/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ /* Macros: GLM_MAT2_IDENTITY_INIT GLM_MAT2_ZERO_INIT GLM_MAT2_IDENTITY GLM_MAT2_ZERO Functions: CGLM_INLINE void glm_mat2_make(float * restrict src, mat2 dest) CGLM_INLINE void glm_mat2_copy(mat2 mat, mat2 dest) CGLM_INLINE void glm_mat2_identity(mat2 m) CGLM_INLINE void glm_mat2_identity_array(mat2 * restrict mats, size_t count) CGLM_INLINE void glm_mat2_zero(mat2 m) CGLM_INLINE void glm_mat2_mul(mat2 m1, mat2 m2, mat2 dest) CGLM_INLINE void glm_mat2_mulv(mat2 m, vec2 v, vec2 dest) CGLM_INLINE void glm_mat2_transpose_to(mat2 mat, mat2 dest) CGLM_INLINE void glm_mat2_transpose(mat2 m) CGLM_INLINE void glm_mat2_scale(mat2 m, float s) CGLM_INLINE void glm_mat2_inv(mat2 mat, mat2 dest) CGLM_INLINE void glm_mat2_swap_col(mat2 mat, int col1, int col2) CGLM_INLINE void glm_mat2_swap_row(mat2 mat, int row1, int row2) CGLM_INLINE float glm_mat2_det(mat2 m) CGLM_INLINE float glm_mat2_trace(mat2 m) CGLM_INLINE float glm_mat2_rmc(vec2 r, mat2 m, vec2 c) */ #ifndef cglm_mat2_h #define cglm_mat2_h #include "common.h" #include "vec2.h" #ifdef CGLM_SSE_FP # include "simd/sse2/mat2.h" #endif #ifdef CGLM_NEON_FP # include "simd/neon/mat2.h" #endif #ifdef CGLM_SIMD_WASM # include "simd/wasm/mat2.h" #endif #define GLM_MAT2_IDENTITY_INIT {{1.0f, 0.0f}, {0.0f, 1.0f}} #define GLM_MAT2_ZERO_INIT {{0.0f, 0.0f}, {0.0f, 0.0f}} /* for C only */ #define GLM_MAT2_IDENTITY ((mat2)GLM_MAT2_IDENTITY_INIT) #define GLM_MAT2_ZERO ((mat2)GLM_MAT2_ZERO_INIT) /*! * @brief Create mat2 (dest) from pointer (src). * * @param[in] src pointer to an array of floats (left) * @param[out] dest destination (result, mat2) */ CGLM_INLINE void glm_mat2_make(const float * __restrict src, mat2 dest) { dest[0][0] = src[0]; dest[0][1] = src[1]; dest[1][0] = src[2]; dest[1][1] = src[3]; } /*! * @brief Copy mat2 (mat) to mat2 (dest). * * @param[in] mat mat2 (left, src) * @param[out] dest destination (result, mat2) */ CGLM_INLINE void glm_mat2_copy(mat2 mat, mat2 dest) { glm_vec4_ucopy(mat[0], dest[0]); } /*! * @brief Copy a mat2 identity to mat2 (m), or makes mat2 (m) an identity. * * The same thing may be achieved with either of bellow methods, * but it is more easy to do that with this func especially for members * e.g. glm_mat2_identity(aStruct->aMatrix); * * @code * glm_mat2_copy(GLM_MAT2_IDENTITY, mat); // C only * * // or * mat2 mat = GLM_MAT2_IDENTITY_INIT; * @endcode * * @param[in, out] m mat2 (src, dest) */ CGLM_INLINE void glm_mat2_identity(mat2 m) { CGLM_ALIGN_MAT mat2 t = GLM_MAT2_IDENTITY_INIT; glm_mat2_copy(t, m); } /*! * @brief Given an array of mat2’s (mats) make each matrix an identity matrix. * * @param[in, out] mats Array of mat2’s (must be aligned (16/32) if alignment is not disabled) * @param[in] count Array size of mats or number of matrices */ CGLM_INLINE void glm_mat2_identity_array(mat2 * __restrict mats, size_t count) { CGLM_ALIGN_MAT mat2 t = GLM_MAT2_IDENTITY_INIT; size_t i; for (i = 0; i < count; i++) { glm_mat2_copy(t, mats[i]); } } /*! * @brief Zero out the mat2 (m). * * @param[in, out] m mat2 (src, dest) */ CGLM_INLINE void glm_mat2_zero(mat2 m) { CGLM_ALIGN_MAT mat2 t = GLM_MAT2_ZERO_INIT; glm_mat2_copy(t, m); } /*! * @brief Multiply mat2 (m1) by mat2 (m2) and store in mat2 (dest). * * m1, m2 and dest matrices can be same matrix, it is possible to write this: * * @code * mat2 m = GLM_MAT2_IDENTITY_INIT; * glm_mat2_mul(m, m, m); * @endcode * * @param[in] m1 mat2 (left) * @param[in] m2 mat2 (right) * @param[out] dest destination (result, mat2) */ CGLM_INLINE void glm_mat2_mul(mat2 m1, mat2 m2, mat2 dest) { #if defined(__wasm__) && defined(__wasm_simd128__) glm_mat2_mul_wasm(m1, m2, dest); #elif defined( __SSE__ ) || defined( __SSE2__ ) glm_mat2_mul_sse2(m1, m2, dest); #elif defined(CGLM_NEON_FP) glm_mat2_mul_neon(m1, m2, dest); #else float a00 = m1[0][0], a01 = m1[0][1], a10 = m1[1][0], a11 = m1[1][1], b00 = m2[0][0], b01 = m2[0][1], b10 = m2[1][0], b11 = m2[1][1]; dest[0][0] = a00 * b00 + a10 * b01; dest[0][1] = a01 * b00 + a11 * b01; dest[1][0] = a00 * b10 + a10 * b11; dest[1][1] = a01 * b10 + a11 * b11; #endif } /*! * @brief Multiply mat2 (m) by vec2 (v) and store in vec2 (dest). * * @param[in] m mat2 (left) * @param[in] v vec2 (right, column vector) * @param[out] dest destination (result, column vector) */ CGLM_INLINE void glm_mat2_mulv(mat2 m, vec2 v, vec2 dest) { dest[0] = m[0][0] * v[0] + m[1][0] * v[1]; dest[1] = m[0][1] * v[0] + m[1][1] * v[1]; } /*! * @brief Transpose mat2 (mat) and store in mat2 (dest). * * @param[in] mat mat2 (left, src) * @param[out] dest destination (result, mat2) */ CGLM_INLINE void glm_mat2_transpose_to(mat2 mat, mat2 dest) { #if defined(__wasm__) && defined(__wasm_simd128__) glm_mat2_transp_wasm(mat, dest); #elif defined( __SSE__ ) || defined( __SSE2__ ) glm_mat2_transp_sse2(mat, dest); #else dest[0][0] = mat[0][0]; dest[0][1] = mat[1][0]; dest[1][0] = mat[0][1]; dest[1][1] = mat[1][1]; #endif } /*! * @brief Transpose mat2 (m) and store result in the same matrix. * * @param[in, out] m mat2 (src, dest) */ CGLM_INLINE void glm_mat2_transpose(mat2 m) { float tmp; tmp = m[0][1]; m[0][1] = m[1][0]; m[1][0] = tmp; } /*! * @brief Multiply mat2 (m) by scalar constant (s). * * @param[in, out] m mat2 (src, dest) * @param[in] s float (scalar) */ CGLM_INLINE void glm_mat2_scale(mat2 m, float s) { #if defined(__wasm__) && defined(__wasm_simd128__) glmm_store(m[0], wasm_f32x4_mul(wasm_v128_load(m[0]), wasm_f32x4_splat(s))); #elif defined( __SSE__ ) || defined( __SSE2__ ) glmm_store(m[0], _mm_mul_ps(_mm_loadu_ps(m[0]), glmm_set1(s))); #elif defined(CGLM_NEON_FP) vst1q_f32(m[0], vmulq_f32(vld1q_f32(m[0]), vdupq_n_f32(s))); #else m[0][0] = m[0][0] * s; m[0][1] = m[0][1] * s; m[1][0] = m[1][0] * s; m[1][1] = m[1][1] * s; #endif } /*! * @brief Inverse mat2 (mat) and store in mat2 (dest). * * @param[in] mat mat2 (left, src) * @param[out] dest destination (result, inverse mat2) */ CGLM_INLINE void glm_mat2_inv(mat2 mat, mat2 dest) { float det; float a = mat[0][0], b = mat[0][1], c = mat[1][0], d = mat[1][1]; det = 1.0f / (a * d - b * c); dest[0][0] = d * det; dest[0][1] = -b * det; dest[1][0] = -c * det; dest[1][1] = a * det; } /*! * @brief Swap two columns in mat2 (mat) and store in same matrix. * * @param[in, out] mat mat2 (src, dest) * @param[in] col1 Column 1 array index * @param[in] col2 Column 2 array index */ CGLM_INLINE void glm_mat2_swap_col(mat2 mat, int col1, int col2) { float a, b; a = mat[col1][0]; b = mat[col1][1]; mat[col1][0] = mat[col2][0]; mat[col1][1] = mat[col2][1]; mat[col2][0] = a; mat[col2][1] = b; } /*! * @brief Swap two rows in mat2 (mat) and store in same matrix. * * @param[in, out] mat mat2 (src, dest) * @param[in] row1 Row 1 array index * @param[in] row2 Row 2 array index */ CGLM_INLINE void glm_mat2_swap_row(mat2 mat, int row1, int row2) { float a, b; a = mat[0][row1]; b = mat[1][row1]; mat[0][row1] = mat[0][row2]; mat[1][row1] = mat[1][row2]; mat[0][row2] = a; mat[1][row2] = b; } /*! * @brief Returns mat2 determinant. * * @param[in] m mat2 (src) * * @return[out] mat2 determinant (float) */ CGLM_INLINE float glm_mat2_det(mat2 m) { return m[0][0] * m[1][1] - m[1][0] * m[0][1]; } /*! * @brief Returns trace of matrix. Which is: * * The sum of the elements on the main diagonal from * upper left corner to the bottom right corner. * * @param[in] m mat2 (src) * * @return[out] mat2 trace (float) */ CGLM_INLINE float glm_mat2_trace(mat2 m) { return m[0][0] + m[1][1]; } /*! * @brief Helper for R (row vector) * M (matrix) * C (column vector) * * rmc stands for Row * Matrix * Column * * the result is scalar because M * C = ResC (1x2, column vector), * then if you take the dot_product(R (2x1), ResC (1x2)) = scalar value. * * @param[in] r vec2 (2x1, row vector) * @param[in] m mat2 (2x2, matrix) * @param[in] c vec2 (1x2, column vector) * * @return[out] Scalar value (float, 1x1) */ CGLM_INLINE float glm_mat2_rmc(vec2 r, mat2 m, vec2 c) { vec2 tmp; glm_mat2_mulv(m, c, tmp); return glm_vec2_dot(r, tmp); } #endif /* cglm_mat2_h */