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38 Commits

Author SHA1 Message Date
Recep Aslantas
08479f38ce Merge pull request #63 from recp/avx
avx: replace binary constants (resolve https://github.com/recp/cglm/issues/62) with hex and fix glm_mul_avx
2018-10-19 09:52:32 +03:00
Recep Aslantas
dadae4b773 avx: fix glm_mul_avx
* use glm_mat4_mul_avx here. because it seems there is no big difference for now.
2018-10-19 09:40:40 +03:00
Recep Aslantas
20360f2296 avx: replace binary constants with hex 2018-10-12 09:05:42 +03:00
Recep Aslantas
aa2b0f2631 code style and minor optimization[s] 2018-09-22 00:10:50 +03:00
Recep Aslantas
280ac72fd8 Merge pull request #61 from hartenfels/master
Replace non-standard M_PI* constants
2018-09-21 23:39:10 +03:00
Recep Aslantas
7405d5e1d0 Update types.h 2018-09-21 23:33:42 +03:00
Carsten Hartenfels
eefafefbae Also add a load of other number constants
These are all missing from standard C, so we might as well define em.

See https://github.com/recp/cglm/pull/61#discussion_r219406859
2018-09-21 20:03:28 +02:00
Carsten Hartenfels
b9021978cb Replace the use of deprecated CGLM_PI* constants 2018-09-21 19:59:23 +02:00
Carsten Hartenfels
3fd12032e6 Clean up pi constants, deprecating the old names
GLM_PI* is now used for the double versions, GLM_PI*f for the float
versions. The CGLM_ prefixed versions are now deprecated, since that
prefix is kinda only used for constants.

See https://github.com/recp/cglm/pull/61#issuecomment-423069770
2018-09-21 07:29:54 +02:00
Carsten Hartenfels
59ee8c1fd2 Use even more precise definitions for pi constants
See https://github.com/recp/cglm/pull/61#issuecomment-422955122
2018-09-21 07:26:55 +02:00
Carsten Hartenfels
b00f2b9ccc Replace M_PI_4 in test_affine with CGLM_PI_4
As in the previous commit, because it's non-standard and depending on
your settings it can fail to compile because of it.
2018-09-19 20:46:37 +02:00
Carsten Hartenfels
d3c50147cb Replace non-standard M_PI* constants with literals
M_PI, M_PI_2 and M_PI_4 aren't part of the C standard. If you put your
gcc into strict standards mode, like `-std=c11`, you won't get these
constants and including cglm.h will fail.

This commit replaces those constants with their literal values. The cast
to a float remains, to keep exactly the same behavior as before.
2018-09-19 20:42:05 +02:00
Recep Aslantas
98da3daf82 identiy helper for arrays (matrix/quaternion)
this helpers makes all array elements identity
2018-09-12 12:44:11 +03:00
Recep Aslantas
2e1790ccf9 Merge pull request #59 from jonathanplatzer/avx
Fix alignment issue when using AVX
2018-07-19 11:38:55 +03:00
Jonathan Platzer
cc5f533fc9 Add macro for automatic alignment of matrices 2018-07-19 10:14:30 +02:00
Jonathan Platzer
2d63d7e0cd Fix alignment issue when using AVX 2018-07-18 12:03:38 +02:00
Recep Aslantas
3738499927 update doc for vec4_ucopy 2018-07-14 12:12:15 +03:00
Recep Aslantas
1d527dc2f0 unalignned version for vec4_copy 2018-07-14 12:03:42 +03:00
Recep Aslantas
43c4d05d4a new version for clamp: clamp to zero and one 2018-07-12 11:39:56 +03:00
Recep Aslantas
c5f5032fcc fix function params docs 2018-07-10 11:42:18 +03:00
Recep Aslantas
5d605ce372 avoid zero division for percent
* two value may be same, in this case now returns 1.
* to must be >= from and current <= to && current >= from
2018-07-10 10:54:31 +03:00
Recep Aslantas
c216c0cb7e add MIN and MAX macros
because we could use min/max for intergers too. it may not guarantee that MIN and MAX macros will always be defined by compiler
2018-06-26 15:27:53 +03:00
Recep Aslantas
eb8e0df6df update version 2018-06-21 10:54:53 +03:00
Recep Aslantas
1775bf7458 Merge pull request #57 from recp/anim
Animation Utils
2018-06-21 10:48:19 +03:00
Recep Aslantas
3adeac06f8 update build files 2018-06-21 10:07:51 +03:00
Recep Aslantas
669777eb37 additional utils 2018-06-18 17:55:25 +03:00
Recep Aslantas
02f6c67393 improve easing funcs 2018-06-15 08:55:59 +03:00
Recep Aslantas
564324f5d2 easing functions 2018-06-10 10:29:02 +03:00
Recep Aslantas
93e6c3c102 Merge pull request #56 from recp/sphere
aabb and sphere intersect functions
2018-06-09 18:43:54 +03:00
Recep Aslantas
857265b892 sphere point intersection 2018-06-09 18:21:29 +03:00
Recep Aslantas
fc14cedf89 update version 2018-06-09 18:10:54 +03:00
Recep Aslantas
7a80178357 improve quat_look 2018-06-09 18:10:44 +03:00
Recep Aslantas
720b617ee0 sphere and aabb 2018-05-30 23:42:22 +03:00
Recep Aslantas
3dc9070909 squared distance for vec3 2018-05-30 23:35:59 +03:00
Recep Aslantas
6b2b4b4f12 implement glm_aabb_sphere as GraphicsGems Solid Box - Solid Sphere test 2018-05-30 23:00:18 +03:00
Recep Aslantas
c8fc460ba1 add support for spheres 2018-05-29 23:29:09 +03:00
Recep Aslantas
5b3aabc103 aabb intersect functions
* AABB vs AABB
* AABB vs Point
* AABB vs Sphere
* AABB contains AABB
2018-05-29 23:19:39 +03:00
Recep Aslantas
af812e86eb add a note to clarify up vector restriction for glm_lookat and glm_look 2018-05-29 11:30:38 +03:00
54 changed files with 1509 additions and 108 deletions

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@@ -1,7 +1,7 @@
This library [initially] used some [piece of] implementations
(may include codes) from these open source projects/resources:
1. Affine Transforms
1. Initial Affine Transforms
The original glm repo (g-truc), url: https://github.com/g-truc/glm
LICENSE[S]:
@@ -11,7 +11,7 @@ LICENSE[S]:
FULL LICENSE: https://github.com/g-truc/glm/blob/master/copying.txt
2. Quaternions
2. Initial Quaternions
Anton's OpenGL 4 Tutorials book source code:
LICENSE:
@@ -47,6 +47,8 @@ http://old.cescg.org/CESCG-2002/DSykoraJJelinek/
7. Quaternions
Initial mat4_quat is borrowed from Apple's simd library
8. Vector Rotation using Quaternion
https://gamedev.stackexchange.com/questions/28395/rotating-vector3-by-a-quaternion
9. Sphere AABB intersect
https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c

View File

@@ -7,7 +7,7 @@
#*****************************************************************************
AC_PREREQ([2.69])
AC_INIT([cglm], [0.4.6], [info@recp.me])
AC_INIT([cglm], [0.4.9], [info@recp.me])
AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects])
AC_CONFIG_MACRO_DIR([m4])

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@@ -45,3 +45,4 @@ Follow the :doc:`build` documentation for this
util
io
call
sphere

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@@ -29,6 +29,10 @@ Functions:
#. :c:func:`glm_aabb_size`
#. :c:func:`glm_aabb_radius`
#. :c:func:`glm_aabb_center`
#. :c:func:`glm_aabb_aabb`
#. :c:func:`glm_aabb_sphere`
#. :c:func:`glm_aabb_point`
#. :c:func:`glm_aabb_contains`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -137,6 +141,41 @@ Functions documentation
| computes center point of AABB
Parameters:
| *[in]* **box** bounding box
| *[out]* **dest** center of bounding box
.. c:function:: bool glm_aabb_aabb(vec3 box[2], vec3 other[2])
| check if two AABB intersects
Parameters:
| *[in]* **box** bounding box
| *[out]* **box** center of bounding box
| *[out]* **other** other bounding box
.. c:function:: bool glm_aabb_sphere(vec3 box[2], vec4 s)
| check if AABB intersects with sphere
| https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
| Solid Box - Solid Sphere test.
Parameters:
| *[in]* **box** solid bounding box
| *[out]* **s** solid sphere
.. c:function:: bool glm_aabb_point(vec3 box[2], vec3 point)
| check if point is inside of AABB
Parameters:
| *[in]* **box** bounding box
| *[out]* **point** point
.. c:function:: bool glm_aabb_contains(vec3 box[2], vec3 other[2])
| check if AABB contains other AABB
Parameters:
| *[in]* **box** bounding box
| *[out]* **other** other bounding box

View File

@@ -167,11 +167,13 @@ Functions documentation
| set up view matrix
**NOTE:** The UP vector must not be parallel to the line of sight from the eye point to the reference point.
Parameters:
| *[in]* **eye** eye vector
| *[in]* **center** center vector
| *[in]* **up** up vector
| *[out]* **dest** result matrix
| *[in]* **eye** eye vector
| *[in]* **center** center vector
| *[in]* **up** up vector
| *[out]* **dest** result matrix
.. c:function:: void glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest)
@@ -181,6 +183,8 @@ Functions documentation
target self then this might be useful. Because you need to get target
from direction.
**NOTE:** The UP vector must not be parallel to the line of sight from the eye point to the reference point.
Parameters:
| *[in]* **eye** eye vector
| *[in]* **center** direction vector

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@@ -62,9 +62,9 @@ author = u'Recep Aslantas'
# built documents.
#
# The short X.Y version.
version = u'0.4.6'
version = u'0.4.9'
# The full version, including alpha/beta/rc tags.
release = u'0.4.6'
release = u'0.4.9'
# The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages.

