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11 Commits

Author SHA1 Message Date
Recep Aslantas
059bdfdd4b update docs 2018-05-27 11:54:05 +03:00
Recep Aslantas
ef0653640f update cocoapod version tag 2018-05-27 11:53:48 +03:00
Recep Aslantas
e5d61b3433 update mat4_mulv3 api to include translation 2018-05-27 11:46:27 +03:00
Recep Aslantas
73c073cf32 add missing call functions 2018-05-27 11:44:06 +03:00
Recep Aslantas
1362bef50f fix glm_translate_to 2018-05-23 23:13:41 +03:00
Recep Aslantas
7d783eeace align local variables on stack 2018-05-23 23:04:06 +03:00
Recep Aslantas
e12e79b1a5 improve scale_make 2018-05-23 22:11:44 +03:00
Recep Aslantas
6cd3d52dc5 improve translate_make 2018-05-23 22:08:12 +03:00
Recep Aslantas
fb2cac9816 aabb: center of AABB helper
* it is just wrapper of vec_center but it saves to access min and max values of AABB
2018-05-22 17:45:37 +03:00
Recep Aslantas
4e63325f55 aabb: add missing call versions 2018-05-22 17:44:36 +03:00
Recep Aslantas
96c3e604ff now working on v0.4.6 2018-05-22 17:43:46 +03:00
27 changed files with 441 additions and 103 deletions

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@@ -2,7 +2,7 @@ Pod::Spec.new do |s|
# Description # Description
s.name = "cglm" s.name = "cglm"
s.version = "0.4.4" s.version = "0.4.6"
s.summary = "📽 Optimized OpenGL/Graphics Math (glm) for C" s.summary = "📽 Optimized OpenGL/Graphics Math (glm) for C"
s.description = <<-DESC s.description = <<-DESC
cglm is math library for graphics programming for C. It is similar to original glm but it is written for C instead of C++ (you can use here too). See the documentation or README for all features. cglm is math library for graphics programming for C. It is similar to original glm but it is written for C instead of C++ (you can use here too). See the documentation or README for all features.

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@@ -7,7 +7,7 @@
#***************************************************************************** #*****************************************************************************
AC_PREREQ([2.69]) AC_PREREQ([2.69])
AC_INIT([cglm], [0.4.5], [info@recp.me]) AC_INIT([cglm], [0.4.6], [info@recp.me])
AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects]) AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects])
AC_CONFIG_MACRO_DIR([m4]) AC_CONFIG_MACRO_DIR([m4])

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@@ -28,6 +28,7 @@ Functions:
#. :c:func:`glm_aabb_isvalid` #. :c:func:`glm_aabb_isvalid`
#. :c:func:`glm_aabb_size` #. :c:func:`glm_aabb_size`
#. :c:func:`glm_aabb_radius` #. :c:func:`glm_aabb_radius`
#. :c:func:`glm_aabb_center`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -131,3 +132,11 @@ Functions documentation
Parameters: Parameters:
| *[in]* **box** bounding box | *[in]* **box** bounding box
.. c:function:: void glm_aabb_center(vec3 box[2], vec3 dest)
| computes center point of AABB
Parameters:
| *[in]* **box** bounding box
| *[out]* **box** center of bounding box

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@@ -62,9 +62,9 @@ author = u'Recep Aslantas'
# built documents. # built documents.
# #
# The short X.Y version. # The short X.Y version.
version = u'0.4.5' version = u'0.4.6'
# The full version, including alpha/beta/rc tags. # The full version, including alpha/beta/rc tags.
release = u'0.4.5' release = u'0.4.6'
# 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.

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@@ -24,6 +24,7 @@ Functions:
#. :c:func:`glm_mat3_transpose_to` #. :c:func:`glm_mat3_transpose_to`
#. :c:func:`glm_mat3_transpose` #. :c:func:`glm_mat3_transpose`
#. :c:func:`glm_mat3_mulv` #. :c:func:`glm_mat3_mulv`
#. :c:func:`glm_mat3_quat`
#. :c:func:`glm_mat3_scale` #. :c:func:`glm_mat3_scale`
#. :c:func:`glm_mat3_det` #. :c:func:`glm_mat3_det`
#. :c:func:`glm_mat3_inv` #. :c:func:`glm_mat3_inv`
@@ -89,6 +90,14 @@ Functions documentation
| *[in]* **v** vec3 (right, column vector) | *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector) | *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat3_quat(mat3 m, versor dest)
convert mat3 to quaternion
Parameters:
| *[in]* **m** rotation matrix
| *[out]* **dest** destination quaternion
.. c:function:: void glm_mat3_scale(mat3 m, float s) .. c:function:: void glm_mat3_scale(mat3 m, float s)
multiply matrix with scalar multiply matrix with scalar

