Compare commits

..

4 Commits

Author SHA1 Message Date
Recep Aslantas
672923cb96 Merge branch 'master' into interpolation 2018-07-14 12:13:25 +03:00
Recep Aslantas
06d66fc6cc Merge branch 'master' into interpolation 2018-07-12 16:17:33 +03:00
Recep Aslantas
7e7098d498 cubic hermite interpolation and bezier for vec3 2018-07-11 14:01:53 +03:00
Recep Aslantas
06b2a53113 cubic bezier interpolation 2018-07-11 11:29:47 +03:00
286 changed files with 3892 additions and 39066 deletions

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

8
.github/FUNDING.yml vendored
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@@ -1,8 +0,0 @@
# These are supported funding model platforms
github: [recp]
patreon: recp
open_collective: cglm
ko_fi: # Replace with a single Ko-fi username
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
custom: # Replace with a single custom sponsorship URL

13
.gitignore vendored
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@@ -51,6 +51,7 @@ cscope.*
test/*.trs test/*.trs
test/test_* test/test_*
*.log *.log
test-*
test/.libs/* test/.libs/*
test/tests test/tests
cglm_arm/* cglm_arm/*
@@ -68,15 +69,3 @@ win/cglm_test_*
win/x64 win/x64
win/x85 win/x85
win/Debug win/Debug
cglm-test-ios*
/cglm.pc
test-driver
Default-568h@2x.png
build/
conftest.dir/*
confdefs.h
*.xcuserdatad
.idea
cmake-build-debug
*.o.tmp
xcode/*

3
.gitmodules vendored
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@@ -0,0 +1,3 @@
[submodule "test/lib/cmocka"]
path = test/lib/cmocka
url = git://git.cryptomilk.org/projects/cmocka.git

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@@ -4,12 +4,6 @@ os:
- linux - linux
- osx - osx
arch:
- amd64
- ppc64le
- s390x
- arm64
sudo: required sudo: required
dist: trusty dist: trusty
@@ -43,9 +37,10 @@ branches:
- master - master
script: script:
- sh ./build-deps.sh
- sh ./autogen.sh - sh ./autogen.sh
- if [[ "$CC" == "gcc" && "$CODE_COVERAGE" == "ON" ]]; then - if [[ "$CC" == "gcc" && "$CODE_COVERAGE" == "ON" ]]; then
./configure CFLAGS="-ftest-coverage -fprofile-arcs -coverage"; ./configure CFLAGS="-ftest-coverage -fprofile-arcs";
else else
./configure; ./configure;
fi fi
@@ -54,15 +49,11 @@ script:
after_success: after_success:
- if [[ "$CC" == "gcc" && "$CODE_COVERAGE" == "ON" ]]; then - if [[ "$CC" == "gcc" && "$CODE_COVERAGE" == "ON" ]]; then
pip install --user cpp-coveralls && pip install --user cpp-coveralls &&
coveralls coveralls
--build-root . --build-root .
--exclude lib --exclude lib
--exclude test --exclude test
--gcov-options '\-lp' --gcov-options '\-lp'
--verbose && --verbose;
bash <(curl -s https://codecov.io/bash);
fi fi
# after_failure:
# - cat ./test-suite.log

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

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@@ -1,163 +0,0 @@
cmake_minimum_required(VERSION 3.8.2)
project(cglm
VERSION 0.8.8
HOMEPAGE_URL https://github.com/recp/cglm
DESCRIPTION "OpenGL Mathematics (glm) for C"
LANGUAGES C
)
set(CMAKE_C_STANDARD 11)
set(CMAKE_C_STANDARD_REQUIRED YES)
set(DEFAULT_BUILD_TYPE "Release")
set(CGLM_BUILD)
option(CGLM_SHARED "Shared build" ON)
option(CGLM_STATIC "Static build" OFF)
option(CGLM_USE_C99 "" OFF)
option(CGLM_USE_TEST "Enable Tests" OFF)
if(NOT CGLM_STATIC AND CGLM_SHARED)
set(CGLM_BUILD SHARED)
else(CGLM_STATIC)
set(CGLM_BUILD STATIC)
endif()
if(CGLM_USE_C99)
set(CMAKE_C_STANDARD 99)
endif()
if(MSVC)
add_definitions(-DNDEBUG -D_WINDOWS -D_USRDLL)
add_compile_options(/W3 /Ox /Gy /Oi /TC)
# Ref: https://skia.googlesource.com/third_party/sdl/+/refs/heads/master/CMakeLists.txt#225
# Make sure /RTC1 is disabled, otherwise it will use functions from the CRT
foreach(flag_var
CMAKE_C_FLAGS CMAKE_C_FLAGS_DEBUG CMAKE_C_FLAGS_RELEASE
CMAKE_C_FLAGS_MINSIZEREL CMAKE_C_FLAGS_RELWITHDEBINFO)
string(REGEX REPLACE "/RTC(su|[1su])" "" ${flag_var} "${${flag_var}}")
endforeach(flag_var)
else()
add_compile_options(-Wall -Werror -O3)
endif()
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
message(STATUS "Setting build type to '${DEFAULT_BUILD_TYPE}' as none was specified.")
set(CMAKE_BUILD_TYPE "${DEFAULT_BUILD_TYPE}" CACHE STRING "Choose the type of build." FORCE)
# Set the possible values of build type for cmake-gui
set_property(CACHE CMAKE_BUILD_TYPE PROPERTY STRINGS "Debug" "Release" "MinSizeRel" "RelWithDebInfo")
endif()
include(GNUInstallDirs)
set(CPACK_PROJECT_NAME ${PROJECT_NAME})
set(CPACK_PROJECT_VERSION ${PROJECT_VERSION})
if(NOT CPack_CMake_INCLUDED)
include(CPack)
endif()
# Target Start
add_library(${PROJECT_NAME}
${CGLM_BUILD}
src/euler.c
src/affine.c
src/io.c
src/quat.c
src/cam.c
src/vec2.c
src/ivec2.c
src/vec3.c
src/ivec3.c
src/vec4.c
src/ivec4.c
src/mat2.c
src/mat3.c
src/mat4.c
src/plane.c
src/frustum.c
src/box.c
src/project.c
src/sphere.c
src/ease.c
src/curve.c
src/bezier.c
src/ray.c
src/affine2d.c
src/clipspace/ortho_lh_no.c
src/clipspace/ortho_lh_zo.c
src/clipspace/ortho_rh_no.c
src/clipspace/ortho_rh_zo.c
src/clipspace/persp_lh_no.c
src/clipspace/persp_lh_zo.c
src/clipspace/persp_rh_no.c
src/clipspace/persp_rh_zo.c
src/clipspace/view_lh_no.c
src/clipspace/view_lh_zo.c
src/clipspace/view_rh_no.c
src/clipspace/view_rh_zo.c
src/clipspace/project_no.c
src/clipspace/project_zo.c
)
if(CGLM_SHARED)
add_definitions(-DCGLM_EXPORTS)
else()
target_compile_definitions(${PROJECT_NAME} PUBLIC -DCGLM_STATIC)
endif()
set_target_properties(${PROJECT_NAME} PROPERTIES
VERSION ${PROJECT_VERSION}
SOVERSION ${PROJECT_VERSION_MAJOR})
if(WIN32)
# Because SOVERSION has no effect to file naming on Windows
set_target_properties(${PROJECT_NAME} PROPERTIES
RUNTIME_OUTPUT_NAME ${PROJECT_NAME}-${PROJECT_VERSION_MAJOR})
endif()
target_include_directories(${PROJECT_NAME}
PUBLIC
$<INSTALL_INTERFACE:include>
$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/include>
PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}/src
)
# Target for header-only usage
add_library(${PROJECT_NAME}_headers INTERFACE)
target_include_directories(${PROJECT_NAME}_headers INTERFACE
${CMAKE_CURRENT_SOURCE_DIR}/include)
# Test Configuration
if(CGLM_USE_TEST)
include(CTest)
enable_testing()
add_subdirectory(test)
endif()
# Install
install(TARGETS ${PROJECT_NAME}
EXPORT ${PROJECT_NAME}
LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR}
ARCHIVE DESTINATION ${CMAKE_INSTALL_LIBDIR}
RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR})
install(DIRECTORY include/${PROJECT_NAME} DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}
PATTERN ".*" EXCLUDE)
# Config
export(TARGETS ${PROJECT_NAME}
NAMESPACE ${PROJECT_NAME}::
FILE "${CMAKE_CURRENT_BINARY_DIR}/${PROJECT_NAME}Config.cmake"
)
install(EXPORT ${PROJECT_NAME}
FILE "${PROJECT_NAME}Config.cmake"
NAMESPACE ${PROJECT_NAME}::
DESTINATION ${CMAKE_INSTALL_LIBDIR}/cmake/${PROJECT_NAME})
configure_file(cglm.pc.in cglm.pc @ONLY)
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/cglm.pc
DESTINATION ${CMAKE_INSTALL_LIBDIR}/pkgconfig)

