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief tranpose mat3 and store result in same matrix
|
||||
*
|
||||
* @param[in, out] m source and dest
|
||||
*/
|
||||
CGLM_INLINE
|
||||
mat3s
|
||||
glms_mat3_transpose(mat3s m) {
|
||||
glm_mat3_transpose(m.raw);
|
||||
return m;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief multiply mat3 with vec3 (column vector) and store in dest vector
|
||||
*
|
||||
* @param[in] m mat3 (left)
|
||||
* @param[in] v vec3 (right, column vector)
|
||||
* @returns vec3 (result, column vector)
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_mat3_mulv(mat3s m, vec3s v) {
|
||||
vec3s r;
|
||||
glm_mat3_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_mat3_trace(mat3s m) {
|
||||
return glm_mat3_trace(m.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief convert mat3 to quaternion
|
||||
*
|
||||
* @param[in] m rotation matrix
|
||||
* @returns destination quaternion
|
||||
*/
|
||||
CGLM_INLINE
|
||||
versors
|
||||
glms_mat3_quat(mat3s m) {
|
||||
versors r;
|
||||
glm_mat3_quat(m.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief scale (multiply with scalar) matrix
|
||||
*
|
||||
* multiply matrix with scalar
|
||||
*
|
||||
* @param[in] m matrix
|
||||
* @param[in] s scalar
|
||||
* @returns scaled matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
mat3s
|
||||
glms_mat3_scale(mat3s m, float s) {
|
||||
glm_mat3_scale(m.raw, s);
|
||||
return m;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief mat3 determinant
|
||||
*
|
||||
* @param[in] mat matrix
|
||||
*
|
||||
* @return determinant
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_mat3_det(mat3s mat) {
|
||||
return glm_mat3_det(mat.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief inverse mat3 and store in dest
|
||||
*
|
||||
* @param[in] mat matrix
|
||||
* @returns inverse matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
mat3s
|
||||
glms_mat3_inv(mat3s mat) {
|
||||
mat3s r;
|
||||
glm_mat3_inv(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
|
||||
mat3s
|
||||
glms_mat3_swap_col(mat3s mat, int col1, int col2) {
|
||||
glm_mat3_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
|
||||
mat3s
|
||||
glms_mat3_swap_row(mat3s mat, int row1, int row2) {
|
||||
glm_mat3_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 = Matrix1x3 (row vector),
|
||||
* then Matrix1x3 * Vec3 (column vector) = Matrix1x1 (Scalar)
|
||||
*
|
||||
* @param[in] r row vector or matrix1x3
|
||||
* @param[in] m matrix3x3
|
||||
* @param[in] c column vector or matrix3x1
|
||||
*
|
||||
* @return scalar value e.g. Matrix1x1
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_mat3_rmc(vec3s r, mat3s m, vec3s c) {
|
||||
return glm_mat3_rmc(r.raw, m.raw, c.raw);
|
||||
}
|
||||
|
||||
#endif /* cglm_mat3s_h */
|
||||
467
include/cglm/struct/mat4.h
Normal file
467
include/cglm/struct/mat4.h
Normal file
@@ -0,0 +1,467 @@
|
||||
/*
|
||||
* 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();
|
||||
CGLM_INLINE void glms_mat4_identity_array(mat4s * __restrict mat, size_t count);
|
||||
CGLM_INLINE mat4s glms_mat4_zero();
|
||||
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 cglm_mat4s_h
|
||||
#define cglm_mat4s_h
|
||||
|
||||
#include "../common.h"
|
||||
#include "../types-struct.h"
|
||||
#include "../mat4.h"
|
||||
#include "vec4.h"
|
||||
#include "vec3.h"
|
||||
|
||||
#define GLMS_MAT4_IDENTITY_INIT {1.0f, 0.0f, 0.0f, 0.0f, \
|
||||
0.0f, 1.0f, 0.0f, 0.0f, \
|
||||
0.0f, 0.0f, 1.0f, 0.0f, \
|
||||
0.0f, 0.0f, 0.0f, 1.0f}
|
||||
|
||||
#define GLMS_MAT4_ZERO_INIT {0.0f, 0.0f, 0.0f, 0.0f, \
|
||||
0.0f, 0.0f, 0.0f, 0.0f, \
|
||||
0.0f, 0.0f, 0.0f, 0.0f, \
|
||||
0.0f, 0.0f, 0.0f, 0.0f}
|
||||
|
||||
/* 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() {
|
||||
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() {
|
||||
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
|
||||
* <br><br>multiplication will be done in loop, this may reduce instructions
|
||||
* size but if <b>len</b> 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 /* cglm_mat4s_h */
|
||||
|
||||
40
include/cglm/struct/plane.h
Normal file
40
include/cglm/struct/plane.h
Normal file
@@ -0,0 +1,40 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
#ifndef cglm_planes_h
|
||||
#define cglm_planes_h
|
||||
|
||||
#include "../common.h"
|
||||
#include "../types-struct.h"
|
||||
#include "../plane.h"
|
||||
#include "vec4.h"
|
||||
|
||||
/*
|
||||
Plane equation: Ax + By + Cz + D = 0;
|
||||
|
||||
It stored in vec4 as [A, B, C, D]. (A, B, C) is normal and D is distance
|
||||
*/
|
||||
|
||||
/*
|
||||
Functions:
|
||||
CGLM_INLINE vec4s glms_plane_normalize(vec4s plane);
|
||||
*/
|
||||
|
||||
/*!
|
||||
* @brief normalizes a plane
|
||||
*
|
||||
* @param[in] plane plane to normalize
|
||||
* @returns normalized plane
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_plane_normalize(vec4s plane) {
|
||||
glm_plane_normalize(plane.raw);
|
||||
return plane;
|
||||
}
|
||||
|
||||
#endif /* cglm_planes_h */
|
||||
104
include/cglm/struct/project.h
Normal file
104
include/cglm/struct/project.h
Normal file
@@ -0,0 +1,104 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
#ifndef cglm_projects_h
|
||||
#define cglm_projects_h
|
||||
|
||||
#include "../common.h"
|
||||
#include "../types-struct.h"
|
||||
#include "../project.h"
|
||||
#include "vec3.h"
|
||||
#include "vec4.h"
|
||||
#include "mat4.h"
|
||||
|
||||
/*!
|
||||
* @brief maps the specified viewport coordinates into specified space [1]
|
||||
* the matrix should contain projection matrix.
|
||||
*
|
||||
* if you don't have ( and don't want to have ) an inverse matrix then use
|
||||
* glm_unproject version. You may use existing inverse of matrix in somewhere
|
||||
* else, this is why glm_unprojecti exists to save save inversion cost
|
||||
*
|
||||
* [1] space:
|
||||
* 1- if m = invProj: View Space
|
||||
* 2- if m = invViewProj: World Space
|
||||
* 3- if m = invMVP: Object Space
|
||||
*
|
||||
* You probably want to map the coordinates into object space
|
||||
* so use invMVP as m
|
||||
*
|
||||
* Computing viewProj:
|
||||
* glm_mat4_mul(proj, view, viewProj);
|
||||
* glm_mat4_mul(viewProj, model, MVP);
|
||||
* glm_mat4_inv(viewProj, invMVP);
|
||||
*
|
||||
* @param[in] pos point/position in viewport coordinates
|
||||
* @param[in] invMat matrix (see brief)
|
||||
* @param[in] vp viewport as [x, y, width, height]
|
||||
* @returns unprojected coordinates
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_unprojecti(vec3s pos, mat4s invMat, vec4s vp) {
|
||||
vec3s r;
|
||||
glm_unprojecti(pos.raw, invMat.raw, vp.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief maps the specified viewport coordinates into specified space [1]
|
||||
* the matrix should contain projection matrix.
|
||||
*
|
||||
* this is same as glm_unprojecti except this function get inverse matrix for
|
||||
* you.
