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1
.gitignore
vendored
1
.gitignore
vendored
@@ -60,3 +60,4 @@ cglm_test_iosTests/*
|
||||
docs/build/*
|
||||
win/cglm_test_*
|
||||
* copy.*
|
||||
*.o
|
||||
|
||||
7
CREDITS
7
CREDITS
@@ -43,3 +43,10 @@ https://github.com/erich666/GraphicsGems/blob/master/gems/TransBox.c
|
||||
6. Cull frustum
|
||||
http://www.txutxi.com/?p=584
|
||||
http://old.cescg.org/CESCG-2002/DSykoraJJelinek/
|
||||
|
||||
7. Quaternions
|
||||
Initial mat4_quat is borrowed from Apple's simd library
|
||||
|
||||
|
||||
8. Vector Rotation using Quaternion
|
||||
https://gamedev.stackexchange.com/questions/28395/rotating-vector3-by-a-quaternion
|
||||
|
||||
59
README.md
59
README.md
@@ -4,6 +4,8 @@
|
||||
[](http://cglm.readthedocs.io/en/latest/?badge=latest)
|
||||
[](https://coveralls.io/github/recp/cglm?branch=master)
|
||||
[](https://www.codacy.com/app/recp/cglm?utm_source=github.com&utm_medium=referral&utm_content=recp/cglm&utm_campaign=Badge_Grade)
|
||||
[](#backers)
|
||||
[](#sponsors)
|
||||
|
||||
The original glm library is for C++ only (templates, namespaces, classes...), this library targeted to C99 but currently you can use it for C89 safely by language extensions e.g `__restrict`
|
||||
|
||||
@@ -17,6 +19,7 @@ Complete documentation: http://cglm.readthedocs.io
|
||||
- _dup (duplicate) is changed to _copy. For instance `glm_vec_dup -> glm_vec_copy`
|
||||
- OpenGL related functions are dropped to make this lib platform/third-party independent
|
||||
- make sure you have latest version and feel free to report bugs, troubles
|
||||
- **[bugfix]** euler angles was implemented in reverse order (extrinsic) it was fixed, now they are intrinsic. Make sure that you have the latest version
|
||||
|
||||
#### Note for C++ developers:
|
||||
If you don't aware about original GLM library yet, you may also want to look at:
|
||||
@@ -73,6 +76,7 @@ Currently *cglm* uses default clip space configuration (-1, 1) for camera functi
|
||||
- inline or pre-compiled function call
|
||||
- frustum (extract view frustum planes, corners...)
|
||||
- bounding box (AABB in Frustum (culling), crop, merge...)
|
||||
- project, unproject
|
||||
|
||||
<hr />
|
||||
|
||||
@@ -114,6 +118,36 @@ glm_mul(T, R, modelMat);
|
||||
glm_inv_tr(modelMat);
|
||||
```
|
||||
|
||||
## Contributors
|
||||
|
||||
This project exists thanks to all the people who contribute. [[Contribute](CONTRIBUTING.md)].
|
||||
<a href="graphs/contributors"><img src="https://opencollective.com/cglm/contributors.svg?width=890&button=false" /></a>
|
||||
|
||||
|
||||
## Backers
|
||||
|
||||
Thank you to all our backers! 🙏 [[Become a backer](https://opencollective.com/cglm#backer)]
|
||||
|
||||
<a href="https://opencollective.com/cglm#backers" target="_blank"><img src="https://opencollective.com/cglm/backers.svg?width=890"></a>
|
||||
|
||||
|
||||
## Sponsors
|
||||
|
||||
Support this project by becoming a sponsor. Your logo will show up here with a link to your website. [[Become a sponsor](https://opencollective.com/cglm#sponsor)]
|
||||
|
||||
<a href="https://opencollective.com/cglm/sponsor/0/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/0/avatar.svg"></a>
|
||||
<a href="https://opencollective.com/cglm/sponsor/1/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/1/avatar.svg"></a>
|
||||
<a href="https://opencollective.com/cglm/sponsor/2/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/2/avatar.svg"></a>
|
||||
<a href="https://opencollective.com/cglm/sponsor/3/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/3/avatar.svg"></a>
|
||||
<a href="https://opencollective.com/cglm/sponsor/4/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/4/avatar.svg"></a>
|
||||
<a href="https://opencollective.com/cglm/sponsor/5/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/5/avatar.svg"></a>
|
||||
<a href="https://opencollective.com/cglm/sponsor/6/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/6/avatar.svg"></a>
|
||||
<a href="https://opencollective.com/cglm/sponsor/7/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/7/avatar.svg"></a>
|
||||
<a href="https://opencollective.com/cglm/sponsor/8/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/8/avatar.svg"></a>
|
||||
<a href="https://opencollective.com/cglm/sponsor/9/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/9/avatar.svg"></a>
|
||||
|
||||
|
||||
|
||||
## License
|
||||
MIT. check the LICENSE file
|
||||
|
||||
@@ -161,7 +195,7 @@ If you want to use inline versions of funcstions then; include main header
|
||||
```C
|
||||
#include <cglm/cglm.h>
|
||||
```
|
||||
the haeder will include all headers. Then call func you want e.g. rotate vector by axis:
|
||||
the header will include all headers. Then call func you want e.g. rotate vector by axis:
|
||||
```C
|
||||
glm_vec_rotate(v1, glm_rad(45), (vec3){1.0f, 0.0f, 0.0f});
|
||||
```
|
||||
@@ -180,7 +214,7 @@ to call pre-compiled versions include header with `c` postfix, c means call. Pre
|
||||
```C
|
||||
#include <cglm/call.h>
|
||||
```
|
||||
this header will include all heaers with c postfix. You need to call functions with c posfix:
|
||||
this header will include all headers with c postfix. You need to call functions with c posfix:
|
||||
```C
|
||||
glmc_vec_normalize(vec);
|
||||
```
|
||||
@@ -194,6 +228,27 @@ glm_mat4_mul(m1, m1, m1);
|
||||
```
|
||||
the first two parameter are **[in]** and the last one is **[out]** parameter. After multiplied *m1* and *m2* the result is stored in *m1*. This is why we send *m1* twice. You may store result in different matrix, this just an example.
|
||||
|
||||
### Example: Computing MVP matrix
|
||||
|
||||
#### Option 1
|
||||
```C
|
||||
mat4 proj, view, model, mvp;
|
||||
|
||||
/* init proj, view and model ... */
|
||||
|
||||
glm_mat4_mul(proj, view, viewProj);
|
||||
glm_mat4_mul(viewProj, model, mvp);
|
||||
```
|
||||
|
||||
#### Option 2
|
||||
```C
|
||||
mat4 proj, view, model, mvp;
|
||||
|
||||
/* init proj, view and model ... */
|
||||
|
||||
glm_mat4_mulN((mat4 *[]){&proj, &view, &model}, 3, mvp);
|
||||
```
|
||||
|
||||
## How to send matrix to OpenGL
|
||||
|
||||
mat4 is array of vec4 and vec4 is array of floats. `glUniformMatrix4fv` functions accecpts `float*` as `value` (last param), so you can cast mat4 to float* or you can pass first column of matrix as beginning of memory of matrix:
|
||||
|
||||
@@ -16,14 +16,18 @@ cd $(dirname "$0")
|
||||
if [ "$(uname)" = "Darwin" ]; then
|
||||
libtoolBin=$(which glibtoolize)
|
||||
libtoolBinDir=$(dirname "${libtoolBin}")
|
||||
|
||||
if [ ! -f "${libtoolBinDir}/libtoolize" ]; then
|
||||
ln -s $libtoolBin "${libtoolBinDir}/libtoolize"
|
||||
fi
|
||||
fi
|
||||
|
||||
# general deps: gcc make autoconf automake libtool cmake
|
||||
|
||||
# test - cmocka
|
||||
cd ./test/lib/cmocka
|
||||
mkdir build
|
||||
rm -rf build
|
||||
mkdir -p build
|
||||
cd build
|
||||
cmake -DCMAKE_INSTALL_PREFIX=/usr -DCMAKE_BUILD_TYPE=Debug ..
|
||||
make -j8
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
#*****************************************************************************
|
||||
|
||||
AC_PREREQ([2.69])
|
||||
AC_INIT([cglm], [0.3.5], [info@recp.me])
|
||||
AC_INIT([cglm], [0.4.0], [info@recp.me])
|
||||
AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects])
|
||||
|
||||
AC_CONFIG_MACRO_DIR([m4])
|
||||
|
||||
@@ -41,6 +41,7 @@ Follow the :doc:`build` documentation for this
|
||||
vec4-ext
|
||||
color
|
||||
plane
|
||||
project
|
||||
util
|
||||
io
|
||||
call
|
||||
|
||||
@@ -24,6 +24,10 @@ Functions:
|
||||
#. :c:func:`glm_aabb_crop`
|
||||
#. :c:func:`glm_aabb_crop_until`
|
||||
#. :c:func:`glm_aabb_frustum`
|
||||
#. :c:func:`glm_aabb_invalidate`
|
||||
#. :c:func:`glm_aabb_isvalid`
|
||||
#. :c:func:`glm_aabb_size`
|
||||
#. :c:func:`glm_aabb_radius`
|
||||
|
||||
Functions documentation
|
||||
~~~~~~~~~~~~~~~~~~~~~~~
|
||||
@@ -91,3 +95,39 @@ Functions documentation
|
||||
Parameters:
|
||||
| *[in]* **box** bounding box
|
||||
| *[out]* **planes** frustum planes
|
||||
|
||||
.. c:function:: void glm_aabb_invalidate(vec3 box[2])
|
||||
|
||||
| invalidate AABB min and max values
|
||||
|
||||
| It fills *max* values with -FLT_MAX and *min* values with +FLT_MAX
|
||||
|
||||
Parameters:
|
||||
| *[in, out]* **box** bounding box
|
||||
|
||||
.. c:function:: bool glm_aabb_isvalid(vec3 box[2])
|
||||
|
||||
| check if AABB is valid or not
|
||||
|
||||
Parameters:
|
||||
| *[in]* **box** bounding box
|
||||
|
||||
Returns:
|
||||
returns true if aabb is valid otherwise false
|
||||
|
||||
.. c:function:: float glm_aabb_size(vec3 box[2])
|
||||
|
||||
| distance between of min and max
|
||||
|
||||
Parameters:
|
||||
| *[in]* **box** bounding box
|
||||
|
||||
Returns:
|
||||
distance between min - max
|
||||
|
||||
.. c:function:: float glm_aabb_radius(vec3 box[2])
|
||||
|
||||
| radius of sphere which surrounds AABB
|
||||
|
||||
Parameters:
|
||||
| *[in]* **box** bounding box
|
||||
|
||||
@@ -70,6 +70,7 @@ Functions:
|
||||
1. :c:func:`glm_euler_order`
|
||||
#. :c:func:`glm_euler_angles`
|
||||
#. :c:func:`glm_euler`
|
||||
#. :c:func:`glm_euler_xyz`
|
||||
#. :c:func:`glm_euler_zyx`
|
||||
#. :c:func:`glm_euler_zxy`
|
||||
#. :c:func:`glm_euler_xzy`
|
||||
@@ -115,8 +116,18 @@ Functions documentation
|
||||
|
||||
| build rotation matrix from euler angles
|
||||
|
||||
this is alias of glm_euler_xyz function
|
||||
|
||||
Parameters:
|
||||
| *[in]* **angles** angles as vector [Ex, Ey, Ez]
|
||||
| *[in]* **angles** angles as vector [Xangle, Yangle, Zangle]
|
||||
| *[in]* **dest** rotation matrix
|
||||
|
||||
.. c:function:: void glm_euler_xyz(vec3 angles, mat4 dest)
|
||||
|
||||
| build rotation matrix from euler angles
|
||||
|
||||
Parameters:
|
||||
| *[in]* **angles** angles as vector [Xangle, Yangle, Zangle]
|
||||
| *[in]* **dest** rotation matrix
|
||||
|
||||
.. c:function:: void glm_euler_zyx(vec3 angles, mat4 dest)
|
||||
@@ -124,7 +135,7 @@ Functions documentation
|
||||
| build rotation matrix from euler angles
|
||||
|
||||
Parameters:
|
||||
| *[in]* **angles** angles as vector [Ez, Ey, Ex]
|
||||
| *[in]* **angles** angles as vector [Xangle, Yangle, Zangle]
|
||||
| *[in]* **dest** rotation matrix
|
||||
|
||||
.. c:function:: void glm_euler_zxy(vec3 angles, mat4 dest)
|
||||
@@ -132,7 +143,7 @@ Functions documentation
|
||||
| build rotation matrix from euler angles
|
||||
|
||||
Parameters:
|
||||
| *[in]* **angles** angles as vector [Ez, Ex, Ey]
|
||||
| *[in]* **angles** angles as vector [Xangle, Yangle, Zangle]
|
||||
| *[in]* **dest** rotation matrix
|
||||
|
||||
.. c:function:: void glm_euler_xzy(vec3 angles, mat4 dest)
|
||||
@@ -140,7 +151,7 @@ Functions documentation
|
||||
| build rotation matrix from euler angles
|
||||
|
||||
Parameters:
|
||||
| *[in]* **angles** angles as vector [Ex, Ez, Ey]
|
||||
| *[in]* **angles** angles as vector [Xangle, Yangle, Zangle]
|
||||
| *[in]* **dest** rotation matrix
|
||||
|
||||
.. c:function:: void glm_euler_yzx(vec3 angles, mat4 dest)
|
||||
@@ -148,7 +159,7 @@ Functions documentation
|
||||
build rotation matrix from euler angles
|
||||
|
||||
Parameters:
|
||||
| *[in]* **angles** angles as vector [Ey, Ez, Ex]
|
||||
| *[in]* **angles** angles as vector [Xangle, Yangle, Zangle]
|
||||
| *[in]* **dest** rotation matrix
|
||||
|
||||
.. c:function:: void glm_euler_yxz(vec3 angles, mat4 dest)
|
||||
@@ -156,7 +167,7 @@ Functions documentation
|
||||
| build rotation matrix from euler angles
|
||||
|
||||
Parameters:
|
||||
| *[in]* **angles** angles as vector [Ey, Ex, Ez]
|
||||
| *[in]* **angles** angles as vector [Xangle, Yangle, Zangle]
|
||||
| *[in]* **dest** rotation matrix
|
||||
|
||||
.. c:function:: void glm_euler_by_order(vec3 angles, glm_euler_sq ord, mat4 dest)
|
||||
@@ -166,6 +177,6 @@ Functions documentation
|
||||
Use :c:func:`glm_euler_order` function to build *ord* parameter
|
||||
|
||||
Parameters:
|
||||
| *[in]* **angles** angles as vector (ord parameter spceifies angles order)
|
||||
| *[in]* **angles** angles as vector [Xangle, Yangle, Zangle]
|
||||
| *[in]* **ord** euler order
|
||||
| *[in]* **dest** rotation matrix
|
||||
|
||||
@@ -39,6 +39,7 @@ Functions:
|
||||
#. :c:func:`glm_vec3_print`
|
||||
#. :c:func:`glm_ivec3_print`
|
||||
#. :c:func:`glm_versor_print`
|
||||
#. :c:func:`glm_aabb_print`
|
||||
|
||||
Functions documentation
|
||||
~~~~~~~~~~~~~~~~~~~~~~~
|
||||
@@ -90,3 +91,12 @@ Functions documentation
|
||||
Parameters:
|
||||
| *[in]* **vec** quaternion
|
||||
| *[in]* **ostream** FILE to write
|
||||
|
||||
.. c:function:: void glm_aabb_print(versor vec, const char * __restrict tag, FILE * __restrict ostream)
|
||||
|
||||
| print aabb to given stream
|
||||
|
||||
Parameters:
|
||||
| *[in]* **vec** aabb (axis-aligned bounding box)
|
||||
| *[in]* **tag** tag to find it more easly in logs
|
||||
| *[in]* **ostream** FILE to write
|
||||
|
||||
102
docs/source/project.rst
Normal file
102
docs/source/project.rst
Normal file
@@ -0,0 +1,102 @@
|
||||
.. default-domain:: C
|
||||
|
||||
Project / UnProject
|
||||
================================================================================
|
||||
|
||||
Header: cglm/project.h
|
||||
|
||||
Viewport is required as *vec4* **[X, Y, Width, Height]** but this doesn't mean
|
||||
that you should store it as **vec4**. You can convert your data representation
|
||||
to vec4 before passing it to related functions.
|
||||
|
||||
Table of contents (click to go):
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Functions:
|
||||
|
||||
1. :c:func:`glm_unprojecti`
|
||||
#. :c:func:`glm_unproject`
|
||||
#. :c:func:`glm_project`
|
||||
|
||||
Functions documentation
|
||||
~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
.. c:function:: void glm_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest)
|
||||
|
||||
| maps the specified viewport coordinates into specified space [1]
|
||||
the matrix should contain projection matrix.
|
||||
|
||||
if you don't have ( and don't want to have ) an inverse matrix then use
|
||||
glm_unproject version. You may use existing inverse of matrix in somewhere
|
||||
else, this is why glm_unprojecti exists to save save inversion cost
|
||||
|
||||
[1] space:
|
||||
- if m = invProj: View Space
|
||||
- if m = invViewProj: World Space
|
||||
- if m = invMVP: Object Space
|
||||
|
||||
You probably want to map the coordinates into object space
|
||||
so use invMVP as m
|
||||
|
||||
Computing viewProj:
|
||||
|
||||
.. code-block:: c
|
||||
|
||||
glm_mat4_mul(proj, view, viewProj);
|
||||
glm_mat4_mul(viewProj, model, MVP);
|
||||
glm_mat4_inv(viewProj, invMVP);
|
||||
|
||||
Parameters:
|
||||
| *[in]* **pos** point/position in viewport coordinates
|
||||
| *[in]* **invMat** matrix (see brief)
|
||||
| *[in]* **vp** viewport as [x, y, width, height]
|
||||
| *[out]* **dest** unprojected coordinates
|
||||
|
||||
.. c:function:: void glm_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest)
|
||||
|
||||
| maps the specified viewport coordinates into specified space [1]
|
||||
the matrix should contain projection matrix.
|
||||
|
||||
this is same as glm_unprojecti except this function get inverse matrix for
|
||||
you.
|
||||
|
||||
[1] space:
|
||||
- if m = proj: View Space
|
||||
- if m = viewProj: World Space
|
||||
- if m = MVP: Object Space
|
||||
|
||||
You probably want to map the coordinates into object space so use MVP as m
|
||||
|
||||
Computing viewProj and MVP:
|
||||
|
||||
.. code-block:: c
|
||||
|
||||
glm_mat4_mul(proj, view, viewProj);
|
||||
glm_mat4_mul(viewProj, model, MVP);
|
||||
|
||||
Parameters:
|
||||
| *[in]* **pos** point/position in viewport coordinates
|
||||
| *[in]* **m** matrix (see brief)
|
||||
| *[in]* **vp** viewport as [x, y, width, height]
|
||||
| *[out]* **dest** unprojected coordinates
|
||||
|
||||
.. c:function:: void glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest)
|
||||
|
||||
| map object coordinates to window coordinates
|
||||
|
||||
Computing MVP:
|
||||
|
||||
.. code-block:: c
|
||||
|
||||
glm_mat4_mul(proj, view, viewProj);
|
||||
glm_mat4_mul(viewProj, model, MVP);
|
||||
|
||||
this could be useful for gettng a bbox which fits with view frustum and
|
||||
object bounding boxes. In this case you crop view frustum box with objects
|
||||
box
|
||||
|
||||
Parameters:
|
||||
| *[in]* **pos** object coordinates
|
||||
| *[in]* **m** MVP matrix
|
||||
| *[in]* **vp** viewport as [x, y, width, height]
|
||||
| *[out]* **dest** projected coordinates
|
||||
@@ -5,17 +5,16 @@ quaternions
|
||||
|
||||
Header: cglm/quat.h
|
||||
|
||||
**Important:** *cglm* stores quaternion as [w, x, y, z] in memory, don't
|
||||
forget that when changing quaternion items manually. For instance *quat[3]*
|
||||
is *quat.z* and *quat[0*] is *quat.w*. This may change in the future if *cglm*
|
||||
will got enough request to do that. Probably it will not be changed in near
|
||||
future
|
||||
**Important:** *cglm* stores quaternion as **[x, y, z, w]** in memory
|
||||
since **v0.4.0** it was **[w, x, y, z]**
|
||||
before v0.4.0 ( **v0.3.5 and earlier** ). w is real part.
|
||||
|
||||
There are some TODOs for quaternions check TODO list to see them.
