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450 Commits

Author SHA1 Message Date
Recep Aslantas
6d8dd42ac2 simd: use new glmm_min/max in vec4 where possible 2024-01-11 00:14:28 +03:00
Recep Aslantas
dab86796a4 simd: min / max helpers 2024-01-09 21:35:39 +03:00
Recep Aslantas
4b93cb3e05 Merge pull request #378 from recp/win32_intrin
win32, simd: ensure we are on msvc when checking MSVC specific headers
2024-01-08 00:10:43 +03:00
Recep Aslantas
a682b9e6cf win32, tests: fix drand48() error on mingw 2024-01-04 12:49:45 +03:00
Recep Aslantas
bca93a379d win32, simd: ensure we are on msvc when checking MSVC specific headers 2024-01-04 11:54:42 +03:00
Recep Aslantas
34f0d59f5a now working on v0.9.3 2023-12-31 15:19:36 +03:00
Recep Aslantas
c878161518 Update project.h 2023-12-31 13:49:06 +03:00
Recep Aslantas
3b1d4fc546 struct: add missing glms_project_z() 2023-12-31 13:46:51 +03:00
Recep Aslantas
5be1c2f059 struct: fix glms_rotate_atm signature 2023-12-31 13:21:08 +03:00
Recep Aslantas
67ce1519c5 tests: fix comparing integers in tests 2023-12-30 23:47:58 +03:00
Recep Aslantas
86743c98e5 build: add missing files 2023-12-30 23:35:03 +03:00
Recep Aslantas
015e859075 fix some doc typos & warnings 2023-12-30 23:11:15 +03:00
Recep Aslantas
3a2a26e5a4 Merge pull request #377 from telephone001/euler_to_quat_lh 2023-12-30 21:31:28 +03:00
John Choi
1ccd9af866 added comment about rh vs lh zsin 2023-12-30 12:06:40 -06:00
John Choi
aa20b8ae7f added implementation of euler_to_quat_lh and fixed the tests. Now I gotta decide what to name the macros for controlling lefthand and also make call functions for rh and lh conditionally declared 2023-12-28 11:01:01 -06:00
John Choi
fa6244c42b added tests for euler_to_quat_lh. Currently they don't have any euler->mat4->quat tests because there is no left handed version of those. But I could try to find a way to change it 2023-12-28 10:31:14 -06:00
John Choi
c998d0186a made struct versions of euler to quat. Also fixed up documentation in euler to quat struct. 2023-12-28 09:52:17 -06:00
John Choi
a94861dd5d cleaned up documentation for euler to quat functions and also created the lh file. Made a handed struct file so I remember to do that 2023-12-28 09:21:05 -06:00
Recep Aslantas
040926999a Merge pull request #369 from telephone001/master
euler to quat functions
2023-12-25 10:42:04 +03:00
Recep Aslantas
40cfbe9717 Merge pull request #373 from BeeverFeever/master
ivec += and -= functions
2023-12-25 10:34:10 +03:00
John Choi
d820410435 Merge remote-tracking branch 'refs/remotes/origin/master' 2023-12-24 23:59:34 -06:00
John Choi
39c0c1e784 added handed folder and also made rh tests for the euler->quat functions. Still deciding on what to name the macro for lefthanded stuff 2023-12-24 23:58:29 -06:00
BeeverFeever
4c9b32324d Add tests for ivec -= and += functions 2023-12-25 12:51:33 +11:00
BeeverFeever
921ab6640b Implement -= and += functions for ivecs 2023-12-25 12:51:10 +11:00
BeeverFeever
7701a1a789 Add int min and max functions 2023-12-25 12:50:29 +11:00
telephone001.mdl
46aaf250fa Merge branch 'master' into master 2023-12-14 14:19:22 -06:00
John Choi
42b5e834d1 re-added the euler->mat4->quat tests 2023-12-14 12:00:58 -06:00
John Choi
732a403112 changed last parameter to be destination and also removed the euler->mat4->quat test. 2023-12-13 08:57:10 -06:00
Recep Aslantas
559a6588c8 readthedocs 2023-12-12 13:19:19 +03:00
Recep Aslantas
8277473202 Create .readthedocs.yaml 2023-12-12 13:02:04 +03:00
Recep Aslantas
97575bdcd6 fix glmm_fmsub() on arm-neon: https://github.com/recp/cglm/pull/364 thanks to @gottfriedleibniz 2023-12-12 11:24:25 +03:00
Recep Aslantas
bc2a918ad0 Merge pull request #374 from waywardmonkeys/update-ci-checkout-action
ci: Update to `actions/checkout@v4` from `v3`.
2023-12-11 21:49:09 +03:00
Bruce Mitchener
8ebcc3aceb ci: Update to actions/checkout@v4 from v3. 2023-12-11 22:33:29 +07:00
BeeverFeever
d341478342 testing new ivec* funcs 2023-12-11 20:18:18 +11:00
John Choi
7e4383cb3d found out I was using glm_euler_xyz_quat in some testers that tests other types. I thought I changed it yesterday. Also there is still a problem with quaternion axis multiplication vs euler to mat4 to quat 2023-12-10 11:46:50 -06:00
Recep Aslantas
b45657f673 Update tests.h 2023-12-10 20:39:52 +03:00
telephone001.mdl
e24675c6e0 Merge branch 'recp:master' into master 2023-12-10 11:38:51 -06:00
Recep Aslantas
2e6e4a9a44 Merge branch 'master' of https://github.com/recp/cglm 2023-12-10 20:30:52 +03:00
Recep Aslantas
4f88a027bc Merge pull request #364 from BeeverFeever/master
New subtraction family of vector functions
2023-12-10 20:29:19 +03:00
Recep Aslantas
673263265b fix glmm_fmsub() on arm-neon 2023-12-10 20:28:39 +03:00
Recep Aslantas
dd9235dfee fix glmm_fmsub() on arm-neon 2023-12-10 17:13:11 +03:00
BeeverFeever
4c4a69ddfe Should be all 2023-12-11 01:08:10 +11:00
John Choi
d6139559b6 Merge remote-tracking branch 'refs/remotes/origin/master' 2023-12-10 01:19:12 -06:00
John Choi
2eb9a67a3a fixed up the code to fit with the style, Also found out that I was calculating my quaternion rotations the opposite way (zyx order instead of xyz order) 2023-12-10 01:16:09 -06:00
Recep Aslantas
8a1d1cf35d fix glmm_fmsub() on arm-neon 2023-12-10 10:06:36 +03:00
telephone001.mdl
fee2b7d344 Merge branch 'recp:master' into master 2023-12-09 23:41:25 -06:00
BeeverFeever
865faad116 Fix simd versions 2023-12-10 15:49:59 +11:00
Recep Aslantas
7ccf199066 Merge pull request #372 from EasyIP2023/bugfix/docs-non-square
docs: 2/2 fixes https://github.com/recp/cglm/issues/371
2023-12-09 23:08:29 +03:00
Vincent Davis Jr
047138321c docs: 2/2 fixes https://github.com/recp/cglm/issues/371
Second commit for fixing non-square matrix
multiplication docs.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-12-09 14:28:57 -05:00
Recep Aslantas
75b99ef87d fixes: https://github.com/recp/cglm/issues/371 2023-12-09 21:28:53 +03:00
John Choi
036fd4848b moved all my stuff to euler because it fits there better. Also, had to move my tests into a single euler test because it wouldn't work outside that one test. Maybe later I will create test_euler.h like how test_quat.h works 2023-12-09 00:38:38 -06:00
John Choi
666d692dfb fixed the bug with the tester. Its weird that the broken tester worked on my computer 2023-12-08 23:06:36 -06:00
John Choi
ec3796973e finished but trying to figure out why its not running in wasm 2023-12-08 14:15:49 -06:00
telephone001.mdl
45f2fff22f Merge branch 'recp:master' into master 2023-12-08 13:09:24 -06:00
John Choi
4ee6aea037 made quat struct and also exported it 2023-12-08 13:05:53 -06:00
John Choi
2f7dbad6a8 finally done with tests and all euler to quaternion functions 2023-12-08 12:19:09 -06:00
Recep Aslantas
5ae0cd4618 Merge pull request #367 from v1993/struct-clipspace-fixes
Fix struct clipspace headers
2023-12-08 15:12:12 +03:00
Valeri Ochinski
23d03ffe6c Fix struct clipspace headers
Add missing includes, fix signatures
2023-12-08 10:14:43 +03:00
John Choi
c5694c5c17 made all the functions. I have miscalculated some stuff and am currently trying to test them. I have created all the testing functions as well 2023-12-08 00:26:33 -06:00
John Choi
d67ac97323 got the euler to quat xyz working and got the tests to pass 2023-12-07 12:21:55 -06:00
John Choi
05ea35ffec made euler to quat xyz. Now I'm trying to test if it works or not 2023-12-07 10:29:07 -06:00
Recep Aslantas
05d45872a3 Merge pull request #355 from duarm/aabb2d
aabb2d
2023-12-06 22:58:31 +03:00
duarm
c431bbf190 fix procedure comment on transform 2023-12-06 16:54:46 -03:00
duarm
340292c0fb fix transform 2023-12-06 16:52:55 -03:00
duarm
2106f9ebcb remove _aabb2d_frustum 2023-12-06 16:48:48 -03:00
duarm
c1d78d835b changing from mat4 to mat3 2023-12-06 16:34:18 -03:00
duarm
de80b8325f Merge branch 'master' into aabb2d 2023-12-06 16:14:00 -03:00
duarm
7061df0066 circle docs fixup 2023-12-06 16:14:59 -03:00
duarm
eb73e4123b docs fix 2023-12-06 16:13:08 -03:00
BeeverFeever
22140d8e1b Fix test 2023-12-05 19:48:54 +11:00
BeeverFeever
39602ef4d7 Fix vec4 functions 2023-12-05 18:49:10 +11:00
Recep Aslantas
abb71a8e32 fixes: https://github.com/recp/cglm/pull/360#issuecomment-1838122934 2023-12-05 10:31:46 +03:00
BeeverFeever
f8b6573de8 Write tests for new functions 2023-12-04 23:28:56 +11:00
BeeverFeever
15f29e05eb Fixed missed function 2023-12-04 23:28:29 +11:00
BeeverFeever
7696374f1e Vector subtraction functions
Add subtraction family of functions for vectors.
2023-12-04 21:32:19 +11:00
duarm
44d103fa00 typos 2023-12-03 02:36:04 -03:00
duarm
c29f077bed Merge branch 'master' into aabb2d 2023-12-02 21:02:20 -03:00
duarm
2a975a7d0a circle fix, new copy func 2023-12-02 21:00:21 -03:00
Recep Aslantas
049db64a0f Merge pull request #360 from v1993/meson-header-only-subproject
meson: don't build by default if used in a subproject
2023-12-02 15:49:24 +03:00
Recep Aslantas
e71694bb57 Merge branch 'master' into meson-header-only-subproject 2023-12-02 15:48:54 +03:00
Recep Aslantas
8754158fbe Merge pull request #362 from myfreeer/patch-1
ci: initial support of meson and emscripten
2023-12-02 11:13:20 +03:00
Recep Aslantas
e1a0892097 Merge branch 'master' into patch-1 2023-12-02 11:12:43 +03:00
Recep Aslantas
9b26aff466 Merge pull request #361 from myfreeer/myfreeer-patch-4
wasm: prefer pmin/pmax
2023-12-02 11:12:15 +03:00
myfreeer
24e417107b ci: initial support of meson and emscripten
It seems that meson only supports emscripten as a compiler to wasm at present, wasi-sdk support is not completed yet, so this only adds ci build scripts for emscripten.

References:
* <f41bdae368>
* <https://github.com/mesonbuild/meson/pull/11862>
2023-12-02 11:08:33 +08:00
myfreeer
009405adcd wasm: prefer pmin/pmax
According to [emscripten](https://emscripten.org/docs/porting/simd.html) and [v8](b6520eda5e/src/compiler/backend/x64/code-generator-x64.cc (L2661-L2699)), `[f32x4|f64x2].[min|max]` compiles to much more instructions than `[f32x4|f64x2].[pmin|pmax]`.
It is defined in [spec](https://github.com/WebAssembly/spec/blob/main/proposals/simd/SIMD.md#floating-point-min-and-max) that the difference between pmin/pmax and min/max is NaN-propagating behavior, and the equivalent to the x86 `_mm_min_ps`/`_mm_max_ps` is pmin/pmax in [v8](b6520eda5e/src/compiler/backend/x64/code-generator-x64.cc (L2740-L2747)).
This should make functions with min/max faster on webassembly, and align with the existing behavior with x86 sse.
2023-12-02 09:54:49 +08:00
Valeri
0b2006dd47 meson: don't build by default if used in a subproject 2023-12-02 01:44:54 +03:00
Recep Aslantas
1fdc1c8675 struct: remove _vec_inv from struct function lists 2023-12-01 11:18:48 +03:00
Recep Aslantas
6e1d6d505b Merge pull request #357 from v1993/vs-fix
Use the appropriate version of alignof
2023-12-01 11:11:11 +03:00
Valeri
45cf4710c4 Use the appropriate version of alignof 2023-12-01 04:19:47 +03:00
duarm
056b28e4da Merge branch 'master' into aabb2d 2023-11-19 10:00:00 -03:00
Recep Aslantas
c6e58bd44a Update vec4-ext.h 2023-11-16 13:06:51 +03:00
Recep Aslantas
a81c0f076a Merge pull request #356 from havrik/patch-1
Fix definition logic misspell in 'glm_quat_normalize_to' -> cglm/quat.h
2023-11-16 13:05:42 +03:00
havrik
ab684b7c66 Fix definition logic misspell in 'glm_quat_normalize_to' -> cglm/quat.h 2023-11-16 11:38:47 +03:00
duarm
53bde05bd9 aabb2d functions 2023-11-11 08:13:28 -03:00
Recep Aslantas
58a4b47830 Merge pull request #354 from One234Fi/revise_troubleshooting_page
Fix spelling and grammar on troubleshooting page
2023-11-09 10:44:06 +03:00
One234Fi
1bfa53f44c spelling and grammar revision 2023-11-08 16:41:07 -06:00
Recep Aslantas
d93b46bab7 Merge pull request #350 from duarm/vec2_center
adding glm_vec2_center
2023-10-15 00:17:47 +03:00
duarm
9efc255451 struct api 2023-10-14 14:24:25 -03:00
duarm
9484155c98 adding vec2_center 2023-10-11 16:51:14 -03:00
Recep Aslantas
509078817c fix glm_ivec2|3_fill and glm_ivec2|3_eq params continue 2023-09-05 20:41:55 +03:00
Recep Aslantas
126f809dae fix glm_ivec2|3_fill and glm_ivec2|3_eq params 2023-09-05 20:19:33 +03:00
Recep Aslantas
e0e7e380e5 Merge pull request #346 from duarm/master
eqv, eq, fill for ivec2 and ivec3, documentation fixes
2023-09-05 09:34:28 +03:00
duarm
d3169b12a7 missing call functions from vec2 2023-09-04 20:14:59 -03:00
duarm
9d0c9fdb87 adding ivec2, ivec3, ivec4 prints, eqv, eq and fill, documentation fixes 2023-09-04 20:07:37 -03:00
Recep Aslantas
f496146bce Merge pull request #345 from telephone001/ins3_bugfix
Fixed glms_mat4_ins3 bug.
2023-08-30 13:03:16 +03:00
LAPTOP-GHFRJ92J\John
54632ecce5 mat4_ins3 should copy mat3s to upper left mat4s. Previously, it just made a new mat4s r and put the mat3 into that and returned it. Now it takes in a mat4s and copies the mat3s to that. 2023-08-29 02:13:24 -05:00
Recep Aslantas
61478d2563 now working on v0.9.2 2023-08-10 09:20:39 +03:00
Recep Aslantas
cdd4d0e83e Merge pull request #340 from recp/non-square-matrix
add some missing non-square matrix funcs
2023-08-07 17:58:05 +03:00
Recep Aslantas
54dfc4b4f0 Merge branch 'master' into non-square-matrix 2023-08-07 15:37:44 +03:00
Recep Aslantas
f6cb3ba31a Merge pull request #343 from EasyIP2023/non-square-matrix
add docs and tests to non-square-matrix branch
2023-08-07 14:41:08 +03:00
Vincent Davis Jr
da51741c50 test: add missing mat4x3 tests
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-08-06 14:12:46 -04:00
Vincent Davis Jr
a5d8e61c2b test: add missing mat4x2 tests
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-08-06 14:12:26 -04:00
Vincent Davis Jr
f0f7b67ef4 test: add missing mat3x4 tests
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-08-06 14:12:26 -04:00
Vincent Davis Jr
eece0b7bc9 test: add missing mat3x2 tests
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-08-06 14:12:26 -04:00
Vincent Davis Jr
37d20f7da8 test: add missing mat2x4 tests
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-08-06 14:12:26 -04:00
Vincent Davis Jr
006e4ffbdf test: add missing mat2x3 tests
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-08-06 14:12:26 -04:00
Vincent Davis Jr
aa37c1aa74 fix array subscript is outside array bounds
warning: array subscript # is outside array bounds
of ‘float[#]’ [-Warray-bounds]

Commit also fixes variable order when calculating
multiplication between two matrices.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-08-06 14:12:24 -04:00
Vincent Davis Jr
0fb9e73ec1 docs: add missing non-square matrix funcs
Functions include:
	* glm_mat#x#_copy
	* glm_mat#x#_zero
	* glm_mat#x#_mul
	* glm_mat#x#_mulv
	* glm_mat#x#_transpose
	* glm_mat#x#_scale

Commit also includes some minor changes to
	* mat2
	* mat3
	* mat4

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-08-05 20:54:24 -04:00
Recep Aslantas
129287b809 Merge pull request #341 from taisei-project/assume-aligned-detection
more robust __builtin_assume_aligned detection
2023-08-01 18:22:24 +03:00
Andrei Alexeyev
2724620d83 more robust __builtin_assume_aligned detection
__builtin_assume_aligned is available since GCC 4.7, but __has_builtin
was added much later. Check for the GCC version if __has_builtin is not
available.

Users can also define CGLM_HAVE_BUILTIN_ASSUME_ALIGNED to either 1 or 0
to explicitly enable/disable the use of __builtin_assume_aligned. Meson
will do it automatically (by performing a configure-time test).
2023-07-31 22:33:51 +02:00
Recep Aslantas
4d5653b1f6 add some missing non-square matrix funcs in struct api 2023-07-22 14:17:26 +03:00
Recep Aslantas
dbb85f24c8 add some missing non-square matrix funcs 2023-07-22 13:37:36 +03:00
Recep Aslantas
6e9e91be05 add _mul for non-square matrices 2023-07-22 12:00:23 +03:00
Recep Aslantas
1e077fd125 add some missing non-square matrix funcs 2023-07-22 01:21:14 +03:00
Recep Aslantas
cb4a1b2677 Merge pull request #338 from EasyIP2023/feature/mat4x3
add new matrix mat4x3
2023-07-18 09:09:00 +03:00
Recep Aslantas
924db3307e Merge pull request #339 from EasyIP2023/bug/fix-mat4x2s
types-struct: fix mat4x2s struct members
2023-07-18 09:07:41 +03:00
Vincent Davis Jr
e9df003e56 types-struct: fix mat4x2s struct members
union mat4x2s { struct {  } } contains
members with incorrect naming.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-07-17 23:09:40 -04:00
Vincent Davis Jr
3d292c3a2e add new matrix mat4x3
Initial function being

glm_mat4x3_make

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-07-17 22:57:52 -04:00
Recep Aslantas
4bb7e778c4 Merge pull request #337 from EasyIP2023/feature/mat4x2
add new matrix mat4x2
2023-07-17 10:41:09 +03:00
Vincent Davis Jr
2df26c0ecf add new matrix mat4x2
Initial function being

glm_mat4x2_make

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-07-16 20:19:25 -04:00
Recep Aslantas
5193b50133 Merge pull request #334 from EasyIP2023/feature/mat3x4
add new matrix mat3x4
2023-07-16 23:32:05 +03:00
Recep Aslantas
ef8954ccbc Merge branch 'master' into feature/mat3x4 2023-07-16 23:31:33 +03:00
Recep Aslantas
91b40eb7eb Merge pull request #335 from EasyIP2023/fix/comments-docs
docs: fix mat#x# comments and documentation
2023-07-16 23:29:38 +03:00
Vincent Davis Jr
82892085b3 docs: fix mat#x# comments and documentation
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-07-16 15:46:35 -04:00
Vincent Davis Jr
e09cf11f1c add new matrix mat3x4
Initial function being

glm_mat3x4_make

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-07-16 15:41:36 -04:00
Recep Aslantas
8966f296ac Merge pull request #333 from EasyIP2023/feature/mat3x2
add new matrix mat3x2
2023-07-16 12:10:45 +03:00
Vincent Davis Jr
4e44e74d48 add new matrix mat3x2
Initial function being

glm_mat3x2_make

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-07-15 18:48:50 -04:00
Recep Aslantas
f817c4cbb0 Merge pull request #332 from EasyIP2023/fix/mat2x3
add missing mat2x# test and mat2x3 window headers
2023-07-15 23:55:19 +03:00
Vincent Davis Jr
dd6a0b3175 add missing mat2x# test and mat2x3 window headers
Missing tests where
	* MACRO_GLM_MAT2X3_ZERO_INIT
	* MACRO_GLM_MAT2X3_ZERO
	* mat2x3s_zero_init
	* mat2x3s_zero
	* mat2x4s_zero_init
	* mat2x4s_zero

Commit:
	* removes (mat2x3) from
	  ((mat2x3)GLM_MAT2X3_ZERO_INIT) to fix
	  error: array initialized from non-constant array expression
	* removes test_assert_mat2x3_eq_zero
	  from test/src/test_struct.c
	* adds TEST_IMPL(mat2x3s_zero) to
	  test/src/test_struct.c

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-07-15 16:16:03 -04:00
Recep Aslantas
1401af4c34 Merge pull request #331 from EasyIP2023/feature/mat2x4
add new matrix mat2x4
2023-07-15 22:33:54 +03:00
Vincent Davis Jr
fe7471e8f8 add new matrix mat2x4
Initial function being

glm_mat2x4_make

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-07-15 14:32:48 -04:00
Recep Aslantas
1ca261b118 Merge pull request #330 from EasyIP2023/feature/mat2x3
add new matrix mat2x3
2023-07-15 11:03:59 +03:00
Vincent Davis Jr
6317ed90e7 add new matrix mat2x3
Initial function being

glm_mat2x3_make

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-07-14 18:57:45 -04:00
Recep Aslantas
3b683cf28c Merge pull request #328 from recp/werror
drop "-Werror" to allow skip warnings on production build
2023-07-13 11:09:16 +03:00
Recep Aslantas
d6267e623b drop "-Werror" to allow skip warnings on production build 2023-07-08 23:16:15 +03:00
Recep Aslantas
93cdc897a5 suppress warinngs 2023-07-08 23:13:20 +03:00
Recep Aslantas
0962f7d2e7 fix param name in inline doc 2023-07-08 12:19:22 +03:00
Recep Aslantas
487b18e326 Merge pull request #324 from EasyIP2023/feature/glm_vec2_make
vec2: add new function glm_vec2_make
2023-07-02 22:04:44 +03:00
Recep Aslantas
8e2074c274 Merge branch 'master' into feature/glm_vec2_make 2023-07-02 22:03:40 +03:00
Recep Aslantas
0ab1f21816 Merge pull request #326 from EasyIP2023/feature/glm_vec4_make
vec4: add new function glm_vec4_make
2023-07-02 22:02:18 +03:00
Recep Aslantas
b8d565c6b6 Merge branch 'master' into feature/glm_vec4_make 2023-07-02 22:02:10 +03:00
Recep Aslantas
c5c997ca13 Merge pull request #325 from EasyIP2023/feature/glm_vec3_make
vec3: add new function glm_vec3_make
2023-07-02 22:01:51 +03:00
Recep Aslantas
924d92ae3f Merge branch 'master' into feature/glm_vec3_make 2023-07-02 22:01:43 +03:00
Recep Aslantas
d673f3d765 Merge pull request #323 from EasyIP2023/feture/update-test_quat-glm_quat_make
test_quat: add more robust quat_make test
2023-07-02 22:00:28 +03:00
Vincent Davis Jr
5833d1bf44 vec4: add new function glm_vec4_make
Function takes in a float array. Array must be
at least of size 4 and converts it into
a 4D vector.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-07-02 13:54:10 -05:00
Vincent Davis Jr
aeeeac4c5a vec3: add new function glm_vec3_make
Function takes in a float array. Array must be
at least of size 3 and converts it into
a 3D vector.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-07-02 13:25:25 -05:00
Vincent Davis Jr
b3de85a14e vec2: add new function glm_vec2_make
Just a copy of glm_vec2, but with the
word _make suffixed at the end.

Function takes in a float array array must be
at least of size 2 and converts it into
a 2D vector.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-07-02 12:41:23 -05:00
Vincent Davis Jr
5e798a94e3 test_quat: add more robust quat_make test
Makes it so that it's easier to identify
the potential usecase of function. Commit also
includes a fix to the struct/quat.h glms_quat_make
comment. Should be returning versors it's not
a void function.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-07-02 12:37:28 -05:00
Recep Aslantas
49dd24eaf2 Merge pull request #321 from EasyIP2023/feature/glm_quat
quat: add new function glm_quat_make
2023-06-30 06:05:13 +03:00
Vincent Davis Jr
bfe5ea6ab7 quat: add new function glm_quat_make
Function takes in a 4 element float array
and converts it into a quaternion.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-06-28 22:49:49 -05:00
Recep Aslantas
6d39ef0026 Merge pull request #319 from FrostKiwi/master
Small comment fixes
2023-06-16 12:46:42 +03:00
Wladislav ヴラド Artsimovich
87ae96b847 Fix Singular / Plural in comments 2023-06-16 17:40:06 +09:00
Wladislav ヴラド Artsimovich
9cf4190c9b Fix comments of vec2 explaining vec3 math 2023-06-16 17:26:30 +09:00
Recep Aslantas
2bbaeb8db9 Merge pull request #317 from FrostKiwi/master
Implement missing 3D Affine Transforms in the Struct API
2023-06-15 16:07:08 +03:00
Wladislav ヴラド Artsimovich
a7cda7f969 Add new header to Visual Studio as well 2023-06-15 22:02:21 +09:00
Wladislav ヴラド Artsimovich
c4d4c48518 Add affine-mat.h to the Makefile 2023-06-15 21:54:54 +09:00
Wladislav ヴラド Artsimovich
702bed8173 Implement missing Struct API 3D Affine Transforms 2023-06-15 18:18:52 +09:00
Wladislav ヴラド Artsimovich
e9aa249a73 Add forgotten function listing in comment 2023-06-15 17:42:06 +09:00
Recep Aslantas
adec2ee8e6 Update box.h 2023-06-15 10:16:06 +03:00
Recep Aslantas
5cd16194c8 Merge pull request #313 from myfreeer/master
ci: update mymindstorm/setup-emsdk to v12
2023-06-14 17:38:10 +03:00
myfreeer
02b9dc067a ci: update mymindstorm/setup-emsdk to v12
Github is using node16 by default for actions, so it might worth to update this to latest version supporting node16 by default.

See also:
* <https://github.com/mymindstorm/setup-emsdk/issues/28>
* <https://github.blog/changelog/2022-09-22-github-actions-all-actions-will-begin-running-on-node16-instead-of-node12/>
* <https://github.blog/changelog/2023-06-13-github-actions-all-actions-will-run-on-node16-instead-of-node12-by-default>
2023-06-14 19:52:13 +08:00
Recep Aslantas
a447365bc5 Merge pull request #311 from recp/suppress-sign-conversion
suppress sign conversion warnings
2023-06-12 14:55:47 +03:00
Recep Aslantas
6183b213e2 suppress sign conversion warnings 2023-06-12 13:56:49 +03:00
Recep Aslantas
768d36f4b6 suppress some warnings on tests 2023-06-12 13:15:47 +03:00
Recep Aslantas
2c39193016 Merge pull request #309 from recp/anonymous-structs-check
Add Enhanced Support for Anonymous Structs
2023-06-10 20:40:26 +03:00
Recep Aslantas
16fcaf7fc0 Update types-struct.h 2023-06-08 06:28:40 +03:00
Recep Aslantas
530ec2d0f8 reduce glms_mat[4|3|2]_make()'s dest parameter
the return value is the dest.
2023-05-16 14:26:11 +03:00
Recep Aslantas
56d9e41465 Merge pull request #303 from EasyIP2023/bug/test-runner
io: fix test runner.c implicit declaration glm_arch_print
2023-05-15 21:33:05 +03:00
Recep Aslantas
610788bed1 Merge branch 'master' into bug/test-runner 2023-05-15 21:32:51 +03:00
Vincent Davis Jr
2d6538ecec io: fix test runner.c implicit declaration glm_arch_print
Problem:

../test/runner.c:29:3: error: implicit declaration of function
‘glm_arch_print’ [-Werror=implicit-function-declaration]
   29 |   glm_arch_print(stderr);
      |   ^~~~~~~~~~~~~~
      |   glm_vec2_print

glm_arch_print is not available unless you add the DEBUG macro.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-05-15 11:30:13 -05:00
Recep Aslantas
0de379c632 Merge pull request #300 from EasyIP2023/feature/update-readme-meson-build
README: update meson option for running test
2023-05-15 14:57:09 +03:00
Recep Aslantas
31cbd41e3b Merge pull request #302 from EasyIP2023/feature/glm_mat3_make
mat3: add new function glm_mat3_make
2023-05-15 11:18:41 +03:00
Recep Aslantas
c691bc5bc0 Merge pull request #301 from EasyIP2023/feature/glm_mat2_make
mat2: add new function glm_mat2_make
2023-05-15 11:18:27 +03:00
Recep Aslantas
7346e91574 Merge pull request #299 from EasyIP2023/feature/glm_mat4_make
mat4: add new function glm_mat4_make
2023-05-15 11:15:34 +03:00
Vincent Davis Jr
0566a040c0 mat3: add new function glm_mat3_make
Function takes in a 9 element float array
and converts it into a mat3 matrix.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-05-14 20:56:25 -05:00
Vincent Davis Jr
e6681e78c8 mat2: add new function glm_mat2_make
Function takes in a 4 element float array
and converts it into a mat2 matrix.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-05-14 20:30:36 -05:00
Vincent Davis Jr
e17f115f91 mat4: add new function glm_mat4_make
Function takes in a 16 element float array
and converts it into a mat4 matrix.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-05-14 20:10:48 -05:00
Vincent Davis Jr
2631d3b5ea README: update meson option for running test
Running on an already built build directory

meson configure -Denable_tests=true build/

Leads to

ERROR: Unknown options: "enable_tests"