|
||||
*
|
||||
* [1] space:
|
||||
* 1- if m = proj: View Space
|
||||
* 2- if m = viewProj: World Space
|
||||
* 3- if m = MVP: Object Space
|
||||
*
|
||||
* You probably want to map the coordinates into object space
|
||||
* so use MVP as m
|
||||
*
|
||||
* Computing viewProj and MVP:
|
||||
* glm_mat4_mul(proj, view, viewProj);
|
||||
* glm_mat4_mul(viewProj, model, MVP);
|
||||
*
|
||||
* @param[in] pos point/position in viewport coordinates
|
||||
* @param[in] m matrix (see brief)
|
||||
* @param[in] vp viewport as [x, y, width, height]
|
||||
* @returns unprojected coordinates
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_unproject(vec3s pos, mat4s m, vec4s vp) {
|
||||
vec3s r;
|
||||
glm_unproject(pos.raw, m.raw, vp.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief map object coordinates to window coordinates
|
||||
*
|
||||
* Computing MVP:
|
||||
* glm_mat4_mul(proj, view, viewProj);
|
||||
* glm_mat4_mul(viewProj, model, MVP);
|
||||
*
|
||||
* @param[in] pos object coordinates
|
||||
* @param[in] m MVP matrix
|
||||
* @param[in] vp viewport as [x, y, width, height]
|
||||
* @param[out] dest projected coordinates
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_project(vec3s pos, mat4s m, vec4s vp) {
|
||||
vec3s r;
|
||||
glm_project(pos.raw, m.raw, vp.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
#endif /* cglm_projects_h */
|
||||
93
include/cglm/struct/sphere.h
Normal file
93
include/cglm/struct/sphere.h
Normal file
@@ -0,0 +1,93 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
#ifndef cglm_spheres_h
|
||||
#define cglm_spheres_h
|
||||
|
||||
#include "../common.h"
|
||||
#include "../types-struct.h"
|
||||
#include "../sphere.h"
|
||||
#include "mat4.h"
|
||||
|
||||
/*
|
||||
Sphere Representation in cglm: [center.x, center.y, center.z, radii]
|
||||
|
||||
You could use this representation or you can convert it to vec4 before call
|
||||
any function
|
||||
*/
|
||||
|
||||
/*!
|
||||
* @brief helper for getting sphere radius
|
||||
*
|
||||
* @param[in] s sphere
|
||||
*
|
||||
* @return returns radii
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_sphere_radii(vec4s s) {
|
||||
return glm_sphere_radii(s.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief apply transform to sphere, it is just wrapper for glm_mat4_mulv3
|
||||
*
|
||||
* @param[in] s sphere
|
||||
* @param[in] m transform matrix
|
||||
* @returns transformed sphere
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_sphere_transform(vec4s s, mat4 m) {
|
||||
vec4s r;
|
||||
glm_sphere_transform(s.raw, m, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief merges two spheres and creates a new one
|
||||
*
|
||||
* two sphere must be in same space, for instance if one in world space then
|
||||
* the other must be in world space too, not in local space.
|
||||
*
|
||||
* @param[in] s1 sphere 1
|
||||
* @param[in] s2 sphere 2
|
||||
* returns merged/extended sphere
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_sphere_merge(vec4s s1, vec4s s2) {
|
||||
vec4s r;
|
||||
glm_sphere_merge(s1.raw, s2.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if two sphere intersects
|
||||
*
|
||||
* @param[in] s1 sphere
|
||||
* @param[in] s2 other sphere
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_sphere_sphere(vec4s s1, vec4s s2) {
|
||||
return glm_sphere_sphere(s1.raw, s2.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if sphere intersects with point
|
||||
*
|
||||
* @param[in] s sphere
|
||||
* @param[in] point point
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_sphere_point(vec4s s, vec3s point) {
|
||||
return glm_sphere_point(s.raw, point.raw);
|
||||
}
|
||||
|
||||
#endif /* cglm_spheres_h */
|
||||
198
include/cglm/struct/vec3-ext.h
Normal file
198
include/cglm/struct/vec3-ext.h
Normal file
@@ -0,0 +1,198 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
/*!
|
||||
* @brief SIMD like functions
|
||||
*/
|
||||
|
||||
/*
|
||||
Functions:
|
||||
CGLM_INLINE vec3s glms_vec3_broadcast(float val);
|
||||
CGLM_INLINE bool glms_vec3_eq(vec3s v, float val);
|
||||
CGLM_INLINE bool glms_vec3_eq_eps(vec3s v, float val);
|
||||
CGLM_INLINE bool glms_vec3_eq_all(vec3s v);
|
||||
CGLM_INLINE bool glms_vec3_eqv(vec3s a, vec3s b);
|
||||
CGLM_INLINE bool glms_vec3_eqv_eps(vec3s a, vec3s b);
|
||||
CGLM_INLINE float glms_vec3_max(vec3s v);
|
||||
CGLM_INLINE float glms_vec3_min(vec3s v);
|
||||
CGLM_INLINE bool glms_vec3_isnan(vec3s v);
|
||||
CGLM_INLINE bool glms_vec3_isinf(vec3s v);
|
||||
CGLM_INLINE bool glms_vec3_isvalid(vec3s v);
|
||||
CGLM_INLINE vec3s glms_vec3_sign(vec3s v);
|
||||
CGLM_INLINE vec3s glms_vec3_sqrt(vec3s v);
|
||||
*/
|
||||
|
||||
#ifndef cglm_vec3s_ext_h
|
||||
#define cglm_vec3s_ext_h
|
||||
|
||||
#include "../common.h"
|
||||
#include "../types-struct.h"
|
||||
#include "../util.h"
|
||||
#include "../vec3-ext.h"
|
||||
|
||||
/*!
|
||||
* @brief fill a vector with specified value
|
||||
*
|
||||
* @param[in] val value
|
||||
* @returns dest
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_broadcast(float val) {
|
||||
vec3s r;
|
||||
glm_vec3_broadcast(val, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if vector is equal to value (without epsilon)
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @param[in] val value
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_vec3_eq(vec3s v, float val) {
|
||||
return glm_vec3_eq(v.raw, val);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if vector is equal to value (with epsilon)
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @param[in] val value
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_vec3_eq_eps(vec3s v, float val) {
|
||||
return glm_vec3_eq_eps(v.raw, val);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if vectors members are equal (without epsilon)
|
||||
*
|
||||
* @param[in] v vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_vec3_eq_all(vec3s v) {
|
||||
return glm_vec3_eq_all(v.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if vector is equal to another (without epsilon)
|
||||
*
|
||||
* @param[in] a vector
|
||||
* @param[in] b vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_vec3_eqv(vec3s a, vec3s b) {