|
||||
What you can do with quaternions with existing functions is (Some of them):
|
||||
|
||||
Also **versor** is identity quaternion so the type may change to **vec4** or
|
||||
something else. This will not affect existing functions for your engine because
|
||||
*versor* is alias of *vec4*
|
||||
- You can rotate transform matrix using quaterion
|
||||
- You can rotate vector using quaterion
|
||||
- You can create view matrix using quaterion
|
||||
- You can create a lookrotation (from source point to dest)
|
||||
|
||||
Table of contents (click to go):
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
@@ -28,14 +27,35 @@ Macros:
|
||||
Functions:
|
||||
|
||||
1. :c:func:`glm_quat_identity`
|
||||
#. :c:func:`glm_quat_init`
|
||||
#. :c:func:`glm_quat`
|
||||
#. :c:func:`glm_quatv`
|
||||
#. :c:func:`glm_quat_copy`
|
||||
#. :c:func:`glm_quat_norm`
|
||||
#. :c:func:`glm_quat_normalize`
|
||||
#. :c:func:`glm_quat_normalize_to`
|
||||
#. :c:func:`glm_quat_dot`
|
||||
#. :c:func:`glm_quat_mulv`
|
||||
#. :c:func:`glm_quat_conjugate`
|
||||
#. :c:func:`glm_quat_inv`
|
||||
#. :c:func:`glm_quat_add`
|
||||
#. :c:func:`glm_quat_sub`
|
||||
#. :c:func:`glm_quat_real`
|
||||
#. :c:func:`glm_quat_imag`
|
||||
#. :c:func:`glm_quat_imagn`
|
||||
#. :c:func:`glm_quat_imaglen`
|
||||
#. :c:func:`glm_quat_angle`
|
||||
#. :c:func:`glm_quat_axis`
|
||||
#. :c:func:`glm_quat_mul`
|
||||
#. :c:func:`glm_quat_mat4`
|
||||
#. :c:func:`glm_quat_mat4t`
|
||||
#. :c:func:`glm_quat_mat3`
|
||||
#. :c:func:`glm_quat_mat3t`
|
||||
#. :c:func:`glm_quat_lerp`
|
||||
#. :c:func:`glm_quat_slerp`
|
||||
#. :c:func:`glm_quat_look`
|
||||
#. :c:func:`glm_quat_for`
|
||||
#. :c:func:`glm_quat_forp`
|
||||
#. :c:func:`glm_quat_rotatev`
|
||||
|
||||
Functions documentation
|
||||
~~~~~~~~~~~~~~~~~~~~~~~
|
||||
@@ -47,10 +67,23 @@ Functions documentation
|
||||
Parameters:
|
||||
| *[in, out]* **q** quaternion
|
||||
|
||||
.. c:function:: void glm_quat_init(versor q, float x, float y, float z, float w)
|
||||
|
||||
| inits quaternion with given values
|
||||
|
||||
Parameters:
|
||||
| *[out]* **q** quaternion
|
||||
| *[in]* **x** imag.x
|
||||
| *[in]* **y** imag.y
|
||||
| *[in]* **z** imag.z
|
||||
| *[in]* **w** w (real part)
|
||||
|
||||
.. c:function:: void glm_quat(versor q, float angle, float x, float y, float z)
|
||||
|
||||
| creates NEW quaternion with individual axis components
|
||||
|
||||
| given axis will be normalized
|
||||
|
||||
Parameters:
|
||||
| *[out]* **q** quaternion
|
||||
| *[in]* **angle** angle (radians)
|
||||
@@ -58,14 +91,24 @@ Functions documentation
|
||||
| *[in]* **y** axis.y
|
||||
| *[in]* **z** axis.z
|
||||
|
||||
.. c:function:: void glm_quatv(versor q, float angle, vec3 v)
|
||||
.. c:function:: void glm_quatv(versor q, float angle, vec3 axis)
|
||||
|
||||
| creates NEW quaternion with axis vector
|
||||
|
||||
| given axis will be normalized
|
||||
|
||||
Parameters:
|
||||
| *[out]* **q** quaternion
|
||||
| *[in]* **angle** angle (radians)
|
||||
| *[in]* **v** axis
|
||||
| *[in]* **axis** axis (will be normalized)
|
||||
|
||||
.. c:function:: void glm_quat_copy(versor q, versor dest)
|
||||
|
||||
| copy quaternion to another one
|
||||
|
||||
Parameters:
|
||||
| *[in]* **q** source quaternion
|
||||
| *[out]* **dest** destination quaternion
|
||||
|
||||
.. c:function:: float glm_quat_norm(versor q)
|
||||
|
||||
@@ -77,6 +120,14 @@ Functions documentation
|
||||
Returns:
|
||||
norm (magnitude)
|
||||
|
||||
.. c:function:: void glm_quat_normalize_to(versor q, versor dest)
|
||||
|
||||
| normalize quaternion and store result in dest, original one will not be normalized
|
||||
|
||||
Parameters:
|
||||
| *[in]* **q** quaternion to normalize into
|
||||
| *[out]* **dest** destination quaternion
|
||||
|
||||
.. c:function:: void glm_quat_normalize(versor q)
|
||||
|
||||
| normalize quaternion
|
||||
@@ -84,24 +135,118 @@ Functions documentation
|
||||
Parameters:
|
||||
| *[in, out]* **q** quaternion
|
||||
|
||||
.. c:function:: float glm_quat_dot(versor q, versor r)
|
||||
.. c:function:: float glm_quat_dot(versor p, versor q)
|
||||
|
||||
dot product of two quaternion
|
||||
|
||||
Parameters:
|
||||
| *[in]* **q1** quaternion 1
|
||||
| *[in]* **q2** quaternion 2
|
||||
| *[in]* **p** quaternion 1
|
||||
| *[in]* **q** quaternion 2
|
||||
|
||||
Returns:
|
||||
dot product
|
||||
|
||||
.. c:function:: void glm_quat_mulv(versor q1, versor q2, versor dest)
|
||||
.. c:function:: void glm_quat_conjugate(versor q, versor dest)
|
||||
|
||||
conjugate of quaternion
|
||||
|
||||
Parameters:
|
||||
| *[in]* **q** quaternion
|
||||
| *[in]* **dest** conjugate
|
||||
|
||||
.. c:function:: void glm_quat_inv(versor q, versor dest)
|
||||
|
||||
inverse of non-zero quaternion
|
||||
|
||||
Parameters:
|
||||
| *[in]* **q** quaternion
|
||||
| *[in]* **dest** inverse quaternion
|
||||
|
||||
.. c:function:: void glm_quat_add(versor p, versor q, versor dest)
|
||||
|
||||
add (componentwise) two quaternions and store result in dest
|
||||
|
||||
Parameters:
|
||||
| *[in]* **p** quaternion 1
|
||||
| *[in]* **q** quaternion 2
|
||||
| *[in]* **dest** result quaternion
|
||||
|
||||
.. c:function:: void glm_quat_sub(versor p, versor q, versor dest)
|
||||
|
||||
subtract (componentwise) two quaternions and store result in dest
|
||||
|
||||
Parameters:
|
||||
| *[in]* **p** quaternion 1
|
||||
| *[in]* **q** quaternion 2
|
||||
| *[in]* **dest** result quaternion
|
||||
|
||||
.. c:function:: float glm_quat_real(versor q)
|
||||
|
||||
returns real part of quaternion
|
||||
|
||||
Parameters:
|
||||
| *[in]* **q** quaternion
|
||||
|
||||
Returns:
|
||||
real part (quat.w)
|
||||
|
||||
.. c:function:: void glm_quat_imag(versor q, vec3 dest)
|
||||
|
||||
returns imaginary part of quaternion
|
||||
|
||||
Parameters:
|
||||
| *[in]* **q** quaternion
|
||||
| *[out]* **dest** imag
|
||||
|
||||
.. c:function:: void glm_quat_imagn(versor q, vec3 dest)
|
||||
|
||||
returns normalized imaginary part of quaternion
|
||||
|
||||
Parameters:
|
||||
| *[in]* **q** quaternion
|
||||
| *[out]* **dest** imag
|
||||
|
||||
.. c:function:: float glm_quat_imaglen(versor q)
|
||||
|
||||
returns length of imaginary part of quaternion
|
||||
|
||||
Parameters:
|
||||
| *[in]* **q** quaternion
|
||||
|
||||
Returns:
|
||||
norm of imaginary part
|
||||
|
||||
.. c:function:: float glm_quat_angle(versor q)
|
||||
|
||||
returns angle of quaternion
|
||||
|
||||
Parameters:
|
||||
| *[in]* **q** quaternion
|
||||
|
||||
Returns:
|
||||
angles of quat (radians)
|
||||
|
||||
.. c:function:: void glm_quat_axis(versor q, versor dest)
|
||||
|
||||
axis of quaternion
|
||||
|
||||
Parameters:
|
||||
| *[in]* **p** quaternion
|
||||
| *[out]* **dest** axis of quaternion
|
||||
|
||||
.. c:function:: void glm_quat_mul(versor p, versor q, versor dest)
|
||||
|
||||
| multiplies two quaternion and stores result in dest
|
||||
|
||||
| this is also called Hamilton Product
|
||||
|
||||
| According to WikiPedia:
|
||||
| The product of two rotation quaternions [clarification needed] will be
|
||||
equivalent to the rotation q followed by the rotation p
|
||||
|
||||
Parameters:
|
||||
| *[in]* **q1** quaternion 1
|
||||
| *[in]* **q2** quaternion 2
|
||||
| *[in]* **p** quaternion 1 (first rotation)
|
||||
| *[in]* **q** quaternion 2 (second rotation)
|
||||
| *[out]* **dest** result quaternion
|
||||
|
||||
.. c:function:: void glm_quat_mat4(versor q, mat4 dest)
|
||||
@@ -112,13 +257,100 @@ Functions documentation
|
||||
| *[in]* **q** quaternion
|
||||
| *[out]* **dest** result matrix
|
||||
|
||||
.. c:function:: void glm_quat_mat4t(versor q, mat4 dest)
|
||||
|
||||
| convert quaternion to mat4 (transposed). This is transposed version of glm_quat_mat4
|
||||
|
||||
Parameters:
|
||||
| *[in]* **q** quaternion
|
||||
| *[out]* **dest** result matrix
|
||||
|
||||
.. c:function:: void glm_quat_mat3(versor q, mat3 dest)
|
||||
|
||||
| convert quaternion to mat3
|
||||
|
||||
Parameters:
|
||||
| *[in]* **q** quaternion
|
||||
| *[out]* **dest** result matrix
|
||||
|
||||
.. c:function:: void glm_quat_mat3t(versor q, mat3 dest)
|
||||
|
||||
| convert quaternion to mat3 (transposed). This is transposed version of glm_quat_mat3
|
||||
|
||||
Parameters:
|
||||
| *[in]* **q** quaternion
|
||||
| *[out]* **dest** result matrix
|
||||
|
||||
.. c:function:: void glm_quat_lerp(versor from, versor to, float t, versor dest)
|
||||
|
||||
| interpolates between two quaternions
|
||||
| using spherical linear interpolation (LERP)
|
||||
|
||||
Parameters:
|
||||
| *[in]* **from** from
|
||||
| *[in]* **to** to
|
||||
| *[in]* **t** interpolant (amount) clamped between 0 and 1
|
||||
| *[out]* **dest** result quaternion
|
||||
|
||||
.. c:function:: void glm_quat_slerp(versor q, versor r, float t, versor dest)
|
||||
|
||||
| interpolates between two quaternions
|
||||
| using spherical linear interpolation (SLERP)
|
||||
|
||||
Parameters:
|
||||
| *[in]* **q** from
|
||||
| *[in]* **r** to
|
||||
| *[in]* **t** amout
|
||||
| *[in]* **from** from
|
||||
| *[in]* **to** to
|
||||
| *[in]* **t** interpolant (amount) clamped between 0 and 1
|
||||
| *[out]* **dest** result quaternion
|
||||
|
||||
.. c:function:: void glm_quat_look(vec3 eye, versor ori, mat4 dest)
|
||||
|
||||
| creates view matrix using quaternion as camera orientation
|
||||
|
||||
Parameters:
|
||||
| *[in]* **eye** eye
|
||||
| *[in]* **ori** orientation in world space as quaternion
|
||||
| *[out]* **dest** result matrix
|
||||
|
||||
.. c:function:: void glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest)
|
||||
|
||||
| creates look rotation quaternion
|
||||
|
||||
Parameters:
|
||||
| *[in]* **dir** direction to look
|
||||
| *[in]* **fwd** forward vector
|
||||
| *[in]* **up** up vector
|
||||
| *[out]* **dest** result matrix
|
||||
|
||||
.. c:function:: void glm_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest)
|
||||
|
||||
| creates look rotation quaternion using source and destination positions p suffix stands for position
|
||||
|
||||
| this is similar to glm_quat_for except this computes direction for glm_quat_for for you.
|
||||
|
||||
Parameters:
|
||||
| *[in]* **from** source point
|
||||
| *[in]* **to** destination point
|
||||
| *[in]* **fwd** forward vector
|
||||
| *[in]* **up** up vector
|
||||
| *[out]* **dest** result matrix
|
||||
|
||||
.. c:function:: void glm_quat_rotatev(versor q, vec3 v, vec3 dest)
|
||||
|
||||
| crotate vector using using quaternion
|
||||
|
||||
Parameters:
|
||||
| *[in]* **q** quaternion
|
||||
| *[in]* **v** vector to rotate
|
||||
| *[out]* **dest** rotated vector
|
||||
|
||||
.. c:function:: void glm_quat_rotate(mat4 m, versor q, mat4 dest)
|
||||
|
||||
| rotate existing transform matrix using quaternion
|
||||
|
||||
instead of passing identity matrix, consider to use quat_mat4 functions
|
||||
|
||||
Parameters:
|
||||
| *[in]* **m** existing transform matrix to rotate
|
||||
| *[in]* **q** quaternion
|
||||
| *[out]* **dest** rotated matrix/transform
|
||||
|
||||
@@ -13,18 +13,25 @@ Table of contents (click to go):
|
||||
Functions:
|
||||
|
||||
1. :c:func:`glm_sign`
|
||||
#. :c:func:`glm_signf`
|
||||
#. :c:func:`glm_rad`
|
||||
#. :c:func:`glm_deg`
|
||||
#. :c:func:`glm_make_rad`
|
||||
#. :c:func:`glm_make_deg`
|
||||
#. :c:func:`glm_pow2`
|
||||
#. :c:func:`glm_min`
|
||||
#. :c:func:`glm_max`
|
||||
#. :c:func:`glm_clamp`
|
||||
#. :c:func:`glm_lerp`
|
||||
|
||||
Functions documentation
|
||||
~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
.. c:function:: int glm_sign(int val)
|
||||
|
||||
| returns sign of 32 bit integer as +1 or -1
|
||||
| returns sign of 32 bit integer as +1, -1, 0
|
||||
|
||||
| **Important**: It returns 0 for zero input
|
||||
|
||||
Parameters:
|
||||
| *[in]* **val** an integer
|
||||
@@ -32,6 +39,18 @@ Functions documentation
|
||||
Returns:
|
||||
sign of given number
|
||||
|
||||
.. c:function:: float glm_signf(float val)
|
||||
|
||||
| returns sign of 32 bit integer as +1.0, -1.0, 0.0
|
||||
|
||||
| **Important**: It returns 0.0f for zero input
|
||||
|
||||
Parameters:
|
||||
| *[in]* **val** a float
|
||||
|
||||
Returns:
|
||||
sign of given number
|
||||
|
||||
.. c:function:: float glm_rad(float deg)
|
||||
|
||||
| convert degree to radians
|
||||
@@ -91,3 +110,29 @@ Functions documentation
|
||||
|
||||
Returns:
|
||||
maximum value
|
||||
|
||||
.. c:function:: void glm_clamp(float val, float minVal, float maxVal)
|
||||
|
||||
constrain a value to lie between two further values
|
||||
|
||||
Parameters:
|
||||
| *[in]* **val** input value
|
||||
| *[in]* **minVal** minimum value
|
||||
| *[in]* **maxVal** maximum value
|
||||
|
||||
Returns:
|
||||
clamped value
|
||||
|
||||
.. c:function:: float glm_lerp(float from, float to, float t)
|
||||
|
||||
linear interpolation between two number
|
||||
|
||||
| formula: from + s * (to - from)
|
||||
|
||||
Parameters:
|
||||
| *[in]* **from** from value
|
||||
| *[in]* **to** to value
|
||||
| *[in]* **t** interpolant (amount) clamped between 0 and 1
|
||||
|
||||
Returns:
|
||||
interpolated value
|
||||
|
||||
@@ -23,6 +23,11 @@ Functions:
|
||||
#. :c:func:`glm_vec_eqv_eps`
|
||||
#. :c:func:`glm_vec_max`
|
||||
#. :c:func:`glm_vec_min`
|
||||
#. :c:func:`glm_vec_isnan`
|
||||
#. :c:func:`glm_vec_isinf`
|
||||
#. :c:func:`glm_vec_isvalid`
|
||||
#. :c:func:`glm_vec_sign`
|
||||
#. :c:func:`glm_vec_sqrt`
|
||||
|
||||
Functions documentation
|
||||
~~~~~~~~~~~~~~~~~~~~~~~
|
||||
@@ -96,3 +101,43 @@ Functions documentation
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
|
||||
.. c:function:: bool glm_vec_isnan(vec3 v)
|
||||
|
||||
| check if one of items is NaN (not a number)
|
||||
| you should only use this in DEBUG mode or very critical asserts
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
|
||||
.. c:function:: bool glm_vec_isinf(vec3 v)
|
||||
|
||||
| check if one of items is INFINITY
|
||||
| you should only use this in DEBUG mode or very critical asserts
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
|
||||
.. c:function:: bool glm_vec_isvalid(vec3 v)
|
||||
|
||||
| check if all items are valid number
|
||||
| you should only use this in DEBUG mode or very critical asserts
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
|
||||
.. c:function:: void glm_vec_sign(vec3 v, vec3 dest)
|
||||
|
||||
get sign of 32 bit float as +1, -1, 0
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
| *[out]* **dest** sign vector (only keeps signs as -1, 0, -1)
|
||||
|
||||
.. c:function:: void glm_vec_sqrt(vec3 v, vec3 dest)
|
||||
|
||||
square root of each vector item
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
| *[out]* **dest** destination vector (sqrt(v))
|
||||
|
||||
@@ -40,6 +40,7 @@ Functions:
|
||||
#. :c:func:`glm_vec_scale`
|
||||
#. :c:func:`glm_vec_scale_as`
|
||||
#. :c:func:`glm_vec_flipsign`
|
||||
#. :c:func:`glm_vec_flipsign_to`
|
||||
#. :c:func:`glm_vec_inv`
|
||||
#. :c:func:`glm_vec_inv_to`
|
||||
#. :c:func:`glm_vec_normalize`
|
||||
@@ -53,6 +54,8 @@ Functions:
|
||||
#. :c:func:`glm_vec_maxv`
|
||||
#. :c:func:`glm_vec_minv`
|
||||
#. :c:func:`glm_vec_ortho`
|
||||
#. :c:func:`glm_vec_clamp`
|
||||
#. :c:func:`glm_vec_lerp`
|
||||
|
||||
Functions documentation
|
||||
~~~~~~~~~~~~~~~~~~~~~~~
|
||||
@@ -158,6 +161,14 @@ Functions documentation
|
||||
Parameters:
|
||||
| *[in, out]* **v** vector
|
||||
|
||||
.. c:function:: void glm_vec_flipsign_to(vec3 v, vec3 dest)
|
||||
|
||||
flip sign of all vec3 members and store result in dest
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
| *[out]* **dest** negated vector
|
||||
|
||||
.. c:function:: void glm_vec_inv(vec3 v)
|
||||
|
||||
make vector as inverse/opposite of itself
|
||||
@@ -205,7 +216,7 @@ Functions documentation
|
||||
|
||||
Parameters:
|
||||
| *[in, out]* **v** vector
|
||||
| *[in]* **axis** axis vector (must be unit vector)
|
||||
| *[in]* **axis** axis vector (will be normalized)
|
||||
| *[out]* **angle** angle (radians)
|
||||
|
||||
.. c:function:: void glm_vec_rotate_m4(mat4 m, vec3 v, vec3 dest)
|
||||
@@ -271,3 +282,24 @@ Functions documentation
|
||||
Parameters:
|
||||
| *[in]* **mat** vector
|
||||
| *[out]* **dest** orthogonal/perpendicular vector
|
||||
|
||||
.. c:function:: void glm_vec_clamp(vec3 v, float minVal, float maxVal)
|
||||
|
||||
constrain a value to lie between two further values
|
||||
|
||||
Parameters:
|
||||
| *[in, out]* **v** vector
|
||||
| *[in]* **minVal** minimum value
|
||||
| *[in]* **maxVal** maximum value
|
||||
|
||||
.. c:function:: void glm_vec_lerp(vec3 from, vec3 to, float t, vec3 dest)
|
||||
|
||||
linear interpolation between two vector
|
||||
|
||||
| formula: from + s * (to - from)
|
||||
|
||||
Parameters:
|
||||
| *[in]* **from** from value
|
||||
| *[in]* **to** to value
|
||||
| *[in]* **t** interpolant (amount) clamped between 0 and 1
|
||||
| *[out]* **dest** destination
|
||||
|
||||
@@ -96,3 +96,43 @@ Functions documentation
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
|
||||
.. c:function:: bool glm_vec4_isnan(vec4 v)
|
||||
|
||||
| check if one of items is NaN (not a number)
|
||||
| you should only use this in DEBUG mode or very critical asserts
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
|
||||
.. c:function:: bool glm_vec4_isinf(vec4 v)
|
||||
|
||||
| check if one of items is INFINITY
|
||||
| you should only use this in DEBUG mode or very critical asserts
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
|
||||
.. c:function:: bool glm_vec4_isvalid(vec4 v)
|
||||
|
||||
| check if all items are valid number
|
||||
| you should only use this in DEBUG mode or very critical asserts
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
|
||||
.. c:function:: void glm_vec4_sign(vec4 v, vec4 dest)
|
||||
|
||||
get sign of 32 bit float as +1, -1, 0
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
| *[out]* **dest** sign vector (only keeps signs as -1, 0, -1)
|
||||
|
||||
.. c:function:: void glm_vec4_sqrt(vec4 v, vec4 dest)
|
||||
|
||||
square root of each vector item
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
| *[out]* **dest** destination vector (sqrt(v))
|
||||
|
||||
@@ -32,6 +32,7 @@ Functions:
|
||||
#. :c:func:`glm_vec4_scale`
|
||||
#. :c:func:`glm_vec4_scale_as`
|
||||
#. :c:func:`glm_vec4_flipsign`
|
||||
#. :c:func:`glm_vec_flipsign_to`
|
||||
#. :c:func:`glm_vec4_inv`
|
||||
#. :c:func:`glm_vec4_inv_to`
|
||||
#. :c:func:`glm_vec4_normalize`
|
||||
@@ -39,6 +40,13 @@ Functions:
|
||||
#. :c:func:`glm_vec4_distance`
|
||||
#. :c:func:`glm_vec4_maxv`
|
