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5 Commits

Author SHA1 Message Date
Recep Aslantas
3335c04a34 euler: use enum and static values for EULER ORDER, remove some macros 2020-03-23 09:23:45 +03:00
Recep Aslantas
af2c866c6d Update CREDITS 2020-03-22 22:13:25 +03:00
Recep Aslantas
5698653f54 Update euler.h 2020-03-22 22:10:31 +03:00
Recep Aslantas
980b42a865 Update euler.h 2020-03-22 22:09:44 +03:00
Recep Aslantas
cc6660aa00 use Ken Shoemake's algorithm (gemsiv/euler_angle)
this must be more robust and flexible api
2020-03-22 22:03:15 +03:00
83 changed files with 379 additions and 2509 deletions

1
.gitattributes vendored
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@@ -1 +0,0 @@
*.h linguist-language=C

4
.gitignore vendored
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@@ -72,7 +72,3 @@ cglm-test-ios*
/cglm.pc
test-driver
Default-568h@2x.png
build/
conftest.dir/*
confdefs.h
*.xcuserdatad

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@@ -4,12 +4,6 @@ os:
- linux
- osx
arch:
- amd64
- ppc64le
- s390x
- arm64
sudo: required
dist: trusty

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@@ -1,4 +0,0 @@
{
"C_Cpp.default.configurationProvider": "vector-of-bool.cmake-tools",
"restructuredtext.confPath": "${workspaceFolder}/docs/source"
}

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@@ -1,123 +0,0 @@
cmake_minimum_required(VERSION 3.8.2)
project(cglm VERSION 0.8.0 LANGUAGES C)
set(CMAKE_C_STANDARD 11)
set(CMAKE_C_STANDARD_REQUIRED YES)
set(DEFAULT_BUILD_TYPE "Release")
set(CGLM_BUILD)
option(CGLM_SHARED "Shared build" ON)
option(CGLM_STATIC "Static build" OFF)
option(CGLM_USE_C99 "" OFF)
option(CGLM_USE_TEST "Enable Tests" OFF)
if(NOT CGLM_STATIC AND CGLM_SHARED)
set(CGLM_BUILD SHARED)
else(CGLM_STATIC)
set(CGLM_BUILD STATIC)
endif()
if(CGLM_USE_C99)
set(CMAKE_C_STANDARD 99)
endif()
if(MSVC)
add_definitions(-DNDEBUG -D_WINDOWS -D_USRDLL)
add_compile_options(/W3 /Ox /Gy /Oi /TC)
# Ref: https://skia.googlesource.com/third_party/sdl/+/refs/heads/master/CMakeLists.txt#225
# Make sure /RTC1 is disabled, otherwise it will use functions from the CRT
foreach(flag_var
CMAKE_C_FLAGS CMAKE_C_FLAGS_DEBUG CMAKE_C_FLAGS_RELEASE
CMAKE_C_FLAGS_MINSIZEREL CMAKE_C_FLAGS_RELWITHDEBINFO)
string(REGEX REPLACE "/RTC(su|[1su])" "" ${flag_var} "${${flag_var}}")
endforeach(flag_var)
else()
add_compile_options(-Wall -Werror -O3)
endif()
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
message(STATUS "Setting build type to '${DEFAULT_BUILD_TYPE}' as none was specified.")
set(CMAKE_BUILD_TYPE "${DEFAULT_BUILD_TYPE}" CACHE STRING "Choose the type of build." FORCE)
# Set the possible values of build type for cmake-gui
set_property(CACHE CMAKE_BUILD_TYPE PROPERTY STRINGS "Debug" "Release" "MinSizeRel" "RelWithDebInfo")
endif()
include(GNUInstallDirs)
set(CPACK_PROJECT_NAME ${PROJECT_NAME})
set(CPACK_PROJECT_VERSION ${PROJECT_VERSION})
include(CPack)
# Target Start
add_library(${PROJECT_NAME}
${CGLM_BUILD}
src/euler.c
src/affine.c
src/io.c
src/quat.c
src/cam.c
src/vec2.c
src/vec3.c
src/vec4.c
src/mat2.c
src/mat3.c
src/mat4.c
src/plane.c
src/frustum.c
src/box.c
src/project.c
src/sphere.c
src/ease.c
src/curve.c
src/bezier.c
src/ray.c
src/affine2d.c
)
if(CGLM_SHARED)
add_definitions(-DCGLM_EXPORTS)
else()
target_compile_definitions(${PROJECT_NAME} PUBLIC -DCGLM_STATIC)
endif()
set_target_properties(${PROJECT_NAME} PROPERTIES
VERSION ${PROJECT_VERSION}
SOVERSION ${PROJECT_VERSION_MAJOR})
target_include_directories(${PROJECT_NAME}
PUBLIC
$<INSTALL_INTERFACE:include>
$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/include>
PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}/src
)
# Test Configuration
if(CGLM_USE_TEST)
include(CTest)
enable_testing()
add_subdirectory(test)
endif()
# Install
install(TARGETS ${PROJECT_NAME}
EXPORT ${PROJECT_NAME}
LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR}
ARCHIVE DESTINATION ${CMAKE_INSTALL_LIBDIR}
RUNTIME DESTINATION ${CMAKE_INSTALL_LIBDIR})
install(DIRECTORY include/${PROJECT_NAME} DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}
PATTERN ".*" EXCLUDE)
# Config
export(TARGETS ${PROJECT_NAME}
NAMESPACE ${PROJECT_NAME}::
FILE "${CMAKE_CURRENT_BINARY_DIR}/${PROJECT_NAME}Config.cmake"
)
install(EXPORT ${PROJECT_NAME}
FILE "${PROJECT_NAME}Config.cmake"
NAMESPACE ${PROJECT_NAME}::
DESTINATION ${CMAKE_INSTALL_LIBDIR}/cmake/${PROJECT_NAME})

23
CREDITS
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@@ -65,12 +65,19 @@ https://forums.khronos.org/showthread.php/10651-Animation-TCB-Spline-Interpolati
12. vec2 cross product
http://allenchou.net/2013/07/cross-product-of-2d-vectors/
13. Ray triangle intersect
MöllerTrumbore ray-triangle intersection algorithm, from "Fast, Minimum Storage Ray/Triangle Intersection"
Authors:
Thomas Möller (tompa@clarus.se)
Ben Trumbore (wbt@graphics.cornell.edu)
Link to paper: http://webserver2.tecgraf.puc-rio.br/~mgattass/cg/trbRR/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf
13. Ken Shoemake's algorithm Implementation and Euler
Ken Shoemake's algorithm impl. is taken from this repo by permission:
https://github.com/erich666/GraphicsGems/blob/master/gemsiv/euler_angle
14. ARM NEON: Matrix Vector Multiplication
https://stackoverflow.com/a/57793352/2676533
* -------------------------- GraphicsGems EULA ----------------------------- *
| http://www.realtimerendering.com/resources/GraphicsGems/ |
| |
| EULA: The Graphics Gems code is copyright-protected. In other words, you |
| cannot claim the text of the code as your own and resell it. Using the |
| code is permitted in any program, product, or library, non-commercial or |
| commercial. Giving credit is not required, though is a nice gesture. |
| The code comes as-is, and if there are any flaws or problems with any Gems |
| code, nobody involved with Gems - authors, editors, publishers, or |
| webmasters - are to be held responsible. Basically, don't be a jerk, and |
| remember that anything free comes with no guarantee. |
* -------------------------------- END --------------------------------------*/

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@@ -12,6 +12,7 @@ AM_CFLAGS = -Wall \
-O3 \
-Wstrict-aliasing=2 \
-fstrict-aliasing \
-pedantic \
-Werror=strict-prototypes
lib_LTLIBRARIES = libcglm.la
@@ -21,10 +22,7 @@ checkLDFLAGS = -L./.libs \
-lm \
-lcglm
checkCFLAGS = $(AM_CFLAGS) \
-std=gnu11 \
-O3 \
-DCGLM_DEFINE_PRINTS \
-I./include
-I./include
check_PROGRAMS = test/tests
TESTS = $(check_PROGRAMS)
@@ -65,10 +63,8 @@ cglm_HEADERS = include/cglm/version.h \
include/cglm/ease.h \
include/cglm/curve.h \
include/cglm/bezier.h \
include/cglm/applesimd.h \
include/cglm/ray.h \
include/cglm/affine2d.h
include/cglm/applesimd.h
cglm_calldir=$(includedir)/cglm/call
cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/mat3.h \
@@ -88,9 +84,7 @@ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/sphere.h \
include/cglm/call/ease.h \
include/cglm/call/curve.h \
include/cglm/call/bezier.h \
include/cglm/call/ray.h \
include/cglm/call/affine2d.h
include/cglm/call/bezier.h
cglm_simddir=$(includedir)/cglm/simd
cglm_simd_HEADERS = include/cglm/simd/intrin.h \
@@ -101,7 +95,6 @@ cglm_simd_sse2dir=$(includedir)/cglm/simd/sse2
cglm_simd_sse2_HEADERS = include/cglm/simd/sse2/affine.h \
include/cglm/simd/sse2/mat4.h \
include/cglm/simd/sse2/mat3.h \
include/cglm/simd/sse2/mat2.h \
include/cglm/simd/sse2/quat.h
cglm_simd_avxdir=$(includedir)/cglm/simd/avx
@@ -114,7 +107,6 @@ cglm_simd_neon_HEADERS = include/cglm/simd/neon/mat4.h
cglm_structdir=$(includedir)/cglm/struct
cglm_struct_HEADERS = include/cglm/struct/mat4.h \
include/cglm/struct/mat3.h \
include/cglm/struct/mat2.h \
include/cglm/struct/vec2.h \
include/cglm/struct/vec2-ext.h \
include/cglm/struct/vec3.h \
@@ -132,9 +124,8 @@ cglm_struct_HEADERS = include/cglm/struct/mat4.h \
include/cglm/struct/project.h \
include/cglm/struct/sphere.h \
include/cglm/struct/color.h \
include/cglm/struct/curve.h \
include/cglm/struct/affine2d.h
include/cglm/struct/curve.h
libcglm_la_SOURCES=\
src/euler.c \
src/affine.c \
@@ -154,9 +145,7 @@ libcglm_la_SOURCES=\
src/sphere.c \
src/ease.c \
src/curve.c \
src/bezier.c \
src/ray.c \
src/affine2d.c
src/bezier.c
test_tests_SOURCES=\
test/runner.c \

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@@ -1,44 +0,0 @@
// swift-tools-version:5.2
import PackageDescription
let package = Package(
name: "cglm",
products: [
.library(name: "cglm", type: .static, targets: ["cglmHeader"]),
.library(name: "cglmc", targets: ["cglmCompiled"]),
],
dependencies: [],
targets: [
.target(
name: "cglmCompiled",
path: "./",
exclude: [
"./docs",
"./src/swift",
"./include",
"./test",
"./win",
],
sources: [
"./src",
],
publicHeadersPath: "./include"
),
.target(
name: "cglmHeader",
path: "./",
exclude: [
"./docs",
"./include",
"./test",
"./win",
],
sources: [
"./src/swift",
],
publicHeadersPath: "./include"
),
],
cLanguageStandard: .c11
)

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@@ -25,7 +25,6 @@ you have the latest version
- **[new option]** by starting v0.4.5, you can disable alignment requirement, check options in docs.
- **[major change]** by starting v0.5.0, vec3 functions use **glm_vec3_** namespace, it was **glm_vec_** until v0.5.0
- **[major change]** by starting v0.5.1, built-in alignment is removed from **vec3** and **mat3** types
- **[major change]** by starting v0.7.3, inline print functions are disabled in release/production mode to eliminate print costs (see options in documentation). Print output also improved. You can disable colors if you need (see documentation)
#### Note for C++ developers:
If you are not aware of the original GLM library yet, you may also want to look at:
@@ -90,7 +89,6 @@ Currently *cglm* uses default clip space configuration (-1, 1) for camera functi
- curves
- curve interpolation helpers (S*M*C, deCasteljau...)
- helpers to convert cglm types to Apple's simd library to pass cglm types to Metal GL without packing them on both sides
- ray intersection helpers
- and others...
<hr />
@@ -150,101 +148,6 @@ The types used are actually unions that allow access to the same data multiple w
## Build
### CMake (All platforms)
```bash
$ mkdir build
$ cd build
$ cmake .. # [Optional] -DCGLM_SHARED=ON
$ make
$ sudo make install # [Optional]
```
##### Cmake options with Defaults:
```CMake
option(CGLM_SHARED "Shared build" ON)
option(CGLM_STATIC "Static build" OFF)
option(CGLM_USE_C99 "" OFF) # C11
option(CGLM_USE_TEST "Enable Tests" OFF) # for make check - make test
```
#### Use with your CMake project
* Example:
```cmake
cmake_minimum_required(VERSION 3.8.2)
project(<Your Project Name>)
add_executable(${PROJECT_NAME} src/main.c)
target_link_libraries(${LIBRARY_NAME} PRIVATE
cglm)
add_subdirectory(external/cglm/)
# or you can use find_package to configure cglm
```
### Meson (All platforms)
```bash
$ meson build # [Optional] --default-library=static
$ cd build
$ ninja
$ sudo ninja install # [Optional]
```
##### Meson options with Defaults:
```meson
c_std=c11
buildtype=release
default_library=shared
enable_tests=false # to run tests: ninja test
```
#### Use with your Meson project
* Example:
```meson
# Clone cglm or create a cglm.wrap under <source_root>/subprojects
project('name', 'c')
cglm_dep = dependency('cglm', fallback : 'cglm', 'cglm_dep')
executable('exe', 'src/main.c', dependencies : cglm_dep)
```
### Swift (Swift Package Manager)
Currently only default build options are supported. Add **cglm** dependency to your project:
```swift
...
Package(
...
dependencies: [
...
.package(url: "https://github.com/recp/cglm", .branch("master")),
]
...
)
```
Now add **cgml** as a dependency to your target. Product choices are:
- **cglm** for inlined version of the library which can be linked only statically
- **cglmc** for a compiled version of the library with no linking limitation
```swift
...
.target(
...
dependencies: [
...
.product(name: "cglm", package: "cglm"),
]
...
)
...
```
### Unix (Autotools)
```bash
@@ -388,7 +291,7 @@ You can pass matrices the same way to other APIs e.g. Vulkan, DX...
## Contributors
This project exists thanks to all the people who contribute. [[Contribute](CONTRIBUTING.md)].
<a href="https://github.com/recp/cglm/graphs/contributors"><img src="https://opencollective.com/cglm/contributors.svg?width=890&button=false" /></a>
<a href="graphs/contributors"><img src="https://opencollective.com/cglm/contributors.svg?width=890&button=false" /></a>
## Backers

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@@ -2,10 +2,10 @@ Pod::Spec.new do |s|
# Description
s.name = "cglm"
s.version = "0.7.9"
s.summary = "📽 Highly Optimized Graphics Math (glm) for C"
s.version = "0.6.1"
s.summary = "📽 Optimized OpenGL/Graphics Math (glm) for C"
s.description = <<-DESC
cglm is math library for graphics programming for C. See the documentation or README for all features.
cglm is math library for graphics programming for C. It is similar to original glm but it is written for C instead of C++ (you can use here too). See the documentation or README for all features.