|
||||
return glm_vec3_eqv(a.raw, b.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if vector is equal to another (with epsilon)
|
||||
*
|
||||
* @param[in] a vector
|
||||
* @param[in] b vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_vec3_eqv_eps(vec3s a, vec3s b) {
|
||||
return glm_vec3_eqv_eps(a.raw, b.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief max value of vector
|
||||
*
|
||||
* @param[in] v vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_vec3_max(vec3s v) {
|
||||
return glm_vec3_max(v.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief min value of vector
|
||||
*
|
||||
* @param[in] v vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_vec3_min(vec3s v) {
|
||||
return glm_vec3_min(v.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if all items are NaN (not a number)
|
||||
* you should only use this in DEBUG mode or very critical asserts
|
||||
*
|
||||
* @param[in] v vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_vec3_isnan(vec3s v) {
|
||||
return glm_vec3_isnan(v.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if all items are INFINITY
|
||||
* you should only use this in DEBUG mode or very critical asserts
|
||||
*
|
||||
* @param[in] v vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_vec3_isinf(vec3s v) {
|
||||
return glm_vec3_isinf(v.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if all items are valid number
|
||||
* you should only use this in DEBUG mode or very critical asserts
|
||||
*
|
||||
* @param[in] v vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_vec3_isvalid(vec3s v) {
|
||||
return glm_vec3_isvalid(v.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief get sign of 32 bit float as +1, -1, 0
|
||||
*
|
||||
* Important: It returns 0 for zero/NaN input
|
||||
*
|
||||
* @param v vector
|
||||
* @returns sign vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_sign(vec3s v) {
|
||||
vec3s r;
|
||||
glm_vec3_sign(v.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief square root of each vector item
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @returns destination vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_sqrt(vec3s v) {
|
||||
vec3s r;
|
||||
glm_vec3_sqrt(v.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
#endif /* cglm_vec3s_ext_h */
|
||||
767
include/cglm/struct/vec3.h
Normal file
767
include/cglm/struct/vec3.h
Normal file
@@ -0,0 +1,767 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
/*
|
||||
Macros:
|
||||
GLMS_VEC3_ONE_INIT
|
||||
GLMS_VEC3_ZERO_INIT
|
||||
GLMS_VEC3_ONE
|
||||
GLMS_VEC3_ZERO
|
||||
GLMS_YUP
|
||||
GLMS_ZUP
|
||||
GLMS_XUP
|
||||
|
||||
Functions:
|
||||
CGLM_INLINE vec3s glms_vec3(vec4s v4);
|
||||
CGLM_INLINE vec3s glms_vec3_copy(vec3s v);
|
||||
CGLM_INLINE void glms_vec3_pack(vec3s dst[], vec3 src[], size_t len);
|
||||
CGLM_INLINE void glms_vec3_unpack(vec3 dst[], vec3s src[], size_t len);
|
||||
CGLM_INLINE vec3s glms_vec3_zero();
|
||||
CGLM_INLINE vec3s glms_vec3_one();
|
||||
CGLM_INLINE float glms_vec3_dot(vec3s a, vec3s b);
|
||||
CGLM_INLINE float glms_vec3_norm2(vec3s v);
|
||||
CGLM_INLINE float glms_vec3_norm(vec3s v);
|
||||
CGLM_INLINE vec3s glms_vec3_add(vec3s a, vec3s b);
|
||||
CGLM_INLINE vec3s glms_vec3_adds(vec3s a, float s);
|
||||
CGLM_INLINE vec3s glms_vec3_sub(vec3s a, vec3s b);
|
||||
CGLM_INLINE vec3s glms_vec3_subs(vec3s a, float s);
|
||||
CGLM_INLINE vec3s glms_vec3_mul(vec3s a, vec3s b);
|
||||
CGLM_INLINE vec3s glms_vec3_scale(vec3s v, float s);
|
||||
CGLM_INLINE vec3s glms_vec3_scale_as(vec3s v, float s);
|
||||
CGLM_INLINE vec3s glms_vec3_div(vec3s a, vec3s b);
|
||||
CGLM_INLINE vec3s glms_vec3_divs(vec3s a, float s);
|
||||
CGLM_INLINE vec3s glms_vec3_addadd(vec3s a, vec3s b, vec3s dest);
|
||||
CGLM_INLINE vec3s glms_vec3_subadd(vec3s a, vec3s b, vec3s dest);
|
||||
CGLM_INLINE vec3s glms_vec3_muladd(vec3s a, vec3s b, vec3s dest);
|
||||
CGLM_INLINE vec3s glms_vec3_muladds(vec3s a, float s, vec3s dest);
|
||||
CGLM_INLINE vec3s glms_vec3_maxadd(vec3s a, vec3s b, vec3s dest);
|
||||
CGLM_INLINE vec3s glms_vec3_minadd(vec3s a, vec3s b, vec3s dest);
|
||||
CGLM_INLINE vec3s glms_vec3_flipsign(vec3s v);
|
||||
CGLM_INLINE vec3s glms_vec3_negate(vec3s v);
|
||||
CGLM_INLINE vec3s glms_vec3_inv(vec3s v);
|
||||
CGLM_INLINE vec3s glms_vec3_normalize(vec3s v);
|
||||
CGLM_INLINE vec3s glms_vec3_cross(vec3s a, vec3s b);
|
||||
CGLM_INLINE vec3s glms_vec3_crossn(vec3s a, vec3s b);
|
||||
CGLM_INLINE float glms_vec3_distance(vec3s a, vec3s b);
|
||||
CGLM_INLINE float glms_vec3_angle(vec3s a, vec3s b);
|
||||
CGLM_INLINE vec3s glms_vec3_rotate(vec3s v, float angle, vec3s axis);
|
||||
CGLM_INLINE vec3s glms_vec3_rotate_m4(mat4s m, vec3s v);
|
||||
CGLM_INLINE vec3s glms_vec3_rotate_m3(mat3s m, vec3s v);
|
||||
CGLM_INLINE vec3s glms_vec3_proj(vec3s a, vec3s b);
|
||||
CGLM_INLINE vec3s glms_vec3_center(vec3s a, vec3s b);
|
||||
CGLM_INLINE float glms_vec3_distance2(vec3s a, vec3s b);
|
||||
CGLM_INLINE vec3s glms_vec3_maxv(vec3s a, vec3s b);
|
||||
CGLM_INLINE vec3s glms_vec3_minv(vec3s a, vec3s b);
|
||||
CGLM_INLINE vec3s glms_vec3_ortho(vec3s v);
|
||||
CGLM_INLINE vec3s glms_vec3_clamp(vec3s v, float minVal, float maxVal);
|
||||
CGLM_INLINE vec3s glms_vec3_lerp(vec3s from, vec3s to, float t);
|
||||
|
||||
Convenient:
|
||||
CGLM_INLINE vec3s glms_cross(vec3s a, vec3s b);
|
||||
CGLM_INLINE float glms_dot(vec3s a, vec3s b);
|
||||
CGLM_INLINE vec3s glms_normalize(vec3s v);
|
||||
*/
|
||||
|
||||
#ifndef cglm_vec3s_h
|
||||
#define cglm_vec3s_h
|
||||
|
||||
#include "../common.h"
|
||||
#include "../types-struct.h"
|
||||
#include "../util.h"
|
||||
#include "../vec3.h"
|
||||
#include "vec3-ext.h"
|
||||
|
||||
#define GLMS_VEC3_ONE_INIT {1.0f, 1.0f, 1.0f}
|
||||
#define GLMS_VEC3_ZERO_INIT {0.0f, 0.0f, 0.0f}
|
||||
|
||||
#define GLMS_VEC3_ONE ((vec3s)GLMS_VEC3_ONE_INIT)
|
||||
#define GLMS_VEC3_ZERO ((vec3s)GLMS_VEC3_ZERO_INIT)
|
||||
|
||||
#define GLMS_YUP ((vec3s){0.0f, 1.0f, 0.0f})
|
||||
#define GLMS_ZUP ((vec3s){0.0f, 0.0f, 1.0f})
|
||||
#define GLMS_XUP ((vec3s){1.0f, 0.0f, 0.0f})
|
||||
|
||||
/*!