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@@ -20,6 +20,7 @@ Functions:
1. :c:func:`glm_mat3_copy`
#. :c:func:`glm_mat3_identity`
#. :c:func:`glm_mat3_identity_array`
#. :c:func:`glm_mat3_mul`
#. :c:func:`glm_mat3_transpose_to`
#. :c:func:`glm_mat3_transpose`
@@ -49,6 +50,14 @@ Functions documentation
Parameters:
| *[out]* **mat** matrix
.. c:function:: void glm_mat3_identity_array(mat3 * __restrict mat, size_t count)
make given matrix array's each element identity matrix
Parameters:
| *[in,out]* **mat** matrix array (must be aligned (16/32) if alignment is not disabled)
| *[in]* **count** count of matrices
.. c:function:: void glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest)
multiply m1 and m2 to dest

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@@ -25,6 +25,7 @@ Functions:
1. :c:func:`glm_mat4_ucopy`
#. :c:func:`glm_mat4_copy`
#. :c:func:`glm_mat4_identity`
#. :c:func:`glm_mat4_identity_array`
#. :c:func:`glm_mat4_pick3`
#. :c:func:`glm_mat4_pick3t`
#. :c:func:`glm_mat4_ins3`
@@ -69,6 +70,14 @@ Functions documentation
Parameters:
| *[out]* **mat** matrix
.. c:function:: void glm_mat4_identity_array(mat4 * __restrict mat, size_t count)
make given matrix array's each element identity matrix
Parameters:
| *[in,out]* **mat** matrix array (must be aligned (16/32) if alignment is not disabled)
| *[in]* **count** count of matrices
.. c:function:: void glm_mat4_pick3(mat4 mat, mat3 dest)
copy upper-left of mat4 to mat3

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@@ -27,6 +27,7 @@ Macros:
Functions:
1. :c:func:`glm_quat_identity`
#. :c:func:`glm_quat_identity_array`
#. :c:func:`glm_quat_init`
#. :c:func:`glm_quat`
#. :c:func:`glm_quatv`
@@ -70,6 +71,14 @@ Functions documentation
Parameters:
| *[in, out]* **q** quaternion
.. c:function:: void glm_quat_identity_array(versor * __restrict q, size_t count)
| make given quaternion array's each element identity quaternion
Parameters:
| *[in, out]* **q** quat array (must be aligned (16) if alignment is not disabled)
| *[in]* **count** count of quaternions
.. c:function:: void glm_quat_init(versor q, float x, float y, float z, float w)
| inits quaternion with given values

74
docs/source/sphere.rst Normal file
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@@ -0,0 +1,74 @@
.. default-domain:: C
Sphere
================================================================================
Header: cglm/sphere.h
**Definition of sphere:**
Sphere Representation in cglm is *vec4*: **[center.x, center.y, center.z, radii]**
You can call any vec3 function by pasing sphere. Because first three elements
defines center of sphere.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_sphere_radii`
#. :c:func:`glm_sphere_transform`
#. :c:func:`glm_sphere_merge`
#. :c:func:`glm_sphere_sphere`
#. :c:func:`glm_sphere_point`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: float glm_sphere_radii(vec4 s)
| helper for getting sphere radius
Parameters:
| *[in]* **s** sphere
Returns:
returns radii
.. c:function:: void glm_sphere_transform(vec4 s, mat4 m, vec4 dest)
| apply transform to sphere, it is just wrapper for glm_mat4_mulv3
Parameters:
| *[in]* **s** sphere
| *[in]* **m** transform matrix
| *[out]* **dest** transformed sphere
.. c:function:: void glm_sphere_merge(vec4 s1, vec4 s2, vec4 dest)
| merges two spheres and creates a new one
two sphere must be in same space, for instance if one in world space then
the other must be in world space too, not in local space.
Parameters:
| *[in]* **s1** sphere 1
| *[in]* **s2** sphere 2
| *[out]* **dest** merged/extended sphere
.. c:function:: bool glm_sphere_sphere(vec4 s1, vec4 s2)
| check if two sphere intersects
Parameters:
| *[in]* **s1** sphere
| *[in]* **s2** other sphere
.. c:function:: bool glm_sphere_point(vec4 s, vec3 point)
| check if sphere intersects with point
Parameters:
| *[in]* **s** sphere
| *[in]* **point** point

View File

@@ -136,3 +136,38 @@ Functions documentation
Returns:
interpolated value
.. c:function:: bool glm_eq(float a, float b)
check if two float equal with using EPSILON
Parameters:
| *[in]* **a** a
| *[in]* **b** b
Returns:
true if a and b equals
.. c:function:: float glm_percent(float from, float to, float current)
percentage of current value between start and end value
Parameters:
| *[in]* **from** from value
| *[in]* **to** to value
| *[in]* **current** value between from and to values
Returns:
clamped normalized percent (0-100 in 0-1)
.. c:function:: float glm_percentc(float from, float to, float current)
clamped percentage of current value between start and end value
Parameters:
| *[in]* **from** from value
| *[in]* **to** to value
| *[in]* **current** value between from and to values
Returns:
clamped normalized percent (0-100 in 0-1)

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@@ -56,6 +56,7 @@ Functions:
#. :c:func:`glm_vec_inv_to`
#. :c:func:`glm_vec_normalize`
#. :c:func:`glm_vec_normalize_to`
#. :c:func:`glm_vec_distance2`
#. :c:func:`glm_vec_distance`
#. :c:func:`glm_vec_angle`
#. :c:func:`glm_vec_rotate`
@@ -366,6 +367,17 @@ Functions documentation
| *[in]* **v2** vector2
| *[out]* **dest** center point
.. c:function:: float glm_vec_distance2(vec3 v1, vec3 v2)
squared distance between two vectors
Parameters:
| *[in]* **mat** vector1
| *[in]* **row1** vector2
Returns:
| squared distance (distance * distance)
.. c:function:: float glm_vec_distance(vec3 v1, vec3 v2)
distance between two vectors

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@@ -24,6 +24,7 @@ Functions:
1. :c:func:`glm_vec4`
#. :c:func:`glm_vec4_copy3`
#. :c:func:`glm_vec4_copy`
#. :c:func:`glm_vec4_ucopy`
#. :c:func:`glm_vec4_zero`
#. :c:func:`glm_vec4_one`
#. :c:func:`glm_vec4_dot`
@@ -89,6 +90,16 @@ Functions documentation
| *[in]* **v** source
| *[in]* **dest** destination
.. c:function:: void glm_vec4_ucopy(vec4 v, vec4 dest)
copy all members of [a] to [dest]
| alignment is not required
Parameters:
| *[in]* **v** source
| *[in]* **dest** destination
.. c:function:: void glm_vec4_zero(vec4 v)
makes all members zero

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@@ -151,7 +151,7 @@ glm_inv_tr(mat4 mat) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_inv_tr_sse2(mat);
#else
CGLM_ALIGN(16) mat3 r;
CGLM_ALIGN_MAT mat3 r;
CGLM_ALIGN(16) vec3 t;
/* rotate */

View File

@@ -244,7 +244,7 @@ glm_scale_uni(mat4 m, float s) {
CGLM_INLINE
void
glm_rotate_x(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT;
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
@@ -269,7 +269,7 @@ glm_rotate_x(mat4 m, float angle, mat4 dest) {
CGLM_INLINE
void
glm_rotate_y(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT;
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
@@ -294,7 +294,7 @@ glm_rotate_y(mat4 m, float angle, mat4 dest) {
CGLM_INLINE
void
glm_rotate_z(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT;
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
@@ -351,7 +351,7 @@ glm_rotate_make(mat4 m, float angle, vec3 axis) {
CGLM_INLINE
void
glm_rotate(mat4 m, float angle, vec3 axis) {
CGLM_ALIGN(16) mat4 rot;
CGLM_ALIGN_MAT mat4 rot;
glm_rotate_make(rot, angle, axis);
glm_mul_rot(m, rot, m);
}

