Merge pull request #43 from recp/quaternion

quaternion improvements and new features
This commit is contained in:
Recep Aslantas
2018-04-11 12:43:48 +03:00
committed by GitHub
35 changed files with 2243 additions and 272 deletions

3
.gitignore vendored
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@@ -59,4 +59,5 @@ cglm_test_ios/*
cglm_test_iosTests/* cglm_test_iosTests/*
docs/build/* docs/build/*
win/cglm_test_* win/cglm_test_*
* copy.* * copy.*
*.o

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@@ -43,3 +43,10 @@ https://github.com/erich666/GraphicsGems/blob/master/gems/TransBox.c
6. Cull frustum 6. Cull frustum
http://www.txutxi.com/?p=584 http://www.txutxi.com/?p=584
http://old.cescg.org/CESCG-2002/DSykoraJJelinek/ http://old.cescg.org/CESCG-2002/DSykoraJJelinek/
7. Quaternions
Initial mat4_quat is borrowed from Apple's simd library
8. Vector Rotation using Quaternion
https://gamedev.stackexchange.com/questions/28395/rotating-vector3-by-a-quaternion

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@@ -7,7 +7,7 @@
#***************************************************************************** #*****************************************************************************
AC_PREREQ([2.69]) AC_PREREQ([2.69])
AC_INIT([cglm], [0.3.6], [info@recp.me]) AC_INIT([cglm], [0.4.0], [info@recp.me])
AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects]) AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects])
AC_CONFIG_MACRO_DIR([m4]) AC_CONFIG_MACRO_DIR([m4])

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@@ -5,17 +5,16 @@ quaternions
Header: cglm/quat.h Header: cglm/quat.h
**Important:** *cglm* stores quaternion as [w, x, y, z] in memory, don't **Important:** *cglm* stores quaternion as **[x, y, z, w]** in memory
forget that when changing quaternion items manually. For instance *quat[3]* since **v0.4.0** it was **[w, x, y, z]**
is *quat.z* and *quat[0*] is *quat.w*. This may change in the future if *cglm* before v0.4.0 ( **v0.3.5 and earlier** ). w is real part.
will got enough request to do that. Probably it will not be changed in near
future
There are some TODOs for quaternions check TODO list to see them. What you can do with quaternions with existing functions is (Some of them):
Also **versor** is identity quaternion so the type may change to **vec4** or - You can rotate transform matrix using quaterion
something else. This will not affect existing functions for your engine because - You can rotate vector using quaterion
*versor* is alias of *vec4* - You can create view matrix using quaterion
- You can create a lookrotation (from source point to dest)
Table of contents (click to go): Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -28,14 +27,35 @@ Macros:
Functions: Functions:
1. :c:func:`glm_quat_identity` 1. :c:func:`glm_quat_identity`
#. :c:func:`glm_quat_init`
#. :c:func:`glm_quat` #. :c:func:`glm_quat`
#. :c:func:`glm_quatv` #. :c:func:`glm_quatv`
#. :c:func:`glm_quat_copy`
#. :c:func:`glm_quat_norm` #. :c:func:`glm_quat_norm`
#. :c:func:`glm_quat_normalize` #. :c:func:`glm_quat_normalize`
#. :c:func:`glm_quat_normalize_to`
#. :c:func:`glm_quat_dot` #. :c:func:`glm_quat_dot`
#. :c:func:`glm_quat_mulv` #. :c:func:`glm_quat_conjugate`
#. :c:func:`glm_quat_inv`
#. :c:func:`glm_quat_add`
#. :c:func:`glm_quat_sub`
#. :c:func:`glm_quat_real`
#. :c:func:`glm_quat_imag`
#. :c:func:`glm_quat_imagn`
#. :c:func:`glm_quat_imaglen`
#. :c:func:`glm_quat_angle`
#. :c:func:`glm_quat_axis`
#. :c:func:`glm_quat_mul`
#. :c:func:`glm_quat_mat4` #. :c:func:`glm_quat_mat4`
#. :c:func:`glm_quat_mat4t`
#. :c:func:`glm_quat_mat3`
#. :c:func:`glm_quat_mat3t`
#. :c:func:`glm_quat_lerp`
#. :c:func:`glm_quat_slerp` #. :c:func:`glm_quat_slerp`
#. :c:func:`glm_quat_look`
#. :c:func:`glm_quat_for`
#. :c:func:`glm_quat_forp`
#. :c:func:`glm_quat_rotatev`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -47,10 +67,23 @@ Functions documentation
Parameters: Parameters:
| *[in, out]* **q** quaternion | *[in, out]* **q** quaternion
.. c:function:: void glm_quat_init(versor q, float x, float y, float z, float w)
| inits quaternion with given values
Parameters:
| *[out]* **q** quaternion
| *[in]* **x** imag.x
| *[in]* **y** imag.y
| *[in]* **z** imag.z
| *[in]* **w** w (real part)
.. c:function:: void glm_quat(versor q, float angle, float x, float y, float z) .. c:function:: void glm_quat(versor q, float angle, float x, float y, float z)
| creates NEW quaternion with individual axis components | creates NEW quaternion with individual axis components
| given axis will be normalized
Parameters: Parameters:
| *[out]* **q** quaternion | *[out]* **q** quaternion
| *[in]* **angle** angle (radians) | *[in]* **angle** angle (radians)
@@ -58,14 +91,24 @@ Functions documentation
| *[in]* **y** axis.y | *[in]* **y** axis.y
| *[in]* **z** axis.z | *[in]* **z** axis.z
.. c:function:: void glm_quatv(versor q, float angle, vec3 v) .. c:function:: void glm_quatv(versor q, float angle, vec3 axis)
| creates NEW quaternion with axis vector | creates NEW quaternion with axis vector
| given axis will be normalized
Parameters: Parameters:
| *[out]* **q** quaternion | *[out]* **q** quaternion
| *[in]* **angle** angle (radians) | *[in]* **angle** angle (radians)
| *[in]* **v** axis | *[in]* **axis** axis (will be normalized)
.. c:function:: void glm_quat_copy(versor q, versor dest)
| copy quaternion to another one
Parameters:
| *[in]* **q** source quaternion
| *[out]* **dest** destination quaternion
.. c:function:: float glm_quat_norm(versor q) .. c:function:: float glm_quat_norm(versor q)
@@ -77,6 +120,14 @@ Functions documentation
Returns: Returns:
norm (magnitude) norm (magnitude)
.. c:function:: void glm_quat_normalize_to(versor q, versor dest)
| normalize quaternion and store result in dest, original one will not be normalized
Parameters:
| *[in]* **q** quaternion to normalize into
| *[out]* **dest** destination quaternion
.. c:function:: void glm_quat_normalize(versor q) .. c:function:: void glm_quat_normalize(versor q)
| normalize quaternion | normalize quaternion
@@ -84,24 +135,118 @@ Functions documentation
Parameters: Parameters:
| *[in, out]* **q** quaternion | *[in, out]* **q** quaternion
.. c:function:: float glm_quat_dot(versor q, versor r) .. c:function:: float glm_quat_dot(versor p, versor q)
dot product of two quaternion dot product of two quaternion
Parameters: Parameters:
| *[in]* **q1** quaternion 1 | *[in]* **p** quaternion 1
| *[in]* **q2** quaternion 2 | *[in]* **q** quaternion 2
Returns: Returns:
dot product dot product
.. c:function:: void glm_quat_mulv(versor q1, versor q2, versor dest) .. c:function:: void glm_quat_conjugate(versor q, versor dest)
conjugate of quaternion
Parameters:
| *[in]* **q** quaternion
| *[in]* **dest** conjugate
.. c:function:: void glm_quat_inv(versor q, versor dest)
inverse of non-zero quaternion
Parameters:
| *[in]* **q** quaternion
| *[in]* **dest** inverse quaternion
.. c:function:: void glm_quat_add(versor p, versor q, versor dest)
add (componentwise) two quaternions and store result in dest
Parameters:
| *[in]* **p** quaternion 1
| *[in]* **q** quaternion 2
| *[in]* **dest** result quaternion
.. c:function:: void glm_quat_sub(versor p, versor q, versor dest)
subtract (componentwise) two quaternions and store result in dest
Parameters:
| *[in]* **p** quaternion 1
| *[in]* **q** quaternion 2
| *[in]* **dest** result quaternion
.. c:function:: float glm_quat_real(versor q)
returns real part of quaternion
Parameters:
| *[in]* **q** quaternion
Returns:
real part (quat.w)
.. c:function:: void glm_quat_imag(versor q, vec3 dest)
returns imaginary part of quaternion
Parameters:
| *[in]* **q** quaternion
| *[out]* **dest** imag
.. c:function:: void glm_quat_imagn(versor q, vec3 dest)
returns normalized imaginary part of quaternion
Parameters:
| *[in]* **q** quaternion
| *[out]* **dest** imag
.. c:function:: float glm_quat_imaglen(versor q)
returns length of imaginary part of quaternion
Parameters:
| *[in]* **q** quaternion
Returns:
norm of imaginary part
.. c:function:: float glm_quat_angle(versor q)
returns angle of quaternion
Parameters:
| *[in]* **q** quaternion
Returns:
angles of quat (radians)
.. c:function:: void glm_quat_axis(versor q, versor dest)
axis of quaternion
Parameters:
| *[in]* **p** quaternion
| *[out]* **dest** axis of quaternion
.. c:function:: void glm_quat_mul(versor p, versor q, versor dest)
| multiplies two quaternion and stores result in dest | multiplies two quaternion and stores result in dest
| this is also called Hamilton Product
| According to WikiPedia:
| The product of two rotation quaternions [clarification needed] will be
equivalent to the rotation q followed by the rotation p
Parameters: Parameters:
| *[in]* **q1** quaternion 1 | *[in]* **p** quaternion 1 (first rotation)
| *[in]* **q2** quaternion 2 | *[in]* **q** quaternion 2 (second rotation)
| *[out]* **dest** result quaternion | *[out]* **dest** result quaternion
.. c:function:: void glm_quat_mat4(versor q, mat4 dest) .. c:function:: void glm_quat_mat4(versor q, mat4 dest)
@@ -112,13 +257,100 @@ Functions documentation
| *[in]* **q** quaternion | *[in]* **q** quaternion
| *[out]* **dest** result matrix | *[out]* **dest** result matrix
.. c:function:: void glm_quat_mat4t(versor q, mat4 dest)
| convert quaternion to mat4 (transposed). This is transposed version of glm_quat_mat4
Parameters:
| *[in]* **q** quaternion
| *[out]* **dest** result matrix
.. c:function:: void glm_quat_mat3(versor q, mat3 dest)
| convert quaternion to mat3
Parameters:
| *[in]* **q** quaternion
| *[out]* **dest** result matrix
.. c:function:: void glm_quat_mat3t(versor q, mat3 dest)
| convert quaternion to mat3 (transposed). This is transposed version of glm_quat_mat3
Parameters:
| *[in]* **q** quaternion
| *[out]* **dest** result matrix
.. c:function:: void glm_quat_lerp(versor from, versor to, float t, versor dest)
| interpolates between two quaternions
| using spherical linear interpolation (LERP)
Parameters:
| *[in]* **from** from
| *[in]* **to** to
| *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** result quaternion
.. c:function:: void glm_quat_slerp(versor q, versor r, float t, versor dest) .. c:function:: void glm_quat_slerp(versor q, versor r, float t, versor dest)
| interpolates between two quaternions | interpolates between two quaternions
| using spherical linear interpolation (SLERP) | using spherical linear interpolation (SLERP)
Parameters: Parameters:
| *[in]* **q** from | *[in]* **from** from
| *[in]* **r** to | *[in]* **to** to
| *[in]* **t** amout | *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** result quaternion | *[out]* **dest** result quaternion
.. c:function:: void glm_quat_look(vec3 eye, versor ori, mat4 dest)
| creates view matrix using quaternion as camera orientation
Parameters:
| *[in]* **eye** eye
| *[in]* **ori** orientation in world space as quaternion
| *[out]* **dest** result matrix
.. c:function:: void glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest)
| creates look rotation quaternion
Parameters:
| *[in]* **dir** direction to look
| *[in]* **fwd** forward vector
| *[in]* **up** up vector
| *[out]* **dest** result matrix
.. c:function:: void glm_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest)
| creates look rotation quaternion using source and destination positions p suffix stands for position
| this is similar to glm_quat_for except this computes direction for glm_quat_for for you.
Parameters:
| *[in]* **from** source point
| *[in]* **to** destination point
| *[in]* **fwd** forward vector
| *[in]* **up** up vector
| *[out]* **dest** result matrix
.. c:function:: void glm_quat_rotatev(versor q, vec3 v, vec3 dest)
| crotate vector using using quaternion
Parameters:
| *[in]* **q** quaternion
| *[in]* **v** vector to rotate
| *[out]* **dest** rotated vector
.. c:function:: void glm_quat_rotate(mat4 m, versor q, mat4 dest)
| rotate existing transform matrix using quaternion
instead of passing identity matrix, consider to use quat_mat4 functions
Parameters:
| *[in]* **m** existing transform matrix to rotate
| *[in]* **q** quaternion
| *[out]* **dest** rotated matrix/transform