|
||||
* @brief init vec3 using vec4
|
||||
*
|
||||
* @param[in] v4 vector4
|
||||
* @returns destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3(vec4s v4) {
|
||||
vec3s r;
|
||||
glm_vec3(v4.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief copy all members of [a] to [dest]
|
||||
*
|
||||
* @param[in] a source
|
||||
* @returns destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_copy(vec3s v) {
|
||||
vec3s r;
|
||||
glm_vec3_copy(v.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief pack an array of vec3 into an array of vec3s
|
||||
*
|
||||
* @param[out] dst array of vec3
|
||||
* @param[in] src array of vec3s
|
||||
* @param[in] len number of elements
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_vec3_pack(vec3s dst[], vec3 src[], size_t len) {
|
||||
size_t i;
|
||||
|
||||
for (i = 0; i < len; i++) {
|
||||
glm_vec3_copy(src[i], dst[i].raw);
|
||||
}
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief unpack an array of vec3s into an array of vec3
|
||||
*
|
||||
* @param[out] dst array of vec3s
|
||||
* @param[in] src array of vec3
|
||||
* @param[in] len number of elements
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_vec3_unpack(vec3 dst[], vec3s src[], size_t len) {
|
||||
size_t i;
|
||||
|
||||
for (i = 0; i < len; i++) {
|
||||
glm_vec3_copy(src[i].raw, dst[i]);
|
||||
}
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief make vector zero
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @returns zero vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_zero() {
|
||||
vec3s r;
|
||||
glm_vec3_zero(r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief make vector one
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @returns one vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_one() {
|
||||
vec3s r;
|
||||
glm_vec3_one(r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief vec3 dot product
|
||||
*
|
||||
* @param[in] a vector1
|
||||
* @param[in] b vector2
|
||||
*
|
||||
* @return dot product
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_vec3_dot(vec3s a, vec3s b) {
|
||||
return glm_vec3_dot(a.raw, b.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief norm * norm (magnitude) of vec
|
||||
*
|
||||
* we can use this func instead of calling norm * norm, because it would call
|
||||
* sqrtf fuction twice but with this func we can avoid func call, maybe this is
|
||||
* not good name for this func
|
||||
*
|
||||
* @param[in] v vector
|
||||
*
|
||||
* @return norm * norm
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_vec3_norm2(vec3s v) {
|
||||
return glm_vec3_norm2(v.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief norm (magnitude) of vec3
|
||||
*
|
||||
* @param[in] v vector
|
||||
*
|
||||
* @return norm
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_vec3_norm(vec3s v) {
|
||||
return glm_vec3_norm(v.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief add a vector to b vector store result in dest
|
||||
*
|
||||
* @param[in] a vector1
|
||||
* @param[in] b vector2
|
||||
* @returns destination vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_add(vec3s a, vec3s b) {
|
||||
vec3s r;
|
||||
glm_vec3_add(a.raw, b.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief add scalar to v vector store result in dest (d = v + s)
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @param[in] s scalar
|
||||
* @returns destination vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_adds(vec3s a, float s) {
|
||||
vec3s r;
|
||||
glm_vec3_adds(a.raw, s, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief subtract b vector from a vector store result in dest
|
||||
*
|
||||
* @param[in] a vector1
|
||||
* @param[in] b vector2
|
||||
* @returns destination vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_sub(vec3s a, vec3s b) {
|
||||
vec3s r;
|
||||
glm_vec3_sub(a.raw, b.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief subtract scalar from v vector store result in dest (d = v - s)
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @param[in] s scalar
|
||||
* @returns destination vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_subs(vec3s a, float s) {
|
||||
vec3s r;
|
||||
glm_vec3_subs(a.raw, s, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief multiply two vector (component-wise multiplication)
|
||||
*
|
||||
* @param a vector1
|
||||
* @param b vector2
|
||||
* @returns v3 = (a[0] * b[0], a[1] * b[1], a[2] * b[2])
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_mul(vec3s a, vec3s b) {
|
||||
vec3s r;
|
||||
glm_vec3_mul(a.raw, b.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief multiply/scale vec3 vector with scalar: result = v * s
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @param[in] s scalar
|
||||
* @returns destination vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_scale(vec3s v, float s) {
|
||||
vec3s r;
|
||||
glm_vec3_scale(v.raw, s, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief make vec3 vector scale as specified: result = unit(v) * s
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @param[in] s scalar
|
||||
* @returns destination vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_scale_as(vec3s v, float s) {
|
||||
vec3s r;
|
||||
glm_vec3_scale_as(v.raw, s, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief div vector with another component-wise division: d = a / b
|
||||
*
|
||||
* @param[in] a vector 1
|
||||
* @param[in] b vector 2
|
||||
* @returns result = (a[0]/b[0], a[1]/b[1], a[2]/b[2])
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_div(vec3s a, vec3s b) {
|
||||
vec3s r;
|
||||
glm_vec3_div(a.raw, b.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief div vector with scalar: d = v / s
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @param[in] s scalar
|
||||
* @returns result = (a[0]/s, a[1]/s, a[2]/s)
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_divs(vec3s a, float s) {
|
||||
vec3s r;
|
||||
glm_vec3_divs(a.raw, s, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief add two vectors and add result to sum
|
||||
*
|
||||
* it applies += operator so dest must be initialized
|
||||
*
|
||||
* @param[in] a vector 1
|
||||
* @param[in] b vector 2
|
||||
* @returns dest += (a + b)
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_addadd(vec3s a, vec3s b, vec3s dest) {
|
||||
glm_vec3_addadd(a.raw, b.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief sub two vectors and add result to dest
|
||||
*
|
||||
* it applies += operator so dest must be initialized
|
||||
*
|
||||
* @param[in] a vector 1
|
||||
* @param[in] b vector 2
|
||||
* @returns dest += (a + b)
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_subadd(vec3s a, vec3s b, vec3s dest) {
|
||||
glm_vec3_subadd(a.raw, b.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief mul two vectors and add result to dest
|
||||
*
|
||||
* it applies += operator so dest must be initialized
|
||||
*
|
||||
* @param[in] a vector 1
|
||||
* @param[in] b vector 2
|
||||
* @returns dest += (a * b)
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_muladd(vec3s a, vec3s b, vec3s dest) {
|
||||
glm_vec3_muladd(a.raw, b.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief mul vector with scalar and add result to sum
|
||||
*
|
||||
* it applies += operator so dest must be initialized
|
||||
*
|
||||
* @param[in] a vector
|
||||
* @param[in] s scalar
|
||||
* @returns dest += (a * b)
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_muladds(vec3s a, float s, vec3s dest) {
|
||||
glm_vec3_muladds(a.raw, s, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief add max of two vector to result/dest
|
||||
*
|
||||
* it applies += operator so dest must be initialized
|
||||
*
|
||||
* @param[in] a vector 1
|
||||
* @param[in] b vector 2
|
||||
* @returns dest += max(a, b)
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_maxadd(vec3s a, vec3s b, vec3s dest) {
|
||||
glm_vec3_maxadd(a.raw, b.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief add min of two vector to result/dest
|
||||
*
|
||||
* it applies += operator so dest must be initialized
|
||||
*
|
||||
* @param[in] a vector 1
|