DESC
s.documentation_url = "http://cglm.readthedocs.io"
@@ -25,13 +25,4 @@ cglm is math library for graphics programming for C. See the documentation or RE
# Linking
s.library = "m"
# Configuration
s.pod_target_xcconfig = {
'CLANG_ENABLE_MODULES' => 'NO',
'CLANG_ALLOW_NON_MODULAR_INCLUDES_IN_FRAMEWORK_MODULES' => 'YES',
'CLANG_WARN_DOCUMENTATION_COMMENTS' => 'NO',
'GCC_C_LANGUAGE_STANDARD' => 'gnu11',
'GCC_PREPROCESSOR_DEFINITIONS' => '$(inherited) GLM_TESTS_NO_COLORFUL_OUTPUT'
}
end

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@@ -7,7 +7,7 @@
#*****************************************************************************
AC_PREREQ([2.69])
AC_INIT([cglm], [0.8.0], [info@recp.me])
AC_INIT([cglm], [0.7.1], [info@recp.me])
AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects serial-tests])
# Don't use the default cflags (-O2 -g), we set ours manually in Makefile.am.

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@@ -1,6 +1,6 @@
.. default-domain:: C
3D Affine Transform Matrix (specialized functions)
affine transform matrix (specialized functions)
================================================================================
Header: cglm/affine-mat.h

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@@ -1,6 +1,6 @@
.. default-domain:: C
3D Affine Transforms
affine transforms
================================================================================
Header: cglm/affine.h
@@ -45,8 +45,6 @@ The implementation would be:
glm_rotate(m, angle, axis);
glm_translate(m, pivotInv); /* pivotInv = -pivot */
.. _TransformsOrder:
Transforms Order
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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@@ -1,140 +0,0 @@
.. default-domain:: C
2D Affine Transforms
================================================================================
Header: cglm/affine2d.h
2D Transforms uses `2d` suffix for naming. If there is no 2D suffix it is 3D function.
Initialize Transform Matrices
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions with **_make** prefix expect you don't have a matrix and they create
a matrix for you. You don't need to pass identity matrix.
But other functions expect you have a matrix and you want to transform them. If
you didn't have any existing matrix you have to initialize matrix to identity
before sending to transfrom functions.
Transforms Order
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
See :ref:`TransformsOrder` to read similar section.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_translate2d`
#. :c:func:`glm_translate2d_to`
#. :c:func:`glm_translate2d_x`
#. :c:func:`glm_translate2d_y`
#. :c:func:`glm_translate2d_make`
#. :c:func:`glm_scale2d_to`
#. :c:func:`glm_scale2d_make`
#. :c:func:`glm_scale2d`
#. :c:func:`glm_scale2d_uni`
#. :c:func:`glm_rotate2d_make`
#. :c:func:`glm_rotate2d`
#. :c:func:`glm_rotate2d_to`
.. c:function:: void glm_translate2d(mat3 m, vec2 v)
translate existing 2d transform matrix by *v* vector and stores result in same matrix
Parameters:
| *[in, out]* **m** 2d affine transfrom
| *[in]* **v** translate vector [x, y]
.. c:function:: void glm_translate2d_to(mat3 m, vec2 v, mat3 dest)
translate existing 2d transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** 2d affine transfrom
| *[in]* **v** translate vector [x, y]
| *[out]* **dest** translated matrix
.. c:function:: void glm_translate2d_x(mat3 m, float x)
translate existing 2d transform matrix by x factor
Parameters:
| *[in, out]* **m** 2d affine transfrom
| *[in]* **x** x factor
.. c:function:: void glm_translate2d_y(mat3 m, float y)
translate existing 2d transform matrix by y factor
Parameters:
| *[in, out]* **m** 2d affine transfrom
| *[in]* **y** y factor
.. c:function:: void glm_translate2d_make(mat3 m, vec2 v)
creates NEW translate 2d transform matrix by *v* vector
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y]
.. c:function:: void glm_scale2d_to(mat3 m, vec2 v, mat3 dest)
scale existing 2d transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **v** scale vector [x, y]
| *[out]* **dest** scaled matrix
.. c:function:: void glm_scale2d_make(mat3 m, vec2 v)
creates NEW 2d scale matrix by *v* vector
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y]
.. c:function:: void glm_scale2d(mat3 m, vec2 v)
scales existing 2d transform matrix by *v* vector and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y]
.. c:function:: void glm_scale2d_uni(mat3 m, float s)
applies uniform scale to existing 2d transform matrix v = [s, s] and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **s** scale factor
.. c:function:: void glm_rotate2d_make(mat3 m, float angle)
creates NEW rotation matrix by angle around *Z* axis
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
.. c:function:: void glm_rotate2d(mat3 m, float angle)
rotate existing 2d transform matrix around *Z* axis by angle and store result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
.. c:function:: void glm_rotate2d_to(mat3 m, float angle, mat3 dest)
rotate existing 2d transform matrix around *Z* axis by angle and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix

View File

@@ -28,7 +28,6 @@ Follow the :doc:`build` documentation for this
affine
affine-mat
affine2d
cam
frustum
box
@@ -52,5 +51,3 @@ Follow the :doc:`build` documentation for this
sphere
curve
bezier
version
ray

View File

@@ -7,81 +7,6 @@ Build cglm
If you only need to inline versions, you don't need to build **cglm**, you don't need to link it to your program.
Just import cglm to your project as dependency / external lib by copy-paste then use it as usual
CMake (All platforms):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. code-block:: bash
:linenos:
$ mkdir build
$ cd build
$ cmake .. # [Optional] -DCGLM_SHARED=ON
$ make
$ sudo make install # [Optional]
**make** will build cglm to **build** folder.
If you don't want to install **cglm** to your system's folder you can get static and dynamic libs in this folder.
**CMake Options:**
.. code-block:: CMake
:linenos:
option(CGLM_SHARED "Shared build" ON)
option(CGLM_STATIC "Static build" OFF)
option(CGLM_USE_C99 "" OFF) # C11
option(CGLM_USE_TEST "Enable Tests" OFF) # for make check - make test
**Use with your CMake project example**
.. code-block:: CMake
:linenos:
cmake_minimum_required(VERSION 3.8.2)
project(<Your Project Name>)
add_executable(${PROJECT_NAME} src/main.c)
target_link_libraries(${LIBRARY_NAME} PRIVATE
cglm)
add_subdirectory(external/cglm/)
Meson (All platforms):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. code-block::
:linenos:
$ meson build # [Optional] --default-library=static
$ cd build
$ ninja
$ sudo ninja install # [Optional]
**Meson Options:**
.. code-block::
:linenos:
c_std=c11
buildtype=release
default_library=shared
enable_tests=false # to run tests: ninja test
**Use with your Meson project**
.. code-block::
:linenos:
# Clone cglm or create a cglm.wrap under <source_root>/subprojects
project('name', 'c')
cglm_dep = dependency('cglm', fallback : 'cglm', 'cglm_dep')
executable('exe', 'src/main.c', dependencies : cglm_dep)
Unix (Autotools):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

View File

@@ -198,7 +198,7 @@ Functions documentation
Parameters:
| *[in]* **eye** eye vector
| *[in]* **dir** direction vector
| *[in]* **center** direction vector
| *[in]* **up** up vector
| *[out]* **dest** result matrix
@@ -212,7 +212,7 @@ Functions documentation
Parameters:
| *[in]* **eye** eye vector
| *[in]* **dir** direction vector
| *[in]* **center** direction vector
| *[out]* **dest** result matrix
.. c:function:: void glm_persp_decomp(mat4 proj, float *nearVal, float *farVal, float *top, float *bottom, float *left, float *right)

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@@ -25,7 +25,7 @@
# If your documentation needs a minimal Sphinx version, state it here.
#
# needs_sphinx = '3.0'
# needs_sphinx = '1.0'
# Add any Sphinx extension module names here, as strings. They can be
# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom
@@ -62,9 +62,9 @@ author = u'Recep Aslantas'
# built documents.
#
# The short X.Y version.
version = u'0.8.0'
version = u'0.7.1'
# The full version, including alpha/beta/rc tags.
release = u'0.8.0'
release = u'0.7.1'
# The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages.
@@ -197,7 +197,3 @@ epub_exclude_files = ['search.html']
# If true, `todo` and `todoList` produce output, else they produce nothing.
todo_include_todos = True
# -- Options for the C domain ------------------------------------------------
c_id_attributes = ['__restrict']

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@@ -1,11 +1,10 @@
Features
================================================================================
* array api and struct api, you can use arrays or structs.
* general purpose matrix operations (mat4, mat3)
* chain matrix multiplication (square only)
* general purpose vector operations (cross, dot, rotate, proj, angle...)
* affine transformations
* affine transforms
* matrix decomposition (extract rotation, scaling factor)
* optimized affine transform matrices (mul, rigid-body inverse)
* camera (lookat)
@@ -21,6 +20,4 @@ Features
* easing functions
* curves
* curve interpolation helpers (SMC, deCasteljau...)
* helpers to convert cglm types to Apple's simd library to pass cglm types to Metal GL without packing them on both sides
* ray intersection helpers
* and others...
* and other...

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@@ -28,23 +28,6 @@ Example to print mat4 matrix:
(you probably will in some cases), you can change it temporary.
cglm may provide precision parameter in the future
Changes since **v0.7.3**:
* Now mis-alignment of columns are fixed: larger numbers are printed via %g and others are printed via %f. Column withs are calculated before print.
* Now values are colorful ;)
* Some print improvements
* New options with default values:
.. code-block:: c
#define CGLM_PRINT_PRECISION 5
#define CGLM_PRINT_MAX_TO_SHORT 1e5
#define CGLM_PRINT_COLOR "\033[36m"
#define CGLM_PRINT_COLOR_RESET "\033[0m"
* Inline prints are only enabled in DEBUG mode and if **CGLM_DEFINE_PRINTS** is defined.
Check options page.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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@@ -156,22 +156,16 @@ Functions documentation
Parameters:
| *[in]* **m** mat4 (left)
| *[in]* **v** vec4 (right, column vector)
| *[in]* **last** 4th item to make it vec4
| *[out]* **dest** vec4 (result, column vector)
.. c:function:: void glm_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest)
.. c:function:: void glm_mat4_mulv3(mat4 m, vec3 v, vec3 dest)
| multiply **vec3** with **mat4** and get **vec3** as result
|
| actually the result is **vec4**, after multiplication,
the last component is trimmed, if you need the result's last component
then don't use this function and consider to use **glm_mat4_mulv()**
multiply vector with mat4's mat3 part(rotation)
Parameters:
| *[in]* **m** mat4(affine transform)
| *[in]* **v** vec3
| *[in]* **last** 4th item to make it vec4
| *[out]* **dest** result vector (vec3)
| *[in]* **m** mat4 (left)
| *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** vec3 (result, column vector)
.. c:function:: void glm_mat4_trace(mat4 m)

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@@ -18,7 +18,7 @@ versor: 16 byte
By starting **v0.4.5** cglm provides an option to disable alignment requirement.
To enable this option define **CGLM_ALL_UNALIGNED** macro before all headers.
You can define it in Xcode, Visual Studio (or other IDEs) or you can also prefer
to define it in build system. If you use pre-compiled versions then you
to define it in build system. If you use pre-compiled verisons then you
have to compile cglm with **CGLM_ALL_UNALIGNED** macro.
**VERY VERY IMPORTANT:** If you use cglm in multiple projects and
@@ -50,36 +50,3 @@ You have to extra options for dot product: **CGLM_SSE4_DOT** and **CGLM_SSE3_DOT
- If **SSE3** is enabled then you can define **CGLM_SSE3_DOT** to force cglm to use **_mm_hadd_ps** instructions.
otherwise cglm will use custom cglm's hadd functions which are optimized too.
Print Options
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. **CGLM_DEFINE_PRINTS**
2. **CGLM_NO_PRINTS_NOOP** (use CGLM_DEFINE_PRINTS)
Inline prints are only enabled in **DEBUG** mode or if **CGLM_DEFINE_PRINTS** is defined.
**glmc_** versions will always print too.
Because **cglm** tried to enable print functions in debug mode and disable them in
release/production mode to eliminate printing costs when we do not need them.
**cglm** checks **DEBUG** or **_DEBUG** macros to test debug mode, if these are not working for you then you can use
**CGLM_DEFINE_PRINTS** to force enable, or create a PR to introduce new macro to test against debugging mode.
If DEBUG mode is not enabled then print functions will be emptied to eliminate print function calls.
You can disable this feature too by defining **CGLM_DEFINE_PRINTS** macro top of cglm header
or in project/build settings...
3. **CGLM_PRINT_PRECISION** 5
precision.
4. **CGLM_PRINT_MAX_TO_SHORT** 1e5
if a number is greater than this value then %g will be used, since this is shorten print you won't be able to see high precision.
5. **CGLM_PRINT_COLOR** "\033[36m"
6. **CGLM_PRINT_COLOR_RESET** "\033[0m"
You can disable colorful print output by defining **CGLM_PRINT_COLOR** and **CGLM_PRINT_COLOR_RESET** as empty macro.
Because some terminals may not support colors.

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@@ -374,7 +374,7 @@ Functions documentation
| *[in]* **q** quaternion
| *[in]* **pivot** pivot
.. c:function:: void glm_quat_rotate_atm(mat4 m, versor q, vec3 pivot)
.. c:function:: void glm_quat_rotate(mat4 m, versor q, mat4 dest)
| rotate NEW transform matrix using quaternion at pivot point
| this creates rotation matrix, it assumes you don't have a matrix

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@@ -1,31 +0,0 @@
.. default-domain:: C
ray
====
Header: cglm/ray.h
This is for collision-checks used by ray-tracers and the like.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_ray_triangle`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: bool glm_ray_triangle(vec3 origin, vec3 direction, vec3 v0, vec3 v1, vec3 v2, float *d)
MöllerTrumbore ray-triangle intersection algorithm
Parameters:
| *[in]* **origin** origin of ray
| *[in]* **direction** direction of ray
| *[in]* **v0** first vertex of triangle
| *[in]* **v1** second vertex of triangle
| *[in]* **v2** third vertex of triangle
| *[in, out]* **d** float pointer to save distance to intersection
| *[out]* **intersection** whether there is intersection

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@@ -80,19 +80,6 @@ So be carefull, when your IDE (Xcode, Visual Studio ...) tried to autocomplete f
**Also implementation may be wrong please let us know by creating an issue on Github.**
BAD_ACCESS : Thread 1: EXC_BAD_ACCESS (code=EXC_I386_GPFLT) or Similar Errors/Crashes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is similar issue with alignment. For instance if you compiled **cglm** with
AVX (**-mavx**, intentionally or not) and if you use **cglm** in an environment that doesn't
support AVX (or if AVX is disabled intentionally) e.g. environment that max support SSE2/3/4,
then you probably get **BAD ACCESS** or similar...
Because if you compile **cglm** with AVX it aligns **mat4** with 32 byte boundary,
and your project aligns that as 16 byte boundary...
Check alignment, supported vector extension or simd in **cglm** and linked projects...
