/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ #ifndef cglm_affine_h #define cglm_affine_h #include "cglm.h" CGLM_INLINE void glm_translate_to(mat4 m, vec3 v, mat4 dest) { vec3 v1; vec3 v2; vec3 v3; mat4 t = GLM_MAT_IDENTITY_4F; glm_vec_scale4(t[0], v[0], v1); glm_vec_scale4(t[1], v[1], v2); glm_vec_scale4(t[2], v[2], v3); glm_vec_add4(v1, t[3], t[3]); glm_vec_add4(v2, t[3], t[3]); glm_vec_add4(v3, t[3], t[3]); glm__memcpy(float, dest, t, sizeof(mat4)); } CGLM_INLINE void glm_translate(mat4 m, vec3 v) { vec3 v1; vec3 v2; vec3 v3; glm_vec_scale4(m[0], v[0], v1); glm_vec_scale4(m[1], v[1], v2); glm_vec_scale4(m[2], v[2], v3); glm_vec_add4(v1, m[3], m[3]); glm_vec_add4(v2, m[3], m[3]); glm_vec_add4(v3, m[3], m[3]); } CGLM_INLINE void glm_translate_x(mat4 m, float to) { vec3 v1; glm_vec_scale4(m[0], to, v1); glm_vec_add4(v1, m[3], m[3]); } CGLM_INLINE void glm_translate_y(mat4 m, float to) { vec3 v1; glm_vec_scale4(m[1], to, v1); glm_vec_add4(v1, m[3], m[3]); } CGLM_INLINE void glm_translate_z(mat4 m, float to) { vec3 v1; glm_vec_scale4(m[2], to, v1); glm_vec_add4(v1, m[3], m[3]); } /* scale */ CGLM_INLINE void glm_scale_to(mat4 m, vec3 v, mat4 dest) { glm_vec_scale4(m[0], v[0], dest[0]); glm_vec_scale4(m[1], v[1], dest[1]); glm_vec_scale4(m[2], v[2], dest[2]); glm_vec_dup4(m[3], dest[3]); } CGLM_INLINE void glm_scale(mat4 m, vec3 v) { glm_scale_to(m, v, m); } CGLM_INLINE void glm_scale1(mat4 m, float s) { glm_scale_to(m, (vec3){s, s, s}, m); } CGLM_INLINE void glm_rotate_x(mat4 m, float rad, mat4 dest) { float cosVal; float sinVal; mat4 t = GLM_MAT_IDENTITY_4F; cosVal = cos(rad); sinVal = sin(rad); t[1][1] = cosVal; t[1][2] = sinVal; t[2][1] = -sinVal; t[2][2] = cosVal; glm_mat_mul4(t, m, dest); } CGLM_INLINE void glm_rotate_y(mat4 m, float rad, mat4 dest) { float cosVal; float sinVal; mat4 t = GLM_MAT_IDENTITY_4F; cosVal = cos(rad); sinVal = sin(rad); t[0][0] = cosVal; t[0][2] = -sinVal; t[2][0] = sinVal; t[2][2] = cosVal; glm_mat_mul4(t, m, dest); } CGLM_INLINE void glm_rotate_z(mat4 m, float rad, mat4 dest) { float cosVal; float sinVal; mat4 t = GLM_MAT_IDENTITY_4F; cosVal = cos(rad); sinVal = sin(rad); t[0][0] = cosVal; t[0][1] = sinVal; t[1][0] = -sinVal; t[1][1] = cosVal; glm_mat_mul4(t, m, dest); } #endif /* cglm_affine_h */