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@@ -22,6 +22,7 @@ Functions:
#. :c:func:`glm_min` #. :c:func:`glm_min`
#. :c:func:`glm_max` #. :c:func:`glm_max`
#. :c:func:`glm_clamp` #. :c:func:`glm_clamp`
#. :c:func:`glm_lerp`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -121,3 +122,17 @@ Functions documentation
Returns: Returns:
clamped value clamped value
.. c:function:: float glm_lerp(float from, float to, float t)
linear interpolation between two number
| formula: from + s * (to - from)
Parameters:
| *[in]* **from** from value
| *[in]* **to** to value
| *[in]* **t** interpolant (amount) clamped between 0 and 1
Returns:
interpolated value

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@@ -23,6 +23,11 @@ Functions:
#. :c:func:`glm_vec_eqv_eps` #. :c:func:`glm_vec_eqv_eps`
#. :c:func:`glm_vec_max` #. :c:func:`glm_vec_max`
#. :c:func:`glm_vec_min` #. :c:func:`glm_vec_min`
#. :c:func:`glm_vec_isnan`
#. :c:func:`glm_vec_isinf`
#. :c:func:`glm_vec_isvalid`
#. :c:func:`glm_vec_sign`
#. :c:func:`glm_vec_sqrt`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -96,3 +101,43 @@ Functions documentation
Parameters: Parameters:
| *[in]* **v** vector | *[in]* **v** vector
.. c:function:: bool glm_vec_isnan(vec3 v)
| check if one of items is NaN (not a number)
| you should only use this in DEBUG mode or very critical asserts
Parameters:
| *[in]* **v** vector
.. c:function:: bool glm_vec_isinf(vec3 v)
| check if one of items is INFINITY
| you should only use this in DEBUG mode or very critical asserts
Parameters:
| *[in]* **v** vector
.. c:function:: bool glm_vec_isvalid(vec3 v)
| check if all items are valid number
| you should only use this in DEBUG mode or very critical asserts
Parameters:
| *[in]* **v** vector
.. c:function:: void glm_vec_sign(vec3 v, vec3 dest)
get sign of 32 bit float as +1, -1, 0
Parameters:
| *[in]* **v** vector
| *[out]* **dest** sign vector (only keeps signs as -1, 0, -1)
.. c:function:: void glm_vec_sqrt(vec3 v, vec3 dest)
square root of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector (sqrt(v))

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@@ -40,6 +40,7 @@ Functions:
#. :c:func:`glm_vec_scale` #. :c:func:`glm_vec_scale`
#. :c:func:`glm_vec_scale_as` #. :c:func:`glm_vec_scale_as`
#. :c:func:`glm_vec_flipsign` #. :c:func:`glm_vec_flipsign`
#. :c:func:`glm_vec_flipsign_to`
#. :c:func:`glm_vec_inv` #. :c:func:`glm_vec_inv`
#. :c:func:`glm_vec_inv_to` #. :c:func:`glm_vec_inv_to`
#. :c:func:`glm_vec_normalize` #. :c:func:`glm_vec_normalize`
@@ -54,6 +55,7 @@ Functions:
#. :c:func:`glm_vec_minv` #. :c:func:`glm_vec_minv`
#. :c:func:`glm_vec_ortho` #. :c:func:`glm_vec_ortho`
#. :c:func:`glm_vec_clamp` #. :c:func:`glm_vec_clamp`
#. :c:func:`glm_vec_lerp`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -157,7 +159,15 @@ Functions documentation
flip sign of all vec3 members flip sign of all vec3 members
Parameters: Parameters:
| *[in, out]* **v** vector | *[in, out]* **v** vector
.. c:function:: void glm_vec_flipsign_to(vec3 v, vec3 dest)
flip sign of all vec3 members and store result in dest
Parameters:
| *[in]* **v** vector
| *[out]* **dest** negated vector
.. c:function:: void glm_vec_inv(vec3 v) .. c:function:: void glm_vec_inv(vec3 v)
@@ -206,7 +216,7 @@ Functions documentation
Parameters: Parameters:
| *[in, out]* **v** vector | *[in, out]* **v** vector
| *[in]* **axis** axis vector (must be unit vector) | *[in]* **axis** axis vector (will be normalized)
| *[out]* **angle** angle (radians) | *[out]* **angle** angle (radians)
.. c:function:: void glm_vec_rotate_m4(mat4 m, vec3 v, vec3 dest) .. c:function:: void glm_vec_rotate_m4(mat4 m, vec3 v, vec3 dest)
@@ -281,3 +291,15 @@ Functions documentation
| *[in, out]* **v** vector | *[in, out]* **v** vector
| *[in]* **minVal** minimum value | *[in]* **minVal** minimum value
| *[in]* **maxVal** maximum value | *[in]* **maxVal** maximum value
.. c:function:: void glm_vec_lerp(vec3 from, vec3 to, float t, vec3 dest)
linear interpolation between two vector
| formula: from + s * (to - from)
Parameters:
| *[in]* **from** from value
| *[in]* **to** to value
| *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** destination

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@@ -96,3 +96,43 @@ Functions documentation
Parameters: Parameters:
| *[in]* **v** vector | *[in]* **v** vector
.. c:function:: bool glm_vec4_isnan(vec4 v)
| check if one of items is NaN (not a number)
| you should only use this in DEBUG mode or very critical asserts
Parameters:
| *[in]* **v** vector
.. c:function:: bool glm_vec4_isinf(vec4 v)
| check if one of items is INFINITY
| you should only use this in DEBUG mode or very critical asserts
Parameters:
| *[in]* **v** vector
.. c:function:: bool glm_vec4_isvalid(vec4 v)
| check if all items are valid number
| you should only use this in DEBUG mode or very critical asserts
Parameters:
| *[in]* **v** vector
.. c:function:: void glm_vec4_sign(vec4 v, vec4 dest)
get sign of 32 bit float as +1, -1, 0
Parameters:
| *[in]* **v** vector
| *[out]* **dest** sign vector (only keeps signs as -1, 0, -1)
.. c:function:: void glm_vec4_sqrt(vec4 v, vec4 dest)
square root of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector (sqrt(v))

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@@ -32,6 +32,7 @@ Functions:
#. :c:func:`glm_vec4_scale` #. :c:func:`glm_vec4_scale`
#. :c:func:`glm_vec4_scale_as` #. :c:func:`glm_vec4_scale_as`
#. :c:func:`glm_vec4_flipsign` #. :c:func:`glm_vec4_flipsign`
#. :c:func:`glm_vec_flipsign_to`
#. :c:func:`glm_vec4_inv` #. :c:func:`glm_vec4_inv`
#. :c:func:`glm_vec4_inv_to` #. :c:func:`glm_vec4_inv_to`
#. :c:func:`glm_vec4_normalize` #. :c:func:`glm_vec4_normalize`
@@ -40,6 +41,12 @@ Functions:
#. :c:func:`glm_vec4_maxv` #. :c:func:`glm_vec4_maxv`
#. :c:func:`glm_vec4_minv` #. :c:func:`glm_vec4_minv`
#. :c:func:`glm_vec4_clamp` #. :c:func:`glm_vec4_clamp`
#. :c:func:`glm_vec4_lerp`
#. :c:func:`glm_vec4_isnan`
#. :c:func:`glm_vec4_isinf`
#. :c:func:`glm_vec4_isvalid`
#. :c:func:`glm_vec4_sign`
#. :c:func:`glm_vec4_sqrt`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -146,6 +153,14 @@ Functions documentation
Parameters: Parameters:
| *[in, out]* **v** vector | *[in, out]* **v** vector
.. c:function:: void glm_vec4_flipsign_to(vec4 v, vec4 dest)
flip sign of all vec4 members and store result in dest
Parameters:
| *[in]* **v** vector
| *[out]* **dest** negated vector
.. c:function:: void glm_vec4_inv(vec4 v) .. c:function:: void glm_vec4_inv(vec4 v)
make vector as inverse/opposite of itself make vector as inverse/opposite of itself
@@ -213,3 +228,15 @@ Functions documentation
| *[in, out]* **v** vector | *[in, out]* **v** vector
| *[in]* **minVal** minimum value | *[in]* **minVal** minimum value
| *[in]* **maxVal** maximum value | *[in]* **maxVal** maximum value
.. c:function:: void glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest)
linear interpolation between two vector
| formula: from + s * (to - from)
Parameters:
| *[in]* **from** from value
| *[in]* **to** to value
| *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** destination

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@@ -47,12 +47,16 @@ glmc_mat4_mul(mat4 m1, mat4 m2, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_mulN(mat4 * __restrict matrices[], int len, mat4 dest); glmc_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_mulv(mat4 m, vec4 v, vec4 dest); glmc_mat4_mulv(mat4 m, vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_mat4_quat(mat4 m, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_transpose_to(mat4 m, mat4 dest); glmc_mat4_transpose_to(mat4 m, mat4 dest);

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@@ -19,33 +19,79 @@ glmc_quat_identity(versor q);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat(versor q, glmc_quat_init(versor q, float x, float y, float z, float w);
float angle,
float x,
float y,
float z);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quatv(versor q, glmc_quat(versor q, float angle, float x, float y, float z);
float angle,
vec3 v); CGLM_EXPORT
void
glmc_quatv(versor q, float angle, vec3 axis);
CGLM_EXPORT
void
glmc_quat_copy(versor q, versor dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_quat_norm(versor q); glmc_quat_norm(versor q);
CGLM_EXPORT
void
glmc_quat_normalize_to(versor q, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_normalize(versor q); glmc_quat_normalize(versor q);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_quat_dot(versor q, versor r); glmc_quat_dot(versor p, versor q);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_mulv(versor q1, versor q2, versor dest); glmc_quat_conjugate(versor q, versor dest);
CGLM_EXPORT
void
glmc_quat_inv(versor q, versor dest);
CGLM_EXPORT
void
glmc_quat_add(versor p, versor q, versor dest);
CGLM_EXPORT
void
glmc_quat_sub(versor p, versor q, versor dest);
CGLM_EXPORT
float
glmc_quat_real(versor q);
CGLM_EXPORT
void
glmc_quat_imag(versor q, vec3 dest);
CGLM_EXPORT
void
glmc_quat_imagn(versor q, vec3 dest);
CGLM_EXPORT
float
glmc_quat_imaglen(versor q);
CGLM_EXPORT
float
glmc_quat_angle(versor q);
CGLM_EXPORT
void
glmc_quat_axis(versor q, versor dest);
CGLM_EXPORT
void
glmc_quat_mul(versor p, versor q, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -53,10 +99,43 @@ glmc_quat_mat4(versor q, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_slerp(versor q, glmc_quat_mat4t(versor q, mat4 dest);
versor r,
float t, CGLM_EXPORT
versor dest); void
glmc_quat_mat3(versor q, mat3 dest);
CGLM_EXPORT
void
glmc_quat_mat3t(versor q, mat3 dest);
CGLM_EXPORT
void
glmc_quat_lerp(versor from, versor to, float t, versor dest);
CGLM_EXPORT
void
glmc_quat_slerp(versor q, versor r, float t, versor dest);
CGLM_EXPORT
void
glmc_quat_look(vec3 eye, versor ori, mat4 dest);
CGLM_EXPORT
void
glmc_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest);
CGLM_EXPORT
void
glmc_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest);
CGLM_EXPORT
void
glmc_quat_rotatev(versor from, vec3 to, vec3 dest);
CGLM_EXPORT
void
glmc_quat_rotate(mat4 m, versor q, mat4 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }

View File

@@ -16,6 +16,10 @@ extern "C" {
/* DEPRECATED! use _copy, _ucopy versions */ /* DEPRECATED! use _copy, _ucopy versions */
#define glmc_vec_dup(v, dest) glmc_vec_copy(v, dest) #define glmc_vec_dup(v, dest) glmc_vec_copy(v, dest)
CGLM_EXPORT
void
glmc_vec3(vec4 v4, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec_copy(vec3 a, vec3 dest); glmc_vec_copy(vec3 a, vec3 dest);
@@ -64,6 +68,10 @@ CGLM_EXPORT
void void
glmc_vec_flipsign(vec3 v); glmc_vec_flipsign(vec3 v);
CGLM_EXPORT
void
glmc_vec_flipsign_to(vec3 v, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec_inv(vec3 v); glmc_vec_inv(vec3 v);
@@ -108,6 +116,72 @@ CGLM_EXPORT
void void
glmc_vec_clamp(vec3 v, float minVal, float maxVal); glmc_vec_clamp(vec3 v, float minVal, float maxVal);
CGLM_EXPORT
void
glmc_vec_ortho(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec_lerp(vec3 from, vec3 to, float t, vec3 dest);
/* ext */
CGLM_EXPORT
void
glmc_vec_mulv(vec3 a, vec3 b, vec3 d);
CGLM_EXPORT
void
glmc_vec_broadcast(float val, vec3 d);
CGLM_EXPORT
bool
glmc_vec_eq(vec3 v, float val);
CGLM_EXPORT
bool
glmc_vec_eq_eps(vec3 v, float val);
CGLM_EXPORT
bool
glmc_vec_eq_all(vec3 v);
CGLM_EXPORT
bool
glmc_vec_eqv(vec3 v1, vec3 v2);
CGLM_EXPORT
bool
glmc_vec_eqv_eps(vec3 v1, vec3 v2);
CGLM_EXPORT
float
glmc_vec_max(vec3 v);
CGLM_EXPORT
float
glmc_vec_min(vec3 v);
CGLM_EXPORT
bool
glmc_vec_isnan(vec3 v);
CGLM_EXPORT
bool
glmc_vec_isinf(vec3 v);
CGLM_EXPORT
bool
glmc_vec_isvalid(vec3 v);
CGLM_EXPORT
void
glmc_vec_sign(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec_sqrt(vec3 v, vec3 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -17,6 +17,10 @@ extern "C" {
#define glmc_vec4_dup3(v, dest) glmc_vec4_copy3(v, dest) #define glmc_vec4_dup3(v, dest) glmc_vec4_copy3(v, dest)
#define glmc_vec4_dup(v, dest) glmc_vec4_copy(v, dest) #define glmc_vec4_dup(v, dest) glmc_vec4_copy(v, dest)
CGLM_EXPORT
void
glmc_vec4(vec3 v3, float last, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_copy3(vec4 a, vec3 dest); glmc_vec4_copy3(vec4 a, vec3 dest);
@@ -65,6 +69,10 @@ CGLM_EXPORT
void void
glmc_vec4_flipsign(vec4 v); glmc_vec4_flipsign(vec4 v);
CGLM_EXPORT
void
glmc_vec4_flipsign_to(vec4 v, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_inv(vec4 v); glmc_vec4_inv(vec4 v);
@@ -89,6 +97,68 @@ CGLM_EXPORT
void void
glmc_vec4_clamp(vec4 v, float minVal, float maxVal); glmc_vec4_clamp(vec4 v, float minVal, float maxVal);
CGLM_EXPORT
void
glmc_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest);
/* ext */
CGLM_EXPORT
void
glmc_vec4_mulv(vec4 a, vec4 b, vec4 d);
CGLM_EXPORT
void
glmc_vec4_broadcast(float val, vec4 d);
CGLM_EXPORT
bool
glmc_vec4_eq(vec4 v, float val);
CGLM_EXPORT
bool
glmc_vec4_eq_eps(vec4 v, float val);
CGLM_EXPORT
bool
glmc_vec4_eq_all(vec4 v);
CGLM_EXPORT
bool
glmc_vec4_eqv(vec4 v1, vec4 v2);
CGLM_EXPORT
bool
glmc_vec4_eqv_eps(vec4 v1, vec4 v2);
CGLM_EXPORT
float
glmc_vec4_max(vec4 v);
CGLM_EXPORT
float
glmc_vec4_min(vec4 v);
CGLM_EXPORT
bool
glmc_vec4_isnan(vec4 v);
CGLM_EXPORT
bool
glmc_vec4_isinf(vec4 v);
CGLM_EXPORT
bool
glmc_vec4_isvalid(vec4 v);
CGLM_EXPORT
void
glmc_vec4_sign(vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_sqrt(vec4 v, vec4 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -186,6 +186,56 @@ glm_mat3_mulv(mat3 m, vec3 v, vec3 dest) {
dest[2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2]; dest[2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2];
} }
/*!
* @brief convert mat4's rotation part to quaternion
*
* @param[in] m left matrix
* @param[out] dest destination quaternion
*/
CGLM_INLINE
void
glm_mat3_quat(mat3 m, versor dest) {
float trace, r, rinv;
/* it seems using like m12 instead of m[1][2] causes extra instructions */
trace = m[0][0] + m[1][1] + m[2][2];
if (trace >= 0.0f) {
r = sqrtf(1.0f + trace);
rinv = 0.5f / r;
dest[0] = rinv * (m[1][2] - m[2][1]);
dest[1] = rinv * (m[2][0] - m[0][2]);
dest[2] = rinv * (m[0][1] - m[1][0]);
dest[3] = r * 0.5f;
} else if (m[0][0] >= m[1][1] && m[0][0] >= m[2][2]) {
r = sqrtf(1.0f - m[1][1] - m[2][2] + m[0][0]);
rinv = 0.5f / r;
dest[0] = r * 0.5f;
dest[1] = rinv * (m[0][1] + m[1][0]);
dest[2] = rinv * (m[0][2] + m[2][0]);
dest[3] = rinv * (m[1][2] - m[2][1]);
} else if (m[1][1] >= m[2][2]) {
r = sqrtf(1.0f - m[0][0] - m[2][2] + m[1][1]);
rinv = 0.5f / r;
dest[0] = rinv * (m[0][1] + m[1][0]);
dest[1] = r * 0.5f;
dest[2] = rinv * (m[1][2] + m[2][1]);
dest[3] = rinv * (m[2][0] - m[0][2]);
} else {
r = sqrtf(1.0f - m[0][0] - m[1][1] + m[2][2]);
rinv = 0.5f / r;
dest[0] = rinv * (m[0][2] + m[2][0]);
dest[1] = rinv * (m[1][2] + m[2][1]);
dest[2] = r * 0.5f;
dest[3] = rinv * (m[0][1] - m[1][0]);
}
}
/*! /*!
* @brief scale (multiply with scalar) matrix * @brief scale (multiply with scalar) matrix
* *

View File

@@ -45,6 +45,7 @@
#define cglm_mat_h #define cglm_mat_h
#include "common.h" #include "common.h"
#include "quat.h"
#ifdef CGLM_SSE_FP #ifdef CGLM_SSE_FP
# include "simd/sse2/mat4.h" # include "simd/sse2/mat4.h"
@@ -58,7 +59,9 @@
# include "simd/neon/mat4.h" # include "simd/neon/mat4.h"
#endif #endif
#include <assert.h> #ifdef DEBUG
# include <assert.h>
#endif
#define GLM_MAT4_IDENTITY_INIT {{1.0f, 0.0f, 0.0f, 0.0f}, \ #define GLM_MAT4_IDENTITY_INIT {{1.0f, 0.0f, 0.0f, 0.0f}, \
{0.0f, 1.0f, 0.0f, 0.0f}, \ {0.0f, 1.0f, 0.0f, 0.0f}, \
@@ -281,19 +284,17 @@ glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_mulN(mat4 * __restrict matrices[], int len, mat4 dest) { glm_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest) {
int i; uint32_t i;
#ifdef DEBUG
assert(len > 1 && "there must be least 2 matrices to go!"); assert(len > 1 && "there must be least 2 matrices to go!");
#endif
glm_mat4_mul(*matrices[0], glm_mat4_mul(*matrices[0], *matrices[1], dest);
*matrices[1],
dest);
for (i = 2; i < len; i++) for (i = 2; i < len; i++)
glm_mat4_mul(dest, glm_mat4_mul(dest, *matrices[i], dest);
*matrices[i],
dest);
} }
/*! /*!
@@ -318,6 +319,55 @@ glm_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
#endif #endif
} }
/*!
* @brief convert mat4's rotation part to quaternion
*
* @param[in] m left matrix
* @param[out] dest destination quaternion
*/
CGLM_INLINE
void
glm_mat4_quat(mat4 m, versor dest) {
float trace, r, rinv;
/* it seems using like m12 instead of m[1][2] causes extra instructions */
trace = m[0][0] + m[1][1] + m[2][2];
if (trace >= 0.0f) {
r = sqrtf(1.0f + trace);
rinv = 0.5f / r;
dest[0] = rinv * (m[1][2] - m[2][1]);
dest[1] = rinv * (m[2][0] - m[0][2]);
dest[2] = rinv * (m[0][1] - m[1][0]);
dest[3] = r * 0.5f;
} else if (m[0][0] >= m[1][1] && m[0][0] >= m[2][2]) {
r = sqrtf(1.0f - m[1][1] - m[2][2] + m[0][0]);
rinv = 0.5f / r;
dest[0] = r * 0.5f;
dest[1] = rinv * (m[0][1] + m[1][0]);
dest[2] = rinv * (m[0][2] + m[2][0]);
dest[3] = rinv * (m[1][2] - m[2][1]);
} else if (m[1][1] >= m[2][2]) {
r = sqrtf(1.0f - m[0][0] - m[2][2] + m[1][1]);
rinv = 0.5f / r;
dest[0] = rinv * (m[0][1] + m[1][0]);
dest[1] = r * 0.5f;
dest[2] = rinv * (m[1][2] + m[2][1]);
dest[3] = rinv * (m[2][0] - m[0][2]);
} else {
r = sqrtf(1.0f - m[0][0] - m[1][1] + m[2][2]);
rinv = 0.5f / r;
dest[0] = rinv * (m[0][2] + m[2][0]);
dest[1] = rinv * (m[1][2] + m[2][1]);
dest[2] = r * 0.5f;
dest[3] = rinv * (m[0][1] - m[1][0]);
}
}
/*! /*!
* @brief multiply vector with mat4's mat3 part(rotation) * @brief multiply vector with mat4's mat3 part(rotation)
* *
@@ -568,5 +618,4 @@ glm_mat4_swap_row(mat4 mat, int row1, int row2) {
mat[3][row2] = tmp[3]; mat[3][row2] = tmp[3];
} }
#else
#endif /* cglm_mat_h */ #endif /* cglm_mat_h */