Seems the meson option was updated

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2023-05-14 19:38:58 -05:00
Recep Aslantas
9772948831 improve printing arch name in tests 2023-05-06 16:28:52 +03:00
Recep Aslantas
988dd13d61 make GLM_TESTS_NO_COLORFUL_OUTPUT work on non-test print colors too 2023-05-06 15:36:41 +03:00
Recep Aslantas
ed09fb5819 fix glm_arch_print_name and print it on tests 2023-05-06 14:58:45 +03:00
Recep Aslantas
c4a348ac71 now working on v0.9.1 2023-05-02 08:22:18 +03:00
Recep Aslantas
7e9d2aa6a4 Merge pull request #295 from myfreeer/patch-1
README: add build docs for WebAssembly
2023-05-02 08:19:25 +03:00
myfreeer
091102e2c1 README: add build docs for WebAssembly
See alse https://github.com/recp/cglm/discussions/282#discussioncomment-5770919
2023-05-02 13:07:59 +08:00
Recep Aslantas
50b1c189b1 update docs 2023-05-01 23:03:19 +03:00
Recep Aslantas
44268d24f9 Merge pull request #293 from recp/fix-simd-signmask
Fix simd signmask
2023-04-22 23:53:50 +03:00
Recep Aslantas
65fd77d255 Merge branch 'master' into fix-simd-signmask 2023-04-22 23:53:20 +03:00
Recep Aslantas
5883ed3495 Merge pull request #292 from myfreeer/fix-simd-signmask-wasm
wasm: replace usage of -0.f to 0x80000000
2023-04-22 10:11:46 +03:00
Recep Aslantas
e2e923554b Merge pull request #291 from recp/fix-simd-signmask
simd, sse: use 0x80000000 insteaf of -0.f to fix fastmath on msvc
2023-04-22 10:11:17 +03:00
myfreeer
6b2c91ecf7 wasm: replace usage of -0.f to 0x80000000
Part of https://github.com/recp/cglm/pull/291
2023-04-22 10:50:54 +08:00
Recep Aslantas
a4b8778be9 fixes for "simd, sse: use 0x80000000 insteaf of -0.f to fix fastmath on msvc" 2023-04-21 22:42:04 +03:00
Recep Aslantas
5ce7dff812 Merge remote-tracking branch 'origin/master' into fix-simd-signmask 2023-04-21 22:31:55 +03:00
Recep Aslantas
13036036c4 fix existing tests build 2023-04-21 22:29:55 +03:00
Recep Aslantas
c1ff76d3b1 fix existing tests build 2023-04-21 22:15:04 +03:00
Recep Aslantas
17b3911e7c fix struct api calls 2023-04-21 21:20:11 +03:00
Recep Aslantas
7307b1cbbe simd, sse: use 0x80000000 insteaf of -0.f to fix fastmath on msvc 2023-04-21 20:36:50 +03:00
Recep Aslantas
391d8670c2 simd, sse: use 0x80000000 insteaf of -0.f to fix fastmath on msvc 2023-04-21 20:14:58 +03:00
Recep Aslantas
8d441902c0 fix struct api calls 2023-04-21 20:07:14 +03:00
Recep Aslantas
490d0bb9a1 Merge pull request #290 from recp/structapi-conf
struct: provide option to omit struct api namespace e.g. `glms_` and …
2023-04-21 17:38:22 +03:00
Recep Aslantas
4c6fb156ef Merge pull request #286 from myfreeer/master
WIP: Wasm simd128 support
2023-04-21 16:49:51 +03:00
myfreeer
81b7c90271 simd128: simplify calls 2023-04-15 22:06:04 +08:00
Recep Aslantas
c221f8883a struct: provide option to omit struct api namespace e.g. glms_ and an … 2023-04-09 17:20:38 +03:00
Recep Aslantas
ea8ef4a3c9 struct: provide option to omit struct api namespace e.g. glms_ and an option to add s suffix e.g. mat4s_mul if preferred 2023-04-09 14:28:05 +03:00
myfreeer
765771227a io: add case of wasm simd128 2023-04-08 18:28:49 +08:00
myfreeer
1940f1d4bc wasm: build with emsdk on github actions 2023-04-08 15:21:29 +08:00
myfreeer
061f096d8f wasm: add --no-verbose to wget 2023-04-08 14:12:23 +08:00
myfreeer
884be84506 wasm: fix clang path for github actions 2023-04-08 14:07:00 +08:00
myfreeer
18ed15c53a wasm: init github action ci 2023-04-08 14:05:01 +08:00
myfreeer
2614a1805d Merge remote-tracking branch 'upstream/master' 2023-04-08 13:41:53 +08:00
myfreeer
d7c0edcbd9 simd128: minor lint 2023-04-08 13:40:46 +08:00
Recep Aslantas
0b3049dca0 utility to print selected simd path (docs) 2023-04-08 01:03:31 +03:00
Recep Aslantas
a542d54fca utility to print selected simd path 2023-04-08 00:59:06 +03:00
Recep Aslantas
1d51459a4f Merge pull request #287 from krishna2803/patch-1
Updated parameter name (d -> dest)
2023-04-02 14:00:14 +03:00
krishna2803
6e35d927eb Updated parameter name (d -> dest) 2023-04-02 16:20:45 +05:30
myfreeer
07bc4be18b simd128: cmake options
After this, the required options for cmake are listed below:
```
-DCMAKE_C_FLAGS="-msimd128"
-DCMAKE_TOOLCHAIN_FILE=/path/to/wasi-sdk-19.0/share/cmake/wasi-sdk.cmake
-DWASI_SDK_PREFIX=/path/to/wasi-sdk-19.0
-DCGLM_USE_TEST=ON
```
If compiling to wasi with simd128 support, `-DCMAKE_C_FLAGS="-msimd128"` can be removed.
If tests are not needed, `-DCGLM_USE_TEST=ON` can be removed.
2023-04-02 13:09:00 +08:00
myfreeer
3a9e4df393 simd128: handle both sse2 and simd128 enabled by Emscripten
https://github.com/recp/cglm/pull/286#issuecomment-1492985403
2023-04-02 12:39:20 +08:00
myfreeer
7ca9a64ecf simd128: code style 2023-04-01 19:38:57 +08:00
myfreeer
51ce4db82e simd128: code style 2023-04-01 19:38:28 +08:00
myfreeer
73adfe08c0 simd128: inline _mm_cvtss_f32 2023-04-01 19:34:19 +08:00
myfreeer
48d6ab79bd simd128: inline _mm_movehl_ps 2023-04-01 19:28:45 +08:00
myfreeer
e40b477929 simd128: inline _mm_movelh_ps 2023-04-01 19:19:49 +08:00
myfreeer
5e05eec6d6 simd128: inline _MM_TRANSPOSE4_PS 2023-04-01 19:03:48 +08:00
myfreeer
3aca10ecda simd128: minor lint 2023-03-29 20:41:47 +08:00
myfreeer
5c7cd42407 simd128: inline _mm_sqrt_ss 2023-03-29 20:22:03 +08:00
myfreeer
e27f80b0bb simd128: inline _mm_rcp_ps 2023-03-29 20:16:16 +08:00
myfreeer
3845345f4c simd128: inline _mm_storeu_ps and _mm_store_ss 2023-03-29 20:12:51 +08:00
myfreeer
998d9626a2 simd128: inline _mm_unpackhi_ps and _mm_unpacklo_ps 2023-03-26 19:34:08 +08:00
myfreeer
84b482971d simd128: inline _mm_shuffle_ps 2023-03-26 19:34:08 +08:00
myfreeer
f24ec41a26 simd128: inline _mm_shuffle_ps for glmm_shuff1 2023-03-26 19:34:08 +08:00
myfreeer
e62b782039 simd128: fix a const in glm_mat4_inv_fast_wasm
making it the same as glm_mat4_inv_wasm, does not make any difference in tests
2023-03-26 19:34:08 +08:00
myfreeer
be76d96e8f simd128: inline _mm_set_ps 2023-03-26 19:34:07 +08:00
myfreeer
03c7bee863 simd128: inline some functions 2023-03-26 19:34:07 +08:00
myfreeer
71c585b159 simd128: enable in headers 2023-03-26 19:34:07 +08:00
myfreeer
6b7a63953c simd128: enable in mat2 2023-03-26 19:34:07 +08:00
myfreeer
fdef58bd1a simd128: enable in mat3 2023-03-26 19:34:07 +08:00
myfreeer
a0dd85f3d1 simd128: enable in quat 2023-03-26 19:34:07 +08:00
myfreeer
84c521c203 simd128: enable in mat4 2023-03-26 19:34:07 +08:00
myfreeer
5d60c17435 simd128: fix tests for vec4_norm_one and vec4_norm_inf 2023-03-26 19:34:07 +08:00
myfreeer
da5f18f10f simd128: fix tests for glm_inv_tr 2023-03-26 19:34:07 +08:00
myfreeer
2bc9573e1a simd128: include a fix 2023-03-26 19:34:07 +08:00
myfreeer
576d1d141e initial code on wasm simd128 2023-03-26 19:34:07 +08:00
Recep Aslantas
92a8e38162 vscode settings 2023-03-23 23:18:08 +03:00
Recep Aslantas
dd3c3ceae0 Merge pull request #280 from recp/win32-msvc-arm-neon
fix building ARM NEON on windows & msvc
2023-03-16 13:19:47 +03:00
Recep Aslantas
77b4c5cffb reset visual studio tool verisons 2023-03-16 13:16:24 +03:00
Recep Aslantas
e276b5b405 Update intrin.h 2023-03-14 09:54:32 +03:00
Recep Aslantas
13ed79a61a arm: fix checking arm64 2023-03-12 16:43:47 +03:00
Recep Aslantas
ba993b3ea9 arm: use intrin to set/init vec4 as @gottfriedleibniz suggests 2023-03-11 14:15:30 +03:00
Recep Aslantas
4a6fc485fd use CGLM_SIMD_NEON instead of CGLM_NEON_FP 2023-03-09 22:16:39 +03:00
Recep Aslantas
9ed325018d Update intrin.h 2023-03-09 22:06:20 +03:00
Recep Aslantas
a30baffafa arm: update ARM/NEON macros 2023-03-09 21:56:25 +03:00
Recep Aslantas
8a117017ea fix building ARM NEON on windows & msvc 2023-03-07 13:11:08 +03:00
Recep Aslantas
799749fc6a Merge pull request #279 from NeRdTheNed/master
Check for builtin before using it
2023-03-07 03:44:36 +03:00
Ned Loynd
f4c9ddf530 Check for builtin before using it
The check for __has_builtin being defined and using the __has_builtin() macro need to be on different lines, as when __has_builtin is not defined, using the __has_builtin() macro is an invalid preprocessor directive.
2023-03-07 10:17:44 +11:00
Recep Aslantas
bc8dc72739 now working on v0.9.0 2023-02-08 18:12:23 +03:00
Recep Aslantas
3eafc599ac Merge pull request #277 from Ransel117/patch-1
Fixed glm_mat4_mulv3
2023-02-08 18:09:58 +03:00
Ransel117
7fba424f64 Fixed glm_mat4_mulv3
Fixed it so that the function has all of it's parameters in the comments
2023-02-05 20:57:36 +01:00
Recep Aslantas
c51040cd41 Merge pull request #276 from recp/cmake-fix-buildtype
cmake: prevent overriding CMAKE_BUILD_TYPE if it is subdirectory
2023-01-27 21:01:54 +03:00
Recep Aslantas
9fc3a20d0f cmake: prevent overriding CMAKE_BUILD_TYPE if it is subdirectory 2023-01-26 11:07:08 +03:00
Recep Aslantas
7f1c062696 Merge pull request #274 from duarm/master
Adding initialization macros for ivec types
2023-01-17 21:07:32 +03:00
duarm
e70571e9e0 ivec initialization macros docs, fixing vec2 macro docs 2023-01-15 20:52:18 -03:00
duarm
007ee48b58 adding initialization macros for ivec types 2023-01-15 20:47:40 -03:00
Recep Aslantas
38771599c7 Merge pull request #273 from JulianSchoenbaechler/fix-Wdouble-promotion
Make implicit double promotion/casting explicit (fixes #228)
2022-12-31 21:18:40 +03:00
Julian Schönbächler
bfd87acfc4 Make double promotion in printf args explicit
Also use f-suffix on epsilon definitions for float comparisons.
2022-12-29 13:00:15 +01:00
Recep Aslantas
a38622e1d6 Merge pull request #272 from Artturin/revert259
Revert "fix: simplified pkgconfig generation"
2022-12-19 20:07:37 +03:00
Artturin
9c7012bb39 Revert "fix: simplified pkgconfig generation"
This reverts commit c7393f75c3.
2022-12-19 00:22:55 +02:00
Recep Aslantas
71367b67cf now working on v0.8.9 2022-12-14 14:12:29 +03:00
Recep Aslantas
3894ea32fb Merge pull request #270 from suicvne/cglm-pc-fix-cmake
Switch CMAKE_BINARY_DIR to CMAKE_CURRENT_BINARY_DIR for cmake.pc
2022-12-13 20:17:03 +03:00
Michael Santiago
a430408ec4 Switch CMAKE_BINARY_DIR to CMAKE_CURRENT_BINARY_DIR for cmake.pc install target 2022-12-13 10:59:54 -05:00
Recep Aslantas
3815e18fea bring the fix https://github.com/recp/cglm/pull/269 outside Emscripten 2022-12-12 00:37:07 +03:00
Recep Aslantas
8b5eaa5301 Merge pull request #269 from KivApple/master
Fix missing abs declaration on Emscripten
2022-12-09 14:54:37 +03:00
Ivan Kolesikov
6037618942 Fix missing abs declaration on Emscripten 2022-12-09 00:24:53 +01:00
Recep Aslantas
c6d198d780 Merge pull request #268 from bl4ckb0ne/test-clamp-fix
test_clamp: use glm_eq for floating point comparison
2022-12-07 23:17:13 +03:00
Simon Zeni
d001593f9c test_clamp: use glm_eq for floating point comparison
Fixes #266
2022-12-07 15:06:45 -05:00
Recep Aslantas
ac9461778c possible fix for https://github.com/recp/cglm/issues/266 2022-12-07 12:57:26 +03:00
Recep Aslantas
0b3d227568 Merge branch 'master' of https://github.com/recp/cglm 2022-12-07 12:55:57 +03:00
Recep Aslantas
78236d24a1 now working on v0.8.8 2022-12-07 12:55:51 +03:00
Recep Aslantas
b41858f184 Merge pull request #265 from duarm/abs-functions
New abs functions for vec2, ivec2, ivec3, ivec4
2022-11-20 12:16:49 +03:00
duarm
60bf21ba43 add missing table of contents 2022-11-19 17:48:32 -03:00
duarm
2386cdcc19 docs 2022-11-19 17:46:08 -03:00
duarm
a0f01c5ed1 new abs functions for vec2, ivec2, ivec3, ivec4 2022-11-18 14:28:39 -03:00
Recep Aslantas
8cfc98d283 Merge branch 'master' of https://github.com/recp/cglm 2022-10-26 23:15:54 +03:00
Recep Aslantas
074189163f add missing struct affine functions and headers 2022-10-26 23:15:27 +03:00
Recep Aslantas
bfbd9ba1dc add struct affine functions and headers 2022-10-26 23:13:36 +03:00
Recep Aslantas
89cee7912a now working on v0.8.7 2022-10-26 23:12:52 +03:00
Recep Aslantas
da5c66d735 update affine-post.h 2022-10-23 14:27:34 +03:00
Recep Aslantas
c4b45a0917 remove redundant comments 2022-10-23 14:22:16 +03:00
Recep Aslantas
8034073965 Merge pull request #260 from recp/new-affine
new affine transform functions 🚀
2022-10-23 14:06:34 +03:00
Recep Aslantas
53009d69c0 update build files 2022-10-23 12:09:44 +03:00
Recep Aslantas
7c62ad965b add missing call functions 2022-10-23 12:08:37 +03:00
Recep Aslantas
878e829767 update docs 2022-10-23 12:00:17 +03:00
Recep Aslantas
7c7ac8b82e add missing impl for project_z 2022-10-22 23:06:46 +03:00
Recep Aslantas
ba66459708 new project function for projecting Z
someitmes we need to project z only. this function reduces a few calculations and parameters.
2022-10-21 10:20:03 +03:00
Recep Aslantas
45e176680f post rotation operaqtions 2022-10-18 15:43:07 +03:00
Recep Aslantas
c0bd65027a add missing spin impl 2022-10-18 07:38:06 +03:00
Recep Aslantas
03d5699f32 new rotation function: spin; rotate around self at any position 2022-10-17 23:57:41 +03:00
Recep Aslantas
199d1fa031 Merge pull request #259 from bobvanderlinden/pr-cmake-pkgconfig-fix
fix: simplified pkgconfig generation
2022-09-20 16:38:48 +03:00
Bob van der Linden
c7393f75c3 fix: simplified pkgconfig generation 2022-09-16 16:45:12 +02:00
Recep Aslantas
a3186a7f32 Merge pull request #257 from Rokannon/patch-1
Added missing include in io.h which adds GLM_MAX macro
2022-09-11 11:33:46 +03:00
Vladimir Atamanov
5a89faafff Added missing include in io.h which adds GLM_MAX macro 2022-09-11 00:49:24 +02:00
Recep Aslantas
51853db559 Merge pull request #256 from ogtn/master
Fix typo in comment
2022-09-04 07:25:27 +03:00
Olivier Guittonneau
8f8417a883 Fix typo in comment 2022-09-04 01:08:50 +02:00
Recep Aslantas
2238fd127c win: suppress warnings for tests 2022-08-23 18:01:05 +03:00
Recep Aslantas
073a11a6b8 win: add missing files to visual studio project 2022-08-23 16:01:40 +03:00
Recep Aslantas
2d348ceba0 build: add missing files to meson and cmake lists 2022-08-23 15:43:04 +03:00
Recep Aslantas
ce69ecaa5a struct: project_no and project_zo apis for struct api 2022-08-23 15:31:55 +03:00
Recep Aslantas
5ad0f1c6f3 fix MIT License links 2022-08-23 15:30:09 +03:00
Recep Aslantas
aea75bbe7c build: update Makefile.am 2022-08-23 14:13:00 +03:00
Recep Aslantas
7dfe67cdde Update .gitignore 2022-08-07 11:49:13 +03:00
Recep Aslantas
84f64a5b65 Update FUNDING.yml 2022-08-01 05:10:14 +03:00
Recep Aslantas
7df8ffa7fe Merge pull request #254 from Chris-F5/fix-readme-notes
Update README to show that integer types are supported
2022-07-16 12:01:00 +03:00
Christopher Lang
dc5558d8f4 Fix readme supported types note 2022-07-15 20:17:58 +01:00
Recep Aslantas
63990be905 Merge pull request #251 from Chris-F5/add-basic-ivec-functions
Add basic ivec functions
2022-05-22 21:06:07 +03:00
Christopher Lang
cd0ae19459 Add ivec[2|3|4] sources to meson.build 2022-05-21 11:11:34 +01:00
Christopher Lang
838124af49 Declare varables at top of scope for ivec[2|3|4] 2022-05-20 17:30:54 +01:00
Christopher Lang
e3981b6d96 Add ivec[3|4] docs 2022-05-20 17:16:41 +01:00
Christopher Lang
7bb765367e Small ivec2 docs fix 2022-05-20 17:16:09 +01:00
Christopher Lang
82982abaef Add ivec2 documentation 2022-05-20 17:07:16 +01:00
Christopher Lang
dbe3b719c7 Fix ivec[2|3|4]_clamp doc comments 2022-05-20 16:53:02 +01:00
Christopher Lang
09155986fe Update ivec[2|3|4]_distance2 doc comments 2022-05-20 16:49:23 +01:00
Christopher Lang
1b3e2fdaec Improve ivec[2|3|4] documentation comments 2022-05-20 15:24:36 +01:00
Christopher Lang
4aef2510e9 Init ivec[2|3|4] docs 2022-05-20 15:02:58 +01:00
Chris-F5
2432970f90 Merge branch 'recp:master' into add-basic-ivec-functions 2022-05-20 14:45:57 +01:00
Christopher Lang
d1bdfde48d Add ivec4 tests 2022-05-20 14:42:42 +01:00
Christopher Lang
f27e26f632 Fix glm_ivec3 test 2022-05-20 14:41:59 +01:00
Christopher Lang
a3265ebe84 Fix glm_ivec3_one test 2022-05-20 14:27:30 +01:00
Christopher Lang
57ec29bd31 Update glm_ivec3 test 2022-05-20 14:26:49 +01:00
Recep Aslantas
1b217c3dd0 Merge pull request #250 from alexshpilkin/fix-pkg-config
Fix pkg-config generation when CMAKE_INSTALL_*DIR is absolute
2022-05-19 22:23:10 +03:00
Christopher Lang
94a1e6f6e1 Add ivec4 functions 2022-05-19 17:43:17 +01:00
Christopher Lang
a1a2a046a4 Fix ivec[2|3]_clamp comment docs 2022-05-19 17:32:01 +01:00
Christopher Lang
bffaa13bd5 Add ivec3 tests 2022-05-19 17:12:38 +01:00
Christopher Lang
cd4d0a1efe Update glm_ivec2_copy test 2022-05-19 17:11:58 +01:00
Christopher Lang
8916c50a3d Update glm_ivec2 test 2022-05-19 16:52:55 +01:00
Christopher Lang
7a19b8f8a3 Fix glmc_ivec3 naming 2022-05-19 16:52:10 +01:00
Alexander Shpilkin
f587c00f26 allow absolute paths in CMAKE_INSTALL_*DIR 2022-05-19 18:47:00 +03:00
Christopher Lang
65409bcda1 Add ivec3 functions 2022-05-18 18:05:17 +01:00
Christopher Lang
d2957e6275 Fix ivec2 function list comment 2022-05-18 17:55:25 +01:00
Christopher Lang
04bd1bd633 Fix ivec2 doc comment 2022-05-17 23:03:26 +01:00
Christopher Lang
db1a23d13c Add ivec2 tests 2022-05-17 22:27:38 +01:00
Christopher Lang
a85744430a Add ivec2 functions 2022-05-17 22:25:10 +01:00
Christopher Lang
d582146d9a Add ivec3 and ivec4 files 2022-05-17 16:04:47 +01:00
Christopher Lang
ee09707c1c Fix ivec2 test 2022-05-17 15:53:37 +01:00
Christopher Lang
4c85b970a9 Add ivec2 files 2022-05-16 22:41:04 +01:00
Christopher Lang
f7f0f66193 Reorder api docs 2022-05-16 22:14:57 +01:00
Christopher Lang
495b98a54d Fix tests.h comments 2022-05-16 20:51:44 +01:00
Recep Aslantas
aee47ce545 Merge pull request #247 from Chris-F5/improve-docs-index
Fix grammatical errors in docs index
2022-05-12 07:11:38 +03:00
Christopher Lang
52debe6a04 improve docs index 2022-05-08 21:49:30 +01:00
Recep Aslantas
cf7f4231f0 now working on v0.8.6 2022-03-20 22:19:31 +03:00
Recep Aslantas
7e5d1f435f Merge pull request #244 from geckor14/master
Remove unused variable
2022-03-18 12:39:29 +03:00
geckor14
851a58cedb Remove unused variable
The most recent version of Apple Clang (13.1.6) on macOS complains r3 is an unused variable. With -Werror enabled, this breaks the build.
2022-03-18 18:42:19 +11:00
Recep Aslantas
6fa1cefcc2 Merge pull request #243 from Sand3r-/patch-1
Fix a bug in glm_lookat_lh
2022-03-09 09:38:26 +03:00
Michał Gallus
7e211e1f49 Fix bug in view_lh.h #2
Reverse order of parameters in the second crossproduct
2022-03-08 01:42:43 +01:00
Michał Gallus
7d47b7f1fd Fix a bug in glm_lookat_lh
Fix the order of arguments passed to glm_vec3_crossn to avoid the negation of X axis.
2022-03-08 01:29:35 +01:00
Recep Aslantas
2a4748d452 fix glm_pickmatrix()'s param type 2022-01-31 02:56:39 +03:00
Recep Aslantas
f20bf0aaaf Merge pull request #236 from recp/ivec
add missing ivec types
2022-01-07 00:23:32 +03:00
Recep Aslantas
3a141b7cc8 extend unions for struct api 2022-01-06 18:12:46 +03:00
Recep Aslantas
5cd1a4ab44 add missing ivec types 2022-01-06 18:01:35 +03:00
Recep Aslantas
897f2afd88 Merge pull request #234 from madebr/sse3_header
Header containing sse3 intrinsics is pmmintrin.h
2021-12-31 17:51:30 +03:00
Anonymous Maarten
68e3a072e8 Header containing sse3 intrinsics is pmmintrin.h 2021-12-29 08:48:55 +01:00
Recep Aslantas
282ea84dc0 Merge pull request #231 from omar-polo/master
set PACKAGE_VERSION so it gets substituted in cglm.pc.in by cmake
2021-11-22 11:20:20 +03:00
Omar Polo
2d5506d15d set PACKAGE_VERSION so it gets substituted in cglm.pc.in by cmake
otherwise it ends up being an empty string and the installed pc has a
bogus line:

	Version:
2021-11-21 21:04:59 +01:00
Recep Aslantas
87f561fb06 Merge pull request #229 from mxi/vec2-ext-complex
Add complex routines to `vec2-ext`
2021-11-10 10:09:09 +03:00
Maxim Kasyanenko
522b18bda9 Add tests 2021-11-08 17:53:39 -08:00
Maxim Kasyanenko
b7178749ee Forgot to add the dynamic implementation file itself 2021-11-08 17:53:27 -08:00
Maxim Kasyanenko
98c708281f Syntax errors 2021-11-08 17:52:47 -08:00
Maxim Kasyanenko
896ba0a0f9 Add dynamic/struct versions of routines 2021-11-08 17:52:31 -08:00
Maxim Kasyanenko
4603816330 Forgot return type 2021-11-08 17:09:28 -08:00
Maxim Kasyanenko
9f5cc3a745 Implement a few complex routines 2021-11-08 16:28:55 -08:00
Recep Aslantas
bde653b607 Update CMakeLists.txt 2021-10-28 19:10:19 +03:00
Recep Aslantas
ede72ca412 Merge pull request #225 from podsvirov/fix-win32-shared
win: fix shared library name and destination
2021-10-17 18:09:18 +03:00
Konstantin Podsvirov
8e784e762f win: fix shared library name and destination 2021-10-10 12:02:44 +03:00
Recep Aslantas
82d1050c63 update GLM_FLT_EPSILON to use 1e-5 instead of 1e-6 2021-10-06 21:08:55 +03:00
Recep Aslantas
0631598d08 now working on v0.8.5 2021-08-18 05:03:59 +03:00
Recep Aslantas
34e5704fe8 bump version to v0.8.4 2021-08-18 04:47:11 +03:00
Recep Aslantas
672523e5af Merge pull request #219 from recp/project_zo
extend glm_project() to support ZERO_TO_ONE
2021-08-16 16:55:19 +03:00
Recep Aslantas
8427d02a9b pick matrix helper (aka gluPickMatrix) 2021-08-16 16:53:46 +03:00
Recep Aslantas
a2bd00df32 fix including headers, and suppress warnings 2021-08-16 15:51:52 +03:00
Recep Aslantas
4c8f7f310c Update project_zo.h 2021-08-16 14:27:20 +03:00
Recep Aslantas
9096fa6bab fix include paths 2021-08-16 14:27:12 +03:00
Recep Aslantas
29c3837672 implement project zo 2021-08-16 14:16:43 +03:00
Recep Aslantas
4530e0381b build: add missing files 2021-08-16 01:10:29 +03:00
Recep Aslantas
6cf1fb8992 Update .gitignore 2021-08-16 01:10:19 +03:00
Recep Aslantas
9ed4e41afd call version for clipspace-project 2021-08-16 01:08:11 +03:00
Recep Aslantas
28d24da6df build: add missing files 2021-08-16 00:55:19 +03:00
Recep Aslantas
ef22e2063f win: fix build error and comment style 2021-08-16 00:54:37 +03:00
Recep Aslantas
5a48aad1b0 Merge pull request #218 from Nairou/master
Add CGLM_FORCE_DEPTH_ZERO_TO_ONE support to glm_unprojecti
2021-08-16 00:45:22 +03:00
Caleb Gingles
07aee82125 Add CGLM_FORCE_DEPTH_ZERO_TO_ONE support to glm_unprojecti 2021-08-15 17:34:26 -04:00
Recep Aslantas
abbeb274c5 Merge pull request #214 from bubba2k/patch-1
Note that radians is expected in glm_perspective()
2021-08-09 10:54:02 +03:00
bubba2k
814adf11de Note that radians is expected in glm_perspective()
The `fovy` parameter is expected in radians, which isn't mentioned anywhere in the docs. Causes unnecessary confusion. Might as well point it out.
2021-08-09 03:02:47 +02:00
Recep Aslantas
d0d1e46533 Merge pull request #210 from legends2k/quat_rot_vecs 2021-06-15 19:59:45 +03:00
Sundaram Ramaswamy
03b4594d9e quat_from_vecs: incorporate PR comments
* C89-style comments
* Move all variable declarations to function start
* Remove constant variables
* Remove newline for ‘else’
2021-06-15 19:11:41 +05:30
Sundaram Ramaswamy
01e2b74a29 Update documentation for qaut_from_vecs 2021-06-10 23:52:09 +05:30
Sundaram Ramaswamy
ee5050f43c Tests for quaternion from two vec3 2021-06-10 23:15:10 +05:30
Sundaram Ramaswamy
b5802b99b2 Compute quaternion rotating a vector into another
Both `vec3` inputs should be of unit length; returns a unit quaternion.
2021-06-10 23:10:54 +05:30
Recep Aslantas
8b958e9600 Merge pull request #209 from legends2k/fix_vec3_cross
Fix cross product when an operand is also dest
2021-06-10 16:49:17 +03:00
Sundaram Ramaswamy
aa071b2a6b Fix cross product when operand is also dest 2021-06-10 17:20:50 +05:30
Recep Aslantas
479e7d4240 Merge pull request #207 from legends2k/fix_vec3_ortho
Fix vec3_ortho
2021-06-10 10:15:12 +03:00
Recep Aslantas
38c6188e12 Update vec3.h 2021-06-10 10:13:51 +03:00
Sundaram Ramaswamy
c330b47ded Remove debug printf statements 2021-06-10 10:27:28 +05:30
Sundaram Ramaswamy
2e8162b133 Fix vec3_ortho 2021-06-09 23:18:32 +05:30
Recep Aslantas
afdcae08dd Merge pull request #205 from legends2k/master
Include affine.h in quat.h; remove needless decls
2021-06-07 11:45:54 +03:00
Sundaram Ramaswamy
32d1c96dc0 Include affine.h in quat.h; remove needless decls
* affine.h is needed for glm_translate_make
* Remove function declarations
  - glm_mat4_mulv since mat4.h is already included
  - glm_mul_rot as affine-mat.h is already include
  - glm_translate as affine.h is included with this change
2021-06-07 11:35:56 +05:30
Recep Aslantas
4d2ba464a0 Update README.md 2021-05-30 18:11:17 +03:00
Recep Aslantas
398e47070b Update README.md 2021-05-30 18:09:17 +03:00
Recep Aslantas
619ac4ce9a Update README.md 2021-05-30 18:03:33 +03:00
Recep Aslantas
e83940f3b1 Create cglm.png 2021-05-30 17:48:29 +03:00
Recep Aslantas
e5d88f22a0 Update README.md 2021-05-30 15:31:06 +03:00
Recep Aslantas
8e10ab2b49 Update features.rst 2021-05-30 15:30:55 +03:00
Recep Aslantas
4ede0815d4 Update features.rst 2021-05-30 15:28:38 +03:00
Recep Aslantas
7d16e3583f Merge branch 'master' of https://github.com/recp/cglm 2021-05-30 15:23:38 +03:00
Recep Aslantas
6011baff06 Update opt.rst 2021-05-30 15:23:30 +03:00
Recep Aslantas
af92df4e84 ci: migrate cglm from tavis-ci.org to travis-ci.com 2021-05-30 15:17:33 +03:00
Recep Aslantas
94381d3067 struct: fix glms_perspective_resize
since struct param is copy-by-value, result was noop
2021-05-30 13:06:49 +03:00
Recep Aslantas
0e794f8f8f struct: fix glms_persp_move_far
since struct param is copy-by-value, result was noop
2021-05-30 13:02:10 +03:00
Recep Aslantas
b895e424b0 docs: add docs about clipspace configuration 2021-05-30 12:53:04 +03:00
Recep Aslantas
a2b8858e36 win: suppress warnings 2021-05-30 12:50:30 +03:00
Recep Aslantas
9d08407897 win: suppress warnings 2021-05-30 12:46:26 +03:00
Recep Aslantas
8898c3b471 win: add missing files to build 2021-05-30 12:43:17 +03:00
Recep Aslantas
f0c2860179 Merge pull request #203 from bwhmather/meson-fixes
Update lists of source files in meson.build
2021-05-29 14:31:41 +03:00
Ben Mather
f142e8e16e build: rebuild list of test files in meson.build 2021-05-29 10:43:29 +01:00
Ben Mather
5ac916236c build: fix lists broken by missing commas in meson.build 2021-05-29 10:43:29 +01:00
Ben Mather
4327935b9f style: fix trailing whitespace in meson.build 2021-05-29 10:43:23 +01:00
Recep Aslantas
086b40bf6a Merge pull request #201 from hartenfels/master
Add struct clipspace files to autoconf build
2021-05-24 22:31:33 +03:00
Carsten Hartenfels
af3b356762 Add struct clipspace files to autoconf build
They weren't being installed.

Fixes #200.
2021-05-24 21:20:27 +02:00
Recep Aslantas
9ac291c673 Merge pull request #198 from raedwulf/clipspace
Clipspace implementations for left/righted-handed coordinate systems and [-1,1] and [0,1] clipspace
2021-05-23 18:59:01 +03:00
Tai Chi Minh Ralph Eastwood
7f7e9f69da clipspace: add struct API implementations 2021-05-22 22:41:03 +02:00
Tai Chi Minh Ralph Eastwood
8ddb5d5740 build: fix incorrect include paths for libcglm 2021-05-14 16:58:48 +02:00
Tai Chi Minh Ralph Eastwood
56ec058c7d style: fix documentation consistency for describing clipspace 2021-05-14 16:55:16 +02:00
Tai Chi Minh Ralph Eastwood
a5af9e5eac build: fix Makefile.am missing clipspace source files 2021-05-14 16:49:18 +02:00
Tai Chi Minh Ralph Eastwood
4d20f97275 clipspace: fix typo'd clip control define 2021-05-14 16:33:16 +02:00
Tai Chi Minh Ralph Eastwood
89e8c352ec style: fix missing whitespace for alignment
Co-authored-by: Michael <michael.guyver@gmail.com>
2021-05-14 15:44:10 +02:00
Tai Chi Minh Ralph Eastwood
403097d56c build: fix duplicate line in CMakeLists.txt 2021-05-14 15:27:28 +02:00
Tai Chi Minh Ralph Eastwood
eddaf464ff style: fix missing whitespace for alignment
Co-authored-by: Michael <michael.guyver@gmail.com>
2021-05-14 15:25:29 +02:00
Tai Chi Minh Ralph Eastwood
7065011bf3 clipspace: add initial implementations LH, RH and NO, ZO
Add the initial implementations of the left-handed and right-handed
coordinate systems as well as clipspace depth values of [-1, 0] and
[0, 1].
2021-05-13 23:22:58 +02:00
michaelg
db46ea110a Updated README.md to remove ref to glm_cmp stub 2021-05-13 23:18:05 +02:00
michaelg
c013bd462c Add LH & RH_NO perspective functions
This commit adds functions `glm_perspective_lh_no` and
`glm_perspective_rh_no` to the code. Unit tests are added and this
commit follows the new pattern of adding the a new file per
coordinate-system and clip-space tuple.

. Makefile.am updated
. removed test/glm_cmp project stub
. unit tests include naive implementations to as well as magic number
  ref-data generated by the corresponding GLM functions.

No tests run yet on Windows or Mac.
2021-05-13 23:18:05 +02:00
michaelg
b3a18b8a15 Add glm_perspective_rh_zo function + tests
This commit adds the RH/ZO perspective function. It does so in the new
file `cam_rh_zo.h` and further refactors the LH variant into new file
`cam_lh_zo.h`. This creates some churn in the tests and configuration
files as new test files were added as well, and all these changes found
their way into the build files.

Tests passing on Linux.
2021-05-13 23:18:05 +02:00
michaelg
1bce62c371 Add function glm_perspective_lh_zo
This commit adds the function `glm_perspective_lh_zo`, modelled on the
implementation of glm_perspective, but amended to provide a left-hand
coordinate system expected by DirectX, Metal and Vulkan (per the GLM
project's `glm/detail/setup.hpp`). It uses a clip-space of zero-to-one.