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@@ -212,4 +212,72 @@ glm_aabb_center(vec3 box[2], vec3 dest) {
glm_vec_center(box[0], box[1], dest);
}
/*!
* @brief check if two AABB intersects
*
* @param[in] box bounding box
* @param[in] other other bounding box
*/
CGLM_INLINE
bool
glm_aabb_aabb(vec3 box[2], vec3 other[2]) {
return (box[0][0] <= other[1][0] && box[1][0] >= other[0][0])
&& (box[0][1] <= other[1][1] && box[1][1] >= other[0][1])
&& (box[0][2] <= other[1][2] && box[1][2] >= other[0][2]);
}
/*!
* @brief check if AABB intersects with sphere
*
* https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
* Solid Box - Solid Sphere test.
*
* @param[in] box solid bounding box
* @param[in] s solid sphere
*/
CGLM_INLINE
bool
glm_aabb_sphere(vec3 box[2], vec4 s) {
float dmin;
int a, b, c;
a = s[0] >= box[0][0];
b = s[1] >= box[0][1];
c = s[2] >= box[0][2];
dmin = glm_pow2(s[0] - box[a][0])
+ glm_pow2(s[1] - box[b][1])
+ glm_pow2(s[2] - box[c][2]);
return dmin <= glm_pow2(s[3]);
}
/*!
* @brief check if point is inside of AABB
*
* @param[in] box bounding box
* @param[in] point point
*/
CGLM_INLINE
bool
glm_aabb_point(vec3 box[2], vec3 point) {
return (point[0] >= box[0][0] && point[0] <= box[1][0])
&& (point[1] >= box[0][1] && point[1] <= box[1][1])
&& (point[2] >= box[0][2] && point[2] <= box[1][2]);
}
/*!
* @brief check if AABB contains other AABB
*
* @param[in] box bounding box
* @param[in] other other bounding box
*/
CGLM_INLINE
bool
glm_aabb_contains(vec3 box[2], vec3 other[2]) {
return (box[0][0] <= other[0][0] && box[1][0] >= other[1][0])
&& (box[0][1] <= other[0][1] && box[1][1] >= other[1][1])
&& (box[0][2] <= other[0][2] && box[1][2] >= other[1][2]);
}
#endif /* cglm_box_h */

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@@ -25,6 +25,8 @@ extern "C" {
#include "call/box.h"
#include "call/io.h"
#include "call/project.h"
#include "call/sphere.h"
#include "call/ease.h"
#ifdef __cplusplus
}

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@@ -56,6 +56,22 @@ CGLM_EXPORT
void
glmc_aabb_center(vec3 box[2], vec3 dest);
CGLM_EXPORT
bool
glmc_aabb_aabb(vec3 box[2], vec3 other[2]);
CGLM_EXPORT
bool
glmc_aabb_point(vec3 box[2], vec3 point);
CGLM_EXPORT
bool
glmc_aabb_contains(vec3 box[2], vec3 other[2]);
CGLM_EXPORT
bool
glmc_aabb_sphere(vec3 box[2], vec4 s);
#ifdef __cplusplus
}
#endif

140
include/cglm/call/ease.h Normal file
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@@ -0,0 +1,140 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ease_h
#define cglmc_ease_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
float
glmc_ease_linear(float t);
CGLM_EXPORT
float
glmc_ease_sine_in(float t);
CGLM_EXPORT
float
glmc_ease_sine_out(float t);
CGLM_EXPORT
float
glmc_ease_sine_inout(float t);
CGLM_EXPORT
float
glmc_ease_quad_in(float t);
CGLM_EXPORT
float
glmc_ease_quad_out(float t);
CGLM_EXPORT
float
glmc_ease_quad_inout(float t);
CGLM_EXPORT
float
glmc_ease_cubic_in(float t);
CGLM_EXPORT
float
glmc_ease_cubic_out(float t);
CGLM_EXPORT
float
glmc_ease_cubic_inout(float t);
CGLM_EXPORT
float
glmc_ease_quart_in(float t);
CGLM_EXPORT
float
glmc_ease_quart_out(float t);
CGLM_EXPORT
float
glmc_ease_quart_inout(float t);
CGLM_EXPORT
float
glmc_ease_quint_in(float t);
CGLM_EXPORT
float
glmc_ease_quint_out(float t);
CGLM_EXPORT
float
glmc_ease_quint_inout(float t);
CGLM_EXPORT
float
glmc_ease_exp_in(float t);
CGLM_EXPORT
float
glmc_ease_exp_out(float t);
CGLM_EXPORT
float
glmc_ease_exp_inout(float t);
CGLM_EXPORT
float
glmc_ease_circ_in(float t);
CGLM_EXPORT
float
glmc_ease_circ_out(float t);
CGLM_EXPORT
float
glmc_ease_circ_inout(float t);
CGLM_EXPORT
float
glmc_ease_back_in(float t);
CGLM_EXPORT
float
glmc_ease_back_out(float t);
CGLM_EXPORT
float
glmc_ease_back_inout(float t);
CGLM_EXPORT
float
glmc_ease_elast_in(float t);
CGLM_EXPORT
float
glmc_ease_elast_out(float t);
CGLM_EXPORT
float
glmc_ease_elast_inout(float t);
CGLM_EXPORT
float
glmc_ease_bounce_out(float t);
CGLM_EXPORT
float
glmc_ease_bounce_in(float t);
CGLM_EXPORT
float
glmc_ease_bounce_inout(float t);
#endif /* cglmc_ease_h */

View File

@@ -24,6 +24,10 @@ CGLM_EXPORT
void
glmc_mat3_identity(mat3 mat);
CGLM_EXPORT
void
glmc_mat3_identity_array(mat3 * __restrict mat, size_t count);
CGLM_EXPORT
void
glmc_mat3_mul(mat3 m1, mat3 m2, mat3 dest);

View File

@@ -29,6 +29,10 @@ CGLM_EXPORT
void
glmc_mat4_identity(mat4 mat);
CGLM_EXPORT
void
glmc_mat4_identity_array(mat4 * __restrict mat, size_t count);
CGLM_EXPORT
void
glmc_mat4_pick3(mat4 mat, mat3 dest);

View File

@@ -17,6 +17,10 @@ CGLM_EXPORT
void
glmc_quat_identity(versor q);
CGLM_EXPORT
void
glmc_quat_identity_array(versor * __restrict q, size_t count);
CGLM_EXPORT
void
glmc_quat_init(versor q, float x, float y, float z, float w);

View File

@@ -0,0 +1,36 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_sphere_h
#define cglmc_sphere_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
float
glmc_sphere_radii(vec4 s);
CGLM_EXPORT
void
glmc_sphere_transform(vec4 s, mat4 m, vec4 dest);
CGLM_EXPORT
void
glmc_sphere_merge(vec4 s1, vec4 s2, vec4 dest);
CGLM_EXPORT
bool
glmc_sphere_sphere(vec4 s1, vec4 s2);
CGLM_EXPORT
bool
glmc_sphere_point(vec4 s, vec3 point);
#endif /* cglmc_sphere_h */

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@@ -148,6 +148,10 @@ CGLM_EXPORT
void
glmc_vec_center(vec3 v1, vec3 v2, vec3 dest);
CGLM_EXPORT
float
glmc_vec_distance2(vec3 v1, vec3 v2);
CGLM_EXPORT
float
glmc_vec_distance(vec3 v1, vec3 v2);

View File

@@ -37,6 +37,10 @@ CGLM_EXPORT
void
glmc_vec4_copy(vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_ucopy(vec4 v, vec4 dest);
CGLM_EXPORT
float
glmc_vec4_dot(vec4 a, vec4 b);

View File

@@ -198,26 +198,15 @@ glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) {
*/
CGLM_INLINE
void
glm_ortho_default(float aspect,
mat4 dest) {
glm_ortho_default(float aspect, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho(-1.0f * aspect,
1.0f * aspect,
-1.0f,
1.0f,
-100.0f,
100.0f,
dest);
return;
glm_ortho(-aspect, aspect, -1.0f, 1.0f, -100.0f, 100.0f, dest);
return;
}
glm_ortho(-1.0f,
1.0f,
-1.0f / aspect,
1.0f / aspect,
-100.0f,
100.0f,
dest);
aspect = 1.0f / aspect;
glm_ortho(-1.0f, 1.0f, -aspect, aspect, -100.0f, 100.0f, dest);
}
/*!
@@ -240,7 +229,7 @@ glm_ortho_default_s(float aspect,
-size - 100.0f,
size + 100.0f,
dest);
return;
return;
}
glm_ortho(-size,
@@ -291,13 +280,8 @@ glm_perspective(float fovy,
*/
CGLM_INLINE
void
glm_perspective_default(float aspect,
mat4 dest) {
glm_perspective((float)CGLM_PI_4,
aspect,
0.01f,
100.0f,
dest);
glm_perspective_default(float aspect, mat4 dest) {
glm_perspective(GLM_PI_4f, aspect, 0.01f, 100.0f, dest);
}
/*!
@@ -310,8 +294,7 @@ glm_perspective_default(float aspect,
*/
CGLM_INLINE
void
glm_perspective_resize(float aspect,
mat4 proj) {
glm_perspective_resize(float aspect, mat4 proj) {
if (proj[0][0] == 0.0f)
return;
@@ -321,6 +304,9 @@ glm_perspective_resize(float aspect,
/*!
* @brief set up view matrix
*
* NOTE: The UP vector must not be parallel to the line of sight from
* the eye point to the reference point
*
* @param[in] eye eye vector
* @param[in] center center vector
* @param[in] up up vector
@@ -364,6 +350,9 @@ glm_lookat(vec3 eye,
* convenient wrapper for lookat: if you only have direction not target self
* then this might be useful. Because you need to get target from direction.
*
* NOTE: The UP vector must not be parallel to the line of sight from
* the eye point to the reference point
*
* @param[in] eye eye vector
* @param[in] dir direction vector
* @param[in] up up vector

View File

@@ -24,5 +24,7 @@
#include "util.h"
#include "io.h"
#include "project.h"
#include "sphere.h"
#include "ease.h"
#endif /* cglm_h */