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@@ -1,11 +1,11 @@
# CONTRIBUTING # CONTRIBUTING
Any contributions (code, documentation, ...) are welcome. Any contributions (code, documentation, ...) are welcome. This project uses [cmocka](http://cmocka.org) for testing, you may need to check their documentation
# New Features # New Features
- This library may not accept all new features, it is better to create an issue and get approval before coding - This library may not accept all new features, it is better to create an issue and get approval before coding
- You must add test for every new feature - You must add test for every new feature
- The feature must be compiled on both UNIX/POSIX systems (e.g. macos, linux...) and Windows - The feature must be compiled in both UNIX/POSIX systems (e.g. macos, linux...) and Windows
# Code Style # Code Style
This library is written with C99, don't try to add C++ files (yes it can compiled into lib), This library is written with C99, don't try to add C++ files (yes it can compiled into lib),

30
CREDITS
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@@ -52,33 +52,3 @@ https://gamedev.stackexchange.com/questions/28395/rotating-vector3-by-a-quaterni
9. Sphere AABB intersect 9. Sphere AABB intersect
https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
10. Horizontal add
https://stackoverflow.com/questions/6996764/fastest-way-to-do-horizontal-float-vector-sum-on-x86
11. de casteljau implementation and comments
https://forums.khronos.org/showthread.php/10264-Animations-in-1-4-1-release-notes-revision-A/page2?highlight=bezier
https://forums.khronos.org/showthread.php/10644-Animation-Bezier-interpolation
https://forums.khronos.org/showthread.php/10387-2D-Tangents-in-Bezier-Splines?p=34164&viewfull=1#post34164
https://forums.khronos.org/showthread.php/10651-Animation-TCB-Spline-Interpolation-in-COLLADA?highlight=bezier
12. vec2 cross product
http://allenchou.net/2013/07/cross-product-of-2d-vectors/
13. Ray triangle intersect
MöllerTrumbore ray-triangle intersection algorithm, from "Fast, Minimum Storage Ray/Triangle Intersection"
Authors:
Thomas Möller (tompa@clarus.se)
Ben Trumbore (wbt@graphics.cornell.edu)
Link to paper: http://webserver2.tecgraf.puc-rio.br/~mgattass/cg/trbRR/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf
14. ARM NEON: Matrix Vector Multiplication
https://stackoverflow.com/a/57793352/2676533
16. ARM NEON Div
http://github.com/microsoft/DirectXMath
17. Pick Matrix
glu project -> project.c