The function is tested against a longhand version of the algorithm it
seeks to implement as well as against the output of the GLM project's
`glm::perspectiveLH_ZO` function. This commit adds a new subdirectory
`test/glm_cmp` which contains a basic CMake file and `main.cpp`. An
interested user should link or copy or clone the GLM project into this
directory. The `main` function can be used to print the reference data
used so others can verify behaviour in the future, or add new literal
reference values.
2021-05-13 23:18:05 +02:00
Recep Aslantas
a242d83805 style: rename nearVal, farVal to nearZ and farZ 2021-05-08 22:42:44 +03:00
Recep Aslantas
7760c709da build, meson: add so version to meson build 2021-05-08 15:44:14 +03:00
Recep Aslantas
919e3bcf4a Merge pull request #193 from recp/simd-3
SIMD and ILP Update
2021-05-08 14:14:22 +03:00
276 changed files with 28685 additions and 1866 deletions

4
.github/FUNDING.yml vendored
View File

@@ -1,7 +1,7 @@
# These are supported funding model platforms # These are supported funding model platforms
github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2] github: [recp]
patreon: # Replace with a single Patreon username patreon: recp
open_collective: cglm open_collective: cglm
ko_fi: # Replace with a single Ko-fi username ko_fi: # Replace with a single Ko-fi username
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel

97
.github/workflows/cmake-wasm.yml vendored Normal file
View File

@@ -0,0 +1,97 @@
name: CMake WebAssembly
on:
push:
branches: [ "master" ]
pull_request:
branches: [ "master" ]
env:
wasmtime_version: v7.0.0
wasmer_version: v3.1.1
jobs:
build_wasi_sdk:
strategy:
matrix:
BUILD_TYPE: [Release, Debug, RelWithDebInfo, MinSizeRel]
C_FLAGS: ['', '-msimd128']
wasi_sdk_version: [19, 20]
# The CMake configure and build commands are platform agnostic and should work equally well on Windows or Mac.
# You can convert this to a matrix build if you need cross-platform coverage.
# See: https://docs.github.com/en/free-pro-team@latest/actions/learn-github-actions/managing-complex-workflows#using-a-build-matrix
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Downloading wasi-sdk
run: |
cd ${{github.workspace}}
wget --no-verbose https://github.com/WebAssembly/wasi-sdk/releases/download/wasi-sdk-${{matrix.wasi_sdk_version}}/wasi-sdk-${{matrix.wasi_sdk_version}}.0-linux.tar.gz
tar xf wasi-sdk-${{matrix.wasi_sdk_version}}.0-linux.tar.gz
- name: Configure CMake
# Configure CMake in a 'build' subdirectory. `CMAKE_BUILD_TYPE` is only required if you are using a single-configuration generator such as make.
# See https://cmake.org/cmake/help/latest/variable/CMAKE_BUILD_TYPE.html?highlight=cmake_build_type
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{matrix.BUILD_TYPE}} -DCMAKE_C_FLAGS="${{matrix.C_FLAGS}}" -DCMAKE_TOOLCHAIN_FILE=${{github.workspace}}/wasi-sdk-${{matrix.wasi_sdk_version}}.0/share/cmake/wasi-sdk.cmake -DWASI_SDK_PREFIX=${{github.workspace}}/wasi-sdk-${{matrix.wasi_sdk_version}}.0 -DCGLM_USE_TEST=ON
- name: Build
# Build your program with the given configuration
run: cmake --build ${{github.workspace}}/build --config ${{matrix.BUILD_TYPE}}
- name: Test with wasmtime
run: |
cd ${{github.workspace}}
ls -lh ${{github.workspace}}/build/
wget --no-verbose https://github.com/bytecodealliance/wasmtime/releases/download/${{env.wasmtime_version}}/wasmtime-${{env.wasmtime_version}}-x86_64-linux.tar.xz
tar xf wasmtime-${{env.wasmtime_version}}-x86_64-linux.tar.xz
./wasmtime-${{env.wasmtime_version}}-x86_64-linux/wasmtime run --wasm-features simd ${{github.workspace}}/build/tests
- name: Test with wasmer
run: |
cd ${{github.workspace}}
mkdir wasmer
cd wasmer
wget --no-verbose https://github.com/wasmerio/wasmer/releases/download/${{env.wasmer_version}}/wasmer-linux-amd64.tar.gz
tar xf wasmer-linux-amd64.tar.gz
./bin/wasmer run --enable-simd ${{github.workspace}}/build/tests
build_emsdk:
strategy:
matrix:
BUILD_TYPE: [Release, Debug, RelWithDebInfo, MinSizeRel]
C_FLAGS: ['', '-msimd128', '-msse -msse2 -msimd128', '-msse -msse2 -msse3 -msse4 -msimd128']
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Setup emsdk
uses: mymindstorm/setup-emsdk@v12
- name: Verify emsdk
run: emcc -v
- name: Configure CMake
# Configure CMake in a 'build' subdirectory. `CMAKE_BUILD_TYPE` is only required if you are using a single-configuration generator such as make.
# See https://cmake.org/cmake/help/latest/variable/CMAKE_BUILD_TYPE.html?highlight=cmake_build_type
run: emcmake cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{matrix.BUILD_TYPE}} -DCMAKE_C_FLAGS="${{matrix.C_FLAGS}}" -DCMAKE_EXE_LINKER_FLAGS="-s STANDALONE_WASM" -DCGLM_STATIC=ON -DCGLM_USE_TEST=ON
- name: Build
# Build your program with the given configuration
run: cmake --build ${{github.workspace}}/build --config ${{matrix.BUILD_TYPE}}
- name: Test with wasmtime
run: |
cd ${{github.workspace}}
ls -lh ${{github.workspace}}/build/
wget --no-verbose https://github.com/bytecodealliance/wasmtime/releases/download/${{env.wasmtime_version}}/wasmtime-${{env.wasmtime_version}}-x86_64-linux.tar.xz
tar xf wasmtime-${{env.wasmtime_version}}-x86_64-linux.tar.xz
./wasmtime-${{env.wasmtime_version}}-x86_64-linux/wasmtime run --wasm-features simd ${{github.workspace}}/build/tests.wasm
- name: Test with wasmer
run: |
cd ${{github.workspace}}
mkdir wasmer
cd wasmer
wget --no-verbose https://github.com/wasmerio/wasmer/releases/download/${{env.wasmer_version}}/wasmer-linux-amd64.tar.gz
tar xf wasmer-linux-amd64.tar.gz
./bin/wasmer run --enable-simd ${{github.workspace}}/build/tests.wasm

79
.github/workflows/meson-wasm.yml vendored Normal file
View File

@@ -0,0 +1,79 @@
name: Meson WebAssembly
on:
push:
branches: [ "master" ]
pull_request:
branches: [ "master" ]
env:
wasmtime_version: v7.0.0
wasmer_version: v3.1.1
jobs:
build_emsdk:
strategy:
matrix:
BUILD_TYPE: [debug, debugoptimized, release, minsize]
C_FLAGS: ['', '-msimd128', '-msse -msse2 -msimd128', '-msse -msse2 -msse3 -msse4 -msimd128']
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Setup emsdk
uses: mymindstorm/setup-emsdk@v13
- name: Verify emsdk
run: emcc -v
- name: Creating cross file
run: |
cat << EOF > ${{github.workspace}}/meson_cross_emsdk.txt
[binaries]
c = '`which emcc`'
cpp = '`which em++`'
ar = '`which emar`'
[built-in options]
c_args = ['-Wno-unused-parameter']
c_link_args = ['-s', 'STANDALONE_WASM']
cpp_args = ['-Wno-unused-parameter']
cpp_link_args = ['-s', 'STANDALONE_WASM']
[host_machine]
system = 'emscripten'
cpu_family = 'wasm32'
cpu = 'wasm32'
endian = 'little'
EOF
cat ${{github.workspace}}/meson_cross_emsdk.txt
- uses: actions/setup-python@v4
- name: Install meson
run: |
sudo python3 -m pip install meson ninja
- name: Build with meson
run: |
meson setup build -Dbuildtype=${{matrix.BUILD_TYPE}} --cross-file ${{github.workspace}}/meson_cross_emsdk.txt --default-library=static -Dbuild_tests=true
meson test -C build
- name: Test with wasmtime
run: |
cd ${{github.workspace}}
ls -lh ${{github.workspace}}/build/
wget --no-verbose https://github.com/bytecodealliance/wasmtime/releases/download/${{env.wasmtime_version}}/wasmtime-${{env.wasmtime_version}}-x86_64-linux.tar.xz
tar xf wasmtime-${{env.wasmtime_version}}-x86_64-linux.tar.xz
./wasmtime-${{env.wasmtime_version}}-x86_64-linux/wasmtime run --wasm-features simd ${{github.workspace}}/build/tests.wasm
- name: Test with wasmer
run: |
cd ${{github.workspace}}
mkdir wasmer
cd wasmer
wget --no-verbose https://github.com/wasmerio/wasmer/releases/download/${{env.wasmer_version}}/wasmer-linux-amd64.tar.gz
tar xf wasmer-linux-amd64.tar.gz
./bin/wasmer run --enable-simd ${{github.workspace}}/build/tests.wasm

4
.gitignore vendored
View File

@@ -76,3 +76,7 @@ build/
conftest.dir/* conftest.dir/*
confdefs.h confdefs.h
*.xcuserdatad *.xcuserdatad
.idea
cmake-build-debug
*.o.tmp
xcode/*

39
.readthedocs.yaml Normal file
View File

@@ -0,0 +1,39 @@
# Read the Docs configuration file for Sphinx projects
# See https://docs.readthedocs.io/en/stable/config-file/v2.html for details
# Required
version: 2
# Set the OS, Python version and other tools you might need
build:
os: ubuntu-22.04
tools:
python: "3.12"
# You can also specify other tool versions:
# nodejs: "20"
# rust: "1.70"
# golang: "1.20"
# Build documentation in the "docs/" directory with Sphinx
sphinx:
configuration: docs/source/conf.py
# You can configure Sphinx to use a different builder, for instance use the dirhtml builder for simpler URLs
# builder: "dirhtml"
# Fail on all warnings to avoid broken references
# fail_on_warning: true
# Optionally build your docs in additional formats such as PDF and ePub
# formats:
# - pdf
# - epub
# Optional but recommended, declare the Python requirements required
# to build your documentation
# See https://docs.readthedocs.io/en/stable/guides/reproducible-builds.html
# python:
# install:
# - requirements: docs/requirements.txt
python:
install:
- requirements: docs/requirements.txt

20
.vscode/c_cpp_properties.json vendored Normal file
View File

@@ -0,0 +1,20 @@
{
"configurations": [
{
"name": "Mac",
"includePath": [
"${workspaceFolder}/**"
],
"defines": [],
"macFrameworkPath": [
"/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks"
],
"compilerPath": "/usr/bin/clang",
"cStandard": "c23",
"cppStandard": "c++23",
"intelliSenseMode": "macos-clang-arm64",
"configurationProvider": "vector-of-bool.cmake-tools"
}
],
"version": 4
}

29
.vscode/settings.json vendored
View File

@@ -1,4 +1,31 @@
{ {
"C_Cpp.default.configurationProvider": "vector-of-bool.cmake-tools", "C_Cpp.default.configurationProvider": "vector-of-bool.cmake-tools",
"restructuredtext.confPath": "${workspaceFolder}/docs/source" "restructuredtext.confPath": "${workspaceFolder}/docs/source",
"workbench.colorTheme": "Default Light+ Experimental",
"editor.fontSize": 14,
"workbench.colorCustomizations": {
"[Default Light*]": {
"editor.background": "#fefefe",
"sideBar.background": "#fefefe",
"sideBar.foreground": "#343436",
"sideBarTitle.foreground": "#343436",
"sideBar.border": "#e2e2e4",
"statusBar.background": "#fefefe",
"titleBar.activeBackground": "#fefefe",
"tab.activeBackground": "#f4fff4aa",
"tab.inactiveBackground": "#fefefe",
"activityBar.background": "#fefefe",
"editorGroupHeader.tabsBackground": "#fefefe"
},
"[Default Dark*]": {
"editor.background": "#1D1D25",
"sideBar.background": "#1D1D25",
"statusBar.background": "#1D1D25",
"titleBar.activeBackground": "#1D1D25",
"tab.activeBackground": "#2C2C3A",
"tab.inactiveBackground": "#1D1D25",
"activityBar.background": "#1D1D25",
"editorGroupHeader.tabsBackground": "#1D1D25"
}
},
} }

View File

@@ -1,5 +1,10 @@
cmake_minimum_required(VERSION 3.8.2) cmake_minimum_required(VERSION 3.8.2)
project(cglm VERSION 0.8.3 LANGUAGES C) project(cglm
VERSION 0.9.3
HOMEPAGE_URL https://github.com/recp/cglm
DESCRIPTION "OpenGL Mathematics (glm) for C"
LANGUAGES C
)
set(CMAKE_C_STANDARD 11) set(CMAKE_C_STANDARD 11)
set(CMAKE_C_STANDARD_REQUIRED YES) set(CMAKE_C_STANDARD_REQUIRED YES)
@@ -11,6 +16,11 @@ option(CGLM_STATIC "Static build" OFF)
option(CGLM_USE_C99 "" OFF) option(CGLM_USE_C99 "" OFF)
option(CGLM_USE_TEST "Enable Tests" OFF) option(CGLM_USE_TEST "Enable Tests" OFF)
if(CMAKE_SYSTEM_NAME STREQUAL WASI)
set(CGLM_STATIC ON CACHE BOOL "Static option" FORCE)
set(CGLM_SHARED OFF CACHE BOOL "Shared option" FORCE)
endif()
if(NOT CGLM_STATIC AND CGLM_SHARED) if(NOT CGLM_STATIC AND CGLM_SHARED)
set(CGLM_BUILD SHARED) set(CGLM_BUILD SHARED)
else(CGLM_STATIC) else(CGLM_STATIC)
@@ -33,10 +43,12 @@ if(MSVC)
string(REGEX REPLACE "/RTC(su|[1su])" "" ${flag_var} "${${flag_var}}") string(REGEX REPLACE "/RTC(su|[1su])" "" ${flag_var} "${${flag_var}}")
endforeach(flag_var) endforeach(flag_var)
else() else()
add_compile_options(-Wall -Werror -O3) add_compile_options(-Wall -O3)
endif() endif()
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES) get_directory_property(hasParent PARENT_DIRECTORY)
if(NOT hasParent AND NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
message(STATUS "Setting build type to '${DEFAULT_BUILD_TYPE}' as none was specified.") message(STATUS "Setting build type to '${DEFAULT_BUILD_TYPE}' as none was specified.")
set(CMAKE_BUILD_TYPE "${DEFAULT_BUILD_TYPE}" CACHE STRING "Choose the type of build." FORCE) set(CMAKE_BUILD_TYPE "${DEFAULT_BUILD_TYPE}" CACHE STRING "Choose the type of build." FORCE)
# Set the possible values of build type for cmake-gui # Set the possible values of build type for cmake-gui
@@ -47,7 +59,10 @@ include(GNUInstallDirs)
set(CPACK_PROJECT_NAME ${PROJECT_NAME}) set(CPACK_PROJECT_NAME ${PROJECT_NAME})
set(CPACK_PROJECT_VERSION ${PROJECT_VERSION}) set(CPACK_PROJECT_VERSION ${PROJECT_VERSION})
include(CPack)
if(NOT CPack_CMake_INCLUDED)
include(CPack)
endif()
# Target Start # Target Start
add_library(${PROJECT_NAME} add_library(${PROJECT_NAME}
@@ -58,11 +73,20 @@ add_library(${PROJECT_NAME}
src/quat.c src/quat.c
src/cam.c src/cam.c
src/vec2.c src/vec2.c
src/ivec2.c
src/vec3.c src/vec3.c
src/ivec3.c
src/vec4.c src/vec4.c
src/ivec4.c
src/mat2.c src/mat2.c
src/mat2x3.c
src/mat2x4.c
src/mat3.c src/mat3.c
src/mat3x2.c
src/mat3x4.c
src/mat4.c src/mat4.c
src/mat4x2.c
src/mat4x3.c
src/plane.c src/plane.c
src/frustum.c src/frustum.c
src/box.c src/box.c
@@ -73,6 +97,20 @@ add_library(${PROJECT_NAME}
src/bezier.c src/bezier.c
src/ray.c src/ray.c
src/affine2d.c src/affine2d.c
src/clipspace/ortho_lh_no.c
src/clipspace/ortho_lh_zo.c
src/clipspace/ortho_rh_no.c
src/clipspace/ortho_rh_zo.c
src/clipspace/persp_lh_no.c
src/clipspace/persp_lh_zo.c
src/clipspace/persp_rh_no.c
src/clipspace/persp_rh_zo.c
src/clipspace/view_lh_no.c
src/clipspace/view_lh_zo.c
src/clipspace/view_rh_no.c
src/clipspace/view_rh_zo.c
src/clipspace/project_no.c
src/clipspace/project_zo.c
) )
if(CGLM_SHARED) if(CGLM_SHARED)
@@ -85,6 +123,12 @@ set_target_properties(${PROJECT_NAME} PROPERTIES
VERSION ${PROJECT_VERSION} VERSION ${PROJECT_VERSION}
SOVERSION ${PROJECT_VERSION_MAJOR}) SOVERSION ${PROJECT_VERSION_MAJOR})
if(WIN32)
# Because SOVERSION has no effect to file naming on Windows
set_target_properties(${PROJECT_NAME} PROPERTIES
RUNTIME_OUTPUT_NAME ${PROJECT_NAME}-${PROJECT_VERSION_MAJOR})
endif()
target_include_directories(${PROJECT_NAME} target_include_directories(${PROJECT_NAME}
PUBLIC PUBLIC
$<INSTALL_INTERFACE:include> $<INSTALL_INTERFACE:include>
@@ -110,7 +154,7 @@ install(TARGETS ${PROJECT_NAME}
EXPORT ${PROJECT_NAME} EXPORT ${PROJECT_NAME}
LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR} LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR}
ARCHIVE DESTINATION ${CMAKE_INSTALL_LIBDIR} ARCHIVE DESTINATION ${CMAKE_INSTALL_LIBDIR}
RUNTIME DESTINATION ${CMAKE_INSTALL_LIBDIR}) RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR})
install(DIRECTORY include/${PROJECT_NAME} DESTINATION ${CMAKE_INSTALL_INCLUDEDIR} install(DIRECTORY include/${PROJECT_NAME} DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}
PATTERN ".*" EXCLUDE) PATTERN ".*" EXCLUDE)
@@ -129,9 +173,18 @@ install(EXPORT ${PROJECT_NAME}
set(PACKAGE_NAME ${PROJECT_NAME}) set(PACKAGE_NAME ${PROJECT_NAME})
set(prefix ${CMAKE_INSTALL_PREFIX}) set(prefix ${CMAKE_INSTALL_PREFIX})
set(exec_prefix ${CMAKE_INSTALL_PREFIX}) set(exec_prefix ${CMAKE_INSTALL_PREFIX})
set(includedir "\${prefix}/${CMAKE_INSTALL_INCLUDEDIR}") if (IS_ABSOLUTE "${CMAKE_INSTALL_INCLUDEDIR}")
set(libdir "\${prefix}/${CMAKE_INSTALL_LIBDIR}") set(includedir "${CMAKE_INSTALL_INCLUDEDIR}")
configure_file(${CMAKE_CURRENT_LIST_DIR}/cglm.pc.in ${CMAKE_BINARY_DIR}/cglm.pc @ONLY) else()
set(includedir "\${prefix}/${CMAKE_INSTALL_INCLUDEDIR}")
endif()
if (IS_ABSOLUTE "${CMAKE_INSTALL_LIBDIR}")
set(libdir "${CMAKE_INSTALL_LIBDIR}")
else()
set(libdir "\${exec_prefix}/${CMAKE_INSTALL_LIBDIR}")
endif()
set(PACKAGE_VERSION "${PROJECT_VERSION}")
configure_file(cglm.pc.in cglm.pc @ONLY)
install(FILES ${CMAKE_BINARY_DIR}/cglm.pc install(FILES ${CMAKE_CURRENT_BINARY_DIR}/cglm.pc
DESTINATION ${CMAKE_INSTALL_LIBDIR}/pkgconfig) DESTINATION ${CMAKE_INSTALL_LIBDIR}/pkgconfig)

View File

@@ -78,3 +78,7 @@ https://stackoverflow.com/a/57793352/2676533
16. ARM NEON Div 16. ARM NEON Div
http://github.com/microsoft/DirectXMath http://github.com/microsoft/DirectXMath
17. Pick Matrix
glu project -> project.c

View File

@@ -11,8 +11,7 @@ AM_CFLAGS = -Wall \
-std=gnu11 \ -std=gnu11 \
-O3 \ -O3 \
-Wstrict-aliasing=2 \ -Wstrict-aliasing=2 \
-fstrict-aliasing \ -fstrict-aliasing
-Werror=strict-prototypes
lib_LTLIBRARIES = libcglm.la lib_LTLIBRARIES = libcglm.la
libcglm_la_LDFLAGS = -no-undefined -version-info 0:1:0 libcglm_la_LDFLAGS = -no-undefined -version-info 0:1:0
@@ -43,22 +42,34 @@ cglm_HEADERS = include/cglm/version.h \
include/cglm/cam.h \ include/cglm/cam.h \
include/cglm/io.h \ include/cglm/io.h \
include/cglm/mat4.h \ include/cglm/mat4.h \
include/cglm/mat4x2.h \
include/cglm/mat4x3.h \
include/cglm/mat3.h \ include/cglm/mat3.h \
include/cglm/mat3x2.h \
include/cglm/mat3x4.h \
include/cglm/mat2.h \ include/cglm/mat2.h \
include/cglm/mat2x3.h \
include/cglm/mat2x4.h \
include/cglm/affine-pre.h \
include/cglm/affine-post.h \
include/cglm/affine.h \ include/cglm/affine.h \
include/cglm/affine-mat.h \
include/cglm/vec2.h \ include/cglm/vec2.h \
include/cglm/vec2-ext.h \ include/cglm/vec2-ext.h \
include/cglm/ivec2.h \
include/cglm/vec3.h \ include/cglm/vec3.h \
include/cglm/vec3-ext.h \ include/cglm/vec3-ext.h \
include/cglm/ivec3.h \
include/cglm/vec4.h \ include/cglm/vec4.h \
include/cglm/vec4-ext.h \ include/cglm/vec4-ext.h \
include/cglm/ivec4.h \
include/cglm/euler.h \ include/cglm/euler.h \
include/cglm/util.h \ include/cglm/util.h \
include/cglm/quat.h \ include/cglm/quat.h \
include/cglm/affine-mat.h \
include/cglm/plane.h \ include/cglm/plane.h \
include/cglm/frustum.h \ include/cglm/frustum.h \
include/cglm/box.h \ include/cglm/box.h \
include/cglm/aabb2d.h \
include/cglm/color.h \ include/cglm/color.h \
include/cglm/project.h \ include/cglm/project.h \
include/cglm/sphere.h \ include/cglm/sphere.h \
@@ -69,14 +80,41 @@ cglm_HEADERS = include/cglm/version.h \
include/cglm/ray.h \ include/cglm/ray.h \
include/cglm/affine2d.h include/cglm/affine2d.h
cglm_clipspacedir=$(includedir)/cglm/clipspace
cglm_clipspace_HEADERS = include/cglm/clipspace/persp.h \
include/cglm/clipspace/persp_lh_no.h \
include/cglm/clipspace/persp_lh_zo.h \
include/cglm/clipspace/persp_rh_no.h \
include/cglm/clipspace/persp_rh_zo.h \
include/cglm/clipspace/ortho_lh_no.h \
include/cglm/clipspace/ortho_lh_zo.h \
include/cglm/clipspace/ortho_rh_no.h \
include/cglm/clipspace/ortho_rh_zo.h \
include/cglm/clipspace/view_lh.h \
include/cglm/clipspace/view_rh.h \
include/cglm/clipspace/view_lh_no.h \
include/cglm/clipspace/view_lh_zo.h \
include/cglm/clipspace/view_rh_no.h \
include/cglm/clipspace/view_rh_zo.h \
include/cglm/clipspace/project_no.h \
include/cglm/clipspace/project_zo.h
cglm_calldir=$(includedir)/cglm/call cglm_calldir=$(includedir)/cglm/call
cglm_call_HEADERS = include/cglm/call/mat4.h \ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/mat4x2.h \
include/cglm/call/mat4x3.h \
include/cglm/call/mat3.h \ include/cglm/call/mat3.h \
include/cglm/call/mat3x2.h \
include/cglm/call/mat3x4.h \
include/cglm/call/mat2.h \ include/cglm/call/mat2.h \
include/cglm/call/mat2x3.h \
include/cglm/call/mat2x4.h \
include/cglm/call/vec2.h \ include/cglm/call/vec2.h \
include/cglm/call/vec3.h \ include/cglm/call/vec3.h \
include/cglm/call/vec4.h \ include/cglm/call/vec4.h \
include/cglm/call/affine.h \ include/cglm/call/ivec2.h \
include/cglm/call/ivec3.h \
include/cglm/call/ivec4.h \
include/cglm/call/io.h \ include/cglm/call/io.h \
include/cglm/call/cam.h \ include/cglm/call/cam.h \
include/cglm/call/quat.h \ include/cglm/call/quat.h \
@@ -90,12 +128,30 @@ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/curve.h \ include/cglm/call/curve.h \
include/cglm/call/bezier.h \ include/cglm/call/bezier.h \
include/cglm/call/ray.h \ include/cglm/call/ray.h \
include/cglm/call/affine.h \
include/cglm/call/affine2d.h include/cglm/call/affine2d.h
cglm_call_clipspacedir=$(includedir)/cglm/call/clipspace
cglm_call_clipspace_HEADERS = include/cglm/call/clipspace/persp_lh_no.h \
include/cglm/call/clipspace/persp_lh_zo.h \
include/cglm/call/clipspace/persp_rh_no.h \
include/cglm/call/clipspace/persp_rh_zo.h \
include/cglm/call/clipspace/ortho_lh_no.h \
include/cglm/call/clipspace/ortho_lh_zo.h \
include/cglm/call/clipspace/ortho_rh_no.h \
include/cglm/call/clipspace/ortho_rh_zo.h \
include/cglm/call/clipspace/view_lh_no.h \
include/cglm/call/clipspace/view_lh_zo.h \
include/cglm/call/clipspace/view_rh_no.h \
include/cglm/call/clipspace/view_rh_zo.h \
include/cglm/call/clipspace/project_no.h \
include/cglm/call/clipspace/project_zo.h
cglm_simddir=$(includedir)/cglm/simd cglm_simddir=$(includedir)/cglm/simd
cglm_simd_HEADERS = include/cglm/simd/intrin.h \ cglm_simd_HEADERS = include/cglm/simd/intrin.h \
include/cglm/simd/x86.h \ include/cglm/simd/x86.h \
include/cglm/simd/arm.h include/cglm/simd/arm.h \
include/cglm/simd/wasm.h
cglm_simd_sse2dir=$(includedir)/cglm/simd/sse2 cglm_simd_sse2dir=$(includedir)/cglm/simd/sse2
cglm_simd_sse2_HEADERS = include/cglm/simd/sse2/affine.h \ cglm_simd_sse2_HEADERS = include/cglm/simd/sse2/affine.h \
@@ -109,22 +165,43 @@ cglm_simd_avx_HEADERS = include/cglm/simd/avx/mat4.h \
include/cglm/simd/avx/affine.h include/cglm/simd/avx/affine.h
cglm_simd_neondir=$(includedir)/cglm/simd/neon cglm_simd_neondir=$(includedir)/cglm/simd/neon
cglm_simd_neon_HEADERS = include/cglm/simd/neon/mat4.h \ cglm_simd_neon_HEADERS = include/cglm/simd/neon/affine.h \
include/cglm/simd/neon/mat2.h \ include/cglm/simd/neon/mat2.h \
include/cglm/simd/neon/affine.h \ include/cglm/simd/neon/mat4.h \
include/cglm/simd/neon/quat.h include/cglm/simd/neon/quat.h
cglm_simd_wasmdir=$(includedir)/cglm/simd/wasm
cglm_simd_wasm_HEADERS = include/cglm/simd/wasm/affine.h \
include/cglm/simd/wasm/mat2.h \
include/cglm/simd/wasm/mat3.h \
include/cglm/simd/wasm/mat4.h \
include/cglm/simd/wasm/quat.h
cglm_handeddir=$(includedir)/cglm/handed
cglm_handed_HEADERS = include/cglm/handed/euler_to_quat_lh.h \
include/cglm/handed/euler_to_quat_rh.h
cglm_structdir=$(includedir)/cglm/struct cglm_structdir=$(includedir)/cglm/struct
cglm_struct_HEADERS = include/cglm/struct/mat4.h \ cglm_struct_HEADERS = include/cglm/struct/mat4.h \
include/cglm/struct/mat4x2.h \
include/cglm/struct/mat4x3.h \
include/cglm/struct/mat3.h \ include/cglm/struct/mat3.h \
include/cglm/struct/mat3x2.h \
include/cglm/struct/mat3x4.h \
include/cglm/struct/mat2.h \ include/cglm/struct/mat2.h \
include/cglm/struct/mat2x3.h \
include/cglm/struct/mat2x4.h \
include/cglm/struct/affine-pre.h \
include/cglm/struct/affine-post.h \
include/cglm/struct/affine-mat.h \
include/cglm/struct/affine.h \
include/cglm/struct/affine2d.h \
include/cglm/struct/vec2.h \ include/cglm/struct/vec2.h \
include/cglm/struct/vec2-ext.h \ include/cglm/struct/vec2-ext.h \
include/cglm/struct/vec3.h \ include/cglm/struct/vec3.h \
include/cglm/struct/vec3-ext.h \ include/cglm/struct/vec3-ext.h \
include/cglm/struct/vec4.h \ include/cglm/struct/vec4.h \
include/cglm/struct/vec4-ext.h \ include/cglm/struct/vec4-ext.h \
include/cglm/struct/affine.h \
include/cglm/struct/io.h \ include/cglm/struct/io.h \
include/cglm/struct/cam.h \ include/cglm/struct/cam.h \
include/cglm/struct/quat.h \ include/cglm/struct/quat.h \
@@ -132,11 +209,31 @@ cglm_struct_HEADERS = include/cglm/struct/mat4.h \
include/cglm/struct/plane.h \ include/cglm/struct/plane.h \
include/cglm/struct/frustum.h \ include/cglm/struct/frustum.h \
include/cglm/struct/box.h \ include/cglm/struct/box.h \
include/cglm/struct/aabb2d.h \
include/cglm/struct/project.h \ include/cglm/struct/project.h \
include/cglm/struct/sphere.h \ include/cglm/struct/sphere.h \
include/cglm/struct/color.h \ include/cglm/struct/color.h \
include/cglm/struct/curve.h \ include/cglm/struct/curve.h
include/cglm/struct/affine2d.h
cglm_struct_clipspacedir=$(includedir)/cglm/struct/clipspace
cglm_struct_clipspace_HEADERS = include/cglm/struct/clipspace/persp_lh_no.h \
include/cglm/struct/clipspace/persp_lh_zo.h \
include/cglm/struct/clipspace/persp_rh_no.h \
include/cglm/struct/clipspace/persp_rh_zo.h \
include/cglm/struct/clipspace/ortho_lh_no.h \
include/cglm/struct/clipspace/ortho_lh_zo.h \
include/cglm/struct/clipspace/ortho_rh_no.h \
include/cglm/struct/clipspace/ortho_rh_zo.h \
include/cglm/struct/clipspace/view_lh_no.h \
include/cglm/struct/clipspace/view_lh_zo.h \
include/cglm/struct/clipspace/view_rh_no.h \
include/cglm/struct/clipspace/view_rh_zo.h \
include/cglm/struct/clipspace/project_no.h \
include/cglm/struct/clipspace/project_zo.h
cglm_struct_handeddir=$(includedir)/cglm/struct/handed
cglm_struct_handed_HEADERS = include/cglm/struct/handed/euler_to_quat_lh.h \
include/cglm/struct/handed/euler_to_quat_rh.h
libcglm_la_SOURCES=\ libcglm_la_SOURCES=\
src/euler.c \ src/euler.c \
@@ -145,11 +242,20 @@ libcglm_la_SOURCES=\
src/quat.c \ src/quat.c \
src/cam.c \ src/cam.c \
src/vec2.c \ src/vec2.c \
src/ivec2.c \
src/vec3.c \ src/vec3.c \
src/ivec3.c \
src/vec4.c \ src/vec4.c \
src/ivec4.c \
src/mat2.c \ src/mat2.c \
src/mat2x3.c \
src/mat2x4.c \
src/mat3.c \ src/mat3.c \
src/mat3x2.c \
src/mat3x4.c \
src/mat4.c \ src/mat4.c \
src/mat4x2.c \
src/mat4x3.c \
src/plane.c \ src/plane.c \
src/frustum.c \ src/frustum.c \
src/box.c \ src/box.c \
@@ -159,13 +265,26 @@ libcglm_la_SOURCES=\
src/curve.c \ src/curve.c \
src/bezier.c \ src/bezier.c \
src/ray.c \ src/ray.c \
src/affine2d.c src/affine2d.c \
src/clipspace/ortho_lh_no.c \
src/clipspace/ortho_lh_zo.c \
src/clipspace/ortho_rh_no.c \
src/clipspace/ortho_rh_zo.c \
src/clipspace/persp_lh_no.c \
src/clipspace/persp_lh_zo.c \
src/clipspace/persp_rh_no.c \
src/clipspace/persp_rh_zo.c \
src/clipspace/view_lh_no.c \
src/clipspace/view_lh_zo.c \
src/clipspace/view_rh_no.c \
src/clipspace/view_rh_zo.c \
src/clipspace/project_no.c \
src/clipspace/project_zo.c
test_tests_SOURCES=\ test_tests_SOURCES=\
test/runner.c \ test/runner.c \
test/src/test_common.c \ test/src/test_common.c \
test/src/tests.c \ test/src/tests.c \
test/src/test_cam.c \
test/src/test_clamp.c \ test/src/test_clamp.c \
test/src/test_euler.c \ test/src/test_euler.c \
test/src/test_bezier.c \ test/src/test_bezier.c \

118
README.md
View File

@@ -1,19 +1,59 @@
# 🎥 OpenGL Mathematics (glm) for `C` # 🎥 OpenGL Mathematics (glm) for `C`
[![Build Status](https://travis-ci.org/recp/cglm.svg?branch=master)](https://travis-ci.org/recp/cglm)
[![Build status](https://ci.appveyor.com/api/projects/status/av7l3gc0yhfex8y4/branch/master?svg=true)](https://ci.appveyor.com/project/recp/cglm/branch/master)
[![Documentation Status](https://readthedocs.org/projects/cglm/badge/?version=latest)](http://cglm.readthedocs.io/en/latest/?badge=latest)
[![Coverage Status](https://coveralls.io/repos/github/recp/cglm/badge.svg?branch=master)](https://coveralls.io/github/recp/cglm?branch=master)
[![codecov](https://codecov.io/gh/recp/cglm/branch/master/graph/badge.svg)](https://codecov.io/gh/recp/cglm)
[![Codacy Badge](https://api.codacy.com/project/badge/Grade/6a62b37d5f214f178ebef269dc4a6bf1)](https://www.codacy.com/app/recp/cglm?utm_source=github.com&amp;utm_medium=referral&amp;utm_content=recp/cglm&amp;utm_campaign=Badge_Grade)
[![Backers on Open Collective](https://opencollective.com/cglm/backers/badge.svg)](#backers)
[![Sponsors on Open Collective](https://opencollective.com/cglm/sponsors/badge.svg)](#sponsors)
#### Documentation <p align="center">
<img alt="" src="cglm.png" width="550" />
</p>
<br>
<p align="center">
<a href="https://travis-ci.com/recp/cglm">
<img src="https://travis-ci.com/recp/cglm.svg?branch=master"
alt="Build Status">
</a>
<a href="https://ci.appveyor.com/project/recp/cglm/branch/master">
<img src="https://ci.appveyor.com/api/projects/status/av7l3gc0yhfex8y4/branch/master?svg=true"
alt="Windows Build Status">
</a>
<a href="http://cglm.readthedocs.io/en/latest/?badge=latest">
<img src="https://readthedocs.org/projects/cglm/badge/?version=latest"
alt="Documentation Status">
</a>
<a href="https://www.codacy.com/app/recp/cglm?utm_source=github.com&amp;utm_medium=referral&amp;utm_content=recp/cglm&amp;utm_campaign=Badge_Grade">
<img src="https://api.codacy.com/project/badge/Grade/6a62b37d5f214f178ebef269dc4a6bf1"
alt="Codacy Badge"/>
</a>
<a href="https://coveralls.io/github/recp/cglm?branch=master">
<img src="https://coveralls.io/repos/github/recp/cglm/badge.svg?branch=master"
alt="Coverage Status"/>
</a>
<a href="https://codecov.io/gh/recp/cglm">
<img src="https://codecov.io/gh/recp/cglm/branch/master/graph/badge.svg"
alt="Coverage Status"/>
</a>
<br /><br />
<a href="#sponsors">
<img src="https://opencollective.com/cglm/sponsors/badge.svg"
alt="Sponsors on Open Collective"/>
</a>
<a href="#backers">
<img src="https://opencollective.com/cglm/backers/badge.svg"
alt="Backers on Open Collective"/>
</a>
</p>
<br>
<p align="center">
Highly optimized 2D|3D math library, also known as <b>OpenGL Mathematics (glm) for `C`</b>. <b>cglm</b> provides lot of utils to help math operations to be fast and quick to write. It is community friendly, feel free to bring any issues, bugs you faced.
</p>
---
#### 📚 Documentation
Almost all functions (inline versions) and parameters are documented inside the corresponding headers. <br /> Almost all functions (inline versions) and parameters are documented inside the corresponding headers. <br />
Complete documentation: http://cglm.readthedocs.io Complete documentation: http://cglm.readthedocs.io
#### Note for previous versions: #### 📌 Note for previous versions:
- _dup (duplicate) is changed to _copy. For instance `glm_vec_dup -> glm_vec3_copy` - _dup (duplicate) is changed to _copy. For instance `glm_vec_dup -> glm_vec3_copy`
- OpenGL related functions are dropped to make this lib platform/third-party independent - OpenGL related functions are dropped to make this lib platform/third-party independent
@@ -26,31 +66,29 @@ you have the latest version
- **[major change]** by starting v0.5.0, vec3 functions use **glm_vec3_** namespace, it was **glm_vec_** until v0.5.0 - **[major change]** by starting v0.5.0, vec3 functions use **glm_vec3_** namespace, it was **glm_vec_** until v0.5.0
- **[major change]** by starting v0.5.1, built-in alignment is removed from **vec3** and **mat3** types - **[major change]** by starting v0.5.1, built-in alignment is removed from **vec3** and **mat3** types
- **[major change]** by starting v0.7.3, inline print functions are disabled in release/production mode to eliminate print costs (see options in documentation). Print output also improved. You can disable colors if you need (see documentation) - **[major change]** by starting v0.7.3, inline print functions are disabled in release/production mode to eliminate print costs (see options in documentation). Print output also improved. You can disable colors if you need (see documentation)
- **[major change]** by starting v0.8.3, **cglm** supports alternative clipspace configuations e.g. Left Handed, Zero-to-One (_zo)... `CGLM_FORCE_DEPTH_ZERO_TO_ONE` and `CGLM_FORCE_LEFT_HANDED` is provided to control clipspace. You should be able to use **cglm** with Vulkan, DirectX and Metal now... see https://cglm.readthedocs.io/en/latest/opt.html#clipspace-option-s
#### Note for C++ developers: #### 📌 Note for C++ developers:
If you are not aware of the original GLM library yet, you may also want to look at: If you are not aware of the original GLM library yet, you may also want to look at:
https://github.com/g-truc/glm https://github.com/g-truc/glm
#### Note for new comers (Important): #### 📌 Note for new comers (Important):
- `vec4` and `mat4` variables must be aligned. (There will be unaligned versions later) - `vec4` and `mat4` variables must be aligned. (There will be unaligned versions later)
- **in** and **[in, out]** parameters must be initialized (please). But **[out]** parameters not, initializing out param is also redundant - **in** and **[in, out]** parameters must be initialized (please). But **[out]** parameters not, initializing out param is also redundant
- All functions are inline if you don't want to use pre-compiled versions with glmc_ prefix, you can ignore build process. Just include headers. - All functions are inline if you don't want to use pre-compiled versions with glmc_ prefix, you can ignore build process. Just include headers.
- if your debugger takes you to cglm headers then make sure you are not trying to copy vec4 to vec3 or alig issues... - if your debugger takes you to cglm headers then make sure you are not trying to copy vec4 to vec3 or alig issues...
- Welcome! - Welcome!
#### Note for experienced developers: #### 📌 Note for experienced developers:
- Since I'm testing this library in my projects, sometimes bugs occurs; finding that bug[s] and making improvements would be more easy with multiple developer/contributor and their projects or knowledge. Consider to make some tests if you suspect something is wrong and any feedbacks, contributions and bug reports are always welcome. - Since I'm testing this library in my projects, sometimes bugs occurs; finding that bug[s] and making improvements would be more easy with multiple developer/contributor and their projects or knowledge. Consider to make some tests if you suspect something is wrong and any feedbacks, contributions and bug reports are always welcome.
#### Allocations? #### 📌 Allocations?
`cglm` doesn't alloc any memory on heap. So it doesn't provide any allocator. You should alloc memory for **out** parameters too if you pass pointer of memory location. Don't forget that **vec4** (also quat/**versor**) and **mat4** must be aligned (16-bytes), because *cglm* uses SIMD instructions to optimize most operations if available. `cglm` doesn't alloc any memory on heap. So it doesn't provide any allocator. You should alloc memory for **out** parameters too if you pass pointer of memory location. Don't forget that **vec4** (also quat/**versor**) and **mat4** must be aligned (16-bytes), because *cglm* uses SIMD instructions to optimize most operations if available.
#### Returning vector or matrix... ? #### 📌 Returning vector or matrix... ?
**cglm** supports both *ARRAY API* and *STRUCT API*, so you can return structs if you utilize struct api (`glms_`). **cglm** supports both *ARRAY API* and *STRUCT API*, so you can return structs if you utilize struct api (`glms_`).
#### Other APIs like Vulkan, Metal, Dx?
Currently *cglm* uses default clip space configuration (-1, 1) for camera functions (perspective, extract corners...), in the future other clip space configurations will be supported
<hr/> <hr/>
<table> <table>
@@ -68,7 +106,9 @@ Currently *cglm* uses default clip space configuration (-1, 1) for camera functi
</tbody> </tbody>
</table> </table>
## Features ## 🚀 Features
- **scalar** and **simd** (sse, avx, neon...) optimizations
- option to use different clipspaces e.g. Left Handed, Zero-to-One... (currrently right handed negative-one is default)
- array api and struct api, you can use arrays or structs. - array api and struct api, you can use arrays or structs.
- general purpose matrix operations (mat4, mat3) - general purpose matrix operations (mat4, mat3)
- chain matrix multiplication (square only) - chain matrix multiplication (square only)
@@ -148,7 +188,7 @@ Struct functions generally take their parameters as *values* and *return* their
The types used are actually unions that allow access to the same data multiple ways. One of those ways involves anonymous structures, available since C11. MSVC also supports it for earlier C versions out of the box and GCC/Clang do if you enable `-fms-extensions`. To explicitly enable these anonymous structures, `#define CGLM_USE_ANONYMOUS_STRUCT` to `1`, to disable them, to `0`. For backward compatibility, you can also `#define CGLM_NO_ANONYMOUS_STRUCT` (value is irrelevant) to disable them. If you don't specify explicitly, cglm will do a best guess based on your compiler and the C version you're using. The types used are actually unions that allow access to the same data multiple ways. One of those ways involves anonymous structures, available since C11. MSVC also supports it for earlier C versions out of the box and GCC/Clang do if you enable `-fms-extensions`. To explicitly enable these anonymous structures, `#define CGLM_USE_ANONYMOUS_STRUCT` to `1`, to disable them, to `0`. For backward compatibility, you can also `#define CGLM_NO_ANONYMOUS_STRUCT` (value is irrelevant) to disable them. If you don't specify explicitly, cglm will do a best guess based on your compiler and the C version you're using.
## Build ## 🔨 Build
### CMake (All platforms) ### CMake (All platforms)
```bash ```bash
@@ -202,6 +242,38 @@ add_subdirectory(external/cglm/)
# or you can use find_package to configure cglm # or you can use find_package to configure cglm
``` ```
#### Use CMake to build for WebAssembly
Since math functions like `sinf` is used, this can not be targeted at `wasm32-unknown-unknown`, one of [wasi-sdk](https://github.com/WebAssembly/wasi-sdk) or [emscripten](https://github.com/emscripten-core/emsdk) should be used.
Should note that shared build is not yet supported for WebAssembly.
For [simd128](https://github.com/WebAssembly/simd) support, add `-msimd128` to `CMAKE_C_FLAGS`, in command line `-DCMAKE_C_FLAGS="-msimd128"`.
For tests, the cmake option `CGLM_USE_TEST` would still work, you'll need a wasi runtime for running tests, see our [ci config file](.github/workflows/cmake-wasm.yml) for a detailed example.
##### Use CMake and WASI SDK to build for WebAssembly
```bash
$ cmake .. \
-DCMAKE_TOOLCHAIN_FILE=/path/to/wasi-sdk-19.0/share/cmake/wasi-sdk.cmake \
-DWASI_SDK_PREFIX=/path/to/wasi-sdk-19.0
```
Where `/path/to/wasi-sdk-19.0/` is the path to extracted [wasi sdk](https://github.com/WebAssembly/wasi-sdk).
In this case it would by default make a static build.
##### Use CMake and Emscripten SDK to build for WebAssembly
```bash
$ emcmake cmake .. \
-DCMAKE_EXE_LINKER_FLAGS="-s STANDALONE_WASM" \
-DCGLM_STATIC=ON
```
The `emcmake` here is the cmake wrapper for Emscripten from installed [emsdk](https://github.com/emscripten-core/emsdk).
### Meson (All platforms) ### Meson (All platforms)
```bash ```bash
@@ -217,7 +289,7 @@ $ sudo ninja install # [Optional]
c_std=c11 c_std=c11
buildtype=release buildtype=release
default_library=shared default_library=shared
enable_tests=false # to run tests: ninja test build_tests=true # to run tests: ninja test
``` ```
#### Use with your Meson project #### Use with your Meson project
* Example: * Example:
@@ -391,7 +463,7 @@ You can pass matrices the same way to other APIs e.g. Vulkan, DX...
## Notes ## Notes
- This library uses float types only, does not support Integers, Double... yet - This library does not support double type... yet
- If headers are not working properly with your compiler, IDE please open an issue, because I'm using GCC and clang to test it maybe sometimes MSVC - If headers are not working properly with your compiler, IDE please open an issue, because I'm using GCC and clang to test it maybe sometimes MSVC
**TODO:** **TODO:**
@@ -400,7 +472,7 @@ You can pass matrices the same way to other APIs e.g. Vulkan, DX...
- [x] Add version info - [x] Add version info
- [ ] Unaligned operations (e.g. `glm_umat4_mul`) - [ ] Unaligned operations (e.g. `glm_umat4_mul`)
- [x] Extra documentation - [x] Extra documentation
- [ ] ARM Neon Arch (In Progress) - [x] ARM Neon Arch
## Contributors ## Contributors