317
include/cglm/ease.h Normal file
View File

@@ -0,0 +1,317 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_ease_h
#define cglm_ease_h
#include "common.h"
CGLM_INLINE
float
glm_ease_linear(float t) {
return t;
}
CGLM_INLINE
float
glm_ease_sine_in(float t) {
return sinf((t - 1.0f) * GLM_PI_2f) + 1.0f;
}
CGLM_INLINE
float
glm_ease_sine_out(float t) {
return sinf(t * GLM_PI_2f);
}
CGLM_INLINE
float
glm_ease_sine_inout(float t) {
return 0.5f * (1.0f - cosf(t * GLM_PIf));
}
CGLM_INLINE
float
glm_ease_quad_in(float t) {
return t * t;
}
CGLM_INLINE
float
glm_ease_quad_out(float t) {
return -(t * (t - 2.0f));
}
CGLM_INLINE
float
glm_ease_quad_inout(float t) {
float tt;
tt = t * t;
if (t < 0.5f)
return 2.0f * tt;
return (-2.0f * tt) + (4.0f * t) - 1.0f;
}
CGLM_INLINE
float
glm_ease_cubic_in(float t) {
return t * t * t;
}
CGLM_INLINE
float
glm_ease_cubic_out(float t) {
float f;
f = t - 1.0f;
return f * f * f + 1.0f;
}
CGLM_INLINE
float
glm_ease_cubic_inout(float t) {
float f;
if (t < 0.5f)
return 4.0f * t * t * t;
f = 2.0f * t - 2.0f;
return 0.5f * f * f * f + 1.0f;
}
CGLM_INLINE
float
glm_ease_quart_in(float t) {
float f;
f = t * t;
return f * f;
}
CGLM_INLINE
float
glm_ease_quart_out(float t) {
float f;
f = t - 1.0f;
return f * f * f * (1.0f - t) + 1.0f;
}
CGLM_INLINE
float
glm_ease_quart_inout(float t) {
float f, g;
if (t < 0.5f) {
f = t * t;
return 8.0f * f * f;
}
f = t - 1.0f;
g = f * f;
return -8.0f * g * g + 1.0f;
}
CGLM_INLINE
float
glm_ease_quint_in(float t) {
float f;
f = t * t;
return f * f * t;
}
CGLM_INLINE
float
glm_ease_quint_out(float t) {
float f, g;
f = t - 1.0f;
g = f * f;
return g * g * f + 1.0f;
}
CGLM_INLINE
float
glm_ease_quint_inout(float t) {
float f, g;
if (t < 0.5f) {
f = t * t;
return 16.0f * f * f * t;
}
f = 2.0f * t - 2.0f;
g = f * f;
return 0.5f * g * g * f + 1.0f;
}
CGLM_INLINE
float
glm_ease_exp_in(float t) {
if (t == 0.0f)
return t;
return powf(2.0f, 10.0f * (t - 1.0f));
}
CGLM_INLINE
float
glm_ease_exp_out(float t) {
if (t == 1.0f)
return t;
return 1.0f - powf(2.0f, -10.0f * t);
}
CGLM_INLINE
float
glm_ease_exp_inout(float t) {
if (t == 0.0f || t == 1.0f)
return t;
if (t < 0.5f)
return 0.5f * powf(2.0f, (20.0f * t) - 10.0f);
return -0.5f * powf(2.0f, (-20.0f * t) + 10.0f) + 1.0f;
}
CGLM_INLINE
float
glm_ease_circ_in(float t) {
return 1.0f - sqrtf(1.0f - (t * t));
}
CGLM_INLINE
float
glm_ease_circ_out(float t) {
return sqrtf((2.0f - t) * t);
}
CGLM_INLINE
float
glm_ease_circ_inout(float t) {
if (t < 0.5f)
return 0.5f * (1.0f - sqrtf(1.0f - 4.0f * (t * t)));
return 0.5f * (sqrtf(-((2.0f * t) - 3.0f) * ((2.0f * t) - 1.0f)) + 1.0f);
}
CGLM_INLINE
float
glm_ease_back_in(float t) {
float o, z;
o = 1.70158f;
z = ((o + 1.0f) * t) - o;
return t * t * z;
}
CGLM_INLINE
float
glm_ease_back_out(float t) {
float o, z, n;
o = 1.70158f;
n = t - 1.0f;
z = (o + 1.0f) * n + o;
return n * n * z + 1.0f;
}
CGLM_INLINE
float
glm_ease_back_inout(float t) {
float o, z, n, m, s, x;
o = 1.70158f;
s = o * 1.525f;
x = 0.5;
n = t / 0.5f;
if (n < 1.0f) {
z = (s + 1) * n - s;
m = n * n * z;
return x * m;
}
n -= 2.0f;
z = (s + 1.0f) * n + s;
m = (n * n * z) + 2;
return x * m;
}
CGLM_INLINE
float
glm_ease_elast_in(float t) {
return sinf(13.0f * GLM_PI_2f * t) * powf(2.0f, 10.0f * (t - 1.0f));
}
CGLM_INLINE
float
glm_ease_elast_out(float t) {
return sinf(-13.0f * GLM_PI_2f * (t + 1.0f)) * powf(2.0f, -10.0f * t) + 1.0f;
}
CGLM_INLINE
float
glm_ease_elast_inout(float t) {
float a;
a = 2.0f * t;
if (t < 0.5f)
return 0.5f * sinf(13.0f * GLM_PI_2f * a)
* powf(2.0f, 10.0f * (a - 1.0f));
return 0.5f * (sinf(-13.0f * GLM_PI_2f * a)
* powf(2.0f, -10.0f * (a - 1.0f)) + 2.0f);
}
CGLM_INLINE
float
glm_ease_bounce_out(float t) {
float tt;
tt = t * t;
if (t < (4.0f / 11.0f))
return (121.0f * tt) / 16.0f;
if (t < 8.0f / 11.0f)
return ((363.0f / 40.0f) * tt) - ((99.0f / 10.0f) * t) + (17.0f / 5.0f);
if (t < (9.0f / 10.0f))
return (4356.0f / 361.0f) * tt
- (35442.0f / 1805.0f) * t
+ (16061.0f / 1805.0f);
return ((54.0f / 5.0f) * tt) - ((513.0f / 25.0f) * t) + (268.0f / 25.0f);
}
CGLM_INLINE
float
glm_ease_bounce_in(float t) {
return 1.0f - glm_ease_bounce_out(1.0f - t);
}
CGLM_INLINE
float
glm_ease_bounce_inout(float t) {
if (t < 0.5f)
return 0.5f * (1.0f - glm_ease_bounce_out(t * 2.0f));
return 0.5f * glm_ease_bounce_out(t * 2.0f - 1.0f) + 0.5f;
}
#endif /* cglm_ease_h */

View File

@@ -84,12 +84,12 @@ glm_euler_angles(mat4 m, vec3 dest) {
thetaZ = atan2f(-m10, m00);
} else { /* m20 == -1 */
/* Not a unique solution */
thetaY = -CGLM_PI_2;
thetaY = -GLM_PI_2f;
thetaX = -atan2f(m01, m11);
thetaZ = 0.0f;
}
} else { /* m20 == +1 */
thetaY = CGLM_PI_2;
thetaY = GLM_PI_2f;
thetaX = atan2f(m01, m11);
thetaZ = 0.0f;
}

View File

@@ -25,7 +25,7 @@
CGLM_INLINE
void
glm_mat4_print(mat4 matrix,
glm_mat4_print(mat4 matrix,
FILE * __restrict ostream) {
int i;
int j;
@@ -55,7 +55,7 @@ glm_mat4_print(mat4 matrix,
CGLM_INLINE
void
glm_mat3_print(mat3 matrix,
glm_mat3_print(mat3 matrix,
FILE * __restrict ostream) {
int i;
int j;
@@ -85,7 +85,7 @@ glm_mat3_print(mat3 matrix,
CGLM_INLINE
void
glm_vec4_print(vec4 vec,
glm_vec4_print(vec4 vec,
FILE * __restrict ostream) {
int i;
@@ -107,7 +107,7 @@ glm_vec4_print(vec4 vec,
CGLM_INLINE
void
glm_vec3_print(vec3 vec,
glm_vec3_print(vec3 vec,
FILE * __restrict ostream) {
int i;
@@ -129,7 +129,7 @@ glm_vec3_print(vec3 vec,
CGLM_INLINE
void
glm_ivec3_print(ivec3 vec,
glm_ivec3_print(ivec3 vec,
FILE * __restrict ostream) {
int i;
@@ -151,7 +151,7 @@ glm_ivec3_print(ivec3 vec,
CGLM_INLINE
void
glm_versor_print(versor vec,
glm_versor_print(versor vec,
FILE * __restrict ostream) {
int i;