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@@ -32,6 +32,7 @@ Functions:
#. :c:func:`glm_mat4_mulN` #. :c:func:`glm_mat4_mulN`
#. :c:func:`glm_mat4_mulv` #. :c:func:`glm_mat4_mulv`
#. :c:func:`glm_mat4_mulv3` #. :c:func:`glm_mat4_mulv3`
#. :c:func:`glm_mat4_quat`
#. :c:func:`glm_mat4_transpose_to` #. :c:func:`glm_mat4_transpose_to`
#. :c:func:`glm_mat4_transpose` #. :c:func:`glm_mat4_transpose`
#. :c:func:`glm_mat4_scale_p` #. :c:func:`glm_mat4_scale_p`
@@ -146,6 +147,14 @@ Functions documentation
| *[in]* **v** vec3 (right, column vector) | *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** vec3 (result, column vector) | *[out]* **dest** vec3 (result, column vector)
.. c:function:: void glm_mat4_quat(mat4 m, versor dest)
convert mat4's rotation part to quaternion
Parameters:
| *[in]* **m** affine matrix
| *[out]* **dest** destination quaternion
.. c:function:: void glm_mat4_transpose_to(mat4 m, mat4 dest) .. c:function:: void glm_mat4_transpose_to(mat4 m, mat4 dest)
transpose mat4 and store in dest transpose mat4 and store in dest