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@@ -2,7 +2,7 @@ Pod::Spec.new do |s|
# Description # Description
s.name = "cglm" s.name = "cglm"
s.version = "0.8.2" s.version = "0.9.2"
s.summary = "📽 Highly Optimized Graphics Math (glm) for C" s.summary = "📽 Highly Optimized Graphics Math (glm) for C"
s.description = <<-DESC s.description = <<-DESC
cglm is math library for graphics programming for C. See the documentation or README for all features. cglm is math library for graphics programming for C. See the documentation or README for all features.

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@@ -7,8 +7,8 @@
#***************************************************************************** #*****************************************************************************
AC_PREREQ([2.69]) AC_PREREQ([2.69])
AC_INIT([cglm], [0.8.3], [info@recp.me]) AC_INIT([cglm], [0.9.3], [info@recp.me])
AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects serial-tests]) AM_INIT_AUTOMAKE([-Wall foreign subdir-objects serial-tests])
# Don't use the default cflags (-O2 -g), we set ours manually in Makefile.am. # Don't use the default cflags (-O2 -g), we set ours manually in Makefile.am.
: ${CFLAGS=""} : ${CFLAGS=""}

4
docs/requirements.txt Normal file
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@@ -0,0 +1,4 @@
# Defining the exact version will make sure things don't break
sphinx==5.3.0
sphinx_rtd_theme==1.1.1
readthedocs-sphinx-search==0.1.1

173
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@@ -0,0 +1,173 @@
.. default-domain:: C
2d axis aligned bounding box (AABB)
================================================================================
Header: cglm/aabb2d.h
Some convenient functions provided for AABB.
**Definition of aabb:**
cglm defines an aabb as a two dimensional array of vec2's.
The first element is the **min** point and the second one is the **max** point.
If you have another type e.g. struct or even another representation then you must
convert it before and after calling a cglm aabb2d function.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_aabb2d_copy`
#. :c:func:`glm_aabb2d_transform`
#. :c:func:`glm_aabb2d_merge`
#. :c:func:`glm_aabb2d_crop`
#. :c:func:`glm_aabb2d_crop_until`
#. :c:func:`glm_aabb2d_invalidate`
#. :c:func:`glm_aabb2d_isvalid`
#. :c:func:`glm_aabb2d_size`
#. :c:func:`glm_aabb2d_radius`
#. :c:func:`glm_aabb2d_center`
#. :c:func:`glm_aabb2d_aabb`
#. :c:func:`glm_aabb2d_circle`
#. :c:func:`glm_aabb2d_point`
#. :c:func:`glm_aabb2d_contains`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_aabb2d_copy(vec2 aabb[2], vec2 dest[2])
| copy all members of [aabb] to [dest]
Parameters:
| *[in]* **aabb** bounding box
| *[out]* **dest** destination
.. c:function:: void glm_aabb2d_transform(vec2 aabb[2], mat3 m, vec2 dest[2])
| apply transform to Axis-Aligned Bounding Box
Parameters:
| *[in]* **aabb** bounding box
| *[in]* **m** transform matrix
| *[out]* **dest** transformed bounding box
.. c:function:: void glm_aabb2d_merge(vec2 aabb1[2], vec2 aabb2[2], vec2 dest[2])
| merges two AABB bounding box and creates new one
two aabb must be in the same space
Parameters:
| *[in]* **aabb1** bounding box 1
| *[in]* **aabb2** bounding box 2
| *[out]* **dest** merged bounding box
.. c:function:: void glm_aabb2d_crop(vec2 aabb[2], vec2 cropAabb[2], vec2 dest[2])
| crops a bounding box with another one.
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]* **aabb** bounding box 1
| *[in]* **cropAabb** crop box
| *[out]* **dest** cropped bounding box
.. c:function:: void glm_aabb2d_crop_until(vec2 aabb[2], vec2 cropAabb[2], vec2 clampAabb[2], vec2 dest[2])
| crops a bounding box with another one.
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]* **aabb** bounding box
| *[in]* **cropAabb** crop box
| *[in]* **clampAabb** miniumum box
| *[out]* **dest** cropped bounding box
.. c:function:: void glm_aabb2d_invalidate(vec2 aabb[2])
| invalidate AABB min and max values
| It fills *max* values with -FLT_MAX and *min* values with +FLT_MAX
Parameters:
| *[in, out]* **aabb** bounding box
.. c:function:: bool glm_aabb2d_isvalid(vec2 aabb[2])
| check if AABB is valid or not
Parameters:
| *[in]* **aabb** bounding box
Returns:
returns true if aabb is valid otherwise false
.. c:function:: float glm_aabb2d_size(vec2 aabb[2])
| distance between of min and max
Parameters:
| *[in]* **aabb** bounding box
Returns:
distance between min - max
.. c:function:: float glm_aabb2d_radius(vec2 aabb[2])
| radius of sphere which surrounds AABB
Parameters:
| *[in]* **aabb** bounding box
.. c:function:: void glm_aabb2d_center(vec2 aabb[2], vec2 dest)
| computes center point of AABB
Parameters:
| *[in]* **aabb** bounding box
| *[out]* **dest** center of bounding box
.. c:function:: bool glm_aabb2d_aabb(vec2 aabb[2], vec2 other[2])
| check if two AABB intersects
Parameters:
| *[in]* **aabb** bounding box
| *[out]* **other** other bounding box
.. c:function:: bool glm_aabb2d_circle(vec2 aabb[2], vec3 c)
| check if AABB intersects with sphere
| https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
| Solid Box - Solid Sphere test.
Parameters:
| *[in]* **aabb** solid bounding box
| *[out]* **c** solid circle
.. c:function:: bool glm_aabb2d_point(vec2 aabb[2], vec2 point)
| check if point is inside of AABB
Parameters:
| *[in]* **aabb** bounding box
| *[out]* **point** point
.. c:function:: bool glm_aabb2d_contains(vec2 aabb[2], vec2 other[2])
| check if AABB contains other AABB
Parameters:
| *[in]* **aabb** bounding box
| *[out]* **other** other bounding box

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@@ -0,0 +1,129 @@
.. default-domain:: C
3D Affine Transforms (common)
================================================================================
Common transfrom functions.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_translate_make`
#. :c:func:`glm_scale_to`
#. :c:func:`glm_scale_make`
#. :c:func:`glm_scale`
#. :c:func:`glm_scale_uni`
#. :c:func:`glm_rotate_make`
#. :c:func:`glm_rotate_atm`
#. :c:func:`glm_decompose_scalev`
#. :c:func:`glm_uniscaled`
#. :c:func:`glm_decompose_rs`
#. :c:func:`glm_decompose`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_translate_make(mat4 m, vec3 v)
creates NEW translate transform matrix by *v* vector.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest)
scale existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
| *[out]* **dest** scaled matrix
.. c:function:: void glm_scale_make(mat4 m, vec3 v)
creates NEW scale matrix by v vector
Parameters:
| *[out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale(mat4 m, vec3 v)
scales existing transform matrix by v vector
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale_uni(mat4 m, float s)
applies uniform scale to existing transform matrix v = [s, s, s]
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale factor
.. c:function:: void glm_rotate_make(mat4 m, float angle, vec3 axis)
creates NEW rotation matrix by angle and axis,
axis will be normalized so you don't need to normalize it
Parameters:
| *[out]* **m** affine transfrom
| *[in]* **axis** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis)
| creates NEW rotation matrix by angle and axis at given point
| this creates rotation matrix, it assumes you don't have a matrix
| this should work faster than glm_rotate_at because it reduces one glm_translate.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_decompose_scalev(mat4 m, vec3 s)
decompose scale vector
Parameters:
| *[in]* **m** affine transform
| *[out]* **s** scale vector (Sx, Sy, Sz)
.. c:function:: bool glm_uniscaled(mat4 m)
returns true if matrix is uniform scaled.
This is helpful for creating normal matrix.
Parameters:
| *[in]* **m** matrix
.. c:function:: void glm_decompose_rs(mat4 m, mat4 r, vec3 s)
decompose rotation matrix (mat4) and scale vector [Sx, Sy, Sz]
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transform
| *[out]* **r** rotation matrix
| *[out]* **s** scale matrix
.. c:function:: void glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s)
decompose affine transform, TODO: extract shear factors.
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transfrom
| *[out]* **t** translation vector
| *[out]* **r** rotation matrix (mat4)
| *[out]* **s** scaling vector [X, Y, Z]

129
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@@ -0,0 +1,129 @@
.. default-domain:: C
3D Affine Transforms (post)
================================================================================
Post transfrom functions are similar to pre transform functions except order of application is reversed.
Post transform functions are applied after the object is transformed with given (model matrix) transfrom.
Ther are named af
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_translated_to`
#. :c:func:`glm_translated`
#. :c:func:`glm_translated_x`
#. :c:func:`glm_translated_y`
#. :c:func:`glm_translated_z`
#. :c:func:`glm_rotated_x`
#. :c:func:`glm_rotated_y`
#. :c:func:`glm_rotated_z`
#. :c:func:`glm_rotated`
#. :c:func:`glm_rotated_at`
#. :c:func:`glm_spinned`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_translated_to(mat4 m, vec3 v, mat4 dest)
translate existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
| *[out]* **dest** translated matrix
.. c:function:: void glm_translated(mat4 m, vec3 v)
translate existing transform matrix by *v* vector
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_translated_x(mat4 m, float x)
translate existing transform matrix by x factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** x factor
.. c:function:: void glm_translated_y(mat4 m, float y)
translate existing transform matrix by *y* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** y factor
.. c:function:: void glm_translated_z(mat4 m, float z)
translate existing transform matrix by *z* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** z factor
.. c:function:: void glm_rotated_x(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around X axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotated_y(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around Y axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotated_z(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around Z axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotated(mat4 m, float angle, vec3 axis)
rotate existing transform matrix around Z axis by angle and axis
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotated_at(mat4 m, vec3 pivot, float angle, vec3 axis)
rotate existing transform around given axis by angle at given pivot point (rotation center)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_spinned(mat4 m, float angle, vec3 axis)
| rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis

240
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@@ -0,0 +1,240 @@
.. default-domain:: C
3D Affine Transforms (pre)
================================================================================
Pre transfrom functions which are regular transfrom functions.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_translate_to`
#. :c:func:`glm_translate`
#. :c:func:`glm_translate_x`
#. :c:func:`glm_translate_y`
#. :c:func:`glm_translate_z`
#. :c:func:`glm_translate_make`
#. :c:func:`glm_scale_to`
#. :c:func:`glm_scale_make`
#. :c:func:`glm_scale`
#. :c:func:`glm_scale_uni`
#. :c:func:`glm_rotate_x`
#. :c:func:`glm_rotate_y`
#. :c:func:`glm_rotate_z`
#. :c:func:`glm_rotate_make`
#. :c:func:`glm_rotate`
#. :c:func:`glm_rotate_at`
#. :c:func:`glm_rotate_atm`
#. :c:func:`glm_decompose_scalev`
#. :c:func:`glm_uniscaled`
#. :c:func:`glm_decompose_rs`
#. :c:func:`glm_decompose`
#. :c:func:`glm_spin`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_translate_to(mat4 m, vec3 v, mat4 dest)
translate existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
| *[out]* **dest** translated matrix
.. c:function:: void glm_translate(mat4 m, vec3 v)
translate existing transform matrix by *v* vector
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_translate_x(mat4 m, float x)
translate existing transform matrix by x factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** x factor
.. c:function:: void glm_translate_y(mat4 m, float y)
translate existing transform matrix by *y* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** y factor
.. c:function:: void glm_translate_z(mat4 m, float z)
translate existing transform matrix by *z* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** z factor
.. c:function:: void glm_translate_make(mat4 m, vec3 v)
creates NEW translate transform matrix by *v* vector.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest)
scale existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
| *[out]* **dest** scaled matrix
.. c:function:: void glm_scale_make(mat4 m, vec3 v)
creates NEW scale matrix by v vector
Parameters:
| *[out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale(mat4 m, vec3 v)
scales existing transform matrix by v vector
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale_uni(mat4 m, float s)
applies uniform scale to existing transform matrix v = [s, s, s]
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale factor
.. c:function:: void glm_rotate_x(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around X axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotate_y(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around Y axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotate_z(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around Z axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotate_make(mat4 m, float angle, vec3 axis)
creates NEW rotation matrix by angle and axis,
axis will be normalized so you don't need to normalize it
Parameters:
| *[out]* **m** affine transfrom
| *[in]* **axis** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate(mat4 m, float angle, vec3 axis)
rotate existing transform matrix around Z axis by angle and axis
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis)
rotate existing transform around given axis by angle at given pivot point (rotation center)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis)
| creates NEW rotation matrix by angle and axis at given point
| this creates rotation matrix, it assumes you don't have a matrix
| this should work faster than glm_rotate_at because it reduces one glm_translate.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_decompose_scalev(mat4 m, vec3 s)
decompose scale vector
Parameters:
| *[in]* **m** affine transform
| *[out]* **s** scale vector (Sx, Sy, Sz)
.. c:function:: bool glm_uniscaled(mat4 m)
returns true if matrix is uniform scaled.
This is helpful for creating normal matrix.
Parameters:
| *[in]* **m** matrix
.. c:function:: void glm_decompose_rs(mat4 m, mat4 r, vec3 s)
decompose rotation matrix (mat4) and scale vector [Sx, Sy, Sz]
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transform
| *[out]* **r** rotation matrix
| *[out]* **s** scale matrix
.. c:function:: void glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s)
decompose affine transform, TODO: extract shear factors.
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transfrom
| *[out]* **t** translation vector
| *[out]* **r** rotation matrix (mat4)
| *[out]* **s** scaling vector [X, Y, Z]
.. c:function:: void glm_spin(mat4 m, float angle, vec3 axis)
| rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis

View File

@@ -5,6 +5,18 @@
Header: cglm/affine.h Header: cglm/affine.h
Before starting, **cglm** provides two kind of transform functions; pre and post.
Pre functions (`T' = Tnew * T`) are like `glm_translate`, `glm_rotate` which means it will translate the vector first and then apply the model transformation.
Post functions (`T' = T * Tnew`) are like `glm_translated`, `glm_rotated` which means it will apply the model transformation first and then translate the vector.
`glm_translate`, `glm_rotate` are pre functions and are similar to C++ **glm** which you are familiar with.
In new versions of **cglm** we added `glm_translated`, `glm_rotated`... which are post functions,
they are useful in some cases, e.g. append transform to existing transform (apply/append transform as last transfrom T' = T * Tnew).
Post functions are named after pre functions with `ed` suffix, e.g. `glm_translate` -> `glm_translated`. So don't mix them up.
Initialize Transform Matrices Initialize Transform Matrices
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions with **_make** prefix expect you don't have a matrix and they create Functions with **_make** prefix expect you don't have a matrix and they create
@@ -25,6 +37,9 @@ since scale factors are stored in rotation matrix, same may also true for scalli
cglm provides some functions for rotating around at given point e.g. cglm provides some functions for rotating around at given point e.g.
**glm_rotate_at**, **glm_quat_rotate_at**. Use them or follow next section for algorihm ("Rotate or Scale around specific Point (Pivot Point / Anchor Point)"). **glm_rotate_at**, **glm_quat_rotate_at**. Use them or follow next section for algorihm ("Rotate or Scale around specific Point (Pivot Point / Anchor Point)").
Also **cglm** provides :c:func:`glm_spin` and :c:func:`glm_spinned` functions to rotate around itself. No need to give pivot.
These functions are useful for rotating around center of object.
Rotate or Scale around specific Point (Anchor Point) Rotate or Scale around specific Point (Anchor Point)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -35,6 +50,7 @@ If you want to rotate model around arbibtrary point follow these steps:
3. Move model back from origin to pivot (reverse of step-1): **translate(pivot.x, pivot.y, pivot.z)** 3. Move model back from origin to pivot (reverse of step-1): **translate(pivot.x, pivot.y, pivot.z)**
**glm_rotate_at**, **glm_quat_rotate_at** and their helper functions works that way. **glm_rotate_at**, **glm_quat_rotate_at** and their helper functions works that way.
So if you use them you don't need to do these steps manually which are done by **cglm**.
The implementation would be: The implementation would be:
@@ -45,6 +61,13 @@ The implementation would be:
glm_rotate(m, angle, axis); glm_rotate(m, angle, axis);
glm_translate(m, pivotInv); /* pivotInv = -pivot */ glm_translate(m, pivotInv); /* pivotInv = -pivot */
or just:
.. code-block:: c
:linenos:
glm_rotate_at(m, pivot, angle, axis);
.. _TransformsOrder: .. _TransformsOrder:
Transforms Order Transforms Order
@@ -54,7 +77,7 @@ It is important to understand this part especially if you call transform
functions multiple times functions multiple times
`glm_translate`, `glm_rotate`, `glm_scale` and `glm_quat_rotate` and their `glm_translate`, `glm_rotate`, `glm_scale` and `glm_quat_rotate` and their
helpers functions works like this (cglm may provide reverse order too as alternative in the future): helpers functions works like this (cglm provides reverse order as `ed` suffix e.g `glm_translated`, `glm_rotated` see post transforms):
.. code-block:: c .. code-block:: c
:linenos: :linenos:
@@ -147,199 +170,27 @@ Functions:
#. :c:func:`glm_decompose_rs` #. :c:func:`glm_decompose_rs`
#. :c:func:`glm_decompose` #. :c:func:`glm_decompose`
Post functions (**NEW**):
1. :c:func:`glm_translated_to`
#. :c:func:`glm_translated`
#. :c:func:`glm_translated_x`
#. :c:func:`glm_translated_y`
#. :c:func:`glm_translated_z`
#. :c:func:`glm_rotated_x`
#. :c:func:`glm_rotated_y`
#. :c:func:`glm_rotated_z`
#. :c:func:`glm_rotated`
#. :c:func:`glm_rotated_at`
#. :c:func:`glm_spinned`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_translate_to(mat4 m, vec3 v, mat4 dest) .. toctree::
:maxdepth: 1
:caption: Affine categories:
translate existing transform matrix by *v* vector and store result in dest affine-common
affine-pre
Parameters: affine-post
| *[in]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
| *[out]* **dest** translated matrix
.. c:function:: void glm_translate(mat4 m, vec3 v)
translate existing transform matrix by *v* vector
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_translate_x(mat4 m, float x)
translate existing transform matrix by x factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** x factor
.. c:function:: void glm_translate_y(mat4 m, float y)
translate existing transform matrix by *y* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** y factor
.. c:function:: void glm_translate_z(mat4 m, float z)
translate existing transform matrix by *z* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** z factor
.. c:function:: void glm_translate_make(mat4 m, vec3 v)
creates NEW translate transform matrix by *v* vector.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest)
scale existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
| *[out]* **dest** scaled matrix
.. c:function:: void glm_scale_make(mat4 m, vec3 v)
creates NEW scale matrix by v vector
Parameters:
| *[out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale(mat4 m, vec3 v)
scales existing transform matrix by v vector
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale_uni(mat4 m, float s)
applies uniform scale to existing transform matrix v = [s, s, s]
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale factor
.. c:function:: void glm_rotate_x(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around X axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotate_y(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around Y axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotate_z(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around Z axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotate_make(mat4 m, float angle, vec3 axis)
creates NEW rotation matrix by angle and axis,
axis will be normalized so you don't need to normalize it
Parameters:
| *[out]* **m** affine transfrom
| *[in]* **axis** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate(mat4 m, float angle, vec3 axis)
rotate existing transform matrix around Z axis by angle and axis
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis)
rotate existing transform around given axis by angle at given pivot point (rotation center)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis)
| creates NEW rotation matrix by angle and axis at given point
| this creates rotation matrix, it assumes you don't have a matrix
| this should work faster than glm_rotate_at because it reduces one glm_translate.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_decompose_scalev(mat4 m, vec3 s)
decompose scale vector
Parameters:
| *[in]* **m** affine transform
| *[out]* **s** scale vector (Sx, Sy, Sz)
.. c:function:: bool glm_uniscaled(mat4 m)
returns true if matrix is uniform scaled.
This is helpful for creating normal matrix.
Parameters:
| *[in]* **m** matrix
.. c:function:: void glm_decompose_rs(mat4 m, mat4 r, vec3 s)
decompose rotation matrix (mat4) and scale vector [Sx, Sy, Sz]
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transform
| *[out]* **r** rotation matrix
| *[out]* **s** scale matrix
.. c:function:: void glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s)
decompose affine transform, TODO: extract shear factors.
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transfrom
| *[out]* **t** translation vector
| *[out]* **r** rotation matrix (mat4)
| *[out]* **s** scaling vector [X, Y, Z]

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@@ -1,56 +1,28 @@
API documentation 📚 API documentation
================================ ================================
Some functions may exist twice, **cglm** provides a few APIs for similar functions.
once for their namespace and once for global namespace
to make easier to write very common functions
For instance, in general we use :code:`glm_vec3_dot` to get dot product * 📦 **Inline API**: All functions are inline. You can include **cglm/cglm.h** header
of two **vec3**. Now we can also do this with :code:`glm_dot`, to use this API. This is the default API. `glm_` is namespace/prefix for this API.
same for *_cross* and so on... * 📦 **Call API**: All functions are not inline. You need to build *cglm* and link it
to your project. You can include **cglm/call.h** header to use this API. `glmc_` is namespace/prefix for this API.
The original function stays where it is, the function in global namespace And also there are also sub categories:
of same name is just an alias, so there is no call version of those functions.
e.g there is no func like :code:`glmc_dot` because *glm_dot* is just alias for
:code:`glm_vec3_dot`
By including **cglm/cglm.h** header you will include all inline version * 📦 **Array API**: Types are raw arrays and functions takes array as argument. You can include **cglm/cglm.h** header
of functions. Since functions in this header[s] are inline you don't need to to use this API. This is the default API. `glm_` is namespace/prefix for this API.
build or link *cglm* against your project. * 📦 **Struct API**: Types are union/struct and functions takes struct as argument and return structs if needed. You can include **cglm/struct.h** header
to use this API. This also includes **cglm/cglm.h** header.`glms_` is namespace/prefix for this API but your can omit or change it, see struct api docs.
* 📦 **SIMD API**: SIMD functions and helpers. `glmm_` is namespace/prefix for this API.
But by including **cglm/call.h** header you will include all *non-inline* 📌 Since struct api and call api are built top of inline array api, follow inline array api docs for individual functions.
version of functions. You need to build *cglm* and link it.
Follow the :doc:`build` documentation for this
.. toctree:: .. toctree::
:maxdepth: 1 :maxdepth: 1
:caption: API categories: :caption: API documentations:
affine api_inline_array
affine-mat api_struct
affine2d api_call
cam api_simd
frustum
box
quat
euler
mat4
mat3
mat2
vec3
vec3-ext
vec4
vec4-ext
vec2
vec2-ext
color
plane
project
util
io
call
sphere
curve
bezier
version
ray

11
docs/source/api_call.rst Normal file
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@@ -0,0 +1,11 @@
Call API
================================
Call API is pre-built API for making calls from library. It is built on top of the array api. **glmc_** is the namespace for the call api.
**c** stands for call.
You need to built cglm to use call api. See build instructions (:doc:`build`) for more details.
The functions except namespace **glmc_** are same as inline api. See ( :doc:`api_inline_array` ) for more details.
📌 In the future we can define option to forward inline functions or struct api to call api.

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@@ -0,0 +1,76 @@
Array API - Inline (Default)
========================================
This is the default API of *cglm*. All functions are forced to be inlined
and struct api, call api uses this inline api to share implementation.
📌 Call api is also array api but it is not inlined.
In the future there may be option to forward struct api to call api instead of inline api to reduce binary size if needed.
📌 **USE this API docs for similar functions in struct and call api**
📌 In struct api you can omit namespace e.g :code:`glms_vec3_dot` can be called as :code:`vec3_dot` in struct api, see :doc:`struct-api` to configure struct api for more details.
📌 In struct api functions can return struct/union
📌 In struct api you can access items like **.x**, **.y**, **.z**, **.w**, **.r**, **.g**, **.b**, **.a**, **.m00**, **m01**...
Some functions may exist twice, once for their namespace and once for global namespace
to make easier to write very common functions
For instance, in general we use :code:`glm_vec3_dot` to get dot product
of two **vec3**. Now we can also do this with :code:`glm_dot`,
same for *_cross* and so on...
The original function stays where it is, the function in global namespace
of same name is just an alias, so there is no call version of those functions.
e.g there is no func like :code:`glmc_dot` because *glm_dot* is just alias for
:code:`glm_vec3_dot`
By including **cglm/cglm.h** header you will include all inline version
of functions. Since functions in this header[s] are inline you don't need to
build or link *cglm* against your project.
But by including **cglm/call.h** header you will include all *non-inline*
version of functions. You need to build *cglm* and link it.
Follow the :doc:`build` documentation for this
.. toctree::
:maxdepth: 1
:caption: API categories:
affine
affine-mat
affine2d
cam
frustum
box
quat
euler
mat2
mat2x3
mat2x4
mat3
mat3x2
mat3x4
mat4
mat4x2
mat4x3
vec2
vec2-ext
vec3
vec3-ext
vec4
vec4-ext
ivec2
ivec3
ivec4
color
plane
project
util
io
call
sphere
curve
bezier
version
ray

12
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@@ -0,0 +1,12 @@
SIMD API
================================
SIMD api is special api for SIMD operations. **glmm_** prefix is used for SIMD operations in cglm. It is used in many places in cglm.
You can use it for your own SIMD operations too. In the future the api may be extended by time.
Supported SIMD architectures ( may vary by time )
* SSE / SSE2
* AVX
* NEON
* WASM 128

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@@ -0,0 +1,98 @@
Struct API
================================
Struct API is alternative API to array api to use **cglm** with improved type safety and easy to use.
Since struct api is built top of array api, every struct API is not documented here.
See array api documentation for more information for individual functions.
By default struct api adds `s` suffix to every type name e.g. vec3s, mat4s, versors etc.
Also struct api `s` suffix to namespace e.g. `glms_vec3_add`, `glms_mat4_mul` etc.
By starting v0.9.0, struct api namespace is configurable. We can omit **glms_** namespace or
even change it with custom name to move existing api integrations to **cglm** more easliy...
We can also add **s** to functin names if we want e.g. `glms_vec3_add()` -> `vec3_add()` or `vec3s_add()`.
By including **cglm/struct.h** header you will include all struct api. It will also include **cglm/cglm.h** too.
Since struct apis are inline you don't need to build or link *cglm* against
your project unless if you want to use pre-built call-api too.
Struct API is built top of array api. So you can mix them.
Use **.raw** union member to access raw array data to use it with array api.
Unlike array api ([0], [1], [0][0] ...), it is also possible to use struct api
with **.x**, **.y**, **.z**, **.w**, **.r**, **.g**, **.b**, **.a**, **.m00**, **m01**...
accessors to access individual elements/properties of vectors and matrices.
Struct API usage:
-----------------
.. code-block:: c
#include <cglm/struct.h>
mat4s m1 = glms_mat4_identity(); /* init... */
mat4s m2 = glms_mat4_identity(); /* init... */
mat4s m3 = glms_mat4_mul(glms_mat4_mul(m1, m2), glms_mat4_mul(m3, m4));
vec3s v1 = { 1.0f, 0.0f, 0.0f };
vec3s v2 = { 0.0f, 1.0f, 0.0f };
vec4s v4 = { 0.0f, 1.0f, 0.0f, 0.0f };
vec4 v5a = { 0.0f, 1.0f, 0.0f, 0.0f };
mat4s m4 = glms_rotate(m3, M_PI_2,
glms_vec3_cross(glms_vec3_add(v1, v6)
glms_vec3_add(v1, v7)));
v1.x = 1.0f; v1.y = 0.0f; v1.z = 0.0f;
// or
v1.raw[0] = 1.0f; v1.raw[1] = 0.0f; v1.raw[2] = 0.0f;
/* use struct api with array api (mix them). */
/* use .raw to access array and use it with array api */
glm_vec4_add(m4.col[0].raw, v5a, m4.col[0].raw);
glm_mat4_mulv(m4.raw, v4.raw, v5a);
or omit `glms_` namespace completely (see options below):
.. code-block:: c
#define CGLM_OMIT_NS_FROM_STRUCT_API
#include <cglm/struct.h>
mat4s m1 = mat4_identity(); /* init... */
mat4s m2 = mat4_identity(); /* init... */
mat4s m3 = mat4_mul(mat4_mul(m1, m2), mat4_mul(m3, m4));
vec3s v1 = { 1.0f, 0.0f, 0.0f };
vec3s v2 = { 0.0f, 1.0f, 0.0f };
vec4s v4 = { 0.0f, 1.0f, 0.0f, 0.0f };
vec4 v5a = { 0.0f, 1.0f, 0.0f, 0.0f };
mat4s m4 = glms_rotate(m3, M_PI_2,
vec3_cross(vec3_add(v1, v6)
vec3_add(v1, v7)));
v1.x = 1.0f; v1.y = 0.0f; v1.z = 0.0f;
// or
v1.raw[0] = 1.0f; v1.raw[1] = 0.0f; v1.raw[2] = 0.0f;
/* use struct api with array api (mix them) */
glm_vec4_add(m4.col[0].raw, v5a, m4.col[0].raw);
glm_mat4_mulv(m4.raw, v4.raw, v5a);
Configuring the Struct API:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To configure the Struct API namespace, you can define the following macros before including the cglm/struct.h header:
- **CGLM_OMIT_NS_FROM_STRUCT_API**: omits CGLM_STRUCT_API_NS (`glms_`) namespace completely if there is sub namespace e.g `mat4_`, `vec4_` ... DEFAULT is not defined
- **CGLM_STRUCT_API_NS**: define name space for struct api, DEFAULT is **glms**
- **CGLM_STRUCT_API_NAME_SUFFIX**: define name suffix, DEFAULT is **empty** e.g defining it as #define CGLM_STRUCT_API_NAME_SUFFIX s will add s suffix to mat4_mul -> mat4s_mul
Detailed documentation for Struct API:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Since struct api if built top of array api, see array api functions for more information about individual functions.