||||
* @param[in] b vector 2
|
||||
* @returns dest += min(a, b)
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_minadd(vec3s a, vec3s b, vec3s dest) {
|
||||
glm_vec3_minadd(a.raw, b.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief negate vector components and store result in dest
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @returns result vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_flipsign(vec3s v) {
|
||||
glm_vec3_flipsign(v.raw);
|
||||
return v;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief negate vector components
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @returns negated vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_negate(vec3s v) {
|
||||
glm_vec3_negate(v.raw);
|
||||
return v;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief normalize vec3 and store result in same vec
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @returns normalized vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_normalize(vec3s v) {
|
||||
glm_vec3_normalize(v.raw);
|
||||
return v;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief cross product of two vector (RH)
|
||||
*
|
||||
* @param[in] a vector 1
|
||||
* @param[in] b vector 2
|
||||
* @returns destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_cross(vec3s a, vec3s b) {
|
||||
vec3s r;
|
||||
glm_vec3_cross(a.raw, b.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief cross product of two vector (RH) and normalize the result
|
||||
*
|
||||
* @param[in] a vector 1
|
||||
* @param[in] b vector 2
|
||||
* @returns destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_crossn(vec3s a, vec3s b) {
|
||||
vec3s r;
|
||||
glm_vec3_crossn(a.raw, b.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief angle betwen two vector
|
||||
*
|
||||
* @param[in] a vector1
|
||||
* @param[in] b vector2
|
||||
*
|
||||
* @return angle as radians
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_vec3_angle(vec3s a, vec3s b) {
|
||||
return glm_vec3_angle(a.raw, b.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief rotate vec3 around axis by angle using Rodrigues' rotation formula
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @param[in] axis axis vector (must be unit vector)
|
||||
* @param[in] angle angle by radians
|
||||
* @returns rotated vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_rotate(vec3s v, float angle, vec3s axis) {
|
||||
glm_vec3_rotate(v.raw, angle, axis.raw);
|
||||
return v;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief apply rotation matrix to vector
|
||||
*
|
||||
* matrix format should be (no perspective):
|
||||
* a b c x
|
||||
* e f g y
|
||||
* i j k z
|
||||
* 0 0 0 w
|
||||
*
|
||||
* @param[in] m affine matrix or rot matrix
|
||||
* @param[in] v vector
|
||||
* @returns rotated vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_rotate_m4(mat4s m, vec3s v) {
|
||||
vec3s r;
|
||||
glm_vec3_rotate_m4(m.raw, v.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief apply rotation matrix to vector
|
||||
*
|
||||
* @param[in] m affine matrix or rot matrix
|
||||
* @param[in] v vector
|
||||
* @returns rotated vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_rotate_m3(mat3s m, vec3s v) {
|
||||
vec3s r;
|
||||
glm_vec3_rotate_m3(m.raw, v.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief project a vector onto b vector
|
||||
*
|
||||
* @param[in] a vector1
|
||||
* @param[in] b vector2
|
||||
* @returns projected vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_proj(vec3s a, vec3s b) {
|
||||
vec3s r;
|
||||
glm_vec3_proj(a.raw, b.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief find center point of two vector
|
||||
*
|
||||
* @param[in] a vector1
|
||||
* @param[in] b vector2
|
||||
* @returns center point
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_center(vec3s a, vec3s b) {
|
||||
vec3s r;
|
||||
glm_vec3_center(a.raw, b.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief squared distance between two vectors
|
||||
*
|
||||
* @param[in] a vector1
|
||||
* @param[in] b vector2
|
||||
* @return squared distance (distance * distance)
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_vec3_distance2(vec3s a, vec3s b) {
|
||||
return glm_vec3_distance2(a.raw, b.raw);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief distance between two vectors
|
||||
*
|
||||
* @param[in] a vector1
|
||||
* @param[in] b vector2
|
||||
* @return distance
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_vec3_distance(vec3s a, vec3s b) {
|
||||
return glm_vec3_distance(a.raw, b.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief max values of vectors
|
||||
*
|
||||
* @param[in] a vector1
|
||||
* @param[in] b vector2
|
||||
* @returns destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_maxv(vec3s a, vec3s b) {
|
||||
vec3s r;
|
||||
glm_vec3_maxv(a.raw, b.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief min values of vectors
|
||||
*
|
||||
* @param[in] a vector1
|
||||
* @param[in] b vector2
|
||||
* @returns destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_minv(vec3s a, vec3s b) {
|
||||
vec3s r;
|
||||
glm_vec3_minv(a.raw, b.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief possible orthogonal/perpendicular vector
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @returns orthogonal/perpendicular vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_ortho(vec3s v) {
|
||||
vec3s r;
|
||||
glm_vec3_ortho(v.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief clamp vector's individual members between min and max values
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @param[in] minVal minimum value
|
||||
* @param[in] maxVal maximum value
|
||||
* @returns clamped vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_clamp(vec3s v, float minVal, float maxVal) {
|
||||
glm_vec3_clamp(v.raw, minVal, maxVal);
|
||||
return v;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief linear interpolation between two vector
|
||||
*
|
||||
* formula: from + s * (to - from)
|
||||
*
|
||||
* @param[in] from from value
|
||||
* @param[in] to to value
|
||||
* @param[in] t interpolant (amount) clamped between 0 and 1
|
||||
* @returns destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec3_lerp(vec3s from, vec3s to, float t) {
|
||||
vec3s r;
|
||||
glm_vec3_lerp(from.raw, to.raw, t, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief vec3 cross product
|
||||
*
|
||||
* this is just convenient wrapper
|
||||
*
|
||||
* @param[in] a source 1
|
||||
* @param[in] b source 2
|
||||
* @returns destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_cross(vec3s a, vec3s b) {
|
||||
vec3s r;
|
||||
glm_cross(a.raw, b.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief vec3 dot product
|
||||
*
|
||||
* this is just convenient wrapper
|
||||
*
|
||||
* @param[in] a vector1
|
||||
* @param[in] b vector2
|
||||
* @return dot product
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_dot(vec3s a, vec3s b) {
|
||||
return glm_dot(a.raw, b.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief normalize vec3 and store result in same vec
|
||||
*
|
||||
* this is just convenient wrapper
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @returns normalized vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_normalize(vec3s v) {
|
||||
glm_normalize(v.raw);
|
||||
return v;
|
||||
}
|
||||
|
||||
#endif /* cglm_vec3s_h */
|
||||
198
include/cglm/struct/vec4-ext.h
Normal file
198
include/cglm/struct/vec4-ext.h
Normal file
@@ -0,0 +1,198 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
/*!
|
||||
* @brief SIMD like functions
|
||||
*/
|
||||
|
||||
/*
|
||||
Functions:
|
||||
CGLM_INLINE vec4s glms_vec4_broadcast(float val);
|
||||
CGLM_INLINE bool glms_vec4_eq(vec4s v, float val);
|
||||
CGLM_INLINE bool glms_vec4_eq_eps(vec4s v, float val);
|
||||
CGLM_INLINE bool glms_vec4_eq_all(vec4s v);
|
||||
CGLM_INLINE bool glms_vec4_eqv(vec4s a, vec4s b);
|
||||
CGLM_INLINE bool glms_vec4_eqv_eps(vec4s a, vec4s b);
|
||||
CGLM_INLINE float glms_vec4_max(vec4s v);
|
||||
CGLM_INLINE float glms_vec4_min(vec4s v);
|
||||
CGLM_INLINE bool glms_vec4_isnan(vec4s v);