View File

@@ -11,15 +11,41 @@
GLM_QUAT_IDENTITY GLM_QUAT_IDENTITY
Functions: Functions:
CGLM_INLINE void glm_quat_identity(versor q); CGLM_INLINE void glm_quat_identity(versor q);
CGLM_INLINE void glm_quat(versor q, float angle, float x, float y, float z); CGLM_INLINE void glm_quat_init(versor q, float x, float y, float z, float w);
CGLM_INLINE void glm_quatv(versor q, float angle, vec3 v); CGLM_INLINE void glm_quat(versor q, float angle, float x, float y, float z);
CGLM_INLINE void glm_quatv(versor q, float angle, vec3 axis);
CGLM_INLINE void glm_quat_copy(versor q, versor dest);
CGLM_INLINE float glm_quat_norm(versor q); CGLM_INLINE float glm_quat_norm(versor q);
CGLM_INLINE void glm_quat_normalize(versor q); CGLM_INLINE void glm_quat_normalize(versor q);
CGLM_INLINE float glm_quat_dot(versor q, versor r); CGLM_INLINE void glm_quat_normalize_to(versor q, versor dest);
CGLM_INLINE void glm_quat_mulv(versor q1, versor q2, versor dest); CGLM_INLINE float glm_quat_dot(versor q1, versor q2);
CGLM_INLINE void glm_quat_mat4(versor q, mat4 dest); CGLM_INLINE void glm_quat_conjugate(versor q, versor dest);
CGLM_INLINE void glm_quat_slerp(versor q, versor r, float t, versor dest); CGLM_INLINE void glm_quat_inv(versor q, versor dest);
CGLM_INLINE void glm_quat_add(versor p, versor q, versor dest);
CGLM_INLINE void glm_quat_sub(versor p, versor q, versor dest);
CGLM_INLINE float glm_quat_real(versor q);
CGLM_INLINE void glm_quat_imag(versor q, vec3 dest);
CGLM_INLINE void glm_quat_imagn(versor q, vec3 dest);
CGLM_INLINE float glm_quat_imaglen(versor q);
CGLM_INLINE float glm_quat_angle(versor q);
CGLM_INLINE void glm_quat_axis(versor q, versor dest);
CGLM_INLINE void glm_quat_mul(versor p, versor q, versor dest);
CGLM_INLINE void glm_quat_mat4(versor q, mat4 dest);
CGLM_INLINE void glm_quat_mat4t(versor q, mat4 dest);
CGLM_INLINE void glm_quat_mat3(versor q, mat3 dest);
CGLM_INLINE void glm_quat_mat3t(versor q, mat3 dest);
CGLM_INLINE void glm_quat_lerp(versor from, versor to, float t, versor dest);
CGLM_INLINE void glm_quat_slerp(versor q, versor r, float t, versor dest);
CGLM_INLINE void glm_quat_look(vec3 eye, versor ori, mat4 dest);
CGLM_INLINE void glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest);
CGLM_INLINE void glm_quat_forp(vec3 from,
vec3 to,
vec3 fwd,
vec3 up,
versor dest);
CGLM_INLINE void glm_quat_rotatev(versor q, vec3 v, vec3 dest);
CGLM_INLINE void glm_quat_rotate(mat4 m, versor q, mat4 dest);
*/ */
#ifndef cglm_quat_h #ifndef cglm_quat_h
@@ -27,25 +53,32 @@
#include "common.h" #include "common.h"
#include "vec4.h" #include "vec4.h"
#include "mat4.h"
#include "mat3.h"
#ifdef CGLM_SSE_FP #ifdef CGLM_SSE_FP
# include "simd/sse2/quat.h" # include "simd/sse2/quat.h"
#endif #endif
CGLM_INLINE
void
glm_mat4_mulv(mat4 m, vec4 v, vec4 dest);
CGLM_INLINE
void
glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest);
/* /*
* IMPORTANT! cglm stores quat as [w, x, y, z] * IMPORTANT:
* ----------------------------------------------------------------------------
* cglm stores quat as [x, y, z, w] since v0.3.6
* *
* Possible changes (these may be changed in the future): * it was [w, x, y, z] before v0.3.6 it has been changed to [x, y, z, w]
* - versor is identity quat, we can define new type for quat. * with v0.3.6 version.
* it can't be quat or quaternion becuase someone can use that name for * ----------------------------------------------------------------------------
* variable name. maybe just vec4.
* - it stores [w, x, y, z] but it may change to [x, y, z, w] if we get enough
* feedback to change it.
* - in general we use last param as dest, but this header used first param
* as dest this may be changed but decided yet
*/ */
#define GLM_QUAT_IDENTITY_INIT {1.0f, 0.0f, 0.0f, 0.0f} #define GLM_QUAT_IDENTITY_INIT {0.0f, 0.0f, 0.0f, 1.0f}
#define GLM_QUAT_IDENTITY ((versor)GLM_QUAT_IDENTITY_INIT) #define GLM_QUAT_IDENTITY ((versor)GLM_QUAT_IDENTITY_INIT)
/*! /*!
@@ -60,6 +93,49 @@ glm_quat_identity(versor q) {
glm_vec4_copy(v, q); glm_vec4_copy(v, q);
} }
/*!
* @brief inits quaterion with raw values
*
* @param[out] q quaternion
* @param[in] x x
* @param[in] y y
* @param[in] z z
* @param[in] w w (real part)
*/
CGLM_INLINE
void
glm_quat_init(versor q, float x, float y, float z, float w) {
q[0] = x;
q[1] = y;
q[2] = z;
q[3] = w;
}
/*!
* @brief creates NEW quaternion with axis vector
*
* @param[out] q quaternion
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_quatv(versor q, float angle, vec3 axis) {
vec3 k;
float a, c, s;
a = angle * 0.5f;
c = cosf(a);
s = sinf(a);
glm_normalize_to(axis, k);
q[0] = s * k[0];
q[1] = s * k[1];
q[2] = s * k[2];
q[3] = c;
}
/*! /*!
* @brief creates NEW quaternion with individual axis components * @brief creates NEW quaternion with individual axis components
* *
@@ -71,45 +147,21 @@ glm_quat_identity(versor q) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quat(versor q, glm_quat(versor q, float angle, float x, float y, float z) {
float angle, vec3 axis = {x, y, z};
float x, glm_quatv(q, angle, axis);
float y,
float z) {
float a, c, s;
a = angle * 0.5f;
c = cosf(a);
s = sinf(a);
q[0] = c;
q[1] = s * x;
q[2] = s * y;
q[3] = s * z;
} }
/*! /*!
* @brief creates NEW quaternion with axis vector * @brief copy quaternion to another one
* *
* @param[out] q quaternion * @param[in] q quaternion
* @param[in] angle angle (radians) * @param[out] dest destination
* @param[in] v axis
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quatv(versor q, glm_quat_copy(versor q, versor dest) {
float angle, glm_vec4_copy(q, dest);
vec3 v) {
float a, c, s;
a = angle * 0.5f;
c = cosf(a);
s = sinf(a);
q[0] = c;
q[1] = s * v[0];
q[2] = s * v[1];
q[3] = s * v[2];
} }
/*! /*!
@@ -123,6 +175,43 @@ glm_quat_norm(versor q) {
return glm_vec4_norm(q); return glm_vec4_norm(q);
} }
/*!
* @brief normalize quaternion and store result in dest
*
* @param[in] q quaternion to normalze
* @param[out] dest destination quaternion
*/
CGLM_INLINE
void
glm_quat_normalize_to(versor q, versor dest) {
#if defined( __SSE2__ ) || defined( __SSE2__ )
__m128 xdot, x0;
float dot;
x0 = _mm_load_ps(q);
xdot = glm_simd_dot(x0, x0);
dot = _mm_cvtss_f32(xdot);
if (dot <= 0.0f) {
glm_quat_identity(dest);
return;
}
_mm_store_ps(dest, _mm_div_ps(x0, _mm_sqrt_ps(xdot)));
#else
float dot;
dot = glm_vec4_norm2(q);
if (dot <= 0.0f) {
glm_quat_identity(q);
return;
}
glm_vec4_scale(q, 1.0f / sqrtf(dot), dest);
#endif
}
/*! /*!
* @brief normalize quaternion * @brief normalize quaternion
* *
@@ -131,45 +220,178 @@ glm_quat_norm(versor q) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_normalize(versor q) { glm_quat_normalize(versor q) {
float sum; glm_quat_normalize_to(q, q);
sum = q[0] * q[0] + q[1] * q[1]
+ q[2] * q[2] + q[3] * q[3];
if (fabs(1.0f - sum) < 0.0001f)
return;
glm_vec4_scale(q, 1.0f / sqrtf(sum), q);
} }
/*! /*!
* @brief dot product of two quaternion * @brief dot product of two quaternion
* *
* @param[in] q quaternion 1 * @param[in] p quaternion 1
* @param[in] r quaternion 2 * @param[in] q quaternion 2
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_quat_dot(versor q, versor r) { glm_quat_dot(versor p, versor q) {
return glm_vec4_dot(q, r); return glm_vec4_dot(p, q);
}
/*!
* @brief conjugate of quaternion
*
* @param[in] q quaternion
* @param[out] dest conjugate
*/
CGLM_INLINE
void
glm_quat_conjugate(versor q, versor dest) {
glm_vec4_flipsign_to(q, dest);
dest[3] = -dest[3];
}
/*!
* @brief inverse of non-zero quaternion
*
* @param[in] q quaternion
* @param[out] dest inverse quaternion
*/
CGLM_INLINE
void
glm_quat_inv(versor q, versor dest) {
versor conj;
glm_quat_conjugate(q, conj);
glm_vec_scale(conj, glm_vec4_norm2(q), dest);
}
/*!
* @brief add (componentwise) two quaternions and store result in dest
*
* @param[in] p quaternion 1
* @param[in] q quaternion 2
* @param[out] dest result quaternion
*/
CGLM_INLINE
void
glm_quat_add(versor p, versor q, versor dest) {
glm_vec4_add(p, q, dest);
}
/*!
* @brief subtract (componentwise) two quaternions and store result in dest
*
* @param[in] p quaternion 1
* @param[in] q quaternion 2
* @param[out] dest result quaternion
*/
CGLM_INLINE
void
glm_quat_sub(versor p, versor q, versor dest) {
glm_vec4_sub(p, q, dest);
}
/*!
* @brief returns real part of quaternion
*
* @param[in] q quaternion
*/
CGLM_INLINE
float
glm_quat_real(versor q) {
return q[3];
}
/*!
* @brief returns imaginary part of quaternion
*
* @param[in] q quaternion
* @param[out] dest imag
*/
CGLM_INLINE
void
glm_quat_imag(versor q, vec3 dest) {
dest[0] = q[0];
dest[1] = q[1];
dest[2] = q[2];
}
/*!
* @brief returns normalized imaginary part of quaternion
*
* @param[in] q quaternion
*/
CGLM_INLINE
void
glm_quat_imagn(versor q, vec3 dest) {
glm_normalize_to(q, dest);
}
/*!
* @brief returns length of imaginary part of quaternion
*
* @param[in] q quaternion
*/
CGLM_INLINE
float
glm_quat_imaglen(versor q) {
return glm_vec_norm(q);
}
/*!
* @brief returns angle of quaternion
*
* @param[in] q quaternion
*/
CGLM_INLINE
float
glm_quat_angle(versor q) {
/*
sin(theta / 2) = length(x*x + y*y + z*z)
cos(theta / 2) = w
theta = 2 * atan(sin(theta / 2) / cos(theta / 2))
*/
return 2.0f * atan2f(glm_quat_imaglen(q), glm_quat_real(q));
}
/*!
* @brief axis of quaternion
*
* @param[in] q quaternion
* @param[out] dest axis of quaternion
*/
CGLM_INLINE
void
glm_quat_axis(versor q, versor dest) {
glm_quat_imagn(q, dest);
} }
/*! /*!
* @brief multiplies two quaternion and stores result in dest * @brief multiplies two quaternion and stores result in dest
* this is also called Hamilton Product
* *
* @param[in] q1 quaternion 1 * According to WikiPedia:
* @param[in] q2 quaternion 2 * The product of two rotation quaternions [clarification needed] will be
* equivalent to the rotation q followed by the rotation p
*
* @param[in] p quaternion 1
* @param[in] q quaternion 2
* @param[out] dest result quaternion * @param[out] dest result quaternion
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quat_mulv(versor q1, versor q2, versor dest) { glm_quat_mul(versor p, versor q, versor dest) {
dest[0] = q2[0] * q1[0] - q2[1] * q1[1] - q2[2] * q1[2] - q2[3] * q1[3]; /*
dest[1] = q2[0] * q1[1] + q2[1] * q1[0] - q2[2] * q1[3] + q2[3] * q1[2]; + (a1 b2 + b1 a2 + c1 d2 d1 c2)i
dest[2] = q2[0] * q1[2] + q2[1] * q1[3] + q2[2] * q1[0] - q2[3] * q1[1]; + (a1 c2 b1 d2 + c1 a2 + d1 b2)j
dest[3] = q2[0] * q1[3] - q2[1] * q1[2] + q2[2] * q1[1] + q2[3] * q1[0]; + (a1 d2 + b1 c2 c1 b2 + d1 a2)k
a1 a2 b1 b2 c1 c2 d1 d2
glm_quat_normalize(dest); */
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_quat_mul_sse2(p, q, dest);
#else
dest[0] = p[3] * q[0] + p[0] * q[3] + p[1] * q[2] - p[2] * q[1];
dest[1] = p[3] * q[1] - p[0] * q[2] + p[1] * q[3] + p[2] * q[0];
dest[2] = p[3] * q[2] + p[0] * q[1] - p[1] * q[0] + p[2] * q[3];
dest[3] = p[3] * q[3] - p[0] * q[0] - p[1] * q[1] - p[2] * q[2];
#endif
} }
/*! /*!
@@ -181,19 +403,22 @@ glm_quat_mulv(versor q1, versor q2, versor dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_mat4(versor q, mat4 dest) { glm_quat_mat4(versor q, mat4 dest) {
float w, x, y, z; float w, x, y, z,
float xx, yy, zz; xx, yy, zz,
float xy, yz, xz; xy, yz, xz,
float wx, wy, wz; wx, wy, wz, norm, s;
w = q[0]; norm = glm_quat_norm(q);
x = q[1]; s = norm > 0.0f ? 2.0f / norm : 0.0f;
y = q[2];
z = q[3];
xx = 2.0f * x * x; xy = 2.0f * x * y; wx = 2.0f * w * x; x = q[0];
yy = 2.0f * y * y; yz = 2.0f * y * z; wy = 2.0f * w * y; y = q[1];
zz = 2.0f * z * z; xz = 2.0f * x * z; wz = 2.0f * w * z; z = q[2];
w = q[3];
xx = s * x * x; xy = s * x * y; wx = s * w * x;
yy = s * y * y; yz = s * y * z; wy = s * w * y;
zz = s * z * z; xz = s * x * z; wz = s * w * z;
dest[0][0] = 1.0f - yy - zz; dest[0][0] = 1.0f - yy - zz;
dest[1][1] = 1.0f - xx - zz; dest[1][1] = 1.0f - xx - zz;
@@ -207,8 +432,8 @@ glm_quat_mat4(versor q, mat4 dest) {
dest[2][1] = yz - wx; dest[2][1] = yz - wx;
dest[0][2] = xz - wy; dest[0][2] = xz - wy;
dest[1][3] = 0.0f;
dest[0][3] = 0.0f; dest[0][3] = 0.0f;
dest[1][3] = 0.0f;
dest[2][3] = 0.0f; dest[2][3] = 0.0f;
dest[3][0] = 0.0f; dest[3][0] = 0.0f;
dest[3][1] = 0.0f; dest[3][1] = 0.0f;
@@ -216,69 +441,303 @@ glm_quat_mat4(versor q, mat4 dest) {
dest[3][3] = 1.0f; dest[3][3] = 1.0f;
} }
/*!
* @brief convert quaternion to mat4 (transposed)
*
* @param[in] q quaternion
* @param[out] dest result matrix as transposed
*/
CGLM_INLINE
void
glm_quat_mat4t(versor q, mat4 dest) {
float w, x, y, z,
xx, yy, zz,
xy, yz, xz,
wx, wy, wz, norm, s;
norm = glm_quat_norm(q);
s = norm > 0.0f ? 2.0f / norm : 0.0f;
x = q[0];
y = q[1];
z = q[2];
w = q[3];
xx = s * x * x; xy = s * x * y; wx = s * w * x;
yy = s * y * y; yz = s * y * z; wy = s * w * y;
zz = s * z * z; xz = s * x * z; wz = s * w * z;
dest[0][0] = 1.0f - yy - zz;
dest[1][1] = 1.0f - xx - zz;
dest[2][2] = 1.0f - xx - yy;
dest[1][0] = xy + wz;
dest[2][1] = yz + wx;
dest[0][2] = xz + wy;
dest[0][1] = xy - wz;
dest[1][2] = yz - wx;
dest[2][0] = xz - wy;
dest[0][3] = 0.0f;
dest[1][3] = 0.0f;
dest[2][3] = 0.0f;
dest[3][0] = 0.0f;
dest[3][1] = 0.0f;
dest[3][2] = 0.0f;
dest[3][3] = 1.0f;
}
/*!
* @brief convert quaternion to mat3
*
* @param[in] q quaternion
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_quat_mat3(versor q, mat3 dest) {
float w, x, y, z,
xx, yy, zz,
xy, yz, xz,
wx, wy, wz, norm, s;
norm = glm_quat_norm(q);
s = norm > 0.0f ? 2.0f / norm : 0.0f;
x = q[0];
y = q[1];
z = q[2];
w = q[3];
xx = s * x * x; xy = s * x * y; wx = s * w * x;
yy = s * y * y; yz = s * y * z; wy = s * w * y;
zz = s * z * z; xz = s * x * z; wz = s * w * z;
dest[0][0] = 1.0f - yy - zz;
dest[1][1] = 1.0f - xx - zz;
dest[2][2] = 1.0f - xx - yy;
dest[0][1] = xy + wz;
dest[1][2] = yz + wx;
dest[2][0] = xz + wy;
dest[1][0] = xy - wz;
dest[2][1] = yz - wx;
dest[0][2] = xz - wy;
}
/*!
* @brief convert quaternion to mat3 (transposed)
*
* @param[in] q quaternion
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_quat_mat3t(versor q, mat3 dest) {
float w, x, y, z,
xx, yy, zz,
xy, yz, xz,
wx, wy, wz, norm, s;
norm = glm_quat_norm(q);
s = norm > 0.0f ? 2.0f / norm : 0.0f;
x = q[0];
y = q[1];
z = q[2];
w = q[3];
xx = s * x * x; xy = s * x * y; wx = s * w * x;
yy = s * y * y; yz = s * y * z; wy = s * w * y;
zz = s * z * z; xz = s * x * z; wz = s * w * z;
dest[0][0] = 1.0f - yy - zz;
dest[1][1] = 1.0f - xx - zz;
dest[2][2] = 1.0f - xx - yy;
dest[1][0] = xy + wz;
dest[2][1] = yz + wx;
dest[0][2] = xz + wy;
dest[0][1] = xy - wz;
dest[1][2] = yz - wx;
dest[2][0] = xz - wy;
}
/*!
* @brief interpolates between two quaternions
* using linear interpolation (LERP)
*
* @param[in] from from
* @param[in] to to
* @param[in] t interpolant (amount) clamped between 0 and 1
* @param[out] dest result quaternion
*/
CGLM_INLINE
void
glm_quat_lerp(versor from, versor to, float t, versor dest) {
glm_vec4_lerp(from, to, t, dest);
}
/*! /*!
* @brief interpolates between two quaternions * @brief interpolates between two quaternions
* using spherical linear interpolation (SLERP) * using spherical linear interpolation (SLERP)
* *
* @param[in] q from * @param[in] from from
* @param[in] r to * @param[in] to to
* @param[in] t amout * @param[in] t amout
* @param[out] dest result quaternion * @param[out] dest result quaternion
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quat_slerp(versor q, glm_quat_slerp(versor from, versor to, float t, versor dest) {
versor r, vec4 q1, q2;
float t, float cosTheta, sinTheta, angle;
versor dest) {
/* https://en.wikipedia.org/wiki/Slerp */
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_quat_slerp_sse2(q, r, t, dest);
#else
float cosTheta, sinTheta, angle, a, b, c;
cosTheta = glm_quat_dot(q, r); cosTheta = glm_quat_dot(from, to);
if (cosTheta < 0.0f) { glm_quat_copy(from, q1);
q[0] *= -1.0f;
q[1] *= -1.0f;
q[2] *= -1.0f;
q[3] *= -1.0f;
cosTheta = -cosTheta; if (fabsf(cosTheta) >= 1.0f) {
} glm_quat_copy(q1, dest);
if (fabs(cosTheta) >= 1.0f) {
dest[0] = q[0];
dest[1] = q[1];
dest[2] = q[2];
dest[3] = q[3];
return; return;
} }
sinTheta = sqrt(1.0f - cosTheta * cosTheta); if (cosTheta < 0.0f) {
glm_vec4_flipsign(q1);
cosTheta = -cosTheta;
}
c = 1.0f - t; sinTheta = sqrtf(1.0f - cosTheta * cosTheta);
/* LERP */ /* LERP to avoid zero division */
/* TODO: FLT_EPSILON vs 0.001? */ if (fabsf(sinTheta) < 0.001f) {
if (sinTheta < 0.001f) { glm_quat_lerp(from, to, t, dest);
dest[0] = c * q[0] + t * r[0];
dest[1] = c * q[1] + t * r[1];
dest[2] = c * q[2] + t * r[2];
dest[3] = c * q[3] + t * r[3];
return; return;
} }
/* SLERP */ /* SLERP */
angle = acosf(cosTheta); angle = acosf(cosTheta);
a = sinf(c * angle); glm_vec4_scale(q1, sinf((1.0f - t) * angle), q1);
b = sinf(t * angle); glm_vec4_scale(to, sinf(t * angle), q2);
dest[0] = (q[0] * a + r[0] * b) / sinTheta; glm_vec4_add(q1, q2, q1);
dest[1] = (q[1] * a + r[1] * b) / sinTheta; glm_vec4_scale(q1, 1.0f / sinTheta, dest);
dest[2] = (q[2] * a + r[2] * b) / sinTheta; }
dest[3] = (q[3] * a + r[3] * b) / sinTheta;
#endif /*!
* @brief creates view matrix using quaternion as camera orientation
*
* @param[in] eye eye
* @param[in] ori orientation in world space as quaternion
* @param[out] dest view matrix
*/
CGLM_INLINE
void
glm_quat_look(vec3 eye, versor ori, mat4 dest) {
vec4 t;
/* orientation */
glm_quat_mat4t(ori, dest);
/* translate */
glm_vec4(eye, 1.0f, t);
glm_mat4_mulv(dest, t, t);
glm_vec_flipsign_to(t, dest[3]);
}
/*!
* @brief creates look rotation quaternion
*
* @param[in] dir direction to look
* @param[in] fwd forward vector
* @param[in] up up vector
* @param[out] dest destination quaternion
*/
CGLM_INLINE
void
glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) {
vec3 axis;
float dot, angle;
dot = glm_vec_dot(dir, fwd);
if (fabsf(dot + 1.0f) < 0.000001f) {
glm_quat_init(dest, up[0], up[1], up[2], CGLM_PI);
return;
}
if (fabsf(dot - 1.0f) < 0.000001f) {
glm_quat_identity(dest);
return;
}
angle = acosf(dot);
glm_cross(fwd, dir, axis);
glm_normalize(axis);
glm_quatv(dest, angle, axis);
}
/*!
* @brief creates look rotation quaternion using source and
* destination positions p suffix stands for position
*
* @param[in] from source point
* @param[in] to destination point
* @param[in] fwd forward vector
* @param[in] up up vector
* @param[out] dest destination quaternion
*/
CGLM_INLINE
void
glm_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest) {
vec3 dir;
glm_vec_sub(to, from, dir);
glm_quat_for(dir, fwd, up, dest);
}
/*!
* @brief rotate vector using using quaternion
*
* @param[in] q quaternion
* @param[in] v vector to rotate
* @param[out] dest rotated vector
*/
CGLM_INLINE
void
glm_quat_rotatev(versor q, vec3 v, vec3 dest) {
versor p;
vec3 u, v1, v2;
float s;
glm_quat_normalize_to(q, p);
glm_quat_imag(p, u);
s = glm_quat_real(p);
glm_vec_scale(u, 2.0f * glm_vec_dot(u, v), v1);
glm_vec_scale(v, s * s - glm_vec_dot(u, u), v2);
glm_vec_add(v1, v2, v1);
glm_vec_cross(u, v, v2);
glm_vec_scale(v2, 2.0f * s, v2);
glm_vec_add(v1, v2, dest);
}
/*!
* @brief rotate existing transform matrix using quaternion
*
* @param[in] m existing transform matrix
* @param[in] q quaternion
* @param[out] dest rotated matrix/transform
*/
CGLM_INLINE
void
glm_quat_rotate(mat4 m, versor q, mat4 dest) {
mat4 rot;
glm_quat_mat4(q, rot);
glm_mat4_mul(m, rot, dest);
} }
#endif /* cglm_quat_h */ #endif /* cglm_quat_h */