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@@ -101,7 +101,7 @@ Functions documentation
Parameters: Parameters:
| *[in]* **box** AABB | *[in]* **box** AABB
| *[in]* **padding** padding | *[in]* **padding** padding
| *[out]* **d** result matrix | *[out]* **dest** result matrix
.. c:function:: void glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) .. c:function:: void glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest)
@@ -113,7 +113,7 @@ Functions documentation
Parameters: Parameters:
| *[in]* **box** AABB | *[in]* **box** AABB
| *[in]* **padding** padding for near and far | *[in]* **padding** padding for near and far
| *[out]* **d** result matrix | *[out]* **dest** result matrix
Returns: Returns:
square of norm / magnitude square of norm / magnitude
@@ -140,7 +140,7 @@ Functions documentation
| set up perspective projection matrix | set up perspective projection matrix
Parameters: Parameters:
| *[in]* **fovy** field of view angle | *[in]* **fovy** field of view angle (in radians)
| *[in]* **aspect** aspect ratio ( width / height ) | *[in]* **aspect** aspect ratio ( width / height )
| *[in]* **nearVal** near clipping plane | *[in]* **nearVal** near clipping plane
| *[in]* **farVal** far clipping planes | *[in]* **farVal** far clipping planes

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@@ -62,16 +62,16 @@ author = u'Recep Aslantas'
# built documents. # built documents.
# #
# The short X.Y version. # The short X.Y version.
version = u'0.8.3' version = u'0.9.2'
# The full version, including alpha/beta/rc tags. # The full version, including alpha/beta/rc tags.
release = u'0.8.3' release = u'0.9.2'
# The language for content autogenerated by Sphinx. Refer to documentation # The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages. # for a list of supported languages.
# #
# This is also used if you do content translation via gettext catalogs. # This is also used if you do content translation via gettext catalogs.
# Usually you set "language" from the command line for these cases. # Usually you set "language" from the command line for these cases.
language = None language = 'en'
# List of patterns, relative to source directory, that match files and # List of patterns, relative to source directory, that match files and
# directories to ignore when looking for source files. # directories to ignore when looking for source files.
@@ -111,7 +111,7 @@ html_theme_options = {
# Add any paths that contain custom static files (such as style sheets) here, # Add any paths that contain custom static files (such as style sheets) here,
# relative to this directory. They are copied after the builtin static files, # relative to this directory. They are copied after the builtin static files,
# so a file named "default.css" will overwrite the builtin "default.css". # so a file named "default.css" will overwrite the builtin "default.css".
html_static_path = ['_static'] # html_static_path = ['_static']
# -- Options for HTMLHelp output ------------------------------------------ # -- Options for HTMLHelp output ------------------------------------------

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@@ -1,6 +1,8 @@
Features Features
================================================================================ ================================================================================
* **scalar** and **simd** (sse, avx, neon, wasm...) optimizations
* option to use different clipspaces e.g. Left Handed, Zero-to-One... (currrently right handed negative-one is default)
* array api and struct api, you can use arrays or structs. * array api and struct api, you can use arrays or structs.
* general purpose matrix operations (mat4, mat3) * general purpose matrix operations (mat4, mat3)
* chain matrix multiplication (square only) * chain matrix multiplication (square only)
@@ -16,6 +18,7 @@ Features
* inline or pre-compiled function call * inline or pre-compiled function call
* frustum (extract view frustum planes, corners...) * frustum (extract view frustum planes, corners...)
* bounding box (AABB in Frustum (culling), crop, merge...) * bounding box (AABB in Frustum (culling), crop, merge...)
* 2d bounding box (crop, merge...)
* bounding sphere * bounding sphere
* project, unproject * project, unproject
* easing functions * easing functions

View File

@@ -6,13 +6,12 @@
cglm Documentation cglm Documentation
================================ ================================
**cglm** is optimized 3D math library written in C99 (compatible with C89). **cglm** is an optimized 3D math library written in C99 (compatible with C89).
It is similar to original **glm** library except this is mainly for **C** It is similar to the original **glm** library, except **cglm** is mainly for
**C**.
This library stores matrices as column-major order but in the future row-major **cglm** stores matrices as column-major order but in the future row-major is
is considered to be supported as optional. considered to be supported as optional.
Also currently only **float** type is supported for most operations.
.. toctree:: .. toctree::
:maxdepth: 2 :maxdepth: 2
@@ -29,7 +28,7 @@ Also currently only **float** type is supported for most operations.
opengl opengl
.. toctree:: .. toctree::
:maxdepth: 2 :maxdepth: 3
:caption: API: :caption: API:
api api
@@ -46,8 +45,8 @@ Also currently only **float** type is supported for most operations.
troubleshooting troubleshooting
Indices and tables Indices and Tables:
================== ===================
* :ref:`genindex` * :ref:`genindex`
* :ref:`modindex` * :ref:`modindex`

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@@ -53,8 +53,11 @@ Functions:
1. :c:func:`glm_mat4_print` 1. :c:func:`glm_mat4_print`
#. :c:func:`glm_mat3_print` #. :c:func:`glm_mat3_print`
#. :c:func:`glm_vec4_print` #. :c:func:`glm_vec4_print`
#. :c:func:`glm_ivec4_print`
#. :c:func:`glm_vec3_print` #. :c:func:`glm_vec3_print`
#. :c:func:`glm_ivec3_print` #. :c:func:`glm_ivec3_print`
#. :c:func:`glm_vec2_print`
#. :c:func:`glm_ivec2_print`
#. :c:func:`glm_versor_print` #. :c:func:`glm_versor_print`
#. :c:func:`glm_aabb_print` #. :c:func:`glm_aabb_print`
@@ -63,7 +66,7 @@ Functions documentation
.. c:function:: void glm_mat4_print(mat4 matrix, FILE * __restrict ostream) .. c:function:: void glm_mat4_print(mat4 matrix, FILE * __restrict ostream)
| print mat4 to given stream | print matrix to given stream
Parameters: Parameters:
| *[in]* **matrix** matrix | *[in]* **matrix** matrix
@@ -71,7 +74,7 @@ Functions documentation
.. c:function:: void glm_mat3_print(mat3 matrix, FILE * __restrict ostream) .. c:function:: void glm_mat3_print(mat3 matrix, FILE * __restrict ostream)
| print mat3 to given stream | print matrix to given stream
Parameters: Parameters:
| *[in]* **matrix** matrix | *[in]* **matrix** matrix
@@ -79,7 +82,15 @@ Functions documentation
.. c:function:: void glm_vec4_print(vec4 vec, FILE * __restrict ostream) .. c:function:: void glm_vec4_print(vec4 vec, FILE * __restrict ostream)
| print vec4 to given stream | print vector to given stream
Parameters:
| *[in]* **vec** vector
| *[in]* **ostream** FILE to write
.. c:function:: void glm_ivec4_print(ivec4 vec, FILE * __restrict ostream)
| print vector to given stream
Parameters: Parameters:
| *[in]* **vec** vector | *[in]* **vec** vector
@@ -87,7 +98,7 @@ Functions documentation
.. c:function:: void glm_vec3_print(vec3 vec, FILE * __restrict ostream) .. c:function:: void glm_vec3_print(vec3 vec, FILE * __restrict ostream)
| print vec3 to given stream | print vector to given stream
Parameters: Parameters:
| *[in]* **vec** vector | *[in]* **vec** vector
@@ -95,12 +106,29 @@ Functions documentation
.. c:function:: void glm_ivec3_print(ivec3 vec, FILE * __restrict ostream) .. c:function:: void glm_ivec3_print(ivec3 vec, FILE * __restrict ostream)
| print ivec3 to given stream | print vector to given stream
Parameters: Parameters:
| *[in]* **vec** vector | *[in]* **vec** vector
| *[in]* **ostream** FILE to write | *[in]* **ostream** FILE to write
.. c:function:: void glm_vec2_print(vec2 vec, FILE * __restrict ostream)
| print vector to given stream
Parameters:
| *[in]* **vec** vector
| *[in]* **ostream** FILE to write
.. c:function:: void glm_ivec2_print(ivec2 vec, FILE * __restrict ostream)
| print vector to given stream
Parameters:
| *[in]* **vec** vector
| *[in]* **ostream** FILE to write
.. c:function:: void glm_versor_print(versor vec, FILE * __restrict ostream) .. c:function:: void glm_versor_print(versor vec, FILE * __restrict ostream)
| print quaternion to given stream | print quaternion to given stream

204
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@@ -0,0 +1,204 @@
.. default-domain:: C
ivec2
=====
Header: cglm/ivec2.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_IVEC2_ONE_INIT
#. GLM_IVEC2_ZERO_INIT
#. GLM_IVEC2_ONE
#. GLM_IVEC2_ZERO
Functions:
1. :c:func:`glm_ivec2`
#. :c:func:`glm_ivec2_copy`
#. :c:func:`glm_ivec2_zero`
#. :c:func:`glm_ivec2_one`
#. :c:func:`glm_ivec2_add`
#. :c:func:`glm_ivec2_adds`
#. :c:func:`glm_ivec2_sub`
#. :c:func:`glm_ivec2_subs`
#. :c:func:`glm_ivec2_mul`
#. :c:func:`glm_ivec2_scale`
#. :c:func:`glm_ivec2_distance2`
#. :c:func:`glm_ivec2_distance`
#. :c:func:`glm_ivec2_maxv`
#. :c:func:`glm_ivec2_minv`
#. :c:func:`glm_ivec2_clamp`
#. :c:func:`glm_ivec2_abs`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_ivec2(int * v, ivec2 dest)
init ivec2 using vec3 or vec4
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_copy(ivec2 a, ivec2 dest)
copy all members of [a] to [dest]
Parameters:
| *[in]* **a** source vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_zero(ivec2 v)
set all members of [v] to zero
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec2_one(ivec2 v)
set all members of [v] to one
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec2_add(ivec2 a, ivec2 b, ivec2 dest)
add vector [a] to vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_adds(ivec2 v, int s, ivec2 dest)
add scalar s to vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_sub(ivec2 a, ivec2 b, ivec2 dest)
subtract vector [b] from vector [a] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_subs(ivec2 v, int s, ivec2 dest)
subtract scalar s from vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_mul(ivec2 a, ivec2 b, ivec2 dest)
multiply vector [a] with vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_scale(ivec2 v, int s, ivec2 dest)
multiply vector [a] with scalar s and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: int glm_ivec2_distance2(ivec2 a, ivec2 b)
squared distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
squared distance (distance * distance)
.. c:function:: float glm_ivec2_distance(ivec2 a, ivec2 b)
distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
distance
.. c:function:: void glm_ivec2_fill(ivec2 v, int val)
fill a vector with specified value
Parameters:
| *[out]* **v** vector
| *[in]* **val** value
.. c:function:: bool glm_ivec2_eq(ivec2 v, int val)
check if vector is equal to value
Parameters:
| *[in]* **v** vector
| *[in]* **val** value
.. c:function:: bool glm_ivec2_eqv(ivec2 v1, ivec2 v2)
check if vector is equal to another vector
Parameters:
| *[in]* **vec** vector 1
| *[in]* **vec** vector 2
.. c:function:: void glm_ivec2_maxv(ivec2 a, ivec2 b, ivec2 dest)
set each member of dest to greater of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_minv(ivec2 a, ivec2 b, ivec2 dest)
set each member of dest to lesser of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_clamp(ivec2 v, int minVal, int maxVal)
clamp each member of [v] between minVal and maxVal (inclusive)
Parameters:
| *[in, out]* **v** vector
| *[in]* **minVal** minimum value
| *[in]* **maxVal** maximum value
.. c:function:: void glm_ivec2_abs(ivec2 v, ivec2 dest)
absolute value of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector

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.. default-domain:: C
ivec3
=====
Header: cglm/ivec3.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_IVEC3_ONE_INIT
#. GLM_IVEC3_ZERO_INIT
#. GLM_IVEC3_ONE
#. GLM_IVEC3_ZERO
Functions:
1. :c:func:`glm_ivec3`
#. :c:func:`glm_ivec3_copy`
#. :c:func:`glm_ivec3_zero`
#. :c:func:`glm_ivec3_one`
#. :c:func:`glm_ivec3_add`
#. :c:func:`glm_ivec3_adds`
#. :c:func:`glm_ivec3_sub`
#. :c:func:`glm_ivec3_subs`
#. :c:func:`glm_ivec3_mul`
#. :c:func:`glm_ivec3_scale`
#. :c:func:`glm_ivec3_distance2`
#. :c:func:`glm_ivec3_distance`
#. :c:func:`glm_ivec3_fill`
#. :c:func:`glm_ivec3_eq`
#. :c:func:`glm_ivec3_eqv`
#. :c:func:`glm_ivec3_maxv`
#. :c:func:`glm_ivec3_minv`
#. :c:func:`glm_ivec3_clamp`
#. :c:func:`glm_ivec2_abs`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_ivec3(ivec4 v4, ivec3 dest)
init ivec3 using ivec4
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_copy(ivec3 a, ivec3 dest)
copy all members of [a] to [dest]
Parameters:
| *[in]* **a** source vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_zero(ivec3 v)
set all members of [v] to zero
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec3_one(ivec3 v)
set all members of [v] to one
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec3_add(ivec3 a, ivec3 b, ivec3 dest)
add vector [a] to vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_adds(ivec3 v, int s, ivec3 dest)
add scalar s to vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_sub(ivec3 a, ivec3 b, ivec3 dest)
subtract vector [b] from vector [a] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_subs(ivec3 v, int s, ivec3 dest)
subtract scalar s from vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_mul(ivec3 a, ivec3 b, ivec3 dest)
multiply vector [a] with vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_scale(ivec3 v, int s, ivec3 dest)
multiply vector [a] with scalar s and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: int glm_ivec3_distance2(ivec3 a, ivec3 b)
squared distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
squared distance (distance * distance)
.. c:function:: float glm_ivec3_distance(ivec3 a, ivec3 b)
distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
distance
.. c:function:: void glm_ivec3_fill(ivec3 v, int val)
fill a vector with specified value
Parameters:
| *[out]* **v** vector
| *[in]* **val** value
.. c:function:: bool glm_ivec3_eq(ivec3 v, int val)
check if vector is equal to value
Parameters:
| *[in]* **v** vector
| *[in]* **val** value
.. c:function:: bool glm_ivec3_eqv(ivec3 v1, ivec3 v2)
check if vector is equal to another vector
Parameters:
| *[in]* **vec** vector 1
| *[in]* **vec** vector 2
.. c:function:: void glm_ivec3_maxv(ivec3 a, ivec3 b, ivec3 dest)
set each member of dest to greater of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_minv(ivec3 a, ivec3 b, ivec3 dest)
set each member of dest to lesser of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_clamp(ivec3 v, int minVal, int maxVal)
clamp each member of [v] between minVal and maxVal (inclusive)
Parameters:
| *[in, out]* **v** vector
| *[in]* **minVal** minimum value
| *[in]* **maxVal** maximum value
.. c:function:: void glm_ivec3_abs(ivec3 v, ivec3 dest)
absolute value of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector

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.. default-domain:: C
ivec4
=====
Header: cglm/ivec4.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_IVEC4_ONE_INIT
#. GLM_IVEC4_ZERO_INIT
#. GLM_IVEC4_ONE
#. GLM_IVEC4_ZERO
Functions:
1. :c:func:`glm_ivec4`
#. :c:func:`glm_ivec4_copy`
#. :c:func:`glm_ivec4_zero`
#. :c:func:`glm_ivec4_one`
#. :c:func:`glm_ivec4_add`
#. :c:func:`glm_ivec4_adds`
#. :c:func:`glm_ivec4_sub`
#. :c:func:`glm_ivec4_subs`
#. :c:func:`glm_ivec4_mul`
#. :c:func:`glm_ivec4_scale`
#. :c:func:`glm_ivec4_distance2`
#. :c:func:`glm_ivec4_distance`
#. :c:func:`glm_ivec4_maxv`
#. :c:func:`glm_ivec4_minv`
#. :c:func:`glm_ivec4_clamp`
#. :c:func:`glm_ivec4_abs`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_ivec4(ivec3 v3, int last, ivec4 dest)
init ivec4 using ivec3
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_copy(ivec4 a, ivec4 dest)
copy all members of [a] to [dest]
Parameters:
| *[in]* **a** source vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_zero(ivec4 v)
set all members of [v] to zero
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec4_one(ivec4 v)
set all members of [v] to one
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec4_add(ivec4 a, ivec4 b, ivec4 dest)
add vector [a] to vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_adds(ivec4 v, int s, ivec4 dest)
add scalar s to vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_sub(ivec4 a, ivec4 b, ivec4 dest)
subtract vector [b] from vector [a] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_subs(ivec4 v, int s, ivec4 dest)
subtract scalar s from vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_mul(ivec4 a, ivec4 b, ivec4 dest)
multiply vector [a] with vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_scale(ivec4 v, int s, ivec4 dest)
multiply vector [a] with scalar s and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: int glm_ivec4_distance2(ivec4 a, ivec4 b)
squared distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
squared distance (distance * distance)
.. c:function:: float glm_ivec4_distance(ivec4 a, ivec4 b)
distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
distance
.. c:function:: void glm_ivec4_maxv(ivec4 a, ivec4 b, ivec4 dest)
set each member of dest to greater of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_minv(ivec4 a, ivec4 b, ivec4 dest)
set each member of dest to lesser of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_clamp(ivec4 v, int minVal, int maxVal)
clamp each member of [v] between minVal and maxVal (inclusive)
Parameters:
| *[in, out]* **v** vector
| *[in]* **minVal** minimum value
| *[in]* **maxVal** maximum value
.. c:function:: void glm_ivec4_abs(ivec4 v, ivec4 dest)
absolute value of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector

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@@ -32,6 +32,7 @@ Functions:
#. :c:func:`glm_mat2_swap_col` #. :c:func:`glm_mat2_swap_col`
#. :c:func:`glm_mat2_swap_row` #. :c:func:`glm_mat2_swap_row`
#. :c:func:`glm_mat2_rmc` #. :c:func:`glm_mat2_rmc`
#. :c:func:`glm_mat2_make`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -64,11 +65,12 @@ Functions documentation
make given matrix zero make given matrix zero
Parameters: Parameters:
| *[in,out]* **mat** matrix to | *[in,out]* **mat** matrix
.. c:function:: void glm_mat2_mul(mat2 m1, mat2 m2, mat2 dest) .. c:function:: void glm_mat2_mul(mat2 m1, mat2 m2, mat2 dest)
multiply m1 and m2 to dest multiply m1 and m2 to dest
m1, m2 and dest matrices can be same matrix, it is possible to write this: m1, m2 and dest matrices can be same matrix, it is possible to write this:
.. code-block:: c .. code-block:: c
@@ -100,7 +102,7 @@ Functions documentation
.. c:function:: void glm_mat2_mulv(mat2 m, vec2 v, vec2 dest) .. c:function:: void glm_mat2_mulv(mat2 m, vec2 v, vec2 dest)
multiply mat4 with vec4 (column vector) and store in dest vector multiply mat2 with vec2 (column vector) and store in dest vector
Parameters: Parameters:
| *[in]* **mat** mat2 (left) | *[in]* **mat** mat2 (left)
@@ -112,8 +114,8 @@ Functions documentation
multiply matrix with scalar multiply matrix with scalar
Parameters: Parameters:
| *[in, out]* **mat** matrix | *[in, out]* **m** matrix
| *[in]* **dest** scalar | *[in]* **s** scalar
.. c:function:: float glm_mat2_det(mat2 mat) .. c:function:: float glm_mat2_det(mat2 mat)
@@ -177,3 +179,13 @@ Functions documentation
Returns: Returns:
scalar value e.g. Matrix1x1 scalar value e.g. Matrix1x1
.. c:function:: void glm_mat2_make(float * __restrict src, mat2 dest)
Create mat2 matrix from pointer
| NOTE: **@src** must contain at least 4 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix2x2

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.. default-domain:: C
mat2x3
======
Header: cglm/mat2x3.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_MAT2X3_ZERO_INIT
#. GLM_MAT2X3_ZERO
Functions:
1. :c:func:`glm_mat2x3_copy`
#. :c:func:`glm_mat2x3_zero`
#. :c:func:`glm_mat2x3_make`
#. :c:func:`glm_mat2x3_mul`
#. :c:func:`glm_mat2x3_mulv`
#. :c:func:`glm_mat2x3_transpose`
#. :c:func:`glm_mat2x3_scale`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat2x3_copy(mat2x3 mat, mat2x3 dest)
copy mat2x3 to another one (dest).
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
.. c:function:: void glm_mat2x3_zero(mat2x3 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix
.. c:function:: void glm_mat2x3_make(float * __restrict src, mat2x3 dest)
Create mat2x3 matrix from pointer
| NOTE: **@src** must contain at least 6 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix2x3
.. c:function:: void glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest)
multiply m1 and m2 to dest
.. code-block:: c
glm_mat2x3_mul(mat2x3, mat3x2, mat2);
Parameters:
| *[in]* **m1** left matrix (mat2x3)
| *[in]* **m2** right matrix (mat3x2)
| *[out]* **dest** destination matrix (mat2)
.. c:function:: void glm_mat2x3_mulv(mat2x3 m, vec3 v, vec2 dest)
multiply mat2x3 with vec3 (column vector) and store in dest vector
Parameters:
| *[in]* **m** mat2x3 (left)
| *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat2x3_transpose(mat2x3 m, mat3x2 dest)
transpose matrix and store in dest
Parameters:
| *[in]* **m** matrix
| *[out]* **dest** destination
.. c:function:: void glm_mat2x3_scale(mat2x3 m, float s)
multiply matrix with scalar
Parameters:
| *[in, out]* **m** matrix
| *[in]* **s** scalar

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.. default-domain:: C
mat2x4
======
Header: cglm/mat2x4.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_MAT2X4_ZERO_INIT
#. GLM_MAT2X4_ZERO
Functions:
1. :c:func:`glm_mat2x4_copy`
#. :c:func:`glm_mat2x4_zero`
#. :c:func:`glm_mat2x4_make`
#. :c:func:`glm_mat2x4_mul`
#. :c:func:`glm_mat2x4_mulv`
#. :c:func:`glm_mat2x4_transpose`
#. :c:func:`glm_mat2x4_scale`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat2x4_copy(mat2x4 mat, mat2x4 dest)
copy mat2x4 to another one (dest).
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
.. c:function:: void glm_mat2x4_zero(mat2x4 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix
.. c:function:: void glm_mat2x4_make(float * __restrict src, mat2x4 dest)
Create mat2x4 matrix from pointer
| NOTE: **@src** must contain at least 8 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix2x4
.. c:function:: void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest)
multiply m1 and m2 to dest
.. code-block:: c
glm_mat2x4_mul(mat2x4, mat4x2, mat2);
Parameters:
| *[in]* **m1** left matrix (mat2x4)
| *[in]* **m2** right matrix (mat4x2)
| *[out]* **dest** destination matrix (mat2)
.. c:function:: void glm_mat2x4_mulv(mat2x4 m, vec4 v, vec2 dest)
multiply mat2x4 with vec4 (column vector) and store in dest vector
Parameters:
| *[in]* **m** mat2x4 (left)
| *[in]* **v** vec4 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat2x4_transpose(mat2x4 m, mat4x2 dest)
transpose matrix and store in dest
Parameters:
| *[in]* **m** matrix
| *[out]* **dest** destination
.. c:function:: void glm_mat2x4_scale(mat2x4 m, float s)
multiply matrix with scalar
Parameters:
| *[in, out]* **m** matrix
| *[in]* **s** scalar

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@@ -34,6 +34,7 @@ Functions:
#. :c:func:`glm_mat3_swap_col` #. :c:func:`glm_mat3_swap_col`
#. :c:func:`glm_mat3_swap_row` #. :c:func:`glm_mat3_swap_row`
#. :c:func:`glm_mat3_rmc` #. :c:func:`glm_mat3_rmc`
#. :c:func:`glm_mat3_make`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -71,6 +72,7 @@ Functions documentation
.. c:function:: void glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest) .. c:function:: void glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest)
multiply m1 and m2 to dest multiply m1 and m2 to dest
m1, m2 and dest matrices can be same matrix, it is possible to write this: m1, m2 and dest matrices can be same matrix, it is possible to write this:
.. code-block:: c .. code-block:: c
@@ -102,10 +104,10 @@ Functions documentation
.. c:function:: void glm_mat3_mulv(mat3 m, vec3 v, vec3 dest) .. c:function:: void glm_mat3_mulv(mat3 m, vec3 v, vec3 dest)
multiply mat4 with vec4 (column vector) and store in dest vector multiply mat3 with vec3 (column vector) and store in dest vector
Parameters: Parameters:
| *[in]* **mat** mat3 (left) | *[in]* **m** mat3 (left)
| *[in]* **v** vec3 (right, column vector) | *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector) | *[out]* **dest** destination (result, column vector)
@@ -122,8 +124,8 @@ Functions documentation
multiply matrix with scalar multiply matrix with scalar
Parameters: Parameters:
| *[in, out]* **mat** matrix | *[in, out]* **m** matrix
| *[in]* **dest** scalar | *[in]* **s** scalar
.. c:function:: float glm_mat3_det(mat3 mat) .. c:function:: float glm_mat3_det(mat3 mat)
@@ -187,3 +189,13 @@ Functions documentation
Returns: Returns:
scalar value e.g. Matrix1x1 scalar value e.g. Matrix1x1
.. c:function:: void glm_mat3_make(float * __restrict src, mat3 dest)
Create mat3 matrix from pointer
| NOTE: **@src** must contain at least 9 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix3x3

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@@ -0,0 +1,89 @@
.. default-domain:: C
mat3x2
======
Header: cglm/mat3x2.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_MAT3X2_ZERO_INIT
#. GLM_MAT3X2_ZERO
Functions:
1. :c:func:`glm_mat3x2_copy`
#. :c:func:`glm_mat3x2_zero`
#. :c:func:`glm_mat3x2_make`
#. :c:func:`glm_mat3x2_mul`
#. :c:func:`glm_mat3x2_mulv`
#. :c:func:`glm_mat3x2_transpose`
#. :c:func:`glm_mat3x2_scale`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat3x2_copy(mat3x2 mat, mat3x2 dest)
copy mat3x2 to another one (dest).
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
.. c:function:: void glm_mat3x2_zero(mat3x2 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix
.. c:function:: void glm_mat3x2_make(float * __restrict src, mat3x2 dest)
Create mat3x2 matrix from pointer
| NOTE: **@src** must contain at least 6 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix3x2
.. c:function:: void glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 dest)
multiply m1 and m2 to dest
.. code-block:: c
glm_mat3x2_mul(mat3x2, mat2x3, mat3);
Parameters:
| *[in]* **m1** left matrix (mat3x2)
| *[in]* **m2** right matrix (mat2x3)
| *[out]* **dest** destination matrix (mat3)
.. c:function:: void glm_mat3x2_mulv(mat3x2 m, vec2 v, vec3 dest)
multiply mat3x2 with vec2 (column vector) and store in dest vector
Parameters:
| *[in]* **m** mat3x2 (left)
| *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat3x2_transpose(mat3x2 m, mat2x3 dest)
transpose matrix and store in dest
Parameters:
| *[in]* **m** matrix
| *[out]* **dest** destination
.. c:function:: void glm_mat3x2_scale(mat3x2 m, float s)
multiply matrix with scalar
Parameters:
| *[in, out]* **m** matrix
| *[in]* **s** scalar

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.. default-domain:: C
mat3x4
======
Header: cglm/mat3x4.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_MAT3X4_ZERO_INIT
#. GLM_MAT3X4_ZERO
Functions:
1. :c:func:`glm_mat3x4_copy`
#. :c:func:`glm_mat3x4_zero`
#. :c:func:`glm_mat3x4_make`
#. :c:func:`glm_mat3x4_mul`
#. :c:func:`glm_mat3x4_mulv`
#. :c:func:`glm_mat3x4_transpose`
#. :c:func:`glm_mat3x4_scale`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat3x4_copy(mat3x4 mat, mat3x4 dest)
copy mat3x4 to another one (dest).
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
.. c:function:: void glm_mat3x4_zero(mat3x4 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix
.. c:function:: void glm_mat3x4_make(float * __restrict src, mat3x4 dest)
Create mat3x4 matrix from pointer
| NOTE: **@src** must contain at least 12 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix3x4
.. c:function:: void glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest)
multiply m1 and m2 to dest
.. code-block:: c
glm_mat3x4_mul(mat3x4, mat4x3, mat3);
Parameters:
| *[in]* **m1** left matrix (mat3x4)
| *[in]* **m2** right matrix (mat4x3)
| *[out]* **dest** destination matrix (mat3)
.. c:function:: void glm_mat3x4_mulv(mat3x4 m, vec4 v, vec3 dest)
multiply mat3x4 with vec4 (column vector) and store in dest vector
Parameters:
| *[in]* **m** mat3x4 (left)
| *[in]* **v** vec4 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat3x4_transpose(mat3x4 m, mat4x3 dest)
transpose matrix and store in dest
Parameters:
| *[in]* **m** matrix
| *[out]* **dest** destination
.. c:function:: void glm_mat3x4_scale(mat3x4 m, float s)
multiply matrix with scalar
Parameters:
| *[in, out]* **m** matrix
| *[in]* **s** scalar

View File

@@ -47,6 +47,7 @@ Functions:
#. :c:func:`glm_mat4_swap_col` #. :c:func:`glm_mat4_swap_col`
#. :c:func:`glm_mat4_swap_row` #. :c:func:`glm_mat4_swap_row`
#. :c:func:`glm_mat4_rmc` #. :c:func:`glm_mat4_rmc`
#. :c:func:`glm_mat4_make`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -118,6 +119,7 @@ Functions documentation
.. c:function:: void glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest) .. c:function:: void glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest)
multiply m1 and m2 to dest multiply m1 and m2 to dest
m1, m2 and dest matrices can be same matrix, it is possible to write this: m1, m2 and dest matrices can be same matrix, it is possible to write this:
.. code-block:: c .. code-block:: c
@@ -156,7 +158,6 @@ Functions documentation
Parameters: Parameters:
| *[in]* **m** mat4 (left) | *[in]* **m** mat4 (left)
| *[in]* **v** vec4 (right, column vector) | *[in]* **v** vec4 (right, column vector)
| *[in]* **last** 4th item to make it vec4
| *[out]* **dest** vec4 (result, column vector) | *[out]* **dest** vec4 (result, column vector)
.. c:function:: void glm_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest) .. c:function:: void glm_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest)
@@ -302,3 +303,13 @@ Functions documentation
Returns: Returns:
scalar value e.g. Matrix1x1 scalar value e.g. Matrix1x1
.. c:function:: void glm_mat4_make(float * __restrict src, mat4 dest)
Create mat4 matrix from pointer
| NOTE: **@src** must contain at least 16 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix4x4

89
docs/source/mat4x2.rst Normal file
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@@ -0,0 +1,89 @@
.. default-domain:: C
mat4x2
======
Header: cglm/mat4x2.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_MAT4X2_ZERO_INIT
#. GLM_MAT4X2_ZERO
Functions:
1. :c:func:`glm_mat4x2_copy`
#. :c:func:`glm_mat4x2_zero`
#. :c:func:`glm_mat4x2_make`
#. :c:func:`glm_mat4x2_mul`
#. :c:func:`glm_mat4x2_mulv`
#. :c:func:`glm_mat4x2_transpose`
#. :c:func:`glm_mat4x2_scale`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat4x2_copy(mat4x2 mat, mat4x2 dest)
copy mat4x2 to another one (dest).
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
.. c:function:: void glm_mat4x2_zero(mat4x2 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix
.. c:function:: void glm_mat4x2_make(float * __restrict src, mat4x2 dest)
Create mat4x2 matrix from pointer
| NOTE: **@src** must contain at least 8 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix4x2
.. c:function:: void glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 dest)
multiply m1 and m2 to dest
.. code-block:: c
glm_mat4x2_mul(mat4x2, mat2x4, mat4);
Parameters:
| *[in]* **m1** left matrix (mat4x2)
| *[in]* **m2** right matrix (mat2x4)
| *[out]* **dest** destination matrix (mat4)
.. c:function:: void glm_mat4x2_mulv(mat4x2 m, vec2 v, vec4 dest)
multiply mat4x2 with vec2 (column vector) and store in dest vector
Parameters:
| *[in]* **m** mat4x2 (left)
| *[in]* **v** vec2 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat4x2_transpose(mat4x2 m, mat2x4 dest)
transpose matrix and store in dest
Parameters:
| *[in]* **m** matrix
| *[out]* **dest** destination
.. c:function:: void glm_mat4x2_scale(mat4x2 m, float s)
multiply matrix with scalar
Parameters:
| *[in, out]* **m** matrix
| *[in]* **s** scalar

89
docs/source/mat4x3.rst Normal file
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@@ -0,0 +1,89 @@
.. default-domain:: C
mat4x3
======
Header: cglm/mat4x3.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_MAT4X3_ZERO_INIT
#. GLM_MAT4X3_ZERO
Functions:
1. :c:func:`glm_mat4x3_copy`
#. :c:func:`glm_mat4x3_zero`
#. :c:func:`glm_mat4x3_make`
#. :c:func:`glm_mat4x3_mul`
#. :c:func:`glm_mat4x3_mulv`
#. :c:func:`glm_mat4x3_transpose`
#. :c:func:`glm_mat4x3_scale`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat4x3_copy(mat4x3 mat, mat4x3 dest)
copy mat4x3 to another one (dest).
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
.. c:function:: void glm_mat4x3_zero(mat4x3 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix
.. c:function:: void glm_mat4x3_make(float * __restrict src, mat4x3 dest)
Create mat4x3 matrix from pointer
| NOTE: **@src** must contain at least 12 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix4x3
.. c:function:: void glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest)
multiply m1 and m2 to dest
.. code-block:: c
glm_mat4x3_mul(mat4x3, mat3x4, mat4);
Parameters:
| *[in]* **m1** left matrix (mat4x3)
| *[in]* **m2** right matrix (mat3x4)
| *[out]* **dest** destination matrix (mat4)
.. c:function:: void glm_mat4x3_mulv(mat4x3 m, vec3 v, vec4 dest)
multiply mat4x3 with vec3 (column vector) and store in dest vector
Parameters:
| *[in]* **m** mat4x3 (left)
| *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat4x3_transpose(mat4x3 m, mat3x4 dest)
transpose matrix and store in dest
Parameters:
| *[in]* **m** matrix
| *[out]* **dest** destination
.. c:function:: void glm_mat4x3_scale(mat4x3 m, float s)
multiply matrix with scalar
Parameters:
| *[in, out]* **m** matrix
| *[in]* **s** scalar