|
||||
CGLM_INLINE bool glms_vec4_isinf(vec4s v);
|
||||
CGLM_INLINE bool glms_vec4_isvalid(vec4s v);
|
||||
CGLM_INLINE vec4s glms_vec4_sign(vec4s v);
|
||||
CGLM_INLINE vec4s glms_vec4_sqrt(vec4s v);
|
||||
*/
|
||||
|
||||
#ifndef cglm_vec4s_ext_h
|
||||
#define cglm_vec4s_ext_h
|
||||
|
||||
#include "../common.h"
|
||||
#include "../types-struct.h"
|
||||
#include "../util.h"
|
||||
#include "../vec4-ext.h"
|
||||
|
||||
/*!
|
||||
* @brief fill a vector with specified value
|
||||
*
|
||||
* @param val value
|
||||
* @returns dest
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_broadcast(float val) {
|
||||
vec4s r;
|
||||
glm_vec4_broadcast(val, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if vector is equal to value (without epsilon)
|
||||
*
|
||||
* @param v vector
|
||||
* @param val value
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_vec4_eq(vec4s v, float val) {
|
||||
return glm_vec4_eq(v.raw, val);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if vector is equal to value (with epsilon)
|
||||
*
|
||||
* @param v vector
|
||||
* @param val value
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_vec4_eq_eps(vec4s v, float val) {
|
||||
return glm_vec4_eq_eps(v.raw, val);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if vectors members are equal (without epsilon)
|
||||
*
|
||||
* @param v vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_vec4_eq_all(vec4s v) {
|
||||
return glm_vec4_eq_all(v.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if vector is equal to another (without epsilon)
|
||||
*
|
||||
* @param a vector
|
||||
* @param b vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_vec4_eqv(vec4s a, vec4s b) {
|
||||
return glm_vec4_eqv(a.raw, b.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if vector is equal to another (with epsilon)
|
||||
*
|
||||
* @param a vector
|
||||
* @param b vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_vec4_eqv_eps(vec4s a, vec4s b) {
|
||||
return glm_vec4_eqv_eps(a.raw, b.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief max value of vector
|
||||
*
|
||||
* @param v vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_vec4_max(vec4s v) {
|
||||
return glm_vec4_max(v.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief min value of vector
|
||||
*
|
||||
* @param v vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_vec4_min(vec4s v) {
|
||||
return glm_vec4_min(v.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if one of items is NaN (not a number)
|
||||
* you should only use this in DEBUG mode or very critical asserts
|
||||
*
|
||||
* @param[in] v vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_vec4_isnan(vec4s v) {
|
||||
return glm_vec4_isnan(v.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if one of items is INFINITY
|
||||
* you should only use this in DEBUG mode or very critical asserts
|
||||
*
|
||||
* @param[in] v vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_vec4_isinf(vec4s v) {
|
||||
return glm_vec4_isinf(v.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if all items are valid number
|
||||
* you should only use this in DEBUG mode or very critical asserts
|
||||
*
|
||||
* @param[in] v vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glms_vec4_isvalid(vec4s v) {
|
||||
return glm_vec4_isvalid(v.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief get sign of 32 bit float as +1, -1, 0
|
||||
*
|
||||
* Important: It returns 0 for zero/NaN input
|
||||
*
|
||||
* @param v vector
|
||||
* @returns sign vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_sign(vec4s v) {
|
||||
vec4s r;
|
||||
glm_vec4_sign(v.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief square root of each vector item
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @returns destination vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_sqrt(vec4s v) {
|
||||
vec4s r;
|
||||
glm_vec4_sqrt(v.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
#endif /* cglm_vec4s_ext_h */
|
||||
582
include/cglm/struct/vec4.h
Normal file
582
include/cglm/struct/vec4.h
Normal file
@@ -0,0 +1,582 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
/*
|
||||
Macros:
|
||||
GLM_VEC4_ONE_INIT
|
||||
GLM_VEC4_BLACK_INIT
|
||||
GLM_VEC4_ZERO_INIT
|
||||
GLM_VEC4_ONE
|
||||
GLM_VEC4_BLACK
|
||||
GLM_VEC4_ZERO
|
||||
|
||||
Functions:
|
||||
CGLM_INLINE vec4s glms_vec4(vec3s v3, float last);
|
||||
CGLM_INLINE vec3s glms_vec4_copy3(vec4s v);
|
||||
CGLM_INLINE vec4s glms_vec4_copy(vec4s v);
|
||||
CGLM_INLINE vec4s glms_vec4_ucopy(vec4s v);
|
||||
CGLM_INLINE void glms_vec4_pack(vec4s dst[], vec4 src[], size_t len);
|
||||
CGLM_INLINE void glms_vec4_unpack(vec4 dst[], vec4s src[], size_t len);
|
||||
CGLM_INLINE float glms_vec4_dot(vec4s a, vec4s b);
|
||||
CGLM_INLINE float glms_vec4_norm2(vec4s v);
|
||||
CGLM_INLINE float glms_vec4_norm(vec4s v);
|
||||
CGLM_INLINE vec4s glms_vec4_add(vec4s a, vec4s b);
|
||||
CGLM_INLINE vec4s glms_vec4_adds(vec4s v, float s);
|
||||
CGLM_INLINE vec4s glms_vec4_sub(vec4s a, vec4s b);
|
||||
CGLM_INLINE vec4s glms_vec4_subs(vec4s v, float s);
|
||||
CGLM_INLINE vec4s glms_vec4_mul(vec4s a, vec4s b);
|
||||
CGLM_INLINE vec4s glms_vec4_scale(vec4s v, float s);
|
||||
CGLM_INLINE vec4s glms_vec4_scale_as(vec4s v, float s);
|
||||
CGLM_INLINE vec4s glms_vec4_div(vec4s a, vec4s b);
|
||||
CGLM_INLINE vec4s glms_vec4_divs(vec4s v, float s);
|
||||
CGLM_INLINE vec4s glms_vec4_addadd(vec4s a, vec4s b, vec4s dest);
|
||||
CGLM_INLINE vec4s glms_vec4_subadd(vec4s a, vec4s b, vec4s dest);
|
||||
CGLM_INLINE vec4s glms_vec4_muladd(vec4s a, vec4s b, vec4s dest);
|
||||
CGLM_INLINE vec4s glms_vec4_muladds(vec4s a, float s, vec4s dest);
|
||||
CGLM_INLINE vec4s glms_vec4_maxadd(vec4s a, vec4s b, vec4s dest);
|
||||
CGLM_INLINE vec4s glms_vec4_minadd(vec4s a, vec4s b, vec4s dest);
|
||||
CGLM_INLINE vec4s glms_vec4_negate(vec4s v);
|
||||
CGLM_INLINE vec4s glms_vec4_inv(vec4s v);
|
||||
CGLM_INLINE vec4s glms_vec4_normalize(vec4s v);
|
||||
CGLM_INLINE float glms_vec4_distance(vec4s a, vec4s b);
|
||||
CGLM_INLINE vec4s glms_vec4_maxv(vec4s a, vec4s b);
|
||||
CGLM_INLINE vec4s glms_vec4_minv(vec4s a, vec4s b);
|
||||
CGLM_INLINE vec4s glms_vec4_clamp(vec4s v, float minVal, float maxVal);
|
||||
CGLM_INLINE vec4s glms_vec4_lerp(vec4s from, vec4s to, float t);
|
||||
CGLM_INLINE vec4s glms_vec4_cubic(float s);
|
||||
*/
|
||||
|
||||
#ifndef cglm_vec4s_h
|
||||
#define cglm_vec4s_h
|
||||
|
||||
#include "../common.h"
|
||||
#include "../types-struct.h"
|
||||
#include "../util.h"
|
||||
#include "../vec4.h"
|
||||
#include "vec4-ext.h"
|
||||
|
||||
#define GLMS_VEC4_ONE_INIT {1.0f, 1.0f, 1.0f, 1.0f}
|
||||
#define GLMS_VEC4_BLACK_INIT {0.0f, 0.0f, 0.0f, 1.0f}
|
||||
#define GLMS_VEC4_ZERO_INIT {0.0f, 0.0f, 0.0f, 0.0f}
|
||||
|
||||
#define GLMS_VEC4_ONE ((vec4s)GLM_VEC4_ONE_INIT)
|
||||
#define GLMS_VEC4_BLACK ((vec4s)GLM_VEC4_BLACK_INIT)
|
||||
#define GLMS_VEC4_ZERO ((vec4s)GLM_VEC4_ZERO_INIT)
|
||||
|
||||
/*!
|
||||
* @brief init vec4 using vec3
|
||||
*
|
||||
* @param[in] v3 vector3
|
||||
* @param[in] last last item
|
||||
* @returns destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4(vec3s v3, float last) {
|
||||
vec4s r;
|
||||
glm_vec4(v3.raw, last, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief copy first 3 members of [a] to [dest]
|
||||
*
|
||||
* @param[in] a source
|
||||
* @returns destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_vec4_copy3(vec4s v) {
|
||||
vec3s r;
|
||||
glm_vec4_copy3(v.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief copy all members of [a] to [dest]
|
||||
*
|
||||
* @param[in] v source
|
||||
* @returns destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_copy(vec4s v) {
|
||||
vec4s r;
|
||||
glm_vec4_copy(v.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief copy all members of [a] to [dest]
|
||||
*
|
||||
* alignment is not required
|
||||
*
|
||||
* @param[in] v source
|
||||
* @returns destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_ucopy(vec4s v) {
|
||||
vec4s r;
|
||||
glm_vec4_ucopy(v.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief pack an array of vec4 into an array of vec4s