||||
#. :c:func:`glm_vec4_minv`
|
||||
#. :c:func:`glm_vec4_clamp`
|
||||
#. :c:func:`glm_vec4_lerp`
|
||||
#. :c:func:`glm_vec4_isnan`
|
||||
#. :c:func:`glm_vec4_isinf`
|
||||
#. :c:func:`glm_vec4_isvalid`
|
||||
#. :c:func:`glm_vec4_sign`
|
||||
#. :c:func:`glm_vec4_sqrt`
|
||||
|
||||
Functions documentation
|
||||
~~~~~~~~~~~~~~~~~~~~~~~
|
||||
@@ -145,6 +153,14 @@ Functions documentation
|
||||
Parameters:
|
||||
| *[in, out]* **v** vector
|
||||
|
||||
.. c:function:: void glm_vec4_flipsign_to(vec4 v, vec4 dest)
|
||||
|
||||
flip sign of all vec4 members and store result in dest
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
| *[out]* **dest** negated vector
|
||||
|
||||
.. c:function:: void glm_vec4_inv(vec4 v)
|
||||
|
||||
make vector as inverse/opposite of itself
|
||||
@@ -203,3 +219,24 @@ Functions documentation
|
||||
| *[in]* **v1** vector1
|
||||
| *[in]* **v2** vector2
|
||||
| *[out]* **dest** destination
|
||||
|
||||
.. c:function:: void glm_vec4_clamp(vec4 v, float minVal, float maxVal)
|
||||
|
||||
constrain a value to lie between two further values
|
||||
|
||||
Parameters:
|
||||
| *[in, out]* **v** vector
|
||||
| *[in]* **minVal** minimum value
|
||||
| *[in]* **maxVal** maximum value
|
||||
|
||||
.. c:function:: void glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest)
|
||||
|
||||
linear interpolation between two vector
|
||||
|
||||
| formula: from + s * (to - from)
|
||||
|
||||
Parameters:
|
||||
| *[in]* **from** from value
|
||||
| *[in]* **to** to value
|
||||
| *[in]* **t** interpolant (amount) clamped between 0 and 1
|
||||
| *[out]* **dest** destination
|
||||
|
||||
@@ -153,4 +153,50 @@ glm_aabb_frustum(vec3 box[2], vec4 planes[6]) {
|
||||
return true;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief invalidate AABB min and max values
|
||||
*
|
||||
* @param[in, out] box bounding box
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_aabb_invalidate(vec3 box[2]) {
|
||||
glm_vec_broadcast(FLT_MAX, box[0]);
|
||||
glm_vec_broadcast(-FLT_MAX, box[1]);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if AABB is valid or not
|
||||
*
|
||||
* @param[in] box bounding box
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glm_aabb_isvalid(vec3 box[2]) {
|
||||
return glm_vec_max(box[0]) != FLT_MAX
|
||||
&& glm_vec_min(box[1]) != -FLT_MAX;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief distance between of min and max
|
||||
*
|
||||
* @param[in] box bounding box
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glm_aabb_size(vec3 box[2]) {
|
||||
return glm_vec_distance(box[0], box[1]);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief radius of sphere which surrounds AABB
|
||||
*
|
||||
* @param[in] box bounding box
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glm_aabb_radius(vec3 box[2]) {
|
||||
return glm_aabb_size(box) * 0.5f;
|
||||
}
|
||||
|
||||
#endif /* cglm_box_h */
|
||||
|
||||
@@ -24,6 +24,7 @@ extern "C" {
|
||||
#include "call/frustum.h"
|
||||
#include "call/box.h"
|
||||
#include "call/io.h"
|
||||
#include "call/project.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
||||
@@ -21,6 +21,10 @@ CGLM_EXPORT
|
||||
void
|
||||
glmc_euler(vec3 angles, mat4 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_euler_xyz(vec3 angles, mat4 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_euler_zyx(vec3 angles, mat4 dest);
|
||||
|
||||
@@ -47,12 +47,16 @@ glmc_mat4_mul(mat4 m1, mat4 m2, mat4 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_mat4_mulN(mat4 * __restrict matrices[], int len, mat4 dest);
|
||||
glmc_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_mat4_mulv(mat4 m, vec4 v, vec4 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_mat4_quat(mat4 m, versor dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_mat4_transpose_to(mat4 m, mat4 dest);
|
||||
|
||||
33
include/cglm/call/project.h
Normal file
33
include/cglm/call/project.h
Normal file
@@ -0,0 +1,33 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
#ifndef cglmc_project_h
|
||||
#define cglmc_project_h
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#include "../cglm.h"
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_project(vec3 pos, mat4 m, vec4 vp, vec3 dest);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#endif /* cglmc_project_h */
|
||||
|
||||
|
||||
@@ -19,33 +19,79 @@ glmc_quat_identity(versor q);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat(versor q,
|
||||
float angle,
|
||||
float x,
|
||||
float y,
|
||||
float z);
|
||||
glmc_quat_init(versor q, float x, float y, float z, float w);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quatv(versor q,
|
||||
float angle,
|
||||
vec3 v);
|
||||
glmc_quat(versor q, float angle, float x, float y, float z);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quatv(versor q, float angle, vec3 axis);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_copy(versor q, versor dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
float
|
||||
glmc_quat_norm(versor q);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_normalize_to(versor q, versor dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_normalize(versor q);
|
||||
|
||||
CGLM_EXPORT
|
||||
float
|
||||
glmc_quat_dot(versor q, versor r);
|
||||
glmc_quat_dot(versor p, versor q);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_mulv(versor q1, versor q2, versor dest);
|
||||
glmc_quat_conjugate(versor q, versor dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_inv(versor q, versor dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_add(versor p, versor q, versor dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_sub(versor p, versor q, versor dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
float
|
||||
glmc_quat_real(versor q);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_imag(versor q, vec3 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_imagn(versor q, vec3 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
float
|
||||
glmc_quat_imaglen(versor q);
|
||||
|
||||
CGLM_EXPORT
|
||||
float
|
||||
glmc_quat_angle(versor q);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_axis(versor q, versor dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_mul(versor p, versor q, versor dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
@@ -53,10 +99,43 @@ glmc_quat_mat4(versor q, mat4 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_slerp(versor q,
|
||||
versor r,
|
||||
float t,
|
||||
versor dest);
|
||||
glmc_quat_mat4t(versor q, mat4 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_mat3(versor q, mat3 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_mat3t(versor q, mat3 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_lerp(versor from, versor to, float t, versor dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_slerp(versor q, versor r, float t, versor dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_look(vec3 eye, versor ori, mat4 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_rotatev(versor from, vec3 to, vec3 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_rotate(mat4 m, versor q, mat4 dest);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
||||
@@ -16,6 +16,10 @@ extern "C" {
|
||||
/* DEPRECATED! use _copy, _ucopy versions */
|
||||
#define glmc_vec_dup(v, dest) glmc_vec_copy(v, dest)
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec3(vec4 v4, vec3 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_copy(vec3 a, vec3 dest);
|
||||
@@ -64,6 +68,10 @@ CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_flipsign(vec3 v);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_flipsign_to(vec3 v, vec3 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_inv(vec3 v);
|
||||
@@ -104,6 +112,76 @@ CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_minv(vec3 v1, vec3 v2, vec3 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_clamp(vec3 v, float minVal, float maxVal);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_ortho(vec3 v, vec3 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_lerp(vec3 from, vec3 to, float t, vec3 dest);
|
||||
|
||||
/* ext */
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_mulv(vec3 a, vec3 b, vec3 d);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_broadcast(float val, vec3 d);
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec_eq(vec3 v, float val);
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec_eq_eps(vec3 v, float val);
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec_eq_all(vec3 v);
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec_eqv(vec3 v1, vec3 v2);
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec_eqv_eps(vec3 v1, vec3 v2);
|
||||
|
||||
CGLM_EXPORT
|
||||
float
|
||||
glmc_vec_max(vec3 v);
|
||||
|
||||
CGLM_EXPORT
|
||||
float
|
||||
glmc_vec_min(vec3 v);
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec_isnan(vec3 v);
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec_isinf(vec3 v);
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec_isvalid(vec3 v);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_sign(vec3 v, vec3 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_sqrt(vec3 v, vec3 dest);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -17,6 +17,10 @@ extern "C" {
|
||||
#define glmc_vec4_dup3(v, dest) glmc_vec4_copy3(v, dest)
|
||||
#define glmc_vec4_dup(v, dest) glmc_vec4_copy(v, dest)
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4(vec3 v3, float last, vec4 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4_copy3(vec4 a, vec3 dest);
|
||||
@@ -65,6 +69,10 @@ CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4_flipsign(vec4 v);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4_flipsign_to(vec4 v, vec4 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4_inv(vec4 v);
|
||||
@@ -85,6 +93,72 @@ CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4_minv(vec4 v1, vec4 v2, vec4 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4_clamp(vec4 v, float minVal, float maxVal);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest);
|
||||
|
||||
/* ext */
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4_mulv(vec4 a, vec4 b, vec4 d);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4_broadcast(float val, vec4 d);
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec4_eq(vec4 v, float val);
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec4_eq_eps(vec4 v, float val);
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec4_eq_all(vec4 v);
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec4_eqv(vec4 v1, vec4 v2);
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec4_eqv_eps(vec4 v1, vec4 v2);
|
||||
|
||||
CGLM_EXPORT
|
||||
float
|
||||
glmc_vec4_max(vec4 v);
|
||||
|
||||
CGLM_EXPORT
|
||||
float
|
||||
glmc_vec4_min(vec4 v);
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec4_isnan(vec4 v);
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec4_isinf(vec4 v);
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec4_isvalid(vec4 v);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4_sign(vec4 v, vec4 dest);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4_sqrt(vec4 v, vec4 dest);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -23,5 +23,6 @@
|
||||
#include "color.h"
|
||||
#include "util.h"
|
||||
#include "io.h"
|
||||
#include "project.h"
|
||||
|
||||
#endif /* cglm_h */
|
||||
|
||||
@@ -5,6 +5,14 @@
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
/*
|
||||
NOTE:
|
||||
angles must be passed as [X-Angle, Y-Angle, Z-angle] order
|
||||
For instance you don't pass angles as [Z-Angle, X-Angle, Y-angle] to
|
||||
glm_euler_zxy funciton, All RELATED functions accept angles same order
|
||||
which is [X, Y, Z].
|
||||
*/
|
||||
|
||||
/*
|
||||
Types:
|
||||
enum glm_euler_sq
|
||||
@@ -13,6 +21,7 @@
|
||||
CGLM_INLINE glm_euler_sq 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);
|
||||
@@ -61,97 +70,61 @@ glm_euler_order(int ord[3]) {
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_euler_angles(mat4 m, vec3 dest) {
|
||||
if (m[0][2] < 1.0f) {
|
||||
if (m[0][2] > -1.0f) {
|
||||
vec3 a[2];
|
||||
float cy1, cy2;
|
||||
int path;
|
||||
float m00, m01, m10, m11, m20, m21, m22;
|
||||
float thetaX, thetaY, thetaZ;
|
||||
|
||||
a[0][1] = asinf(-m[0][2]);
|
||||
a[1][1] = CGLM_PI - a[0][1];
|
||||
m00 = m[0][0]; m10 = m[1][0]; m20 = m[2][0];
|
||||
m01 = m[0][1]; m11 = m[1][1]; m21 = m[2][1];
|
||||
m22 = m[2][2];
|
||||
|
||||
cy1 = cosf(a[0][1]);
|
||||
cy2 = cosf(a[1][1]);
|
||||
|
||||
a[0][0] = atan2f(m[1][2] / cy1, m[2][2] / cy1);
|
||||
a[1][0] = atan2f(m[1][2] / cy2, m[2][2] / cy2);
|
||||
|
||||
a[0][2] = atan2f(m[0][1] / cy1, m[0][0] / cy1);
|
||||
a[1][2] = atan2f(m[0][1] / cy2, m[0][0] / cy2);
|
||||
|
||||
path = (fabsf(a[0][0]) + fabsf(a[0][1]) + fabsf(a[0][2])) >=
|
||||
(fabsf(a[1][0]) + fabsf(a[1][1]) + fabsf(a[1][2]));
|
||||
|
||||
glm_vec_copy(a[path], dest);
|
||||
} else {
|
||||
dest[0] = atan2f(m[1][0], m[2][0]);
|
||||
dest[1] = CGLM_PI_2;
|
||||
dest[2] = 0.0f;
|
||||
if (m20 < 1.0f) {
|
||||
if (m20 > -1.0f) {
|
||||
thetaY = asinf(m20);
|
||||
thetaX = atan2f(-m21, m22);
|
||||
thetaZ = atan2f(-m10, m00);
|
||||
} else { /* m20 == -1 */
|
||||
/* Not a unique solution */
|
||||
thetaY = -CGLM_PI_2;
|
||||
thetaX = -atan2f(m01, m11);
|
||||
thetaZ = 0.0f;
|
||||
}
|
||||
} else {
|
||||
dest[0] = atan2f(-m[1][0], -m[2][0]);
|
||||
dest[1] =-CGLM_PI_2;
|
||||
dest[2] = 0.0f;
|
||||
} else { /* m20 == +1 */
|
||||
thetaY = CGLM_PI_2;
|
||||
thetaX = atan2f(m01, m11);
|
||||
thetaZ = 0.0f;
|
||||
}
|
||||
|
||||
dest[0] = thetaX;
|
||||
dest[1] = thetaY;
|
||||
dest[2] = thetaZ;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief build rotation matrix from euler angles
|
||||
*
|
||||
* @param[in] angles angles as vector [Ex, Ey, Ez]
|
||||
* @param[in] angles angles as vector [Xangle, Yangle, Zangle]
|
||||
* @param[out] dest rotation matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_euler(vec3 angles, mat4 dest) {
|
||||
glm_euler_xyz(vec3 angles, mat4 dest) {
|
||||
float cx, cy, cz,
|
||||
sx, sy, sz;
|
||||
sx, sy, sz, czsx, cxcz, sysz;
|
||||
|
||||
sx = sinf(angles[0]); cx = cosf(angles[0]);
|
||||
sy = sinf(angles[1]); cy = cosf(angles[1]);
|
||||
sz = sinf(angles[2]); cz = cosf(angles[2]);
|
||||
|
||||
dest[0][0] = cy * cz;
|
||||
dest[0][1] = cy * sz;
|
||||
dest[0][2] =-sy;
|
||||
dest[1][0] = cz * sx * sy - cx * sz;
|
||||
dest[1][1] = cx * cz + sx * sy * sz;
|
||||
dest[1][2] = cy * sx;
|
||||
dest[2][0] = cx * cz * sy + sx * sz;
|
||||
dest[2][1] =-cz * sx + cx * sy * sz;
|
||||
dest[2][2] = cx * cy;
|
||||
dest[0][3] = 0.0f;
|
||||
dest[1][3] = 0.0f;
|
||||
dest[2][3] = 0.0f;
|
||||
dest[3][0] = 0.0f;
|
||||
dest[3][1] = 0.0f;
|
||||
dest[3][2] = 0.0f;
|
||||
dest[3][3] = 1.0f;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief build rotation matrix from euler angles
|
||||
*
|
||||
* @param[in] angles angles as vector [Ez, Ey, Ex]
|
||||
* @param[out] dest rotation matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_euler_zyx(vec3 angles,
|
||||
mat4 dest) {
|
||||
float cx, cy, cz,
|
||||
sx, sy, sz;
|
||||
|
||||
sx = sinf(angles[0]); cx = cosf(angles[0]);
|
||||
sy = sinf(angles[1]); cy = cosf(angles[1]);
|
||||
sz = sinf(angles[2]); cz = cosf(angles[2]);
|
||||
czsx = cz * sx;
|
||||
cxcz = cx * cz;
|
||||
sysz = sy * sz;
|
||||
|
||||
dest[0][0] = cy * cz;
|
||||
dest[0][1] = cz * sx * sy + cx * sz;
|
||||
dest[0][2] =-cx * cz * sy + sx * sz;
|
||||
dest[0][1] = czsx * sy + cx * sz;
|
||||
dest[0][2] = -cxcz * sy + sx * sz;
|
||||
dest[1][0] = -cy * sz;
|
||||
dest[1][1] = cx * cz - sx * sy * sz;
|
||||
dest[1][2] = cz * sx + cx * sy * sz;
|
||||
dest[1][1] = cxcz - sx * sysz;
|
||||
dest[1][2] = czsx + cx * sysz;
|
||||
dest[2][0] = sy;
|
||||
dest[2][1] = -cy * sx;
|
||||
dest[2][2] = cx * cy;
|
||||
@@ -167,26 +140,82 @@ glm_euler_zyx(vec3 angles,
|
||||
/*!
|
||||
* @brief build rotation matrix from euler angles
|
||||
*
|
||||
* @param[in] angles angles as vector [Ez, Ex, Ey]
|
||||
* @param[in] angles angles as vector [Xangle, Yangle, Zangle]
|
||||
* @param[out] dest rotation matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_euler_zxy(vec3 angles,
|
||||
mat4 dest) {
|
||||
glm_euler(vec3 angles, mat4 dest) {
|
||||
glm_euler_xyz(angles, dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief build rotation matrix from euler angles
|
||||
*
|
||||
* @param[in] angles angles as vector [Xangle, Yangle, Zangle]
|
||||
* @param[out] dest rotation matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_euler_xzy(vec3 angles, mat4 dest) {
|
||||
float cx, cy, cz,
|
||||
sx, sy, sz;
|
||||
sx, sy, sz, sxsy, cysx, cxsy, cxcy;
|
||||
|
||||
sx = sinf(angles[0]); cx = cosf(angles[0]);
|
||||
sy = sinf(angles[1]); cy = cosf(angles[1]);
|
||||
sz = sinf(angles[2]); cz = cosf(angles[2]);
|
||||
|
||||
dest[0][0] = cy * cz + sx * sy * sz;
|
||||
dest[0][1] = cx * sz;
|
||||
dest[0][2] =-cz * sy + cy * sx * sz;
|
||||
dest[1][0] = cz * sx * sy - cy * sz;
|
||||
sxsy = sx * sy;
|
||||
cysx = cy * sx;
|
||||
cxsy = cx * sy;
|
||||
cxcy = cx * cy;
|
||||
|
||||
dest[0][0] = cy * cz;
|
||||
dest[0][1] = sxsy + cxcy * sz;
|
||||
dest[0][2] = -cxsy + cysx * sz;
|
||||
dest[1][0] = -sz;
|
||||
dest[1][1] = cx * cz;
|
||||
dest[1][2] = cy * cz * sx + sy * sz;
|
||||
dest[1][2] = cz * sx;
|
||||
dest[2][0] = cz * sy;
|
||||
dest[2][1] = -cysx + cxsy * sz;
|
||||
dest[2][2] = cxcy + sxsy * sz;
|
||||
dest[0][3] = 0.0f;
|
||||
dest[1][3] = 0.0f;
|
||||
dest[2][3] = 0.0f;
|
||||
dest[3][0] = 0.0f;
|
||||
dest[3][1] = 0.0f;
|
||||
dest[3][2] = 0.0f;
|
||||
dest[3][3] = 1.0f;
|
||||
}
|
||||
|
||||
|
||||
/*!
|
||||
* @brief build rotation matrix from euler angles
|
||||
*
|
||||
* @param[in] angles angles as vector [Xangle, Yangle, Zangle]
|
||||
* @param[out] dest rotation matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_euler_yxz(vec3 angles, mat4 dest) {
|
||||
float cx, cy, cz,
|
||||
sx, sy, sz, cycz, sysz, czsy, cysz;
|
||||
|
||||
sx = sinf(angles[0]); cx = cosf(angles[0]);
|
||||
sy = sinf(angles[1]); cy = cosf(angles[1]);
|
||||
sz = sinf(angles[2]); cz = cosf(angles[2]);
|
||||
|
||||
cycz = cy * cz;
|
||||
sysz = sy * sz;
|
||||
czsy = cz * sy;
|
||||
cysz = cy * sz;
|
||||
|
||||
dest[0][0] = cycz + sx * sysz;
|
||||
dest[0][1] = cx * sz;
|
||||
dest[0][2] = -czsy + cysz * sx;
|
||||
dest[1][0] = -cysz + czsy * sx;
|
||||
dest[1][1] = cx * cz;
|
||||
dest[1][2] = cycz * sx + sysz;
|
||||
dest[2][0] = cx * sy;
|
||||
dest[2][1] = -sx;
|
||||
dest[2][2] = cx * cy;
|
||||
@@ -202,29 +231,33 @@ glm_euler_zxy(vec3 angles,
|
||||
/*!