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@@ -1,6 +1,6 @@
.. default-domain:: C .. default-domain:: C
Options 🛠️ Options
=============================================================================== ===============================================================================
A few options are provided via macros. A few options are provided via macros.
@@ -35,6 +35,45 @@ have to compile cglm with **CGLM_ALL_UNALIGNED** macro.
For instance if you set CGLM_ALL_UNALIGNED in a project then set it in other projects too For instance if you set CGLM_ALL_UNALIGNED in a project then set it in other projects too
Clipspace Option[s]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
By starting **v0.8.3** cglm provides options to switch between clipspace configurations.
Clipspace related files are located at `include/cglm/[struct]/clipspace.h` but
these are included in related files like `cam.h`. If you don't want to change your existing
clipspace configuration and want to use different clipspace function like `glm_lookat_zo` or `glm_lookat_lh_zo`...
then you can include individual headers or just define `CGLM_CLIPSPACE_INCLUDE_ALL` which will iclude all headers for you.
1. **CGLM_CLIPSPACE_INCLUDE_ALL**
2. **CGLM_FORCE_DEPTH_ZERO_TO_ONE**
3. **CGLM_FORCE_LEFT_HANDED**
1. **CGLM_CLIPSPACE_INCLUDE_ALL**:
By defining this macro, **cglm** will include all clipspace functions for you by just using
`#include cglm/cglm.h` or `#include cglm/struct.h` or `#include cglm/call.h`
Otherwise you need to include header you want manually e.g. `#include cglm/clipspace/view_rh_zo.h`
2. **CGLM_FORCE_DEPTH_ZERO_TO_ONE**
This is similar to **GLM**'s **GLM_FORCE_DEPTH_ZERO_TO_ONE** option.
This will set clip space between 0 to 1 which makes **cglm** Vulkan, Metal friendly.
You can use functions like `glm_lookat_lh_zo()` individually. By setting **CGLM_FORCE_DEPTH_ZERO_TO_ONE**
functions in cam.h for instance will use `_zo` versions.
3. **CGLM_FORCE_LEFT_HANDED**
Force **cglm** to use the left handed coordinate system by default, currently **cglm** uses right handed coordinate system as default,
you can change this behavior with this option.
**VERY VERY IMPORTANT:**
Be careful if you include **cglm** in multiple projects.
SSE and SSE2 Shuffle Option SSE and SSE2 Shuffle Option
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**_mm_shuffle_ps** generates **shufps** instruction even if registers are same. **_mm_shuffle_ps** generates **shufps** instruction even if registers are same.
@@ -51,6 +90,16 @@ You have to extra options for dot product: **CGLM_SSE4_DOT** and **CGLM_SSE3_DOT
otherwise cglm will use custom cglm's hadd functions which are optimized too. otherwise cglm will use custom cglm's hadd functions which are optimized too.
Struct API Options
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To configure the Struct API namespace, you can define the following macros before including the cglm/struct.h header:
- **CGLM_OMIT_NS_FROM_STRUCT_API**: omits CGLM_STRUCT_API_NS (`glms_`) namespace completely if there is sub namespace e.g `mat4_`, `vec4_` ... DEFAULT is not defined
- **CGLM_STRUCT_API_NS**: define name space for struct api, DEFAULT is **glms**
- **CGLM_STRUCT_API_NAME_SUFFIX**: define name suffix, DEFAULT is **empty** e.g defining it as #define CGLM_STRUCT_API_NAME_SUFFIX s will add s suffix to mat4_mul -> mat4s_mul
Print Options Print Options
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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@@ -27,8 +27,8 @@ Functions documentation
the matrix should contain projection matrix. the matrix should contain projection matrix.
if you don't have ( and don't want to have ) an inverse matrix then use 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 :c:func:`glm_unproject` version. You may use existing inverse of matrix in somewhere
else, this is why glm_unprojecti exists to save save inversion cost else, this is why **glm_unprojecti** exists to save inversion cost
[1] space: [1] space:
- if m = invProj: View Space - if m = invProj: View Space
@@ -57,7 +57,7 @@ Functions documentation
| maps the specified viewport coordinates into specified space [1] | maps the specified viewport coordinates into specified space [1]
the matrix should contain projection matrix. the matrix should contain projection matrix.
this is same as glm_unprojecti except this function get inverse matrix for this is same as :c:func:`glm_unprojecti` except this function get inverse matrix for
you. you.
[1] space: [1] space:
@@ -91,12 +91,29 @@ Functions documentation
glm_mat4_mul(proj, view, viewProj); glm_mat4_mul(proj, view, viewProj);
glm_mat4_mul(viewProj, model, MVP); 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: Parameters:
| *[in]* **pos** object coordinates | *[in]* **pos** object coordinates
| *[in]* **m** MVP matrix | *[in]* **m** MVP matrix
| *[in]* **vp** viewport as [x, y, width, height] | *[in]* **vp** viewport as [x, y, width, height]
| *[out]* **dest** projected coordinates | *[out]* **dest** projected coordinates
.. c:function:: float glm_project_z(vec3 pos, mat4 m)
| map object's z coordinate to window coordinates
this is same as :c:func:`glm_project` except this function projects only Z coordinate
which reduces a few calculations and parameters.
Computing MVP:
.. code-block:: c
glm_mat4_mul(proj, view, viewProj);
glm_mat4_mul(viewProj, model, MVP);
Parameters:
| *[in]* **pos** object coordinates
| *[in]* **m** MVP matrix
Returns:
projected z coordinate

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@@ -32,6 +32,7 @@ Functions:
#. :c:func:`glm_quat` #. :c:func:`glm_quat`
#. :c:func:`glm_quatv` #. :c:func:`glm_quatv`
#. :c:func:`glm_quat_copy` #. :c:func:`glm_quat_copy`
#. :c:func:`glm_quat_from_vecs`
#. :c:func:`glm_quat_norm` #. :c:func:`glm_quat_norm`
#. :c:func:`glm_quat_normalize` #. :c:func:`glm_quat_normalize`
#. :c:func:`glm_quat_normalize_to` #. :c:func:`glm_quat_normalize_to`
@@ -61,6 +62,7 @@ Functions:
#. :c:func:`glm_quat_rotate` #. :c:func:`glm_quat_rotate`
#. :c:func:`glm_quat_rotate_at` #. :c:func:`glm_quat_rotate_at`
#. :c:func:`glm_quat_rotate_atm` #. :c:func:`glm_quat_rotate_atm`
#. :c:func:`glm_quat_make`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -123,6 +125,20 @@ Functions documentation
| *[in]* **q** source quaternion | *[in]* **q** source quaternion
| *[out]* **dest** destination quaternion | *[out]* **dest** destination quaternion
.. c:function:: void glm_quat_from_vecs(vec3 a, vec3 b, versor dest)
| compute unit quaternion needed to rotate a into b
References:
* `Finding quaternion representing the rotation from one vector to another <https://stackoverflow.com/a/11741520/183120>`_
* `Quaternion from two vectors <http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final>`_
* `Angle between vectors <http://www.euclideanspace.com/maths/algebra/vectors/angleBetween/minorlogic.htm>`_
Parameters:
| *[in]* **a** unit vector
| *[in]* **b** unit vector
| *[in]* **dest** unit quaternion
.. c:function:: float glm_quat_norm(versor q) .. c:function:: float glm_quat_norm(versor q)
| returns norm (magnitude) of quaternion | returns norm (magnitude) of quaternion
@@ -405,3 +421,13 @@ Functions documentation
| *[in, out]* **m** existing transform matrix to rotate | *[in, out]* **m** existing transform matrix to rotate
| *[in]* **q** quaternion | *[in]* **q** quaternion
| *[in]* **pivot** pivot | *[in]* **pivot** pivot
.. c:function:: void glm_quat_make(float * __restrict src, versor dest)
Create quaternion from pointer
| NOTE: **@src** must contain at least 4 elements. cglm store quaternions as [x, y, z, w].
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination quaternion

View File

@@ -3,30 +3,30 @@
Troubleshooting Troubleshooting
================================================================================ ================================================================================
It is possible that sometimes you may get crashes or wrong results. It is possible that you may sometimes get crashes or wrong results.
Follow these topics Follow these topics
Memory Allocation: Memory Allocation:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Again, **cglm** doesn't alloc any memory on heap. Recall that **cglm** does not alloc any memory on the heap.
cglm functions works like memcpy; it copies data from src, cglm functions work like memcpy; they copy data from src,
makes calculations then copy the result to dest. make calculations, then copy the result to dest.
You are responsible for allocation of **src** and **dest** parameters. You are responsible for allocation of **src** and **dest** parameters.
Alignment: Alignment:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**vec4** and **mat4** types requires 16 byte alignment. **vec4** and **mat4** types require 16 byte alignment.
These types are marked with align attribute to let compiler know about this These types are marked with the align attribute to let the compiler know about this
requirement. requirement.
But since MSVC (Windows) throws the error: Since MSVC (Windows) throws this error:
**"formal parameter with requested alignment of 16 won't be aligned"** **"formal parameter with requested alignment of 16 won't be aligned"**
The alignment attribute has been commented for MSVC The alignment attribute has been commented out for MSVC
.. code-block:: c .. code-block:: c
@@ -37,61 +37,61 @@ The alignment attribute has been commented for MSVC
#endif. #endif.
So MSVC may not know about alignment requirements when creating variables. So MSVC may not know about alignment requirements when creating variables.
The interesting thing is that, if I remember correctly Visual Studio 2017 The interesting thing is that, if I remember correctly, Visual Studio 2017
doesn't throw the above error. So we may uncomment that line for Visual Studio 2017, doesn't throw the above error. So we may uncomment that line for Visual Studio 2017,
you may do it yourself. you may do it yourself.
**This MSVC issue is still in TODOs.** **This MSVC issue is still in TODOs.**
**UPDATE:** By starting v0.4.5 cglm provides an option to disable alignment requirement. **UPDATE:** Starting with v0.4.5, cglm provides an option to disable the alignment requirement.
Also alignment is disabled for older msvc verisons as default. Now alignment is only required in Visual Studio 2017 version 15.6+ if CGLM_ALL_UNALIGNED macro is not defined. Also, alignment is disabled for older msvc versions by default. Now alignment is only required in Visual Studio 2017 version 15.6+ if the CGLM_ALL_UNALIGNED macro is not defined.
Crashes, Invalid Memory Access: Crashes, Invalid Memory Access:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Probably you are trying to write to invalid memory location. Most likely, you are trying to write to an invalid memory location.
You may used wrong function for what you want to do. You may have used a wrong function for what you want to do.
For instance you may called **glm_vec4_** functions for **vec3** data type. For example, you may have called a **glm_vec4_** function for a **vec3** data type.
It will try to write 32 byte but since **vec3** is 24 byte it should throw It will try to write 32 bytes, but since **vec3** is 24 bytes, it should throw
memory access error or exit the app without saying anything. a memory access error or exit the app without saying anything.
**UPDATE - IMPORTANT:** **UPDATE - IMPORTANT:**
| On MSVC or some other compilers, if alignment is enabled (default) then double check alignment requirements if you got a crash. | On MSVC or some other compilers, if alignment is enabled (default) then double check alignment requirements if you got a crash.
| If you send GLM_VEC4_ONE or similar macros directly to a function, it may be crashed. | If you send GLM_VEC4_ONE or similar macros directly to a function, it may crash.
| Because compiler may not apply alignment as defined on **typedef** to that macro while passing it (on stack) to a function. | Because the compiler may not apply alignment as defined on **typedef** to that macro while passing it (on stack) to a function.
Wrong Results: Wrong Results:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Again, you may used wrong function. Again, you may have used a wrong function.
For instance if you use **glm_normalize()** or **glm_vec3_normalize()** for **vec4**, For instance if you use **glm_normalize()** or **glm_vec3_normalize()** for a **vec4**,
it will assume that passed param is **vec3** and will normalize it for **vec3**. it will assume that the passed param is a **vec3**, and will normalize it for **vec3**.
Since you need to **vec4** to be normalized in your case, you will get wrong results. Since you need a **vec4** to be normalized in your case, you will get wrong results.
Accessing vec4 type with vec3 functions is valid, you will not get any error, exception or crash. Accessing a vec4 type with vec3 functions is valid, you will not get any error, exception or crash.
You only get wrong results if you don't know what you are doing! You only get wrong results if you don't know what you are doing!
So be carefull, when your IDE (Xcode, Visual Studio ...) tried to autocomplete function names, READ IT :) So be careful, when your IDE (Xcode, Visual Studio ...) tries to autocomplete function names, READ IT :)
**Also implementation may be wrong please let us know by creating an issue on Github.** **Also implementation may be wrong, please let us know by creating an issue on Github.**
BAD_ACCESS : Thread 1: EXC_BAD_ACCESS (code=EXC_I386_GPFLT) or Similar Errors/Crashes BAD_ACCESS : Thread 1: EXC_BAD_ACCESS (code=EXC_I386_GPFLT) or Similar Errors/Crashes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is similar issue with alignment. For instance if you compiled **cglm** with This is a similar issue with alignment. For instance if you compiled **cglm** with
AVX (**-mavx**, intentionally or not) and if you use **cglm** in an environment that doesn't AVX (**-mavx**, intentionally or not) and if you use **cglm** in an environment that doesn't
support AVX (or if AVX is disabled intentionally) e.g. environment that max support SSE2/3/4, support AVX (or if AVX is disabled intentionally) e.g. environment that max support SSE2/3/4,
then you probably get **BAD ACCESS** or similar... then you probably get **BAD ACCESS** or similar...
Because if you compile **cglm** with AVX it aligns **mat4** with 32 byte boundary, Because if you compile **cglm** with AVX it aligns **mat4** with 32 byte boundary,
and your project aligns that as 16 byte boundary... and your project aligns that as a 16 byte boundary...
Check alignment, supported vector extension or simd in **cglm** and linked projects... Check alignment, supported vector extension, or simd in **cglm** and linked projects...
Other Issues? Other Issues?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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@@ -26,6 +26,7 @@ Functions:
#. :c:func:`glm_vec2_isinf` #. :c:func:`glm_vec2_isinf`
#. :c:func:`glm_vec2_isvalid` #. :c:func:`glm_vec2_isvalid`
#. :c:func:`glm_vec2_sign` #. :c:func:`glm_vec2_sign`
#. :c:func:`glm_vec2_abs`
#. :c:func:`glm_vec2_sqrt` #. :c:func:`glm_vec2_sqrt`
Functions documentation Functions documentation
@@ -125,6 +126,14 @@ Functions documentation
| *[in]* **v** vector | *[in]* **v** vector
| *[out]* **dest** sign vector (only keeps signs as -1, 0, -1) | *[out]* **dest** sign vector (only keeps signs as -1, 0, -1)
.. c:function:: void glm_vec2_abs(vec2 v, vec2 dest)
absolute value of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector
.. c:function:: void glm_vec2_sqrt(vec2 v, vec2 dest) .. c:function:: void glm_vec2_sqrt(vec2 v, vec2 dest)
square root of each vector item square root of each vector item

View File

@@ -10,10 +10,10 @@ Table of contents (click to go):
Macros: Macros:
1. GLM_vec2_ONE_INIT 1. GLM_VEC2_ONE_INIT
#. GLM_vec2_ZERO_INIT #. GLM_VEC2_ZERO_INIT
#. GLM_vec2_ONE #. GLM_VEC2_ONE
#. GLM_vec2_ZERO #. GLM_VEC2_ZERO
Functions: Functions:
@@ -45,12 +45,14 @@ Functions:
#. :c:func:`glm_vec2_normalize` #. :c:func:`glm_vec2_normalize`
#. :c:func:`glm_vec2_normalize_to` #. :c:func:`glm_vec2_normalize_to`
#. :c:func:`glm_vec2_rotate` #. :c:func:`glm_vec2_rotate`
#. :c:func:`glm_vec2_center`
#. :c:func:`glm_vec2_distance2` #. :c:func:`glm_vec2_distance2`
#. :c:func:`glm_vec2_distance` #. :c:func:`glm_vec2_distance`
#. :c:func:`glm_vec2_maxv` #. :c:func:`glm_vec2_maxv`
#. :c:func:`glm_vec2_minv` #. :c:func:`glm_vec2_minv`
#. :c:func:`glm_vec2_clamp` #. :c:func:`glm_vec2_clamp`
#. :c:func:`glm_vec2_lerp` #. :c:func:`glm_vec2_lerp`
#. :c:func:`glm_vec2_make`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -313,6 +315,15 @@ Functions documentation
| *[in]* **axis** axis vector | *[in]* **axis** axis vector
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec2_center(vec2 v1, vec2 v2, vec2 dest)
find center point of two vector
Parameters:
| *[in]* **v1** vector1
| *[in]* **v2** vector2
| *[out]* **dest** center point
.. c:function:: float glm_vec2_distance2(vec2 v1, vec2 v2) .. c:function:: float glm_vec2_distance2(vec2 v1, vec2 v2)
squared distance between two vectors squared distance between two vectors
@@ -373,3 +384,12 @@ Functions documentation
| *[in]* **to** to value | *[in]* **to** to value
| *[in]* **t** interpolant (amount) clamped between 0 and 1 | *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec2_make(float * __restrict src, vec2 dest)
Create two dimensional vector from pointer
| NOTE: **@src** must contain at least 2 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination vector

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@@ -27,6 +27,7 @@ Functions:
#. :c:func:`glm_vec3_isinf` #. :c:func:`glm_vec3_isinf`
#. :c:func:`glm_vec3_isvalid` #. :c:func:`glm_vec3_isvalid`
#. :c:func:`glm_vec3_sign` #. :c:func:`glm_vec3_sign`
#. :c:func:`glm_vec3_abs`
#. :c:func:`glm_vec3_sqrt` #. :c:func:`glm_vec3_sqrt`
Functions documentation Functions documentation
@@ -49,6 +50,14 @@ Functions documentation
| *[in]* **val** value | *[in]* **val** value
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec3_fill(vec3 v, float val)
fill a vector with specified value
Parameters:
| *[out]* **v** vector
| *[in]* **val** value
.. c:function:: bool glm_vec3_eq(vec3 v, float val) .. c:function:: bool glm_vec3_eq(vec3 v, float val)
check if vector is equal to value (without epsilon) check if vector is equal to value (without epsilon)
@@ -134,6 +143,14 @@ Functions documentation
| *[in]* **v** vector | *[in]* **v** vector
| *[out]* **dest** sign vector (only keeps signs as -1, 0, -1) | *[out]* **dest** sign vector (only keeps signs as -1, 0, -1)
.. c:function:: void glm_vec3_abs(vec3 v, vec3 dest)
absolute value of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector
.. c:function:: void glm_vec3_sqrt(vec3 v, vec3 dest) .. c:function:: void glm_vec3_sqrt(vec3 v, vec3 dest)
square root of each vector item square root of each vector item

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@@ -79,6 +79,7 @@ Functions:
#. :c:func:`glm_vec3_ortho` #. :c:func:`glm_vec3_ortho`
#. :c:func:`glm_vec3_clamp` #. :c:func:`glm_vec3_clamp`
#. :c:func:`glm_vec3_lerp` #. :c:func:`glm_vec3_lerp`
#. :c:func:`glm_vec3_make`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -474,6 +475,9 @@ Functions documentation
possible orthogonal/perpendicular vector possible orthogonal/perpendicular vector
References:
* `On picking an orthogonal vector (and combing coconuts) <http://lolengine.net/blog/2013/09/21/picking-orthogonal-vector-combing-coconuts>`_
Parameters: Parameters:
| *[in]* **v** vector | *[in]* **v** vector
| *[out]* **dest** orthogonal/perpendicular vector | *[out]* **dest** orthogonal/perpendicular vector
@@ -498,3 +502,13 @@ Functions documentation
| *[in]* **to** to value | *[in]* **to** to value
| *[in]* **t** interpolant (amount) clamped between 0 and 1 | *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec3_make(float * __restrict src, vec3 dest)
Create three dimensional vector from pointer
| NOTE: **@src** must contain at least 3 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination vector

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@@ -59,6 +59,7 @@ Functions:
#. :c:func:`glm_vec4_clamp` #. :c:func:`glm_vec4_clamp`
#. :c:func:`glm_vec4_lerp` #. :c:func:`glm_vec4_lerp`
#. :c:func:`glm_vec4_cubic` #. :c:func:`glm_vec4_cubic`
#. :c:func:`glm_vec4_make`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -406,3 +407,12 @@ Functions documentation
Parameters: Parameters:
| *[in]* **s** parameter | *[in]* **s** parameter
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec4_make(float * __restrict src, vec4 dest)
Create four dimensional vector from pointer
| NOTE: **@src** must contain at least 4 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination vector

245
include/cglm/aabb2d.h Normal file
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@@ -0,0 +1,245 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_aabb2d_h
#define cglm_aabb2d_h
#include "common.h"
#include "vec2.h"
#include "vec4.h"
#include "util.h"
/*!
* @brief copy all members of [aabb] to [dest]
*
* @param[in] aabb source
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_aabb2d_copy(vec2 aabb[2], vec2 dest[2]) {
glm_vec2_copy(aabb[0], dest[0]);
glm_vec2_copy(aabb[1], dest[1]);
}
/*!
* @brief apply transform to Axis-Aligned Bounding aabb
*
* @param[in] aabb bounding aabb
* @param[in] m transform matrix
* @param[out] dest transformed bounding aabb
*/
CGLM_INLINE
void
glm_aabb2d_transform(vec2 aabb[2], mat3 m, vec2 dest[2]) {
vec2 v[2], xa, xb, ya, yb;
glm_vec2_scale(m[0], aabb[0][0], xa);
glm_vec2_scale(m[0], aabb[1][0], xb);
glm_vec2_scale(m[1], aabb[0][1], ya);
glm_vec2_scale(m[1], aabb[1][1], yb);
/* translation + min(xa, xb) + min(ya, yb) */
glm_vec2(m[2], v[0]);
glm_vec2_minadd(xa, xb, v[0]);
glm_vec2_minadd(ya, yb, v[0]);
/* translation + max(xa, xb) + max(ya, yb) */
glm_vec2(m[2], v[1]);
glm_vec2_maxadd(xa, xb, v[1]);
glm_vec2_maxadd(ya, yb, v[1]);
glm_vec2_copy(v[0], dest[0]);
glm_vec2_copy(v[1], dest[1]);
}
/*!
* @brief merges two AABB bounding aabb and creates new one
*
* two aabb must be in same space, if one of aabb is in different space then
* you should consider to convert it's space by glm_aabb_space
*
* @param[in] aabb1 bounding aabb 1
* @param[in] aabb2 bounding aabb 2
* @param[out] dest merged bounding aabb
*/
CGLM_INLINE
void
glm_aabb2d_merge(vec2 aabb1[2], vec2 aabb2[2], vec2 dest[2]) {
dest[0][0] = glm_min(aabb1[0][0], aabb2[0][0]);
dest[0][1] = glm_min(aabb1[0][1], aabb2[0][1]);
dest[1][0] = glm_max(aabb1[1][0], aabb2[1][0]);
dest[1][1] = glm_max(aabb1[1][1], aabb2[1][1]);
}
/*!
* @brief crops a bounding aabb with another one.
*
* this could be useful for gettng a baabb which fits with view frustum and
* object bounding aabbes. In this case you crop view frustum aabb with objects
* aabb
*
* @param[in] aabb bounding aabb 1
* @param[in] cropAabb crop aabb
* @param[out] dest cropped bounding aabb
*/
CGLM_INLINE
void
glm_aabb2d_crop(vec2 aabb[2], vec2 cropAabb[2], vec2 dest[2]) {
dest[0][0] = glm_max(aabb[0][0], cropAabb[0][0]);
dest[0][1] = glm_max(aabb[0][1], cropAabb[0][1]);
dest[1][0] = glm_min(aabb[1][0], cropAabb[1][0]);
dest[1][1] = glm_min(aabb[1][1], cropAabb[1][1]);
}
/*!
* @brief crops a bounding aabb with another one.
*
* this could be useful for gettng a baabb which fits with view frustum and
* object bounding aabbes. In this case you crop view frustum aabb with objects
* aabb
*
* @param[in] aabb bounding aabb
* @param[in] cropAabb crop aabb
* @param[in] clampAabb miniumum aabb
* @param[out] dest cropped bounding aabb
*/
CGLM_INLINE
void
glm_aabb2d_crop_until(vec2 aabb[2],
vec2 cropAabb[2],
vec2 clampAabb[2],
vec2 dest[2]) {
glm_aabb2d_crop(aabb, cropAabb, dest);
glm_aabb2d_merge(clampAabb, dest, dest);
}
/*!
* @brief invalidate AABB min and max values
*
* @param[in, out] aabb bounding aabb
*/
CGLM_INLINE
void
glm_aabb2d_invalidate(vec2 aabb[2]) {
glm_vec2_fill(aabb[0], FLT_MAX);
glm_vec2_fill(aabb[1], -FLT_MAX);
}
/*!
* @brief check if AABB is valid or not
*
* @param[in] aabb bounding aabb
*/
CGLM_INLINE
bool
glm_aabb2d_isvalid(vec2 aabb[2]) {
return glm_vec2_max(aabb[0]) != FLT_MAX
&& glm_vec2_min(aabb[1]) != -FLT_MAX;
}
/*!
* @brief distance between of min and max
*
* @param[in] aabb bounding aabb
*/
CGLM_INLINE
float
glm_aabb2d_size(vec2 aabb[2]) {
return glm_vec2_distance(aabb[0], aabb[1]);
}
/*!
* @brief radius of sphere which surrounds AABB
*
* @param[in] aabb bounding aabb
*/
CGLM_INLINE
float
glm_aabb2d_radius(vec2 aabb[2]) {
return glm_aabb2d_size(aabb) * 0.5f;
}
/*!
* @brief computes center point of AABB
*
* @param[in] aabb bounding aabb
* @param[out] dest center of bounding aabb
*/
CGLM_INLINE
void
glm_aabb2d_center(vec2 aabb[2], vec2 dest) {
glm_vec2_center(aabb[0], aabb[1], dest);
}
/*!
* @brief check if two AABB intersects
*
* @param[in] aabb bounding aabb
* @param[in] other other bounding aabb
*/
CGLM_INLINE
bool
glm_aabb2d_aabb(vec2 aabb[2], vec2 other[2]) {
return (aabb[0][0] <= other[1][0] && aabb[1][0] >= other[0][0])
&& (aabb[0][1] <= other[1][1] && aabb[1][1] >= other[0][1]);
}
/*!
* @brief check if AABB intersects with a circle
*
* Circle Representation in cglm: [center.x, center.y, radii]
*
* @param[in] aabb solid bounding aabb
* @param[in] c solid circle
*/
CGLM_INLINE
bool
glm_aabb2d_circle(vec2 aabb[2], vec3 c) {
float dmin;
int a, b;
a = (c[0] < aabb[0][0]) + (c[0] > aabb[1][0]);
b = (c[1] < aabb[0][1]) + (c[1] > aabb[1][1]);
dmin = glm_pow2((c[0] - aabb[!(a - 1)][0]) * (a != 0))
+ glm_pow2((c[1] - aabb[!(b - 1)][1]) * (b != 0));
return dmin <= glm_pow2(c[2]);
}
/*!
* @brief check if point is inside of AABB
*
* @param[in] aabb bounding aabb
* @param[in] point point
*/
CGLM_INLINE
bool
glm_aabb2d_point(vec2 aabb[2], vec2 point) {
return (point[0] >= aabb[0][0] && point[0] <= aabb[1][0])
&& (point[1] >= aabb[0][1] && point[1] <= aabb[1][1]);
}
/*!
* @brief check if AABB contains other AABB
*
* @param[in] aabb bounding aabb
* @param[in] other other bounding aabb
*/
CGLM_INLINE
bool
glm_aabb2d_contains(vec2 aabb[2], vec2 other[2]) {
return (aabb[0][0] <= other[0][0] && aabb[1][0] >= other[1][0])
&& (aabb[0][1] <= other[0][1] && aabb[1][1] >= other[1][1]);
}
#endif /* cglm_aabb2d_h */

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@@ -8,6 +8,7 @@
/* /*
Functions: Functions:
CGLM_INLINE void glm_mul(mat4 m1, mat4 m2, mat4 dest); CGLM_INLINE void glm_mul(mat4 m1, mat4 m2, mat4 dest);
CGLM_INLINE void glm_mul_rot(mat4 m1, mat4 m2, mat4 dest);
CGLM_INLINE void glm_inv_tr(mat4 mat); CGLM_INLINE void glm_inv_tr(mat4 mat);
*/ */
@@ -30,6 +31,10 @@
# include "simd/neon/affine.h" # include "simd/neon/affine.h"
#endif #endif
#ifdef CGLM_SIMD_WASM
# include "simd/wasm/affine.h"
#endif
/*! /*!
* @brief this is similar to glm_mat4_mul but specialized to affine transform * @brief this is similar to glm_mat4_mul but specialized to affine transform
* *
@@ -49,7 +54,9 @@
CGLM_INLINE CGLM_INLINE
void void
glm_mul(mat4 m1, mat4 m2, mat4 dest) { glm_mul(mat4 m1, mat4 m2, mat4 dest) {
#ifdef __AVX__ #if defined(__wasm__) && defined(__wasm_simd128__)
glm_mul_wasm(m1, m2, dest);
#elif defined(__AVX__)
glm_mul_avx(m1, m2, dest); glm_mul_avx(m1, m2, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ ) #elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mul_sse2(m1, m2, dest); glm_mul_sse2(m1, m2, dest);
@@ -107,7 +114,9 @@ glm_mul(mat4 m1, mat4 m2, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_mul_rot(mat4 m1, mat4 m2, mat4 dest) { glm_mul_rot(mat4 m1, mat4 m2, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined(__wasm__) && defined(__wasm_simd128__)
glm_mul_rot_wasm(m1, m2, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mul_rot_sse2(m1, m2, dest); glm_mul_rot_sse2(m1, m2, dest);
#elif defined(CGLM_NEON_FP) #elif defined(CGLM_NEON_FP)
glm_mul_rot_neon(m1, m2, dest); glm_mul_rot_neon(m1, m2, dest);
@@ -156,7 +165,9 @@ glm_mul_rot(mat4 m1, mat4 m2, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_inv_tr(mat4 mat) { glm_inv_tr(mat4 mat) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined(__wasm__) && defined(__wasm_simd128__)
glm_inv_tr_wasm(mat);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_inv_tr_sse2(mat); glm_inv_tr_sse2(mat);
#elif defined(CGLM_NEON_FP) #elif defined(CGLM_NEON_FP)
glm_inv_tr_neon(mat); glm_inv_tr_neon(mat);

247
include/cglm/affine-post.h Normal file
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@@ -0,0 +1,247 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_affine_post_h
#define cglm_affine_post_h
/*
Functions:
CGLM_INLINE void glm_translated_to(mat4 m, vec3 v, mat4 dest);
CGLM_INLINE void glm_translated(mat4 m, vec3 v);
CGLM_INLINE void glm_translated_x(mat4 m, float to);
CGLM_INLINE void glm_translated_y(mat4 m, float to);
CGLM_INLINE void glm_translated_z(mat4 m, float to);
CGLM_INLINE void glm_rotated_x(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotated_y(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotated_z(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotated(mat4 m, float angle, vec3 axis);
CGLM_INLINE void glm_rotated_at(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_INLINE void glm_spinned(mat4 m, float angle, vec3 axis);
*/
#include "common.h"
#include "util.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h"
#include "affine-mat.h"
/*!
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] v translate vector [x, y, z]
*/
CGLM_INLINE
void
glm_translated(mat4 m, vec3 v) {
glm_vec3_add(m[3], v, m[3]);
}
/*!
* @brief translate existing transform matrix by v vector
* and store result in dest
*
* source matrix will remain same
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y, z]
* @param[out] dest translated matrix
*/
CGLM_INLINE
void
glm_translated_to(mat4 m, vec3 v, mat4 dest) {
glm_mat4_copy(m, dest);
glm_translated(dest, v);
}
/*!
* @brief translate existing transform matrix by x factor
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] x x factor
*/
CGLM_INLINE
void
glm_translated_x(mat4 m, float x) {
m[3][0] += x;
}
/*!
* @brief translate existing transform matrix by y factor
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] y y factor
*/
CGLM_INLINE
void
glm_translated_y(mat4 m, float y) {
m[3][1] += y;
}
/*!
* @brief translate existing transform matrix by z factor
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] z z factor
*/
CGLM_INLINE
void
glm_translated_z(mat4 m, float z) {
m[3][2] += z;
}
/*!
* @brief rotate existing transform matrix around X axis by angle
* and store result in dest
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotated_x(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[1][1] = c;
t[1][2] = s;
t[2][1] = -s;
t[2][2] = c;
glm_mul_rot(t, m, dest);
}
/*!
* @brief rotate existing transform matrix around Y axis by angle
* and store result in dest
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotated_y(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[0][0] = c;
t[0][2] = -s;
t[2][0] = s;
t[2][2] = c;
glm_mul_rot(t, m, dest);
}
/*!
* @brief rotate existing transform matrix around Z axis by angle
* and store result in dest
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotated_z(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[0][0] = c;
t[0][1] = s;
t[1][0] = -s;
t[1][1] = c;
glm_mul_rot(t, m, dest);
}
/*!
* @brief rotate existing transform matrix around given axis by angle
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotated(mat4 m, float angle, vec3 axis) {
CGLM_ALIGN_MAT mat4 rot;
glm_rotate_make(rot, angle, axis);
glm_mul_rot(rot, m, m);
}
/*!
* @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center)
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotated_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translated(m, pivot);
glm_rotated(m, angle, axis);
glm_translated(m, pivotInv);
}
/*!
* @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_spinned(mat4 m, float angle, vec3 axis) {
CGLM_ALIGN_MAT mat4 rot;
glm_rotate_atm(rot, m[3], angle, axis);
glm_mat4_mul(rot, m, m);
}
#endif /* cglm_affine_post_h */

285
include/cglm/affine-pre.h Normal file
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@@ -0,0 +1,285 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_affine_pre_h
#define cglm_affine_pre_h
/*
Functions:
CGLM_INLINE void glm_translate_to(mat4 m, vec3 v, mat4 dest);
CGLM_INLINE void glm_translate(mat4 m, vec3 v);
CGLM_INLINE void glm_translate_x(mat4 m, float to);
CGLM_INLINE void glm_translate_y(mat4 m, float to);
CGLM_INLINE void glm_translate_z(mat4 m, float to);
CGLM_INLINE void glm_rotate_x(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotate_y(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotate_z(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotate(mat4 m, float angle, vec3 axis);
CGLM_INLINE void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_INLINE void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_INLINE void glm_spin(mat4 m, float angle, vec3 axis);
*/
#include "common.h"
#include "util.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h"
#include "affine-mat.h"
/*!
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in] v translate vector [x, y, z]
*/
CGLM_INLINE
void
glm_translate(mat4 m, vec3 v) {
#if defined(CGLM_SIMD)
glmm_128 m0, m1, m2, m3;
m0 = glmm_load(m[0]);
m1 = glmm_load(m[1]);
m2 = glmm_load(m[2]);
m3 = glmm_load(m[3]);
glmm_store(m[3],
glmm_fmadd(m0, glmm_set1(v[0]),
glmm_fmadd(m1, glmm_set1(v[1]),
glmm_fmadd(m2, glmm_set1(v[2]), m3))));
#else
glm_vec4_muladds(m[0], v[0], m[3]);
glm_vec4_muladds(m[1], v[1], m[3]);
glm_vec4_muladds(m[2], v[2], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by v vector
* and store result in dest
*
* source matrix will remain same
*
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y, z]
* @param[out] dest translated matrix
*/
CGLM_INLINE
void
glm_translate_to(mat4 m, vec3 v, mat4 dest) {
glm_mat4_copy(m, dest);
glm_translate(dest, v);
}
/*!
* @brief translate existing transform matrix by x factor
*
* @param[in, out] m affine transfrom
* @param[in] x x factor
*/
CGLM_INLINE
void
glm_translate_x(mat4 m, float x) {
#if defined(CGLM_SIMD)
glmm_store(m[3], glmm_fmadd(glmm_load(m[0]), glmm_set1(x), glmm_load(m[3])));
#else
vec4 v1;
glm_vec4_scale(m[0], x, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by y factor
*
* @param[in, out] m affine transfrom
* @param[in] y y factor
*/
CGLM_INLINE
void
glm_translate_y(mat4 m, float y) {
#if defined(CGLM_SIMD)
glmm_store(m[3], glmm_fmadd(glmm_load(m[1]), glmm_set1(y), glmm_load(m[3])));
#else
vec4 v1;
glm_vec4_scale(m[1], y, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by z factor
*
* @param[in, out] m affine transfrom
* @param[in] z z factor
*/
CGLM_INLINE
void
glm_translate_z(mat4 m, float z) {
#if defined(CGLM_SIMD)
glmm_store(m[3], glmm_fmadd(glmm_load(m[2]), glmm_set1(z), glmm_load(m[3])));
#else
vec4 v1;
glm_vec4_scale(m[2], z, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*!
* @brief rotate existing transform matrix around X axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_x(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[1][1] = c;
t[1][2] = s;
t[2][1] = -s;
t[2][2] = c;
glm_mul_rot(m, t, dest);
}
/*!
* @brief rotate existing transform matrix around Y axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_y(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[0][0] = c;
t[0][2] = -s;
t[2][0] = s;
t[2][2] = c;
glm_mul_rot(m, t, dest);
}
/*!
* @brief rotate existing transform matrix around Z axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_z(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[0][0] = c;
t[0][1] = s;
t[1][0] = -s;
t[1][1] = c;
glm_mul_rot(m, t, dest);
}
/*!
* @brief rotate existing transform matrix around given axis by angle
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate(mat4 m, float angle, vec3 axis) {
CGLM_ALIGN_MAT mat4 rot;
glm_rotate_make(rot, angle, axis);
glm_mul_rot(m, rot, m);
}
/*!
* @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center)
*
* @param[in, out] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translate(m, pivot);
glm_rotate(m, angle, axis);
glm_translate(m, pivotInv);
}
/*!
* @brief creates NEW rotation matrix by angle and axis at given point
*
* this creates rotation matrix, it assumes you don't have a matrix
*
* this should work faster than glm_rotate_at because it reduces
* one glm_translate.
*
* @param[out] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translate_make(m, pivot);
glm_rotate(m, angle, axis);
glm_translate(m, pivotInv);
}
/*!
* @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_spin(mat4 m, float angle, vec3 axis) {
CGLM_ALIGN_MAT mat4 rot;
glm_rotate_atm(rot, m[3], angle, axis);
glm_mat4_mul(m, rot, m);
}
#endif /* cglm_affine_pre_h */