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@@ -44,48 +44,6 @@ CGLM_INLINE
void void
glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest); glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest);
/*!
* @brief translate existing transform matrix by v vector
* and store result in dest
*
* @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) {
mat4 t = GLM_MAT4_IDENTITY_INIT;
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest[3],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_load(t[0]),
_mm_set1_ps(v[0])),
_mm_mul_ps(glmm_load(t[1]),
_mm_set1_ps(v[1]))),
_mm_add_ps(_mm_mul_ps(glmm_load(t[2]),
_mm_set1_ps(v[2])),
glmm_load(t[3]))))
;
glmm_store(dest[0], glmm_load(m[0]));
glmm_store(dest[1], glmm_load(m[1]));
glmm_store(dest[2], glmm_load(m[2]));
#else
vec4 v1, v2, v3;
glm_vec4_scale(t[0], v[0], v1);
glm_vec4_scale(t[1], v[1], v2);
glm_vec4_scale(t[2], v[2], v3);
glm_vec4_add(v1, t[3], t[3]);
glm_vec4_add(v2, t[3], t[3]);
glm_vec4_add(v3, t[3], t[3]);
glm__memcpy(float, dest, t, sizeof(mat4));
#endif
}
/*! /*!
* @brief translate existing transform matrix by v vector * @brief translate existing transform matrix by v vector
* and stores result in same matrix * and stores result in same matrix
@@ -119,6 +77,23 @@ glm_translate(mat4 m, vec3 v) {
#endif #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 * @brief translate existing transform matrix by x factor
* *
@@ -194,8 +169,8 @@ glm_translate_z(mat4 m, float z) {
CGLM_INLINE CGLM_INLINE
void void
glm_translate_make(mat4 m, vec3 v) { glm_translate_make(mat4 m, vec3 v) {
mat4 t = GLM_MAT4_IDENTITY_INIT; glm_mat4_identity(m);
glm_translate_to(t, v, m); glm_vec_copy(v, m[3]);
} }
/*! /*!
@@ -225,8 +200,10 @@ glm_scale_to(mat4 m, vec3 v, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_scale_make(mat4 m, vec3 v) { glm_scale_make(mat4 m, vec3 v) {
mat4 t = GLM_MAT4_IDENTITY_INIT; glm_mat4_identity(m);
glm_scale_to(t, v, m); m[0][0] = v[0];
m[1][1] = v[1];
m[2][2] = v[2];
} }
/*! /*!
@@ -252,7 +229,7 @@ glm_scale(mat4 m, vec3 v) {
CGLM_INLINE CGLM_INLINE
void void
glm_scale_uni(mat4 m, float s) { glm_scale_uni(mat4 m, float s) {
vec3 v = { s, s, s }; CGLM_ALIGN(8) vec3 v = { s, s, s };
glm_scale_to(m, v, m); glm_scale_to(m, v, m);
} }
@@ -267,7 +244,7 @@ glm_scale_uni(mat4 m, float s) {
CGLM_INLINE CGLM_INLINE
void void
glm_rotate_x(mat4 m, float angle, mat4 dest) { glm_rotate_x(mat4 m, float angle, mat4 dest) {
mat4 t = GLM_MAT4_IDENTITY_INIT; CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s; float c, s;
c = cosf(angle); c = cosf(angle);
@@ -292,7 +269,7 @@ glm_rotate_x(mat4 m, float angle, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_rotate_y(mat4 m, float angle, mat4 dest) { glm_rotate_y(mat4 m, float angle, mat4 dest) {
mat4 t = GLM_MAT4_IDENTITY_INIT; CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s; float c, s;
c = cosf(angle); c = cosf(angle);
@@ -317,7 +294,7 @@ glm_rotate_y(mat4 m, float angle, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_rotate_z(mat4 m, float angle, mat4 dest) { glm_rotate_z(mat4 m, float angle, mat4 dest) {
mat4 t = GLM_MAT4_IDENTITY_INIT; CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s; float c, s;
c = cosf(angle); c = cosf(angle);
@@ -343,7 +320,7 @@ glm_rotate_z(mat4 m, float angle, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_rotate_make(mat4 m, float angle, vec3 axis) { glm_rotate_make(mat4 m, float angle, vec3 axis) {
vec3 axisn, v, vs; CGLM_ALIGN(8) vec3 axisn, v, vs;
float c; float c;
c = cosf(angle); c = cosf(angle);
@@ -374,7 +351,7 @@ glm_rotate_make(mat4 m, float angle, vec3 axis) {
CGLM_INLINE CGLM_INLINE
void void
glm_rotate(mat4 m, float angle, vec3 axis) { glm_rotate(mat4 m, float angle, vec3 axis) {
mat4 rot; CGLM_ALIGN(16) mat4 rot;
glm_rotate_make(rot, angle, axis); glm_rotate_make(rot, angle, axis);
glm_mul_rot(m, rot, m); glm_mul_rot(m, rot, m);
} }
@@ -391,7 +368,7 @@ glm_rotate(mat4 m, float angle, vec3 axis) {
CGLM_INLINE CGLM_INLINE
void void
glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) { glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
vec3 pivotInv; CGLM_ALIGN(8) vec3 pivotInv;
glm_vec_inv_to(pivot, pivotInv); glm_vec_inv_to(pivot, pivotInv);
@@ -416,12 +393,11 @@ glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
CGLM_INLINE CGLM_INLINE
void void
glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) { glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
vec3 pivotInv; CGLM_ALIGN(8) vec3 pivotInv;
glm_vec_inv_to(pivot, pivotInv); glm_vec_inv_to(pivot, pivotInv);
glm_mat4_identity(m); glm_translate_make(m, pivot);
glm_vec_copy(pivot, m[3]);
glm_rotate(m, angle, axis); glm_rotate(m, angle, axis);
glm_translate(m, pivotInv); glm_translate(m, pivotInv);
} }
@@ -451,9 +427,8 @@ glm_decompose_scalev(mat4 m, vec3 s) {
CGLM_INLINE CGLM_INLINE
bool bool
glm_uniscaled(mat4 m) { glm_uniscaled(mat4 m) {
vec3 s; CGLM_ALIGN(8) vec3 s;
glm_decompose_scalev(m, s); glm_decompose_scalev(m, s);
return glm_vec_eq_all(s); return glm_vec_eq_all(s);
} }
@@ -468,8 +443,8 @@ glm_uniscaled(mat4 m) {
CGLM_INLINE CGLM_INLINE
void void
glm_decompose_rs(mat4 m, mat4 r, vec3 s) { glm_decompose_rs(mat4 m, mat4 r, vec3 s) {
vec4 t = {0.0f, 0.0f, 0.0f, 1.0f}; CGLM_ALIGN(16) vec4 t = {0.0f, 0.0f, 0.0f, 1.0f};
vec3 v; CGLM_ALIGN(8) vec3 v;
glm_vec4_copy(m[0], r[0]); glm_vec4_copy(m[0], r[0]);
glm_vec4_copy(m[1], r[1]); glm_vec4_copy(m[1], r[1]);

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@@ -200,4 +200,16 @@ glm_aabb_radius(vec3 box[2]) {
return glm_aabb_size(box) * 0.5f; return glm_aabb_size(box) * 0.5f;
} }
/*!
* @brief computes center point of AABB
*
* @param[in] box bounding box
* @param[out] dest center of bounding box
*/
CGLM_INLINE
void
glm_aabb_center(vec3 box[2], vec3 dest) {
glm_vec_center(box[0], box[1], dest);
}
#endif /* cglm_box_h */ #endif /* cglm_box_h */