|
||||
* @brief build rotation matrix from euler angles
|
||||
*
|
||||
* @param[in] angles angles as vector [Ex, Ez, Ey]
|
||||
* @param[in] angles angles as vector [Xangle, Yangle, Zangle]
|
||||
* @param[out] dest rotation matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_euler_xzy(vec3 angles,
|
||||
mat4 dest) {
|
||||
glm_euler_yzx(vec3 angles, mat4 dest) {
|
||||
float cx, cy, cz,
|
||||
sx, sy, sz;
|
||||
sx, sy, sz, sxsy, cxcy, cysx, cxsy;
|
||||
|
||||
sx = sinf(angles[0]); cx = cosf(angles[0]);
|
||||
sy = sinf(angles[1]); cy = cosf(angles[1]);
|
||||
sz = sinf(angles[2]); cz = cosf(angles[2]);
|
||||
|
||||
sxsy = sx * sy;
|
||||
cxcy = cx * cy;
|
||||
cysx = cy * sx;
|
||||
cxsy = cx * sy;
|
||||
|
||||
dest[0][0] = cy * cz;
|
||||
dest[0][1] = sz;
|
||||
dest[0][2] = -cz * sy;
|
||||
dest[1][0] = sx * sy - cx * cy * sz;
|
||||
dest[1][0] = sxsy - cxcy * sz;
|
||||
dest[1][1] = cx * cz;
|
||||
dest[1][2] = cy * sx + cx * sy * sz;
|
||||
dest[2][0] = cx * sy + cy * sx * sz;
|
||||
dest[1][2] = cysx + cxsy * sz;
|
||||
dest[2][0] = cxsy + cysx * sz;
|
||||
dest[2][1] = -cz * sx;
|
||||
dest[2][2] = cx * cy - sx * sy * sz;
|
||||
dest[2][2] = cxcy - sxsy * sz;
|
||||
dest[0][3] = 0.0f;
|
||||
dest[1][3] = 0.0f;
|
||||
dest[2][3] = 0.0f;
|
||||
@@ -237,63 +270,31 @@ glm_euler_xzy(vec3 angles,
|
||||
/*!
|
||||
* @brief build rotation matrix from euler angles
|
||||
*
|
||||
* @param[in] angles angles as vector [Ey, Ez, Ex]
|
||||
* @param[in] angles angles as vector [Xangle, Yangle, Zangle]
|
||||
* @param[out] dest rotation matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_euler_yzx(vec3 angles,
|
||||
mat4 dest) {
|
||||
glm_euler_zxy(vec3 angles, mat4 dest) {
|
||||
float cx, cy, cz,
|
||||
sx, sy, sz;
|
||||
sx, sy, sz, cycz, sxsy, cysz;
|
||||
|
||||
sx = sinf(angles[0]); cx = cosf(angles[0]);
|
||||
sy = sinf(angles[1]); cy = cosf(angles[1]);
|
||||
sz = sinf(angles[2]); cz = cosf(angles[2]);
|
||||
|
||||
dest[0][0] = cy * cz;
|
||||
dest[0][1] = sx * sy + cx * cy * sz;
|
||||
dest[0][2] =-cx * sy + cy * sx * sz;
|
||||
dest[1][0] =-sz;
|
||||
dest[1][1] = cx * cz;
|
||||
dest[1][2] = cz * sx;
|
||||
dest[2][0] = cz * sy;
|
||||
dest[2][1] =-cy * sx + cx * sy * sz;
|
||||
dest[2][2] = cx * cy + sx * sy * sz;
|
||||
dest[0][3] = 0.0f;
|
||||
dest[1][3] = 0.0f;
|
||||
dest[2][3] = 0.0f;
|
||||
dest[3][0] = 0.0f;
|
||||
dest[3][1] = 0.0f;
|
||||
dest[3][2] = 0.0f;
|
||||
dest[3][3] = 1.0f;
|
||||
}
|
||||
cycz = cy * cz;
|
||||
sxsy = sx * sy;
|
||||
cysz = cy * sz;
|
||||
|
||||
/*!
|
||||
* @brief build rotation matrix from euler angles
|
||||
*
|
||||
* @param[in] angles angles as vector [Ey, Ex, Ez]
|
||||
* @param[out] dest rotation matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_euler_yxz(vec3 angles,
|
||||
mat4 dest) {
|
||||
float cx, cy, cz,
|
||||
sx, sy, sz;
|
||||
|
||||
sx = sinf(angles[0]); cx = cosf(angles[0]);
|
||||
sy = sinf(angles[1]); cy = cosf(angles[1]);
|
||||
sz = sinf(angles[2]); cz = cosf(angles[2]);
|
||||
|
||||
dest[0][0] = cy * cz - sx * sy * sz;
|
||||
dest[0][1] = cz * sx * sy + cy * sz;
|
||||
dest[0][0] = cycz - sxsy * sz;
|
||||
dest[0][1] = cz * sxsy + cysz;
|
||||
dest[0][2] = -cx * sy;
|
||||
dest[1][0] = -cx * sz;
|
||||
dest[1][1] = cx * cz;
|
||||
dest[1][2] = sx;
|
||||
dest[2][0] = cz * sy + cy * sx * sz;
|
||||
dest[2][1] =-cy * cz * sx + sy * sz;
|
||||
dest[2][0] = cz * sy + cysz * sx;
|
||||
dest[2][1] = -cycz * sx + sy * sz;
|
||||
dest[2][2] = cx * cy;
|
||||
dest[0][3] = 0.0f;
|
||||
dest[1][3] = 0.0f;
|
||||
@@ -307,7 +308,45 @@ glm_euler_yxz(vec3 angles,
|
||||
/*!
|
||||
* @brief build rotation matrix from euler angles
|
||||
*
|
||||
* @param[in] angles angles as vector (ord parameter spceifies angles order)
|
||||
* @param[in] angles angles as vector [Xangle, Yangle, Zangle]
|
||||
* @param[out] dest rotation matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_euler_zyx(vec3 angles, mat4 dest) {
|
||||
float cx, cy, cz,
|
||||
sx, sy, sz, czsx, cxcz, sysz;
|
||||
|
||||
sx = sinf(angles[0]); cx = cosf(angles[0]);
|
||||
sy = sinf(angles[1]); cy = cosf(angles[1]);
|
||||
sz = sinf(angles[2]); cz = cosf(angles[2]);
|
||||
|
||||
czsx = cz * sx;
|
||||
cxcz = cx * cz;
|
||||
sysz = sy * sz;
|
||||
|
||||
dest[0][0] = cy * cz;
|
||||
dest[0][1] = cy * sz;
|
||||
dest[0][2] = -sy;
|
||||
dest[1][0] = czsx * sy - cx * sz;
|
||||
dest[1][1] = cxcz + sx * sysz;
|
||||
dest[1][2] = cy * sx;
|
||||
dest[2][0] = cxcz * sy + sx * sz;
|
||||
dest[2][1] = -czsx + cx * sysz;
|
||||
dest[2][2] = cx * cy;
|
||||
dest[0][3] = 0.0f;
|
||||
dest[1][3] = 0.0f;
|
||||
dest[2][3] = 0.0f;
|
||||
dest[3][0] = 0.0f;
|
||||
dest[3][1] = 0.0f;
|
||||
dest[3][2] = 0.0f;
|
||||
dest[3][3] = 1.0f;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief build rotation matrix from euler angles
|
||||
*
|
||||
* @param[in] angles angles as vector [Xangle, Yangle, Zangle]
|
||||
* @param[in] ord euler order
|
||||
* @param[out] dest rotation matrix
|
||||
*/
|
||||
@@ -332,40 +371,18 @@ glm_euler_by_order(vec3 angles, glm_euler_sq ord, mat4 dest) {
|
||||
sysz = sy * sz;
|
||||
|
||||
switch (ord) {
|
||||
case GLM_EULER_XYZ:
|
||||
dest[0][0] = cycz;
|
||||
dest[0][1] = cysz;
|
||||
dest[0][2] =-sy;
|
||||
dest[1][0] = czsx * sy - cxsz;
|
||||
dest[1][1] = cxcz + sx * sysz;
|
||||
dest[1][2] = cysx;
|
||||
dest[2][0] = cx * czsy + sx * sz;
|
||||
dest[2][1] =-czsx + cx * sysz;
|
||||
dest[2][2] = cxcy;
|
||||
break;
|
||||
case GLM_EULER_XZY:
|
||||
dest[0][0] = cycz;
|
||||
dest[0][1] = sz;
|
||||
dest[0][2] =-czsy;
|
||||
dest[1][0] = sx * sy - cx * cysz;
|
||||
dest[0][1] = sx * sy + cx * cysz;
|
||||
dest[0][2] = -cx * sy + cysx * sz;
|
||||
dest[1][0] = -sz;
|
||||
dest[1][1] = cxcz;
|
||||
dest[1][2] = cysx + cx * sysz;
|
||||
dest[2][0] = cx * sy + cysx * sz;
|
||||
dest[2][1] =-czsx;
|
||||
dest[2][2] = cxcy - sx * sysz;
|
||||
dest[1][2] = czsx;
|
||||
dest[2][0] = czsy;
|
||||
dest[2][1] = -cysx + cx * sysz;
|
||||
dest[2][2] = cxcy + sx * sysz;
|
||||
break;
|
||||
case GLM_EULER_ZXY:
|
||||
dest[0][0] = cycz + sx * sysz;
|
||||
dest[0][1] = cxsz;
|
||||
dest[0][2] =-czsy + cysx * sz;
|
||||
dest[1][0] = czsx * sy - cysz;
|
||||
dest[1][1] = cxcz;
|
||||
dest[1][2] = cycz * sx + sysz;
|
||||
dest[2][0] = cx * sy;
|
||||
dest[2][1] =-sx;
|
||||
dest[2][2] = cxcy;
|
||||
break;
|
||||
case GLM_EULER_ZYX:
|
||||
case GLM_EULER_XYZ:
|
||||
dest[0][0] = cycz;
|
||||
dest[0][1] = czsx * sy + cxsz;
|
||||
dest[0][2] = -cx * czsy + sx * sz;
|
||||
@@ -377,6 +394,28 @@ glm_euler_by_order(vec3 angles, glm_euler_sq ord, mat4 dest) {
|
||||
dest[2][2] = cxcy;
|
||||
break;
|
||||
case GLM_EULER_YXZ:
|
||||
dest[0][0] = cycz + sx * sysz;
|
||||
dest[0][1] = cxsz;
|
||||
dest[0][2] = -czsy + cysx * sz;
|
||||
dest[1][0] = czsx * sy - cysz;
|
||||
dest[1][1] = cxcz;
|
||||
dest[1][2] = cycz * sx + sysz;
|
||||
dest[2][0] = cx * sy;
|
||||
dest[2][1] = -sx;
|
||||
dest[2][2] = cxcy;
|
||||
break;
|
||||
case GLM_EULER_YZX:
|
||||
dest[0][0] = cycz;
|
||||
dest[0][1] = sz;
|
||||
dest[0][2] = -czsy;
|
||||
dest[1][0] = sx * sy - cx * cysz;
|
||||
dest[1][1] = cxcz;
|
||||
dest[1][2] = cysx + cx * sysz;
|
||||
dest[2][0] = cx * sy + cysx * sz;
|
||||
dest[2][1] = -czsx;
|
||||
dest[2][2] = cxcy - sx * sysz;
|
||||
break;
|
||||
case GLM_EULER_ZXY:
|
||||
dest[0][0] = cycz - sx * sysz;
|
||||
dest[0][1] = czsx * sy + cysz;
|
||||
dest[0][2] = -cx * sy;
|
||||
@@ -387,16 +426,16 @@ glm_euler_by_order(vec3 angles, glm_euler_sq ord, mat4 dest) {
|
||||
dest[2][1] = -cycz * sx + sysz;
|
||||
dest[2][2] = cxcy;
|
||||
break;
|
||||
case GLM_EULER_YZX:
|
||||
case GLM_EULER_ZYX:
|
||||
dest[0][0] = cycz;
|
||||
dest[0][1] = sx * sy + cx * cysz;
|
||||
dest[0][2] =-cx * sy + cysx * sz;
|
||||
dest[1][0] =-sz;
|
||||
dest[1][1] = cxcz;
|
||||
dest[1][2] = czsx;
|
||||
dest[2][0] = czsy;
|
||||
dest[2][1] =-cysx + cx * sysz;
|
||||
dest[2][2] = cxcy + sx * sysz;
|
||||
dest[0][1] = cysz;
|
||||
dest[0][2] = -sy;
|
||||
dest[1][0] = czsx * sy - cxsz;
|
||||
dest[1][1] = cxcz + sx * sysz;
|
||||
dest[1][2] = cysx;
|
||||
dest[2][0] = cx * czsy + sx * sz;
|
||||
dest[2][1] = -czsx + cx * sysz;
|
||||
dest[2][2] = cxcy;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
@@ -171,4 +171,33 @@ glm_versor_print(versor vec,
|
||||
#undef m
|
||||
}
|
||||
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_aabb_print(vec3 bbox[2],
|
||||
const char * __restrict tag,
|
||||
FILE * __restrict ostream) {
|
||||
int i, j;
|
||||
|
||||
#define m 3
|
||||
|
||||
fprintf(ostream, "AABB (%s):\n", tag ? tag: "float");
|
||||
|
||||
for (i = 0; i < 2; i++) {
|
||||
fprintf(ostream, "\t|");
|
||||
|
||||
for (j = 0; j < m; j++) {
|
||||
fprintf(ostream, "%0.4f", bbox[i][j]);
|
||||
|
||||
if (j != m - 1)
|
||||
fprintf(ostream, "\t");
|
||||
}
|
||||
|
||||
fprintf(ostream, "|\n");
|
||||
}
|
||||
|
||||
fprintf(ostream, "\n");
|
||||
|
||||
#undef m
|
||||
}
|
||||
|
||||
#endif /* cglm_io_h */
|
||||
|
||||
@@ -186,6 +186,56 @@ glm_mat3_mulv(mat3 m, vec3 v, vec3 dest) {
|
||||
dest[2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2];
|
||||
}
|
||||
|
||||
|
||||
/*!
|
||||
* @brief convert mat4's rotation part to quaternion
|
||||
*
|
||||
* @param[in] m left matrix
|
||||
* @param[out] dest destination quaternion
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_mat3_quat(mat3 m, versor dest) {
|
||||
float trace, r, rinv;
|
||||
|
||||
/* it seems using like m12 instead of m[1][2] causes extra instructions */
|
||||
|
||||
trace = m[0][0] + m[1][1] + m[2][2];
|
||||
if (trace >= 0.0f) {
|
||||
r = sqrtf(1.0f + trace);
|
||||
rinv = 0.5f / r;
|
||||
|
||||
dest[0] = rinv * (m[1][2] - m[2][1]);
|
||||
dest[1] = rinv * (m[2][0] - m[0][2]);
|
||||
dest[2] = rinv * (m[0][1] - m[1][0]);
|
||||
dest[3] = r * 0.5f;
|
||||
} else if (m[0][0] >= m[1][1] && m[0][0] >= m[2][2]) {
|
||||
r = sqrtf(1.0f - m[1][1] - m[2][2] + m[0][0]);
|
||||
rinv = 0.5f / r;
|
||||
|
||||
dest[0] = r * 0.5f;
|
||||
dest[1] = rinv * (m[0][1] + m[1][0]);
|
||||
dest[2] = rinv * (m[0][2] + m[2][0]);
|
||||
dest[3] = rinv * (m[1][2] - m[2][1]);
|
||||
} else if (m[1][1] >= m[2][2]) {
|
||||
r = sqrtf(1.0f - m[0][0] - m[2][2] + m[1][1]);
|
||||
rinv = 0.5f / r;
|
||||
|
||||
dest[0] = rinv * (m[0][1] + m[1][0]);
|
||||
dest[1] = r * 0.5f;
|
||||
dest[2] = rinv * (m[1][2] + m[2][1]);
|
||||
dest[3] = rinv * (m[2][0] - m[0][2]);
|
||||
} else {
|
||||
r = sqrtf(1.0f - m[0][0] - m[1][1] + m[2][2]);
|
||||
rinv = 0.5f / r;
|
||||
|
||||
dest[0] = rinv * (m[0][2] + m[2][0]);
|
||||
dest[1] = rinv * (m[1][2] + m[2][1]);
|
||||
dest[2] = r * 0.5f;
|
||||
dest[3] = rinv * (m[0][1] - m[1][0]);
|
||||
}
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief scale (multiply with scalar) matrix
|
||||
*
|
||||
|
||||
@@ -45,6 +45,7 @@
|
||||
#define cglm_mat_h
|
||||
|
||||
#include "common.h"
|
||||
#include "quat.h"
|
||||
|
||||
#ifdef CGLM_SSE_FP
|
||||
# include "simd/sse2/mat4.h"
|
||||
@@ -58,7 +59,9 @@
|
||||
# include "simd/neon/mat4.h"
|
||||
#endif
|
||||
|
||||
#ifdef DEBUG
|
||||
# include <assert.h>
|
||||
#endif
|
||||
|
||||
#define GLM_MAT4_IDENTITY_INIT {{1.0f, 0.0f, 0.0f, 0.0f}, \
|
||||
{0.0f, 1.0f, 0.0f, 0.0f}, \
|
||||
@@ -281,19 +284,17 @@ glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest) {
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_mat4_mulN(mat4 * __restrict matrices[], int len, mat4 dest) {
|
||||
int i;
|
||||
glm_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest) {
|
||||
uint32_t i;
|
||||
|
||||
#ifdef DEBUG
|
||||
assert(len > 1 && "there must be least 2 matrices to go!");
|
||||
#endif
|
||||
|
||||
glm_mat4_mul(*matrices[0],
|
||||
*matrices[1],
|
||||
dest);
|
||||
glm_mat4_mul(*matrices[0], *matrices[1], dest);
|
||||
|
||||
for (i = 2; i < len; i++)
|
||||
glm_mat4_mul(dest,
|
||||
*matrices[i],
|
||||
dest);
|
||||
glm_mat4_mul(dest, *matrices[i], dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
@@ -318,6 +319,55 @@ glm_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
|
||||
#endif
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief convert mat4's rotation part to quaternion
|
||||
*
|
||||
* @param[in] m left matrix
|
||||
* @param[out] dest destination quaternion
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_mat4_quat(mat4 m, versor dest) {
|
||||
float trace, r, rinv;
|
||||
|
||||
/* it seems using like m12 instead of m[1][2] causes extra instructions */
|
||||
|
||||
trace = m[0][0] + m[1][1] + m[2][2];
|
||||
if (trace >= 0.0f) {
|
||||
r = sqrtf(1.0f + trace);
|
||||
rinv = 0.5f / r;
|
||||
|
||||
dest[0] = rinv * (m[1][2] - m[2][1]);
|
||||
dest[1] = rinv * (m[2][0] - m[0][2]);
|
||||
dest[2] = rinv * (m[0][1] - m[1][0]);
|
||||
dest[3] = r * 0.5f;
|
||||
} else if (m[0][0] >= m[1][1] && m[0][0] >= m[2][2]) {
|
||||
r = sqrtf(1.0f - m[1][1] - m[2][2] + m[0][0]);
|
||||
rinv = 0.5f / r;
|
||||
|
||||
dest[0] = r * 0.5f;
|
||||
dest[1] = rinv * (m[0][1] + m[1][0]);
|
||||
dest[2] = rinv * (m[0][2] + m[2][0]);
|
||||
dest[3] = rinv * (m[1][2] - m[2][1]);
|
||||
} else if (m[1][1] >= m[2][2]) {
|
||||
r = sqrtf(1.0f - m[0][0] - m[2][2] + m[1][1]);
|
||||
rinv = 0.5f / r;
|
||||
|
||||
dest[0] = rinv * (m[0][1] + m[1][0]);
|
||||
dest[1] = r * 0.5f;
|
||||
dest[2] = rinv * (m[1][2] + m[2][1]);
|
||||
dest[3] = rinv * (m[2][0] - m[0][2]);
|
||||
} else {
|
||||
r = sqrtf(1.0f - m[0][0] - m[1][1] + m[2][2]);
|
||||
rinv = 0.5f / r;
|
||||
|
||||
dest[0] = rinv * (m[0][2] + m[2][0]);
|
||||
dest[1] = rinv * (m[1][2] + m[2][1]);
|
||||
dest[2] = r * 0.5f;
|
||||
dest[3] = rinv * (m[0][1] - m[1][0]);
|
||||
}
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief multiply vector with mat4's mat3 part(rotation)
|
||||
*
|
||||
@@ -568,5 +618,4 @@ glm_mat4_swap_row(mat4 mat, int row1, int row2) {
|
||||
mat[3][row2] = tmp[3];
|
||||
}
|
||||
|
||||
#else
|
||||
#endif /* cglm_mat_h */
|
||||
|
||||
117
include/cglm/project.h
Normal file
117
include/cglm/project.h
Normal file
@@ -0,0 +1,117 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
#ifndef cglm_project_h
|
||||
#define cglm_project_h
|
||||
|
||||
#include "mat4.h"
|
||||
#include "vec3.h"
|
||||
#include "vec4.h"
|
||||
|
||||
/*!
|
||||
* @brief maps the specified viewport coordinates into specified space [1]
|
||||
* the matrix should contain projection matrix.
|
||||
*
|
||||
* if you don't have ( and don't want to have ) an inverse matrix then use
|
||||
* glm_unproject version. You may use existing inverse of matrix in somewhere
|
||||
* else, this is why glm_unprojecti exists to save save inversion cost
|
||||
*
|
||||
* [1] space:
|
||||
* 1- if m = invProj: View Space
|
||||
* 2- if m = invViewProj: World Space
|
||||
* 3- if m = invMVP: Object Space
|
||||
*
|
||||
* You probably want to map the coordinates into object space
|
||||
* so use invMVP as m
|
||||
*
|
||||
* Computing viewProj:
|
||||
* glm_mat4_mul(proj, view, viewProj);
|
||||
* glm_mat4_mul(viewProj, model, MVP);
|
||||
* glm_mat4_inv(viewProj, invMVP);
|
||||
*
|
||||
* @param[in] pos point/position in viewport coordinates
|
||||
* @param[in] invMat matrix (see brief)
|
||||
* @param[in] vp viewport as [x, y, width, height]
|
||||
* @param[out] dest unprojected coordinates
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) {
|
||||
vec4 v;
|
||||
|
||||
v[0] = 2.0f * (pos[0] - vp[0]) / vp[2] - 1.0f;
|
||||
v[1] = 2.0f * (pos[1] - vp[1]) / vp[3] - 1.0f;
|
||||
v[2] = 2.0f * pos[2] - 1.0f;
|
||||
v[3] = 1.0f;
|
||||
|
||||
glm_mat4_mulv(invMat, v, v);
|
||||
glm_vec4_scale(v, 1.0f / v[3], v);
|
||||
glm_vec3(v, dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief maps the specified viewport coordinates into specified space [1]
|
||||
* the matrix should contain projection matrix.