Other Issues?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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@@ -23,7 +23,6 @@ Functions:
#. :c:func:`glm_max`
#. :c:func:`glm_clamp`
#. :c:func:`glm_lerp`
#. :c:func:`glm_swapf`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -147,7 +146,7 @@ Functions documentation
| *[in]* **b** b
Returns:
true if a and b are equal
true if a and b equals
.. c:function:: float glm_percent(float from, float to, float current)
@@ -159,7 +158,7 @@ Functions documentation
| *[in]* **current** value between from and to values
Returns:
percentage of current value
clamped normalized percent (0-100 in 0-1)
.. c:function:: float glm_percentc(float from, float to, float current)
@@ -172,11 +171,3 @@ Functions documentation
Returns:
clamped normalized percent (0-100 in 0-1)
.. c:function:: void glm_swapf(float *a, float *b)
swap two float values
Parameters:
| *[in]* **a** float 1
| *[in]* **b** float 2

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@@ -55,12 +55,12 @@ Functions:
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_vec2(float * v, vec2 dest)
.. c:function:: void glm_vec2(vec4 v4, vec2 dest)
init vec2 using vec3 or vec4
init vec2 using vec3
Parameters:
| *[in]* **v** vector
| *[in]* **v3** vector3
| *[out]* **dest** destination
.. c:function:: void glm_vec2_copy(vec2 a, vec2 dest)

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@@ -392,7 +392,7 @@ Functions documentation
Parameters:
| *[in, out]* **v** vector
| *[in]* **axis** axis vector (will be normalized)
| *[in]* **angle** angle (radians)
| *[out]* **angle** angle (radians)
.. c:function:: void glm_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest)
@@ -435,8 +435,8 @@ Functions documentation
squared distance between two vectors
Parameters:
| *[in]* **v1** vector1
| *[in]* **v2** vector2
| *[in]* **mat** vector1
| *[in]* **row1** vector2
Returns:
| squared distance (distance * distance)
@@ -446,8 +446,8 @@ Functions documentation
distance between two vectors
Parameters:
| *[in]* **v1** vector1
| *[in]* **v2** vector2
| *[in]* **mat** vector1
| *[in]* **row1** vector2
Returns:
| distance
@@ -475,7 +475,7 @@ Functions documentation
possible orthogonal/perpendicular vector
Parameters:
| *[in]* **v** vector
| *[in]* **mat** vector
| *[out]* **dest** orthogonal/perpendicular vector
.. c:function:: void glm_vec3_clamp(vec3 v, float minVal, float maxVal)

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@@ -1,15 +0,0 @@
.. default-domain:: C
version
================================================================================
Header: cglm/version.h
**cglm** uses semantic versioning (http://semver.org) which is MAJOR.MINOR.PATCH
| **CGLM_VERSION_MAJOR** is major number of the version.
| **CGLM_VERSION_MINOR** is minor number of the version.
| **CGLM_VERSION_PATCH** is patch number of the version.
every release increases these numbers. You can check existing version by
including `cglm/version.h`

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@@ -40,6 +40,10 @@
#include "mat4.h"
#include "affine-mat.h"
CGLM_INLINE
void
glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest);
/*!
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
@@ -455,7 +459,7 @@ glm_decompose_rs(mat4 m, mat4 r, vec3 s) {
glm_vec4_scale(r[1], 1.0f/s[1], r[1]);
glm_vec4_scale(r[2], 1.0f/s[2], r[2]);
/* Note from Apple Open Source (assume that the matrix is orthonormal):
/* Note from Apple Open Source (asume that the matrix is orthonormal):
check for a coordinate system flip. If the determinant
is -1, then negate the matrix and the scaling factors. */
glm_vec3_cross(m[0], m[1], v);

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@@ -1,268 +0,0 @@
/*
* 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_translate2d(mat3 m, vec2 v)
CGLM_INLINE void glm_translate2d_to(mat3 m, vec2 v, mat3 dest)
CGLM_INLINE void glm_translate2d_x(mat3 m, float x)
CGLM_INLINE void glm_translate2d_y(mat3 m, float y)
CGLM_INLINE void glm_translate2d_make(mat3 m, vec2 v)
CGLM_INLINE void glm_scale2d_to(mat3 m, vec2 v, mat3 dest)
CGLM_INLINE void glm_scale2d_make(mat3 m, vec2 v)
CGLM_INLINE void glm_scale2d(mat3 m, vec2 v)
CGLM_INLINE void glm_scale2d_uni(mat3 m, float s)
CGLM_INLINE void glm_rotate2d_make(mat3 m, float angle)
CGLM_INLINE void glm_rotate2d(mat3 m, float angle)
CGLM_INLINE void glm_rotate2d_to(mat3 m, float angle, mat3 dest)
*/
#ifndef cglm_affine2d_h
#define cglm_affine2d_h
#include "common.h"
#include "util.h"
#include "vec2.h"
#include "mat3.h"
/*!
* @brief translate existing 2d transform matrix by v vector
* and stores result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in] v translate vector [x, y]
*/
CGLM_INLINE
void
glm_translate2d(mat3 m, vec2 v) {
m[2][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0];
m[2][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1];
m[2][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2];
}
/*!
* @brief translate existing 2d transform matrix by v vector
* and store result in dest
*
* source matrix will remain same
*
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y]
* @param[out] dest translated matrix
*/
CGLM_INLINE
void
glm_translate2d_to(mat3 m, vec2 v, mat3 dest) {
glm_mat3_copy(m, dest);
glm_translate2d(dest, v);
}
/*!
* @brief translate existing 2d transform matrix by x factor
*
* @param[in, out] m affine transfrom
* @param[in] x x factor
*/
CGLM_INLINE
void
glm_translate2d_x(mat3 m, float x) {
m[2][0] = m[0][0] * x + m[2][0];
m[2][1] = m[0][1] * x + m[2][1];
m[2][2] = m[0][2] * x + m[2][2];
}
/*!
* @brief translate existing 2d transform matrix by y factor
*
* @param[in, out] m affine transfrom
* @param[in] y y factor
*/
CGLM_INLINE
void
glm_translate2d_y(mat3 m, float y) {
m[2][0] = m[1][0] * y + m[2][0];
m[2][1] = m[1][1] * y + m[2][1];
m[2][2] = m[1][2] * y + m[2][2];
}
/*!
* @brief creates NEW translate 2d transform matrix by v vector
*
* @param[out] m affine transfrom
* @param[in] v translate vector [x, y]
*/
CGLM_INLINE
void
glm_translate2d_make(mat3 m, vec2 v) {
glm_mat3_identity(m);
m[2][0] = v[0];
m[2][1] = v[1];
}
/*!
* @brief scale existing 2d transform matrix by v vector
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] v scale vector [x, y]
* @param[out] dest scaled matrix
*/
CGLM_INLINE
void
glm_scale2d_to(mat3 m, vec2 v, mat3 dest) {
dest[0][0] = m[0][0] * v[0];
dest[0][1] = m[0][1] * v[0];
dest[0][2] = m[0][2] * v[0];
dest[1][0] = m[1][0] * v[1];
dest[1][1] = m[1][1] * v[1];
dest[1][2] = m[1][2] * v[1];
dest[2][0] = m[2][0];
dest[2][1] = m[2][1];
dest[2][2] = m[2][2];
}
/*!
* @brief creates NEW 2d scale matrix by v vector
*
* @param[out] m affine transfrom
* @param[in] v scale vector [x, y]
*/
CGLM_INLINE
void
glm_scale2d_make(mat3 m, vec2 v) {
glm_mat3_identity(m);
m[0][0] = v[0];
m[1][1] = v[1];
}
/*!
* @brief scales existing 2d transform matrix by v vector
* and stores result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in] v scale vector [x, y]
*/
CGLM_INLINE
void
glm_scale2d(mat3 m, vec2 v) {
m[0][0] = m[0][0] * v[0];
m[0][1] = m[0][1] * v[0];
m[0][2] = m[0][2] * v[0];
m[1][0] = m[1][0] * v[1];
m[1][1] = m[1][1] * v[1];
m[1][2] = m[1][2] * v[1];
}
/*!
* @brief applies uniform scale to existing 2d transform matrix v = [s, s]
* and stores result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in] s scale factor
*/
CGLM_INLINE
void
glm_scale2d_uni(mat3 m, float s) {
m[0][0] = m[0][0] * s;
m[0][1] = m[0][1] * s;
m[0][2] = m[0][2] * s;
m[1][0] = m[1][0] * s;
m[1][1] = m[1][1] * s;
m[1][2] = m[1][2] * s;
}
/*!
* @brief creates NEW rotation matrix by angle around Z axis
*
* @param[out] m affine transfrom
* @param[in] angle angle (radians)
*/
CGLM_INLINE
void
glm_rotate2d_make(mat3 m, float angle) {
float c, s;
s = sinf(angle);
c = cosf(angle);
m[0][0] = c;
m[0][1] = s;
m[0][2] = 0;
m[1][0] = -s;
m[1][1] = c;
m[1][2] = 0;
m[2][0] = 0.0f;
m[2][1] = 0.0f;
m[2][2] = 1.0f;
}
/*!
* @brief rotate existing 2d transform matrix around Z axis by angle
* and store result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
*/
CGLM_INLINE
void
glm_rotate2d(mat3 m, float angle) {
float m00 = m[0][0], m10 = m[1][0],
m01 = m[0][1], m11 = m[1][1],
m02 = m[0][2], m12 = m[1][2];
float c, s;
s = sinf(angle);
c = cosf(angle);
m[0][0] = m00 * c + m10 * s;
m[0][1] = m01 * c + m11 * s;
m[0][2] = m02 * c + m12 * s;
m[1][0] = m00 * -s + m10 * c;
m[1][1] = m01 * -s + m11 * c;
m[1][2] = m02 * -s + m12 * c;
}
/*!
* @brief rotate existing 2d transform matrix around Z axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_rotate2d_to(mat3 m, float angle, mat3 dest) {
float m00 = m[0][0], m10 = m[1][0],
m01 = m[0][1], m11 = m[1][1],
m02 = m[0][2], m12 = m[1][2];
float c, s;
s = sinf(angle);
c = cosf(angle);
dest[0][0] = m00 * c + m10 * s;
dest[0][1] = m01 * c + m11 * s;
dest[0][2] = m02 * c + m12 * s;
dest[1][0] = m00 * -s + m10 * c;
dest[1][1] = m01 * -s + m11 * c;
dest[1][2] = m02 * -s + m12 * c;
dest[2][0] = m[2][0];
dest[2][1] = m[2][1];
dest[2][2] = m[2][2];
}
#endif /* cglm_affine2d_h */

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@@ -228,8 +228,6 @@ glm_aabb_aabb(vec3 box[2], vec3 other[2]) {
* https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
* Solid Box - Solid Sphere test.
*
* Sphere Representation in cglm: [center.x, center.y, center.z, radii]
*
* @param[in] box solid bounding box
* @param[in] s solid sphere
*/
@@ -239,13 +237,13 @@ glm_aabb_sphere(vec3 box[2], vec4 s) {
float dmin;
int a, b, c;
a = (s[0] < box[0][0]) + (s[0] > box[1][0]);
b = (s[1] < box[0][1]) + (s[1] > box[1][1]);
c = (s[2] < box[0][2]) + (s[2] > box[1][2]);
a = s[0] >= box[0][0];
b = s[1] >= box[0][1];
c = s[2] >= box[0][2];
dmin = glm_pow2((s[0] - box[!(a - 1)][0]) * (a != 0))
+ glm_pow2((s[1] - box[!(b - 1)][1]) * (b != 0))
+ glm_pow2((s[2] - box[!(c - 1)][2]) * (c != 0));
dmin = glm_pow2(s[0] - box[a][0])
+ glm_pow2(s[1] - box[b][1])
+ glm_pow2(s[2] - box[c][2]);
return dmin <= glm_pow2(s[3]);
}

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@@ -31,8 +31,6 @@ extern "C" {
#include "call/ease.h"
#include "call/curve.h"
#include "call/bezier.h"
#include "call/ray.h"
#include "call/affine2d.h"
#ifdef __cplusplus
}

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@@ -1,67 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_affine2d_h
#define cglmc_affine2d_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_translate2d_make(mat3 m, vec2 v);
CGLM_EXPORT
void
glmc_translate2d_to(mat3 m, vec2 v, mat3 dest);
CGLM_EXPORT
void
glmc_translate2d(mat3 m, vec2 v);
CGLM_EXPORT
void
glmc_translate2d_x(mat3 m, float to);
CGLM_EXPORT
void
glmc_translate2d_y(mat3 m, float to);
CGLM_EXPORT
void
glmc_scale2d_to(mat3 m, vec2 v, mat3 dest);
CGLM_EXPORT
void
glmc_scale2d_make(mat3 m, vec2 v);
CGLM_EXPORT
void
glmc_scale2d(mat3 m, vec2 v);
CGLM_EXPORT
void
glmc_scale2d_uni(mat3 m, float s);
CGLM_EXPORT
void
glmc_rotate2d_make(mat3 m, float angle);
CGLM_EXPORT
void
glmc_rotate2d(mat3 m, float angle);
CGLM_EXPORT
void
glmc_rotate2d_to(mat3 m, float angle, mat3 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_affine2d_h */

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@@ -7,7 +7,6 @@
#ifndef cglmc_io_h
#define cglmc_io_h
#ifdef __cplusplus
extern "C" {
#endif

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@@ -1,27 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ray_h
#define cglmc_ray_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
bool
glmc_ray_triangle(vec3 origin,
vec3 direction,
vec3 v0,
vec3 v1,
vec3 v2,
float *d);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ray_h */

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@@ -30,7 +30,5 @@
#include "ease.h"
#include "curve.h"
#include "bezier.h"
#include "ray.h"
#include "affine2d.h"
#endif /* cglm_h */

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@@ -8,13 +8,7 @@
#ifndef cglm_common_h
#define cglm_common_h
#ifndef _USE_MATH_DEFINES
# define _USE_MATH_DEFINES /* for windows */
#endif
#ifndef _CRT_SECURE_NO_WARNINGS
# define _CRT_SECURE_NO_WARNINGS /* for windows */
#endif
#define _USE_MATH_DEFINES /* for windows */
#include <stdint.h>
#include <stddef.h>
@@ -23,9 +17,7 @@
#include <stdbool.h>
#if defined(_MSC_VER)
# ifdef CGLM_STATIC
# define CGLM_EXPORT
# elif defined(CGLM_EXPORTS)
# ifdef CGLM_DLL
# define CGLM_EXPORT __declspec(dllexport)
# else
# define CGLM_EXPORT __declspec(dllimport)
@@ -42,12 +34,4 @@
#include "types.h"
#include "simd/intrin.h"
#ifndef CGLM_USE_DEFAULT_EPSILON
# ifndef GLM_FLT_EPSILON
# define GLM_FLT_EPSILON 1e-6
# endif
#else
# define GLM_FLT_EPSILON FLT_EPSILON
#endif
#endif /* cglm_common_h */

View File

@@ -18,24 +18,160 @@
enum glm_euler_seq
Functions:
CGLM_INLINE glm_euler_seq glm_euler_order(int newOrder[3]);
CGLM_INLINE void glm_euler_angles(mat4 m, vec3 dest);
CGLM_INLINE void glm_euler(vec3 angles, mat4 dest);
CGLM_INLINE void glm_euler_xyz(vec3 angles, mat4 dest);
CGLM_INLINE void glm_euler_zyx(vec3 angles, mat4 dest);
CGLM_INLINE void glm_euler_zxy(vec3 angles, mat4 dest);
CGLM_INLINE void glm_euler_xzy(vec3 angles, mat4 dest);
CGLM_INLINE void glm_euler_yzx(vec3 angles, mat4 dest);
CGLM_INLINE void glm_euler_yxz(vec3 angles, mat4 dest);
CGLM_INLINE void glm_euler_by_order(vec3 angles,
glm_euler_seq ord,
mat4 dest);
CGLM_INLINE glm_eul_mat4(vec3 ea, int order, mat4 dest)
*/
#ifndef cglm_euler_h
#define cglm_euler_h
#include "common.h"
#include "util.h"
/* ---------- Notice for Ken Shoemake's algorithm Implementation -------------*
| Ken Shoemake's algorithm impl. is taken from this repo by permission: |
| https://github.com/erich666/GraphicsGems/blob/master/gemsiv/euler_angle |
| |
| cglm doesn't claim the ownership of GraphicsGems source codes |
| and the algorithm itself. But cglm may change variable names or some piece |
| of codes in order to apply optimizations or to make it usable in cglm. |
| |
| Related issue: https://github.com/recp/cglm/issues/30 |
| |
* -------------------------- GraphicsGems EULA ----------------------------- *
| Related EULA for GraphicsGems can be found at below, plus in CREDITS: |
| http://www.realtimerendering.com/resources/GraphicsGems/ |
| |
| EULA: The Graphics Gems code is copyright-protected. In other words, you |
| cannot claim the text of the code as your own and resell it. Using the |
| code is permitted in any program, product, or library, non-commercial or |
| commercial. Giving credit is not required, though is a nice gesture. |
| The code comes as-is, and if there are any flaws or problems with any Gems |
| code, nobody involved with Gems - authors, editors, publishers, or |
| webmasters - are to be held responsible. Basically, don't be a jerk, and |
| remember that anything free comes with no guarantee. |
* -------------------------------- END --------------------------------------*/
/* Order type constants, constructors, extractors
* There are 24 possible conventions, designated by:
* o EulAxI = axis used initially
* o EulPar = parity of axis permutation
* o EulRep = repetition of initial axis as last
* o EulFrm = frame from which axes are taken
* Axes I,J,K will be a permutation of X,Y,Z.