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@@ -97,6 +97,20 @@ 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-mat */
CGLM_EXPORT
void
glmc_mul(mat4 m1, mat4 m2, mat4 dest);
CGLM_EXPORT
void
glmc_mul_rot(mat4 m1, mat4 m2, mat4 dest);
CGLM_EXPORT
void
glmc_inv_tr(mat4 mat);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

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@@ -32,6 +32,30 @@ glmc_aabb_crop_until(vec3 box[2],
vec3 clampBox[2], vec3 clampBox[2],
vec3 dest[2]); vec3 dest[2]);
CGLM_EXPORT
bool
glmc_aabb_frustum(vec3 box[2], vec4 planes[6]);
CGLM_EXPORT
void
glmc_aabb_invalidate(vec3 box[2]);
CGLM_EXPORT
bool
glmc_aabb_isvalid(vec3 box[2]);
CGLM_EXPORT
float
glmc_aabb_size(vec3 box[2]);
CGLM_EXPORT
float
glmc_aabb_radius(vec3 box[2]);
CGLM_EXPORT
void
glmc_aabb_center(vec3 box[2], vec3 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

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@@ -33,6 +33,26 @@ glmc_ortho(float left,
float farVal, float farVal,
mat4 dest); mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb(vec3 box[2], mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_p(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_s(float aspect, float size, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_perspective(float fovy, glmc_perspective(float fovy,
@@ -41,6 +61,14 @@ glmc_perspective(float fovy,
float farVal, float farVal,
mat4 dest); mat4 dest);
CGLM_EXPORT
void
glmc_perspective_default(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_perspective_resize(float aspect, mat4 proj);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest); glmc_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest);
@@ -53,6 +81,58 @@ CGLM_EXPORT
void void
glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest); glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest);
CGLM_EXPORT
void
glmc_persp_decomp(mat4 proj,
float * __restrict nearVal,
float * __restrict farVal,
float * __restrict top,
float * __restrict bottom,
float * __restrict left,
float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decompv(mat4 proj, float dest[6]);
CGLM_EXPORT
void
glmc_persp_decomp_x(mat4 proj,
float * __restrict left,
float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decomp_y(mat4 proj,
float * __restrict top,
float * __restrict bottom);
CGLM_EXPORT
void
glmc_persp_decomp_z(mat4 proj,
float * __restrict nearVal,
float * __restrict farVal);
CGLM_EXPORT
void
glmc_persp_decomp_far(mat4 proj, float * __restrict farVal);
CGLM_EXPORT
void
glmc_persp_decomp_near(mat4 proj, float * __restrict nearVal);
CGLM_EXPORT
float
glmc_persp_fovy(mat4 proj);
CGLM_EXPORT
float
glmc_persp_aspect(mat4 proj);
CGLM_EXPORT
void
glmc_persp_sizes(mat4 proj, float fovy, vec4 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

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@@ -40,6 +40,10 @@ CGLM_EXPORT
void void
glmc_mat3_mulv(mat3 m, vec3 v, vec3 dest); glmc_mat3_mulv(mat3 m, vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_mat3_quat(mat3 m, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_scale(mat3 m, float s); glmc_mat3_scale(mat3 m, float s);

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@@ -53,6 +53,10 @@ CGLM_EXPORT
void void
glmc_mat4_mulv(mat4 m, vec4 v, vec4 dest); glmc_mat4_mulv(mat4 m, vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_quat(mat4 m, versor dest); glmc_mat4_quat(mat4 m, versor dest);
@@ -85,6 +89,10 @@ CGLM_EXPORT
void void
glmc_mat4_inv_precise(mat4 mat, mat4 dest); glmc_mat4_inv_precise(mat4 mat, mat4 dest);
CGLM_EXPORT
void
glmc_mat4_inv_fast(mat4 mat, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_swap_col(mat4 mat, int col1, int col2); glmc_mat4_swap_col(mat4 mat, int col1, int col2);

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@@ -136,6 +136,10 @@ CGLM_EXPORT
void void
glmc_vec_rotate_m4(mat4 m, vec3 v, vec3 dest); glmc_vec_rotate_m4(mat4 m, vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec_rotate_m3(mat3 m, vec3 v, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec_proj(vec3 a, vec3 b, vec3 dest); glmc_vec_proj(vec3 a, vec3 b, vec3 dest);