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@@ -1,265 +0,0 @@
#******************************************************************************
# Copyright (c), Recep Aslantas. *
# *
# MIT License (MIT), http://opensource.org/licenses/MIT *
# Full license can be found in the LICENSE file *
# *
#******************************************************************************
ACLOCAL_AMFLAGS = -I m4
AM_CFLAGS = -Wall \
-std=gnu11 \
-O3 \
-Wstrict-aliasing=2 \
-fstrict-aliasing \
-Werror=strict-prototypes
lib_LTLIBRARIES = libcglm.la
libcglm_la_LDFLAGS = -no-undefined -version-info 0:1:0
checkLDFLAGS = -L./.libs \
-lm \
-lcglm
checkCFLAGS = $(AM_CFLAGS) \
-std=gnu11 \
-O3 \
-DCGLM_DEFINE_PRINTS \
-I./include
check_PROGRAMS = test/tests
TESTS = $(check_PROGRAMS)
test_tests_LDFLAGS = $(checkLDFLAGS)
test_tests_CFLAGS = $(checkCFLAGS)
cglmdir=$(includedir)/cglm
cglm_HEADERS = include/cglm/version.h \
include/cglm/common.h \
include/cglm/types.h \
include/cglm/types-struct.h \
include/cglm/cglm.h \
include/cglm/call.h \
include/cglm/struct.h \
include/cglm/cam.h \
include/cglm/io.h \
include/cglm/mat4.h \
include/cglm/mat3.h \
include/cglm/mat2.h \
include/cglm/affine-pre.h \
include/cglm/affine-post.h \
include/cglm/affine.h \
include/cglm/affine-mat.h \
include/cglm/vec2.h \
include/cglm/vec2-ext.h \
include/cglm/ivec2.h \
include/cglm/vec3.h \
include/cglm/vec3-ext.h \
include/cglm/ivec3.h \
include/cglm/vec4.h \
include/cglm/vec4-ext.h \
include/cglm/ivec4.h \
include/cglm/euler.h \
include/cglm/util.h \
include/cglm/quat.h \
include/cglm/plane.h \
include/cglm/frustum.h \
include/cglm/box.h \
include/cglm/color.h \
include/cglm/project.h \
include/cglm/sphere.h \
include/cglm/ease.h \
include/cglm/curve.h \
include/cglm/bezier.h \
include/cglm/applesimd.h \
include/cglm/ray.h \
include/cglm/affine2d.h
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_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/mat3.h \
include/cglm/call/mat2.h \
include/cglm/call/vec2.h \
include/cglm/call/vec3.h \
include/cglm/call/vec4.h \
include/cglm/call/ivec2.h \
include/cglm/call/ivec3.h \
include/cglm/call/ivec4.h \
include/cglm/call/io.h \
include/cglm/call/cam.h \
include/cglm/call/quat.h \
include/cglm/call/euler.h \
include/cglm/call/plane.h \
include/cglm/call/frustum.h \
include/cglm/call/box.h \
include/cglm/call/project.h \
include/cglm/call/sphere.h \
include/cglm/call/ease.h \
include/cglm/call/curve.h \
include/cglm/call/bezier.h \
include/cglm/call/ray.h \
include/cglm/call/affine.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_simd_HEADERS = include/cglm/simd/intrin.h \
include/cglm/simd/x86.h \
include/cglm/simd/arm.h
cglm_simd_sse2dir=$(includedir)/cglm/simd/sse2
cglm_simd_sse2_HEADERS = include/cglm/simd/sse2/affine.h \
include/cglm/simd/sse2/mat4.h \
include/cglm/simd/sse2/mat3.h \
include/cglm/simd/sse2/mat2.h \
include/cglm/simd/sse2/quat.h
cglm_simd_avxdir=$(includedir)/cglm/simd/avx
cglm_simd_avx_HEADERS = include/cglm/simd/avx/mat4.h \
include/cglm/simd/avx/affine.h
cglm_simd_neondir=$(includedir)/cglm/simd/neon
cglm_simd_neon_HEADERS = include/cglm/simd/neon/affine.h \
include/cglm/simd/neon/mat2.h \
include/cglm/simd/neon/mat4.h \
include/cglm/simd/neon/quat.h
cglm_structdir=$(includedir)/cglm/struct
cglm_struct_HEADERS = include/cglm/struct/mat4.h \
include/cglm/struct/mat3.h \
include/cglm/struct/mat2.h \
include/cglm/struct/affine-pre.h \
include/cglm/struct/affine-post.h \
include/cglm/struct/affine.h \
include/cglm/struct/affine2d.h \
include/cglm/struct/vec2.h \
include/cglm/struct/vec2-ext.h \
include/cglm/struct/vec3.h \
include/cglm/struct/vec3-ext.h \
include/cglm/struct/vec4.h \
include/cglm/struct/vec4-ext.h \
include/cglm/struct/io.h \
include/cglm/struct/cam.h \
include/cglm/struct/quat.h \
include/cglm/struct/euler.h \
include/cglm/struct/plane.h \
include/cglm/struct/frustum.h \
include/cglm/struct/box.h \
include/cglm/struct/project.h \
include/cglm/struct/sphere.h \
include/cglm/struct/color.h \
include/cglm/struct/curve.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
libcglm_la_SOURCES=\
src/euler.c \
src/affine.c \
src/io.c \
src/quat.c \
src/cam.c \
src/vec2.c \
src/ivec2.c \
src/vec3.c \
src/ivec3.c \
src/vec4.c \
src/ivec4.c \
src/mat2.c \
src/mat3.c \
src/mat4.c \
src/plane.c \
src/frustum.c \
src/box.c \
src/project.c \
src/sphere.c \
src/ease.c \
src/curve.c \
src/bezier.c \
src/ray.c \
src/affine2d.c \
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/runner.c \
test/src/test_common.c \
test/src/tests.c \
test/src/test_cam.c \
test/src/test_cam_lh_zo.c \
test/src/test_cam_rh_zo.c \
test/src/test_cam_lh_no.c \
test/src/test_cam_rh_no.c \
test/src/test_clamp.c \
test/src/test_euler.c \
test/src/test_bezier.c \
test/src/test_struct.c
pkgconfig_DATA=cglm.pc
# When running configure with --prefix, $VPATH references
# the source directory that post-build.sh is in. When not
# using a prefix, $VPATH will be unset, so we need to fall
# back to using . to run the script.
#export VPATH
# all-local:
# sh $${VPATH:-.}/post-build.sh