* Axis H will be either I or K, depending on EulRep.
* Frame S takes axes from initial static frame.
* If ord = (AxI=X, Par=Even, Rep=No, Frm=S), then
* {a,b,c,ord} means Rz(c)Ry(b)Rx(a), where Rz(c)v
* rotates v around Z by c radians.
*/
#define EulRep(ord) (((unsigned)(ord)>>1)&1)
#define EulFrm(ord) ((unsigned)(ord)&1)
#define EulPar(ord) (((unsigned)(ord)>>2)&1)
/*! this code is merely a quick (and legal!) way to set arrays,
EulSafe being 0,1,2,0 */
#define EulSafe "\000\001\002\000"
#define EulNext "\001\002\000\001"
#define EulAxI(ord) ((int)(EulSafe[(((unsigned)(ord)>>3)&3)]))
#define EulAxJ(ord) ((int)(EulNext[EulAxI(ord)+(EulPar(ord)==EulParOdd)]))
#define EulAxK(ord) ((int)(EulNext[EulAxI(ord)+(EulPar(ord)!=EulParOdd)]))
#define EulAxH(ord) ((EulRep(ord)==EulRepNo)?EulAxK(ord):EulAxI(ord))
/*! EulGetOrd unpacks all useful information about order simultaneously. */
#define EulGetOrd(ord,i,j,k,h,n,s,f) \
{unsigned o=(unsigned)ord;f=o&1;o>>=1;s=o&1;o>>=1;\
n=o&1;o>>=1;i=EulSafe[o&3];j=EulNext[i+n];k=EulNext[i+1-n];h=s?k:i;}
typedef enum glm_eul_order {
/*! Static axes */
GLM_EUL_XYZs = 0,
GLM_EUL_XYXs = 2,
GLM_EUL_XZYs = 4,
GLM_EUL_XZXs = 6,
GLM_EUL_YZXs = 8,
GLM_EUL_YZYs = 10,
GLM_EUL_YXZs = 12,
GLM_EUL_YXYs = 14,
GLM_EUL_ZXYs = 16,
GLM_EUL_ZXZs = 18,
GLM_EUL_ZYXs = 20,
GLM_EUL_ZYZs = 22,
/*! Rotating axes */
GLM_EUL_ZYXr = 1,
GLM_EUL_XYXr = 3,
GLM_EUL_YZXr = 5,
GLM_EUL_XZXr = 7,
GLM_EUL_XZYr = 9,
GLM_EUL_YZYr = 11,
GLM_EUL_ZXYr = 13,
GLM_EUL_YXYr = 15,
GLM_EUL_YXZr = 17,
GLM_EUL_ZXZr = 19,
GLM_EUL_XYZr = 21,
GLM_EUL_ZYZr = 23
} glm_eul_order;
/*!
* @brief build matrix from euler angles
*
* @param[in] ea [Xangle, Yangle, Zangle]
* @param[out] dest rotation matrix
*/
CGLM_INLINE
void
glm_eul_mat4(vec3 ea, glm_eul_order order, mat4 dest) {
float ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
int i, j, k, h, parOdd, repYes, frmR;
EulGetOrd(order, i, j, k, h, parOdd, repYes, frmR);
if (frmR == 1)
glm_swapf(&ea[0], &ea[2]);
if (parOdd == 1)
glm_vec3_negate(ea);
ti = ea[0]; tj = ea[1]; th = ea[2];
ci = cosf(ti); cj = cosf(tj);
ch = cosf(th); si = sinf(ti);
sj = sinf(tj); sh = sinf(th);
cc = ci * ch; cs = ci * sh;
sc = si * ch; ss = si * sh;
if (repYes == 1) {
dest[i][i] = cj;
dest[i][j] = sj * si;
dest[i][k] = sj * ci;
dest[j][i] = sj * sh;
dest[j][j] = -cj * ss + cc;
dest[j][k] = -cj * cs - sc;
dest[k][i] = -sj * ch;
dest[k][j] = cj * sc + cs;
dest[k][k] = cj * cc - ss;
} else {
dest[i][i] = cj * ch;
dest[i][j] = sj * sc - cs;
dest[i][k] = sj * cc + ss;
dest[j][i] = cj * sh;
dest[j][j] = sj * ss + cc;
dest[j][k] = sj * cs - sc;
dest[k][i] = -sj;
dest[k][j] = cj * si;
dest[k][k] = cj * ci;
}
dest[3][0] = 0.f;
dest[3][1] = 0.f;
dest[3][2] = 0.f;
dest[0][3] = 0.f;
dest[1][3] = 0.f;
dest[2][3] = 0.f;
dest[3][3] = 1.f;
}
/*!
* if you have axis order like vec3 orderVec = [0, 1, 2] or [0, 2, 1]...
@@ -55,6 +191,8 @@ typedef enum glm_euler_seq {
GLM_EULER_ZYX = 2 << 0 | 1 << 2 | 0 << 4
} glm_euler_seq;
typedef glm_euler_seq glm_euler_sq;
CGLM_INLINE
glm_euler_seq
glm_euler_order(int ord[3]) {

View File

@@ -15,130 +15,69 @@
CGLM_INLINE void glm_versor_print(versor vec, FILE *ostream);
*/
/*
cglm tried to enable print functions in debug mode and disable them in
release/production mode to eliminate printing costs.
if you need to force enable then define CGLM_DEFINE_PRINTS macro not DEBUG one
Print functions are enabled if:
- DEBUG or _DEBUG macro is defined (mostly defined automatically in debugging)
- CGLM_DEFINE_PRINTS macro is defined including release/production
which makes enabled printing always
- glmc_ calls for io are always prints
*/
/* DEPRECATED: CGLM_NO_PRINTS_NOOP (use CGLM_DEFINE_PRINTS) */
#ifndef cglm_io_h
#define cglm_io_h
#if defined(DEBUG) || defined(_DEBUG) \
|| defined(CGLM_DEFINE_PRINTS) || defined(CGLM_LIB_SRC) \
|| defined(CGLM_NO_PRINTS_NOOP)
#include "common.h"
#include <stdio.h>
#include <stdlib.h>
#ifndef CGLM_PRINT_PRECISION
# define CGLM_PRINT_PRECISION 5
#endif
#ifndef CGLM_PRINT_MAX_TO_SHORT
# define CGLM_PRINT_MAX_TO_SHORT 1e5
#endif
#ifndef CGLM_PRINT_COLOR
# define CGLM_PRINT_COLOR "\033[36m"
#endif
#ifndef CGLM_PRINT_COLOR_RESET
# define CGLM_PRINT_COLOR_RESET "\033[0m"
#endif
CGLM_INLINE
void
glm_mat4_print(mat4 matrix,
FILE * __restrict ostream) {
char buff[16];
int i, j, cw[4], cwi;
int i;
int j;
#define m 4
#define n 4
fprintf(ostream, "Matrix (float%dx%d): " CGLM_PRINT_COLOR "\n" , m, n);
cw[0] = cw[1] = cw[2] = cw[3] = 0;
fprintf(ostream, "Matrix (float%dx%d):\n", m, n);
for (i = 0; i < m; i++) {
fprintf(ostream, "\t|");
for (j = 0; j < n; j++) {
if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
cwi = sprintf(buff, "% .*f", CGLM_PRINT_PRECISION, matrix[i][j]);
else
cwi = sprintf(buff, "% g", matrix[i][j]);
cw[i] = GLM_MAX(cw[i], cwi);
fprintf(ostream, "%0.4f", matrix[j][i]);;
if (j != n - 1)
fprintf(ostream, "\t");
}
fprintf(ostream, "|\n");
}
for (i = 0; i < m; i++) {
fprintf(ostream, " |");
for (j = 0; j < n; j++)
if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % *.*f", cw[j], CGLM_PRINT_PRECISION, matrix[j][i]);
else
fprintf(ostream, " % *g", cw[j], matrix[j][i]);
fprintf(ostream, " |\n");
}
fprintf(ostream, CGLM_PRINT_COLOR_RESET "\n");
fprintf(ostream, "\n");
#undef m
#undef n
}
CGLM_INLINE
void
glm_mat3_print(mat3 matrix,
FILE * __restrict ostream) {
char buff[16];
int i, j, cw[4], cwi;
int i;
int j;
#define m 3
#define n 3
fprintf(ostream, "Matrix (float%dx%d): " CGLM_PRINT_COLOR "\n", m, n);
cw[0] = cw[1] = cw[2] = 0;
fprintf(ostream, "Matrix (float%dx%d):\n", m, n);
for (i = 0; i < m; i++) {
fprintf(ostream, "\t|");
for (j = 0; j < n; j++) {
if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
cwi = sprintf(buff, "% .*f", CGLM_PRINT_PRECISION, matrix[i][j]);
else
cwi = sprintf(buff, "% g", matrix[i][j]);
cw[i] = GLM_MAX(cw[i], cwi);
fprintf(ostream, "%0.4f", matrix[j][i]);;
if (j != n - 1)
fprintf(ostream, "\t");
}
fprintf(ostream, "|\n");
}
for (i = 0; i < m; i++) {
fprintf(ostream, " |");
for (j = 0; j < n; j++)
if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % *.*f", cw[j], CGLM_PRINT_PRECISION, matrix[j][i]);
else
fprintf(ostream, " % *g", cw[j], matrix[j][i]);
fprintf(ostream, " |\n");
}
fprintf(ostream, CGLM_PRINT_COLOR_RESET "\n");
fprintf(ostream, "\n");
#undef m
#undef n
@@ -148,39 +87,27 @@ CGLM_INLINE
void
glm_mat2_print(mat2 matrix,
FILE * __restrict ostream) {
char buff[16];
int i, j, cw[4], cwi;
int i;
int j;
#define m 2
#define n 2
fprintf(ostream, "Matrix (float%dx%d): " CGLM_PRINT_COLOR "\n", m, n);
cw[0] = cw[1] = 0;
fprintf(ostream, "Matrix (float%dx%d):\n", m, n);
for (i = 0; i < m; i++) {
fprintf(ostream, "\t|");
for (j = 0; j < n; j++) {
if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
cwi = sprintf(buff, "% .*f", CGLM_PRINT_PRECISION, matrix[i][j]);
else
cwi = sprintf(buff, "% g", matrix[i][j]);
cw[i] = GLM_MAX(cw[i], cwi);
fprintf(ostream, "%0.4f", matrix[j][i]);;
if (j != n - 1)
fprintf(ostream, "\t");
}
fprintf(ostream, "|\n");
}
for (i = 0; i < m; i++) {
fprintf(ostream, " |");
for (j = 0; j < n; j++)
if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % *.*f", cw[j], CGLM_PRINT_PRECISION, matrix[j][i]);
else
fprintf(ostream, " % *g", cw[j], matrix[j][i]);
fprintf(ostream, " |\n");
}
fprintf(ostream, CGLM_PRINT_COLOR_RESET "\n");
fprintf(ostream, "\n");
#undef m
#undef n
@@ -194,16 +121,16 @@ glm_vec4_print(vec4 vec,
#define m 4
fprintf(ostream, "Vector (float%d): " CGLM_PRINT_COLOR "\n (", m);
fprintf(ostream, "Vector (float%d):\n\t|", m);
for (i = 0; i < m; i++) {
if (vec[i] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % .*f", CGLM_PRINT_PRECISION, vec[i]);
else
fprintf(ostream, " % g", vec[i]);
fprintf(ostream, "%0.4f", vec[i]);
if (i != m - 1)
fprintf(ostream, "\t");
}
fprintf(ostream, " )" CGLM_PRINT_COLOR_RESET "\n\n");
fprintf(ostream, "|\n\n");
#undef m
}
@@ -216,16 +143,16 @@ glm_vec3_print(vec3 vec,
#define m 3
fprintf(ostream, "Vector (float%d): " CGLM_PRINT_COLOR "\n (", m);
fprintf(ostream, "Vector (float%d):\n\t|", m);
for (i = 0; i < m; i++) {
if (vec[i] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % .*f", CGLM_PRINT_PRECISION, vec[i]);
else
fprintf(ostream, " % g", vec[i]);
fprintf(ostream, "%0.4f", vec[i]);
if (i != m - 1)
fprintf(ostream, "\t");
}
fprintf(ostream, " )" CGLM_PRINT_COLOR_RESET "\n\n");
fprintf(ostream, "|\n\n");
#undef m
}
@@ -238,12 +165,16 @@ glm_ivec3_print(ivec3 vec,
#define m 3
fprintf(ostream, "Vector (int%d): " CGLM_PRINT_COLOR "\n (", m);
fprintf(ostream, "Vector (int%d):\n\t|", m);
for (i = 0; i < m; i++)
fprintf(ostream, " % d", vec[i]);
for (i = 0; i < m; i++) {
fprintf(ostream, "%d", vec[i]);
fprintf(ostream, " )" CGLM_PRINT_COLOR_RESET "\n\n");
if (i != m - 1)
fprintf(ostream, "\t");
}
fprintf(ostream, "|\n\n");
#undef m
}
@@ -256,16 +187,16 @@ glm_vec2_print(vec2 vec,
#define m 2
fprintf(ostream, "Vector (float%d): " CGLM_PRINT_COLOR "\n (", m);
fprintf(ostream, "Vector (float%d):\n\t|", m);
for (i = 0; i < m; i++) {
if (vec[i] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % .*f", CGLM_PRINT_PRECISION, vec[i]);
else
fprintf(ostream, " % g", vec[i]);
fprintf(ostream, "%0.4f", vec[i]);
if (i != m - 1)
fprintf(ostream, "\t");
}
fprintf(ostream, " )" CGLM_PRINT_COLOR_RESET "\n\n");
fprintf(ostream, "|\n\n");
#undef m
}
@@ -278,17 +209,16 @@ glm_versor_print(versor vec,
#define m 4
fprintf(ostream, "Quaternion (float%d): " CGLM_PRINT_COLOR "\n (", m);
fprintf(ostream, "Versor (float%d):\n\t|", m);
for (i = 0; i < m; i++) {
if (vec[i] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % .*f", CGLM_PRINT_PRECISION, vec[i]);
else
fprintf(ostream, " % g", vec[i]);
fprintf(ostream, "%0.4f", vec[i]);
if (i != m - 1)
fprintf(ostream, "\t");
}
fprintf(ostream, " )" CGLM_PRINT_COLOR_RESET "\n\n");
fprintf(ostream, "|\n\n");
#undef m
}
@@ -302,43 +232,24 @@ glm_aabb_print(vec3 bbox[2],
#define m 3
fprintf(ostream, "AABB (%s): " CGLM_PRINT_COLOR "\n", tag ? tag: "float");
fprintf(ostream, "AABB (%s):\n", tag ? tag: "float");
for (i = 0; i < 2; i++) {
fprintf(ostream, " (");
fprintf(ostream, "\t|");
for (j = 0; j < m; j++) {
if (bbox[i][j] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % .*f", CGLM_PRINT_PRECISION, bbox[i][j]);
else
fprintf(ostream, " % g", bbox[i][j]);
fprintf(ostream, "%0.4f", bbox[i][j]);
if (j != m - 1)
fprintf(ostream, "\t");
}
fprintf(ostream, " )\n");
fprintf(ostream, "|\n");
}
fprintf(ostream, CGLM_PRINT_COLOR_RESET "\n");
fprintf(ostream, "\n");
#undef m
}
#else
#include "common.h"
#include <stdio.h>
#include <stdlib.h>
/* NOOP: Remove print from DEBUG */
#define glm_mat4_print(v, s) (void)v; (void)s;
#define glm_mat3_print(v, s) (void)v; (void)s;
#define glm_mat2_print(v, s) (void)v; (void)s;
#define glm_vec4_print(v, s) (void)v; (void)s;
#define glm_vec3_print(v, s) (void)v; (void)s;
#define glm_ivec3_print(v, s) (void)v; (void)s;
#define glm_vec2_print(v, s) (void)v; (void)s;
#define glm_versor_print(v, s) (void)v; (void)s;
#define glm_aabb_print(v, t, s) (void)v; (void)t; (void)s;
#endif
#endif /* cglm_io_h */

View File

@@ -56,7 +56,7 @@
CGLM_INLINE
void
glm_mat2_copy(mat2 mat, mat2 dest) {
glm_vec4_ucopy(mat[0], dest[0]);
glm_vec4_copy(mat[0], dest[0]);
}
/*!