|
||||
*
|
||||
* @param[out] dst array of vec4
|
||||
* @param[in] src array of vec4s
|
||||
* @param[in] len number of elements
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_vec4_pack(vec4s dst[], vec4 src[], size_t len) {
|
||||
size_t i;
|
||||
|
||||
for (i = 0; i < len; i++) {
|
||||
glm_vec4_copy(src[i], dst[i].raw);
|
||||
}
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief unpack an array of vec4s into an array of vec4
|
||||
*
|
||||
* @param[out] dst array of vec4s
|
||||
* @param[in] src array of vec4
|
||||
* @param[in] len number of elements
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_vec4_unpack(vec4 dst[], vec4s src[], size_t len) {
|
||||
size_t i;
|
||||
|
||||
for (i = 0; i < len; i++) {
|
||||
glm_vec4_copy(src[i].raw, dst[i]);
|
||||
}
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief make vector zero
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @returns zero vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_zero() {
|
||||
vec4s r;
|
||||
glm_vec4_zero(r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief make vector one
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @returns one vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_one() {
|
||||
vec4s r;
|
||||
glm_vec4_one(r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief vec4 dot product
|
||||
*
|
||||
* @param[in] a vector1
|
||||
* @param[in] b vector2
|
||||
*
|
||||
* @return dot product
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_vec4_dot(vec4s a, vec4s b) {
|
||||
return glm_vec4_dot(a.raw, b.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief norm * norm (magnitude) of vec
|
||||
*
|
||||
* we can use this func instead of calling norm * norm, because it would call
|
||||
* sqrtf fuction twice but with this func we can avoid func call, maybe this is
|
||||
* not good name for this func
|
||||
*
|
||||
* @param[in] v vec4
|
||||
*
|
||||
* @return norm * norm
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_vec4_norm2(vec4s v) {
|
||||
return glm_vec4_norm2(v.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief norm (magnitude) of vec4
|
||||
*
|
||||
* @param[in] v vector
|
||||
*
|
||||
* @return norm
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_vec4_norm(vec4s v) {
|
||||
return glm_vec4_norm(v.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief add b vector to a vector store result in dest
|
||||
*
|
||||
* @param[in] a vector1
|
||||
* @param[in] b vector2
|
||||
* @returns destination vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_add(vec4s a, vec4s b) {
|
||||
vec4s r;
|
||||
glm_vec4_add(a.raw, b.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief add scalar to v vector store result in dest (d = v + vec(s))
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @param[in] s scalar
|
||||
* @returns destination vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_adds(vec4s v, float s) {
|
||||
vec4s r;
|
||||
glm_vec4_adds(v.raw, s, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief subtract b vector from a vector store result in dest (d = a - b)
|
||||
*
|
||||
* @param[in] a vector1
|
||||
* @param[in] b vector2
|
||||
* @returns destination vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_sub(vec4s a, vec4s b) {
|
||||
vec4s r;
|
||||
glm_vec4_sub(a.raw, b.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief subtract scalar from v vector store result in dest (d = v - vec(s))
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @param[in] s scalar
|
||||
* @returns destination vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_subs(vec4s v, float s) {
|
||||
vec4s r;
|
||||
glm_vec4_subs(v.raw, s, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief multiply two vector (component-wise multiplication)
|
||||
*
|
||||
* @param a vector1
|
||||
* @param b vector2
|
||||
* @returns dest = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3])
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_mul(vec4s a, vec4s b) {
|
||||
vec4s r;
|
||||
glm_vec4_mul(a.raw, b.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief multiply/scale vec4 vector with scalar: result = v * s
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @param[in] s scalar
|
||||
* @returns destination vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_scale(vec4s v, float s) {
|
||||
vec4s r;
|
||||
glm_vec4_scale(v.raw, s, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief make vec4 vector scale as specified: result = unit(v) * s
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @param[in] s scalar
|
||||
* @returns destination vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_scale_as(vec4s v, float s) {
|
||||
vec4s r;
|
||||
glm_vec4_scale_as(v.raw, s, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief div vector with another component-wise division: d = a / b
|
||||
*
|
||||
* @param[in] a vector 1
|
||||
* @param[in] b vector 2
|
||||
* @returns result = (a[0]/b[0], a[1]/b[1], a[2]/b[2], a[3]/b[3])
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_div(vec4s a, vec4s b) {
|
||||
vec4s r;
|
||||
glm_vec4_div(a.raw, b.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief div vec4 vector with scalar: d = v / s
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @param[in] s scalar
|
||||
* @returns destination vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_divs(vec4s v, float s) {
|
||||
vec4s r;
|
||||
glm_vec4_divs(v.raw, s, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief add two vectors and add result to sum
|
||||
*
|
||||
* it applies += operator so dest must be initialized
|
||||
*
|
||||
* @param[in] a vector 1
|
||||
* @param[in] b vector 2
|
||||
* @returns dest += (a + b)
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_addadd(vec4s a, vec4s b, vec4s dest) {
|
||||
glm_vec4_addadd(a.raw, b.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief sub two vectors and add result to dest
|
||||
*
|
||||
* it applies += operator so dest must be initialized
|
||||
*
|
||||
* @param[in] a vector 1
|
||||
* @param[in] b vector 2
|
||||
* @returns dest += (a - b)
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_subadd(vec4s a, vec4s b, vec4s dest) {
|
||||
glm_vec4_subadd(a.raw, b.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief mul two vectors and add result to dest
|
||||
*
|
||||
* it applies += operator so dest must be initialized
|
||||
*
|
||||
* @param[in] a vector 1
|
||||
* @param[in] b vector 2
|
||||
* @returns dest += (a * b)
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_muladd(vec4s a, vec4s b, vec4s dest) {
|
||||
glm_vec4_muladd(a.raw, b.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief mul vector with scalar and add result to sum
|
||||
*
|
||||
* it applies += operator so dest must be initialized
|
||||
*
|
||||
* @param[in] a vector
|
||||
* @param[in] s scalar
|
||||
* @returns dest += (a * b)
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_muladds(vec4s a, float s, vec4s dest) {
|
||||
glm_vec4_muladds(a.raw, s, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief add max of two vector to result/dest
|
||||
*
|
||||
* it applies += operator so dest must be initialized
|
||||
*
|
||||
* @param[in] a vector 1
|
||||
* @param[in] b vector 2
|
||||
* @returns dest += max(a, b)
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_maxadd(vec4s a, vec4s b, vec4s dest) {
|
||||
glm_vec4_maxadd(a.raw, b.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief add min of two vector to result/dest
|
||||
*
|
||||
* it applies += operator so dest must be initialized
|
||||
*
|
||||
* @param[in] a vector 1
|
||||
* @param[in] b vector 2
|
||||
* @returns dest += min(a, b)
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_minadd(vec4s a, vec4s b, vec4s dest) {
|
||||
glm_vec4_minadd(a.raw, b.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief negate vector components and store result in dest
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @returns result vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_negate(vec4s v) {
|
||||
glm_vec4_negate(v.raw);
|
||||