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

327
README.md
View File

@@ -1,93 +1,52 @@
# 🎥 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)
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<p align="center"> The original glm library is for C++ only (templates, namespaces, classes...), this library targeted to C99 but currently you can use it for C89 safely by language extensions e.g `__restrict`
<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">
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alt="Backers on Open Collective"/>
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</p>
<br> #### Documentation
<p align="center"> Almost all functions (inline versions) and parameters are documented inside related headers. <br />
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 />
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_vec_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
- make sure you have latest version and feel free to report bugs, troubles - make sure you have latest version and feel free to report bugs, troubles
- **[bugfix]** euler angles was implemented in reverse order (extrinsic) it was fixed, now they are intrinsic. Make sure that - **[bugfix]** euler angles was implemented in reverse order (extrinsic) it was fixed, now they are intrinsic. Make sure that
you have the latest version you have the latest version
- **[major change]** by starting v0.4.0, quaternions are stored as [x, y, z, w], it was [w, x, y, z] in v0.3.5 and earlier versions - **[major change]** by starting v0.4.0, quaternions are stored as [x, y, z, w], it was [w, x, y, z] in v0.3.5 and earlier versions
- **[api rename]** by starting v0.4.5, **glm_simd** functions are renamed to **glmm_** - **[api rename]** by starting v0.4.5, **glm_simd** functions are renamed to **glmm_**
- **[new option]** by starting v0.4.5, you can disable alignment requirement, check options in docs. - **[new option]** by starting v0.4.5, you can disable alignment requirement, check options in docs.
- **[major change]** by starting v0.5.0, vec3 functions use **glm_vec3_** namespace, it was **glm_vec_** until v0.5.0
- **[major change]** by starting v0.5.1, built-in alignment is removed from **vec3** and **mat3** types
- **[major change]** by starting v0.7.3, inline print functions are disabled in release/production mode to eliminate print costs (see options in documentation). Print output also improved. You can disable colors if you need (see documentation)
- **[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 don't aware about 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 incliude 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... ?
Since almost all types are arrays and **C** doesn't allow returning arrays, so **cglm** doesn't support this feature. In the future *cglm* may use **struct** for some types for this purpose.
**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/>
@@ -106,14 +65,11 @@ https://github.com/g-truc/glm
</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.
- general purpose matrix operations (mat4, mat3) - general purpose matrix operations (mat4, mat3)
- chain matrix multiplication (square only) - chain matrix multiplication (square only)
- general purpose vector operations (cross, dot, rotate, proj, angle...) - general purpose vector operations (cross, dot, rotate, proj, angle...)
- affine transformations - affine transforms
- matrix decomposition (extract rotation, scaling factor) - matrix decomposition (extract rotation, scaling factor)
- optimized affine transform matrices (mul, rigid-body inverse) - optimized affine transform matrices (mul, rigid-body inverse)
- camera (lookat) - camera (lookat)
@@ -123,21 +79,14 @@ https://github.com/g-truc/glm
- extract euler angles - extract euler angles
- 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...)
- bounding sphere
- project, unproject - project, unproject
- easing functions
- curves
- curve interpolation helpers (S*M*C, deCasteljau...)
- helpers to convert cglm types to Apple's simd library to pass cglm types to Metal GL without packing them on both sides
- ray intersection helpers
- and others...
<hr /> <hr />
You have two options to call a function/operation: inline or library call (link) You have two option to call a function/operation: inline or library call (link)
Almost all functions are marked inline (always_inline) so compiler will probably inline. Almost all functions are marked inline (always_inline) so compiler probably will inline.
To call pre-compiled versions, just use `glmc_` (c stands for 'call') instead of `glm_`. To call pre-compiled version, just use `glmc_` (c stands for 'call') instead of `glm_`.
```C ```C
#include <cglm/cglm.h> /* for inline */ #include <cglm/cglm.h> /* for inline */
@@ -163,7 +112,7 @@ You can pass matrices and vectors as array to functions rather than get address.
glm_translate(m, (vec3){1.0f, 0.0f, 0.0f}); glm_translate(m, (vec3){1.0f, 0.0f, 0.0f});
``` ```
Library contains general purpose mat4 mul and inverse functions, and also contains some special forms (optimized) of these functions for affine transformations' matrices. If you want to multiply two affine transformation matrices you can use glm_mul instead of glm_mat4_mul and glm_inv_tr (ROT + TR) instead glm_mat4_inv Library contains general purpose mat4 mul and inverse functions but also contains some special form (optimized) of these functions for affine transform matrices. If you want to multiply two affine transform matrices you can use glm_mul instead of glm_mat4_mul and glm_inv_tr (ROT + TR) instead glm_mat4_inv
```C ```C
/* multiplication */ /* multiplication */
mat4 modelMat; mat4 modelMat;
@@ -173,161 +122,59 @@ glm_mul(T, R, modelMat);
glm_inv_tr(modelMat); glm_inv_tr(modelMat);
``` ```
### Struct API ## Contributors
The struct API works as follows, note the `s` suffix on types, the `glms_` prefix on functions and the `GLMS_` prefix on constants: This project exists thanks to all the people who contribute. [[Contribute](CONTRIBUTING.md)].
<a href="graphs/contributors"><img src="https://opencollective.com/cglm/contributors.svg?width=890&button=false" /></a>
```C
#include <cglm/struct.h>
mat4s mat = GLMS_MAT4_IDENTITY_INIT; ## Backers
mat4s inv = glms_mat4_inv(mat);
```
Struct functions generally take their parameters as *values* and *return* their results, rather than taking pointers and writing to out parameters. That means your parameters can usually be `const`, if you're into that. Thank you to all our backers! 🙏 [[Become a backer](https://opencollective.com/cglm#backer)]