View File

@@ -16,6 +16,7 @@
Functions:
CGLM_INLINE void glm_mat3_copy(mat3 mat, mat3 dest);
CGLM_INLINE void glm_mat3_identity(mat3 mat);
CGLM_INLINE void glm_mat3_identity_array(mat3 * restrict mat, size_t count);
CGLM_INLINE void glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest);
CGLM_INLINE void glm_mat3_transpose_to(mat3 m, mat3 dest);
CGLM_INLINE void glm_mat3_transpose(mat3 m);
@@ -81,10 +82,29 @@ glm_mat3_copy(mat3 mat, mat3 dest) {
CGLM_INLINE
void
glm_mat3_identity(mat3 mat) {
CGLM_ALIGN(16) mat3 t = GLM_MAT3_IDENTITY_INIT;
CGLM_ALIGN_MAT mat3 t = GLM_MAT3_IDENTITY_INIT;
glm_mat3_copy(t, mat);
}
/*!
* @brief make given matrix array's each element identity matrix
*
* @param[in, out] mat matrix array (must be aligned (16/32)
* if alignment is not disabled)
*
* @param[in] count count of matrices
*/
CGLM_INLINE
void
glm_mat3_identity_array(mat3 * __restrict mat, size_t count) {
CGLM_ALIGN_MAT mat3 t = GLM_MAT3_IDENTITY_INIT;
size_t i;
for (i = 0; i < count; i++) {
glm_mat3_copy(t, mat[i]);
}
}
/*!
* @brief multiply m1 and m2 to dest
*
@@ -155,7 +175,7 @@ glm_mat3_transpose_to(mat3 m, mat3 dest) {
CGLM_INLINE
void
glm_mat3_transpose(mat3 m) {
CGLM_ALIGN(16) mat3 tmp;
CGLM_ALIGN_MAT mat3 tmp;
tmp[0][1] = m[1][0];
tmp[0][2] = m[2][0];

View File

@@ -23,6 +23,7 @@
CGLM_INLINE void glm_mat4_ucopy(mat4 mat, mat4 dest);
CGLM_INLINE void glm_mat4_copy(mat4 mat, mat4 dest);
CGLM_INLINE void glm_mat4_identity(mat4 mat);
CGLM_INLINE void glm_mat4_identity_array(mat4 * restrict mat, size_t count);
CGLM_INLINE void glm_mat4_pick3(mat4 mat, mat3 dest);
CGLM_INLINE void glm_mat4_pick3t(mat4 mat, mat3 dest);
CGLM_INLINE void glm_mat4_ins3(mat3 mat, mat4 dest);
@@ -139,10 +140,29 @@ glm_mat4_copy(mat4 mat, mat4 dest) {
CGLM_INLINE
void
glm_mat4_identity(mat4 mat) {
CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT;
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
glm_mat4_copy(t, mat);
}
/*!
* @brief make given matrix array's each element identity matrix
*
* @param[in, out] mat matrix array (must be aligned (16/32)
* if alignment is not disabled)
*
* @param[in] count count of matrices
*/
CGLM_INLINE
void
glm_mat4_identity_array(mat4 * __restrict mat, size_t count) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
size_t i;
for (i = 0; i < count; i++) {
glm_mat4_copy(t, mat[i]);
}
}
/*!
* @brief copy upper-left of mat4 to mat3
*

View File

@@ -103,6 +103,25 @@ glm_quat_identity(versor q) {
glm_vec4_copy(v, q);
}
/*!
* @brief make given quaternion array's each element identity quaternion
*
* @param[in, out] q quat array (must be aligned (16)
* if alignment is not disabled)
*
* @param[in] count count of quaternions
*/
CGLM_INLINE
void
glm_quat_identity_array(versor * __restrict q, size_t count) {
CGLM_ALIGN(16) versor v = GLM_QUAT_IDENTITY_INIT;
size_t i;
for (i = 0; i < count; i++) {
glm_vec4_copy(v, q[i]);
}
}
/*!
* @brief inits quaterion with raw values
*
@@ -646,15 +665,12 @@ glm_quat_slerp(versor from, versor to, float t, versor dest) {
CGLM_INLINE
void
glm_quat_look(vec3 eye, versor ori, mat4 dest) {
CGLM_ALIGN(16) vec4 t;
/* orientation */
glm_quat_mat4t(ori, dest);
/* translate */
glm_vec4(eye, 1.0f, t);
glm_mat4_mulv(dest, t, t);
glm_vec_flipsign_to(t, dest[3]);
glm_mat4_mulv3(dest, eye, 1.0f, dest[3]);
glm_vec_flipsign(dest[3]);
}
/*!
@@ -673,7 +689,7 @@ glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) {
dot = glm_vec_dot(dir, fwd);
if (fabsf(dot + 1.0f) < 0.000001f) {
glm_quat_init(dest, up[0], up[1], up[2], CGLM_PI);
glm_quat_init(dest, up[0], up[1], up[2], GLM_PIf);
return;
}
@@ -745,7 +761,7 @@ glm_quat_rotatev(versor q, vec3 v, vec3 dest) {
CGLM_INLINE
void
glm_quat_rotate(mat4 m, versor q, mat4 dest) {
CGLM_ALIGN(16) mat4 rot;
CGLM_ALIGN_MAT mat4 rot;
glm_quat_mat4(q, rot);
glm_mul_rot(m, rot, dest);
}

View File

@@ -27,21 +27,24 @@ glm_mul_avx(mat4 m1, mat4 m2, mat4 dest) {
y2 = glmm_load256(m1[0]); /* h g f e d c b a */
y3 = glmm_load256(m1[2]); /* p o n m l k j i */
y4 = _mm256_permute2f128_ps(y2, y2, 0b00000011); /* d c b a h g f e */
y5 = _mm256_permute2f128_ps(y3, y3, 0b00000000); /* l k j i l k j i */
/* 0x03: 0b00000011 */
y4 = _mm256_permute2f128_ps(y2, y2, 0x03); /* d c b a h g f e */
y5 = _mm256_permute2f128_ps(y3, y3, 0x03); /* l k j i p o n m */
/* f f f f a a a a */
/* g g g g c c c c */
/* h h h h c c c c */
/* e e e e b b b b */
y7 = _mm256_permute_ps(y0, 0b10101010);
/* g g g g d d d d */
y6 = _mm256_permutevar_ps(y0, _mm256_set_epi32(1, 1, 1, 1, 0, 0, 0, 0));
y7 = _mm256_permutevar_ps(y0, _mm256_set_epi32(3, 3, 3, 3, 2, 2, 2, 2));
y8 = _mm256_permutevar_ps(y0, _mm256_set_epi32(0, 0, 0, 0, 1, 1, 1, 1));
y9 = _mm256_permutevar_ps(y0, _mm256_set_epi32(2, 2, 2, 2, 3, 3, 3, 3));
glmm_store256(dest[0],
_mm256_add_ps(_mm256_add_ps(_mm256_mul_ps(y2, y6),
_mm256_mul_ps(y4, y8)),
_mm256_mul_ps(y5, y7)));
_mm256_mul_ps(y3, y7)),
_mm256_add_ps(_mm256_mul_ps(y4, y8),
_mm256_mul_ps(y5, y9))));
/* n n n n i i i i */
/* p p p p k k k k */

View File

@@ -27,8 +27,9 @@ glm_mat4_mul_avx(mat4 m1, mat4 m2, mat4 dest) {
y2 = glmm_load256(m1[0]); /* h g f e d c b a */
y3 = glmm_load256(m1[2]); /* p o n m l k j i */
y4 = _mm256_permute2f128_ps(y2, y2, 0b00000011); /* d c b a h g f e */
y5 = _mm256_permute2f128_ps(y3, y3, 0b00000011); /* l k j i p o n m */
/* 0x03: 0b00000011 */
y4 = _mm256_permute2f128_ps(y2, y2, 0x03); /* d c b a h g f e */
y5 = _mm256_permute2f128_ps(y3, y3, 0x03); /* l k j i p o n m */
/* f f f f a a a a */
/* h h h h c c c c */

View File

@@ -16,7 +16,7 @@
CGLM_INLINE
void
glm_mat4_scale_sse2(mat4 m, float s){
glm_mat4_scale_sse2(mat4 m, float s) {
__m128 x0;
x0 = _mm_set1_ps(s);
@@ -28,7 +28,7 @@ glm_mat4_scale_sse2(mat4 m, float s){
CGLM_INLINE
void
glm_mat4_transp_sse2(mat4 m, mat4 dest){
glm_mat4_transp_sse2(mat4 m, mat4 dest) {
__m128 r0, r1, r2, r3;
r0 = glmm_load(m[0]);