|
||||
*
|
||||
* this is same as glm_unprojecti except this function get inverse matrix for
|
||||
* you.
|
||||
*
|
||||
* [1] space:
|
||||
* 1- if m = proj: View Space
|
||||
* 2- if m = viewProj: World Space
|
||||
* 3- if m = MVP: Object Space
|
||||
*
|
||||
* You probably want to map the coordinates into object space
|
||||
* so use MVP as m
|
||||
*
|
||||
* Computing viewProj and MVP:
|
||||
* glm_mat4_mul(proj, view, viewProj);
|
||||
* glm_mat4_mul(viewProj, model, MVP);
|
||||
*
|
||||
* @param[in] pos point/position in viewport coordinates
|
||||
* @param[in] m matrix (see brief)
|
||||
* @param[in] vp viewport as [x, y, width, height]
|
||||
* @param[out] dest unprojected coordinates
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
|
||||
mat4 inv;
|
||||
glm_mat4_inv(m, inv);
|
||||
glm_unprojecti(pos, inv, vp, dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief map object coordinates to window coordinates
|
||||
*
|
||||
* Computing MVP:
|
||||
* glm_mat4_mul(proj, view, viewProj);
|
||||
* glm_mat4_mul(viewProj, model, MVP);
|
||||
*
|
||||
* @param[in] pos object coordinates
|
||||
* @param[in] m MVP matrix
|
||||
* @param[in] vp viewport as [x, y, width, height]
|
||||
* @param[out] dest projected coordinates
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
|
||||
vec4 pos4, vone = GLM_VEC4_ONE_INIT;
|
||||
|
||||
glm_vec4(pos, 1.0f, pos4);
|
||||
|
||||
glm_mat4_mulv(m, pos4, pos4);
|
||||
glm_vec4_scale(pos4, 1.0f / pos4[3], pos4); /* pos = pos / pos.w */
|
||||
glm_vec4_add(pos4, vone, pos4);
|
||||
glm_vec4_scale(pos4, 0.5f, pos4);
|
||||
|
||||
dest[0] = pos4[0] * vp[2] + vp[0];
|
||||
dest[1] = pos4[1] * vp[3] + vp[1];
|
||||
dest[2] = pos4[2];
|
||||
}
|
||||
|
||||
#endif /* cglm_project_h */
|
||||
@@ -12,14 +12,40 @@
|
||||
|
||||
Functions:
|
||||
CGLM_INLINE void glm_quat_identity(versor q);
|
||||
CGLM_INLINE void glm_quat_init(versor q, float x, float y, float z, float w);
|
||||
CGLM_INLINE void glm_quat(versor q, float angle, float x, float y, float z);
|
||||
CGLM_INLINE void glm_quatv(versor q, float angle, vec3 v);
|
||||
CGLM_INLINE void glm_quatv(versor q, float angle, vec3 axis);
|
||||
CGLM_INLINE void glm_quat_copy(versor q, versor dest);
|
||||
CGLM_INLINE float glm_quat_norm(versor q);
|
||||
CGLM_INLINE void glm_quat_normalize(versor q);
|
||||
CGLM_INLINE float glm_quat_dot(versor q, versor r);
|
||||
CGLM_INLINE void glm_quat_mulv(versor q1, versor q2, versor dest);
|
||||
CGLM_INLINE void glm_quat_normalize_to(versor q, versor dest);
|
||||
CGLM_INLINE float glm_quat_dot(versor q1, versor q2);
|
||||
CGLM_INLINE void glm_quat_conjugate(versor q, versor dest);
|
||||
CGLM_INLINE void glm_quat_inv(versor q, versor dest);
|
||||
CGLM_INLINE void glm_quat_add(versor p, versor q, versor dest);
|
||||
CGLM_INLINE void glm_quat_sub(versor p, versor q, versor dest);
|
||||
CGLM_INLINE float glm_quat_real(versor q);
|
||||
CGLM_INLINE void glm_quat_imag(versor q, vec3 dest);
|
||||
CGLM_INLINE void glm_quat_imagn(versor q, vec3 dest);
|
||||
CGLM_INLINE float glm_quat_imaglen(versor q);
|
||||
CGLM_INLINE float glm_quat_angle(versor q);
|
||||
CGLM_INLINE void glm_quat_axis(versor q, versor dest);
|
||||
CGLM_INLINE void glm_quat_mul(versor p, versor q, versor dest);
|
||||
CGLM_INLINE void glm_quat_mat4(versor q, mat4 dest);
|
||||
CGLM_INLINE void glm_quat_mat4t(versor q, mat4 dest);
|
||||
CGLM_INLINE void glm_quat_mat3(versor q, mat3 dest);
|
||||
CGLM_INLINE void glm_quat_mat3t(versor q, mat3 dest);
|
||||
CGLM_INLINE void glm_quat_lerp(versor from, versor to, float t, versor dest);
|
||||
CGLM_INLINE void glm_quat_slerp(versor q, versor r, float t, versor dest);
|
||||
CGLM_INLINE void glm_quat_look(vec3 eye, versor ori, mat4 dest);
|
||||
CGLM_INLINE void glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest);
|
||||
CGLM_INLINE void glm_quat_forp(vec3 from,
|
||||
vec3 to,
|
||||
vec3 fwd,
|
||||
vec3 up,
|
||||
versor dest);
|
||||
CGLM_INLINE void glm_quat_rotatev(versor q, vec3 v, vec3 dest);
|
||||
CGLM_INLINE void glm_quat_rotate(mat4 m, versor q, mat4 dest);
|
||||
*/
|
||||
|
||||
#ifndef cglm_quat_h
|
||||
@@ -27,25 +53,32 @@
|
||||
|
||||
#include "common.h"
|
||||
#include "vec4.h"
|
||||
#include "mat4.h"
|
||||
#include "mat3.h"
|
||||
|
||||
#ifdef CGLM_SSE_FP
|
||||
# include "simd/sse2/quat.h"
|
||||
#endif
|
||||
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_mat4_mulv(mat4 m, vec4 v, vec4 dest);
|
||||
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest);
|
||||
|
||||
/*
|
||||
* IMPORTANT! cglm stores quat as [w, x, y, z]
|
||||
* IMPORTANT:
|
||||
* ----------------------------------------------------------------------------
|
||||
* cglm stores quat as [x, y, z, w] since v0.3.6
|
||||
*
|
||||
* Possible changes (these may be changed in the future):
|
||||
* - versor is identity quat, we can define new type for quat.
|
||||
* it can't be quat or quaternion becuase someone can use that name for
|
||||
* variable name. maybe just vec4.
|
||||
* - it stores [w, x, y, z] but it may change to [x, y, z, w] if we get enough
|
||||
* feedback to change it.
|
||||
* - in general we use last param as dest, but this header used first param
|
||||
* as dest this may be changed but decided yet
|
||||
* it was [w, x, y, z] before v0.3.6 it has been changed to [x, y, z, w]
|
||||
* with v0.3.6 version.
|
||||
* ----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#define GLM_QUAT_IDENTITY_INIT {1.0f, 0.0f, 0.0f, 0.0f}
|
||||
#define GLM_QUAT_IDENTITY_INIT {0.0f, 0.0f, 0.0f, 1.0f}
|
||||
#define GLM_QUAT_IDENTITY ((versor)GLM_QUAT_IDENTITY_INIT)
|
||||
|
||||
/*!
|
||||
@@ -60,6 +93,49 @@ glm_quat_identity(versor q) {
|
||||
glm_vec4_copy(v, q);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief inits quaterion with raw values
|
||||
*
|
||||
* @param[out] q quaternion
|
||||
* @param[in] x x
|
||||
* @param[in] y y
|
||||
* @param[in] z z
|
||||
* @param[in] w w (real part)
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_init(versor q, float x, float y, float z, float w) {
|
||||
q[0] = x;
|
||||
q[1] = y;
|
||||
q[2] = z;
|
||||
q[3] = w;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief creates NEW quaternion with axis vector
|
||||
*
|
||||
* @param[out] q quaternion
|
||||
* @param[in] angle angle (radians)
|
||||
* @param[in] axis axis
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quatv(versor q, float angle, vec3 axis) {
|
||||
vec3 k;
|
||||
float a, c, s;
|
||||
|
||||
a = angle * 0.5f;
|
||||
c = cosf(a);
|
||||
s = sinf(a);
|
||||
|
||||
glm_normalize_to(axis, k);
|
||||
|
||||
q[0] = s * k[0];
|
||||
q[1] = s * k[1];
|
||||
q[2] = s * k[2];
|
||||
q[3] = c;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief creates NEW quaternion with individual axis components
|
||||
*
|
||||
@@ -71,45 +147,21 @@ glm_quat_identity(versor q) {
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat(versor q,
|
||||
float angle,
|
||||
float x,
|
||||
float y,
|
||||
float z) {
|
||||
float a, c, s;
|
||||
|
||||
a = angle * 0.5f;
|
||||
c = cosf(a);
|
||||
s = sinf(a);
|
||||
|
||||
q[0] = c;
|
||||
q[1] = s * x;
|
||||
q[2] = s * y;
|
||||
q[3] = s * z;
|
||||
glm_quat(versor q, float angle, float x, float y, float z) {
|
||||
vec3 axis = {x, y, z};
|
||||
glm_quatv(q, angle, axis);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief creates NEW quaternion with axis vector
|
||||
* @brief copy quaternion to another one
|
||||
*
|
||||
* @param[out] q quaternion
|
||||
* @param[in] angle angle (radians)
|
||||
* @param[in] v axis
|
||||
* @param[in] q quaternion
|
||||
* @param[out] dest destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quatv(versor q,
|
||||
float angle,
|
||||
vec3 v) {
|
||||
float a, c, s;
|
||||
|
||||
a = angle * 0.5f;
|
||||
c = cosf(a);
|
||||
s = sinf(a);
|
||||
|
||||
q[0] = c;
|
||||
q[1] = s * v[0];
|
||||
q[2] = s * v[1];
|
||||
q[3] = s * v[2];
|
||||
glm_quat_copy(versor q, versor dest) {
|
||||
glm_vec4_copy(q, dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
@@ -123,6 +175,43 @@ glm_quat_norm(versor q) {
|
||||
return glm_vec4_norm(q);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief normalize quaternion and store result in dest
|
||||
*
|
||||
* @param[in] q quaternion to normalze
|
||||
* @param[out] dest destination quaternion
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_normalize_to(versor q, versor dest) {
|
||||
#if defined( __SSE2__ ) || defined( __SSE2__ )
|
||||
__m128 xdot, x0;
|
||||
float dot;
|
||||
|
||||
x0 = _mm_load_ps(q);
|
||||
xdot = glm_simd_dot(x0, x0);
|
||||
dot = _mm_cvtss_f32(xdot);
|
||||
|
||||
if (dot <= 0.0f) {
|
||||
glm_quat_identity(dest);
|
||||
return;
|
||||
}
|
||||
|
||||
_mm_store_ps(dest, _mm_div_ps(x0, _mm_sqrt_ps(xdot)));
|
||||
#else
|
||||
float dot;
|
||||
|
||||
dot = glm_vec4_norm2(q);
|
||||
|
||||
if (dot <= 0.0f) {
|
||||
glm_quat_identity(q);
|
||||
return;
|
||||
}
|
||||
|
||||
glm_vec4_scale(q, 1.0f / sqrtf(dot), dest);
|
||||
#endif
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief normalize quaternion
|
||||
*
|
||||
@@ -131,45 +220,178 @@ glm_quat_norm(versor q) {
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_normalize(versor q) {
|
||||
float sum;
|
||||
|
||||
sum = q[0] * q[0] + q[1] * q[1]
|
||||
+ q[2] * q[2] + q[3] * q[3];
|
||||
|
||||
if (fabs(1.0f - sum) < 0.0001f)
|
||||
return;
|
||||
|
||||
glm_vec4_scale(q, 1.0f / sqrtf(sum), q);
|
||||
glm_quat_normalize_to(q, q);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief dot product of two quaternion
|
||||
*
|
||||
* @param[in] q quaternion 1
|
||||
* @param[in] r quaternion 2
|
||||
* @param[in] p quaternion 1
|
||||
* @param[in] q quaternion 2
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glm_quat_dot(versor q, versor r) {
|
||||
return glm_vec4_dot(q, r);
|
||||
glm_quat_dot(versor p, versor q) {
|
||||
return glm_vec4_dot(p, q);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief multiplies two quaternion and stores result in dest
|
||||
* @brief conjugate of quaternion
|
||||
*
|
||||
* @param[in] q1 quaternion 1
|
||||
* @param[in] q2 quaternion 2
|
||||
* @param[in] q quaternion
|
||||
* @param[out] dest conjugate
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_conjugate(versor q, versor dest) {
|
||||
glm_vec4_flipsign_to(q, dest);
|
||||
dest[3] = -dest[3];
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief inverse of non-zero quaternion
|
||||
*
|
||||
* @param[in] q quaternion
|
||||
* @param[out] dest inverse quaternion
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_inv(versor q, versor dest) {
|
||||
versor conj;
|
||||
glm_quat_conjugate(q, conj);
|
||||
glm_vec4_scale(conj, 1.0f / glm_vec4_norm2(q), dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief add (componentwise) two quaternions and store result in dest
|
||||
*
|
||||
* @param[in] p quaternion 1
|
||||
* @param[in] q quaternion 2
|
||||
* @param[out] dest result quaternion
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_mulv(versor q1, versor q2, versor dest) {
|
||||
dest[0] = q2[0] * q1[0] - q2[1] * q1[1] - q2[2] * q1[2] - q2[3] * q1[3];
|
||||
dest[1] = q2[0] * q1[1] + q2[1] * q1[0] - q2[2] * q1[3] + q2[3] * q1[2];
|
||||
dest[2] = q2[0] * q1[2] + q2[1] * q1[3] + q2[2] * q1[0] - q2[3] * q1[1];
|
||||
dest[3] = q2[0] * q1[3] - q2[1] * q1[2] + q2[2] * q1[1] + q2[3] * q1[0];
|
||||
glm_quat_add(versor p, versor q, versor dest) {
|
||||
glm_vec4_add(p, q, dest);
|
||||
}
|
||||
|
||||
glm_quat_normalize(dest);
|
||||
/*!
|
||||
* @brief subtract (componentwise) two quaternions and store result in dest
|
||||
*
|
||||
* @param[in] p quaternion 1
|
||||
* @param[in] q quaternion 2
|
||||
* @param[out] dest result quaternion
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_sub(versor p, versor q, versor dest) {
|
||||
glm_vec4_sub(p, q, dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief returns real part of quaternion
|
||||
*
|
||||
* @param[in] q quaternion
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glm_quat_real(versor q) {
|
||||
return q[3];
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief returns imaginary part of quaternion
|
||||
*
|
||||
* @param[in] q quaternion
|
||||
* @param[out] dest imag
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_imag(versor q, vec3 dest) {
|
||||
dest[0] = q[0];
|
||||
dest[1] = q[1];
|
||||
dest[2] = q[2];
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief returns normalized imaginary part of quaternion
|
||||
*
|
||||
* @param[in] q quaternion
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_imagn(versor q, vec3 dest) {
|
||||
glm_normalize_to(q, dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief returns length of imaginary part of quaternion
|
||||
*
|
||||
* @param[in] q quaternion
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glm_quat_imaglen(versor q) {
|
||||
return glm_vec_norm(q);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief returns angle of quaternion
|
||||
*
|
||||
* @param[in] q quaternion
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glm_quat_angle(versor q) {
|
||||
/*
|
||||
sin(theta / 2) = length(x*x + y*y + z*z)
|
||||
cos(theta / 2) = w
|
||||
theta = 2 * atan(sin(theta / 2) / cos(theta / 2))
|
||||
*/
|
||||
return 2.0f * atan2f(glm_quat_imaglen(q), glm_quat_real(q));
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief axis of quaternion
|
||||
*
|
||||
* @param[in] q quaternion
|
||||
* @param[out] dest axis of quaternion
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_axis(versor q, versor dest) {
|
||||
glm_quat_imagn(q, dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief multiplies two quaternion and stores result in dest
|
||||
* this is also called Hamilton Product
|
||||
*
|
||||
* According to WikiPedia:
|
||||
* The product of two rotation quaternions [clarification needed] will be
|
||||
* equivalent to the rotation q followed by the rotation p
|
||||
*
|
||||
* @param[in] p quaternion 1
|
||||
* @param[in] q quaternion 2
|
||||
* @param[out] dest result quaternion
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_mul(versor p, versor q, versor dest) {
|
||||
/*
|
||||
+ (a1 b2 + b1 a2 + c1 d2 − d1 c2)i
|
||||
+ (a1 c2 − b1 d2 + c1 a2 + d1 b2)j
|
||||
+ (a1 d2 + b1 c2 − c1 b2 + d1 a2)k
|
||||
a1 a2 − b1 b2 − c1 c2 − d1 d2
|
||||
*/
|
||||
#if defined( __SSE__ ) || defined( __SSE2__ )
|
||||
glm_quat_mul_sse2(p, q, dest);
|
||||
#else
|
||||
dest[0] = p[3] * q[0] + p[0] * q[3] + p[1] * q[2] - p[2] * q[1];
|
||||
dest[1] = p[3] * q[1] - p[0] * q[2] + p[1] * q[3] + p[2] * q[0];
|
||||
dest[2] = p[3] * q[2] + p[0] * q[1] - p[1] * q[0] + p[2] * q[3];
|
||||
dest[3] = p[3] * q[3] - p[0] * q[0] - p[1] * q[1] - p[2] * q[2];
|
||||
#endif
|
||||
}
|
||||
|
||||
/*!
