Merge pull request #80 from acoto87/cglm-structs

cglm structs
This commit is contained in:
Recep Aslantas
2019-05-25 09:19:15 +03:00
committed by GitHub
24 changed files with 3802 additions and 4 deletions

33
include/cglm/cglms.h Normal file
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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_structs_h
#define cglm_structs_h
#ifdef __cplusplus
extern "C" {
#endif
#include "cglm.h"
#include "types-struct.h"
#include "struct/vec3.h"
#include "struct/vec4.h"
#include "struct/mat3.h"
#include "struct/mat4.h"
#include "struct/affine.h"
#include "struct/frustum.h"
#include "struct/plane.h"
#include "struct/box.h"
#include "struct/color.h"
#include "struct/io.h"
#include "struct/project.h"
#include "struct/sphere.h"
#include "struct/curve.h"
#ifdef __cplusplus
}
#endif
#endif /* cglm_structs_h */

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* Exracted planes order: [left, right, bottom, top, near, far]
*
* @param[in] m matrix (see brief)
* @param[out] dest exracted view frustum planes (see brief)
* @param[out] dest extracted view frustum planes (see brief)
*/
CGLM_INLINE
void

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@@ -25,7 +25,7 @@
/*!
* @brief normalizes a plane
*
* @param[in, out] plane pnale to normalize
* @param[in, out] plane plane to normalize
*/
CGLM_INLINE
void

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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE mat4s glms_translate(mat4s m, vec3s v);
CGLM_INLINE mat4s glms_translate_x(mat4s m, float x);
CGLM_INLINE mat4s glms_translate_y(mat4s m, float y);
CGLM_INLINE mat4s glms_translate_z(mat4s m, float z);
CGLM_INLINE mat4s glms_translate_make(vec3s v);
CGLM_INLINE mat4s glms_scale_to(mat4s m, vec3s v);
CGLM_INLINE mat4s glms_scale_make(vec3s v);
CGLM_INLINE mat4s glms_scale(mat4s m, vec3s v);
CGLM_INLINE mat4s glms_scale_uni(mat4s m, float s);
CGLM_INLINE mat4s glmx_rotate_x(mat4s m, float angle);
CGLM_INLINE mat4s glms_rotate_y(mat4s m, float angle);
CGLM_INLINE mat4s glms_rotate_z(mat4s m, float angle);
CGLM_INLINE mat4s glms_rotate_make(float angle, vec3s axis);
CGLM_INLINE mat4s glms_rotate(mat4s m, float angle, vec3s axis);
CGLM_INLINE mat4s glms_rotate_at(mat4s m, vec3s pivot, float angle, vec3s axis);
CGLM_INLINE mat4s glms_rotate_atm(mat4s m, vec3s pivot, float angle, vec3s axis);
CGLM_INLINE vec3s glms_decompose_scalev(mat4s m);
CGLM_INLINE bool glms_uniscaled(mat4s m);
CGLM_INLINE void glms_decompose_rs(mat4s m, mat4s * r, vec3s * s);
CGLM_INLINE void glms_decompose(mat4s m, vec4s t, mat4s * r, vec3s * s);
*/
#ifndef cglm_affines_h
#define cglm_affines_h
#include "../common.h"
#include "../types-struct.h"
#include "../affine.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h"
CGLM_INLINE
mat4s
glms_mat4_mul(mat4s m1, mat4s m2);
/*!
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y, z]
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate(mat4s m, vec3s v) {
glm_translate(m.raw, v.raw);
return m;
}
/*!
* @brief translate existing transform matrix by x factor
*
* @param[in] m affine transfrom
* @param[in] x x factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate_x(mat4s m, float x) {
glm_translate_x(m.raw, x);
return m;
}
/*!
* @brief translate existing transform matrix by y factor
*
* @param[in] m affine transfrom
* @param[in] y y factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate_y(mat4s m, float y) {
glm_translate_y(m.raw, y);
return m;
}
/*!
* @brief translate existing transform matrix by z factor
*
* @param[in] m affine transfrom
* @param[in] z z factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate_z(mat4s m, float z) {
glm_translate_z(m.raw, z);
return m;
}
/*!
* @brief creates NEW translate transform matrix by v vector
*
* @param[in] v translate vector [x, y, z]
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate_make(vec3s v) {
mat4s m;
glm_translate_make(m.raw, v.raw);
return m;
}
/*!
* @brief creates NEW scale matrix by v vector
*
* @param[out] m affine transfrom
* @param[in] v scale vector [x, y, z]
*/
CGLM_INLINE
mat4s
glms_scale_make(vec3s v) {
mat4s m;
glm_scale_make(m.raw, v.raw);
return m;
}
/*!
* @brief scales existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] v scale vector [x, y, z]
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_scale(mat4s m, vec3s v) {
mat4s r;
glm_scale_to(m.raw, v.raw, r.raw);
return r;
}
/*!
* @brief applies uniform scale to existing transform matrix v = [s, s, s]
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] s scale factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_scale_uni(mat4s m, float s) {
glm_scale_uni(m.raw, s);
return m;
}
/*!
* @brief rotate existing transform matrix around X axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
CGLM_INLINE
mat4s
glmx_rotate_x(mat4s m, float angle) {
mat4s r;
glm_rotate_x(m.raw, angle, r.raw);
return r;
}
/*!
* @brief rotate existing transform matrix around Y axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
CGLM_INLINE
mat4s
glms_rotate_y(mat4s m, float angle) {
mat4s r;
glm_rotate_y(m.raw, angle, r.raw);
return r;
}
/*!
* @brief rotate existing transform matrix around Z axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
CGLM_INLINE
mat4s
glms_rotate_z(mat4s m, float angle) {
mat4s r;
glm_rotate_z(m.raw, angle, r.raw);
return r;
}
/*!
* @brief creates NEW rotation matrix by angle and axis
*
* axis will be normalized so you don't need to normalize it
*
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_rotate_make(float angle, vec3s axis) {
mat4s m;
glm_rotate_make(m.raw, angle, axis.raw);
return m;
}
/*!
* @brief rotate existing transform matrix around given axis by angle
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_rotate(mat4s m, float angle, vec3s axis) {
glm_rotate(m.raw, angle, axis.raw);
return m;
}
/*!
* @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center)
*
* @param[in] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_rotate_at(mat4s m, vec3s pivot, float angle, vec3s axis) {
glm_rotate_at(m.raw, pivot.raw, angle, axis.raw);
return m;
}
/*!
* @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
*/
CGLM_INLINE
mat4s
glms_rotate_atm(mat4s m, vec3s pivot, float angle, vec3s axis) {
glm_rotate_atm(m.raw, pivot.raw, angle, axis.raw);
return m;
}
/*!
* @brief decompose scale vector
*
* @param[in] m affine transform
* @returns scale vector (Sx, Sy, Sz)
*/
CGLM_INLINE
vec3s
glms_decompose_scalev(mat4s m) {
vec3s r;
glm_decompose_scalev(m.raw, r.raw);
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 */

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include/cglm/struct/box.h Normal file
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/*
* 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 */

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/*
* 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 */

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/*
* 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 */

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/*
* 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 */

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/*
* 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 */

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/*
* 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 */

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/*
* 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 */

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/*
* 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 */

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/*
* 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 */

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/*
* 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 */

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/*
* 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
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/*
* 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 */

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/*
* 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 */

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/*
* 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 */

View 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 */

View File

@@ -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 */

View File

@@ -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);

View File

@@ -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 */

View File

@@ -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);
}

View File

@@ -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);
}