View File

@@ -30,6 +30,16 @@
# define _mm_shuffle2_ps(a, b, z0, y0, x0, w0, z1, y1, x1, w1) \ # define _mm_shuffle2_ps(a, b, z0, y0, x0, w0, z1, y1, x1, w1) \
_mm_shuffle1_ps(_mm_shuffle_ps(a, b, _MM_SHUFFLE(z0, y0, x0, w0)), \ _mm_shuffle1_ps(_mm_shuffle_ps(a, b, _MM_SHUFFLE(z0, y0, x0, w0)), \
z1, y1, x1, w1) z1, y1, x1, w1)
CGLM_INLINE
__m128
glm_simd_dot(__m128 a, __m128 b) {
__m128 x0;
x0 = _mm_mul_ps(a, b);
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 1, 0, 3, 2));
return _mm_add_ps(x0, _mm_shuffle1_ps(x0, 0, 1, 0, 1));
}
#endif #endif
/* x86, x64 */ /* x86, x64 */

View File

@@ -14,56 +14,33 @@
CGLM_INLINE CGLM_INLINE
void void
glm_quat_slerp_sse2(versor q, glm_quat_mul_sse2(versor p, versor q, versor dest) {
versor r, /*
float t, + (a1 b2 + b1 a2 + c1 d2 d1 c2)i
versor dest) { + (a1 c2 b1 d2 + c1 a2 + d1 b2)j
/* https://en.wikipedia.org/wiki/Slerp */ + (a1 d2 + b1 c2 c1 b2 + d1 a2)k
float cosTheta, sinTheta, angle, a, b, c; a1 a2 b1 b2 c1 c2 d1 d2
*/
__m128 xmm_q; __m128 xp, xq, x0, r;
xmm_q = _mm_load_ps(q); xp = _mm_load_ps(p); /* 3 2 1 0 */
xq = _mm_load_ps(q);
cosTheta = glm_vec4_dot(q, r); r = _mm_mul_ps(_mm_shuffle1_ps1(xp, 3), xq);
if (cosTheta < 0.0f) {
_mm_store_ps(q,
_mm_xor_ps(xmm_q,
_mm_set1_ps(-0.f))) ;
cosTheta = -cosTheta; x0 = _mm_xor_ps(_mm_shuffle1_ps1(xp, 0), _mm_set_ps(-0.f, 0.f, -0.f, 0.f));
} r = _mm_add_ps(r, _mm_mul_ps(x0, _mm_shuffle1_ps(xq, 0, 1, 2, 3)));
if (cosTheta >= 1.0f) { x0 = _mm_xor_ps(_mm_shuffle1_ps1(xp, 1), _mm_set_ps(-0.f, -0.f, 0.f, 0.f));
_mm_store_ps(dest, xmm_q); r = _mm_add_ps(r, _mm_mul_ps(x0, _mm_shuffle1_ps(xq, 1, 0, 3, 2)));
return;
}
sinTheta = sqrtf(1.0f - cosTheta * cosTheta); x0 = _mm_xor_ps(_mm_shuffle1_ps1(xp, 2), _mm_set_ps(-0.f, 0.f, 0.f, -0.f));
r = _mm_add_ps(r, _mm_mul_ps(x0, _mm_shuffle1_ps(xq, 2, 3, 0, 1)));
c = 1.0f - t; _mm_store_ps(dest, r);
/* LERP */
if (sinTheta < 0.001f) {
_mm_store_ps(dest, _mm_add_ps(_mm_mul_ps(_mm_set1_ps(c),
xmm_q),
_mm_mul_ps(_mm_set1_ps(t),
_mm_load_ps(r))));
return;
}
/* SLERP */
angle = acosf(cosTheta);
a = sinf(c * angle);
b = sinf(t * angle);
_mm_store_ps(dest,
_mm_div_ps(_mm_add_ps(_mm_mul_ps(_mm_set1_ps(a),
xmm_q),
_mm_mul_ps(_mm_set1_ps(b),
_mm_load_ps(r))),
_mm_set1_ps(sinTheta)));
} }
#endif #endif
#endif /* cglm_quat_simd_h */ #endif /* cglm_quat_simd_h */

View File

@@ -143,4 +143,19 @@ glm_clamp(float val, float minVal, float maxVal) {
return glm_min(glm_max(val, minVal), maxVal); return glm_min(glm_max(val, minVal), maxVal);
} }
/*!
* @brief linear interpolation between two number
*
* 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
*/
CGLM_INLINE
float
glm_lerp(float from, float to, float t) {
return from + glm_clamp(t, 0.0f, 1.0f) * (to - from);
}
#endif /* cglm_util_h */ #endif /* cglm_util_h */

View File

@@ -26,6 +26,7 @@
#define cglm_vec3_ext_h #define cglm_vec3_ext_h
#include "common.h" #include "common.h"
#include "util.h"
#include <stdbool.h> #include <stdbool.h>
#include <math.h> #include <math.h>
#include <float.h> #include <float.h>
@@ -196,4 +197,33 @@ glm_vec_isvalid(vec3 v) {
return !glm_vec_isnan(v) && !glm_vec_isinf(v); return !glm_vec_isnan(v) && !glm_vec_isinf(v);
} }
/*!
* @brief get sign of 32 bit float as +1, -1, 0
*
* Important: It returns 0 for zero/NaN input
*
* @param v vector
*/
CGLM_INLINE
void
glm_vec_sign(vec3 v, vec3 dest) {
dest[0] = glm_signf(v[0]);
dest[1] = glm_signf(v[1]);
dest[2] = glm_signf(v[2]);
}
/*!
* @brief square root of each vector item
*
* @param[in] v vector
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec_sqrt(vec3 v, vec3 dest) {
dest[0] = sqrtf(v[0]);
dest[1] = sqrtf(v[1]);
dest[2] = sqrtf(v[2]);
}
#endif /* cglm_vec3_ext_h */ #endif /* cglm_vec3_ext_h */

View File

@@ -147,7 +147,7 @@ glm_vec_cross(vec3 a, vec3 b, vec3 d) {
CGLM_INLINE CGLM_INLINE
float float
glm_vec_norm2(vec3 v) { glm_vec_norm2(vec3 v) {
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2]; return glm_vec_dot(v, v);
} }
/*! /*!
@@ -242,6 +242,20 @@ glm_vec_flipsign(vec3 v) {
v[2] = -v[2]; v[2] = -v[2];
} }
/*!
* @brief flip sign of all vec3 members and store result in dest
*
* @param[in] v vector
* @param[out] dest result vector
*/
CGLM_INLINE
void
glm_vec_flipsign_to(vec3 v, vec3 dest) {
dest[0] = -v[0];
dest[1] = -v[1];
dest[2] = -v[2];
}
/*! /*!
* @brief make vector as inverse/opposite of itself * @brief make vector as inverse/opposite of itself
* *
@@ -325,12 +339,6 @@ glm_vec_angle(vec3 v1, vec3 v2) {
return acosf(glm_vec_dot(v1, v2) * norm); return acosf(glm_vec_dot(v1, v2) * norm);
} }
CGLM_INLINE
void
glm_quatv(versor q,
float angle,
vec3 v);
/*! /*!
* @brief rotate vec3 around axis by angle using Rodrigues' rotation formula * @brief rotate vec3 around axis by angle using Rodrigues' rotation formula
* *
@@ -341,31 +349,26 @@ glm_quatv(versor q,
CGLM_INLINE CGLM_INLINE
void void
glm_vec_rotate(vec3 v, float angle, vec3 axis) { glm_vec_rotate(vec3 v, float angle, vec3 axis) {
versor q; vec3 v1, v2, k;
vec3 v1, v2, v3;
float c, s; float c, s;
c = cosf(angle); c = cosf(angle);
s = sinf(angle); s = sinf(angle);
glm_vec_normalize_to(axis, k);
/* Right Hand, Rodrigues' rotation formula: /* Right Hand, Rodrigues' rotation formula:
v = v*cos(t) + (kxv)sin(t) + k*(k.v)(1 - cos(t)) v = v*cos(t) + (kxv)sin(t) + k*(k.v)(1 - cos(t))
*/ */
/* quaternion */
glm_quatv(q, angle, v);
glm_vec_scale(v, c, v1); glm_vec_scale(v, c, v1);
glm_vec_cross(axis, v, v2); glm_vec_cross(k, v, v2);
glm_vec_scale(v2, s, v2); glm_vec_scale(v2, s, v2);
glm_vec_scale(axis,
glm_vec_dot(axis, v) * (1.0f - c),
v3);
glm_vec_add(v1, v2, v1); glm_vec_add(v1, v2, v1);
glm_vec_add(v1, v3, v);
glm_vec_scale(k, glm_vec_dot(k, v) * (1.0f - c), v2);
glm_vec_add(v1, v2, v);
} }
/*! /*!
@@ -494,6 +497,28 @@ glm_vec_clamp(vec3 v, float minVal, float maxVal) {
v[2] = glm_clamp(v[2], minVal, maxVal); v[2] = glm_clamp(v[2], minVal, maxVal);
} }
/*!
* @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
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec_lerp(vec3 from, vec3 to, float t, vec3 dest) {
vec3 s, v;
/* from + s * (to - from) */
glm_vec_broadcast(glm_clamp(t, 0.0f, 1.0f), s);
glm_vec_sub(to, from, v);
glm_vec_mulv(s, v, v);
glm_vec_add(from, v, dest);
}
/*! /*!
* @brief vec3 cross product * @brief vec3 cross product
* *

View File

@@ -175,7 +175,7 @@ glm_vec4_min(vec4 v) {
} }
/*! /*!
* @brief check if all items are NaN (not a number) * @brief check if one of items is NaN (not a number)
* you should only use this in DEBUG mode or very critical asserts * you should only use this in DEBUG mode or very critical asserts
* *
* @param[in] v vector * @param[in] v vector
@@ -187,7 +187,7 @@ glm_vec4_isnan(vec4 v) {
} }
/*! /*!
* @brief check if all items are INFINITY * @brief check if one of items is INFINITY
* you should only use this in DEBUG mode or very critical asserts * you should only use this in DEBUG mode or very critical asserts
* *
* @param[in] v vector * @param[in] v vector
@@ -210,5 +210,52 @@ glm_vec4_isvalid(vec4 v) {
return !glm_vec4_isnan(v) && !glm_vec4_isinf(v); return !glm_vec4_isnan(v) && !glm_vec4_isinf(v);
} }
#endif /* cglm_vec4_ext_h */ /*!
* @brief get sign of 32 bit float as +1, -1, 0
*
* Important: It returns 0 for zero/NaN input
*
* @param v vector
*/
CGLM_INLINE
void
glm_vec4_sign(vec4 v, vec4 dest) {
#if defined( __SSE2__ ) || defined( __SSE2__ )
__m128 x0, x1, x2, x3, x4;
x0 = _mm_load_ps(v);
x1 = _mm_set_ps(0.0f, 0.0f, 1.0f, -1.0f);
x2 = _mm_shuffle1_ps1(x1, 2);
x3 = _mm_and_ps(_mm_cmpgt_ps(x0, x2), _mm_shuffle1_ps1(x1, 1));
x4 = _mm_and_ps(_mm_cmplt_ps(x0, x2), _mm_shuffle1_ps1(x1, 0));
_mm_store_ps(dest, _mm_or_ps(x3, x4));
#else
dest[0] = glm_signf(v[0]);
dest[1] = glm_signf(v[1]);
dest[2] = glm_signf(v[2]);
dest[3] = glm_signf(v[3]);
#endif
}
/*!
* @brief square root of each vector item
*
* @param[in] v vector
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec4_sqrt(vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_sqrt_ps(_mm_load_ps(v)));
#else
dest[0] = sqrtf(v[0]);
dest[1] = sqrtf(v[1]);
dest[2] = sqrtf(v[2]);
dest[3] = sqrtf(v[3]);
#endif
}
#endif /* cglm_vec4_ext_h */

View File

@@ -122,7 +122,14 @@ glm_vec4_copy(vec4 v, vec4 dest) {
CGLM_INLINE CGLM_INLINE
float float
glm_vec4_dot(vec4 a, vec4 b) { glm_vec4_dot(vec4 a, vec4 b) {
#if defined( __SSE__ ) || defined( __SSE2__ )
__m128 x0;
x0 = _mm_mul_ps(_mm_load_ps(a), _mm_load_ps(b));
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 1, 0, 3, 2));
return _mm_cvtss_f32(_mm_add_ss(x0, _mm_shuffle1_ps(x0, 0, 1, 0, 1)));
#else
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
#endif
} }
/*! /*!
@@ -139,7 +146,7 @@ glm_vec4_dot(vec4 a, vec4 b) {
CGLM_INLINE CGLM_INLINE
float float
glm_vec4_norm2(vec4 v) { glm_vec4_norm2(vec4 v) {
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3]; return glm_vec4_dot(v, v);
} }
/*! /*!
@@ -261,6 +268,26 @@ glm_vec4_flipsign(vec4 v) {
#endif #endif
} }
/*!
* @brief flip sign of all vec4 members and store result in dest
*
* @param[in] v vector
* @param[out] dest vector
*/
CGLM_INLINE
void
glm_vec4_flipsign_to(vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_xor_ps(_mm_load_ps(v),
_mm_set1_ps(-0.0f)));
#else
dest[0] = -v[0];
dest[1] = -v[1];
dest[2] = -v[2];
dest[3] = -v[3];
#endif
}
/*! /*!
* @brief make vector as inverse/opposite of itself * @brief make vector as inverse/opposite of itself
* *
@@ -390,4 +417,26 @@ glm_vec4_clamp(vec4 v, float minVal, float maxVal) {
v[3] = glm_clamp(v[3], minVal, maxVal); v[3] = glm_clamp(v[3], minVal, maxVal);
} }
/*!
* @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
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest) {
vec4 s, v;
/* from + s * (to - from) */
glm_vec4_broadcast(glm_clamp(t, 0.0f, 1.0f), s);
glm_vec4_sub(to, from, v);
glm_vec4_mulv(s, v, v);
glm_vec4_add(from, v, dest);
}
#endif /* cglm_vec4_h */ #endif /* cglm_vec4_h */