|
||||
@@ -181,19 +403,22 @@ glm_quat_mulv(versor q1, versor q2, versor dest) {
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_mat4(versor q, mat4 dest) {
|
||||
float w, x, y, z;
|
||||
float xx, yy, zz;
|
||||
float xy, yz, xz;
|
||||
float wx, wy, wz;
|
||||
float w, x, y, z,
|
||||
xx, yy, zz,
|
||||
xy, yz, xz,
|
||||
wx, wy, wz, norm, s;
|
||||
|
||||
w = q[0];
|
||||
x = q[1];
|
||||
y = q[2];
|
||||
z = q[3];
|
||||
norm = glm_quat_norm(q);
|
||||
s = norm > 0.0f ? 2.0f / norm : 0.0f;
|
||||
|
||||
xx = 2.0f * x * x; xy = 2.0f * x * y; wx = 2.0f * w * x;
|
||||
yy = 2.0f * y * y; yz = 2.0f * y * z; wy = 2.0f * w * y;
|
||||
zz = 2.0f * z * z; xz = 2.0f * x * z; wz = 2.0f * w * z;
|
||||
x = q[0];
|
||||
y = q[1];
|
||||
z = q[2];
|
||||
w = q[3];
|
||||
|
||||
xx = s * x * x; xy = s * x * y; wx = s * w * x;
|
||||
yy = s * y * y; yz = s * y * z; wy = s * w * y;
|
||||
zz = s * z * z; xz = s * x * z; wz = s * w * z;
|
||||
|
||||
dest[0][0] = 1.0f - yy - zz;
|
||||
dest[1][1] = 1.0f - xx - zz;
|
||||
@@ -207,8 +432,8 @@ glm_quat_mat4(versor q, mat4 dest) {
|
||||
dest[2][1] = yz - wx;
|
||||
dest[0][2] = xz - wy;
|
||||
|
||||
dest[1][3] = 0.0f;
|
||||
dest[0][3] = 0.0f;
|
||||
dest[1][3] = 0.0f;
|
||||
dest[2][3] = 0.0f;
|
||||
dest[3][0] = 0.0f;
|
||||
dest[3][1] = 0.0f;
|
||||
@@ -216,69 +441,303 @@ glm_quat_mat4(versor q, mat4 dest) {
|
||||
dest[3][3] = 1.0f;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief convert quaternion to mat4 (transposed)
|
||||
*
|
||||
* @param[in] q quaternion
|
||||
* @param[out] dest result matrix as transposed
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_mat4t(versor q, mat4 dest) {
|
||||
float w, x, y, z,
|
||||
xx, yy, zz,
|
||||
xy, yz, xz,
|
||||
wx, wy, wz, norm, s;
|
||||
|
||||
norm = glm_quat_norm(q);
|
||||
s = norm > 0.0f ? 2.0f / norm : 0.0f;
|
||||
|
||||
x = q[0];
|
||||
y = q[1];
|
||||
z = q[2];
|
||||
w = q[3];
|
||||
|
||||
xx = s * x * x; xy = s * x * y; wx = s * w * x;
|
||||
yy = s * y * y; yz = s * y * z; wy = s * w * y;
|
||||
zz = s * z * z; xz = s * x * z; wz = s * w * z;
|
||||
|
||||
dest[0][0] = 1.0f - yy - zz;
|
||||
dest[1][1] = 1.0f - xx - zz;
|
||||
dest[2][2] = 1.0f - xx - yy;
|
||||
|
||||
dest[1][0] = xy + wz;
|
||||
dest[2][1] = yz + wx;
|
||||
dest[0][2] = xz + wy;
|
||||
|
||||
dest[0][1] = xy - wz;
|
||||
dest[1][2] = yz - wx;
|
||||
dest[2][0] = xz - wy;
|
||||
|
||||
dest[0][3] = 0.0f;
|
||||
dest[1][3] = 0.0f;
|
||||
dest[2][3] = 0.0f;
|
||||
dest[3][0] = 0.0f;
|
||||
dest[3][1] = 0.0f;
|
||||
dest[3][2] = 0.0f;
|
||||
dest[3][3] = 1.0f;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief convert quaternion to mat3
|
||||
*
|
||||
* @param[in] q quaternion
|
||||
* @param[out] dest result matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_mat3(versor q, mat3 dest) {
|
||||
float w, x, y, z,
|
||||
xx, yy, zz,
|
||||
xy, yz, xz,
|
||||
wx, wy, wz, norm, s;
|
||||
|
||||
norm = glm_quat_norm(q);
|
||||
s = norm > 0.0f ? 2.0f / norm : 0.0f;
|
||||
|
||||
x = q[0];
|
||||
y = q[1];
|
||||
z = q[2];
|
||||
w = q[3];
|
||||
|
||||
xx = s * x * x; xy = s * x * y; wx = s * w * x;
|
||||
yy = s * y * y; yz = s * y * z; wy = s * w * y;
|
||||
zz = s * z * z; xz = s * x * z; wz = s * w * z;
|
||||
|
||||
dest[0][0] = 1.0f - yy - zz;
|
||||
dest[1][1] = 1.0f - xx - zz;
|
||||
dest[2][2] = 1.0f - xx - yy;
|
||||
|
||||
dest[0][1] = xy + wz;
|
||||
dest[1][2] = yz + wx;
|
||||
dest[2][0] = xz + wy;
|
||||
|
||||
dest[1][0] = xy - wz;
|
||||
dest[2][1] = yz - wx;
|
||||
dest[0][2] = xz - wy;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief convert quaternion to mat3 (transposed)
|
||||
*
|
||||
* @param[in] q quaternion
|
||||
* @param[out] dest result matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_mat3t(versor q, mat3 dest) {
|
||||
float w, x, y, z,
|
||||
xx, yy, zz,
|
||||
xy, yz, xz,
|
||||
wx, wy, wz, norm, s;
|
||||
|
||||
norm = glm_quat_norm(q);
|
||||
s = norm > 0.0f ? 2.0f / norm : 0.0f;
|
||||
|
||||
x = q[0];
|
||||
y = q[1];
|
||||
z = q[2];
|
||||
w = q[3];
|
||||
|
||||
xx = s * x * x; xy = s * x * y; wx = s * w * x;
|
||||
yy = s * y * y; yz = s * y * z; wy = s * w * y;
|
||||
zz = s * z * z; xz = s * x * z; wz = s * w * z;
|
||||
|
||||
dest[0][0] = 1.0f - yy - zz;
|
||||
dest[1][1] = 1.0f - xx - zz;
|
||||
dest[2][2] = 1.0f - xx - yy;
|
||||
|
||||
dest[1][0] = xy + wz;
|
||||
dest[2][1] = yz + wx;
|
||||
dest[0][2] = xz + wy;
|
||||
|
||||
dest[0][1] = xy - wz;
|
||||
dest[1][2] = yz - wx;
|
||||
dest[2][0] = xz - wy;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief interpolates between two quaternions
|
||||
* using linear interpolation (LERP)
|
||||
*
|
||||
* @param[in] from from
|
||||
* @param[in] to to
|
||||
* @param[in] t interpolant (amount) clamped between 0 and 1
|
||||
* @param[out] dest result quaternion
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_lerp(versor from, versor to, float t, versor dest) {
|
||||
glm_vec4_lerp(from, to, t, dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief interpolates between two quaternions
|
||||
* using spherical linear interpolation (SLERP)
|
||||
*
|
||||
* @param[in] q from
|
||||
* @param[in] r to
|
||||
* @param[in] from from
|
||||
* @param[in] to to
|
||||
* @param[in] t amout
|
||||
* @param[out] dest result quaternion
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_slerp(versor q,
|
||||
versor r,
|
||||
float t,
|
||||
versor dest) {
|
||||
/* https://en.wikipedia.org/wiki/Slerp */
|
||||
#if defined( __SSE__ ) || defined( __SSE2__ )
|
||||
glm_quat_slerp_sse2(q, r, t, dest);
|
||||
#else
|
||||
float cosTheta, sinTheta, angle, a, b, c;
|
||||
glm_quat_slerp(versor from, versor to, float t, versor dest) {
|
||||
vec4 q1, q2;
|
||||
float cosTheta, sinTheta, angle;
|
||||
|
||||
cosTheta = glm_quat_dot(q, r);
|
||||
if (cosTheta < 0.0f) {
|
||||
q[0] *= -1.0f;
|
||||
q[1] *= -1.0f;
|
||||
q[2] *= -1.0f;
|
||||
q[3] *= -1.0f;
|
||||
cosTheta = glm_quat_dot(from, to);
|
||||
glm_quat_copy(from, q1);
|
||||
|
||||
cosTheta = -cosTheta;
|
||||
}
|
||||
|
||||
if (fabs(cosTheta) >= 1.0f) {
|
||||
dest[0] = q[0];
|
||||
dest[1] = q[1];
|
||||
dest[2] = q[2];
|
||||
dest[3] = q[3];
|
||||
if (fabsf(cosTheta) >= 1.0f) {
|
||||
glm_quat_copy(q1, dest);
|
||||
return;
|
||||
}
|
||||
|
||||
sinTheta = sqrt(1.0f - cosTheta * cosTheta);
|
||||
if (cosTheta < 0.0f) {
|
||||
glm_vec4_flipsign(q1);
|
||||
cosTheta = -cosTheta;
|
||||
}
|
||||
|
||||
c = 1.0f - t;
|
||||
sinTheta = sqrtf(1.0f - cosTheta * cosTheta);
|
||||
|
||||
/* LERP */
|
||||
/* TODO: FLT_EPSILON vs 0.001? */
|
||||
if (sinTheta < 0.001f) {
|
||||
dest[0] = c * q[0] + t * r[0];
|
||||
dest[1] = c * q[1] + t * r[1];
|
||||
dest[2] = c * q[2] + t * r[2];
|
||||
dest[3] = c * q[3] + t * r[3];
|
||||
/* LERP to avoid zero division */
|
||||
if (fabsf(sinTheta) < 0.001f) {
|
||||
glm_quat_lerp(from, to, t, dest);
|
||||
return;
|
||||
}
|
||||
|
||||
/* SLERP */
|
||||
angle = acosf(cosTheta);
|
||||
a = sinf(c * angle);
|
||||
b = sinf(t * angle);
|
||||
glm_vec4_scale(q1, sinf((1.0f - t) * angle), q1);
|
||||
glm_vec4_scale(to, sinf(t * angle), q2);
|
||||
|
||||
dest[0] = (q[0] * a + r[0] * b) / sinTheta;
|
||||
dest[1] = (q[1] * a + r[1] * b) / sinTheta;
|
||||
dest[2] = (q[2] * a + r[2] * b) / sinTheta;
|
||||
dest[3] = (q[3] * a + r[3] * b) / sinTheta;
|
||||
#endif
|
||||
glm_vec4_add(q1, q2, q1);
|
||||
glm_vec4_scale(q1, 1.0f / sinTheta, dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief creates view matrix using quaternion as camera orientation
|
||||
*
|
||||
* @param[in] eye eye
|
||||
* @param[in] ori orientation in world space as quaternion
|
||||
* @param[out] dest view matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_look(vec3 eye, versor ori, mat4 dest) {
|
||||
vec4 t;
|
||||
|
||||
/* orientation */
|
||||
glm_quat_mat4t(ori, dest);
|
||||
|
||||
/* translate */
|
||||
glm_vec4(eye, 1.0f, t);
|
||||
glm_mat4_mulv(dest, t, t);
|
||||
glm_vec_flipsign_to(t, dest[3]);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief creates look rotation quaternion
|
||||
*
|
||||
* @param[in] dir direction to look
|
||||
* @param[in] fwd forward vector
|
||||
* @param[in] up up vector
|
||||
* @param[out] dest destination quaternion
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) {
|
||||
vec3 axis;
|
||||
float dot, angle;
|
||||
|
||||
dot = glm_vec_dot(dir, fwd);
|
||||
if (fabsf(dot + 1.0f) < 0.000001f) {
|
||||
glm_quat_init(dest, up[0], up[1], up[2], CGLM_PI);
|
||||
return;
|
||||
}
|
||||
|
||||
if (fabsf(dot - 1.0f) < 0.000001f) {
|
||||
glm_quat_identity(dest);
|
||||
return;
|
||||
}
|
||||
|
||||
angle = acosf(dot);
|
||||
glm_cross(fwd, dir, axis);
|
||||
glm_normalize(axis);
|
||||
|
||||
glm_quatv(dest, angle, axis);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief creates look rotation quaternion using source and
|
||||
* destination positions p suffix stands for position
|
||||
*
|
||||
* @param[in] from source point
|
||||
* @param[in] to destination point
|
||||
* @param[in] fwd forward vector
|
||||
* @param[in] up up vector
|
||||
* @param[out] dest destination quaternion
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest) {
|
||||
vec3 dir;
|
||||
glm_vec_sub(to, from, dir);
|
||||
glm_quat_for(dir, fwd, up, dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief rotate vector using using quaternion
|
||||
*
|
||||
* @param[in] q quaternion
|
||||
* @param[in] v vector to rotate
|
||||
* @param[out] dest rotated vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_rotatev(versor q, vec3 v, vec3 dest) {
|
||||
versor p;
|
||||
vec3 u, v1, v2;
|
||||
float s;
|
||||
|
||||
glm_quat_normalize_to(q, p);
|
||||
glm_quat_imag(p, u);
|
||||
s = glm_quat_real(p);
|
||||
|
||||
glm_vec_scale(u, 2.0f * glm_vec_dot(u, v), v1);
|
||||
glm_vec_scale(v, s * s - glm_vec_dot(u, u), v2);
|
||||
glm_vec_add(v1, v2, v1);
|
||||
|
||||
glm_vec_cross(u, v, v2);
|
||||
glm_vec_scale(v2, 2.0f * s, v2);
|
||||
|
||||
glm_vec_add(v1, v2, dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief rotate existing transform matrix using quaternion
|
||||
*
|
||||
* @param[in] m existing transform matrix
|
||||
* @param[in] q quaternion
|
||||
* @param[out] dest rotated matrix/transform
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_rotate(mat4 m, versor q, mat4 dest) {
|
||||
mat4 rot;
|
||||
glm_quat_mat4(q, rot);
|
||||
glm_mat4_mul(m, rot, dest);
|
||||
}
|
||||
|
||||
#endif /* cglm_quat_h */
|
||||
|
||||
@@ -30,6 +30,16 @@
|
||||
# define _mm_shuffle2_ps(a, b, z0, y0, x0, w0, z1, y1, x1, w1) \
|
||||
_mm_shuffle1_ps(_mm_shuffle_ps(a, b, _MM_SHUFFLE(z0, y0, x0, w0)), \
|
||||
z1, y1, x1, w1)
|
||||
|
||||
CGLM_INLINE
|
||||
__m128
|
||||
glm_simd_dot(__m128 a, __m128 b) {
|
||||
__m128 x0;
|
||||
x0 = _mm_mul_ps(a, b);
|
||||
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 1, 0, 3, 2));
|
||||
return _mm_add_ps(x0, _mm_shuffle1_ps(x0, 0, 1, 0, 1));
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
/* x86, x64 */
|
||||
|
||||
@@ -14,56 +14,33 @@
|
||||
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quat_slerp_sse2(versor q,
|
||||
versor r,
|
||||
float t,
|
||||
versor dest) {
|
||||
/* https://en.wikipedia.org/wiki/Slerp */
|
||||
float cosTheta, sinTheta, angle, a, b, c;
|
||||
glm_quat_mul_sse2(versor p, versor q, versor dest) {
|
||||
/*
|
||||
+ (a1 b2 + b1 a2 + c1 d2 − d1 c2)i
|
||||
+ (a1 c2 − b1 d2 + c1 a2 + d1 b2)j
|
||||
+ (a1 d2 + b1 c2 − c1 b2 + d1 a2)k
|
||||
a1 a2 − b1 b2 − c1 c2 − d1 d2
|
||||
*/
|
||||
|
||||
__m128 xmm_q;
|
||||
__m128 xp, xq, x0, r;
|
||||
|
||||
xmm_q = _mm_load_ps(q);
|
||||
xp = _mm_load_ps(p); /* 3 2 1 0 */
|
||||
xq = _mm_load_ps(q);
|
||||
|
||||
cosTheta = glm_vec4_dot(q, r);
|
||||
if (cosTheta < 0.0f) {
|
||||
_mm_store_ps(q,
|
||||
_mm_xor_ps(xmm_q,
|
||||
_mm_set1_ps(-0.f))) ;
|
||||
r = _mm_mul_ps(_mm_shuffle1_ps1(xp, 3), xq);
|
||||
|
||||
cosTheta = -cosTheta;
|
||||
x0 = _mm_xor_ps(_mm_shuffle1_ps1(xp, 0), _mm_set_ps(-0.f, 0.f, -0.f, 0.f));
|
||||
r = _mm_add_ps(r, _mm_mul_ps(x0, _mm_shuffle1_ps(xq, 0, 1, 2, 3)));
|
||||
|
||||
x0 = _mm_xor_ps(_mm_shuffle1_ps1(xp, 1), _mm_set_ps(-0.f, -0.f, 0.f, 0.f));
|
||||
r = _mm_add_ps(r, _mm_mul_ps(x0, _mm_shuffle1_ps(xq, 1, 0, 3, 2)));
|
||||
|
||||
x0 = _mm_xor_ps(_mm_shuffle1_ps1(xp, 2), _mm_set_ps(-0.f, 0.f, 0.f, -0.f));
|
||||
r = _mm_add_ps(r, _mm_mul_ps(x0, _mm_shuffle1_ps(xq, 2, 3, 0, 1)));
|
||||
|
||||
_mm_store_ps(dest, r);
|
||||
}
|
||||
|
||||
if (cosTheta >= 1.0f) {
|
||||
_mm_store_ps(dest, xmm_q);
|
||||
return;
|
||||
}
|
||||
|
||||
sinTheta = sqrtf(1.0f - cosTheta * cosTheta);
|
||||
|
||||
c = 1.0f - t;
|
||||
|
||||
/* LERP */
|
||||
if (sinTheta < 0.001f) {
|
||||
_mm_store_ps(dest, _mm_add_ps(_mm_mul_ps(_mm_set1_ps(c),
|
||||
xmm_q),
|
||||
_mm_mul_ps(_mm_set1_ps(t),
|
||||
_mm_load_ps(r))));
|
||||
return;
|
||||
}
|
||||
|
||||
/* SLERP */
|
||||
angle = acosf(cosTheta);
|
||||
a = sinf(c * angle);
|
||||
b = sinf(t * angle);
|
||||
|
||||
_mm_store_ps(dest,
|
||||
_mm_div_ps(_mm_add_ps(_mm_mul_ps(_mm_set1_ps(a),
|
||||
xmm_q),
|
||||
_mm_mul_ps(_mm_set1_ps(b),
|
||||
_mm_load_ps(r))),
|
||||
_mm_set1_ps(sinTheta)));
|
||||
}
|
||||
|
||||
#endif
|
||||
#endif /* cglm_quat_simd_h */
|
||||
|
||||
@@ -14,6 +14,7 @@
|
||||
# define CGLM_ALIGN(X) __attribute((aligned(X)))
|
||||
#endif
|
||||
|
||||
typedef float vec2[2];
|
||||
typedef float vec3[3];
|
||||
typedef int ivec3[3];
|
||||
typedef CGLM_ALIGN(16) float vec4[4];
|
||||
|
||||
@@ -21,7 +21,9 @@
|
||||
#include "common.h"
|
||||
|
||||
/*!
|
||||
* @brief get sign of 32 bit integer as +1 or -1
|
||||
* @brief get sign of 32 bit integer as +1, -1, 0
|
||||
*
|
||||
* Important: It returns 0 for zero input
|
||||
*
|
||||
* @param val integer value
|
||||
*/
|
||||
@@ -31,6 +33,19 @@ glm_sign(int val) {
|
||||
return ((val >> 31) - (-val >> 31));
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief get sign of 32 bit float as +1, -1, 0
|
||||
*
|
||||
* Important: It returns 0 for zero/NaN input
|
||||
*
|
||||
* @param val float value
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glm_signf(float val) {
|
||||
return (float)((val > 0.0f) - (val < 0.0f));
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief convert degree to radians
|
||||
*
|
||||
@@ -115,4 +130,32 @@ glm_max(float a, float b) {
|
||||
return b;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief clamp a number between min and max
|
||||
*
|
||||
* @param[in] val value to clamp
|
||||
* @param[in] minVal minimum value
|
||||
* @param[in] maxVal maximum value
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glm_clamp(float val, float minVal, float maxVal) {
|
||||
return glm_min(glm_max(val, minVal), maxVal);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief linear interpolation between two number
|
||||
*
|
||||
* formula: from + s * (to - from)
|
||||
*
|
||||
* @param[in] from from value
|
||||
* @param[in] to to value
|
||||
* @param[in] t interpolant (amount) clamped between 0 and 1
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glm_lerp(float from, float to, float t) {
|
||||
return from + glm_clamp(t, 0.0f, 1.0f) * (to - from);
|
||||
}
|
||||
|
||||
#endif /* cglm_util_h */
|
||||
|
||||
@@ -26,6 +26,7 @@
|
||||
#define cglm_vec3_ext_h
|
||||
|
||||
#include "common.h"
|
||||
#include "util.h"
|
||||
#include <stdbool.h>
|
||||
#include <math.h>
|
||||
#include <float.h>
|
||||
@@ -160,4 +161,69 @@ glm_vec_min(vec3 v) {
|
||||
return min;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if all items are NaN (not a number)
|
||||
* you should only use this in DEBUG mode or very critical asserts
|
||||
*
|
||||
* @param[in] v vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glm_vec_isnan(vec3 v) {
|
||||
return isnan(v[0]) || isnan(v[1]) || isnan(v[2]);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if all items are INFINITY
|
||||
* you should only use this in DEBUG mode or very critical asserts
|
||||
*
|
||||
* @param[in] v vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glm_vec_isinf(vec3 v) {
|
||||
return isinf(v[0]) || isinf(v[1]) || isinf(v[2]);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if all items are valid number
|
||||
* you should only use this in DEBUG mode or very critical asserts
|
||||
*
|
||||
* @param[in] v vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glm_vec_isvalid(vec3 v) {
|
||||
return !glm_vec_isnan(v) && !glm_vec_isinf(v);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief get sign of 32 bit float as +1, -1, 0
|
||||
*
|
||||
* Important: It returns 0 for zero/NaN input
|
||||
*
|
||||
* @param v vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_vec_sign(vec3 v, vec3 dest) {
|
||||
dest[0] = glm_signf(v[0]);
|
||||
dest[1] = glm_signf(v[1]);
|
||||
dest[2] = glm_signf(v[2]);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief square root of each vector item
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @param[out] dest destination vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_vec_sqrt(vec3 v, vec3 dest) {
|
||||
dest[0] = sqrtf(v[0]);
|
||||
dest[1] = sqrtf(v[1]);
|
||||
dest[2] = sqrtf(v[2]);
|
||||
}
|
||||
|
||||
#endif /* cglm_vec3_ext_h */
|
||||
|
||||
@@ -46,6 +46,7 @@
|
||||
CGLM_INLINE void glm_vec_maxv(vec3 v1, vec3 v2, vec3 dest);
|
||||
CGLM_INLINE void glm_vec_minv(vec3 v1, vec3 v2, vec3 dest);
|
||||
CGLM_INLINE void glm_vec_ortho(vec3 v, vec3 dest);
|
||||
CGLM_INLINE void glm_vec_clamp(vec3 v, float minVal, float maxVal);
|
||||
|
||||
Convenient:
|
||||
CGLM_INLINE void glm_cross(vec3 a, vec3 b, vec3 d);
|
||||
@@ -146,7 +147,7 @@ glm_vec_cross(vec3 a, vec3 b, vec3 d) {
|
||||
CGLM_INLINE
|
||||
float
|
||||
glm_vec_norm2(vec3 v) {
|
||||
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
|
||||
return glm_vec_dot(v, v);
|
||||
}
|
||||
|
||||
/*!
|
||||
@@ -241,6 +242,20 @@ glm_vec_flipsign(vec3 v) {
|
||||
v[2] = -v[2];
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief flip sign of all vec3 members and store result in dest
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @param[out] dest result vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_vec_flipsign_to(vec3 v, vec3 dest) {
|
||||
dest[0] = -v[0];
|
||||
dest[1] = -v[1];
|
||||
dest[2] = -v[2];
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief make vector as inverse/opposite of itself
|
||||
*
|
||||
@@ -324,12 +339,6 @@ glm_vec_angle(vec3 v1, vec3 v2) {
|
||||
return acosf(glm_vec_dot(v1, v2) * norm);
|
||||
}
|
||||
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_quatv(versor q,
|
||||
float angle,
|
||||
vec3 v);
|
||||
|
||||
/*!
|
||||
* @brief rotate vec3 around axis by angle using Rodrigues' rotation formula
|
||||
*
|
||||
@@ -340,31 +349,26 @@ glm_quatv(versor q,
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_vec_rotate(vec3 v, float angle, vec3 axis) {
|
||||
versor q;
|
||||
vec3 v1, v2, v3;
|
||||
vec3 v1, v2, k;
|
||||
float c, s;
|
||||
|
||||
c = cosf(angle);
|
||||
s = sinf(angle);
|
||||
|
||||
glm_vec_normalize_to(axis, k);
|
||||
|
||||
/* Right Hand, Rodrigues' rotation formula:
|
||||
v = v*cos(t) + (kxv)sin(t) + k*(k.v)(1 - cos(t))
|
||||
*/
|
||||
|
||||
/* quaternion */
|
||||
glm_quatv(q, angle, v);
|
||||
|
||||
glm_vec_scale(v, c, v1);
|
||||
|
||||
glm_vec_cross(axis, v, v2);
|
||||
glm_vec_cross(k, v, v2);
|
||||
glm_vec_scale(v2, s, v2);
|
||||
|
||||
glm_vec_scale(axis,
|
||||
glm_vec_dot(axis, v) * (1.0f - c),
|
||||
v3);
|
||||
|
||||
glm_vec_add(v1, v2, v1);
|
||||
glm_vec_add(v1, v3, v);
|
||||
|
||||
glm_vec_scale(k, glm_vec_dot(k, v) * (1.0f - c), v2);
|
||||
glm_vec_add(v1, v2, v);
|
||||
}
|
||||
|
||||
/*!