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. <a href="https://opencollective.com/cglm#backers" target="_blank"><img src="https://opencollective.com/cglm/backers.svg?width=890"></a>
## 🔨 Build
### CMake (All platforms) ## Sponsors
```bash
$ mkdir build
$ cd build
$ cmake .. # [Optional] -DCGLM_SHARED=ON
$ make
$ sudo make install # [Optional]
```
##### Cmake options with Defaults: Support this project by becoming a sponsor. Your logo will show up here with a link to your website. [[Become a sponsor](https://opencollective.com/cglm#sponsor)]
```CMake <a href="https://opencollective.com/cglm/sponsor/0/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/0/avatar.svg"></a>
option(CGLM_SHARED "Shared build" ON) <a href="https://opencollective.com/cglm/sponsor/1/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/1/avatar.svg"></a>
option(CGLM_STATIC "Static build" OFF) <a href="https://opencollective.com/cglm/sponsor/2/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/2/avatar.svg"></a>
option(CGLM_USE_C99 "" OFF) # C11 <a href="https://opencollective.com/cglm/sponsor/3/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/3/avatar.svg"></a>
option(CGLM_USE_TEST "Enable Tests" OFF) # for make check - make test <a href="https://opencollective.com/cglm/sponsor/4/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/4/avatar.svg"></a>
``` <a href="https://opencollective.com/cglm/sponsor/5/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/5/avatar.svg"></a>
<a href="https://opencollective.com/cglm/sponsor/6/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/6/avatar.svg"></a>
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#### Use as header-only library with your CMake project
This requires no building or installation of cglm.
* Example: ## License
MIT. check the LICENSE file
``` cmake ## Build
cmake_minimum_required(VERSION 3.8.2)
project(<Your Project Name>)
add_executable(${PROJECT_NAME} src/main.c)
target_link_libraries(${LIBRARY_NAME} PRIVATE
cglm_headers)
add_subdirectory(external/cglm/ EXCLUDE_FROM_ALL)
```
#### Use with your CMake project
* Example:
```cmake
cmake_minimum_required(VERSION 3.8.2)
project(<Your Project Name>)
add_executable(${PROJECT_NAME} src/main.c)
target_link_libraries(${LIBRARY_NAME} PRIVATE
cglm)
add_subdirectory(external/cglm/)
# or you can use find_package to configure cglm
```
### Meson (All platforms)
```bash
$ meson build # [Optional] --default-library=static
$ cd build
$ ninja
$ sudo ninja install # [Optional]
```
##### Meson options with Defaults:
```meson
c_std=c11
buildtype=release
default_library=shared
enable_tests=false # to run tests: ninja test
```
#### Use with your Meson project
* Example:
```meson
# Clone cglm or create a cglm.wrap under <source_root>/subprojects
project('name', 'c')
cglm_dep = dependency('cglm', fallback : 'cglm', 'cglm_dep')
executable('exe', 'src/main.c', dependencies : cglm_dep)
```
### Swift (Swift Package Manager)
Currently only default build options are supported. Add **cglm** dependency to your project:
```swift
...
Package(
...
dependencies: [
...
.package(url: "https://github.com/recp/cglm", .branch("master")),
]
...
)
```
Now add **cgml** as a dependency to your target. Product choices are:
- **cglm** for inlined version of the library which can be linked only statically
- **cglmc** for a compiled version of the library with no linking limitation
```swift
...
.target(
...
dependencies: [
...
.product(name: "cglm", package: "cglm"),
]
...
)
...
```
### Unix (Autotools) ### Unix (Autotools)
```bash ```bash
$ sh ./build-deps.sh # run only once (dependencies) [Optional].
$ # You can pass this step if you don't want to run `make check` for tests.
$ # cglm uses cmocka for tests and it may reqiure cmake for building it
$
$ sh autogen.sh $ sh autogen.sh
$ ./configure $ ./configure
$ make $ make
$ make check # [Optional] $ make check # [Optional] (if you run `sh ./build-deps.sh`)
$ [sudo] make install # [Optional] $ [sudo] make install
``` ```
This will also install pkg-config files so you can use
`pkg-config --cflags cglm` and `pkg-config --libs cglm` to retrieve compiler
and linker flags.
The files will be installed into the given prefix (usually `/usr/local` by
default on Linux), but your pkg-config may not be configured to actually check
there. You can figure out where it's looking by running `pkg-config --variable
pc_path pkg-config` and change the path the files are installed to via
`./configure --with-pkgconfigdir=/your/path`. Alternatively, you can add the
prefix path to your `PKG_CONFIG_PATH` environment variable.
### Windows (MSBuild) ### Windows (MSBuild)
Windows related build file and project files are located in `win` folder, Windows related build files, project files are located in `win` folder,
make sure you are inside `cglm/win` folder. make sure you are inside `cglm/win` folder.
Code Analysis is enabled, so it may take awhile to build. Code Analysis are enabled, it may take awhile to build
```Powershell ```Powershell
$ cd win $ cd win
@@ -338,10 +185,6 @@ if `msbuild` won't work (because of multi version VS) then try to build with `de
$ devenv cglm.sln /Build Release $ devenv cglm.sln /Build Release
``` ```
#### Running Tests on Windows
You can see test project in same visual studio solution file. It is enough to run that project to run tests.
### Building Docs ### Building Docs
First you need install Sphinx: http://www.sphinx-doc.org/en/master/usage/installation.html First you need install Sphinx: http://www.sphinx-doc.org/en/master/usage/installation.html
then: then:
@@ -352,21 +195,21 @@ $ sphinx-build source build
it will compile docs into build folder, you can run index.html inside that function. it will compile docs into build folder, you can run index.html inside that function.
## How to use ## How to use
If you want to use the inline versions of functions, then include the main header If you want to use inline versions of funcstions then; include main header
```C ```C
#include <cglm/cglm.h> #include <cglm/cglm.h>
``` ```
the header will include all headers. Then call the func you want e.g. rotate vector by axis: the header will include all headers. Then call func you want e.g. rotate vector by axis:
```C ```C
glm_vec3_rotate(v1, glm_rad(45), (vec3){1.0f, 0.0f, 0.0f}); glm_vec_rotate(v1, glm_rad(45), (vec3){1.0f, 0.0f, 0.0f});
``` ```