@@ -216,16 +216,7 @@ glm_mat2_trace(mat2 m) {
CGLM_INLINE
void
glm_mat2_scale(mat2 m, float s) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(m[0], _mm_mul_ps(_mm_loadu_ps(m[0]), _mm_set1_ps(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
glm_vec4_scale(m[0], s, m[0]);
}
/*!

View File

@@ -228,11 +228,9 @@ glm_mat3_transpose(mat3 m) {
CGLM_INLINE
void
glm_mat3_mulv(mat3 m, vec3 v, vec3 dest) {
vec3 res;
res[0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2];
res[1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2];
res[2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2];
glm_vec3_copy(res, dest);
dest[0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2];
dest[1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2];
dest[2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2];
}
/*!

View File

@@ -358,8 +358,6 @@ void
glm_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_mulv_sse2(m, v, dest);
#elif defined(CGLM_NEON_FP)
glm_mat4_mulv_neon(m, v, dest);
#else
vec4 res;
res[0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2] + m[3][0] * v[3];
@@ -478,8 +476,6 @@ void
glm_mat4_transpose_to(mat4 m, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_transp_sse2(m, dest);
#elif defined(CGLM_NEON_FP)
glm_mat4_transp_neon(m, dest);
#else
dest[0][0] = m[0][0]; dest[1][0] = m[0][1];
dest[0][1] = m[1][0]; dest[1][1] = m[1][1];
@@ -502,8 +498,6 @@ void
glm_mat4_transpose(mat4 m) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_transp_sse2(m, m);
#elif defined(CGLM_NEON_FP)
glm_mat4_transp_neon(m, m);
#else
mat4 d;
glm_mat4_transpose_to(m, d);
@@ -542,7 +536,12 @@ glm_mat4_scale(mat4 m, float s) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_scale_sse2(m, s);
#elif defined(CGLM_NEON_FP)
glm_mat4_scale_neon(m, s);
float32x4_t v0;
v0 = vdupq_n_f32(s);
vst1q_f32(m[0], vmulq_f32(vld1q_f32(m[0]), v0));
vst1q_f32(m[1], vmulq_f32(vld1q_f32(m[1]), v0));
vst1q_f32(m[2], vmulq_f32(vld1q_f32(m[2]), v0));
vst1q_f32(m[3], vmulq_f32(vld1q_f32(m[3]), v0));
#else
glm_mat4_scale_p(m, s);
#endif

View File

@@ -63,6 +63,10 @@
# include "simd/sse2/quat.h"
#endif
CGLM_INLINE
void
glm_mat4_identity(mat4 mat);
CGLM_INLINE
void
glm_mat4_mulv(mat4 m, vec4 v, vec4 dest);

View File

@@ -1,77 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE bool glm_line_triangle_intersect(vec3 origin,
vec3 direction,
vec3 v0,
vec3 v1,
vec3 v2,
float *d);
*/
#ifndef cglm_ray_h
#define cglm_ray_h
#include "vec3.h"
/*!
* @brief MöllerTrumbore ray-triangle intersection algorithm
*
* @param[in] origin origin of ray
* @param[in] direction direction of ray
* @param[in] v0 first vertex of triangle
* @param[in] v1 second vertex of triangle
* @param[in] v2 third vertex of triangle
* @param[in, out] d distance to intersection
* @return whether there is intersection
*/
CGLM_INLINE
bool
glm_ray_triangle(vec3 origin,
vec3 direction,
vec3 v0,
vec3 v1,
vec3 v2,
float *d) {
vec3 edge1, edge2, p, t, q;
float det, inv_det, u, v, dist;
const float epsilon = 0.000001f;
glm_vec3_sub(v1, v0, edge1);
glm_vec3_sub(v2, v0, edge2);
glm_vec3_cross(direction, edge2, p);
det = glm_vec3_dot(edge1, p);
if (det > -epsilon && det < epsilon)
return false;
inv_det = 1.0f / det;
glm_vec3_sub(origin, v0, t);
u = inv_det * glm_vec3_dot(t, p);
if (u < 0.0f || u > 1.0f)
return false;
glm_vec3_cross(t, edge1, q);
v = inv_det * glm_vec3_dot(direction, q);
if (v < 0.0f || u + v > 1.0f)
return false;
dist = inv_det * glm_vec3_dot(edge2, q);
if (d)
*d = dist;
return dist > epsilon;
}
#endif

View File

@@ -12,32 +12,6 @@
#include "../../common.h"
#include "../intrin.h"
CGLM_INLINE
void
glm_mat4_scale_neon(mat4 m, float s) {
float32x4_t v0;
v0 = vdupq_n_f32(s);
vst1q_f32(m[0], vmulq_f32(vld1q_f32(m[0]), v0));
vst1q_f32(m[1], vmulq_f32(vld1q_f32(m[1]), v0));
vst1q_f32(m[2], vmulq_f32(vld1q_f32(m[2]), v0));
vst1q_f32(m[3], vmulq_f32(vld1q_f32(m[3]), v0));
}
CGLM_INLINE
void
glm_mat4_transp_neon(mat4 m, mat4 dest) {
float32x4x4_t vmat;
vmat = vld4q_f32(m[0]);
vst1q_f32(dest[0], vmat.val[0]);
vst1q_f32(dest[1], vmat.val[1]);
vst1q_f32(dest[2], vmat.val[2]);
vst1q_f32(dest[3], vmat.val[3]);
}
CGLM_INLINE
void
glm_mat4_mul_neon(mat4 m1, mat4 m2, mat4 dest) {
@@ -79,27 +53,5 @@ glm_mat4_mul_neon(mat4 m1, mat4 m2, mat4 dest) {
vst1q_f32(dest[3], d3);
}
CGLM_INLINE
void
glm_mat4_mulv_neon(mat4 m, vec4 v, vec4 dest) {
float32x4_t l0, l1, l2, l3;
float32x2_t vlo, vhi;
l0 = vld1q_f32(m[0]);
l1 = vld1q_f32(m[1]);
l2 = vld1q_f32(m[2]);
l3 = vld1q_f32(m[3]);
vlo = vld1_f32(&v[0]);
vhi = vld1_f32(&v[2]);
l0 = vmulq_lane_f32(l0, vlo, 0);
l0 = vmlaq_lane_f32(l0, l1, vlo, 1);
l0 = vmlaq_lane_f32(l0, l2, vhi, 0);
l0 = vmlaq_lane_f32(l0, l3, vhi, 1);
vst1q_f32(dest, l0);
}
#endif
#endif /* cglm_mat4_neon_h */

View File

@@ -175,7 +175,7 @@ glmm_load3(float v[3]) {
__m128i xy;
__m128 z;
xy = _mm_loadl_epi64(CGLM_CASTPTR_ASSUME_ALIGNED(v, const __m128i));
xy = _mm_loadl_epi64((const __m128i *)v);
z = _mm_load_ss(&v[2]);
return _mm_movelh_ps(_mm_castsi128_ps(xy), z);
@@ -184,7 +184,7 @@ glmm_load3(float v[3]) {
static inline
void
glmm_store3(float v[3], __m128 vx) {
_mm_storel_pi(CGLM_CASTPTR_ASSUME_ALIGNED(v, __m64), vx);
_mm_storel_pi((__m64 *)&v[0], vx);
_mm_store_ss(&v[2], glmm_shuff1(vx, 2, 2, 2, 2));
}

View File

@@ -31,7 +31,6 @@ extern "C" {
#include "struct/project.h"
#include "struct/sphere.h"
#include "struct/curve.h"
#include "struct/affine2d.h"
#ifdef __cplusplus
}

View File

@@ -39,6 +39,10 @@
#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

View File

@@ -1,177 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE mat3s glms_translate2d(mat3 m, vec2 v)
CGLM_INLINE mat3s glms_translate2d_x(mat3s m, float x)
CGLM_INLINE mat3s glms_translate2d_y(mat3s m, float y)
CGLM_INLINE mat3s glms_translate2d_make(vec2s v)
CGLM_INLINE mat3s glms_scale2d_make(vec2s v)
CGLM_INLINE mat3s glms_scale2d(mat3s m, vec2s v)
CGLM_INLINE mat3s glms_scale2d_uni(mat3s m, float s)
CGLM_INLINE mat3s glms_rotate2d_make(float angle)
CGLM_INLINE mat3s glms_rotate2d(mat3s m, float angle)
CGLM_INLINE mat3s glms_rotate2d_to(mat3s m, float angle)
*/
#ifndef cglms_affine2ds_h
#define cglms_affine2ds_h
#include "../common.h"
#include "../types-struct.h"
#include "../affine2d.h"
#include "vec3.h"
#include "mat3.h"
/*!
* @brief translate existing 2d transform matrix by v vector
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y]
* @returns affine transfrom
*/
CGLM_INLINE
mat3s
glms_translate2d(mat3s m, vec2s v) {
glm_translate2d(m.raw, v.raw);
return m;
}
/*!
* @brief translate existing 2d transform matrix by x factor
*
* @param[in] m affine transfrom
* @param[in] x x factor
* @returns affine transfrom
*/
CGLM_INLINE
mat3s
glms_translate2d_x(mat3s m, float x) {
glm_translate2d_x(m.raw, x);
return m;
}
/*!
* @brief translate existing 2d transform matrix by y factor
*
* @param[in] m affine transfrom
* @param[in] y y factor
* @returns affine transfrom
*/
CGLM_INLINE
mat3s
glms_translate2d_y(mat3s m, float y) {
glm_translate2d_y(m.raw, y);
return m;
}
/*!
* @brief creates NEW translate 2d transform matrix by v vector
*
* @param[in] v translate vector [x, y]
* @returns affine transfrom
*/
CGLM_INLINE
mat3s
glms_translate2d_make(vec2s v) {
mat3s m;
glm_translate2d_make(m.raw, v.raw);
return m;
}
/*!
* @brief creates NEW 2d scale matrix by v vector
*
* @param[in] v scale vector [x, y]
* @returns affine transfrom
*/
CGLM_INLINE
mat3s
glms_scale2d_make(vec2s v) {
mat3s m;
glm_scale2d_make(m.raw, v.raw);
return m;
}
/*!
* @brief scales existing 2d 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
mat3s
glms_scale2d(mat3s m, vec2s v) {
mat3s r;
glm_scale2d_to(m.raw, v.raw, r.raw);
return r;
}
/*!
* @brief applies uniform scale to existing 2d 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
mat3s
glms_scale2d_uni(mat3s m, float s) {
glm_scale2d_uni(m.raw, s);
return m;
}
/*!
* @brief creates NEW 2d rotation matrix by angle and axis
*
* axis will be normalized so you don't need to normalize it
*
* @param[in] angle angle (radians)
* @returns affine transfrom
*/
CGLM_INLINE
mat3s
glms_rotate2d_make(float angle) {
mat3s m;
glm_rotate2d_make(m.raw, angle);
return m;
}
/*!
* @brief rotate existing 2d transform matrix around given axis by angle
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns affine transfrom
*/
CGLM_INLINE
mat3s
glms_rotate2d(mat3s m, float angle) {
glm_rotate2d(m.raw, angle);
return m;
}
/*!
* @brief rotate existing 2d transform matrix around given axis by angle
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns affine transfrom
*/
CGLM_INLINE
mat3s
glms_rotate2d_to(mat3s m, float angle) {
glm_rotate2d(m.raw, angle);
return m;
}
#endif /* cglms_affine2ds_h */

View File

@@ -36,8 +36,8 @@
#include "../types-struct.h"
#include "../mat2.h"
#define GLMS_MAT2_IDENTITY_INIT {GLM_MAT2_IDENTITY_INIT}
#define GLMS_MAT2_ZERO_INIT {GLM_MAT2_ZERO_INIT}
#define GLMS_MAT2_IDENTITY_INIT {1.0f, 0.0f, 0.0f, 1.0f}
#define GLMS_MAT2_ZERO_INIT {0.0f, 0.0f, 0.0f, 0.0f}
/* for C only */
#define GLMS_MAT2_IDENTITY ((mat3s)GLMS_MAT2_IDENTITY_INIT)

View File

@@ -42,9 +42,9 @@ glms_sphere_radii(vec4s s) {
*/
CGLM_INLINE
vec4s
glms_sphere_transform(vec4s s, mat4s m) {
glms_sphere_transform(vec4s s, mat4 m) {
vec4s r;
glm_sphere_transform(s.raw, m.raw, r.raw);
glm_sphere_transform(s.raw, m, r.raw);
return r;
}

View File

@@ -66,7 +66,7 @@
/*!
* @brief init vec2 using vec2
*
* @param[in] v3 vector3
* @param[in] v4 vector3
* @returns destination
*/
CGLM_INLINE
@@ -455,18 +455,18 @@ glms_vec2_normalize(vec2s v) {
}
/*!
* @brief rotate vec2 by angle using Rodrigues' rotation formula
* @brief rotate vec2 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
vec2s
glms_vec2_rotate(vec2s v, float angle) {
vec2s r;
glm_vec2_rotate(v.raw, angle, r.raw);
return r;
glms_vec2_rotate(vec2s v, float angle, vec2s axis) {
glm_vec2_rotate(v.raw, angle, axis.raw);
return v;
}
/**

View File

@@ -32,16 +32,6 @@
# define CGLM_ALIGN_MAT CGLM_ALIGN(16)
#endif
#ifdef __GNUC__
# define CGLM_ASSUME_ALIGNED(expr, alignment) \
__builtin_assume_aligned((expr), (alignment))
#else
# define CGLM_ASSUME_ALIGNED(expr, alignment) (expr)
#endif
#define CGLM_CASTPTR_ASSUME_ALIGNED(expr, type) \
((type*)CGLM_ASSUME_ALIGNED((expr), __alignof__(type)))
typedef float vec2[2];
typedef float vec3[3];
typedef int ivec3[3];

View File

@@ -289,7 +289,7 @@ glm_smoothinterpc(float from, float to, float t) {
CGLM_INLINE
bool
glm_eq(float a, float b) {
return fabsf(a - b) <= GLM_FLT_EPSILON;
return fabsf(a - b) <= FLT_EPSILON;
}
/*!