99
include/cglm/sphere.h Normal file
View File

@@ -0,0 +1,99 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_sphere_h
#define cglm_sphere_h
#include "common.h"
#include "mat4.h"
/*
Sphere Representation in cglm: [center.x, center.y, center.z, radii]
You could use this representation or you can convert it to vec4 before call
any function
*/
/*!
* @brief helper for getting sphere radius
*
* @param[in] s sphere
*
* @return returns radii
*/
CGLM_INLINE
float
glm_sphere_radii(vec4 s) {
return s[3];
}
/*!
* @brief apply transform to sphere, it is just wrapper for glm_mat4_mulv3
*
* @param[in] s sphere
* @param[in] m transform matrix
* @param[out] dest transformed sphere
*/
CGLM_INLINE
void
glm_sphere_transform(vec4 s, mat4 m, vec4 dest) {
glm_mat4_mulv3(m, s, 1.0f, dest);
dest[3] = s[3];
}
/*!
* @brief merges two spheres and creates a new one
*
* two sphere must be in same space, for instance if one in world space then
* the other must be in world space too, not in local space.
*
* @param[in] s1 sphere 1
* @param[in] s2 sphere 2
* @param[out] dest merged/extended sphere
*/
CGLM_INLINE
void
glm_sphere_merge(vec4 s1, vec4 s2, vec4 dest) {
float dist, radii;
dist = glm_vec_distance(s1, s2);
radii = dist + s1[3] + s2[3];
radii = glm_max(radii, s1[3]);
radii = glm_max(radii, s2[3]);
glm_vec_center(s1, s2, dest);
dest[3] = radii;
}
/*!
* @brief check if two sphere intersects
*
* @param[in] s1 sphere
* @param[in] s2 other sphere
*/
CGLM_INLINE
bool
glm_sphere_sphere(vec4 s1, vec4 s2) {
return glm_vec_distance2(s1, s2) <= glm_pow2(s1[3] + s2[3]);
}
/*!
* @brief check if sphere intersects with point
*
* @param[in] s sphere
* @param[in] point point
*/
CGLM_INLINE
bool
glm_sphere_point(vec4 s, vec3 point) {
float rr;
rr = s[3] * s[3];
return glm_vec_distance2(point, s) <= rr;
}
#endif /* cglm_sphere_h */

View File

@@ -26,18 +26,58 @@
# define CGLM_ALIGN_IF(X) /* no alignment */
#endif
#ifdef __AVX__
# define CGLM_ALIGN_MAT CGLM_ALIGN(32)
#else
# define CGLM_ALIGN_MAT CGLM_ALIGN(16)
#endif
typedef float vec2[2];
typedef CGLM_ALIGN_IF(8) float vec3[3];
typedef int ivec3[3];
typedef CGLM_ALIGN_IF(16) float vec4[4];
typedef vec3 mat3[3];
#ifdef __AVX__
typedef CGLM_ALIGN_IF(32) vec3 mat3[3];
typedef CGLM_ALIGN_IF(32) vec4 mat4[4];
#else
typedef vec3 mat3[3];
typedef CGLM_ALIGN_IF(16) vec4 mat4[4];
#endif
typedef vec4 versor;
#define CGLM_PI ((float)M_PI)
#define CGLM_PI_2 ((float)M_PI_2)
#define CGLM_PI_4 ((float)M_PI_4)
#define GLM_E 2.71828182845904523536028747135266250 /* e */
#define GLM_LOG2E 1.44269504088896340735992468100189214 /* log2(e) */
#define GLM_LOG10E 0.434294481903251827651128918916605082 /* log10(e) */
#define GLM_LN2 0.693147180559945309417232121458176568 /* loge(2) */
#define GLM_LN10 2.30258509299404568401799145468436421 /* loge(10) */
#define GLM_PI 3.14159265358979323846264338327950288 /* pi */
#define GLM_PI_2 1.57079632679489661923132169163975144 /* pi/2 */
#define GLM_PI_4 0.785398163397448309615660845819875721 /* pi/4 */
#define GLM_1_PI 0.318309886183790671537767526745028724 /* 1/pi */
#define GLM_2_PI 0.636619772367581343075535053490057448 /* 2/pi */
#define GLM_2_SQRTPI 1.12837916709551257389615890312154517 /* 2/sqrt(pi) */
#define GLM_SQRT2 1.41421356237309504880168872420969808 /* sqrt(2) */
#define GLM_SQRT1_2 0.707106781186547524400844362104849039 /* 1/sqrt(2) */
#define GLM_Ef ((float)GLM_E)
#define GLM_LOG2Ef ((float)GLM_LOG2E)
#define GLM_LOG10Ef ((float)GLM_LOG10E)
#define GLM_LN2f ((float)GLM_LN2)
#define GLM_LN10f ((float)GLM_LN10)
#define GLM_PIf ((float)GLM_PI)
#define GLM_PI_2f ((float)GLM_PI_2)
#define GLM_PI_4f ((float)GLM_PI_4)
#define GLM_1_PIf ((float)GLM_1_PI)
#define GLM_2_PIf ((float)GLM_2_PI)
#define GLM_2_SQRTPIf ((float)GLM_2_SQRTPI)
#define GLM_SQRT2f ((float)GLM_SQRT2)
#define GLM_SQRT1_2f ((float)GLM_SQRT1_2)
/* DEPRECATED! use GLM_PI and friends */
#define CGLM_PI GLM_PIf
#define CGLM_PI_2 GLM_PI_2f
#define CGLM_PI_4 GLM_PI_4f
#endif /* cglm_types_h */

View File

@@ -19,6 +19,10 @@
#define cglm_util_h
#include "common.h"
#include <stdbool.h>
#define GLM_MIN(X, Y) (((X) < (Y)) ? (X) : (Y))
#define GLM_MAX(X, Y) (((X) > (Y)) ? (X) : (Y))
/*!
* @brief get sign of 32 bit integer as +1, -1, 0
@@ -54,7 +58,7 @@ glm_signf(float val) {
CGLM_INLINE
float
glm_rad(float deg) {
return deg * CGLM_PI / 180.0f;
return deg * GLM_PIf / 180.0f;
}
/*!
@@ -65,7 +69,7 @@ glm_rad(float deg) {
CGLM_INLINE
float
glm_deg(float rad) {
return rad * 180.0f / CGLM_PI;
return rad * 180.0f / GLM_PIf;
}
/*!
@@ -76,7 +80,7 @@ glm_deg(float rad) {
CGLM_INLINE
void
glm_make_rad(float *deg) {
*deg = *deg * CGLM_PI / 180.0f;
*deg = *deg * GLM_PIf / 180.0f;
}
/*!
@@ -87,7 +91,7 @@ glm_make_rad(float *deg) {
CGLM_INLINE
void
glm_make_deg(float *rad) {
*rad = *rad * 180.0f / CGLM_PI;
*rad = *rad * 180.0f / GLM_PIf;
}
/*!
@@ -98,7 +102,6 @@ glm_make_deg(float *rad) {
CGLM_INLINE
float
glm_pow2(float x) {
return x * x;
}
@@ -143,6 +146,17 @@ glm_clamp(float val, float minVal, float maxVal) {
return glm_min(glm_max(val, minVal), maxVal);
}
/*!
* @brief clamp a number to zero and one
*
* @param[in] val value to clamp
*/
CGLM_INLINE
float
glm_clamp_zo(float val) {
return glm_clamp(val, 0.0f, 1.0f);
}
/*!
* @brief linear interpolation between two number
*
@@ -155,7 +169,52 @@ glm_clamp(float val, float minVal, float maxVal) {
CGLM_INLINE
float
glm_lerp(float from, float to, float t) {
return from + glm_clamp(t, 0.0f, 1.0f) * (to - from);
return from + glm_clamp_zo(t) * (to - from);
}
/*!
* @brief check if two float equal with using EPSILON
*
* @param[in] a a
* @param[in] b b
*/
CGLM_INLINE
bool
glm_eq(float a, float b) {
return fabsf(a - b) <= FLT_EPSILON;
}
/*!
* @brief percentage of current value between start and end value
*
* maybe fraction could be alternative name.
*
* @param[in] from from value
* @param[in] to to value
* @param[in] current current value
*/
CGLM_INLINE
float
glm_percent(float from, float to, float current) {
float t;
if ((t = to - from) == 0.0f)
return 1.0f;
return (current - from) / t;
}
/*!
* @brief clamped percentage of current value between start and end value
*
* @param[in] from from value
* @param[in] to to value
* @param[in] current current value
*/
CGLM_INLINE
float
glm_percentc(float from, float to, float current) {
return glm_clamp(glm_percent(from, to, current), 0.0f, 1.0f);
}
#endif /* cglm_util_h */

View File

@@ -633,6 +633,21 @@ glm_vec_center(vec3 v1, vec3 v2, vec3 dest) {
glm_vec_scale(dest, 0.5f, dest);
}
/**
* @brief squared distance between two vectors
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @return returns squared distance (distance * distance)
*/
CGLM_INLINE
float
glm_vec_distance2(vec3 v1, vec3 v2) {
return glm_pow2(v2[0] - v1[0])
+ glm_pow2(v2[1] - v1[1])
+ glm_pow2(v2[2] - v1[2]);
}
/**
* @brief distance between two vectors
*
@@ -643,9 +658,7 @@ glm_vec_center(vec3 v1, vec3 v2, vec3 dest) {
CGLM_INLINE
float
glm_vec_distance(vec3 v1, vec3 v2) {
return sqrtf(glm_pow2(v2[0] - v1[0])
+ glm_pow2(v2[1] - v1[1])
+ glm_pow2(v2[2] - v1[2]));
return sqrtf(glm_vec_distance2(v1, v2));
}
/*!
@@ -723,7 +736,7 @@ glm_vec_lerp(vec3 from, vec3 to, float t, vec3 dest) {
vec3 s, v;
/* from + s * (to - from) */
glm_vec_broadcast(glm_clamp(t, 0.0f, 1.0f), s);
glm_vec_broadcast(glm_clamp_zo(t), s);
glm_vec_sub(to, from, v);
glm_vec_mulv(s, v, v);
glm_vec_add(from, v, dest);