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@@ -332,7 +332,7 @@ glm_lookat(vec3 eye,
vec3 center, vec3 center,
vec3 up, vec3 up,
mat4 dest) { mat4 dest) {
vec3 f, u, s; CGLM_ALIGN(8) vec3 f, u, s;
glm_vec_sub(center, eye, f); glm_vec_sub(center, eye, f);
glm_vec_normalize(f); glm_vec_normalize(f);
@@ -372,7 +372,7 @@ glm_lookat(vec3 eye,
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) {
vec3 target; CGLM_ALIGN(8) vec3 target;
glm_vec_add(eye, dir, target); glm_vec_add(eye, dir, target);
glm_lookat(eye, target, up, dest); glm_lookat(eye, target, up, dest);
} }
@@ -390,7 +390,7 @@ 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) {
vec3 up; CGLM_ALIGN(8) vec3 up;
glm_vec_ortho(dir, up); glm_vec_ortho(dir, up);
glm_look(eye, dir, up, dest); glm_look(eye, dir, up, dest);
} }

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@@ -81,7 +81,7 @@ glm_mat3_copy(mat3 mat, mat3 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_mat3_identity(mat3 mat) { glm_mat3_identity(mat3 mat) {
mat3 t = GLM_MAT3_IDENTITY_INIT; CGLM_ALIGN(16) mat3 t = GLM_MAT3_IDENTITY_INIT;
glm_mat3_copy(t, mat); glm_mat3_copy(t, mat);
} }
@@ -155,7 +155,7 @@ glm_mat3_transpose_to(mat3 m, mat3 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_mat3_transpose(mat3 m) { glm_mat3_transpose(mat3 m) {
mat3 tmp; CGLM_ALIGN(16) mat3 tmp;
tmp[0][1] = m[1][0]; tmp[0][1] = m[1][0];
tmp[0][2] = m[2][0]; tmp[0][2] = m[2][0];
@@ -189,9 +189,9 @@ glm_mat3_mulv(mat3 m, vec3 v, vec3 dest) {
/*! /*!
* @brief convert mat4's rotation part to quaternion * @brief convert mat3 to quaternion
* *
* @param[in] m left matrix * @param[in] m rotation matrix
* @param[out] dest destination quaternion * @param[out] dest destination quaternion
*/ */
CGLM_INLINE CGLM_INLINE

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@@ -139,7 +139,7 @@ glm_mat4_copy(mat4 mat, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_identity(mat4 mat) { glm_mat4_identity(mat4 mat) {
mat4 t = GLM_MAT4_IDENTITY_INIT; CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT;
glm_mat4_copy(t, mat); glm_mat4_copy(t, mat);
} }
@@ -323,7 +323,7 @@ glm_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
/*! /*!
* @brief convert mat4's rotation part to quaternion * @brief convert mat4's rotation part to quaternion
* *
* @param[in] m left matrix * @param[in] m affine matrix
* @param[out] dest destination quaternion * @param[out] dest destination quaternion
*/ */
CGLM_INLINE CGLM_INLINE
@@ -370,20 +370,20 @@ glm_mat4_quat(mat4 m, versor dest) {
} }
/*! /*!
* @brief multiply vector with mat4's mat3 part(rotation) * @brief multiply vector with mat4
* *
* @param[in] m mat4(affine transform) * @param[in] m mat4(affine transform)
* @param[in] v vec3 * @param[in] v vec3
* @param[out] dest vec3 * @param[in] last 4th item to make it vec4
* @param[out] dest result vector (vec3)
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_mulv3(mat4 m, vec3 v, vec3 dest) { glm_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest) {
vec3 res; vec4 res;
res[0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2]; glm_vec4(v, last, res);
res[1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2]; glm_mat4_mulv(m, res, res);
res[2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2]; glm_vec3(res, dest);
glm_vec_copy(res, dest);
} }
/*! /*!
@@ -586,7 +586,7 @@ glm_mat4_inv_fast(mat4 mat, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_swap_col(mat4 mat, int col1, int col2) { glm_mat4_swap_col(mat4 mat, int col1, int col2) {
vec4 tmp; CGLM_ALIGN(16) vec4 tmp;
glm_vec4_copy(mat[col1], tmp); glm_vec4_copy(mat[col1], tmp);
glm_vec4_copy(mat[col2], mat[col1]); glm_vec4_copy(mat[col2], mat[col1]);
glm_vec4_copy(tmp, mat[col2]); glm_vec4_copy(tmp, mat[col2]);
@@ -602,7 +602,7 @@ glm_mat4_swap_col(mat4 mat, int col1, int col2) {
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_swap_row(mat4 mat, int row1, int row2) { glm_mat4_swap_row(mat4 mat, int row1, int row2) {
vec4 tmp; CGLM_ALIGN(16) vec4 tmp;
tmp[0] = mat[0][row1]; tmp[0] = mat[0][row1];
tmp[1] = mat[1][row1]; tmp[1] = mat[1][row1];
tmp[2] = mat[2][row1]; tmp[2] = mat[2][row1];