some functions are overloaded :) e.g you can normalize vector: some functions are overloaded :) e.g you can normalize vector:
```C ```C
glm_vec3_normalize(vec); glm_vec_normalize(vec);
``` ```
this will normalize vec and store normalized vector into `vec` but if you will store normalized vector into another vector do this: this will normalize vec and store normalized vector into `vec` but if you will store normalized vector into another vector do this:
```C ```C
glm_vec3_normalize_to(vec, result); glm_vec_normalize_to(vec, result);
``` ```
like this function you may see `_to` postfix, this functions store results to another variables and save temp memory like this function you may see `_to` postfix, this functions store results to another variables and save temp memory
@@ -377,7 +220,7 @@ to call pre-compiled versions include header with `c` postfix, c means call. Pre
``` ```
this header will include all headers with c postfix. You need to call functions with c posfix: this header will include all headers with c postfix. You need to call functions with c posfix:
```C ```C
glmc_vec3_normalize(vec); glmc_vec_normalize(vec);
``` ```
Function usage and parameters are documented inside related headers. You may see same parameter passed twice in some examples like this: Function usage and parameters are documented inside related headers. You may see same parameter passed twice in some examples like this:
@@ -387,7 +230,7 @@ glm_mat4_mul(m1, m2, m1);
/* or */ /* or */
glm_mat4_mul(m1, m1, m1); glm_mat4_mul(m1, m1, m1);
``` ```
the first two parameter are **[in]** and the last one is **[out]** parameter. After multiplying *m1* and *m2*, the result is stored in *m1*. This is why we send *m1* twice. You may store the result in a different matrix, this is just an example. the first two parameter are **[in]** and the last one is **[out]** parameter. After multiplied *m1* and *m2* the result is stored in *m1*. This is why we send *m1* twice. You may store result in different matrix, this just an example.
### Example: Computing MVP matrix ### Example: Computing MVP matrix
@@ -427,11 +270,11 @@ Option 2: Cast matrix to pointer type (also valid for multiple dimensional array
glUniformMatrix4fv(location, 1, GL_FALSE, (float *)matrix); glUniformMatrix4fv(location, 1, GL_FALSE, (float *)matrix);
``` ```
You can pass matrices the same way to other APIs e.g. Vulkan, DX... You can pass same way to another APIs e.g. Vulkan, DX...
## Notes ## Notes
- This library does not support double type... yet - This library uses float types only, does not support Integers, Double... 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:**
@@ -440,36 +283,4 @@ 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
- [x] ARM Neon Arch - [ ] ARM Neon Arch (In Progress)
## Contributors
This project exists thanks to all the people who contribute. [[Contribute](CONTRIBUTING.md)].
<a href="https://github.com/recp/cglm/graphs/contributors"><img src="https://opencollective.com/cglm/contributors.svg?width=890&button=false" /></a>
## Backers
Thank you to all our backers! 🙏 [[Become a backer](https://opencollective.com/cglm#backer)]
<a href="https://opencollective.com/cglm#backers" target="_blank"><img src="https://opencollective.com/cglm/backers.svg?width=890"></a>
## Sponsors
Support this project by becoming a sponsor. Your logo will show up here with a link to your website. [[Become a sponsor](https://opencollective.com/cglm#sponsor)]
<a href="https://opencollective.com/cglm/sponsor/0/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/0/avatar.svg"></a>
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## License
MIT. check the LICENSE file

23
build-deps.sh Normal file
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@@ -0,0 +1,23 @@
#! /bin/sh
#
# Copyright (c), Recep Aslantas.
#
# MIT License (MIT), http://opensource.org/licenses/MIT
# Full license can be found in the LICENSE file
#
# check if deps are pulled
git submodule update --init --recursive
cd $(dirname "$0")
# general deps: gcc make autoconf automake libtool cmake
# test - cmocka
cd ./test/lib/cmocka
rm -rf build
mkdir -p build
cd build
cmake -DCMAKE_INSTALL_PREFIX=/usr -DCMAKE_BUILD_TYPE=Debug ..
make -j8
cd ../../../../

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@@ -1,11 +0,0 @@
prefix=@CMAKE_INSTALL_PREFIX@
exec_prefix="${prefix}"
libdir="${exec_prefix}/lib"
includedir="${prefix}/include"
Name: @PROJECT_NAME@
Description: @CMAKE_PROJECT_DESCRIPTION@
URL: @CMAKE_PROJECT_HOMEPAGE_URL@
Version: @PROJECT_VERSION@
Cflags: -I${includedir}
Libs: -L${libdir} -lcglm @LIBS@

BIN
cglm.png

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Before

Width:  |  Height:  |  Size: 378 KiB

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@@ -2,10 +2,10 @@ Pod::Spec.new do |s|
# Description # Description
s.name = "cglm" s.name = "cglm"
s.version = "0.8.7" s.version = "0.4.6"
s.summary = "📽 Highly Optimized 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. See the documentation or README for all features. cglm is math library for graphics programming for C. It is similar to original glm but it is written for C instead of C++ (you can use here too). See the documentation or README for all features.
DESC DESC
s.documentation_url = "http://cglm.readthedocs.io" s.documentation_url = "http://cglm.readthedocs.io"
@@ -25,13 +25,4 @@ cglm is math library for graphics programming for C. See the documentation or RE
# Linking # Linking
s.library = "m" s.library = "m"
# Configuration
s.pod_target_xcconfig = {
'CLANG_ENABLE_MODULES' => 'NO',
'CLANG_ALLOW_NON_MODULAR_INCLUDES_IN_FRAMEWORK_MODULES' => 'YES',
'CLANG_WARN_DOCUMENTATION_COMMENTS' => 'NO',
'GCC_C_LANGUAGE_STANDARD' => 'gnu11',
'GCC_PREPROCESSOR_DEFINITIONS' => '$(inherited) GLM_TESTS_NO_COLORFUL_OUTPUT'
}
end end

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@@ -7,30 +7,13 @@
#***************************************************************************** #*****************************************************************************
AC_PREREQ([2.69]) AC_PREREQ([2.69])
AC_INIT([cglm], [0.8.8], [info@recp.me]) AC_INIT([cglm], [0.4.8], [info@recp.me])
AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects serial-tests]) AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects])
# Don't use the default cflags (-O2 -g), we set ours manually in Makefile.am.
: ${CFLAGS=""}
AC_CONFIG_MACRO_DIR([m4]) AC_CONFIG_MACRO_DIR([m4])
AC_CONFIG_SRCDIR([src/]) AC_CONFIG_SRCDIR([src/])