View File

@@ -25,6 +25,7 @@
CGLM_INLINE void glm_vec4(vec3 v3, float last, vec4 dest);
CGLM_INLINE void glm_vec4_copy3(vec4 a, vec3 dest);
CGLM_INLINE void glm_vec4_copy(vec4 v, vec4 dest);
CGLM_INLINE void glm_vec4_ucopy(vec4 v, vec4 dest);
CGLM_INLINE float glm_vec4_dot(vec4 a, vec4 b);
CGLM_INLINE float glm_vec4_norm2(vec4 v);
CGLM_INLINE float glm_vec4_norm(vec4 vec);
@@ -120,6 +121,23 @@ glm_vec4_copy(vec4 v, vec4 dest) {
#endif
}
/*!
* @brief copy all members of [a] to [dest]
*
* alignment is not required
*
* @param[in] v source
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_ucopy(vec4 v, vec4 dest) {
dest[0] = v[0];
dest[1] = v[1];
dest[2] = v[2];
dest[3] = v[3];
}
/*!
* @brief make vector zero
*
@@ -698,7 +716,7 @@ glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest) {
vec4 s, v;
/* from + s * (to - from) */
glm_vec4_broadcast(glm_clamp(t, 0.0f, 1.0f), s);
glm_vec4_broadcast(glm_clamp_zo(t), s);
glm_vec4_sub(to, from, v);
glm_vec4_mulv(s, v, v);
glm_vec4_add(from, v, dest);

View File

@@ -10,6 +10,6 @@
#define CGLM_VERSION_MAJOR 0
#define CGLM_VERSION_MINOR 4
#define CGLM_VERSION_PATCH 6
#define CGLM_VERSION_PATCH 9
#endif /* cglm_version_h */

View File

@@ -55,7 +55,9 @@ cglm_HEADERS = include/cglm/version.h \
include/cglm/frustum.h \
include/cglm/box.h \
include/cglm/color.h \
include/cglm/project.h
include/cglm/project.h \
include/cglm/sphere.h \
include/cglm/ease.h
cglm_calldir=$(includedir)/cglm/call
cglm_call_HEADERS = include/cglm/call/mat4.h \
@@ -70,7 +72,9 @@ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/plane.h \
include/cglm/call/frustum.h \
include/cglm/call/box.h \
include/cglm/call/project.h
include/cglm/call/project.h \
include/cglm/call/sphere.h \
include/cglm/call/ease.h
cglm_simddir=$(includedir)/cglm/simd
cglm_simd_HEADERS = include/cglm/simd/intrin.h
@@ -101,7 +105,9 @@ libcglm_la_SOURCES=\
src/plane.c \
src/frustum.c \
src/box.c \
src/project.c
src/project.c \
src/sphere.c \
src/ease.c
test_tests_SOURCES=\
test/src/test_common.c \

View File

@@ -70,3 +70,27 @@ void
glmc_aabb_center(vec3 box[2], vec3 dest) {
glm_aabb_center(box, dest);
}
CGLM_EXPORT
bool
glmc_aabb_aabb(vec3 box[2], vec3 other[2]) {
return glm_aabb_aabb(box, other);
}
CGLM_EXPORT
bool
glmc_aabb_point(vec3 box[2], vec3 point) {
return glm_aabb_point(box, point);
}
CGLM_EXPORT
bool
glmc_aabb_contains(vec3 box[2], vec3 other[2]) {
return glm_aabb_contains(box, other);
}
CGLM_EXPORT
bool
glmc_aabb_sphere(vec3 box[2], vec4 s) {
return glm_aabb_sphere(box, s);
}

195
src/ease.c Normal file
View File

@@ -0,0 +1,195 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#include "../include/cglm/cglm.h"
#include "../include/cglm/call.h"
CGLM_EXPORT
float
glmc_ease_linear(float t) {
return glm_ease_linear(t);
}
CGLM_EXPORT
float
glmc_ease_sine_in(float t) {
return glm_ease_sine_in(t);
}
CGLM_EXPORT
float
glmc_ease_sine_out(float t) {
return glm_ease_sine_out(t);
}
CGLM_EXPORT
float
glmc_ease_sine_inout(float t) {
return glm_ease_sine_inout(t);
}
CGLM_EXPORT
float
glmc_ease_quad_in(float t) {
return glm_ease_quad_in(t);
}
CGLM_EXPORT
float
glmc_ease_quad_out(float t) {
return glm_ease_quad_out(t);
}
CGLM_EXPORT
float
glmc_ease_quad_inout(float t) {
return glm_ease_quad_inout(t);
}
CGLM_EXPORT
float
glmc_ease_cubic_in(float t) {
return glm_ease_cubic_in(t);
}
CGLM_EXPORT
float
glmc_ease_cubic_out(float t) {
return glm_ease_cubic_out(t);
}
CGLM_EXPORT
float
glmc_ease_cubic_inout(float t) {
return glm_ease_cubic_inout(t);
}
CGLM_EXPORT
float
glmc_ease_quart_in(float t) {
return glm_ease_quart_in(t);
}
CGLM_EXPORT
float
glmc_ease_quart_out(float t) {
return glm_ease_quart_out(t);
}
CGLM_EXPORT
float
glmc_ease_quart_inout(float t) {
return glm_ease_quart_inout(t);
}
CGLM_EXPORT
float
glmc_ease_quint_in(float t) {
return glm_ease_quint_in(t);
}
CGLM_EXPORT
float
glmc_ease_quint_out(float t) {
return glm_ease_quint_out(t);
}
CGLM_EXPORT
float
glmc_ease_quint_inout(float t) {
return glm_ease_quint_inout(t);
}
CGLM_EXPORT
float
glmc_ease_exp_in(float t) {
return glm_ease_exp_in(t);
}
CGLM_EXPORT
float
glmc_ease_exp_out(float t) {
return glm_ease_exp_out(t);
}
CGLM_EXPORT
float
glmc_ease_exp_inout(float t) {
return glm_ease_exp_inout(t);
}
CGLM_EXPORT
float
glmc_ease_circ_in(float t) {
return glm_ease_circ_in(t);
}
CGLM_EXPORT
float
glmc_ease_circ_out(float t) {
return glm_ease_circ_out(t);
}
CGLM_EXPORT
float
glmc_ease_circ_inout(float t) {
return glm_ease_circ_inout(t);
}
CGLM_EXPORT
float
glmc_ease_back_in(float t) {
return glm_ease_back_in(t);
}
CGLM_EXPORT
float
glmc_ease_back_out(float t) {
return glm_ease_back_out(t);
}
CGLM_EXPORT
float
glmc_ease_back_inout(float t) {
return glm_ease_back_inout(t);
}
CGLM_EXPORT
float
glmc_ease_elast_in(float t) {
return glm_ease_elast_in(t);
}
CGLM_EXPORT
float
glmc_ease_elast_out(float t) {
return glm_ease_elast_out(t);
}
CGLM_EXPORT
float
glmc_ease_elast_inout(float t) {
return glm_ease_elast_inout(t);
}
CGLM_EXPORT
float
glmc_ease_bounce_out(float t) {
return glm_ease_bounce_out(t);
}
CGLM_EXPORT
float
glmc_ease_bounce_in(float t) {
return glm_ease_bounce_in(t);
}
CGLM_EXPORT
float
glmc_ease_bounce_inout(float t) {
return glm_ease_bounce_inout(t);
}

View File

@@ -20,6 +20,12 @@ glmc_mat3_identity(mat3 mat) {
glm_mat3_identity(mat);
}
CGLM_EXPORT
void
glmc_mat3_identity_array(mat3 * __restrict mat, size_t count) {
glm_mat3_identity_array(mat, count);
}
CGLM_EXPORT
void
glmc_mat3_mul(mat3 m1, mat3 m2, mat3 dest) {

View File

@@ -26,6 +26,12 @@ glmc_mat4_identity(mat4 mat) {
glm_mat4_identity(mat);
}
CGLM_EXPORT
void
glmc_mat4_identity_array(mat4 * __restrict mat, size_t count) {
glm_mat4_identity_array(mat, count);
}
CGLM_EXPORT
void
glmc_mat4_pick3(mat4 mat, mat3 dest) {

View File

@@ -8,13 +8,18 @@
#include "../include/cglm/cglm.h"
#include "../include/cglm/call.h"
CGLM_EXPORT
void
glmc_quat_identity(versor q) {
glm_quat_identity(q);
}
CGLM_EXPORT
void
glmc_quat_identity_array(versor * __restrict q, size_t count) {
glm_quat_identity_array(q, count);
}
CGLM_EXPORT
void
glmc_quat_init(versor q, float x, float y, float z, float w) {

39
src/sphere.c Normal file
View File

@@ -0,0 +1,39 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#include "../include/cglm/cglm.h"
#include "../include/cglm/call.h"
CGLM_EXPORT
float
glmc_sphere_radii(vec4 s) {
return glm_sphere_radii(s);
}
CGLM_EXPORT
void
glmc_sphere_transform(vec4 s, mat4 m, vec4 dest) {
glm_sphere_transform(s, m, dest);
}
CGLM_EXPORT
void
glmc_sphere_merge(vec4 s1, vec4 s2, vec4 dest) {
glm_sphere_merge(s1, s2, dest);
}
CGLM_EXPORT
bool
glmc_sphere_sphere(vec4 s1, vec4 s2) {
return glm_sphere_sphere(s1, s2);
}
CGLM_EXPORT
bool
glmc_sphere_point(vec4 s, vec3 point) {
return glm_sphere_point(s, point);
}