|
||||
@@ -478,6 +482,43 @@ glm_vec_ortho(vec3 v, vec3 dest) {
|
||||
dest[2] = v[0] - v[1];
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief clamp vector's individual members between min and max values
|
||||
*
|
||||
* @param[in, out] v vector
|
||||
* @param[in] minVal minimum value
|
||||
* @param[in] maxVal maximum value
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_vec_clamp(vec3 v, float minVal, float maxVal) {
|
||||
v[0] = glm_clamp(v[0], minVal, maxVal);
|
||||
v[1] = glm_clamp(v[1], minVal, maxVal);
|
||||
v[2] = glm_clamp(v[2], minVal, maxVal);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief linear interpolation between two vector
|
||||
*
|
||||
* formula: from + s * (to - from)
|
||||
*
|
||||
* @param[in] from from value
|
||||
* @param[in] to to value
|
||||
* @param[in] t interpolant (amount) clamped between 0 and 1
|
||||
* @param[out] dest destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_vec_lerp(vec3 from, vec3 to, float t, vec3 dest) {
|
||||
vec3 s, v;
|
||||
|
||||
/* from + s * (to - from) */
|
||||
glm_vec_broadcast(glm_clamp(t, 0.0f, 1.0f), s);
|
||||
glm_vec_sub(to, from, v);
|
||||
glm_vec_mulv(s, v, v);
|
||||
glm_vec_add(from, v, dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief vec3 cross product
|
||||
*
|
||||
|
||||
@@ -174,5 +174,88 @@ glm_vec4_min(vec4 v) {
|
||||
return min;
|
||||
}
|
||||
|
||||
#endif /* cglm_vec4_ext_h */
|
||||
/*!
|
||||
* @brief check if one of items is NaN (not a number)
|
||||
* you should only use this in DEBUG mode or very critical asserts
|
||||
*
|
||||
* @param[in] v vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glm_vec4_isnan(vec4 v) {
|
||||
return isnan(v[0]) || isnan(v[1]) || isnan(v[2]) || isnan(v[3]);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if one of items is INFINITY
|
||||
* you should only use this in DEBUG mode or very critical asserts
|
||||
*
|
||||
* @param[in] v vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glm_vec4_isinf(vec4 v) {
|
||||
return isinf(v[0]) || isinf(v[1]) || isinf(v[2]) || isinf(v[3]);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief check if all items are valid number
|
||||
* you should only use this in DEBUG mode or very critical asserts
|
||||
*
|
||||
* @param[in] v vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
bool
|
||||
glm_vec4_isvalid(vec4 v) {
|
||||
return !glm_vec4_isnan(v) && !glm_vec4_isinf(v);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief get sign of 32 bit float as +1, -1, 0
|
||||
*
|
||||
* Important: It returns 0 for zero/NaN input
|
||||
*
|
||||
* @param v vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_vec4_sign(vec4 v, vec4 dest) {
|
||||
#if defined( __SSE2__ ) || defined( __SSE2__ )
|
||||
__m128 x0, x1, x2, x3, x4;
|
||||
|
||||
x0 = _mm_load_ps(v);
|
||||
x1 = _mm_set_ps(0.0f, 0.0f, 1.0f, -1.0f);
|
||||
x2 = _mm_shuffle1_ps1(x1, 2);
|
||||
|
||||
x3 = _mm_and_ps(_mm_cmpgt_ps(x0, x2), _mm_shuffle1_ps1(x1, 1));
|
||||
x4 = _mm_and_ps(_mm_cmplt_ps(x0, x2), _mm_shuffle1_ps1(x1, 0));
|
||||
|
||||
_mm_store_ps(dest, _mm_or_ps(x3, x4));
|
||||
#else
|
||||
dest[0] = glm_signf(v[0]);
|
||||
dest[1] = glm_signf(v[1]);
|
||||
dest[2] = glm_signf(v[2]);
|
||||
dest[3] = glm_signf(v[3]);
|
||||
#endif
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief square root of each vector item
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @param[out] dest destination vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_vec4_sqrt(vec4 v, vec4 dest) {
|
||||
#if defined( __SSE__ ) || defined( __SSE2__ )
|
||||
_mm_store_ps(dest, _mm_sqrt_ps(_mm_load_ps(v)));
|
||||
#else
|
||||
dest[0] = sqrtf(v[0]);
|
||||
dest[1] = sqrtf(v[1]);
|
||||
dest[2] = sqrtf(v[2]);
|
||||
dest[3] = sqrtf(v[3]);
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif /* cglm_vec4_ext_h */
|
||||
|
||||
@@ -40,6 +40,7 @@
|
||||
CGLM_INLINE float glm_vec4_distance(vec4 v1, vec4 v2);
|
||||
CGLM_INLINE void glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest);
|
||||
CGLM_INLINE void glm_vec4_minv(vec4 v1, vec4 v2, vec4 dest);
|
||||
CGLM_INLINE void glm_vec4_clamp(vec4 v, float minVal, float maxVal);
|
||||
*/
|
||||
|
||||
#ifndef cglm_vec4_h
|
||||
@@ -121,7 +122,14 @@ glm_vec4_copy(vec4 v, vec4 dest) {
|
||||
CGLM_INLINE
|
||||
float
|
||||
glm_vec4_dot(vec4 a, vec4 b) {
|
||||
#if defined( __SSE__ ) || defined( __SSE2__ )
|
||||
__m128 x0;
|
||||
x0 = _mm_mul_ps(_mm_load_ps(a), _mm_load_ps(b));
|
||||
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 1, 0, 3, 2));
|
||||
return _mm_cvtss_f32(_mm_add_ss(x0, _mm_shuffle1_ps(x0, 0, 1, 0, 1)));
|
||||
#else
|
||||
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
|
||||
#endif
|
||||
}
|
||||
|
||||
/*!
|
||||
@@ -138,7 +146,7 @@ glm_vec4_dot(vec4 a, vec4 b) {
|
||||
CGLM_INLINE
|
||||
float
|
||||
glm_vec4_norm2(vec4 v) {
|
||||
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3];
|
||||
return glm_vec4_dot(v, v);
|
||||
}
|
||||
|
||||
/*!
|
||||
@@ -260,6 +268,26 @@ glm_vec4_flipsign(vec4 v) {
|
||||
#endif
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief flip sign of all vec4 members and store result in dest
|
||||
*
|
||||
* @param[in] v vector
|
||||
* @param[out] dest vector
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_vec4_flipsign_to(vec4 v, vec4 dest) {
|
||||
#if defined( __SSE__ ) || defined( __SSE2__ )
|
||||
_mm_store_ps(dest, _mm_xor_ps(_mm_load_ps(v),
|
||||
_mm_set1_ps(-0.0f)));
|
||||
#else
|
||||
dest[0] = -v[0];
|
||||
dest[1] = -v[1];
|
||||
dest[2] = -v[2];
|
||||
dest[3] = -v[3];
|
||||
#endif
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief make vector as inverse/opposite of itself
|
||||
*
|
||||
@@ -373,4 +401,42 @@ glm_vec4_minv(vec4 v1, vec4 v2, vec4 dest) {
|
||||
dest[3] = glm_min(v1[3], v2[3]);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief clamp vector's individual members between min and max values
|
||||
*
|
||||
* @param[in, out] v vector
|
||||
* @param[in] minVal minimum value
|
||||
* @param[in] maxVal maximum value
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_vec4_clamp(vec4 v, float minVal, float maxVal) {
|
||||
v[0] = glm_clamp(v[0], minVal, maxVal);
|
||||
v[1] = glm_clamp(v[1], minVal, maxVal);
|
||||
v[2] = glm_clamp(v[2], minVal, maxVal);
|
||||
v[3] = glm_clamp(v[3], minVal, maxVal);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief linear interpolation between two vector
|
||||
*
|
||||
* formula: from + s * (to - from)
|
||||
*
|
||||
* @param[in] from from value
|
||||
* @param[in] to to value
|
||||
* @param[in] t interpolant (amount) clamped between 0 and 1
|
||||
* @param[out] dest destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest) {
|
||||
vec4 s, v;
|
||||
|
||||
/* from + s * (to - from) */
|
||||
glm_vec4_broadcast(glm_clamp(t, 0.0f, 1.0f), s);
|
||||
glm_vec4_sub(to, from, v);
|
||||
glm_vec4_mulv(s, v, v);
|
||||
glm_vec4_add(from, v, dest);
|
||||
}
|
||||
|
||||
#endif /* cglm_vec4_h */
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
#define cglm_version_h
|
||||
|
||||
#define CGLM_VERSION_MAJOR 0
|
||||
#define CGLM_VERSION_MINOR 3
|
||||
#define CGLM_VERSION_PATCH 5
|
||||
#define CGLM_VERSION_MINOR 4
|
||||
#define CGLM_VERSION_PATCH 0
|
||||
|
||||
#endif /* cglm_version_h */
|
||||
|
||||
10
makefile.am
10
makefile.am
@@ -98,13 +98,19 @@ libcglm_la_SOURCES=\
|
||||
src/mat4.c \
|
||||
src/plane.c \
|
||||
src/frustum.c \
|
||||
src/box.c
|
||||
src/box.c \
|
||||
src/project.c
|
||||
|
||||
test_tests_SOURCES=\
|
||||
test/src/test_common.c \
|
||||
test/src/test_main.c \
|
||||
test/src/test_mat4.c \
|
||||
test/src/test_cam.c
|
||||
test/src/test_cam.c \
|
||||
test/src/test_project.c \
|
||||
test/src/test_clamp.c \
|
||||
test/src/test_euler.c \
|
||||
test/src/test_quat.c \
|
||||
test/src/test_vec4.c
|
||||
|
||||
all-local:
|
||||
sh ./post-build.sh
|
||||
|
||||
@@ -20,6 +20,12 @@ glmc_euler(vec3 angles, mat4 dest) {
|
||||
glm_euler(angles, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_euler_xyz(vec3 angles, mat4 dest) {
|
||||
glm_euler_xyz(angles, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_euler_zyx(vec3 angles, mat4 dest) {
|
||||
|
||||
@@ -52,7 +52,7 @@ glmc_mat4_mul(mat4 m1, mat4 m2, mat4 dest) {
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_mat4_mulN(mat4 * __restrict matrices[], int len, mat4 dest) {
|
||||
glmc_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest) {
|
||||
glm_mat4_mulN(matrices, len, dest);
|
||||
}
|
||||
|
||||
@@ -62,6 +62,12 @@ glmc_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
|
||||
glm_mat4_mulv(m, v, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_mat4_quat(mat4 m, versor dest) {
|
||||
glm_mat4_quat(m, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_mat4_transpose_to(mat4 m, mat4 dest) {
|
||||
|
||||
27
src/project.c
Normal file
27
src/project.c
Normal file
@@ -0,0 +1,27 @@
|
||||
/*
|
||||
* 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_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) {
|
||||
glm_unprojecti(pos, invMat, vp, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
|
||||
glm_unproject(pos, m, vp, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_project(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
|
||||
glm_project(pos, m, vp, dest);
|
||||
}
|
||||
172
src/quat.c
172
src/quat.c
@@ -8,6 +8,7 @@
|
||||
#include "../include/cglm/cglm.h"
|
||||
#include "../include/cglm/call.h"
|
||||
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_identity(versor q) {
|
||||
@@ -16,20 +17,26 @@ glmc_quat_identity(versor q) {
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat(versor q,
|
||||
float angle,
|
||||
float x,
|
||||
float y,
|
||||
float z) {
|
||||
glmc_quat_init(versor q, float x, float y, float z, float w) {
|
||||
glm_quat_init(q, x, y, z, w);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat(versor q, float angle, float x, float y, float z) {
|
||||
glm_quat(q, angle, x, y, z);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quatv(versor q,
|
||||
float angle,
|
||||
vec3 v) {
|
||||
glm_quatv(q, angle, v);
|
||||
glmc_quatv(versor q, float angle, vec3 axis) {
|
||||
glm_quatv(q, angle, axis);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_copy(versor q, versor dest) {
|
||||
glm_quat_copy(q, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
@@ -40,20 +47,86 @@ glmc_quat_norm(versor q) {
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_normalize(versor q) {
|
||||
glm_quat_normalize(q);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
float
|
||||
glmc_quat_dot(versor q, versor r) {
|
||||
return glm_quat_dot(q, r);
|
||||
glmc_quat_normalize_to(versor q, versor dest) {
|
||||
glm_quat_normalize_to(q, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_mulv(versor q1, versor q2, versor dest) {
|
||||
glm_quat_mulv(q1, q2, dest);
|
||||
glmc_quat_normalize(versor q) {
|
||||
glm_quat_norm(q);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
float
|
||||
glmc_quat_dot(versor p, versor q) {
|
||||
return glm_quat_dot(p, q);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_conjugate(versor q, versor dest) {
|
||||
glm_quat_conjugate(q, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_inv(versor q, versor dest) {
|
||||
glm_quat_inv(q, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_add(versor p, versor q, versor dest) {
|
||||
glm_quat_add(p, q, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_sub(versor p, versor q, versor dest) {
|
||||
glm_quat_sub(p, q, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
float
|
||||
glmc_quat_real(versor q) {
|
||||
return glm_quat_real(q);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_imag(versor q, vec3 dest) {
|
||||
glm_quat_imag(q, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_imagn(versor q, vec3 dest) {
|
||||
glm_quat_imagn(q, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
float
|
||||
glmc_quat_imaglen(versor q) {
|
||||
return glm_quat_imaglen(q);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
float
|
||||
glmc_quat_angle(versor q) {
|
||||
return glm_quat_angle(q);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_axis(versor q, versor dest) {
|
||||
glm_quat_axis(q, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_mul(versor p, versor q, versor dest) {
|
||||
glm_quat_mul(p, q, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
@@ -64,9 +137,60 @@ glmc_quat_mat4(versor q, mat4 dest) {
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_slerp(versor q,
|
||||
versor r,
|
||||
float t,
|
||||
versor dest) {
|
||||
glm_quat_slerp(q, r, t, dest);
|
||||
glmc_quat_mat4t(versor q, mat4 dest) {
|
||||
glm_quat_mat4t(q, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_mat3(versor q, mat3 dest) {
|
||||
glm_quat_mat3(q, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_mat3t(versor q, mat3 dest) {
|
||||
glm_quat_mat3t(q, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_lerp(versor from, versor to, float t, versor dest) {
|
||||
glm_quat_lerp(from, to, t, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_slerp(versor from, versor to, float t, versor dest) {
|
||||
glm_quat_slerp(from, to, t, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_look(vec3 eye, versor ori, mat4 dest) {
|
||||
glm_quat_look(eye, ori, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) {
|
||||
glm_quat_for(dir, fwd, up, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest) {
|
||||
glm_quat_forp(from, to, fwd, up, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_rotatev(versor q, vec3 v, vec3 dest) {
|
||||
glm_quat_rotatev(q, v, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_quat_rotate(mat4 m, versor q, mat4 dest) {
|
||||
glm_quat_rotate(m, q, dest);
|
||||
}
|
||||
|
||||
116
src/vec3.c
116
src/vec3.c
@@ -8,6 +8,12 @@
|
||||
#include "../include/cglm/cglm.h"
|
||||
#include "../include/cglm/call.h"
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec3(vec4 v4, vec3 dest) {
|
||||
glm_vec3(v4, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_copy(vec3 a, vec3 dest) {
|
||||
@@ -80,6 +86,12 @@ glmc_vec_flipsign(vec3 v) {
|
||||
glm_vec_flipsign(v);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_flipsign_to(vec3 v, vec3 dest) {
|
||||
glm_vec_flipsign_to(v, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_inv(vec3 v) {
|
||||
@@ -139,3 +151,107 @@ void
|
||||
glmc_vec_minv(vec3 v1, vec3 v2, vec3 dest) {
|
||||
glm_vec_maxv(v1, v2, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_clamp(vec3 v, float minVal, float maxVal) {
|
||||
glm_vec_clamp(v, minVal, maxVal);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_ortho(vec3 v, vec3 dest) {
|
||||
glm_vec_ortho(v, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_lerp(vec3 from, vec3 to, float t, vec3 dest) {
|
||||
glm_vec_lerp(from, to, t, dest);
|
||||
}
|
||||
|
||||
/* ext */
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_mulv(vec3 a, vec3 b, vec3 d) {
|
||||
glm_vec_mulv(a, b, d);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_broadcast(float val, vec3 d) {
|
||||
glm_vec_broadcast(val, d);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec_eq(vec3 v, float val) {
|
||||
return glm_vec_eq(v, val);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec_eq_eps(vec3 v, float val) {
|
||||
return glm_vec_eq_eps(v, val);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec_eq_all(vec3 v) {
|
||||
return glm_vec_eq_all(v);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec_eqv(vec3 v1, vec3 v2) {
|
||||
return glm_vec_eqv(v1, v2);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec_eqv_eps(vec3 v1, vec3 v2) {
|
||||
return glm_vec_eqv_eps(v1, v2);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
float
|
||||
glmc_vec_max(vec3 v) {
|
||||
return glm_vec_max(v);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
float
|
||||
glmc_vec_min(vec3 v) {
|
||||
return glm_vec_min(v);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec_isnan(vec3 v) {
|
||||
return glm_vec_isnan(v);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec_isinf(vec3 v) {
|
||||
return glm_vec_isinf(v);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec_isvalid(vec3 v) {
|
||||
return glm_vec_isvalid(v);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_sign(vec3 v, vec3 dest) {
|
||||
glm_vec_sign(v, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec_sqrt(vec3 v, vec3 dest) {
|
||||
glm_vec_sqrt(v, dest);
|
||||
}
|
||||
|
||||
110
src/vec4.c
110
src/vec4.c
@@ -8,6 +8,12 @@
|
||||
#include "../include/cglm/cglm.h"
|
||||
#include "../include/cglm/call.h"
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4(vec3 v3, float last, vec4 dest) {
|
||||
glm_vec4(v3, last, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4_copy3(vec4 a, vec3 dest) {
|
||||
@@ -80,6 +86,12 @@ glmc_vec4_flipsign(vec4 v) {
|
||||
glm_vec4_flipsign(v);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4_flipsign_to(vec4 v, vec4 dest) {
|
||||
glm_vec4_flipsign_to(v, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4_inv(vec4 v) {
|
||||
@@ -109,3 +121,101 @@ void
|
||||
glmc_vec4_minv(vec4 v1, vec4 v2, vec4 dest) {
|
||||
glm_vec4_maxv(v1, v2, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4_clamp(vec4 v, float minVal, float maxVal) {
|
||||
glm_vec4_clamp(v, minVal, maxVal);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest) {
|
||||