AC_CONFIG_HEADERS([config.h]) AC_CONFIG_HEADERS([config.h])
# Dependencies for pkg-config.
PKG_PROG_PKG_CONFIG
# Ancient versions of pkg-config (such as the one used in Travis CI)
# don't have this macro, so we need to do it manually.
m4_ifdef([PKG_INSTALLDIR], [
PKG_INSTALLDIR
], [
AC_ARG_WITH([pkgconfigdir],
[AS_HELP_STRING([--with-pkgconfigdir],
[pkg-config installation directory ['${libdir}/pkgconfig']])],,
[with_pkgconfigdir=]'${libdir}/pkgconfig')
AC_SUBST([pkgconfigdir], [$with_pkgconfigdir])
])
# Checks for programs. # Checks for programs.
AC_PROG_CC AC_PROG_CC
AM_PROG_CC_C_O AM_PROG_CC_C_O
@@ -46,7 +29,6 @@ LT_INIT
# Checks for libraries. # Checks for libraries.
AC_CHECK_LIB([m], [floor]) AC_CHECK_LIB([m], [floor])
m4_ifdef([AM_SILENT_RULES], [AM_SILENT_RULES([yes])])
AC_SYS_LARGEFILE AC_SYS_LARGEFILE
# Checks for header files. # Checks for header files.
@@ -70,6 +52,6 @@ AC_TYPE_UINT8_T
# Checks for library functions. # Checks for library functions.
AC_FUNC_ERROR_AT_LINE AC_FUNC_ERROR_AT_LINE
AC_CONFIG_FILES([Makefile cglm.pc]) AC_CONFIG_FILES([makefile])
AC_OUTPUT AC_OUTPUT

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@@ -1,129 +0,0 @@
.. 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]

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

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@@ -1,129 +0,0 @@
.. 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

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@@ -1,240 +0,0 @@
.. 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

@@ -1,22 +1,10 @@
.. default-domain:: C .. default-domain:: C
3D Affine Transforms affine transforms
================================================================================ ================================================================================
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
@@ -37,9 +25,6 @@ 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)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -49,8 +34,7 @@ If you want to rotate model around arbibtrary point follow these steps:
2. Apply rotation (or scaling maybe) 2. Apply rotation (or scaling maybe)
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:
@@ -61,15 +45,6 @@ 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:
Transforms Order Transforms Order
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -77,7 +52,7 @@ 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 provides reverse order as `ed` suffix e.g `glm_translated`, `glm_rotated` see post transforms): helpers functions works like this (cglm may provide reverse order too as alternative in the future):
.. code-block:: c .. code-block:: c
:linenos: :linenos:
@@ -170,27 +145,199 @@ 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
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
.. toctree:: .. c:function:: void glm_translate_to(mat4 m, vec3 v, mat4 dest)
:maxdepth: 1
:caption: Affine categories:
affine-common translate existing transform matrix by *v* vector and store result in dest
affine-pre
affine-post 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]

View File

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

View File

@@ -5,14 +5,14 @@ Some functions may exist twice,
once for their namespace and once for global namespace once for their namespace and once for global namespace
to make easier to write very common functions to make easier to write very common functions
For instance, in general we use :code:`glm_vec3_dot` to get dot product For instance, in general we use :code:`glm_vec_dot` to get dot product
of two **vec3**. Now we can also do this with :code:`glm_dot`, of two **vec3**. Now we can also do this with :code:`glm_dot`,
same for *_cross* and so on... same for *_cross* and so on...
The original function stays where it is, the function in global namespace 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. 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 e.g there is no func like :code:`glmc_dot` because *glm_dot* is just alias for
:code:`glm_vec3_dot` :code:`glm_vec_dot`
By including **cglm/cglm.h** header you will include all inline version 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 of functions. Since functions in this header[s] are inline you don't need to
@@ -28,24 +28,17 @@ Follow the :doc:`build` documentation for this
affine affine
affine-mat affine-mat
affine2d
cam cam
frustum frustum
box box
quat quat
euler euler
mat2
mat3
mat4 mat4
vec2 mat3
vec2-ext
vec3 vec3
vec3-ext vec3-ext
vec4 vec4
vec4-ext vec4-ext
ivec2
ivec3
ivec4
color color
plane plane
project project
@@ -53,7 +46,3 @@ Follow the :doc:`build` documentation for this
io io
call call
sphere sphere
curve
bezier
version
ray

View File

@@ -1,89 +0,0 @@
.. default-domain:: C
Bezier
================================================================================
Header: cglm/bezier.h
Common helpers for cubic bezier and similar curves.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_bezier`
2. :c:func:`glm_hermite`
3. :c:func:`glm_decasteljau`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: float glm_bezier(float s, float p0, float c0, float c1, float p1)
| cubic bezier interpolation
| formula:
.. code-block:: text
B(s) = P0*(1-s)^3 + 3*C0*s*(1-s)^2 + 3*C1*s^2*(1-s) + P1*s^3
| similar result using matrix:
.. code-block:: text
B(s) = glm_smc(t, GLM_BEZIER_MAT, (vec4){p0, c0, c1, p1})
| glm_eq(glm_smc(...), glm_bezier(...)) should return TRUE
Parameters:
| *[in]* **s** parameter between 0 and 1
| *[in]* **p0** begin point
| *[in]* **c0** control point 1
| *[in]* **c1** control point 2
| *[in]* **p1** end point
Returns:
B(s)
.. c:function:: float glm_hermite(float s, float p0, float t0, float t1, float p1)
| cubic hermite interpolation
| formula:
.. code-block:: text
H(s) = P0*(2*s^3 - 3*s^2 + 1) + T0*(s^3 - 2*s^2 + s) + P1*(-2*s^3 + 3*s^2) + T1*(s^3 - s^2)
| similar result using matrix:
.. code-block:: text
H(s) = glm_smc(t, GLM_HERMITE_MAT, (vec4){p0, p1, c0, c1})
| glm_eq(glm_smc(...), glm_hermite(...)) should return TRUE
Parameters:
| *[in]* **s** parameter between 0 and 1
| *[in]* **p0** begin point
| *[in]* **t0** tangent 1
| *[in]* **t1** tangent 2
| *[in]* **p1** end point
Returns:
B(s)
.. c:function:: float glm_decasteljau(float prm, float p0, float c0, float c1, float p1)
| iterative way to solve cubic equation
Parameters:
| *[in]* **prm** parameter between 0 and 1
| *[in]* **p0** begin point
| *[in]* **c0** control point 1
| *[in]* **c1** control point 2