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@@ -100,7 +100,7 @@ glm_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest) { glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
vec4 pos4, vone = GLM_VEC4_ONE_INIT; CGLM_ALIGN(16) vec4 pos4, vone = GLM_VEC4_ONE_INIT;
glm_vec4(pos, 1.0f, pos4); glm_vec4(pos, 1.0f, pos4);

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@@ -99,7 +99,7 @@ glm_translate(mat4 m, vec3 v);
CGLM_INLINE CGLM_INLINE
void void
glm_quat_identity(versor q) { glm_quat_identity(versor q) {
versor v = GLM_QUAT_IDENTITY_INIT; CGLM_ALIGN(16) versor v = GLM_QUAT_IDENTITY_INIT;
glm_vec4_copy(v, q); glm_vec4_copy(v, q);
} }
@@ -131,7 +131,7 @@ glm_quat_init(versor q, float x, float y, float z, float w) {
CGLM_INLINE CGLM_INLINE
void void
glm_quatv(versor q, float angle, vec3 axis) { glm_quatv(versor q, float angle, vec3 axis) {
vec3 k; CGLM_ALIGN(8) vec3 k;
float a, c, s; float a, c, s;
a = angle * 0.5f; a = angle * 0.5f;
@@ -158,7 +158,7 @@ glm_quatv(versor q, float angle, vec3 axis) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat(versor q, float angle, float x, float y, float z) { glm_quat(versor q, float angle, float x, float y, float z) {
vec3 axis = {x, y, z}; CGLM_ALIGN(8) vec3 axis = {x, y, z};
glm_quatv(q, angle, axis); glm_quatv(q, angle, axis);
} }
@@ -267,7 +267,7 @@ glm_quat_conjugate(versor q, versor dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_inv(versor q, versor dest) { glm_quat_inv(versor q, versor dest) {
versor conj; CGLM_ALIGN(8) versor conj;
glm_quat_conjugate(q, conj); glm_quat_conjugate(q, conj);
glm_vec4_scale(conj, 1.0f / glm_vec4_norm2(q), dest); glm_vec4_scale(conj, 1.0f / glm_vec4_norm2(q), dest);
} }
@@ -603,7 +603,7 @@ glm_quat_lerp(versor from, versor to, float t, versor dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_slerp(versor from, versor to, float t, versor dest) { glm_quat_slerp(versor from, versor to, float t, versor dest) {
vec4 q1, q2; CGLM_ALIGN(16) vec4 q1, q2;
float cosTheta, sinTheta, angle; float cosTheta, sinTheta, angle;
cosTheta = glm_quat_dot(from, to); cosTheta = glm_quat_dot(from, to);
@@ -646,7 +646,7 @@ glm_quat_slerp(versor from, versor to, float t, versor dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_look(vec3 eye, versor ori, mat4 dest) { glm_quat_look(vec3 eye, versor ori, mat4 dest) {
vec4 t; CGLM_ALIGN(16) vec4 t;
/* orientation */ /* orientation */
glm_quat_mat4t(ori, dest); glm_quat_mat4t(ori, dest);
@@ -668,7 +668,7 @@ glm_quat_look(vec3 eye, versor ori, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) { glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) {
vec3 axis; CGLM_ALIGN(8) vec3 axis;
float dot, angle; float dot, angle;
dot = glm_vec_dot(dir, fwd); dot = glm_vec_dot(dir, fwd);
@@ -702,7 +702,7 @@ glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest) { glm_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest) {
vec3 dir; CGLM_ALIGN(8) vec3 dir;
glm_vec_sub(to, from, dir); glm_vec_sub(to, from, dir);
glm_quat_for(dir, fwd, up, dest); glm_quat_for(dir, fwd, up, dest);
} }
@@ -717,9 +717,9 @@ glm_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_rotatev(versor q, vec3 v, vec3 dest) { glm_quat_rotatev(versor q, vec3 v, vec3 dest) {
versor p; CGLM_ALIGN(16) versor p;
vec3 u, v1, v2; CGLM_ALIGN(8) vec3 u, v1, v2;
float s; float s;
glm_quat_normalize_to(q, p); glm_quat_normalize_to(q, p);
glm_quat_imag(p, u); glm_quat_imag(p, u);
@@ -745,7 +745,7 @@ glm_quat_rotatev(versor q, vec3 v, vec3 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_rotate(mat4 m, versor q, mat4 dest) { glm_quat_rotate(mat4 m, versor q, mat4 dest) {
mat4 rot; CGLM_ALIGN(16) mat4 rot;
glm_quat_mat4(q, rot); glm_quat_mat4(q, rot);
glm_mul_rot(m, rot, dest); glm_mul_rot(m, rot, dest);
} }
@@ -760,7 +760,7 @@ glm_quat_rotate(mat4 m, versor q, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_rotate_at(mat4 m, versor q, vec3 pivot) { glm_quat_rotate_at(mat4 m, versor q, vec3 pivot) {
vec3 pivotInv; CGLM_ALIGN(8) vec3 pivotInv;
glm_vec_inv_to(pivot, pivotInv); glm_vec_inv_to(pivot, pivotInv);
@@ -784,12 +784,11 @@ glm_quat_rotate_at(mat4 m, versor q, vec3 pivot) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_rotate_atm(mat4 m, versor q, vec3 pivot) { glm_quat_rotate_atm(mat4 m, versor q, vec3 pivot) {
vec3 pivotInv; CGLM_ALIGN(8) vec3 pivotInv;
glm_vec_inv_to(pivot, pivotInv); glm_vec_inv_to(pivot, pivotInv);
glm_mat4_identity(m); glm_translate_make(m, pivot);
glm_vec_copy(pivot, m[3]);
glm_quat_rotate(m, q, m); glm_quat_rotate(m, q, m);
glm_translate(m, pivotInv); glm_translate(m, pivotInv);
} }