View File

@@ -9,7 +9,7 @@
#define cglm_version_h #define cglm_version_h
#define CGLM_VERSION_MAJOR 0 #define CGLM_VERSION_MAJOR 0
#define CGLM_VERSION_MINOR 3 #define CGLM_VERSION_MINOR 4
#define CGLM_VERSION_PATCH 6 #define CGLM_VERSION_PATCH 0
#endif /* cglm_version_h */ #endif /* cglm_version_h */

View File

@@ -108,7 +108,9 @@ test_tests_SOURCES=\
test/src/test_cam.c \ test/src/test_cam.c \
test/src/test_project.c \ test/src/test_project.c \
test/src/test_clamp.c \ test/src/test_clamp.c \
test/src/test_euler.c test/src/test_euler.c \
test/src/test_quat.c \
test/src/test_vec4.c
all-local: all-local:
sh ./post-build.sh sh ./post-build.sh

View File

@@ -52,7 +52,7 @@ glmc_mat4_mul(mat4 m1, mat4 m2, mat4 dest) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_mulN(mat4 * __restrict matrices[], int len, mat4 dest) { glmc_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest) {
glm_mat4_mulN(matrices, len, dest); glm_mat4_mulN(matrices, len, dest);
} }
@@ -62,6 +62,12 @@ glmc_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
glm_mat4_mulv(m, v, dest); glm_mat4_mulv(m, v, dest);
} }
CGLM_EXPORT
void
glmc_mat4_quat(mat4 m, versor dest) {
glm_mat4_quat(m, dest);
}
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_transpose_to(mat4 m, mat4 dest) { glmc_mat4_transpose_to(mat4 m, mat4 dest) {

View File

@@ -8,6 +8,7 @@
#include "../include/cglm/cglm.h" #include "../include/cglm/cglm.h"
#include "../include/cglm/call.h" #include "../include/cglm/call.h"
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_identity(versor q) { glmc_quat_identity(versor q) {
@@ -16,20 +17,26 @@ glmc_quat_identity(versor q) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat(versor q, glmc_quat_init(versor q, float x, float y, float z, float w) {
float angle, glm_quat_init(q, x, y, z, w);
float x, }
float y,
float z) { CGLM_EXPORT
void
glmc_quat(versor q, float angle, float x, float y, float z) {
glm_quat(q, angle, x, y, z); glm_quat(q, angle, x, y, z);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quatv(versor q, glmc_quatv(versor q, float angle, vec3 axis) {
float angle, glm_quatv(q, angle, axis);
vec3 v) { }
glm_quatv(q, angle, v);
CGLM_EXPORT
void
glmc_quat_copy(versor q, versor dest) {
glm_quat_copy(q, dest);
} }
CGLM_EXPORT CGLM_EXPORT
@@ -40,20 +47,86 @@ glmc_quat_norm(versor q) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_normalize(versor q) { glmc_quat_normalize_to(versor q, versor dest) {
glm_quat_normalize(q); glm_quat_normalize_to(q, dest);
}
CGLM_EXPORT
float
glmc_quat_dot(versor q, versor r) {
return glm_quat_dot(q, r);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_mulv(versor q1, versor q2, versor dest) { glmc_quat_normalize(versor q) {
glm_quat_mulv(q1, q2, dest); glm_quat_norm(q);
}
CGLM_EXPORT
float
glmc_quat_dot(versor p, versor q) {
return glm_quat_dot(p, q);
}
CGLM_EXPORT
void
glmc_quat_conjugate(versor q, versor dest) {
glm_quat_conjugate(q, dest);
}
CGLM_EXPORT
void
glmc_quat_inv(versor q, versor dest) {
glm_quat_inv(q, dest);
}
CGLM_EXPORT
void
glmc_quat_add(versor p, versor q, versor dest) {
glm_quat_add(p, q, dest);
}
CGLM_EXPORT
void
glmc_quat_sub(versor p, versor q, versor dest) {
glm_quat_sub(p, q, dest);
}
CGLM_EXPORT
float
glmc_quat_real(versor q) {
return glm_quat_real(q);
}
CGLM_EXPORT
void
glmc_quat_imag(versor q, vec3 dest) {
glm_quat_imag(q, dest);
}
CGLM_EXPORT
void
glmc_quat_imagn(versor q, vec3 dest) {
glm_quat_imagn(q, dest);
}
CGLM_EXPORT
float
glmc_quat_imaglen(versor q) {
return glm_quat_imaglen(q);
}
CGLM_EXPORT
float
glmc_quat_angle(versor q) {
return glm_quat_angle(q);
}
CGLM_EXPORT
void
glmc_quat_axis(versor q, versor dest) {
glm_quat_axis(q, dest);
}
CGLM_EXPORT
void
glmc_quat_mul(versor p, versor q, versor dest) {
glm_quat_mul(p, q, dest);
} }
CGLM_EXPORT CGLM_EXPORT
@@ -64,9 +137,60 @@ glmc_quat_mat4(versor q, mat4 dest) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_slerp(versor q, glmc_quat_mat4t(versor q, mat4 dest) {
versor r, glm_quat_mat4t(q, dest);
float t, }
versor dest) {
glm_quat_slerp(q, r, t, dest); CGLM_EXPORT
void
glmc_quat_mat3(versor q, mat3 dest) {
glm_quat_mat3(q, dest);
}
CGLM_EXPORT
void
glmc_quat_mat3t(versor q, mat3 dest) {
glm_quat_mat3t(q, dest);
}
CGLM_EXPORT
void
glmc_quat_lerp(versor from, versor to, float t, versor dest) {
glm_quat_lerp(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_quat_slerp(versor from, versor to, float t, versor dest) {
glm_quat_slerp(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_quat_look(vec3 eye, versor ori, mat4 dest) {
glm_quat_look(eye, ori, dest);
}
CGLM_EXPORT
void
glmc_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) {
glm_quat_for(dir, fwd, up, dest);
}
CGLM_EXPORT
void
glmc_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest) {
glm_quat_forp(from, to, fwd, up, dest);
}
CGLM_EXPORT
void
glmc_quat_rotatev(versor q, vec3 v, vec3 dest) {
glm_quat_rotatev(q, v, dest);
}
CGLM_EXPORT
void
glmc_quat_rotate(mat4 m, versor q, mat4 dest) {
glm_quat_rotate(m, q, dest);
} }

View File

@@ -8,6 +8,12 @@
#include "../include/cglm/cglm.h" #include "../include/cglm/cglm.h"
#include "../include/cglm/call.h" #include "../include/cglm/call.h"
CGLM_EXPORT
void
glmc_vec3(vec4 v4, vec3 dest) {
glm_vec3(v4, dest);
}
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec_copy(vec3 a, vec3 dest) { glmc_vec_copy(vec3 a, vec3 dest) {
@@ -80,6 +86,12 @@ glmc_vec_flipsign(vec3 v) {
glm_vec_flipsign(v); glm_vec_flipsign(v);
} }
CGLM_EXPORT
void
glmc_vec_flipsign_to(vec3 v, vec3 dest) {
glm_vec_flipsign_to(v, dest);
}
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec_inv(vec3 v) { glmc_vec_inv(vec3 v) {
@@ -145,3 +157,101 @@ void
glmc_vec_clamp(vec3 v, float minVal, float maxVal) { glmc_vec_clamp(vec3 v, float minVal, float maxVal) {
glm_vec_clamp(v, minVal, maxVal); glm_vec_clamp(v, minVal, maxVal);
} }
CGLM_EXPORT
void
glmc_vec_ortho(vec3 v, vec3 dest) {
glm_vec_ortho(v, dest);
}
CGLM_EXPORT
void
glmc_vec_lerp(vec3 from, vec3 to, float t, vec3 dest) {
glm_vec_lerp(from, to, t, dest);
}
/* ext */
CGLM_EXPORT
void
glmc_vec_mulv(vec3 a, vec3 b, vec3 d) {
glm_vec_mulv(a, b, d);
}
CGLM_EXPORT
void
glmc_vec_broadcast(float val, vec3 d) {
glm_vec_broadcast(val, d);
}
CGLM_EXPORT
bool
glmc_vec_eq(vec3 v, float val) {
return glm_vec_eq(v, val);
}
CGLM_EXPORT
bool
glmc_vec_eq_eps(vec3 v, float val) {
return glm_vec_eq_eps(v, val);
}
CGLM_EXPORT
bool
glmc_vec_eq_all(vec3 v) {
return glm_vec_eq_all(v);
}
CGLM_EXPORT
bool
glmc_vec_eqv(vec3 v1, vec3 v2) {
return glm_vec_eqv(v1, v2);
}
CGLM_EXPORT
bool
glmc_vec_eqv_eps(vec3 v1, vec3 v2) {
return glm_vec_eqv_eps(v1, v2);
}
CGLM_EXPORT
float
glmc_vec_max(vec3 v) {
return glm_vec_max(v);
}
CGLM_EXPORT
float
glmc_vec_min(vec3 v) {
return glm_vec_min(v);
}
CGLM_EXPORT
bool
glmc_vec_isnan(vec3 v) {
return glm_vec_isnan(v);
}
CGLM_EXPORT
bool
glmc_vec_isinf(vec3 v) {
return glm_vec_isinf(v);
}
CGLM_EXPORT
bool
glmc_vec_isvalid(vec3 v) {
return glm_vec_isvalid(v);
}
CGLM_EXPORT
void
glmc_vec_sign(vec3 v, vec3 dest) {
glm_vec_sign(v, dest);
}
CGLM_EXPORT
void
glmc_vec_sqrt(vec3 v, vec3 dest) {
glm_vec_sqrt(v, dest);
}

View File

@@ -8,6 +8,12 @@
#include "../include/cglm/cglm.h" #include "../include/cglm/cglm.h"
#include "../include/cglm/call.h" #include "../include/cglm/call.h"
CGLM_EXPORT
void
glmc_vec4(vec3 v3, float last, vec4 dest) {
glm_vec4(v3, last, dest);
}
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_copy3(vec4 a, vec3 dest) { glmc_vec4_copy3(vec4 a, vec3 dest) {
@@ -80,6 +86,12 @@ glmc_vec4_flipsign(vec4 v) {
glm_vec4_flipsign(v); glm_vec4_flipsign(v);
} }
CGLM_EXPORT
void
glmc_vec4_flipsign_to(vec4 v, vec4 dest) {
glm_vec4_flipsign_to(v, dest);
}
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_inv(vec4 v) { glmc_vec4_inv(vec4 v) {
@@ -115,3 +127,95 @@ void
glmc_vec4_clamp(vec4 v, float minVal, float maxVal) { glmc_vec4_clamp(vec4 v, float minVal, float maxVal) {
glm_vec4_clamp(v, minVal, maxVal); glm_vec4_clamp(v, minVal, maxVal);
} }
CGLM_EXPORT
void
glmc_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest) {
glm_vec4_lerp(from, to, t, dest);
}
/* ext */
CGLM_EXPORT
void
glmc_vec4_mulv(vec4 a, vec4 b, vec4 d) {
glm_vec4_mulv(a, b, d);
}
CGLM_EXPORT
void
glmc_vec4_broadcast(float val, vec4 d) {
glm_vec4_broadcast(val, d);
}
CGLM_EXPORT
bool
glmc_vec4_eq(vec4 v, float val) {
return glm_vec4_eq(v, val);
}
CGLM_EXPORT
bool
glmc_vec4_eq_eps(vec4 v, float val) {
return glm_vec4_eq_eps(v, val);
}
CGLM_EXPORT
bool
glmc_vec4_eq_all(vec4 v) {
return glm_vec4_eq_all(v);
}
CGLM_EXPORT
bool
glmc_vec4_eqv(vec4 v1, vec4 v2) {
return glm_vec4_eqv(v1, v2);
}
CGLM_EXPORT
bool
glmc_vec4_eqv_eps(vec4 v1, vec4 v2) {
return glm_vec4_eqv_eps(v1, v2);
}
CGLM_EXPORT
float
glmc_vec4_max(vec4 v) {
return glm_vec4_max(v);
}
CGLM_EXPORT
float
glmc_vec4_min(vec4 v) {
return glm_vec4_min(v);
}
CGLM_EXPORT
bool
glmc_vec4_isnan(vec4 v) {
return glm_vec4_isnan(v);
}
CGLM_EXPORT
bool
glmc_vec4_isinf(vec4 v) {
return glm_vec4_isinf(v);
}
CGLM_EXPORT
bool
glmc_vec4_isvalid(vec4 v) {
return glm_vec4_isvalid(v);
}
CGLM_EXPORT
void
glmc_vec4_sign(vec4 v, vec4 dest) {
glm_vec4_sign(v, dest);
}
CGLM_EXPORT
void
glmc_vec4_sqrt(vec4 v, vec4 dest) {
glm_vec4_sqrt(v, dest);
}