View File

@@ -206,6 +206,12 @@ glmc_vec_center(vec3 v1, vec3 v2, vec3 dest) {
glm_vec_center(v1, v2, dest);
}
CGLM_EXPORT
float
glmc_vec_distance2(vec3 v1, vec3 v2) {
return glm_vec_distance2(v1, v2);
}
CGLM_EXPORT
float
glmc_vec_distance(vec3 v1, vec3 v2) {

View File

@@ -38,6 +38,12 @@ glmc_vec4_copy(vec4 v, vec4 dest) {
glm_vec4_copy(v, dest);
}
CGLM_EXPORT
void
glmc_vec4_ucopy(vec4 v, vec4 dest) {
glm_vec4_ucopy(v, dest);
}
CGLM_EXPORT
float
glmc_vec4_dot(vec4 a, vec4 b) {

View File

@@ -12,7 +12,7 @@ test_affine(void **state) {
mat4 t1, t2, t3, t4, t5;
/* test translate is postmultiplied */
glmc_rotate_make(t1, M_PI_4, GLM_YUP);
glmc_rotate_make(t1, GLM_PI_4f, GLM_YUP);
glm_translate_make(t2, (vec3){34, 57, 36});
glmc_mat4_mul(t1, t2, t3); /* R * T */
@@ -21,16 +21,16 @@ test_affine(void **state) {
test_assert_mat4_eq(t1, t3);
/* test rotate is postmultiplied */
glmc_rotate_make(t1, M_PI_4, GLM_YUP);
glmc_rotate_make(t1, GLM_PI_4f, GLM_YUP);
glm_translate_make(t2, (vec3){34, 57, 36});
glmc_mat4_mul(t2, t1, t3); /* T * R */
glm_rotate(t2, M_PI_4, GLM_YUP);
glm_rotate(t2, GLM_PI_4f, GLM_YUP);
test_assert_mat4_eq(t2, t3);
/* test scale is postmultiplied */
glmc_rotate_make(t1, M_PI_4, GLM_YUP);
glmc_rotate_make(t1, GLM_PI_4f, GLM_YUP);
glm_translate_make(t2, (vec3){34, 57, 36});
glm_scale_make(t4, (vec3){3, 5, 6});
@@ -41,7 +41,7 @@ test_affine(void **state) {
test_assert_mat4_eq(t3, t5);
/* test translate_x */
glmc_rotate_make(t1, M_PI_4, GLM_YUP);
glmc_rotate_make(t1, GLM_PI_4f, GLM_YUP);
glm_translate_make(t2, (vec3){34, 0, 0});
glmc_mat4_mul(t1, t2, t3); /* R * T */
@@ -49,7 +49,7 @@ test_affine(void **state) {
test_assert_mat4_eq(t1, t3);
/* test translate_y */
glmc_rotate_make(t1, M_PI_4, GLM_YUP);
glmc_rotate_make(t1, GLM_PI_4f, GLM_YUP);
glm_translate_make(t2, (vec3){0, 57, 0});
glmc_mat4_mul(t1, t2, t3); /* R * T */
@@ -57,7 +57,7 @@ test_affine(void **state) {
test_assert_mat4_eq(t1, t3);
/* test translate_z */
glmc_rotate_make(t1, M_PI_4, GLM_YUP);
glmc_rotate_make(t1, GLM_PI_4f, GLM_YUP);
glm_translate_make(t2, (vec3){0, 0, 36});
glmc_mat4_mul(t1, t2, t3); /* R * T */
@@ -65,43 +65,43 @@ test_affine(void **state) {
test_assert_mat4_eq(t1, t3);
/* test rotate_x */
glmc_rotate_make(t1, M_PI_4, (vec3){1, 0, 0});
glmc_rotate_make(t1, GLM_PI_4f, (vec3){1, 0, 0});
glm_translate_make(t2, (vec3){34, 57, 36});
glmc_mat4_mul(t2, t1, t3); /* T * R */
glm_rotate_x(t2, M_PI_4, t2);
glm_rotate_x(t2, GLM_PI_4f, t2);
test_assert_mat4_eq(t2, t3);
/* test rotate_y */
glmc_rotate_make(t1, M_PI_4, (vec3){0, 1, 0});
glmc_rotate_make(t1, GLM_PI_4f, (vec3){0, 1, 0});
glm_translate_make(t2, (vec3){34, 57, 36});
glmc_mat4_mul(t2, t1, t3); /* T * R */
glm_rotate_y(t2, M_PI_4, t2);
glm_rotate_y(t2, GLM_PI_4f, t2);
test_assert_mat4_eq(t2, t3);
/* test rotate_z */
glmc_rotate_make(t1, M_PI_4, (vec3){0, 0, 1});
glmc_rotate_make(t1, GLM_PI_4f, (vec3){0, 0, 1});
glm_translate_make(t2, (vec3){34, 57, 36});
glmc_mat4_mul(t2, t1, t3); /* T * R */
glm_rotate_z(t2, M_PI_4, t2);
glm_rotate_z(t2, GLM_PI_4f, t2);
test_assert_mat4_eq(t2, t3);
/* test rotate */
glmc_rotate_make(t1, M_PI_4, (vec3){0, 0, 1});
glmc_rotate_make(t1, GLM_PI_4f, (vec3){0, 0, 1});
glm_translate_make(t2, (vec3){34, 57, 36});
glmc_mat4_mul(t2, t1, t3); /* T * R */
glmc_rotate(t2, M_PI_4, (vec3){0, 0, 1});
glmc_rotate(t2, GLM_PI_4f, (vec3){0, 0, 1});
test_assert_mat4_eq(t3, t2);
/* test scale_uni */
glmc_rotate_make(t1, M_PI_4, GLM_YUP);
glmc_rotate_make(t1, GLM_PI_4f, GLM_YUP);
glm_translate_make(t2, (vec3){34, 57, 36});
glm_scale_make(t4, (vec3){3, 3, 3});

View File

@@ -23,6 +23,7 @@
<ClCompile Include="..\src\box.c" />
<ClCompile Include="..\src\cam.c" />
<ClCompile Include="..\src\dllmain.c" />
<ClCompile Include="..\src\ease.c" />
<ClCompile Include="..\src\euler.c" />
<ClCompile Include="..\src\frustum.c" />
<ClCompile Include="..\src\io.c" />
@@ -31,6 +32,7 @@
<ClCompile Include="..\src\plane.c" />
<ClCompile Include="..\src\project.c" />
<ClCompile Include="..\src\quat.c" />
<ClCompile Include="..\src\sphere.c" />
<ClCompile Include="..\src\vec3.c" />
<ClCompile Include="..\src\vec4.c" />
</ItemGroup>
@@ -42,6 +44,7 @@
<ClInclude Include="..\include\cglm\call\affine.h" />
<ClInclude Include="..\include\cglm\call\box.h" />
<ClInclude Include="..\include\cglm\call\cam.h" />
<ClInclude Include="..\include\cglm\call\ease.h" />
<ClInclude Include="..\include\cglm\call\euler.h" />
<ClInclude Include="..\include\cglm\call\frustum.h" />
<ClInclude Include="..\include\cglm\call\io.h" />
@@ -50,12 +53,14 @@
<ClInclude Include="..\include\cglm\call\plane.h" />
<ClInclude Include="..\include\cglm\call\project.h" />
<ClInclude Include="..\include\cglm\call\quat.h" />
<ClInclude Include="..\include\cglm\call\sphere.h" />
<ClInclude Include="..\include\cglm\call\vec3.h" />
<ClInclude Include="..\include\cglm\call\vec4.h" />
<ClInclude Include="..\include\cglm\cam.h" />
<ClInclude Include="..\include\cglm\cglm.h" />
<ClInclude Include="..\include\cglm\color.h" />
<ClInclude Include="..\include\cglm\common.h" />
<ClInclude Include="..\include\cglm\ease.h" />
<ClInclude Include="..\include\cglm\euler.h" />
<ClInclude Include="..\include\cglm\frustum.h" />
<ClInclude Include="..\include\cglm\io.h" />
@@ -72,6 +77,7 @@
<ClInclude Include="..\include\cglm\simd\sse2\mat3.h" />
<ClInclude Include="..\include\cglm\simd\sse2\mat4.h" />
<ClInclude Include="..\include\cglm\simd\sse2\quat.h" />
<ClInclude Include="..\include\cglm\sphere.h" />
<ClInclude Include="..\include\cglm\types.h" />
<ClInclude Include="..\include\cglm\util.h" />
<ClInclude Include="..\include\cglm\vec3-ext.h" />

View File

@@ -78,6 +78,12 @@
<ClCompile Include="..\src\project.c">
<Filter>src</Filter>
</ClCompile>
<ClCompile Include="..\src\sphere.c">
<Filter>src</Filter>
</ClCompile>
<ClCompile Include="..\src\ease.c">
<Filter>src</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\src\config.h">
@@ -215,5 +221,17 @@
<ClInclude Include="..\include\cglm\call\project.h">
<Filter>include\cglm\call</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\call\sphere.h">
<Filter>include\cglm\call</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\sphere.h">
<Filter>include\cglm</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\call\ease.h">
<Filter>include\cglm\call</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\ease.h">
<Filter>include\cglm</Filter>
</ClInclude>
</ItemGroup>
</Project>