View File

@@ -454,8 +454,7 @@ glm_vec_inv(vec3 v) {
CGLM_INLINE CGLM_INLINE
void void
glm_vec_inv_to(vec3 v, vec3 dest) { glm_vec_inv_to(vec3 v, vec3 dest) {
glm_vec_copy(v, dest); glm_vec_flipsign_to(v, dest);
glm_vec_flipsign(dest);
} }
/*! /*!

View File

@@ -10,6 +10,6 @@
#define CGLM_VERSION_MAJOR 0 #define CGLM_VERSION_MAJOR 0
#define CGLM_VERSION_MINOR 4 #define CGLM_VERSION_MINOR 4
#define CGLM_VERSION_PATCH 5 #define CGLM_VERSION_PATCH 6
#endif /* cglm_version_h */ #endif /* cglm_version_h */

View File

@@ -133,3 +133,21 @@ void
glmc_decompose(mat4 m, vec4 t, mat4 r, vec3 s) { glmc_decompose(mat4 m, vec4 t, mat4 r, vec3 s) {
glm_decompose(m, t, r, s); glm_decompose(m, t, r, s);
} }
CGLM_EXPORT
void
glmc_mul(mat4 m1, mat4 m2, mat4 dest) {
glm_mul(m1, m2, dest);
}
CGLM_EXPORT
void
glmc_mul_rot(mat4 m1, mat4 m2, mat4 dest) {
glm_mul_rot(m1, m2, dest);
}
CGLM_EXPORT
void
glmc_inv_tr(mat4 mat) {
glm_inv_tr(mat);
}

View File

@@ -34,3 +34,39 @@ glmc_aabb_crop_until(vec3 box[2],
vec3 dest[2]) { vec3 dest[2]) {
glm_aabb_crop_until(box, cropBox, clampBox, dest); glm_aabb_crop_until(box, cropBox, clampBox, dest);
} }
CGLM_EXPORT
bool
glmc_aabb_frustum(vec3 box[2], vec4 planes[6]) {
return glm_aabb_frustum(box, planes);
}
CGLM_EXPORT
void
glmc_aabb_invalidate(vec3 box[2]) {
glm_aabb_invalidate(box);
}
CGLM_EXPORT
bool
glmc_aabb_isvalid(vec3 box[2]) {
return glm_aabb_isvalid(box);
}
CGLM_EXPORT
float
glmc_aabb_size(vec3 box[2]) {
return glm_aabb_size(box);
}
CGLM_EXPORT
float
glmc_aabb_radius(vec3 box[2]) {
return glm_aabb_radius(box);
}
CGLM_EXPORT
void
glmc_aabb_center(vec3 box[2], vec3 dest) {
glm_aabb_center(box, dest);
}