View File

@@ -27,6 +27,39 @@ test_rand_mat4(mat4 dest) {
/* glm_scale(dest, (vec3){drand48(), drand48(), drand48()}); */ /* glm_scale(dest, (vec3){drand48(), drand48(), drand48()}); */
} }
void
test_rand_vec3(vec3 dest) {
srand((unsigned int)time(NULL));
dest[0] = drand48();
dest[1] = drand48();
dest[2] = drand48();
}
void
test_rand_vec4(vec4 dest) {
srand((unsigned int)time(NULL));
dest[0] = drand48();
dest[1] = drand48();
dest[2] = drand48();
dest[3] = drand48();
}
float
test_rand_angle(void) {
srand((unsigned int)time(NULL));
return drand48();
}
void
test_rand_quat(versor q) {
srand((unsigned int)time(NULL));
glm_quat(q, drand48(), drand48(), drand48(), drand48());
glm_quat_normalize(q);
}
void void
test_assert_mat4_eq(mat4 m1, mat4 m2) { test_assert_mat4_eq(mat4 m1, mat4 m2) {
int i, j, k; int i, j, k;
@@ -53,7 +86,24 @@ test_assert_mat4_eq2(mat4 m1, mat4 m2, float eps) {
void void
test_assert_vec3_eq(vec3 v1, vec3 v2) { test_assert_vec3_eq(vec3 v1, vec3 v2) {
assert_true(fabsf(v1[0] - v2[0]) <= 0.0000009); assert_true(fabsf(v1[0] - v2[0]) <= 0.000009); /* rounding errors */
assert_true(fabsf(v1[1] - v2[1]) <= 0.0000009); assert_true(fabsf(v1[1] - v2[1]) <= 0.000009);
assert_true(fabsf(v1[2] - v2[2]) <= 0.0000009); assert_true(fabsf(v1[2] - v2[2]) <= 0.000009);
} }
void
test_assert_quat_eq_abs(versor v1, versor v2) {
assert_true(fabsf(fabsf(v1[0]) - fabsf(v2[0])) <= 0.0009); /* rounding errors */
assert_true(fabsf(fabsf(v1[1]) - fabsf(v2[1])) <= 0.0009);
assert_true(fabsf(fabsf(v1[2]) - fabsf(v2[2])) <= 0.0009);
assert_true(fabsf(fabsf(v1[3]) - fabsf(v2[3])) <= 0.0009);
}
void
test_assert_quat_eq(versor v1, versor v2) {
assert_true(fabsf(v1[0] - v2[0]) <= 0.000009); /* rounding errors */
assert_true(fabsf(v1[1] - v2[1]) <= 0.000009);
assert_true(fabsf(v1[2] - v2[2]) <= 0.000009);
assert_true(fabsf(v1[3] - v2[3]) <= 0.000009);
}

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@@ -34,4 +34,22 @@ test_assert_mat4_eq2(mat4 m1, mat4 m2, float eps);
void void
test_assert_vec3_eq(vec3 v1, vec3 v2); test_assert_vec3_eq(vec3 v1, vec3 v2);
void
test_assert_quat_eq(versor v1, versor v2);
void
test_assert_quat_eq_abs(versor v1, versor v2);
void
test_rand_vec3(vec3 dest);
void
test_rand_vec4(vec4 dest) ;
float
test_rand_angle(void);
void
test_rand_quat(versor q);
#endif /* test_common_h */ #endif /* test_common_h */

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@@ -23,7 +23,13 @@ main(int argc, const char * argv[]) {
cmocka_unit_test(test_clamp), cmocka_unit_test(test_clamp),
/* euler */ /* euler */
cmocka_unit_test(test_euler) cmocka_unit_test(test_euler),
/* quaternion */
cmocka_unit_test(test_quat),
/* vec4 */
cmocka_unit_test(test_vec4)
}; };
return cmocka_run_group_tests(tests, NULL, NULL); return cmocka_run_group_tests(tests, NULL, NULL);

188
test/src/test_quat.c Normal file
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@@ -0,0 +1,188 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#include "test_common.h"
CGLM_INLINE
void
test_quat_mul_raw(versor p, versor q, versor dest) {
dest[0] = p[3] * q[0] + p[0] * q[3] + p[1] * q[2] - p[2] * q[1];
dest[1] = p[3] * q[1] - p[0] * q[2] + p[1] * q[3] + p[2] * q[0];
dest[2] = p[3] * q[2] + p[0] * q[1] - p[1] * q[0] + p[2] * q[3];
dest[3] = p[3] * q[3] - p[0] * q[0] - p[1] * q[1] - p[2] * q[2];
}
void
test_quat(void **state) {
mat4 inRot, outRot, view1, view2, rot1, rot2;
versor inQuat, outQuat, q3, q4, q5;
vec3 eye, axis, imag, v1, v2;
int i;
/* 0. test identiy quat */
glm_quat_identity(q4);
assert_true(glm_quat_real(q4) == cosf(glm_rad(0.0f) * 0.5f));
/* 1. test quat to mat and mat to quat */
for (i = 0; i < 1000; i++) {
test_rand_quat(inQuat);
glmc_quat_mat4(inQuat, inRot);
glmc_mat4_quat(inRot, outQuat);
glmc_quat_mat4(outQuat, outRot);
/* 2. test first quat and generated one equality */
test_assert_quat_eq_abs(inQuat, outQuat);
/* 3. test first rot and second rotation */
test_assert_mat4_eq2(inRot, outRot, 0.000009); /* almost equal */
/* 4. test SSE mul and raw mul */
test_quat_mul_raw(inQuat, outQuat, q3);
glm_quat_mul_sse2(inQuat, outQuat, q4);
test_assert_quat_eq(q3, q4);
}
/* 5. test lookat */
test_rand_vec3(eye);
glm_quatv(q3, glm_rad(-90.0f), GLM_YUP);
/* now X axis must be forward axis, Z must be right axis */
glm_look(eye, GLM_XUP, GLM_YUP, view1);
/* create view matrix with quaternion */
glm_quat_look(eye, q3, view2);
test_assert_mat4_eq2(view1, view2, 0.000009);
/* 6. test quaternion rotation matrix result */
test_rand_quat(q3);
glm_quat_mat4(q3, rot1);
/* 6.1 test axis and angle of quat */
glm_quat_axis(q3, axis);
glm_rotate_make(rot2, glm_quat_angle(q3), axis);
test_assert_mat4_eq2(rot1, rot2, 0.000009);
/* 7. test quaternion multiplication (hamilton product),
final rotation = first rotation + second = quat1 * quat2
*/
test_rand_quat(q3);
test_rand_quat(q4);
glm_quat_mul(q3, q4, q5);
glm_quat_axis(q3, axis);
glm_rotate_make(rot1, glm_quat_angle(q3), axis);
glm_quat_axis(q4, axis);
glm_rotate(rot1, glm_quat_angle(q4), axis);
/* rot2 is combine of two rotation now test with quaternion result */
glm_quat_mat4(q5, rot2);
/* result must be same (almost) */
test_assert_mat4_eq2(rot1, rot2, 0.000009);
/* 8. test quaternion for look rotation */
/* 8.1 same direction */
/* look at from 0, 0, 1 to zero, direction = 0, 0, -1 */
glm_quat_for((vec3){0, 0, -1}, (vec3){0, 0, -1}, GLM_YUP, q3);
/* result must be identity */
glm_quat_identity(q4);
test_assert_quat_eq(q3, q4);
/* look at from 0, 0, 1 to zero, direction = 0, 0, -1 */
glm_quat_forp(GLM_ZUP, GLM_VEC3_ZERO, (vec3){0, 0, -1}, GLM_YUP, q3);
/* result must be identity */
glm_quat_identity(q4);
test_assert_quat_eq(q3, q4);
/* 8.2 perpendicular */
glm_quat_for(GLM_XUP, (vec3){0, 0, -1}, GLM_YUP, q3);
/* result must be -90 */
glm_quatv(q4, glm_rad(-90.0f), GLM_YUP);
test_assert_quat_eq(q3, q4);
/* 9. test imag, real */
/* 9.1 real */
assert_true(glm_quat_real(q4) == cosf(glm_rad(-90.0f) * 0.5f));
/* 9.1 imag */
glm_quat_imag(q4, imag);
/* axis = Y_UP * sinf(angle * 0.5), YUP = 0, 1, 0 */
axis[0] = 0.0f;
axis[1] = sinf(glm_rad(-90.0f) * 0.5f) * 1.0f;
axis[2] = 0.0f;
assert_true(glm_vec_eqv_eps(imag, axis));
/* 9.2 axis */
glm_quat_axis(q4, axis);
imag[0] = 0.0f;
imag[1] = -1.0f;
imag[2] = 0.0f;
test_assert_vec3_eq(imag, axis);
/* 10. test rotate vector using quat */
/* (0,0,-1) around (1,0,0) must give (0,1,0) */
v1[0] = 0.0f; v1[1] = 0.0f; v1[2] = -1.0f;
v2[0] = 0.0f; v2[1] = 0.0f; v2[2] = -1.0f;
glm_vec_rotate(v1, glm_rad(90.0f), (vec3){1.0f, 0.0f, 0.0f});
glm_quatv(q3, glm_rad(90.0f), (vec3){1.0f, 0.0f, 0.0f});
glm_vec4_scale(q3, 1.5, q3);
glm_quat_rotatev(q3, v2, v2);
/* result must be : (0,1,0) */
assert_true(fabsf(v1[0]) <= 0.00009f
&& fabsf(v1[1] - 1.0f) <= 0.00009f
&& fabsf(v1[2]) <= 0.00009f);
test_assert_vec3_eq(v1, v2);
/* 11. test rotate transform */
glm_translate_make(rot1, (vec3){-10.0, 45.0f, 8.0f});
glm_rotate(rot1, glm_rad(-90), GLM_ZUP);
glm_quatv(q3, glm_rad(-90.0f), GLM_ZUP);
glm_translate_make(rot2, (vec3){-10.0, 45.0f, 8.0f});
glm_quat_rotate(rot2, q3, rot2);
/* result must be same (almost) */
test_assert_mat4_eq2(rot1, rot2, 0.000009);
glm_rotate_make(rot1, glm_rad(-90), GLM_ZUP);
glm_translate(rot1, (vec3){-10.0, 45.0f, 8.0f});
glm_quatv(q3, glm_rad(-90.0f), GLM_ZUP);
glm_mat4_identity(rot2);
glm_quat_rotate(rot2, q3, rot2);
glm_translate(rot2, (vec3){-10.0, 45.0f, 8.0f});
/* result must be same (almost) */
test_assert_mat4_eq2(rot1, rot2, 0.000009);
/* reverse */
glm_rotate_make(rot1, glm_rad(-90), GLM_ZUP);
glm_quatv(q3, glm_rad(90.0f), GLM_ZUP);
glm_quat_rotate(rot1, q3, rot1);
/* result must be identity */
test_assert_mat4_eq2(rot1, GLM_MAT4_IDENTITY, 0.000009);
/* TODO: add tests for slerp, lerp */
}

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@@ -25,4 +25,10 @@ test_clamp(void **state);
void void
test_euler(void **state); test_euler(void **state);
void
test_quat(void **state);
void
test_vec4(void **state);
#endif /* test_tests_h */ #endif /* test_tests_h */

30
test/src/test_vec4.c Normal file
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@@ -0,0 +1,30 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#include "test_common.h"
CGLM_INLINE
float
test_vec4_dot(vec4 a, vec4 b) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
}
void
test_vec4(void **state) {
vec4 v;
int i;
float d1, d2;
/* test SSE/SIMD dot product */
for (i = 0; i < 100; i++) {
test_rand_vec4(v);
d1 = glm_vec4_dot(v, v);
d2 = test_vec4_dot(v, v);
assert_true(fabsf(d1 - d2) <= 0.000009);
}
}