@@ -322,7 +322,7 @@ glm_percent(float from, float to, float current) {
CGLM_INLINE
float
glm_percentc(float from, float to, float current) {
return glm_clamp_zo(glm_percent(from, to, current));
return glm_clamp(glm_percent(from, to, current), 0.0f, 1.0f);
}
/*!

View File

@@ -61,8 +61,8 @@ glm_vec2_eq(vec2 v, float val) {
CGLM_INLINE
bool
glm_vec2_eq_eps(vec2 v, float val) {
return fabsf(v[0] - val) <= GLM_FLT_EPSILON
&& fabsf(v[1] - val) <= GLM_FLT_EPSILON;
return fabsf(v[0] - val) <= FLT_EPSILON
&& fabsf(v[1] - val) <= FLT_EPSILON;
}
/*!
@@ -73,7 +73,7 @@ glm_vec2_eq_eps(vec2 v, float val) {
CGLM_INLINE
bool
glm_vec2_eq_all(vec2 v) {
return glm_vec2_eq_eps(v, v[0]);
return v[0] == v[1];
}
/*!
@@ -97,8 +97,8 @@ glm_vec2_eqv(vec2 a, vec2 b) {
CGLM_INLINE
bool
glm_vec2_eqv_eps(vec2 a, vec2 b) {
return fabsf(a[0] - b[0]) <= GLM_FLT_EPSILON
&& fabsf(a[1] - b[1]) <= GLM_FLT_EPSILON;
return fabsf(a[0] - b[0]) <= FLT_EPSILON
&& fabsf(a[1] - b[1]) <= FLT_EPSILON;
}
/*!

View File

@@ -81,9 +81,9 @@ glm_vec3_eq(vec3 v, float val) {
CGLM_INLINE
bool
glm_vec3_eq_eps(vec3 v, float val) {
return fabsf(v[0] - val) <= GLM_FLT_EPSILON
&& fabsf(v[1] - val) <= GLM_FLT_EPSILON
&& fabsf(v[2] - val) <= GLM_FLT_EPSILON;
return fabsf(v[0] - val) <= FLT_EPSILON
&& fabsf(v[1] - val) <= FLT_EPSILON
&& fabsf(v[2] - val) <= FLT_EPSILON;
}
/*!
@@ -94,7 +94,7 @@ glm_vec3_eq_eps(vec3 v, float val) {
CGLM_INLINE
bool
glm_vec3_eq_all(vec3 v) {
return glm_vec3_eq_eps(v, v[0]);
return v[0] == v[1] && v[0] == v[2];
}
/*!
@@ -120,9 +120,9 @@ glm_vec3_eqv(vec3 a, vec3 b) {
CGLM_INLINE
bool
glm_vec3_eqv_eps(vec3 a, vec3 b) {
return fabsf(a[0] - b[0]) <= GLM_FLT_EPSILON
&& fabsf(a[1] - b[1]) <= GLM_FLT_EPSILON
&& fabsf(a[2] - b[2]) <= GLM_FLT_EPSILON;
return fabsf(a[0] - b[0]) <= FLT_EPSILON
&& fabsf(a[1] - b[1]) <= FLT_EPSILON
&& fabsf(a[2] - b[2]) <= FLT_EPSILON;
}
/*!
@@ -237,9 +237,9 @@ glm_vec3_abs(vec3 v, vec3 dest) {
CGLM_INLINE
void
glm_vec3_fract(vec3 v, vec3 dest) {
dest[0] = fminf(v[0] - floorf(v[0]), 0.999999940395355224609375f);
dest[1] = fminf(v[1] - floorf(v[1]), 0.999999940395355224609375f);
dest[2] = fminf(v[2] - floorf(v[2]), 0.999999940395355224609375f);
dest[0] = fminf(v[0] - floorf(v[0]), 0x1.fffffep-1f);
dest[1] = fminf(v[1] - floorf(v[1]), 0x1.fffffep-1f);
dest[2] = fminf(v[2] - floorf(v[2]), 0x1.fffffep-1f);
}
/*!

View File

@@ -92,10 +92,10 @@ glm_vec4_eq(vec4 v, float val) {
CGLM_INLINE
bool
glm_vec4_eq_eps(vec4 v, float val) {
return fabsf(v[0] - val) <= GLM_FLT_EPSILON
&& fabsf(v[1] - val) <= GLM_FLT_EPSILON
&& fabsf(v[2] - val) <= GLM_FLT_EPSILON
&& fabsf(v[3] - val) <= GLM_FLT_EPSILON;
return fabsf(v[0] - val) <= FLT_EPSILON
&& fabsf(v[1] - val) <= FLT_EPSILON
&& fabsf(v[2] - val) <= FLT_EPSILON
&& fabsf(v[3] - val) <= FLT_EPSILON;
}
/*!
@@ -106,7 +106,9 @@ glm_vec4_eq_eps(vec4 v, float val) {
CGLM_INLINE
bool
glm_vec4_eq_all(vec4 v) {
return glm_vec4_eq_eps(v, v[0]);
return v[0] == v[1]
&& v[0] == v[2]
&& v[0] == v[3];
}
/*!
@@ -133,10 +135,10 @@ glm_vec4_eqv(vec4 a, vec4 b) {
CGLM_INLINE
bool
glm_vec4_eqv_eps(vec4 a, vec4 b) {
return fabsf(a[0] - b[0]) <= GLM_FLT_EPSILON
&& fabsf(a[1] - b[1]) <= GLM_FLT_EPSILON
&& fabsf(a[2] - b[2]) <= GLM_FLT_EPSILON
&& fabsf(a[3] - b[3]) <= GLM_FLT_EPSILON;
return fabsf(a[0] - b[0]) <= FLT_EPSILON
&& fabsf(a[1] - b[1]) <= FLT_EPSILON
&& fabsf(a[2] - b[2]) <= FLT_EPSILON
&& fabsf(a[3] - b[3]) <= FLT_EPSILON;
}
/*!
@@ -268,10 +270,10 @@ glm_vec4_abs(vec4 v, vec4 dest) {
CGLM_INLINE
void
glm_vec4_fract(vec4 v, vec4 dest) {
dest[0] = fminf(v[0] - floorf(v[0]), 0.999999940395355224609375f);
dest[1] = fminf(v[1] - floorf(v[1]), 0.999999940395355224609375f);
dest[2] = fminf(v[2] - floorf(v[2]), 0.999999940395355224609375f);
dest[3] = fminf(v[3] - floorf(v[3]), 0.999999940395355224609375f);
dest[0] = fminf(v[0] - floorf(v[0]), 0x1.fffffep-1f);
dest[1] = fminf(v[1] - floorf(v[1]), 0x1.fffffep-1f);
dest[2] = fminf(v[2] - floorf(v[2]), 0x1.fffffep-1f);
dest[3] = fminf(v[3] - floorf(v[3]), 0x1.fffffep-1f);
}
/*!

View File

@@ -602,7 +602,7 @@ glm_vec4_muladds(vec4 a, float s, vec4 dest) {
_mm_set1_ps(s))));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
vmulq_f32(vld1q_f32(a),
vsubq_f32(vld1q_f32(a),
vdupq_n_f32(s))));
#else
dest[0] += a[0] * s;
@@ -680,7 +680,7 @@ glm_vec4_negate_to(vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_xor_ps(glmm_load(v), _mm_set1_ps(-0.0f)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vnegq_f32(vld1q_f32(v)));
vst1q_f32(dest, veorq_s32(vld1q_f32(v), vdupq_n_f32(-0.0f)));
#else
dest[0] = -v[0];
dest[1] = -v[1];

View File

@@ -9,7 +9,7 @@
#define cglm_version_h
#define CGLM_VERSION_MAJOR 0
#define CGLM_VERSION_MINOR 8
#define CGLM_VERSION_PATCH 0
#define CGLM_VERSION_MINOR 7
#define CGLM_VERSION_PATCH 1
#endif /* cglm_version_h */

View File

@@ -1,14 +0,0 @@
module cglm {
header "cglm/cglm.h"
header "cglm/struct.h"
export *
}
module cglmc {
header "cglm/cglm.h"
header "cglm/struct.h"
header "cglm/call.h"
export *
}

View File

@@ -1,108 +0,0 @@
project('cglm', 'c',
version : '0.8.0',
license : 'mit',
default_options : [
'c_std=c11',
'werror=true',
'warning_level=2',
'buildtype=release'
]
)
cc = meson.get_compiler('c')
cglm_install = get_option('install')
cglm_deps = cc.find_library('m', required : false)
cglm_args = []
build_args = []
if get_option('default_library') == 'static'
cglm_args = '-DCGLM_STATIC'
endif
if host_machine.system() == 'windows'
build_args = '-DCGLM_EXPORTS'
endif
cglm_inc = include_directories('include')
cglm_src = files(
'src/affine.c',
'src/affine2d.c',
'src/bezier.c',
'src/box.c',
'src/cam.c',
'src/curve.c',
'src/ease.c',
'src/euler.c',
'src/frustum.c',
'src/io.c',
'src/mat2.c',
'src/mat3.c',
'src/mat4.c',
'src/plane.c',
'src/project.c',
'src/quat.c',
'src/ray.c',
'src/sphere.c',
'src/vec2.c',
'src/vec3.c',
'src/vec4.c'
)
cglm_lib = library('cglm',
cglm_src,
install : cglm_install,
dependencies : cglm_deps,
c_args : [ build_args, cglm_args ]
)
cglm_dep = declare_dependency(
link_with : cglm_lib,
dependencies : cglm_deps,
compile_args : cglm_args,
include_directories : cglm_inc,
version : meson.project_version()
)
if meson.version().version_compare('>= 0.54.0')
meson.override_dependency('cglm', cglm_dep)
endif
if cglm_install
install_subdir('include/cglm', install_dir : get_option('includedir'))
pkg = import('pkgconfig')
pkg.generate(
name : 'cglm',
libraries : cglm_lib,
extra_cflags : cglm_args,
version : meson.project_version(),
url : 'https://github.com/recp/cglm',
description : 'OpenGL Mathematics (glm) for C'
)
endif
if get_option('build_tests') == true
test_src = files(
'test/runner.c',
'test/src/test_euler.c',
'test/src/test_bezier.c',
'test/src/test_cam.c',
'test/src/test_struct.c',
'test/src/test_clamp.c',
'test/src/test_common.c',
'test/src/tests.c'
)
test_exe = executable('tests',
test_src,
dependencies : cglm_dep,
c_args : '-DGLM_TESTS_NO_COLORFUL_OUTPUT'
)
test('cglm.tests', test_exe)
endif

View File

@@ -1,2 +0,0 @@
option('build_tests', type : 'boolean', value : false, description : 'Build tests')
option('install', type : 'boolean', value : true, description : 'Include the library, headers, and pkg-config file in the install target')

View File

@@ -1,81 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#include "../include/cglm/cglm.h"
#include "../include/cglm/call.h"
CGLM_EXPORT
void
glmc_translate2d_make(mat3 m, vec2 v) {
glm_translate2d_make(m, v);
}
CGLM_EXPORT
void
glmc_translate2d_to(mat3 m, vec2 v, mat3 dest) {
glm_translate2d_to(m, v, dest);
}
CGLM_EXPORT
void
glmc_translate2d(mat3 m, vec2 v) {
glm_translate2d(m, v);
}
CGLM_EXPORT
void
glmc_translate2d_x(mat3 m, float to) {
glm_translate2d_x(m, to);
}
CGLM_EXPORT
void
glmc_translate2d_y(mat3 m, float to) {
glm_translate2d_y(m, to);
}
CGLM_EXPORT
void
glmc_scale2d_to(mat3 m, vec2 v, mat3 dest) {
glm_scale2d_to(m, v, dest);
}
CGLM_EXPORT
void
glmc_scale2d_make(mat3 m, vec2 v) {
glm_scale2d_make(m, v);
}
CGLM_EXPORT
void
glmc_scale2d(mat3 m, vec2 v) {
glm_scale2d(m, v);
}
CGLM_EXPORT
void
glmc_scale2d_uni(mat3 m, float s) {
glm_scale2d_uni(m, s);
}
CGLM_EXPORT
void
glmc_rotate2d_make(mat3 m, float angle) {
glm_rotate2d_make(m, angle);
}
CGLM_EXPORT
void
glmc_rotate2d(mat3 m, float angle) {
glm_rotate2d(m, angle);
}
CGLM_EXPORT
void
glmc_rotate2d_to(mat3 m, float angle, mat3 dest) {
glm_rotate2d_to(m, angle, dest);
}

View File

@@ -1,9 +1,9 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm__config__h_
#define cglm__config__h_

View File

@@ -5,8 +5,6 @@
* Full license can be found in the LICENSE file
*/
#define CGLM_LIB_SRC
#include "../include/cglm/cglm.h"
#include "../include/cglm/call.h"

View File

@@ -1,13 +0,0 @@
#include "../include/cglm/cglm.h"
#include "../include/cglm/call.h"
CGLM_EXPORT
bool
glmc_ray_triangle(vec3 origin,
vec3 direction,
vec3 v0,
vec3 v1,
vec3 v2,
float *d) {
return glm_ray_triangle(origin, direction, v0, v1, v2, d);
}

View File

@@ -1 +0,0 @@
// This empty file is needed to trick swiftpm to build the header-only version of cglm as swiftpm itself does not support C targets that have no source code files

View File

@@ -1,44 +0,0 @@
cmake_minimum_required(VERSION 3.8.2)
# List all files containing tests. (Change as needed)
set(TESTFILES
runner.c
src/test_euler.c
src/test_bezier.c
src/test_cam.c
src/test_struct.c
src/test_clamp.c
src/test_common.c
src/tests.c
)
set(TEST_MAIN tests)
set(TEST_RUNNER_PARAMS "")
add_executable(${TEST_MAIN} ${TESTFILES})
target_compile_definitions(${TEST_MAIN} PRIVATE CGLM_DEFINE_PRINTS=1)
if(NOT MSVC)
target_link_libraries(${TEST_MAIN} PRIVATE m)
endif()
target_link_libraries(${TEST_MAIN} PRIVATE cglm)
target_include_directories(${TEST_MAIN} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/include
${CMAKE_CURRENT_LIST_DIR}/src
)
set_target_properties(${TEST_MAIN} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${PROJECT_BINARY_DIR})
if(LDFLAGS)
target_compile_options(${TEST_MAIN} PRIVATE ${LDFLAGS})
endif()
add_test(
NAME cglm.${TEST_MAIN}
COMMAND ${TEST_MAIN} ${TEST_RUNNER_PARAMS})
add_custom_target(check
make
COMMAND ${CMAKE_CTEST_COMMAND} -V
DEPENDS cglm)

View File

@@ -8,18 +8,6 @@
#ifndef tests_common_h
#define tests_common_h
#ifndef _USE_MATH_DEFINES
# define _USE_MATH_DEFINES /* for windows */
#endif
#ifndef _CRT_SECURE_NO_WARNINGS
# define _CRT_SECURE_NO_WARNINGS /* for windows */
#endif
#ifndef _GNU_SOURCE
# define _GNU_SOURCE /* for drand48() */
#endif
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
@@ -42,8 +30,6 @@ typedef struct test_entry_t {
int show_output;
} test_entry_t;
#ifndef GLM_TESTS_NO_COLORFUL_OUTPUT
#define RESET "\033[0m"
#define BLACK "\033[30m" /* Black */
#define RED "\033[31m" /* Red */