114
src/cam.c
View File

@@ -44,6 +44,36 @@ glmc_ortho(float left,
dest); dest);
} }
CGLM_EXPORT
void
glmc_ortho_aabb(vec3 box[2], mat4 dest) {
glm_ortho_aabb(box, dest);
}
CGLM_EXPORT
void
glmc_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) {
glm_ortho_aabb_p(box, padding, dest);
}
CGLM_EXPORT
void
glmc_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) {
glm_ortho_aabb_pz(box, padding, dest);
}
CGLM_EXPORT
void
glmc_ortho_default(float aspect, mat4 dest) {
glm_ortho_default(aspect, dest);
}
CGLM_EXPORT
void
glmc_ortho_default_s(float aspect, float size, mat4 dest) {
glm_ortho_default_s(aspect, size, dest);
}
CGLM_EXPORT CGLM_EXPORT
void void
glmc_perspective(float fovy, glmc_perspective(float fovy,
@@ -58,6 +88,18 @@ glmc_perspective(float fovy,
dest); dest);
} }
CGLM_EXPORT
void
glmc_perspective_default(float aspect, mat4 dest) {
glm_perspective_default(aspect, dest);
}
CGLM_EXPORT
void
glmc_perspective_resize(float aspect, mat4 proj) {
glm_perspective_resize(aspect, proj);
}
CGLM_EXPORT CGLM_EXPORT
void void
glmc_lookat(vec3 eye, glmc_lookat(vec3 eye,
@@ -78,3 +120,75 @@ void
glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest) { glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
glm_look_anyup(eye, dir, dest); glm_look_anyup(eye, dir, dest);
} }
CGLM_EXPORT
void
glmc_persp_decomp(mat4 proj,
float * __restrict nearVal,
float * __restrict farVal,
float * __restrict top,
float * __restrict bottom,
float * __restrict left,
float * __restrict right) {
glm_persp_decomp(proj, nearVal, farVal, top, bottom, left, right);
}
CGLM_EXPORT
void
glmc_persp_decompv(mat4 proj, float dest[6]) {
glm_persp_decompv(proj, dest);
}
CGLM_EXPORT
void
glmc_persp_decomp_x(mat4 proj,
float * __restrict left,
float * __restrict right) {
glm_persp_decomp_x(proj, left, right);
}
CGLM_EXPORT
void
glmc_persp_decomp_y(mat4 proj,
float * __restrict top,
float * __restrict bottom) {
glm_persp_decomp_y(proj, top, bottom);
}
CGLM_EXPORT
void
glmc_persp_decomp_z(mat4 proj,
float * __restrict nearVal,
float * __restrict farVal) {
glm_persp_decomp_z(proj, nearVal, farVal);
}
CGLM_EXPORT
void
glmc_persp_decomp_far(mat4 proj, float * __restrict farVal) {
glm_persp_decomp_far(proj, farVal);
}
CGLM_EXPORT
void
glmc_persp_decomp_near(mat4 proj, float * __restrict nearVal) {
glm_persp_decomp_near(proj, nearVal);
}
CGLM_EXPORT
float
glmc_persp_fovy(mat4 proj) {
return glm_persp_fovy(proj);
}
CGLM_EXPORT
float
glmc_persp_aspect(mat4 proj) {
return glm_persp_aspect(proj);
}
CGLM_EXPORT
void
glmc_persp_sizes(mat4 proj, float fovy, vec4 dest) {
glm_persp_sizes(proj, fovy, dest);
}

View File

@@ -44,6 +44,12 @@ glmc_mat3_mulv(mat3 m, vec3 v, vec3 dest) {
glm_mat3_mulv(m, v, dest); glm_mat3_mulv(m, v, dest);
} }
CGLM_EXPORT
void
glmc_mat3_quat(mat3 m, versor dest) {
glm_mat3_quat(m, dest);
}
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_scale(mat3 m, float s) { glmc_mat3_scale(mat3 m, float s) {

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@@ -62,6 +62,12 @@ glmc_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
glm_mat4_mulv(m, v, dest); glm_mat4_mulv(m, v, dest);
} }
CGLM_EXPORT
void
glmc_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest) {
glm_mat4_mulv3(m, v, last, dest);
}
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_quat(mat4 m, versor dest) { glmc_mat4_quat(mat4 m, versor dest) {
@@ -110,6 +116,12 @@ glmc_mat4_inv_precise(mat4 mat, mat4 dest) {
glm_mat4_inv_precise(mat, dest); glm_mat4_inv_precise(mat, dest);
} }
CGLM_EXPORT
void
glmc_mat4_inv_fast(mat4 mat, mat4 dest) {
glm_mat4_inv_fast(mat, dest);
}
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_swap_col(mat4 mat, int col1, int col2) { glmc_mat4_swap_col(mat4 mat, int col1, int col2) {

View File

@@ -188,6 +188,12 @@ glmc_vec_rotate_m4(mat4 m, vec3 v, vec3 dest) {
glm_vec_rotate_m4(m, v, dest); glm_vec_rotate_m4(m, v, dest);
} }
CGLM_EXPORT
void
glmc_vec_rotate_m3(mat3 m, vec3 v, vec3 dest) {
glm_vec_rotate_m3(m, v, dest);
}
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec_proj(vec3 a, vec3 b, vec3 dest) { glmc_vec_proj(vec3 a, vec3 b, vec3 dest) {