View File

@@ -24,6 +24,7 @@
CGLM_INLINE void glm_rotate(mat4 m, float angle, vec3 axis); CGLM_INLINE void glm_rotate(mat4 m, float angle, vec3 axis);
CGLM_INLINE void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis); CGLM_INLINE void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_INLINE void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis); CGLM_INLINE void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_INLINE void glm_spin(mat4 m, float angle, vec3 axis);
CGLM_INLINE void glm_decompose_scalev(mat4 m, vec3 s); CGLM_INLINE void glm_decompose_scalev(mat4 m, vec3 s);
CGLM_INLINE bool glm_uniscaled(mat4 m); CGLM_INLINE bool glm_uniscaled(mat4 m);
CGLM_INLINE void glm_decompose_rs(mat4 m, mat4 r, vec3 s); CGLM_INLINE void glm_decompose_rs(mat4 m, mat4 r, vec3 s);
@@ -40,106 +41,6 @@
#include "mat4.h" #include "mat4.h"
#include "affine-mat.h" #include "affine-mat.h"
/*!
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in] v translate vector [x, y, z]
*/
CGLM_INLINE
void
glm_translate(mat4 m, vec3 v) {
#if defined(CGLM_SIMD)
glmm_128 m0, m1, m2, m3;
m0 = glmm_load(m[0]);
m1 = glmm_load(m[1]);
m2 = glmm_load(m[2]);
m3 = glmm_load(m[3]);
glmm_store(m[3],
glmm_fmadd(m0, glmm_set1(v[0]),
glmm_fmadd(m1, glmm_set1(v[1]),
glmm_fmadd(m2, glmm_set1(v[2]), m3))));
#else
glm_vec4_muladds(m[0], v[0], m[3]);
glm_vec4_muladds(m[1], v[1], m[3]);
glm_vec4_muladds(m[2], v[2], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by v vector
* and store result in dest
*
* source matrix will remain same
*
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y, z]
* @param[out] dest translated matrix
*/
CGLM_INLINE
void
glm_translate_to(mat4 m, vec3 v, mat4 dest) {
glm_mat4_copy(m, dest);
glm_translate(dest, v);
}
/*!
* @brief translate existing transform matrix by x factor
*
* @param[in, out] m affine transfrom
* @param[in] x x factor
*/
CGLM_INLINE
void
glm_translate_x(mat4 m, float x) {
#if defined(CGLM_SIMD)
glmm_store(m[3], glmm_fmadd(glmm_load(m[0]), glmm_set1(x), glmm_load(m[3])));
#else
vec4 v1;
glm_vec4_scale(m[0], x, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by y factor
*
* @param[in, out] m affine transfrom
* @param[in] y y factor
*/
CGLM_INLINE
void
glm_translate_y(mat4 m, float y) {
#if defined(CGLM_SIMD)
glmm_store(m[3], glmm_fmadd(glmm_load(m[1]), glmm_set1(y), glmm_load(m[3])));
#else
vec4 v1;
glm_vec4_scale(m[1], y, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by z factor
*
* @param[in, out] m affine transfrom
* @param[in] z z factor
*/
CGLM_INLINE
void
glm_translate_z(mat4 m, float z) {
#if defined(CGLM_SIMD)
glmm_store(m[3], glmm_fmadd(glmm_load(m[2]), glmm_set1(z), glmm_load(m[3])));
#else
vec4 v1;
glm_vec4_scale(m[2], z, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*! /*!
* @brief creates NEW translate transform matrix by v vector * @brief creates NEW translate transform matrix by v vector
* *
@@ -213,81 +114,6 @@ glm_scale_uni(mat4 m, float s) {
glm_scale_to(m, v, m); glm_scale_to(m, v, m);
} }
/*!
* @brief rotate existing transform matrix around X axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_x(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[1][1] = c;
t[1][2] = s;
t[2][1] = -s;
t[2][2] = c;
glm_mul_rot(m, t, dest);
}
/*!
* @brief rotate existing transform matrix around Y axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_y(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[0][0] = c;
t[0][2] = -s;
t[2][0] = s;
t[2][2] = c;
glm_mul_rot(m, t, dest);
}
/*!
* @brief rotate existing transform matrix around Z axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_z(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[0][0] = c;
t[0][1] = s;
t[1][0] = -s;
t[1][1] = c;
glm_mul_rot(m, t, dest);
}
/*! /*!
* @brief creates NEW rotation matrix by angle and axis * @brief creates NEW rotation matrix by angle and axis
* *
@@ -321,67 +147,6 @@ glm_rotate_make(mat4 m, float angle, vec3 axis) {
m[3][3] = 1.0f; m[3][3] = 1.0f;
} }
/*!
* @brief rotate existing transform matrix around given axis by angle
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate(mat4 m, float angle, vec3 axis) {
CGLM_ALIGN_MAT mat4 rot;
glm_rotate_make(rot, angle, axis);
glm_mul_rot(m, rot, m);
}
/*!
* @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center)
*
* @param[in, out] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translate(m, pivot);
glm_rotate(m, angle, axis);
glm_translate(m, pivotInv);
}
/*!
* @brief creates NEW rotation matrix by angle and axis at given point
*
* this creates rotation matrix, it assumes you don't have a matrix
*
* this should work faster than glm_rotate_at because it reduces
* one glm_translate.
*
* @param[out] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translate_make(m, pivot);
glm_rotate(m, angle, axis);
glm_translate(m, pivotInv);
}
/*! /*!
* @brief decompose scale vector * @brief decompose scale vector
* *
@@ -467,4 +232,7 @@ glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s) {
glm_decompose_rs(m, r, s); glm_decompose_rs(m, r, s);
} }
#include "affine-pre.h"
#include "affine-post.h"
#endif /* cglm_affine_h */ #endif /* cglm_affine_h */

View File

@@ -23,7 +23,7 @@
#define GLM_HERMITE_MAT ((mat4)GLM_HERMITE_MAT_INIT) #define GLM_HERMITE_MAT ((mat4)GLM_HERMITE_MAT_INIT)
#define CGLM_DECASTEL_EPS 1e-9f #define CGLM_DECASTEL_EPS 1e-9f
#define CGLM_DECASTEL_MAX 1000.0f #define CGLM_DECASTEL_MAX 1000
#define CGLM_DECASTEL_SMALL 1e-20f #define CGLM_DECASTEL_SMALL 1e-20f
/*! /*!

View File

@@ -15,15 +15,25 @@ extern "C" {
#include "call/vec2.h" #include "call/vec2.h"
#include "call/vec3.h" #include "call/vec3.h"
#include "call/vec4.h" #include "call/vec4.h"
#include "call/ivec2.h"
#include "call/ivec3.h"
#include "call/ivec4.h"
#include "call/mat2.h" #include "call/mat2.h"
#include "call/mat2x3.h"
#include "call/mat2x4.h"
#include "call/mat3.h" #include "call/mat3.h"
#include "call/mat3x2.h"
#include "call/mat3x4.h"
#include "call/mat4.h" #include "call/mat4.h"
#include "call/mat4x2.h"
#include "call/mat4x3.h"
#include "call/affine.h" #include "call/affine.h"
#include "call/cam.h" #include "call/cam.h"
#include "call/quat.h" #include "call/quat.h"
#include "call/euler.h" #include "call/euler.h"
#include "call/plane.h" #include "call/plane.h"
#include "call/frustum.h" #include "call/frustum.h"
#include "call/aabb2d.h"
#include "call/box.h" #include "call/box.h"
#include "call/io.h" #include "call/io.h"
#include "call/project.h" #include "call/project.h"

View File

@@ -0,0 +1,80 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_aabb2d_h
#define cglmc_aabb2d_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_aabb2d_copy(vec2 aabb[2], vec2 dest[2]);
CGLM_EXPORT
void
glmc_aabb2d_transform(vec2 aabb[2], mat3 m, vec2 dest[2]);
CGLM_EXPORT
void
glmc_aabb2d_merge(vec2 aabb1[2], vec2 aabb2[2], vec2 dest[2]);
CGLM_EXPORT
void
glmc_aabb2d_crop(vec2 aabb[2], vec2 cropAabb[2], vec2 dest[2]);
CGLM_EXPORT
void
glmc_aabb2d_crop_until(vec2 aabb[2],
vec2 cropAabb[2],
vec2 clampAabb[2],
vec2 dest[2]);
CGLM_EXPORT
void
glmc_aabb2d_invalidate(vec2 aabb[2]);
CGLM_EXPORT
bool
glmc_aabb2d_isvalid(vec2 aabb[2]);
CGLM_EXPORT
float
glmc_aabb2d_size(vec2 aabb[2]);
CGLM_EXPORT
float
glmc_aabb2d_radius(vec2 aabb[2]);
CGLM_EXPORT
void
glmc_aabb2d_center(vec2 aabb[2], vec2 dest);
CGLM_EXPORT
bool
glmc_aabb2d_aabb(vec2 aabb[2], vec2 other[2]);
CGLM_EXPORT
bool
glmc_aabb2d_point(vec2 aabb[2], vec2 point);
CGLM_EXPORT
bool
glmc_aabb2d_contains(vec2 aabb[2], vec2 other[2]);
CGLM_EXPORT
bool
glmc_aabb2d_circle(vec2 aabb[2], vec3 s);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_aabb2d_h */

View File

@@ -81,6 +81,10 @@ CGLM_EXPORT
void void
glmc_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis); glmc_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_EXPORT
void
glmc_spin(mat4 m, float angle, vec3 axis);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_decompose_scalev(mat4 m, vec3 s); glmc_decompose_scalev(mat4 m, vec3 s);
@@ -97,6 +101,52 @@ CGLM_EXPORT
void void
glmc_decompose(mat4 m, vec4 t, mat4 r, vec3 s); glmc_decompose(mat4 m, vec4 t, mat4 r, vec3 s);
/* affine-post */
CGLM_EXPORT
void
glmc_translated(mat4 m, vec3 v);
CGLM_EXPORT
void
glmc_translated_to(mat4 m, vec3 v, mat4 dest);
CGLM_EXPORT
void
glmc_translated_x(mat4 m, float x);
CGLM_EXPORT
void
glmc_translated_y(mat4 m, float y);
CGLM_EXPORT
void
glmc_translated_z(mat4 m, float z);
CGLM_EXPORT
void
glmc_rotated_x(mat4 m, float angle, mat4 dest);
CGLM_EXPORT
void
glmc_rotated_y(mat4 m, float angle, mat4 dest);
CGLM_EXPORT
void
glmc_rotated_z(mat4 m, float angle, mat4 dest);
CGLM_EXPORT
void
glmc_rotated(mat4 m, float angle, vec3 axis);
CGLM_EXPORT
void
glmc_rotated_at(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_EXPORT
void
glmc_spinned(mat4 m, float angle, vec3 axis);
/* affine-mat */ /* affine-mat */
CGLM_EXPORT CGLM_EXPORT

View File

@@ -15,22 +15,16 @@ extern "C" {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_frustum(float left, glmc_frustum(float left, float right,
float right, float bottom, float top,
float bottom, float nearZ, float farZ,
float top,
float nearVal,
float farVal,
mat4 dest); mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_ortho(float left, glmc_ortho(float left, float right,
float right, float bottom, float top,
float bottom, float nearZ, float farZ,
float top,
float nearVal,
float farVal,
mat4 dest); mat4 dest);
CGLM_EXPORT CGLM_EXPORT
@@ -55,11 +49,7 @@ glmc_ortho_default_s(float aspect, float size, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_perspective(float fovy, glmc_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest);
float aspect,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -88,8 +78,8 @@ glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp(mat4 proj, glmc_persp_decomp(mat4 proj,
float * __restrict nearVal, float * __restrict nearZ,
float * __restrict farVal, float * __restrict farZ,
float * __restrict top, float * __restrict top,
float * __restrict bottom, float * __restrict bottom,
float * __restrict left, float * __restrict left,
@@ -114,16 +104,16 @@ glmc_persp_decomp_y(mat4 proj,
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_z(mat4 proj, glmc_persp_decomp_z(mat4 proj,
float * __restrict nearVal, float * __restrict nearZ,
float * __restrict farVal); float * __restrict farZ);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_far(mat4 proj, float * __restrict farVal); glmc_persp_decomp_far(mat4 proj, float * __restrict farZ);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_near(mat4 proj, float * __restrict nearVal); glmc_persp_decomp_near(mat4 proj, float * __restrict nearZ);
CGLM_EXPORT CGLM_EXPORT
float float

View File

@@ -0,0 +1,46 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ortho_lh_no_h
#define cglmc_ortho_lh_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_ortho_lh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_lh_no(vec3 box[2], mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_p_lh_no(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_pz_lh_no(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_lh_no(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_s_lh_no(float aspect, float size, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ortho_lh_no_h */

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@@ -0,0 +1,46 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ortho_lh_zo_h
#define cglmc_ortho_lh_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_ortho_lh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_lh_zo(vec3 box[2], mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_p_lh_zo(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_pz_lh_zo(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_lh_zo(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_s_lh_zo(float aspect, float size, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ortho_lh_zo_h */

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@@ -0,0 +1,46 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ortho_rh_no_h
#define cglmc_ortho_rh_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_ortho_rh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_rh_no(vec3 box[2], mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_p_rh_no(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_pz_rh_no(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_rh_no(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_s_rh_no(float aspect, float size, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ortho_rh_no_h */

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@@ -0,0 +1,46 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ortho_rh_zo_h
#define cglmc_ortho_rh_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_ortho_rh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_rh_zo(vec3 box[2], mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_p_rh_zo(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_pz_rh_zo(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_rh_zo(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_s_rh_zo(float aspect, float size, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ortho_rh_zo_h */

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@@ -0,0 +1,87 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_persp_lh_no_h
#define cglmc_persp_lh_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_frustum_lh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_perspective_lh_no(float fovy,
float aspect,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT
void
glmc_persp_move_far_lh_no(mat4 proj, float deltaFar);
CGLM_EXPORT
void
glmc_persp_decomp_lh_no(mat4 proj,
float * __restrict nearZ, float * __restrict farZ,
float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decompv_lh_no(mat4 proj, float dest[6]);
CGLM_EXPORT
void
glmc_persp_decomp_x_lh_no(mat4 proj,
float * __restrict left,
float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decomp_y_lh_no(mat4 proj,
float * __restrict top,
float * __restrict bottom);
CGLM_EXPORT
void
glmc_persp_decomp_z_lh_no(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_far_lh_no(mat4 proj, float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_near_lh_no(mat4 proj, float * __restrict nearZ);
CGLM_EXPORT
void
glmc_persp_sizes_lh_no(mat4 proj, float fovy, vec4 dest);
CGLM_EXPORT
float
glmc_persp_fovy_lh_no(mat4 proj);
CGLM_EXPORT
float
glmc_persp_aspect_lh_no(mat4 proj);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_persp_lh_no_h */

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@@ -0,0 +1,87 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_persp_lh_zo_h
#define cglmc_persp_lh_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_frustum_lh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_perspective_lh_zo(float fovy,
float aspect,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT
void
glmc_persp_move_far_lh_zo(mat4 proj, float deltaFar);
CGLM_EXPORT
void
glmc_persp_decomp_lh_zo(mat4 proj,
float * __restrict nearZ, float * __restrict farZ,
float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decompv_lh_zo(mat4 proj, float dest[6]);
CGLM_EXPORT
void
glmc_persp_decomp_x_lh_zo(mat4 proj,
float * __restrict left,
float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decomp_y_lh_zo(mat4 proj,
float * __restrict top,
float * __restrict bottom);
CGLM_EXPORT
void
glmc_persp_decomp_z_lh_zo(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_far_lh_zo(mat4 proj, float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_near_lh_zo(mat4 proj, float * __restrict nearZ);
CGLM_EXPORT
void
glmc_persp_sizes_lh_zo(mat4 proj, float fovy, vec4 dest);
CGLM_EXPORT
float
glmc_persp_fovy_lh_zo(mat4 proj);
CGLM_EXPORT
float
glmc_persp_aspect_lh_zo(mat4 proj);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_persp_lh_zo_h */

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@@ -0,0 +1,87 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_persp_rh_no_h
#define cglmc_persp_rh_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_frustum_rh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_perspective_rh_no(float fovy,
float aspect,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT
void
glmc_persp_move_far_rh_no(mat4 proj, float deltaFar);
CGLM_EXPORT
void
glmc_persp_decomp_rh_no(mat4 proj,
float * __restrict nearZ, float * __restrict farZ,
float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decompv_rh_no(mat4 proj, float dest[6]);
CGLM_EXPORT
void
glmc_persp_decomp_x_rh_no(mat4 proj,
float * __restrict left,
float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decomp_y_rh_no(mat4 proj,
float * __restrict top,
float * __restrict bottom);
CGLM_EXPORT
void
glmc_persp_decomp_z_rh_no(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_far_rh_no(mat4 proj, float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_near_rh_no(mat4 proj, float * __restrict nearZ);
CGLM_EXPORT
void
glmc_persp_sizes_rh_no(mat4 proj, float fovy, vec4 dest);
CGLM_EXPORT
float
glmc_persp_fovy_rh_no(mat4 proj);
CGLM_EXPORT
float
glmc_persp_aspect_rh_no(mat4 proj);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_persp_rh_no_h */

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@@ -0,0 +1,87 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_persp_rh_zo_h
#define cglmc_persp_rh_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_frustum_rh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_perspective_rh_zo(float fovy,
float aspect,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT
void
glmc_persp_move_far_rh_zo(mat4 proj, float deltaFar);
CGLM_EXPORT
void
glmc_persp_decomp_rh_zo(mat4 proj,
float * __restrict nearZ, float * __restrict farZ,
float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decompv_rh_zo(mat4 proj, float dest[6]);
CGLM_EXPORT
void
glmc_persp_decomp_x_rh_zo(mat4 proj,
float * __restrict left,
float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decomp_y_rh_zo(mat4 proj,
float * __restrict top,
float * __restrict bottom);
CGLM_EXPORT
void
glmc_persp_decomp_z_rh_zo(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_far_rh_zo(mat4 proj, float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_near_rh_zo(mat4 proj, float * __restrict nearZ);
CGLM_EXPORT
void
glmc_persp_sizes_rh_zo(mat4 proj, float fovy, vec4 dest);
CGLM_EXPORT
float
glmc_persp_fovy_rh_zo(mat4 proj);
CGLM_EXPORT
float
glmc_persp_aspect_rh_zo(mat4 proj);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_persp_rh_zo_h */

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@@ -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
*/
#ifndef cglmc_project_no_h
#define cglmc_project_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_unprojecti_no(vec3 pos, mat4 invMat, vec4 vp, vec3 dest);
CGLM_EXPORT
void
glmc_project_no(vec3 pos, mat4 m, vec4 vp, vec3 dest);
CGLM_EXPORT
float
glmc_project_z_no(vec3 pos, mat4 m);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_project_no_h */

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@@ -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
*/
#ifndef cglmc_project_zo_h
#define cglmc_project_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_unprojecti_zo(vec3 pos, mat4 invMat, vec4 vp, vec3 dest);
CGLM_EXPORT
void
glmc_project_zo(vec3 pos, mat4 m, vec4 vp, vec3 dest);
CGLM_EXPORT
float
glmc_project_z_zo(vec3 pos, mat4 m);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_project_zo_h */

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@@ -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
*/
#ifndef cglmc_view_lh_no_h
#define cglmc_view_lh_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_lookat_lh_no(vec3 eye, vec3 center, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_lh_no(vec3 eye, vec3 dir, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_anyup_lh_no(vec3 eye, vec3 dir, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_view_lh_no_h */

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@@ -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
*/
#ifndef cglmc_view_lh_zo_h
#define cglmc_view_lh_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_lookat_lh_zo(vec3 eye, vec3 center, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_lh_zo(vec3 eye, vec3 dir, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_anyup_lh_zo(vec3 eye, vec3 dir, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_view_lh_zo_h */

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@@ -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
*/
#ifndef cglmc_view_rh_no_h
#define cglmc_view_rh_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_lookat_rh_no(vec3 eye, vec3 center, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_rh_no(vec3 eye, vec3 dir, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_anyup_rh_no(vec3 eye, vec3 dir, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_view_rh_no_h */

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@@ -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
*/
#ifndef cglmc_view_rh_zo_h
#define cglmc_view_rh_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_lookat_rh_zo(vec3 eye, vec3 center, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_rh_zo(vec3 eye, vec3 dir, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_anyup_rh_zo(vec3 eye, vec3 dir, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_view_rh_zo_h */

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@@ -49,6 +49,31 @@ CGLM_EXPORT
void void
glmc_euler_by_order(vec3 angles, glm_euler_seq axis, mat4 dest); glmc_euler_by_order(vec3 angles, glm_euler_seq axis, mat4 dest);
CGLM_EXPORT
void
glmc_euler_xyz_quat(vec3 angles, versor dest);
CGLM_EXPORT
void
glmc_euler_xzy_quat(vec3 angles, versor dest);
CGLM_EXPORT
void
glmc_euler_yxz_quat(vec3 angles, versor dest);
CGLM_EXPORT
void
glmc_euler_yzx_quat(vec3 angles, versor dest);
CGLM_EXPORT
void
glmc_euler_zxy_quat(vec3 angles, versor dest);
CGLM_EXPORT
void
glmc_euler_zyx_quat(vec3 angles, versor dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

159
include/cglm/call/ivec2.h Normal file
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@@ -0,0 +1,159 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ivec2_h
#define cglmc_ivec2_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_ivec2(int * __restrict v, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_copy(ivec2 a, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_zero(ivec2 v);
CGLM_EXPORT
void
glmc_ivec2_one(ivec2 v);
CGLM_EXPORT
void
glmc_ivec2_add(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_adds(ivec2 v, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_sub(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_subs(ivec2 v, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_mul(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_scale(ivec2 v, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_addadd(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_addadds(ivec2 a, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_subadd(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_subadds(ivec2 a, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_muladd(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_muladds(ivec2 a, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_maxadd(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_minadd(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_subsub(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_subsubs(ivec2 a, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_addsub(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_addsubs(ivec2 a, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_mulsub(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_mulsubs(ivec2 a, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_maxsub(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_minsub(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
int
glmc_ivec2_distance2(ivec2 a, ivec2 b);
CGLM_EXPORT
float
glmc_ivec2_distance(ivec2 a, ivec2 b);
CGLM_EXPORT
void
glmc_ivec2_fill(ivec2 v, int val);
CGLM_EXPORT
bool
glmc_ivec2_eq(ivec2 v, int val);
CGLM_EXPORT
bool
glmc_ivec2_eqv(ivec2 a, ivec2 b);
CGLM_EXPORT
void
glmc_ivec2_maxv(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_minv(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_clamp(ivec2 v, int minVal, int maxVal);
CGLM_EXPORT
void
glmc_ivec2_abs(ivec2 v, ivec2 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ivec2_h */

159
include/cglm/call/ivec3.h Normal file
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@@ -0,0 +1,159 @@
/*
* Copyright (c);, Recep Aslantas.
*
* MIT License (MIT);, http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ivec3_h
#define cglmc_ivec3_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_ivec3(ivec4 v4, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_copy(ivec3 a, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_zero(ivec3 v);
CGLM_EXPORT
void
glmc_ivec3_one(ivec3 v);
CGLM_EXPORT
void
glmc_ivec3_add(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_adds(ivec3 v, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_sub(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_subs(ivec3 v, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_mul(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_scale(ivec3 v, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_addadd(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_addadds(ivec3 a, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_subadd(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_subadds(ivec3 a, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_muladd(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_muladds(ivec3 a, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_maxadd(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_minadd(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_subsub(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_subsubs(ivec3 a, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_addsub(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_addsubs(ivec3 a, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_mulsub(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_mulsubs(ivec3 a, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_maxsub(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_minsub(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
int
glmc_ivec3_distance2(ivec3 a, ivec3 b);
CGLM_EXPORT
float
glmc_ivec3_distance(ivec3 a, ivec3 b);
CGLM_EXPORT
void
glmc_ivec3_fill(ivec3 v, int val);
CGLM_EXPORT
bool
glmc_ivec3_eq(ivec3 v, int val);
CGLM_EXPORT
bool
glmc_ivec3_eqv(ivec3 a, ivec3 b);
CGLM_EXPORT
void
glmc_ivec3_maxv(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_minv(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_clamp(ivec3 v, int minVal, int maxVal);
CGLM_EXPORT
void
glmc_ivec3_abs(ivec3 v, ivec3 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ivec3_h */

147
include/cglm/call/ivec4.h Normal file
View File

@@ -0,0 +1,147 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ivec4_h
#define cglmc_ivec4_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_ivec4(ivec3 v3, int last, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_copy(ivec4 a, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_zero(ivec4 v);
CGLM_EXPORT
void
glmc_ivec4_one(ivec4 v);
CGLM_EXPORT
void
glmc_ivec4_add(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_adds(ivec4 v, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_sub(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_subs(ivec4 v, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_mul(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_scale(ivec4 v, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_addadd(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_addadds(ivec4 a, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_subadd(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_subadds(ivec4 a, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_muladd(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_muladds(ivec4 a, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_maxadd(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_minadd(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_subsub(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_subsubs(ivec4 a, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_addsub(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_addsubs(ivec4 a, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_mulsub(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_mulsubs(ivec4 a, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_maxsub(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_minsub(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
int
glmc_ivec4_distance2(ivec4 a, ivec4 b);
CGLM_EXPORT
float
glmc_ivec4_distance(ivec4 a, ivec4 b);
CGLM_EXPORT
void
glmc_ivec4_maxv(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_minv(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_clamp(ivec4 v, int minVal, int maxVal);
CGLM_EXPORT
void
glmc_ivec4_abs(ivec4 v, ivec4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ivec4_h */

View File

@@ -73,6 +73,10 @@ CGLM_EXPORT
float float
glmc_mat2_rmc(vec2 r, mat2 m, vec2 c); glmc_mat2_rmc(vec2 r, mat2 m, vec2 c);
CGLM_EXPORT
void
glmc_mat2_make(float * __restrict src, mat2 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -0,0 +1,47 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_mat2x3_h
#define cglmc_mat2x3_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_mat2x3_copy(mat2x3 mat, mat2x3 dest);
CGLM_EXPORT
void
glmc_mat2x3_zero(mat2x3 mat);
CGLM_EXPORT
void
glmc_mat2x3_make(float * __restrict src, mat2x3 dest);
CGLM_EXPORT
void
glmc_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest);
CGLM_EXPORT
void
glmc_mat2x3_mulv(mat2x3 m, vec3 v, vec2 dest);
CGLM_EXPORT
void
glmc_mat2x3_transpose(mat2x3 m, mat3x2 dest);
CGLM_EXPORT
void
glmc_mat2x3_scale(mat2x3 m, float s);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_mat2x3_h */

View File

@@ -0,0 +1,47 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_mat2x4_h
#define cglmc_mat2x4_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_mat2x4_copy(mat2x4 mat, mat2x4 dest);
CGLM_EXPORT
void
glmc_mat2x4_zero(mat2x4 mat);
CGLM_EXPORT
void
glmc_mat2x4_make(float * __restrict src, mat2x4 dest);
CGLM_EXPORT
void
glmc_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest);
CGLM_EXPORT
void
glmc_mat2x4_mulv(mat2x4 m, vec4 v, vec2 dest);
CGLM_EXPORT
void
glmc_mat2x4_transpose(mat2x4 m, mat4x2 dest);
CGLM_EXPORT
void
glmc_mat2x4_scale(mat2x4 m, float s);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_mat2x4_h */

View File

@@ -80,6 +80,10 @@ CGLM_EXPORT
float float
glmc_mat3_rmc(vec3 r, mat3 m, vec3 c); glmc_mat3_rmc(vec3 r, mat3 m, vec3 c);
CGLM_EXPORT
void
glmc_mat3_make(float * __restrict src, mat3 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -0,0 +1,47 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_mat3x2_h
#define cglmc_mat3x2_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_mat3x2_copy(mat3x2 mat, mat3x2 dest);
CGLM_EXPORT
void
glmc_mat3x2_zero(mat3x2 mat);
CGLM_EXPORT
void
glmc_mat3x2_make(float * __restrict src, mat3x2 dest);
CGLM_EXPORT
void
glmc_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 dest);
CGLM_EXPORT
void
glmc_mat3x2_mulv(mat3x2 m, vec2 v, vec3 dest);
CGLM_EXPORT
void
glmc_mat3x2_transpose(mat3x2 m, mat2x3 dest);
CGLM_EXPORT
void
glmc_mat3x2_scale(mat3x2 m, float s);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_mat3x2_h */

View File

@@ -0,0 +1,47 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_mat3x4_h
#define cglmc_mat3x4_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_mat3x4_copy(mat3x4 mat, mat3x4 dest);
CGLM_EXPORT
void
glmc_mat3x4_zero(mat3x4 mat);
CGLM_EXPORT
void
glmc_mat3x4_make(float * __restrict src, mat3x4 dest);
CGLM_EXPORT
void
glmc_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest);
CGLM_EXPORT
void
glmc_mat3x4_mulv(mat3x4 m, vec4 v, vec3 dest);
CGLM_EXPORT
void
glmc_mat3x4_transpose(mat3x4 m, mat4x3 dest);
CGLM_EXPORT
void
glmc_mat3x4_scale(mat3x4 m, float s);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_mat3x4_h */

View File

@@ -121,6 +121,10 @@ CGLM_EXPORT
float float
glmc_mat4_rmc(vec4 r, mat4 m, vec4 c); glmc_mat4_rmc(vec4 r, mat4 m, vec4 c);
CGLM_EXPORT
void
glmc_mat4_make(float * __restrict src, mat4 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -0,0 +1,47 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_mat4x2_h
#define cglmc_mat4x2_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_mat4x2_copy(mat4x2 mat, mat4x2 dest);
CGLM_EXPORT
void
glmc_mat4x2_zero(mat4x2 mat);
CGLM_EXPORT
void
glmc_mat4x2_make(float * __restrict src, mat4x2 dest);
CGLM_EXPORT
void
glmc_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 dest);
CGLM_EXPORT
void
glmc_mat4x2_mulv(mat4x2 m, vec2 v, vec4 dest);
CGLM_EXPORT
void
glmc_mat4x2_transpose(mat4x2 m, mat2x4 dest);
CGLM_EXPORT
void
glmc_mat4x2_scale(mat4x2 m, float s);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_mat4x2_h */

View File

@@ -0,0 +1,47 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_mat4x3_h
#define cglmc_mat4x3_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_mat4x3_copy(mat4x3 mat, mat4x3 dest);
CGLM_EXPORT
void
glmc_mat4x3_zero(mat4x3 mat);
CGLM_EXPORT
void
glmc_mat4x3_make(float * __restrict src, mat4x3 dest);
CGLM_EXPORT
void
glmc_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest);
CGLM_EXPORT
void
glmc_mat4x3_mulv(mat4x3 m, vec3 v, vec4 dest);
CGLM_EXPORT
void
glmc_mat4x3_transpose(mat4x3 m, mat3x4 dest);
CGLM_EXPORT
void
glmc_mat4x3_scale(mat4x3 m, float s);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_mat4x3_h */