glm_vec4_lerp(from, to, t, dest);
|
||||
}
|
||||
|
||||
/* ext */
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4_mulv(vec4 a, vec4 b, vec4 d) {
|
||||
glm_vec4_mulv(a, b, d);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4_broadcast(float val, vec4 d) {
|
||||
glm_vec4_broadcast(val, d);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec4_eq(vec4 v, float val) {
|
||||
return glm_vec4_eq(v, val);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec4_eq_eps(vec4 v, float val) {
|
||||
return glm_vec4_eq_eps(v, val);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec4_eq_all(vec4 v) {
|
||||
return glm_vec4_eq_all(v);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec4_eqv(vec4 v1, vec4 v2) {
|
||||
return glm_vec4_eqv(v1, v2);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec4_eqv_eps(vec4 v1, vec4 v2) {
|
||||
return glm_vec4_eqv_eps(v1, v2);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
float
|
||||
glmc_vec4_max(vec4 v) {
|
||||
return glm_vec4_max(v);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
float
|
||||
glmc_vec4_min(vec4 v) {
|
||||
return glm_vec4_min(v);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec4_isnan(vec4 v) {
|
||||
return glm_vec4_isnan(v);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec4_isinf(vec4 v) {
|
||||
return glm_vec4_isinf(v);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
bool
|
||||
glmc_vec4_isvalid(vec4 v) {
|
||||
return glm_vec4_isvalid(v);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4_sign(vec4 v, vec4 dest) {
|
||||
glm_vec4_sign(v, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_vec4_sqrt(vec4 v, vec4 dest) {
|
||||
glm_vec4_sqrt(v, dest);
|
||||
}
|
||||
|
||||
30
test/src/test_clamp.c
Normal file
30
test/src/test_clamp.c
Normal file
@@ -0,0 +1,30 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
#include "test_common.h"
|
||||
|
||||
void
|
||||
test_clamp(void **state) {
|
||||
vec3 v3 = {15.07, 0.4, 17.3};
|
||||
vec4 v4 = {5.07, 2.3, 1.3, 1.4};
|
||||
|
||||
assert_true(glm_clamp(1.6f, 0.0f, 1.0f) == 1.0f);
|
||||
assert_true(glm_clamp(-1.6f, 0.0f, 1.0f) == 0.0f);
|
||||
assert_true(glm_clamp(0.6f, 0.0f, 1.0f) == 0.6f);
|
||||
|
||||
glm_vec_clamp(v3, 0.0, 1.0);
|
||||
glm_vec4_clamp(v4, 1.5, 3.0);
|
||||
|
||||
assert_true(v3[0] == 1.0f);
|
||||
assert_true(v3[1] == 0.4f);
|
||||
assert_true(v3[2] == 1.0f);
|
||||
|
||||
assert_true(v4[0] == 3.0f);
|
||||
assert_true(v4[1] == 2.3f);
|
||||
assert_true(v4[2] == 1.5f);
|
||||
assert_true(v4[3] == 1.5f);
|
||||
}
|
||||
@@ -27,6 +27,39 @@ test_rand_mat4(mat4 dest) {
|
||||
/* glm_scale(dest, (vec3){drand48(), drand48(), drand48()}); */
|
||||
}
|
||||
|
||||
void
|
||||
test_rand_vec3(vec3 dest) {
|
||||
srand((unsigned int)time(NULL));
|
||||
|
||||
dest[0] = drand48();
|
||||
dest[1] = drand48();
|
||||
dest[2] = drand48();
|
||||
}
|
||||
|
||||
void
|
||||
test_rand_vec4(vec4 dest) {
|
||||
srand((unsigned int)time(NULL));
|
||||
|
||||
dest[0] = drand48();
|
||||
dest[1] = drand48();
|
||||
dest[2] = drand48();
|
||||
dest[3] = drand48();
|
||||
}
|
||||
|
||||
float
|
||||
test_rand_angle(void) {
|
||||
srand((unsigned int)time(NULL));
|
||||
return drand48();
|
||||
}
|
||||
|
||||
void
|
||||
test_rand_quat(versor q) {
|
||||
srand((unsigned int)time(NULL));
|
||||
|
||||
glm_quat(q, drand48(), drand48(), drand48(), drand48());
|
||||
glm_quat_normalize(q);
|
||||
}
|
||||
|
||||
void
|
||||
test_assert_mat4_eq(mat4 m1, mat4 m2) {
|
||||
int i, j, k;
|
||||
@@ -50,3 +83,27 @@ test_assert_mat4_eq2(mat4 m1, mat4 m2, float eps) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
test_assert_vec3_eq(vec3 v1, vec3 v2) {
|
||||
assert_true(fabsf(v1[0] - v2[0]) <= 0.000009); /* rounding errors */
|
||||
assert_true(fabsf(v1[1] - v2[1]) <= 0.000009);
|
||||
assert_true(fabsf(v1[2] - v2[2]) <= 0.000009);
|
||||
}
|
||||
|
||||
void
|
||||
test_assert_quat_eq_abs(versor v1, versor v2) {
|
||||
assert_true(fabsf(fabsf(v1[0]) - fabsf(v2[0])) <= 0.0009); /* rounding errors */
|
||||
assert_true(fabsf(fabsf(v1[1]) - fabsf(v2[1])) <= 0.0009);
|
||||
assert_true(fabsf(fabsf(v1[2]) - fabsf(v2[2])) <= 0.0009);
|
||||
assert_true(fabsf(fabsf(v1[3]) - fabsf(v2[3])) <= 0.0009);
|
||||
}
|
||||
|
||||
void
|
||||
test_assert_quat_eq(versor v1, versor v2) {
|
||||
assert_true(fabsf(v1[0] - v2[0]) <= 0.000009); /* rounding errors */
|
||||
assert_true(fabsf(v1[1] - v2[1]) <= 0.000009);
|
||||
assert_true(fabsf(v1[2] - v2[2]) <= 0.000009);
|
||||
assert_true(fabsf(v1[3] - v2[3]) <= 0.000009);
|
||||
}
|
||||
|
||||
|
||||
@@ -31,4 +31,25 @@ test_assert_mat4_eq(mat4 m1, mat4 m2);
|
||||
void
|
||||
test_assert_mat4_eq2(mat4 m1, mat4 m2, float eps);
|
||||
|
||||
void
|
||||
test_assert_vec3_eq(vec3 v1, vec3 v2);
|
||||
|
||||
void
|
||||
test_assert_quat_eq(versor v1, versor v2);
|
||||
|
||||
void
|
||||
test_assert_quat_eq_abs(versor v1, versor v2);
|
||||
|
||||
void
|
||||
test_rand_vec3(vec3 dest);
|
||||
|
||||
void
|
||||
test_rand_vec4(vec4 dest) ;
|
||||
|
||||
float
|
||||
test_rand_angle(void);
|
||||
|
||||
void
|
||||
test_rand_quat(versor q);
|
||||
|
||||
#endif /* test_common_h */
|
||||
|
||||
44
test/src/test_euler.c
Normal file
44
test/src/test_euler.c
Normal file
@@ -0,0 +1,44 @@
|
||||
/*
|
||||
* 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"
|
||||
|
||||
void
|
||||
test_euler(void **state) {
|
||||
mat4 rot1, rot2;
|
||||
vec3 inAngles, outAngles;
|
||||
|
||||
inAngles[0] = glm_rad(-45.0f); /* X angle */
|
||||
inAngles[1] = glm_rad(88.0f); /* Y angle */
|
||||
inAngles[2] = glm_rad(18.0f); /* Z angle */
|
||||
|
||||
glm_euler_xyz(inAngles, rot1);
|
||||
|
||||
/* extract angles */
|
||||
glmc_euler_angles(rot1, outAngles);
|
||||
|
||||
/* angles must be equal in that range */
|
||||
test_assert_vec3_eq(inAngles, outAngles);
|
||||
|
||||
/* matrices must be equal */
|
||||
glmc_euler_xyz(outAngles, rot2);
|
||||
test_assert_mat4_eq(rot1, rot2);
|
||||
|
||||
/* change range */
|
||||
inAngles[0] = glm_rad(-145.0f); /* X angle */
|
||||
inAngles[1] = glm_rad(818.0f); /* Y angle */
|
||||
inAngles[2] = glm_rad(181.0f); /* Z angle */
|
||||
|
||||
glm_euler_xyz(inAngles, rot1);
|
||||
glmc_euler_angles(rot1, outAngles);
|
||||
|
||||
/* angles may not be equal but matrices MUST! */
|
||||
|
||||
/* matrices must be equal */
|
||||
glmc_euler_xyz(outAngles, rot2);
|
||||
test_assert_mat4_eq(rot1, rot2);
|
||||
}
|
||||
@@ -14,7 +14,22 @@ main(int argc, const char * argv[]) {
|
||||
|
||||
/* camera */
|
||||
cmocka_unit_test(test_camera_lookat),
|
||||
cmocka_unit_test(test_camera_decomp)
|
||||
cmocka_unit_test(test_camera_decomp),
|
||||
|
||||
/* project */
|
||||
cmocka_unit_test(test_project),
|
||||
|
||||
/* vector */
|
||||
cmocka_unit_test(test_clamp),
|
||||
|
||||
/* euler */
|
||||
cmocka_unit_test(test_euler),
|
||||
|
||||
/* quaternion */
|
||||
cmocka_unit_test(test_quat),
|
||||
|
||||
/* vec4 */
|
||||
cmocka_unit_test(test_vec4)
|
||||
};
|
||||
|
||||
return cmocka_run_group_tests(tests, NULL, NULL);
|
||||
|
||||
31
test/src/test_project.c
Normal file
31
test/src/test_project.c
Normal file
@@ -0,0 +1,31 @@
|
||||
/*
|
||||
* 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"
|
||||
|
||||
void
|
||||
test_project(void **state) {
|
||||
mat4 model, view, proj, mvp;
|
||||
vec4 viewport = {0.0f, 0.0f, 800.0f, 600.0f};
|
||||
vec3 pos = {13.0f, 45.0f, 0.74f};
|
||||
vec3 projected, unprojected;
|
||||
|
||||
glm_translate_make(model, (vec3){0.0f, 0.0f, -10.0f});
|
||||
glm_lookat((vec3){0.0f, 0.0f, 0.0f}, pos, GLM_YUP, view);
|
||||
|
||||
glm_perspective_default(0.5f, proj);
|
||||
glm_mat4_mulN((mat4 *[]){&proj, &view, &model}, 3, mvp);
|
||||
|
||||
glmc_project(pos, mvp, viewport, projected);
|
||||
glmc_unproject(projected, mvp, viewport, unprojected);
|
||||
|
||||
/* unprojected of projected vector must be same as original one */
|
||||
/* we used 0.01 because of projection floating point errors */
|
||||
assert_true(fabsf(pos[0] - unprojected[0]) < 0.01);
|
||||
assert_true(fabsf(pos[1] - unprojected[1]) < 0.01);
|
||||
assert_true(fabsf(pos[2] - unprojected[2]) < 0.01);
|
||||
}
|
||||
199
test/src/test_quat.c
Normal file
199
test/src/test_quat.c
Normal file
@@ -0,0 +1,199 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
#include "test_common.h"
|
||||
|
||||
CGLM_INLINE
|
||||
void
|
||||
test_quat_mul_raw(versor p, versor q, versor dest) {
|
||||
dest[0] = p[3] * q[0] + p[0] * q[3] + p[1] * q[2] - p[2] * q[1];
|
||||
dest[1] = p[3] * q[1] - p[0] * q[2] + p[1] * q[3] + p[2] * q[0];
|
||||
dest[2] = p[3] * q[2] + p[0] * q[1] - p[1] * q[0] + p[2] * q[3];
|
||||
dest[3] = p[3] * q[3] - p[0] * q[0] - p[1] * q[1] - p[2] * q[2];
|
||||
}
|
||||
|
||||
void
|
||||
test_quat(void **state) {
|
||||
mat4 inRot, outRot, view1, view2, rot1, rot2;
|
||||
versor inQuat, outQuat, q3, q4, q5;
|
||||
vec3 eye, axis, imag, v1, v2;
|
||||
int i;
|
||||
|
||||
/* 0. test identiy quat */
|
||||
glm_quat_identity(q4);
|
||||
assert_true(glm_quat_real(q4) == cosf(glm_rad(0.0f) * 0.5f));
|
||||
glm_quat_mat4(q4, rot1);
|
||||
test_assert_mat4_eq2(rot1, GLM_MAT4_IDENTITY, 0.000009);
|
||||
|
||||
/* 1. test quat to mat and mat to quat */
|
||||
for (i = 0; i < 1000; i++) {
|
||||
test_rand_quat(inQuat);
|
||||
|
||||
glmc_quat_mat4(inQuat, inRot);
|
||||
glmc_mat4_quat(inRot, outQuat);
|
||||
glmc_quat_mat4(outQuat, outRot);
|
||||
|
||||
/* 2. test first quat and generated one equality */
|
||||
test_assert_quat_eq_abs(inQuat, outQuat);
|
||||
|
||||
/* 3. test first rot and second rotation */
|
||||
test_assert_mat4_eq2(inRot, outRot, 0.000009); /* almost equal */
|
||||
|
||||
/* 4. test SSE mul and raw mul */
|
||||
test_quat_mul_raw(inQuat, outQuat, q3);
|
||||
glm_quat_mul_sse2(inQuat, outQuat, q4);
|
||||
test_assert_quat_eq(q3, q4);
|
||||
}
|
||||
|
||||
/* 5. test lookat */
|
||||
test_rand_vec3(eye);
|
||||
glm_quatv(q3, glm_rad(-90.0f), GLM_YUP);
|
||||
|
||||
/* now X axis must be forward axis, Z must be right axis */
|
||||
glm_look(eye, GLM_XUP, GLM_YUP, view1);
|
||||
|
||||
/* create view matrix with quaternion */
|
||||
glm_quat_look(eye, q3, view2);
|
||||
|
||||
test_assert_mat4_eq2(view1, view2, 0.000009);
|
||||
|
||||
/* 6. test quaternion rotation matrix result */
|
||||
test_rand_quat(q3);
|
||||
glm_quat_mat4(q3, rot1);
|
||||
|
||||
/* 6.1 test axis and angle of quat */
|
||||
glm_quat_axis(q3, axis);
|
||||
glm_rotate_make(rot2, glm_quat_angle(q3), axis);
|
||||
|
||||
test_assert_mat4_eq2(rot1, rot2, 0.000009);
|
||||
|
||||
/* 7. test quaternion multiplication (hamilton product),
|
||||
final rotation = first rotation + second = quat1 * quat2
|
||||
*/
|
||||
test_rand_quat(q3);
|
||||
test_rand_quat(q4);
|
||||
|
||||
glm_quat_mul(q3, q4, q5);
|
||||
|
||||
glm_quat_axis(q3, axis);
|
||||
glm_rotate_make(rot1, glm_quat_angle(q3), axis);
|
||||
|
||||
glm_quat_axis(q4, axis);
|
||||
glm_rotate(rot1, glm_quat_angle(q4), axis);
|
||||
|
||||
/* rot2 is combine of two rotation now test with quaternion result */
|
||||
glm_quat_mat4(q5, rot2);
|
||||
|
||||
/* result must be same (almost) */
|
||||
test_assert_mat4_eq2(rot1, rot2, 0.000009);
|
||||
|
||||
/* 8. test quaternion for look rotation */
|
||||
|
||||
/* 8.1 same direction */
|
||||
/* look at from 0, 0, 1 to zero, direction = 0, 0, -1 */
|
||||
glm_quat_for((vec3){0, 0, -1}, (vec3){0, 0, -1}, GLM_YUP, q3);
|
||||
|
||||
/* result must be identity */
|
||||
glm_quat_identity(q4);
|
||||
test_assert_quat_eq(q3, q4);
|
||||
|
||||
/* look at from 0, 0, 1 to zero, direction = 0, 0, -1 */
|
||||
glm_quat_forp(GLM_ZUP, GLM_VEC3_ZERO, (vec3){0, 0, -1}, GLM_YUP, q3);
|
||||
|
||||
/* result must be identity */
|
||||
glm_quat_identity(q4);
|
||||
test_assert_quat_eq(q3, q4);
|
||||
|
||||
/* 8.2 perpendicular */
|
||||
glm_quat_for(GLM_XUP, (vec3){0, 0, -1}, GLM_YUP, q3);
|
||||
|
||||
/* result must be -90 */
|
||||
glm_quatv(q4, glm_rad(-90.0f), GLM_YUP);
|
||||
test_assert_quat_eq(q3, q4);
|
||||
|
||||
/* 9. test imag, real */
|
||||
|
||||
/* 9.1 real */
|
||||
assert_true(glm_quat_real(q4) == cosf(glm_rad(-90.0f) * 0.5f));
|
||||
|
||||
/* 9.1 imag */
|
||||
glm_quat_imag(q4, imag);
|
||||
|
||||
/* axis = Y_UP * sinf(angle * 0.5), YUP = 0, 1, 0 */
|
||||
axis[0] = 0.0f;
|
||||
axis[1] = sinf(glm_rad(-90.0f) * 0.5f) * 1.0f;
|
||||
axis[2] = 0.0f;
|
||||
|
||||
assert_true(glm_vec_eqv_eps(imag, axis));
|
||||
|
||||
/* 9.2 axis */
|
||||
glm_quat_axis(q4, axis);
|
||||
imag[0] = 0.0f;
|
||||
imag[1] = -1.0f;
|
||||
imag[2] = 0.0f;
|
||||
|
||||
test_assert_vec3_eq(imag, axis);
|
||||
|
||||
/* 10. test rotate vector using quat */
|
||||
/* (0,0,-1) around (1,0,0) must give (0,1,0) */
|
||||
v1[0] = 0.0f; v1[1] = 0.0f; v1[2] = -1.0f;
|
||||
v2[0] = 0.0f; v2[1] = 0.0f; v2[2] = -1.0f;
|
||||
|
||||
glm_vec_rotate(v1, glm_rad(90.0f), (vec3){1.0f, 0.0f, 0.0f});
|
||||
glm_quatv(q3, glm_rad(90.0f), (vec3){1.0f, 0.0f, 0.0f});
|
||||
|
||||
glm_vec4_scale(q3, 1.5, q3);
|
||||
glm_quat_rotatev(q3, v2, v2);
|
||||
|
||||
/* result must be : (0,1,0) */
|
||||
assert_true(fabsf(v1[0]) <= 0.00009f
|
||||
&& fabsf(v1[1] - 1.0f) <= 0.00009f
|
||||
&& fabsf(v1[2]) <= 0.00009f);
|
||||
|
||||
test_assert_vec3_eq(v1, v2);
|
||||
|
||||
/* 11. test rotate transform */
|
||||
glm_translate_make(rot1, (vec3){-10.0, 45.0f, 8.0f});
|
||||
glm_rotate(rot1, glm_rad(-90), GLM_ZUP);
|
||||
|
||||
glm_quatv(q3, glm_rad(-90.0f), GLM_ZUP);
|
||||
glm_translate_make(rot2, (vec3){-10.0, 45.0f, 8.0f});
|
||||
glm_quat_rotate(rot2, q3, rot2);
|
||||
|
||||
/* result must be same (almost) */
|
||||
test_assert_mat4_eq2(rot1, rot2, 0.000009);
|
||||
|
||||
glm_rotate_make(rot1, glm_rad(-90), GLM_ZUP);
|
||||
glm_translate(rot1, (vec3){-10.0, 45.0f, 8.0f});
|
||||
|
||||
glm_quatv(q3, glm_rad(-90.0f), GLM_ZUP);
|
||||
glm_mat4_identity(rot2);
|
||||
glm_quat_rotate(rot2, q3, rot2);
|
||||
glm_translate(rot2, (vec3){-10.0, 45.0f, 8.0f});
|
||||
|
||||
/* result must be same (almost) */
|
||||
test_assert_mat4_eq2(rot1, rot2, 0.000009);
|
||||
|
||||
/* reverse */
|
||||
glm_rotate_make(rot1, glm_rad(-90), GLM_ZUP);
|
||||
glm_quatv(q3, glm_rad(90.0f), GLM_ZUP);
|
||||
glm_quat_rotate(rot1, q3, rot1);
|
||||
|
||||
/* result must be identity */
|
||||
test_assert_mat4_eq2(rot1, GLM_MAT4_IDENTITY, 0.000009);
|
||||
|
||||
test_rand_quat(q3);
|
||||
|
||||
/* 12. inverse of quat, multiplication must be IDENTITY */
|
||||
glm_quat_inv(q3, q4);
|
||||
glm_quat_mul(q3, q4, q5);
|
||||
|
||||
glm_quat_identity(q3);
|
||||
test_assert_quat_eq(q3, q5);
|
||||
|
||||
/* TODO: add tests for slerp, lerp */
|
||||
}
|
||||
@@ -16,4 +16,19 @@ test_camera_lookat(void **state);
|
||||
void
|
||||
test_camera_decomp(void **state);
|
||||
|
||||
void
|
||||
test_project(void **state);
|
||||
|
||||
void
|
||||
test_clamp(void **state);
|
||||
|
||||
void
|
||||
test_euler(void **state);
|
||||
|
||||
void
|
||||
test_quat(void **state);
|
||||
|
||||
void
|
||||
test_vec4(void **state);
|
||||
|
||||
#endif /* test_tests_h */
|
||||
|
||||
30
test/src/test_vec4.c
Normal file
30
test/src/test_vec4.c
Normal file
@@ -0,0 +1,30 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
#include "test_common.h"
|
||||
|
||||
CGLM_INLINE
|
||||
float
|
||||
test_vec4_dot(vec4 a, vec4 b) {
|
||||
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
|
||||
}
|
||||
|
||||
void
|
||||
test_vec4(void **state) {
|
||||
vec4 v;
|
||||
int i;
|
||||
float d1, d2;
|
||||
|
||||
/* test SSE/SIMD dot product */
|
||||
for (i = 0; i < 100; i++) {
|
||||
test_rand_vec4(v);
|
||||
d1 = glm_vec4_dot(v, v);
|
||||
d2 = test_vec4_dot(v, v);
|
||||
|
||||
assert_true(fabsf(d1 - d2) <= 0.000009);
|
||||
}
|
||||
}
|
||||
@@ -29,6 +29,7 @@
|
||||
<ClCompile Include="..\src\mat3.c" />
|
||||
<ClCompile Include="..\src\mat4.c" />
|
||||
<ClCompile Include="..\src\plane.c" />
|
||||
<ClCompile Include="..\src\project.c" />
|
||||
<ClCompile Include="..\src\quat.c" />
|
||||
<ClCompile Include="..\src\vec3.c" />
|
||||
<ClCompile Include="..\src\vec4.c" />
|
||||
@@ -47,6 +48,7 @@
|
||||
<ClInclude Include="..\include\cglm\call\mat3.h" />
|
||||
<ClInclude Include="..\include\cglm\call\mat4.h" />
|
||||
<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\vec3.h" />
|
||||
<ClInclude Include="..\include\cglm\call\vec4.h" />
|
||||
@@ -60,6 +62,7 @@
|
||||
<ClInclude Include="..\include\cglm\mat3.h" />
|
||||
<ClInclude Include="..\include\cglm\mat4.h" />
|
||||
<ClInclude Include="..\include\cglm\plane.h" />
|
||||
<ClInclude Include="..\include\cglm\project.h" />
|
||||
<ClInclude Include="..\include\cglm\quat.h" />
|
||||
<ClInclude Include="..\include\cglm\simd\avx\affine.h" />
|
||||
<ClInclude Include="..\include\cglm\simd\avx\mat4.h" />
|
||||
|
||||
@@ -75,6 +75,9 @@
|
||||
<ClCompile Include="..\src\box.c">
|
||||
<Filter>src</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\project.c">
|
||||
<Filter>src</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\src\config.h">
|
||||
@@ -206,5 +209,11 @@
|
||||
<ClInclude Include="..\include\cglm\color.h">
|
||||
<Filter>include\cglm</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\include\cglm\project.h">
|
||||
<Filter>include\cglm</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\include\cglm\call\project.h">
|
||||
<Filter>include\cglm\call</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
Reference in New Issue
Block a user