return v;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief normalize vec4 and store result in same vec
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @returns normalized vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_normalize(vec4s v) {
|
||||
glm_vec4_normalize(v.raw);
|
||||
return v;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief distance between two vectors
|
||||
*
|
||||
* @param[in] a vector1
|
||||
* @param[in] b vector2
|
||||
* @return returns distance
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_vec4_distance(vec4s a, vec4s b) {
|
||||
return glm_vec4_distance(a.raw, b.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief max values of vectors
|
||||
*
|
||||
* @param[in] a vector1
|
||||
* @param[in] b vector2
|
||||
* @returns destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_maxv(vec4s a, vec4s b) {
|
||||
vec4s r;
|
||||
glm_vec4_maxv(a.raw, b.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief min values of vectors
|
||||
*
|
||||
* @param[in] a vector1
|
||||
* @param[in] b vector2
|
||||
* @returns destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_minv(vec4s a, vec4s b) {
|
||||
vec4s r;
|
||||
glm_vec4_minv(a.raw, b.raw, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief clamp vector's individual members between min and max values
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @param[in] minVal minimum value
|
||||
* @param[in] maxVal maximum value
|
||||
* @returns clamped vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_clamp(vec4s v, float minVal, float maxVal) {
|
||||
glm_vec4_clamp(v.raw, minVal, maxVal);
|
||||
return v;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief linear interpolation between two vector
|
||||
*
|
||||
* formula: from + s * (to - from)
|
||||
*
|
||||
* @param[in] from from value
|
||||
* @param[in] to to value
|
||||
* @param[in] t interpolant (amount) clamped between 0 and 1
|
||||
* @returns destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_lerp(vec4s from, vec4s to, float t) {
|
||||
vec4s r;
|
||||
glm_vec4_lerp(from.raw, to.raw, t, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief helper to fill vec4 as [S^3, S^2, S, 1]
|
||||
*
|
||||
* @param[in] s parameter
|
||||
* @returns destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec4s
|
||||
glms_vec4_cubic(float s) {
|
||||
vec4s r;
|
||||
glm_vec4_cubic(s, r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
#endif /* cglm_vec4s_h */
|
||||
74
include/cglm/types-struct.h
Normal file
74
include/cglm/types-struct.h
Normal file
@@ -0,0 +1,74 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
#ifndef cglm_types_struct_h
|
||||
#define cglm_types_struct_h
|
||||
|
||||
#include "types.h"
|
||||
|
||||
typedef union vec3s {
|
||||
#ifndef CGLM_NO_ANONYMOUS_STRUCT
|
||||
struct {
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
};
|
||||
#endif
|
||||
vec3 raw;
|
||||
} vec3s;
|
||||
|
||||
typedef union ivec3s {
|
||||
#ifndef CGLM_NO_ANONYMOUS_STRUCT
|
||||
struct {
|
||||
int x;
|
||||
int y;
|
||||
int z;
|
||||
};
|
||||
#endif
|
||||
ivec3 raw;
|
||||
} ivec3s;
|
||||
|
||||
typedef union CGLM_ALIGN_IF(16) vec4s {
|
||||
#ifndef CGLM_NO_ANONYMOUS_STRUCT
|
||||
struct {
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
float w;
|
||||
};
|
||||
#endif
|
||||
vec4 raw;
|
||||
} vec4s;
|
||||
|
||||
typedef vec4s versors;
|
||||
|
||||
typedef union mat3s {
|
||||
#ifndef CGLM_NO_ANONYMOUS_STRUCT
|
||||
struct {
|
||||
float m00, m01, m02;
|
||||
float m10, m11, m12;
|
||||
float m20, m21, m22;
|
||||
};
|
||||
#endif
|
||||
vec3s col[3];
|
||||
mat3 raw;
|
||||
} mat3s;
|
||||
|
||||
typedef union CGLM_ALIGN_MAT mat4s {
|
||||
#ifndef CGLM_NO_ANONYMOUS_STRUCT
|
||||
struct {
|
||||
float m00, m01, m02, m03;
|
||||
float m10, m11, m12, m13;
|
||||
float m20, m21, m22, m23;
|
||||
float m30, m31, m32, m33;
|
||||
};
|
||||
#endif
|
||||
vec4s col[4];
|
||||
mat4 raw;
|
||||
} mat4s;
|
||||
|
||||
#endif /* cglm_types_struct_h */
|
||||
@@ -48,6 +48,13 @@ test_rand_vec3(vec3 dest) {
|
||||
dest[2] = drand48();
|
||||
}
|
||||
|
||||
vec3s
|
||||
test_rand_vec3s() {
|
||||
vec3s r;
|
||||
test_rand_vec3(r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
void
|
||||
test_rand_vec4(vec4 dest) {
|
||||
srand((unsigned int)time(NULL));
|
||||
@@ -58,6 +65,13 @@ test_rand_vec4(vec4 dest) {
|
||||
dest[3] = drand48();
|
||||
}
|
||||
|
||||
vec4s
|
||||
test_rand_vec4s() {
|
||||
vec4s r;
|
||||
test_rand_vec4(r.raw);
|
||||
return r;
|
||||
}
|
||||
|
||||
float
|
||||
test_rand(void) {
|
||||
srand((unsigned int)time(NULL));
|
||||
@@ -120,6 +134,11 @@ test_assert_vec3_eq(vec3 v1, vec3 v2) {
|
||||
assert_true(fabsf(v1[2] - v2[2]) <= 0.000009);
|
||||
}
|
||||
|
||||
void
|
||||
test_assert_vec3s_eq(vec3s v1, vec3s v2) {
|
||||
test_assert_vec3_eq(v1.raw, v2.raw);
|
||||
}
|
||||
|
||||
void
|
||||
test_assert_vec4_eq(vec4 v1, vec4 v2) {
|
||||
assert_true(fabsf(v1[0] - v2[0]) <= 0.000009); /* rounding errors */
|
||||
@@ -128,6 +147,11 @@ test_assert_vec4_eq(vec4 v1, vec4 v2) {
|
||||
assert_true(fabsf(v1[3] - v2[3]) <= 0.000009);
|
||||
}
|
||||
|
||||
void
|
||||
test_assert_vec4s_eq(vec4s v1, vec4s v2) {
|
||||
test_assert_vec4_eq(v1.raw, v2.raw);
|
||||
}
|
||||
|
||||
void
|
||||
test_assert_quat_eq_abs(versor v1, versor v2) {
|
||||
assert_true(fabsf(fabsf(v1[0]) - fabsf(v2[0])) <= 0.0009); /* rounding errors */
|
||||
|
||||
@@ -20,6 +20,7 @@
|
||||
#include <stdbool.h>
|
||||
|
||||
#include <cglm/cglm.h>
|
||||
#include <cglm/cglms.h>
|
||||
#include <cglm/call.h>
|
||||
|
||||
void
|
||||
@@ -43,9 +44,15 @@ test_assert_mat3_eq(mat3 m1, mat3 m2);
|
||||
void
|
||||
test_assert_vec3_eq(vec3 v1, vec3 v2);
|
||||
|
||||
void
|
||||
test_assert_vec3s_eq(vec3s v1, vec3s v2);
|
||||
|
||||
void
|
||||
test_assert_vec4_eq(vec4 v1, vec4 v2);
|
||||
|
||||
void
|
||||
test_assert_vec4s_eq(vec4s v1, vec4s v2);
|
||||
|
||||
void
|
||||
test_assert_quat_eq(versor v1, versor v2);
|
||||
|
||||
@@ -55,8 +62,14 @@ test_assert_quat_eq_abs(versor v1, versor v2);
|
||||
void
|
||||
test_rand_vec3(vec3 dest);
|
||||
|
||||
vec3s
|
||||
test_rand_vec3s();
|
||||
|
||||
void
|
||||
test_rand_vec4(vec4 dest) ;
|
||||
test_rand_vec4(vec4 dest);
|
||||
|
||||
vec4s
|
||||
test_rand_vec4s();
|
||||
|
||||
float
|
||||
test_rand(void);
|
||||
|
||||
@@ -44,9 +44,11 @@ test_quat(void **state) {
|
||||
test_assert_mat4_eq2(inRot, outRot, 0.000009); /* almost equal */
|
||||
|
||||
/* 4. test SSE mul and raw mul */
|
||||
#if defined( __SSE__ ) || defined( __SSE2__ )
|
||||
test_quat_mul_raw(inQuat, outQuat, q3);
|
||||
glm_quat_mul_sse2(inQuat, outQuat, q4);
|
||||
test_assert_quat_eq(q3, q4);
|
||||
#endif
|
||||
}
|
||||
|
||||
/* 5. test lookat */
|
||||
|
||||
@@ -12,6 +12,7 @@ test_vec3(void **state) {
|
||||
mat3 rot1m3;
|
||||
mat4 rot1;
|
||||
vec3 v, v1, v2;
|
||||
vec3s vs1, vs2, vs3, vs4;
|
||||
|
||||
/* test zero */
|
||||
glm_vec3_zero(v);
|
||||
@@ -75,4 +76,12 @@ test_vec3(void **state) {
|
||||
|
||||
test_assert_vec3_eq(v1, v2);
|
||||
test_assert_vec3_eq(v1, GLM_ZUP);
|
||||
|
||||
/* structs */
|
||||
vs1 = test_rand_vec3s();
|
||||
vs2 = test_rand_vec3s();
|
||||
|
||||
vs3 = glms_vec3_add(vs1, vs2);
|
||||
vs4 = glms_vec3_maxv(vs1, vs3);
|
||||
test_assert_vec3s_eq(vs3, vs4);
|
||||
}
|
||||
|
||||
@@ -65,10 +65,10 @@ test_vec4_clamp(vec4 v, float minVal, float maxVal) {
|
||||
void
|
||||
test_vec4(void **state) {
|
||||
vec4 v, v1, v2, v3, v4;
|
||||
vec4s vs1, vs2, vs3, vs4;
|
||||
int i;
|
||||
float d1, d2;
|
||||
|
||||
|
||||
for (i = 0; i < 1000; i++) {
|
||||
/* 1. test SSE/SIMD dot product */
|
||||
test_rand_vec4(v);
|
||||
@@ -182,4 +182,12 @@ test_vec4(void **state) {
|
||||
assert_true(v3[1] >= 0.0999 && v3[1] <= 0.80001);
|
||||
assert_true(v3[2] >= 0.0999 && v3[2] <= 0.80001);
|
||||
assert_true(v3[3] >= 0.0999 && v3[3] <= 0.80001);
|
||||
|
||||
/* structs */
|
||||
vs1 = test_rand_vec4s();
|
||||
vs2 = test_rand_vec4s();
|
||||
|
||||
vs3 = glms_vec4_add(vs1, vs2);
|
||||
vs4 = glms_vec4_maxv(vs1, vs3);
|
||||
test_assert_vec4s_eq(vs3, vs4);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user