@@ -62,28 +48,6 @@ typedef struct test_entry_t {
#define BOLDCYAN "\033[1m\033[36m" /* Bold Cyan */
#define BOLDWHITE "\033[1m\033[37m" /* Bold White */
#else
#define RESET
#define BLACK
#define RED
#define GREEN
#define YELLOW
#define BLUE
#define MAGENTA
#define CYAN
#define WHITE
#define BOLDBLACK
#define BOLDRED
#define BOLDGREEN
#define BOLDYELLOW
#define BOLDBLUE
#define BOLDMAGENTA
#define BOLDCYAN
#define BOLDWHITE
#endif
#define TEST_DECLARE(FUN) test_status_t test_ ## FUN(void);
#define TEST_ENTRY(FUN) { #FUN, test_ ## FUN, 0, 0 },
#define TEST_LIST static test_entry_t tests[] =

View File

@@ -18,8 +18,6 @@ main(int argc, const char * argv[]) {
test_status_t st;
int32_t i, count, passed, failed, maxlen;
double start, end, elapsed, total;
(void)argc;
(void)argv;
passed = failed = maxlen = 0;
total = 0.0;

View File

@@ -1,310 +0,0 @@
/*
* 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"
TEST_IMPL(GLM_PREFIX, translate2d) {
mat3 m1;
vec3 v1 = {2.0f, 3.0f, 1.0f}, v2;
glm_mat3_identity(m1);
GLM(translate2d)(m1, (vec2){13.0f, 11.0f});
glm_mat3_mulv(m1, v1, v2);
ASSERT(test_eq(v2[0], 15.0f))
ASSERT(test_eq(v2[1], 14.0f))
ASSERT(test_eq(v2[2], 1.0f))
glm_mat3_identity(m1);
GLM(translate2d)(m1, (vec2){1.0f, -1.0f});
glm_mat3_mulv(m1, v2, v2);
ASSERT(test_eq(v2[0], 16.0f))
ASSERT(test_eq(v2[1], 13.0f))
ASSERT(test_eq(v2[2], 1.0f))
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, translate2d_to) {
mat3 m1, m2;
vec3 v1 = {2.0f, 3.0f, 1.0f}, v2;
glm_mat3_identity(m1);
GLM(translate2d_to)(m1, (vec2){13.0f, 11.0f}, m2);
glm_mat3_mulv(m2, v1, v2);
ASSERT(test_eq(v2[0], 15.0f))
ASSERT(test_eq(v2[1], 14.0f))
ASSERT(test_eq(v2[2], 1.0f))
glm_mat3_identity(m1);
GLM(translate2d_to)(m1, (vec2){1.0f, -1.0f}, m2);
glm_mat3_mulv(m2, v2, v2);
ASSERT(test_eq(v2[0], 16.0f))
ASSERT(test_eq(v2[1], 13.0f))
ASSERT(test_eq(v2[2], 1.0f))
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, translate2d_x) {
mat3 m1;
vec3 v1 = {2.0f, 3.0f, 1.0f}, v2;
glm_mat3_identity(m1);
GLM(translate2d_x)(m1, 13.0f);
glm_mat3_mulv(m1, v1, v2);
ASSERT(test_eq(v2[0], 15.0f))
ASSERT(test_eq(v2[1], 3.0f))
ASSERT(test_eq(v2[2], 1.0f))
glm_mat3_identity(m1);
GLM(translate2d_x)(m1, -1.0f);
glm_mat3_mulv(m1, v2, v2);
ASSERT(test_eq(v2[0], 14.0f))
ASSERT(test_eq(v2[1], 3.0f))
ASSERT(test_eq(v2[2], 1.0f))
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, translate2d_y) {
mat3 m1;
vec3 v1 = {2.0f, 3.0f, 1.0f}, v2;
glm_mat3_identity(m1);
GLM(translate2d_y)(m1, 11.0f);
glm_mat3_mulv(m1, v1, v2);
ASSERT(test_eq(v2[0], 2.0f))
ASSERT(test_eq(v2[1], 14.0f))
ASSERT(test_eq(v2[2], 1.0f))
glm_mat3_identity(m1);
GLM(translate2d_y)(m1, -1.0f);
glm_mat3_mulv(m1, v2, v2);
ASSERT(test_eq(v2[0], 2.0f))
ASSERT(test_eq(v2[1], 13.0f))
ASSERT(test_eq(v2[2], 1.0f))
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, translate2d_make) {
mat3 m1;
vec3 v1 = {2.0f, 3.0f, 1.0f}, v2;
glm_mat3_identity(m1);
GLM(translate2d_make)(m1, (vec2){13.0f, 11.0f});
glm_mat3_mulv(m1, v1, v2);
ASSERT(test_eq(v2[0], 15.0f))
ASSERT(test_eq(v2[1], 14.0f))
ASSERT(test_eq(v2[2], 1.0f))
glm_mat3_identity(m1);
GLM(translate2d_make)(m1, (vec2){-1.0f, -5.0f});
glm_mat3_mulv(m1, v2, v2);
ASSERT(test_eq(v2[0], 14.0f))
ASSERT(test_eq(v2[1], 9.0f))
ASSERT(test_eq(v2[2], 1.0f))
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, scale2d_to) {
mat3 m1, m2;
vec3 v1 = {2.0f, 3.0f, 1.0f}, v2;
glm_mat3_identity(m1);
GLM(scale2d_to)(m1, (vec2){13.0f, 11.0f}, m2);
glm_mat3_mulv(m2, v1, v2);
ASSERT(test_eq(v2[0], 26.0f))
ASSERT(test_eq(v2[1], 33.0f))
ASSERT(test_eq(v2[2], 1.0f))
glm_mat3_identity(m1);
GLM(scale2d_to)(m1, (vec2){-1.0f, -5.0f}, m2);
glm_mat3_mulv(m2, v2, v2);
ASSERT(test_eq(v2[0], -26.0f))
ASSERT(test_eq(v2[1], -165.0f))
ASSERT(test_eq(v2[2], 1.0f))
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, scale2d_make) {
mat3 m1;
vec3 v1 = {2.0f, 3.0f, 1.0f}, v2;
GLM(scale2d_make)(m1, (vec2){13.0f, 11.0f});
glm_mat3_mulv(m1, v1, v2);
ASSERT(test_eq(v2[0], 26.0f))
ASSERT(test_eq(v2[1], 33.0f))
ASSERT(test_eq(v2[2], 1.0f))
GLM(scale2d_make)(m1, (vec3){-1.0f, -5.0f});
glm_mat3_mulv(m1, v2, v2);
ASSERT(test_eq(v2[0], -26.0f))
ASSERT(test_eq(v2[1], -165.0f))
ASSERT(test_eq(v2[2], 1.0f))
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, scale2d) {
mat3 m1;
vec3 v1 = {2.0f, 3.0f, 1.0f}, v2;
glm_mat3_identity(m1);
GLM(scale2d)(m1, (vec2){13.0f, 11.0f});
glm_mat3_mulv(m1, v1, v2);
ASSERT(test_eq(v2[0], 26.0f))
ASSERT(test_eq(v2[1], 33.0f))
ASSERT(test_eq(v2[2], 1.0f))
glm_mat3_identity(m1);
GLM(scale2d)(m1, (vec2){-1.0f, -5.0f});
glm_mat3_mulv(m1, v2, v2);
ASSERT(test_eq(v2[0], -26.0f))
ASSERT(test_eq(v2[1], -165.0f))
ASSERT(test_eq(v2[2], 1.0f))
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, scale2d_uni) {
mat3 m1;
vec3 v1 = {2.0f, 3.0f, 1.0f}, v2;
glm_mat3_identity(m1);
GLM(scale2d_uni)(m1, 13.0f);
glm_mat3_mulv(m1, v1, v2);
ASSERT(test_eq(v2[0], 26.0f))
ASSERT(test_eq(v2[1], 39.0f))
ASSERT(test_eq(v2[2], 1.0f))
glm_mat3_identity(m1);
GLM(scale2d_uni)(m1, -5.0f);
glm_mat3_mulv(m1, v2, v2);
ASSERT(test_eq(v2[0], -130.0f))
ASSERT(test_eq(v2[1], -195.0f))
ASSERT(test_eq(v2[2], 1.0f))
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, rotate2d_make) {
mat3 m1 = GLM_MAT3_IDENTITY_INIT;
vec3 v1 = {0.0f, 1.0f, 1.0f}, v2 = {0.0f, 1.0f, 1.0f};
GLM(rotate2d_make)(m1, GLM_PI_2f);
glm_mat3_mulv(m1, v1, v1);
ASSERT(test_eq(v1[0], -1.0f))
ASSERT(test_eq(v1[1], 0.0f))
ASSERT(test_eq(v1[2], 1.0f))
glm_vec3_copy(v2, v1);
GLM(rotate2d_make)(m1, -GLM_PI_2f);
glm_mat3_mulv(m1, v1, v1);
ASSERT(test_eq(v1[0], 1.0f))
ASSERT(test_eq(v1[1], 0.0f))
ASSERT(test_eq(v1[2], 1.0f))
glm_vec3_copy(v2, v1);
GLM(rotate2d_make)(m1, GLM_PIf);
glm_mat3_mulv(m1, v1, v1);
ASSERT(test_eq(v1[0], 0.0f))
ASSERT(test_eq(v1[1], -1.0f))
ASSERT(test_eq(v1[2], 1.0f))
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, rotate2d) {
mat3 m1 = GLM_MAT3_IDENTITY_INIT;
vec3 v1 = {0.0f, 1.0f, 1.0f}, v2 = {0.0f, 1.0f, 1.0f};
GLM(rotate2d)(m1, GLM_PI_2f);
glm_mat3_mulv(m1, v1, v1);
ASSERT(test_eq(v1[0], -1.0f))
ASSERT(test_eq(v1[1], 0.0f))
ASSERT(test_eq(v1[2], 1.0f))
glm_vec3_copy(v2, v1);
GLM(rotate2d)(m1, GLM_PI_2f);
glm_mat3_mulv(m1, v1, v1);
ASSERT(test_eq(v1[0], 0.0f))
ASSERT(test_eq(v1[1], -1.0f))
ASSERT(test_eq(v1[2], 1.0f))
glm_vec3_copy(v2, v1);
GLM(rotate2d)(m1, GLM_PI_2f);
glm_mat3_mulv(m1, v1, v1);
ASSERT(test_eq(v1[0], 1.0f))
ASSERT(test_eq(v1[1], 0.0f))
ASSERT(test_eq(v1[2], 1.0f))
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, rotate2d_to) {
mat3 m1 = GLM_MAT3_IDENTITY_INIT, m2;
vec3 v1 = {0.0f, 1.0f, 1.0f}, v2 = {0.0f, 1.0f, 1.0f};
GLM(rotate2d_to)(m1, GLM_PI_2f, m1);
glm_mat3_mulv(m1, v1, v1);
ASSERT(test_eq(v1[0], -1.0f))
ASSERT(test_eq(v1[1], 0.0f))
ASSERT(test_eq(v1[2], 1.0f))
glm_vec3_copy(v2, v1);
GLM(rotate2d_to)(m1, GLM_PI_2f, m2);
glm_mat3_mulv(m2, v1, v1);
ASSERT(test_eq(v1[0], 0.0f))
ASSERT(test_eq(v1[1], -1.0f))
ASSERT(test_eq(v1[2], 1.0f))
glm_vec3_copy(v2, v1);
GLM(rotate2d_to)(m2, GLM_PI_2f, m1);
glm_mat3_mulv(m1, v1, v1);
ASSERT(test_eq(v1[0], 1.0f))
ASSERT(test_eq(v1[1], 0.0f))
ASSERT(test_eq(v1[2], 1.0f))
TEST_SUCCESS
}

View File

@@ -35,9 +35,9 @@ TEST_IMPL(camera_decomp) {
farVal = 100.0f;
glm_perspective(fovy, aspect, nearVal, farVal, proj);
ASSERT(fabsf(aspect - glm_persp_aspect(proj)) < GLM_FLT_EPSILON)
ASSERT(fabsf(fovy - glm_persp_fovy(proj)) < GLM_FLT_EPSILON)
ASSERT(fabsf(49.984f - glm_deg(glm_persp_fovy(proj))) < GLM_FLT_EPSILON)
ASSERT(fabsf(aspect - glm_persp_aspect(proj)) < FLT_EPSILON)
ASSERT(fabsf(fovy - glm_persp_fovy(proj)) < FLT_EPSILON)
ASSERT(fabsf(49.984f - glm_deg(glm_persp_fovy(proj))) < FLT_EPSILON)
glm_persp_sizes(proj, fovy, sizes);

View File

@@ -1,68 +0,0 @@
/*
* 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"
TEST_IMPL(GLM_PREFIX, frustum) {
mat4 proj;
vec4 vp = {0.0f, 0.0f, 800.0f, 600.0f};
float left, right, top, bottom, znear, zfar;
znear = 0.1f;
zfar = 100.0f;
left = -100.0f;
right = 100.0f;
bottom = -100.0f;
top = 100.0f;
GLM(frustum)(left, right, bottom, top, znear, zfar, proj);
ASSERT(test_eq(proj[0][1], 0.0f))
ASSERT(test_eq(proj[0][2], 0.0f))
ASSERT(test_eq(proj[0][3], 0.0f))
ASSERT(test_eq(proj[1][0], 0.0f))
ASSERT(test_eq(proj[1][2], 0.0f))
ASSERT(test_eq(proj[1][3], 0.0f))
ASSERT(test_eq(proj[2][3], -1.0f))
ASSERT(test_eq(proj[3][0], 0.0f))
ASSERT(test_eq(proj[3][1], 0.0f))
ASSERT(test_eq(proj[3][3], 0.0f))
vec4 v1 = {1.0f, 20.0f, znear};
vec4 v2 = {1.0f, 20.0f, zfar};
vec4 v3, v4;
/* perspective test */
GLM(mat4_mulv)(proj, v1, v3);
GLM(project)(v3, proj, vp, v3);
ASSERT(v3[0] > v1[0])
ASSERT(v3[1] > v1[1])
GLM(mat4_mulv)(proj, v2, v4);
GLM(project)(v4, proj, vp, v4);
ASSERT(v4[0] < v3[0])
ASSERT(v4[1] < v3[1])
/* not infinity */
ASSERT(!GLM(vec4_isinf)(proj[0]))
ASSERT(!GLM(vec4_isinf)(proj[1]))
ASSERT(!GLM(vec4_isinf)(proj[2]))
ASSERT(!GLM(vec4_isinf)(proj[3]))
/* not NaN */
ASSERT(!GLM(vec4_isnan)(proj[0]))
ASSERT(!GLM(vec4_isnan)(proj[1]))
ASSERT(!GLM(vec4_isnan)(proj[2]))
ASSERT(!GLM(vec4_isnan)(proj[3]))
TEST_SUCCESS
}

View File

@@ -106,7 +106,7 @@ test_rand_quat(versor q);
CGLM_INLINE
bool
test_eq(float a, float b) {
return fabsf(a - b) <= GLM_FLT_EPSILON * 10;
return fabsf(a - b) <= 1e-6;
}
CGLM_INLINE

View File

@@ -1,34 +0,0 @@
/*
* 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"
TEST_IMPL(GLM_PREFIX, ray_triangle) {
/* Check whether a simple hit is recognized with the right distance */
vec3 origin = { 0.0f, 0.0f, 0.0f};
vec3 direction = { 1.0f, 0.0f, 0.0f};
vec3 opposite = {-1.0f, 0.0f, 0.0f};
vec3 v0 = { 5.0f, -1.0f, 1.0f};
vec3 v1 = { 5.0f, -1.0f, -1.0f};
vec3 v2 = { 5.0f, 1.0f, 0.0f};
float d;
bool hit;
hit = GLM(ray_triangle)(origin, direction, v0, v1, v2, &d);
ASSERT(hit);
ASSERT(fabsf(d - 5.0f) <= 0.0000009);
/* Check whether a simple miss works */
hit = GLM(ray_triangle)(origin, opposite, v0, v1, v2, &d);
ASSERT(!hit);
/* Check that we can disregard distance and pass NULL pointer instead */
hit = GLM(ray_triangle)(origin, direction, v0, v1, v2, NULL);
ASSERT(hit);
TEST_SUCCESS
}

View File

@@ -1,9 +1,9 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
* 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"

View File

@@ -22,10 +22,7 @@
#include "test_project.h"
#include "test_plane.h"
#include "test_affine.h"
#include "test_affine2d.h"
#include "test_affine_mat.h"
#include "test_ray.h"
#include "test_camera.h"
#undef GLM
#undef GLM_PREFIX
@@ -46,10 +43,7 @@
#include "test_project.h"
#include "test_plane.h"
#include "test_affine.h"
#include "test_affine2d.h"
#include "test_affine_mat.h"
#include "test_ray.h"
#include "test_camera.h"
#undef GLM
#undef GLM_PREFIX

View File

@@ -70,33 +70,6 @@ TEST_DECLARE(glmc_uniscaled)
TEST_DECLARE(glmc_decompose_rs)