View File

@@ -25,6 +25,14 @@ CGLM_EXPORT
void void
glmc_project(vec3 pos, mat4 m, vec4 vp, vec3 dest); glmc_project(vec3 pos, mat4 m, vec4 vp, vec3 dest);
CGLM_EXPORT
float
glmc_project_z(vec3 pos, mat4 m);
CGLM_EXPORT
void
glmc_pickmatrix(vec2 center, vec2 size, vec4 vp, mat4 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -37,6 +37,10 @@ CGLM_EXPORT
void void
glmc_quat_copy(versor q, versor dest); glmc_quat_copy(versor q, versor dest);
CGLM_EXPORT
void
glmc_quat_from_vecs(vec3 a, vec3 b, versor dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_quat_norm(versor q); glmc_quat_norm(versor q);
@@ -157,6 +161,10 @@ CGLM_EXPORT
void void
glmc_quat_rotate_atm(mat4 m, versor q, vec3 pivot); glmc_quat_rotate_atm(mat4 m, versor q, vec3 pivot);
CGLM_EXPORT
void
glmc_quat_make(float * __restrict src, versor dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -105,6 +105,30 @@ CGLM_EXPORT
void void
glmc_vec2_minadd(vec2 a, vec2 b, vec2 dest); glmc_vec2_minadd(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_subsub(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_addsub(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_mulsub(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_mulsubs(vec2 a, float s, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_maxsub(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_minsub(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec2_negate_to(vec2 v, vec2 dest); glmc_vec2_negate_to(vec2 v, vec2 dest);
@@ -125,6 +149,10 @@ CGLM_EXPORT
void void
glmc_vec2_rotate(vec2 v, float angle, vec2 dest); glmc_vec2_rotate(vec2 v, float angle, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_center(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec2_distance2(vec2 a, vec2 b); glmc_vec2_distance2(vec2 a, vec2 b);
@@ -145,10 +173,30 @@ CGLM_EXPORT
void void
glmc_vec2_clamp(vec2 v, float minval, float maxval); glmc_vec2_clamp(vec2 v, float minval, float maxval);
CGLM_EXPORT
void
glmc_vec2_abs(vec2 v, vec2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest); glmc_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_complex_mul(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_complex_div(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_complex_conjugate(vec2 a, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_make(float * __restrict src, vec2 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -132,6 +132,30 @@ CGLM_EXPORT
void void
glmc_vec3_minadd(vec3 a, vec3 b, vec3 dest); glmc_vec3_minadd(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_subsub(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_addsub(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_mulsub(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_mulsubs(vec3 a, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_maxsub(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_minsub(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_negate(vec3 v); glmc_vec3_negate(vec3 v);
@@ -306,6 +330,10 @@ CGLM_EXPORT
void void
glmc_vec3_sqrt(vec3 v, vec3 dest); glmc_vec3_sqrt(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_make(float * __restrict src, vec3 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -133,6 +133,30 @@ CGLM_EXPORT
void void
glmc_vec4_minadd(vec4 a, vec4 b, vec4 dest); glmc_vec4_minadd(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_subsub(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_addsub(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_mulsub(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_mulsubs(vec4 a, float s, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_maxsub(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_minsub(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_negate(vec4 v); glmc_vec4_negate(vec4 v);
@@ -283,6 +307,10 @@ CGLM_EXPORT
void void
glmc_vec4_sqrt(vec4 v, vec4 dest); glmc_vec4_sqrt(vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_make(float * __restrict src, vec4 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -9,11 +9,11 @@
Functions: Functions:
CGLM_INLINE void glm_frustum(float left, float right, CGLM_INLINE void glm_frustum(float left, float right,
float bottom, float top, float bottom, float top,
float nearVal, float farVal, float nearZ, float farZ,
mat4 dest) mat4 dest)
CGLM_INLINE void glm_ortho(float left, float right, CGLM_INLINE void glm_ortho(float left, float right,
float bottom, float top, float bottom, float top,
float nearVal, float farVal, float nearZ, float farZ,
mat4 dest) mat4 dest)
CGLM_INLINE void glm_ortho_aabb(vec3 box[2], mat4 dest) CGLM_INLINE void glm_ortho_aabb(vec3 box[2], mat4 dest)
CGLM_INLINE void glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) CGLM_INLINE void glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest)
@@ -22,8 +22,8 @@
CGLM_INLINE void glm_ortho_default_s(float aspect, float size, mat4 dest) CGLM_INLINE void glm_ortho_default_s(float aspect, float size, mat4 dest)
CGLM_INLINE void glm_perspective(float fovy, CGLM_INLINE void glm_perspective(float fovy,
float aspect, float aspect,
float nearVal, float nearZ,
float farVal, float farZ,
mat4 dest) mat4 dest)
CGLM_INLINE void glm_perspective_default(float aspect, mat4 dest) CGLM_INLINE void glm_perspective_default(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_resize(float aspect, mat4 proj) CGLM_INLINE void glm_perspective_resize(float aspect, mat4 proj)
@@ -31,26 +31,61 @@
CGLM_INLINE void glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) CGLM_INLINE void glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest)
CGLM_INLINE void glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) CGLM_INLINE void glm_look_anyup(vec3 eye, vec3 dir, mat4 dest)
CGLM_INLINE void glm_persp_decomp(mat4 proj, CGLM_INLINE void glm_persp_decomp(mat4 proj,
float *nearVal, float *farVal, float *nearZ, float *farZ,
float *top, float *bottom, float *top, float *bottom,
float *left, float *right) float *left, float *right)
CGLM_INLINE void glm_persp_decompv(mat4 proj, float dest[6]) CGLM_INLINE void glm_persp_decompv(mat4 proj, float dest[6])
CGLM_INLINE void glm_persp_decomp_x(mat4 proj, float *left, float *right) CGLM_INLINE void glm_persp_decomp_x(mat4 proj, float *left, float *right)
CGLM_INLINE void glm_persp_decomp_y(mat4 proj, float *top, float *bottom) CGLM_INLINE void glm_persp_decomp_y(mat4 proj, float *top, float *bottom)
CGLM_INLINE void glm_persp_decomp_z(mat4 proj, float *nearv, float *farv) CGLM_INLINE void glm_persp_decomp_z(mat4 proj, float *nearv, float *farv)
CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float *farVal) CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float *farZ)
CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *nearVal) CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *nearZ)
CGLM_INLINE float glm_persp_fovy(mat4 proj) CGLM_INLINE float glm_persp_fovy(mat4 proj)
CGLM_INLINE float glm_persp_aspect(mat4 proj) CGLM_INLINE float glm_persp_aspect(mat4 proj)
CGLM_INLINE void glm_persp_sizes(mat4 proj, float fovy, vec4 dest) CGLM_INLINE void glm_persp_sizes(mat4 proj, float fovy, vec4 dest)
*/ */
#ifndef cglm_vcam_h #ifndef cglm_cam_h
#define cglm_vcam_h #define cglm_cam_h
#include "common.h" #include "common.h"
#include "plane.h" #include "plane.h"
#include "clipspace/persp.h"
#ifndef CGLM_CLIPSPACE_INCLUDE_ALL
# if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
# include "clipspace/ortho_lh_zo.h"
# include "clipspace/persp_lh_zo.h"
# include "clipspace/view_lh_zo.h"
# elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
# include "clipspace/ortho_lh_no.h"
# include "clipspace/persp_lh_no.h"
# include "clipspace/view_lh_no.h"
# elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
# include "clipspace/ortho_rh_zo.h"
# include "clipspace/persp_rh_zo.h"
# include "clipspace/view_rh_zo.h"
# elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
# include "clipspace/ortho_rh_no.h"
# include "clipspace/persp_rh_no.h"
# include "clipspace/view_rh_no.h"
# endif
#else
# include "clipspace/ortho_lh_zo.h"
# include "clipspace/persp_lh_zo.h"
# include "clipspace/ortho_lh_no.h"
# include "clipspace/persp_lh_no.h"
# include "clipspace/ortho_rh_zo.h"
# include "clipspace/persp_rh_zo.h"
# include "clipspace/ortho_rh_no.h"
# include "clipspace/persp_rh_no.h"
# include "clipspace/view_lh_zo.h"
# include "clipspace/view_lh_no.h"
# include "clipspace/view_rh_zo.h"
# include "clipspace/view_rh_no.h"
#endif
/*! /*!
* @brief set up perspective peprojection matrix * @brief set up perspective peprojection matrix
* *
@@ -58,32 +93,25 @@
* @param[in] right viewport.right * @param[in] right viewport.right
* @param[in] bottom viewport.bottom * @param[in] bottom viewport.bottom
* @param[in] top viewport.top * @param[in] top viewport.top
* @param[in] nearVal near clipping plane * @param[in] nearZ near clipping plane
* @param[in] farVal far clipping plane * @param[in] farZ far clipping plane
* @param[out] dest result matrix * @param[out] dest result matrix
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_frustum(float left, float right, glm_frustum(float left, float right,
float bottom, float top, float bottom, float top,
float nearVal, float farVal, float nearZ, float farZ,
mat4 dest) { mat4 dest) {
float rl, tb, fn, nv; #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_frustum_lh_zo(left, right, bottom, top, nearZ, farZ, dest);
glm_mat4_zero(dest); #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_frustum_lh_no(left, right, bottom, top, nearZ, farZ, dest);
rl = 1.0f / (right - left); #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
tb = 1.0f / (top - bottom); glm_frustum_rh_zo(left, right, bottom, top, nearZ, farZ, dest);
fn =-1.0f / (farVal - nearVal); #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
nv = 2.0f * nearVal; glm_frustum_rh_no(left, right, bottom, top, nearZ, farZ, dest);
#endif
dest[0][0] = nv * rl;
dest[1][1] = nv * tb;
dest[2][0] = (right + left) * rl;
dest[2][1] = (top + bottom) * tb;
dest[2][2] = (farVal + nearVal) * fn;
dest[2][3] =-1.0f;
dest[3][2] = farVal * nv * fn;
} }
/*! /*!
@@ -93,31 +121,25 @@ glm_frustum(float left, float right,
* @param[in] right viewport.right * @param[in] right viewport.right
* @param[in] bottom viewport.bottom * @param[in] bottom viewport.bottom
* @param[in] top viewport.top * @param[in] top viewport.top
* @param[in] nearVal near clipping plane * @param[in] nearZ near clipping plane
* @param[in] farVal far clipping plane * @param[in] farZ far clipping plane
* @param[out] dest result matrix * @param[out] dest result matrix
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_ortho(float left, float right, glm_ortho(float left, float right,
float bottom, float top, float bottom, float top,
float nearVal, float farVal, float nearZ, float farZ,
mat4 dest) { mat4 dest) {
float rl, tb, fn; #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_ortho_lh_zo(left, right, bottom, top, nearZ, farZ, dest);
glm_mat4_zero(dest); #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_ortho_lh_no(left, right, bottom, top, nearZ, farZ, dest);
rl = 1.0f / (right - left); #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
tb = 1.0f / (top - bottom); glm_ortho_rh_zo(left, right, bottom, top, nearZ, farZ, dest);
fn =-1.0f / (farVal - nearVal); #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_ortho_rh_no(left, right, bottom, top, nearZ, farZ, dest);
dest[0][0] = 2.0f * rl; #endif
dest[1][1] = 2.0f * tb;
dest[2][2] = 2.0f * fn;
dest[3][0] =-(right + left) * rl;
dest[3][1] =-(top + bottom) * tb;
dest[3][2] = (farVal + nearVal) * fn;
dest[3][3] = 1.0f;
} }
/*! /*!
@@ -131,10 +153,15 @@ glm_ortho(float left, float right,
CGLM_INLINE CGLM_INLINE
void void
glm_ortho_aabb(vec3 box[2], mat4 dest) { glm_ortho_aabb(vec3 box[2], mat4 dest) {
glm_ortho(box[0][0], box[1][0], #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
box[0][1], box[1][1], glm_ortho_aabb_lh_zo(box, dest);
-box[1][2], -box[0][2], #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
dest); glm_ortho_aabb_lh_no(box, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_ortho_aabb_rh_zo(box, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_ortho_aabb_rh_no(box, dest);
#endif
} }
/*! /*!
@@ -149,10 +176,15 @@ glm_ortho_aabb(vec3 box[2], mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) { glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) {
glm_ortho(box[0][0] - padding, box[1][0] + padding, #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
box[0][1] - padding, box[1][1] + padding, glm_ortho_aabb_p_lh_zo(box, padding, dest);
-(box[1][2] + padding), -(box[0][2] - padding), #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
dest); glm_ortho_aabb_p_lh_no(box, padding, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_ortho_aabb_p_rh_zo(box, padding, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_ortho_aabb_p_rh_no(box, padding, dest);
#endif
} }
/*! /*!
@@ -167,10 +199,15 @@ glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) { glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) {
glm_ortho(box[0][0], box[1][0], #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
box[0][1], box[1][1], glm_ortho_aabb_pz_lh_zo(box, padding, dest);
-(box[1][2] + padding), -(box[0][2] - padding), #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
dest); glm_ortho_aabb_pz_lh_no(box, padding, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_ortho_aabb_pz_rh_zo(box, padding, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_ortho_aabb_pz_rh_no(box, padding, dest);
#endif
} }
/*! /*!
@@ -182,14 +219,15 @@ glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_ortho_default(float aspect, mat4 dest) { glm_ortho_default(float aspect, mat4 dest) {
if (aspect >= 1.0f) { #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_ortho(-aspect, aspect, -1.0f, 1.0f, -100.0f, 100.0f, dest); glm_ortho_default_lh_zo(aspect, dest);
return; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
} glm_ortho_default_lh_no(aspect, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
aspect = 1.0f / aspect; glm_ortho_default_rh_zo(aspect, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_ortho(-1.0f, 1.0f, -aspect, aspect, -100.0f, 100.0f, dest); glm_ortho_default_rh_no(aspect, dest);
#endif
} }
/*! /*!
@@ -202,24 +240,15 @@ glm_ortho_default(float aspect, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_ortho_default_s(float aspect, float size, mat4 dest) { glm_ortho_default_s(float aspect, float size, mat4 dest) {
if (aspect >= 1.0f) { #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_ortho(-size * aspect, glm_ortho_default_s_lh_zo(aspect, size, dest);
size * aspect, #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
-size, glm_ortho_default_s_lh_no(aspect, size, dest);
size, #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
-size - 100.0f, glm_ortho_default_s_rh_zo(aspect, size, dest);
size + 100.0f, #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
dest); glm_ortho_default_s_rh_no(aspect, size, dest);
return; #endif
}
glm_ortho(-size,
size,
-size / aspect,
size / aspect,
-size - 100.0f,
size + 100.0f,
dest);
} }
/*! /*!
@@ -227,29 +256,22 @@ glm_ortho_default_s(float aspect, float size, mat4 dest) {
* *
* @param[in] fovy field of view angle * @param[in] fovy field of view angle
* @param[in] aspect aspect ratio ( width / height ) * @param[in] aspect aspect ratio ( width / height )
* @param[in] nearVal near clipping plane * @param[in] nearZ near clipping plane
* @param[in] farVal far clipping planes * @param[in] farZ far clipping planes
* @param[out] dest result matrix * @param[out] dest result matrix
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_perspective(float fovy, glm_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest) {
float aspect, #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
float nearVal, glm_perspective_lh_zo(fovy, aspect, nearZ, farZ, dest);
float farVal, #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
mat4 dest) { glm_perspective_lh_no(fovy, aspect, nearZ, farZ, dest);
float f, fn; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_perspective_rh_zo(fovy, aspect, nearZ, farZ, dest);
glm_mat4_zero(dest); #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_perspective_rh_no(fovy, aspect, nearZ, farZ, dest);
f = 1.0f / tanf(fovy * 0.5f); #endif
fn = 1.0f / (nearVal - farVal);
dest[0][0] = f / aspect;
dest[1][1] = f;
dest[2][2] = (nearVal + farVal) * fn;
dest[2][3] =-1.0f;
dest[3][2] = 2.0f * nearVal * farVal * fn;
} }
/*! /*!
@@ -263,17 +285,15 @@ glm_perspective(float fovy,
CGLM_INLINE CGLM_INLINE
void void
glm_persp_move_far(mat4 proj, float deltaFar) { glm_persp_move_far(mat4 proj, float deltaFar) {
float fn, farVal, nearVal, p22, p32; #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_persp_move_far_lh_zo(proj, deltaFar);
p22 = proj[2][2]; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
p32 = proj[3][2]; glm_persp_move_far_lh_no(proj, deltaFar);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
nearVal = p32 / (p22 - 1.0f); glm_persp_move_far_rh_zo(proj, deltaFar);
farVal = p32 / (p22 + 1.0f) + deltaFar; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
fn = 1.0f / (nearVal - farVal); glm_persp_move_far_rh_no(proj, deltaFar);
#endif
proj[2][2] = (nearVal + farVal) * fn;
proj[3][2] = 2.0f * nearVal * farVal * fn;
} }
/*! /*!
@@ -286,7 +306,15 @@ glm_persp_move_far(mat4 proj, float deltaFar) {
CGLM_INLINE CGLM_INLINE
void void
glm_perspective_default(float aspect, mat4 dest) { glm_perspective_default(float aspect, mat4 dest) {
glm_perspective(GLM_PI_4f, aspect, 0.01f, 100.0f, dest); #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_perspective_default_lh_zo(aspect, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_perspective_default_lh_no(aspect, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_perspective_default_rh_zo(aspect, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_perspective_default_rh_no(aspect, dest);
#endif
} }
/*! /*!
@@ -320,28 +348,11 @@ glm_perspective_resize(float aspect, mat4 proj) {
CGLM_INLINE CGLM_INLINE
void void
glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest) { glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest) {
CGLM_ALIGN(8) vec3 f, u, s; #if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_LH_BIT
glm_lookat_lh(eye, center, up, dest);
glm_vec3_sub(center, eye, f); #elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_RH_BIT
glm_vec3_normalize(f); glm_lookat_rh(eye, center, up, dest);
#endif
glm_vec3_crossn(f, up, s);
glm_vec3_cross(s, f, u);
dest[0][0] = s[0];
dest[0][1] = u[0];
dest[0][2] =-f[0];
dest[1][0] = s[1];
dest[1][1] = u[1];
dest[1][2] =-f[1];
dest[2][0] = s[2];
dest[2][1] = u[2];
dest[2][2] =-f[2];
dest[3][0] =-glm_vec3_dot(s, eye);
dest[3][1] =-glm_vec3_dot(u, eye);
dest[3][2] = glm_vec3_dot(f, eye);
dest[0][3] = dest[1][3] = dest[2][3] = 0.0f;
dest[3][3] = 1.0f;
} }
/*! /*!
@@ -361,9 +372,11 @@ glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) { glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
CGLM_ALIGN(8) vec3 target; #if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_LH_BIT
glm_vec3_add(eye, dir, target); glm_look_lh(eye, dir, up, dest);
glm_lookat(eye, target, up, dest); #elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_RH_BIT
glm_look_rh(eye, dir, up, dest);
#endif
} }
/*! /*!
@@ -379,17 +392,19 @@ glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) { glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
CGLM_ALIGN(8) vec3 up; #if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_LH_BIT
glm_vec3_ortho(dir, up); glm_look_anyup_lh(eye, dir, dest);
glm_look(eye, dir, up, dest); #elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_RH_BIT
glm_look_anyup_rh(eye, dir, dest);
#endif
} }
/*! /*!
* @brief decomposes frustum values of perspective projection. * @brief decomposes frustum values of perspective projection.
* *
* @param[in] proj perspective projection matrix * @param[in] proj perspective projection matrix
* @param[out] nearVal near * @param[out] nearZ near
* @param[out] farVal far * @param[out] farZ far
* @param[out] top top * @param[out] top top
* @param[out] bottom bottom * @param[out] bottom bottom
* @param[out] left left * @param[out] left left
@@ -398,31 +413,18 @@ glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp(mat4 proj, glm_persp_decomp(mat4 proj,
float * __restrict nearVal, float * __restrict farVal, float * __restrict nearZ, float * __restrict farZ,
float * __restrict top, float * __restrict bottom, float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right) { float * __restrict left, float * __restrict right) {
float m00, m11, m20, m21, m22, m32, n, f; #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
float n_m11, n_m00; glm_persp_decomp_lh_zo(proj, nearZ, farZ, top, bottom, left, right);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
m00 = proj[0][0]; glm_persp_decomp_lh_no(proj, nearZ, farZ, top, bottom, left, right);
m11 = proj[1][1]; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
m20 = proj[2][0]; glm_persp_decomp_rh_zo(proj, nearZ, farZ, top, bottom, left, right);
m21 = proj[2][1]; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
m22 = proj[2][2]; glm_persp_decomp_rh_no(proj, nearZ, farZ, top, bottom, left, right);
m32 = proj[3][2]; #endif
n = m32 / (m22 - 1.0f);
f = m32 / (m22 + 1.0f);
n_m11 = n / m11;
n_m00 = n / m00;
*nearVal = n;
*farVal = f;
*bottom = n_m11 * (m21 - 1.0f);
*top = n_m11 * (m21 + 1.0f);
*left = n_m00 * (m20 - 1.0f);
*right = n_m00 * (m20 + 1.0f);
} }
/*! /*!
@@ -435,8 +437,15 @@ glm_persp_decomp(mat4 proj,
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decompv(mat4 proj, float dest[6]) { glm_persp_decompv(mat4 proj, float dest[6]) {
glm_persp_decomp(proj, &dest[0], &dest[1], &dest[2], #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
&dest[3], &dest[4], &dest[5]); glm_persp_decompv_lh_zo(proj, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_persp_decompv_lh_no(proj, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_persp_decompv_rh_zo(proj, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_persp_decompv_rh_no(proj, dest);
#endif
} }
/*! /*!
@@ -452,14 +461,15 @@ void
glm_persp_decomp_x(mat4 proj, glm_persp_decomp_x(mat4 proj,
float * __restrict left, float * __restrict left,
float * __restrict right) { float * __restrict right) {
float nearVal, m20, m00; #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_persp_decomp_x_lh_zo(proj, left, right);
m00 = proj[0][0]; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
m20 = proj[2][0]; glm_persp_decomp_x_lh_no(proj, left, right);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
nearVal = proj[3][2] / (proj[3][3] - 1.0f); glm_persp_decomp_x_rh_zo(proj, left, right);
*left = nearVal * (m20 - 1.0f) / m00; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
*right = nearVal * (m20 + 1.0f) / m00; glm_persp_decomp_x_rh_no(proj, left, right);
#endif
} }
/*! /*!
@@ -475,14 +485,15 @@ void
glm_persp_decomp_y(mat4 proj, glm_persp_decomp_y(mat4 proj,
float * __restrict top, float * __restrict top,
float * __restrict bottom) { float * __restrict bottom) {
float nearVal, m21, m11; #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_persp_decomp_y_lh_zo(proj, top, bottom);
m21 = proj[2][1]; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
m11 = proj[1][1]; glm_persp_decomp_y_lh_no(proj, top, bottom);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
nearVal = proj[3][2] / (proj[3][3] - 1.0f); glm_persp_decomp_y_rh_zo(proj, top, bottom);
*bottom = nearVal * (m21 - 1) / m11; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
*top = nearVal * (m21 + 1) / m11; glm_persp_decomp_y_rh_no(proj, top, bottom);
#endif
} }
/*! /*!
@@ -490,70 +501,61 @@ glm_persp_decomp_y(mat4 proj,
* z stands for z axis (near / far axis) * z stands for z axis (near / far axis)
* *
* @param[in] proj perspective projection matrix * @param[in] proj perspective projection matrix
* @param[out] nearVal near * @param[out] nearZ near
* @param[out] farVal far * @param[out] farZ far
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp_z(mat4 proj, glm_persp_decomp_z(mat4 proj, float * __restrict nearZ, float * __restrict farZ) {
float * __restrict nearVal, #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
float * __restrict farVal) { glm_persp_decomp_z_lh_zo(proj, nearZ, farZ);
float m32, m22; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_persp_decomp_z_lh_no(proj, nearZ, farZ);
m32 = proj[3][2]; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
m22 = proj[2][2]; glm_persp_decomp_z_rh_zo(proj, nearZ, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
*nearVal = m32 / (m22 - 1.0f); glm_persp_decomp_z_rh_no(proj, nearZ, farZ);
*farVal = m32 / (m22 + 1.0f); #endif
} }
/*! /*!
* @brief decomposes far value of perspective projection. * @brief decomposes far value of perspective projection.
* *
* @param[in] proj perspective projection matrix * @param[in] proj perspective projection matrix
* @param[out] farVal far * @param[out] farZ far
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp_far(mat4 proj, float * __restrict farVal) { glm_persp_decomp_far(mat4 proj, float * __restrict farZ) {
*farVal = proj[3][2] / (proj[2][2] + 1.0f); #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_persp_decomp_far_lh_zo(proj, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_persp_decomp_far_lh_no(proj, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_persp_decomp_far_rh_zo(proj, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_persp_decomp_far_rh_no(proj, farZ);
#endif
} }
/*! /*!
* @brief decomposes near value of perspective projection. * @brief decomposes near value of perspective projection.
* *
* @param[in] proj perspective projection matrix * @param[in] proj perspective projection matrix
* @param[out] nearVal near * @param[out] nearZ near
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp_near(mat4 proj, float * __restrict nearVal) { glm_persp_decomp_near(mat4 proj, float * __restrict nearZ) {
*nearVal = proj[3][2] / (proj[2][2] - 1.0f); #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
} glm_persp_decomp_near_lh_zo(proj, nearZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
/*! glm_persp_decomp_near_lh_no(proj, nearZ);
* @brief returns field of view angle along the Y-axis (in radians) #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
* glm_persp_decomp_near_rh_zo(proj, nearZ);
* if you need to degrees, use glm_deg to convert it or use this: #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
* fovy_deg = glm_deg(glm_persp_fovy(projMatrix)) glm_persp_decomp_near_rh_no(proj, nearZ);
* #endif
* @param[in] proj perspective projection matrix
*/
CGLM_INLINE
float
glm_persp_fovy(mat4 proj) {
return 2.0f * atanf(1.0f / proj[1][1]);
}
/*!
* @brief returns aspect ratio of perspective projection
*
* @param[in] proj perspective projection matrix
*/
CGLM_INLINE
float
glm_persp_aspect(mat4 proj) {
return proj[1][1] / proj[0][0];
} }
/*! /*!
@@ -566,17 +568,15 @@ glm_persp_aspect(mat4 proj) {
CGLM_INLINE CGLM_INLINE
void void
glm_persp_sizes(mat4 proj, float fovy, vec4 dest) { glm_persp_sizes(mat4 proj, float fovy, vec4 dest) {
float t, a, nearVal, farVal; #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_persp_sizes_lh_zo(proj, fovy, dest);
t = 2.0f * tanf(fovy * 0.5f); #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
a = glm_persp_aspect(proj); glm_persp_sizes_lh_no(proj, fovy, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_persp_decomp_z(proj, &nearVal, &farVal); glm_persp_sizes_rh_zo(proj, fovy, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
dest[1] = t * nearVal; glm_persp_sizes_rh_no(proj, fovy, dest);
dest[3] = t * farVal; #endif
dest[0] = a * dest[1];
dest[2] = a * dest[3];
} }
#endif /* cglm_vcam_h */ #endif /* cglm_cam_h */

View File

@@ -12,15 +12,25 @@
#include "vec2.h" #include "vec2.h"
#include "vec3.h" #include "vec3.h"
#include "vec4.h" #include "vec4.h"
#include "ivec2.h"
#include "ivec3.h"
#include "ivec4.h"
#include "mat4.h" #include "mat4.h"
#include "mat4x2.h"
#include "mat4x3.h"
#include "mat3.h" #include "mat3.h"
#include "mat3x2.h"
#include "mat3x4.h"
#include "mat2.h" #include "mat2.h"
#include "mat2x3.h"
#include "mat2x4.h"
#include "affine.h" #include "affine.h"
#include "cam.h" #include "cam.h"
#include "frustum.h" #include "frustum.h"
#include "quat.h" #include "quat.h"
#include "euler.h" #include "euler.h"
#include "plane.h" #include "plane.h"
#include "aabb2d.h"
#include "box.h" #include "box.h"
#include "color.h" #include "color.h"
#include "util.h" #include "util.h"

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@@ -0,0 +1,183 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE void glm_ortho_lh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb_lh_no(vec3 box[2], mat4 dest)
CGLM_INLINE void glm_ortho_aabb_p_lh_no(vec3 box[2],
float padding,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb_pz_lh_no(vec3 box[2],
float padding,
mat4 dest)
CGLM_INLINE void glm_ortho_default_lh_no(float aspect,
mat4 dest)
CGLM_INLINE void glm_ortho_default_s_lh_no(float aspect,
float size,
mat4 dest)
*/
#ifndef cglm_ortho_lh_no_h
#define cglm_ortho_lh_no_h
#include "../common.h"
#include "../plane.h"
#include "../mat4.h"
/*!
* @brief set up orthographic projection matrix
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] left viewport.left
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_lh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest) {
float rl, tb, fn;
glm_mat4_zero(dest);
rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom);
fn =-1.0f / (farZ - nearZ);
dest[0][0] = 2.0f * rl;
dest[1][1] = 2.0f * tb;
dest[2][2] =-2.0f * fn;
dest[3][0] =-(right + left) * rl;
dest[3][1] =-(top + bottom) * tb;
dest[3][2] = (farZ + nearZ) * fn;
dest[3][3] = 1.0f;
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_lh_no(vec3 box[2], mat4 dest) {
glm_ortho_lh_no(box[0][0], box[1][0],
box[0][1], box[1][1],
-box[1][2], -box[0][2],
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_p_lh_no(vec3 box[2], float padding, mat4 dest) {
glm_ortho_lh_no(box[0][0] - padding, box[1][0] + padding,
box[0][1] - padding, box[1][1] + padding,
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding for near and far
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_pz_lh_no(vec3 box[2], float padding, mat4 dest) {
glm_ortho_lh_no(box[0][0], box[1][0],
box[0][1], box[1][1],
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up unit orthographic projection matrix
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] aspect aspect ration ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_lh_no(float aspect, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho_lh_no(-aspect, aspect, -1.0f, 1.0f, -100.0f, 100.0f, dest);
return;
}
aspect = 1.0f / aspect;
glm_ortho_lh_no(-1.0f, 1.0f, -aspect, aspect, -100.0f, 100.0f, dest);
}
/*!
* @brief set up orthographic projection matrix with given CUBE size
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @param[in] size cube size
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_s_lh_no(float aspect, float size, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho_lh_no(-size * aspect,
size * aspect,
-size,
size,
-size - 100.0f,
size + 100.0f,
dest);
return;
}
glm_ortho_lh_no(-size,
size,
-size / aspect,
size / aspect,
-size - 100.0f,
size + 100.0f,
dest);
}
#endif /*cglm_ortho_lh_no_h*/

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@@ -0,0 +1,177 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE void glm_ortho_lh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb_lh_zo(vec3 box[2], mat4 dest)
CGLM_INLINE void glm_ortho_aabb_p_lh_zo(vec3 box[2],
float padding,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb_pz_lh_zo(vec3 box[2],
float padding,
mat4 dest)
CGLM_INLINE void glm_ortho_default_lh_zo(float aspect,
mat4 dest)
CGLM_INLINE void glm_ortho_default_s_lh_zo(float aspect,
float size,
mat4 dest)
*/
#ifndef cglm_ortho_lh_zo_h
#define cglm_ortho_lh_zo_h
#include "../common.h"
#include "../plane.h"
#include "../mat4.h"
/*!
* @brief set up orthographic projection matrix with a left-hand coordinate
* system and a clip-space of [0, 1].
*
* @param[in] left viewport.left
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_lh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest) {
float rl, tb, fn;
glm_mat4_zero(dest);
rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom);
fn =-1.0f / (farZ - nearZ);
dest[0][0] = 2.0f * rl;
dest[1][1] = 2.0f * tb;
dest[2][2] =-fn;
dest[3][0] =-(right + left) * rl;
dest[3][1] =-(top + bottom) * tb;
dest[3][2] = nearZ * fn;
dest[3][3] = 1.0f;
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a clip-space of [0, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_lh_zo(vec3 box[2], mat4 dest) {
glm_ortho_lh_zo(box[0][0], box[1][0],
box[0][1], box[1][1],
-box[1][2], -box[0][2],
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a clip-space of [0, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_p_lh_zo(vec3 box[2], float padding, mat4 dest) {
glm_ortho_lh_zo(box[0][0] - padding, box[1][0] + padding,
box[0][1] - padding, box[1][1] + padding,
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a clip-space of [0, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding for near and far
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_pz_lh_zo(vec3 box[2], float padding, mat4 dest) {
glm_ortho_lh_zo(box[0][0], box[1][0],
box[0][1], box[1][1],
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up unit orthographic projection matrix
* with a left-hand coordinate system and a clip-space of [0, 1].
*
* @param[in] aspect aspect ration ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_lh_zo(float aspect, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho_lh_zo(-aspect, aspect, -1.0f, 1.0f, -100.0f, 100.0f, dest);
return;
}
aspect = 1.0f / aspect;
glm_ortho_lh_zo(-1.0f, 1.0f, -aspect, aspect, -100.0f, 100.0f, dest);
}
/*!
* @brief set up orthographic projection matrix with given CUBE size
* with a left-hand coordinate system and a clip-space of [0, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @param[in] size cube size
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_s_lh_zo(float aspect, float size, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho_lh_zo(-size * aspect,
size * aspect,
-size,
size,
-size - 100.0f,
size + 100.0f,
dest);
return;
}
glm_ortho_lh_zo(-size,
size,
-size / aspect,
size / aspect,
-size - 100.0f,
size + 100.0f,
dest);
}
#endif /*cglm_ortho_lh_zo_h*/

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@@ -0,0 +1,183 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE void glm_ortho_rh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb_rh_no(vec3 box[2], mat4 dest)
CGLM_INLINE void glm_ortho_aabb_p_rh_no(vec3 box[2],
float padding,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb_pz_rh_no(vec3 box[2],
float padding,
mat4 dest)
CGLM_INLINE void glm_ortho_default_rh_no(float aspect,
mat4 dest)
CGLM_INLINE void glm_ortho_default_s_rh_no(float aspect,
float size,
mat4 dest)
*/
#ifndef cglm_ortho_rh_no_h
#define cglm_ortho_rh_no_h
#include "../common.h"
#include "../plane.h"
#include "../mat4.h"
/*!
* @brief set up orthographic projection matrix
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] left viewport.left
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_rh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest) {
float rl, tb, fn;
glm_mat4_zero(dest);
rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom);
fn =-1.0f / (farZ - nearZ);
dest[0][0] = 2.0f * rl;
dest[1][1] = 2.0f * tb;
dest[2][2] = 2.0f * fn;
dest[3][0] =-(right + left) * rl;
dest[3][1] =-(top + bottom) * tb;
dest[3][2] = (farZ + nearZ) * fn;
dest[3][3] = 1.0f;
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_rh_no(vec3 box[2], mat4 dest) {
glm_ortho_rh_no(box[0][0], box[1][0],
box[0][1], box[1][1],
-box[1][2], -box[0][2],
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_p_rh_no(vec3 box[2], float padding, mat4 dest) {
glm_ortho_rh_no(box[0][0] - padding, box[1][0] + padding,
box[0][1] - padding, box[1][1] + padding,
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding for near and far
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_pz_rh_no(vec3 box[2], float padding, mat4 dest) {
glm_ortho_rh_no(box[0][0], box[1][0],
box[0][1], box[1][1],
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up unit orthographic projection matrix
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] aspect aspect ration ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_rh_no(float aspect, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho_rh_no(-aspect, aspect, -1.0f, 1.0f, -100.0f, 100.0f, dest);
return;
}
aspect = 1.0f / aspect;
glm_ortho_rh_no(-1.0f, 1.0f, -aspect, aspect, -100.0f, 100.0f, dest);
}
/*!
* @brief set up orthographic projection matrix with given CUBE size
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @param[in] size cube size
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_s_rh_no(float aspect, float size, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho_rh_no(-size * aspect,
size * aspect,
-size,
size,
-size - 100.0f,
size + 100.0f,
dest);
return;
}
glm_ortho_rh_no(-size,
size,
-size / aspect,
size / aspect,
-size - 100.0f,
size + 100.0f,
dest);
}
#endif /*cglm_ortho_rh_no_h*/

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@@ -0,0 +1,181 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE void glm_ortho_rh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb_rh_zo(vec3 box[2], mat4 dest)
CGLM_INLINE void glm_ortho_aabb_p_rh_zo(vec3 box[2],
float padding,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb_pz_rh_zo(vec3 box[2],
float padding,
mat4 dest)
CGLM_INLINE void glm_ortho_default_rh_zo(float aspect,
mat4 dest)
CGLM_INLINE void glm_ortho_default_s_rh_zo(float aspect,
float size,
mat4 dest)
*/
#ifndef cglm_ortho_rh_zo_h
#define cglm_ortho_rh_zo_h
#include "../common.h"
#include "../plane.h"
#include "../mat4.h"
/*!
* @brief set up orthographic projection matrix with a right-hand coordinate
* system and a clip-space of [0, 1].
*
* @param[in] left viewport.left
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_rh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest) {
float rl, tb, fn;
glm_mat4_zero(dest);
rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom);
fn =-1.0f / (farZ - nearZ);
dest[0][0] = 2.0f * rl;
dest[1][1] = 2.0f * tb;
dest[2][2] = fn;
dest[3][0] =-(right + left) * rl;
dest[3][1] =-(top + bottom) * tb;
dest[3][2] = nearZ * fn;
dest[3][3] = 1.0f;
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a right-hand coordinate system and a clip-space with depth
* values from zero to one.
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_rh_zo(vec3 box[2], mat4 dest) {
glm_ortho_rh_zo(box[0][0], box[1][0],
box[0][1], box[1][1],
-box[1][2], -box[0][2],
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a right-hand coordinate system and a clip-space with depth
* values from zero to one.
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_p_rh_zo(vec3 box[2], float padding, mat4 dest) {
glm_ortho_rh_zo(box[0][0] - padding, box[1][0] + padding,
box[0][1] - padding, box[1][1] + padding,
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a right-hand coordinate system and a clip-space with depth
* values from zero to one.
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding for near and far
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_pz_rh_zo(vec3 box[2], float padding, mat4 dest) {
glm_ortho_rh_zo(box[0][0], box[1][0],
box[0][1], box[1][1],
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up unit orthographic projection matrix with a right-hand
* coordinate system and a clip-space of [0, 1].
*
* @param[in] aspect aspect ration ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_rh_zo(float aspect, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho_rh_zo(-aspect, aspect, -1.0f, 1.0f, -100.0f, 100.0f, dest);
return;
}
aspect = 1.0f / aspect;
glm_ortho_rh_zo(-1.0f, 1.0f, -aspect, aspect, -100.0f, 100.0f, dest);
}
/*!
* @brief set up orthographic projection matrix with given CUBE size
* with a right-hand coordinate system and a clip-space with depth
* values from zero to one.
*
* @param[in] aspect aspect ratio ( width / height )
* @param[in] size cube size
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_s_rh_zo(float aspect, float size, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho_rh_zo(-size * aspect,
size * aspect,
-size,
size,
-size - 100.0f,
size + 100.0f,
dest);
return;
}
glm_ortho_rh_zo(-size,
size,
-size / aspect,
size / aspect,
-size - 100.0f,
size + 100.0f,
dest);
}
#endif /*cglm_ortho_rh_zo_h*/

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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float *farZ)
CGLM_INLINE float glm_persp_fovy(mat4 proj)
CGLM_INLINE float glm_persp_aspect(mat4 proj)
CGLM_INLINE void glm_persp_sizes(mat4 proj, float fovy, vec4 dest)
*/
#ifndef cglm_persp_h
#define cglm_persp_h
#include "../common.h"
#include "../plane.h"
#include "../mat4.h"
/*!
* @brief returns field of view angle along the Y-axis (in radians)
*
* if you need to degrees, use glm_deg to convert it or use this:
* fovy_deg = glm_deg(glm_persp_fovy(projMatrix))
*
* @param[in] proj perspective projection matrix
*/
CGLM_INLINE
float
glm_persp_fovy(mat4 proj) {
return 2.0f * atanf(1.0f / proj[1][1]);
}
/*!
* @brief returns aspect ratio of perspective projection
*
* @param[in] proj perspective projection matrix
*/
CGLM_INLINE
float
glm_persp_aspect(mat4 proj) {
return proj[1][1] / proj[0][0];
}
#endif /* cglm_persp_h */

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