TEST_DECLARE(glmc_decompose)
/* affine 2d */
TEST_DECLARE(glm_translate2d)
TEST_DECLARE(glm_translate2d_to)
TEST_DECLARE(glm_translate2d_x)
TEST_DECLARE(glm_translate2d_y)
TEST_DECLARE(glm_translate2d_make)
TEST_DECLARE(glm_scale2d_to)
TEST_DECLARE(glm_scale2d_make)
TEST_DECLARE(glm_scale2d)
TEST_DECLARE(glm_scale2d_uni)
TEST_DECLARE(glm_rotate2d_make)
TEST_DECLARE(glm_rotate2d)
TEST_DECLARE(glm_rotate2d_to)
TEST_DECLARE(glmc_translate2d)
TEST_DECLARE(glmc_translate2d_to)
TEST_DECLARE(glmc_translate2d_x)
TEST_DECLARE(glmc_translate2d_y)
TEST_DECLARE(glmc_translate2d_make)
TEST_DECLARE(glmc_scale2d_to)
TEST_DECLARE(glmc_scale2d_make)
TEST_DECLARE(glmc_scale2d)
TEST_DECLARE(glmc_scale2d_uni)
TEST_DECLARE(glmc_rotate2d_make)
TEST_DECLARE(glmc_rotate2d)
TEST_DECLARE(glmc_rotate2d_to)
/* mat4 */
TEST_DECLARE(glm_mat4_ucopy)
TEST_DECLARE(glm_mat4_copy)
@@ -226,10 +199,6 @@ TEST_DECLARE(glmc_mat2_rmc)
TEST_DECLARE(camera_lookat)
TEST_DECLARE(camera_decomp)
TEST_DECLARE(glm_frustum)
TEST_DECLARE(glmc_frustum)
/* project */
TEST_DECLARE(glm_unprojecti)
TEST_DECLARE(glm_unproject)
@@ -249,10 +218,6 @@ TEST_DECLARE(clamp)
/* euler */
TEST_DECLARE(euler)
/* ray */
TEST_DECLARE(glm_ray_triangle)
TEST_DECLARE(glmc_ray_triangle)
/* quat */
TEST_DECLARE(MACRO_GLM_QUAT_IDENTITY_INIT)
TEST_DECLARE(MACRO_GLM_QUAT_IDENTITY)
@@ -791,34 +756,7 @@ TEST_LIST {
TEST_ENTRY(glmc_uniscaled)
TEST_ENTRY(glmc_decompose_rs)
TEST_ENTRY(glmc_decompose)
/* affine 2d */
TEST_ENTRY(glm_translate2d)
TEST_ENTRY(glm_translate2d_to)
TEST_ENTRY(glm_translate2d_x)
TEST_ENTRY(glm_translate2d_y)
TEST_ENTRY(glm_translate2d_make)
TEST_ENTRY(glm_scale2d_to)
TEST_ENTRY(glm_scale2d_make)
TEST_ENTRY(glm_scale2d)
TEST_ENTRY(glm_scale2d_uni)
TEST_ENTRY(glm_rotate2d_make)
TEST_ENTRY(glm_rotate2d)
TEST_ENTRY(glm_rotate2d_to)
TEST_ENTRY(glmc_translate2d)
TEST_ENTRY(glmc_translate2d_to)
TEST_ENTRY(glmc_translate2d_x)
TEST_ENTRY(glmc_translate2d_y)
TEST_ENTRY(glmc_translate2d_make)
TEST_ENTRY(glmc_scale2d_to)
TEST_ENTRY(glmc_scale2d_make)
TEST_ENTRY(glmc_scale2d)
TEST_ENTRY(glmc_scale2d_uni)
TEST_ENTRY(glmc_rotate2d_make)
TEST_ENTRY(glmc_rotate2d)
TEST_ENTRY(glmc_rotate2d_to)
/* mat4 */
TEST_ENTRY(glm_mat4_ucopy)
TEST_ENTRY(glm_mat4_copy)
@@ -948,10 +886,6 @@ TEST_LIST {
TEST_ENTRY(camera_lookat)
TEST_ENTRY(camera_decomp)
TEST_ENTRY(glm_frustum)
TEST_ENTRY(glmc_frustum)
/* project */
TEST_ENTRY(glm_unprojecti)
TEST_ENTRY(glm_unproject)
@@ -971,10 +905,6 @@ TEST_LIST {
/* euler */
TEST_ENTRY(euler)
/* ray */
TEST_ENTRY(glm_ray_triangle)
TEST_ENTRY(glmc_ray_triangle)
/* quat */
TEST_ENTRY(MACRO_GLM_QUAT_IDENTITY_INIT)
TEST_ENTRY(MACRO_GLM_QUAT_IDENTITY)
@@ -1054,7 +984,6 @@ TEST_LIST {
/* bezier */
TEST_ENTRY(bezier)
/* vec2 */
/* Macros */
TEST_ENTRY(MACRO_GLM_VEC2_ONE_INIT)
@@ -1133,6 +1062,7 @@ TEST_LIST {
TEST_ENTRY(glmc_vec2_lerp)
/* vec3 */
/* Macros */
TEST_ENTRY(MACRO_GLM_VEC3_ONE_INIT)
@@ -1298,8 +1228,7 @@ TEST_LIST {
TEST_ENTRY(glmc_vec3_sqrt)
/* vec4 */
/* Macros */
TEST_ENTRY(MACRO_GLM_VEC4_ONE_INIT)
TEST_ENTRY(MACRO_GLM_VEC4_ZERO_INIT)
TEST_ENTRY(MACRO_GLM_VEC4_ONE)

View File

@@ -31,9 +31,7 @@
<ItemGroup>
<ClInclude Include="..\test\include\common.h" />
<ClInclude Include="..\test\src\test_affine.h" />
<ClInclude Include="..\test\src\test_affine2d.h" />
<ClInclude Include="..\test\src\test_affine_mat.h" />
<ClInclude Include="..\test\src\test_camera.h" />
<ClInclude Include="..\test\src\test_common.h" />
<ClInclude Include="..\test\src\test_mat2.h" />
<ClInclude Include="..\test\src\test_mat3.h" />
@@ -44,7 +42,6 @@
<ClInclude Include="..\test\src\test_vec2.h" />
<ClInclude Include="..\test\src\test_vec3.h" />
<ClInclude Include="..\test\src\test_vec4.h" />
<ClInclude Include="..\test\src\test_ray.h" />
<ClInclude Include="..\test\tests.h" />
</ItemGroup>
<ItemGroup>
@@ -147,7 +144,6 @@
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<AdditionalIncludeDirectories>../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BasicRuntimeChecks>Default</BasicRuntimeChecks>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@@ -165,7 +161,6 @@
<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<AdditionalIncludeDirectories>../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BasicRuntimeChecks>Default</BasicRuntimeChecks>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>

View File

@@ -79,14 +79,5 @@
<ClInclude Include="..\test\src\test_vec2.h">
<Filter>src</Filter>
</ClInclude>
<ClInclude Include="..\test\src\test_ray.h">
<Filter>src</Filter>
</ClInclude>
<ClInclude Include="..\test\src\test_affine2d.h">
<Filter>src</Filter>
</ClInclude>
<ClInclude Include="..\test\src\test_camera.h">
<Filter>src</Filter>
</ClInclude>
</ItemGroup>
</Project>

View File

@@ -20,7 +20,6 @@
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\src\affine.c" />
<ClCompile Include="..\src\affine2d.c" />
<ClCompile Include="..\src\bezier.c" />
<ClCompile Include="..\src\box.c" />
<ClCompile Include="..\src\cam.c" />
@@ -35,7 +34,6 @@
<ClCompile Include="..\src\plane.c" />
<ClCompile Include="..\src\project.c" />
<ClCompile Include="..\src\quat.c" />
<ClCompile Include="..\src\ray.c" />
<ClCompile Include="..\src\sphere.c" />
<ClCompile Include="..\src\vec2.c" />
<ClCompile Include="..\src\vec3.c" />
@@ -44,13 +42,11 @@
<ItemGroup>
<ClInclude Include="..\include\cglm\affine-mat.h" />
<ClInclude Include="..\include\cglm\affine.h" />
<ClInclude Include="..\include\cglm\affine2d.h" />
<ClInclude Include="..\include\cglm\applesimd.h" />
<ClInclude Include="..\include\cglm\bezier.h" />
<ClInclude Include="..\include\cglm\box.h" />
<ClInclude Include="..\include\cglm\call.h" />
<ClInclude Include="..\include\cglm\call\affine.h" />
<ClInclude Include="..\include\cglm\call\affine2d.h" />
<ClInclude Include="..\include\cglm\call\bezier.h" />
<ClInclude Include="..\include\cglm\call\box.h" />
<ClInclude Include="..\include\cglm\call\cam.h" />
@@ -65,7 +61,6 @@
<ClInclude Include="..\include\cglm\call\plane.h" />
<ClInclude Include="..\include\cglm\call\project.h" />
<ClInclude Include="..\include\cglm\call\quat.h" />
<ClInclude Include="..\include\cglm\call\ray.h" />
<ClInclude Include="..\include\cglm\call\sphere.h" />
<ClInclude Include="..\include\cglm\call\vec2.h" />
<ClInclude Include="..\include\cglm\call\vec3.h" />
@@ -85,14 +80,12 @@
<ClInclude Include="..\include\cglm\plane.h" />
<ClInclude Include="..\include\cglm\project.h" />
<ClInclude Include="..\include\cglm\quat.h" />
<ClInclude Include="..\include\cglm\ray.h" />
<ClInclude Include="..\include\cglm\simd\arm.h" />
<ClInclude Include="..\include\cglm\simd\avx\affine.h" />
<ClInclude Include="..\include\cglm\simd\avx\mat4.h" />
<ClInclude Include="..\include\cglm\simd\intrin.h" />
<ClInclude Include="..\include\cglm\simd\neon\mat4.h" />
<ClInclude Include="..\include\cglm\simd\sse2\affine.h" />
<ClInclude Include="..\include\cglm\simd\sse2\mat2.h" />
<ClInclude Include="..\include\cglm\simd\sse2\mat3.h" />
<ClInclude Include="..\include\cglm\simd\sse2\mat4.h" />
<ClInclude Include="..\include\cglm\simd\sse2\quat.h" />
@@ -100,7 +93,6 @@
<ClInclude Include="..\include\cglm\sphere.h" />
<ClInclude Include="..\include\cglm\struct.h" />
<ClInclude Include="..\include\cglm\struct\affine.h" />
<ClInclude Include="..\include\cglm\struct\affine2d.h" />
<ClInclude Include="..\include\cglm\struct\box.h" />
<ClInclude Include="..\include\cglm\struct\cam.h" />
<ClInclude Include="..\include\cglm\struct\color.h" />
@@ -209,7 +201,7 @@
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;_USRDLL;CGLM_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;_USRDLL;CGLM_EXPORTS;CGLM_DLL;%(PreprocessorDefinitions);CGLM_DLL</PreprocessorDefinitions>
<DebugInformationFormat>None</DebugInformationFormat>
<BasicRuntimeChecks>Default</BasicRuntimeChecks>
<PrecompiledHeaderFile />
@@ -225,7 +217,7 @@
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<PreprocessorDefinitions>_DEBUG;_WINDOWS;_USRDLL;CGLM_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_DEBUG;_WINDOWS;_USRDLL;CGLM_EXPORTS;CGLM_DLL;%(PreprocessorDefinitions);CGLM_DLL</PreprocessorDefinitions>
<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
<IntrinsicFunctions>true</IntrinsicFunctions>
<WholeProgramOptimization>true</WholeProgramOptimization>
@@ -246,12 +238,11 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_USRDLL;CGLM_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_USRDLL;CGLM_EXPORTS;CGLM_DLL;%(PreprocessorDefinitions);CGLM_DLL</PreprocessorDefinitions>
<DebugInformationFormat>None</DebugInformationFormat>
<PrecompiledHeaderFile />
<CompileAs>CompileAsC</CompileAs>
<EnablePREfast>true</EnablePREfast>
<BasicRuntimeChecks>Default</BasicRuntimeChecks>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
@@ -266,12 +257,11 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>NDEBUG;_WINDOWS;_USRDLL;CGLM_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NDEBUG;_WINDOWS;_USRDLL;CGLM_EXPORTS;CGLM_DLL;%(PreprocessorDefinitions);CGLM_DLL</PreprocessorDefinitions>
<DebugInformationFormat>None</DebugInformationFormat>
<PrecompiledHeaderFile />
<CompileAs>CompileAsC</CompileAs>
<EnablePREfast>true</EnablePREfast>
<BasicRuntimeChecks>Default</BasicRuntimeChecks>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>

View File

@@ -92,12 +92,6 @@
<ClCompile Include="..\src\vec2.c">
<Filter>src</Filter>
</ClCompile>
<ClCompile Include="..\src\ray.c">
<Filter>src</Filter>
</ClCompile>
<ClCompile Include="..\src\affine2d.c">
<Filter>src</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\src\config.h">
@@ -130,9 +124,6 @@
<ClInclude Include="..\include\cglm\call\vec4.h">
<Filter>include\cglm\call</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\call\ray.h">
<Filter>include\cglm\call</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\simd\avx\affine.h">
<Filter>include\cglm\simd\avx</Filter>
</ClInclude>
@@ -250,9 +241,6 @@
<ClInclude Include="..\include\cglm\ease.h">
<Filter>include\cglm</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\ray.h">
<Filter>include\cglm</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\simd\arm.h">
<Filter>include\cglm\simd</Filter>
</ClInclude>
@@ -358,17 +346,5 @@
<ClInclude Include="..\include\cglm\struct\vec2-ext.h">
<Filter>include\cglm\struct</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\simd\sse2\mat2.h">
<Filter>include\cglm\simd\sse2</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\call\affine2d.h">
<Filter>include\cglm\call</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\affine2d.h">
<Filter>include\cglm</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\struct\affine2d.h">
<Filter>include\cglm\struct</Filter>
</ClInclude>
</ItemGroup>
</Project>