| *[in]* **p1** end point
Returns:
parameter to use in cubic equation

View File

@@ -1,108 +1,23 @@
Build cglm Building cglm
================================ ================================
| **cglm** does not have any external dependencies. | **cglm** does not have external dependencies except for unit testing.
| When you pulled cglm repo with submodules all dependencies will be pulled too.
| `build-deps.sh` will pull all dependencies/submodules and build for you.
External dependencies:
* cmocka - for unit testing
**NOTE:** **NOTE:**
If you only need to inline versions, you don't need to build **cglm**, you don't need to link it to your program. If you only need to inline versions, you don't need to build **cglm**, you don't need to link it to your program.
Just import cglm to your project as dependency / external lib by copy-paste then use it as usual Just import cglm to your project as dependency / external lib by copy-paste then use it as usual
CMake (All platforms): **Unix (Autotools):**
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. code-block:: bash .. code-block:: bash
:linenos: :linenos:
$ mkdir build $ sh ./build-deps.sh # run this only once (dependencies)
$ cd build
$ cmake .. # [Optional] -DCGLM_SHARED=ON
$ make
$ sudo make install # [Optional]
**make** will build cglm to **build** folder.
If you don't want to install **cglm** to your system's folder you can get static and dynamic libs in this folder.
**CMake Options:**
.. code-block:: CMake
:linenos:
option(CGLM_SHARED "Shared build" ON)
option(CGLM_STATIC "Static build" OFF)
option(CGLM_USE_C99 "" OFF) # C11
option(CGLM_USE_TEST "Enable Tests" OFF) # for make check - make test
**Use as header-only library with your CMake project example**
This requires no building or installation of cglm.
.. code-block:: CMake
:linenos:
cmake_minimum_required(VERSION 3.8.2)
project(<Your Project Name>)
add_executable(${PROJECT_NAME} src/main.c)
target_link_libraries(${LIBRARY_NAME} PRIVATE
cglm_headers)
add_subdirectory(external/cglm/ EXCLUDE_FROM_ALL)
**Use with your CMake project example**
.. code-block:: CMake
:linenos:
cmake_minimum_required(VERSION 3.8.2)
project(<Your Project Name>)
add_executable(${PROJECT_NAME} src/main.c)
target_link_libraries(${LIBRARY_NAME} PRIVATE
cglm)
add_subdirectory(external/cglm/)
Meson (All platforms):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. code-block::
:linenos:
$ meson build # [Optional] --default-library=static
$ cd build
$ ninja
$ sudo ninja install # [Optional]
**Meson Options:**
.. code-block::
:linenos:
c_std=c11
buildtype=release
default_library=shared
enable_tests=false # to run tests: ninja test
**Use with your Meson project**
.. code-block::
:linenos:
# Clone cglm or create a cglm.wrap under <source_root>/subprojects
project('name', 'c')
cglm_dep = dependency('cglm', fallback : 'cglm', 'cglm_dep')
executable('exe', 'src/main.c', dependencies : cglm_dep)
Unix (Autotools):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. code-block:: bash
:linenos:
$ sh autogen.sh $ sh autogen.sh
$ ./configure $ ./configure
@@ -111,12 +26,11 @@ Unix (Autotools):
$ [sudo] make install # install to system (optional) $ [sudo] make install # install to system (optional)
**make** will build cglm to **.libs** sub folder in project folder. **make** will build cglm to **.libs** sub folder in project folder.
If you don't want to install **cglm** to your system's folder you can get static and dynamic libs in this folder. If you don't want to install cglm to your system's folder you can get static and dynamic libs in this folder.
Windows (MSBuild): **Build dependencies (windows):**
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Windows related build files, project files are located in `win` folder, Windows related build files, project files are located in win folder,
make sure you are inside in cglm/win folder. make sure you are inside in cglm/win folder.
Code Analysis are enabled, it may take awhile to build. Code Analysis are enabled, it may take awhile to build.
@@ -136,18 +50,3 @@ then try to build with *devenv*:
$ devenv cglm.sln /Build Release $ devenv cglm.sln /Build Release
Currently tests are not available on Windows. Currently tests are not available on Windows.
Documentation (Sphinx):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**cglm** uses sphinx framework for documentation, it allows lot of formats for documentation. To see all options see sphinx build page:
https://www.sphinx-doc.org/en/master/man/sphinx-build.html
Example build:
.. code-block:: bash
:linenos:
$ cd cglm/docs
$ sphinx-build source build

View File

@@ -9,7 +9,7 @@ There are many convenient functions for camera. For instance :c:func:`glm_look`
is just wrapper for :c:func:`glm_lookat`. Sometimes you only have direction is just wrapper for :c:func:`glm_lookat`. Sometimes you only have direction
instead of target, so that makes easy to build view matrix using direction. instead of target, so that makes easy to build view matrix using direction.
There is also :c:func:`glm_look_anyup` function which can help build view matrix There is also :c:func:`glm_look_anyup` function which can help build view matrix
without providing UP axis. It uses :c:func:`glm_vec3_ortho` to get a UP axis and without providing UP axis. It uses :c:func:`glm_vec_ortho` to get a UP axis and
builds view matrix. builds view matrix.
You can also *_default* versions of ortho and perspective to build projection You can also *_default* versions of ortho and perspective to build projection
@@ -36,7 +36,6 @@ Functions:
#. :c:func:`glm_ortho_default` #. :c:func:`glm_ortho_default`
#. :c:func:`glm_ortho_default_s` #. :c:func:`glm_ortho_default_s`
#. :c:func:`glm_perspective` #. :c:func:`glm_perspective`
#. :c:func:`glm_persp_move_far`
#. :c:func:`glm_perspective_default` #. :c:func:`glm_perspective_default`
#. :c:func:`glm_perspective_resize` #. :c:func:`glm_perspective_resize`
#. :c:func:`glm_lookat` #. :c:func:`glm_lookat`
@@ -140,22 +139,12 @@ Functions documentation
| set up perspective projection matrix | set up perspective projection matrix
Parameters: Parameters:
| *[in]* **fovy** field of view angle (in radians) | *[in]* **fovy** field of view angle
| *[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
| *[out]* **dest** result matrix | *[out]* **dest** result matrix
.. c:function:: void glm_persp_move_far(mat4 proj, float deltaFar)
| extend perspective projection matrix's far distance
| this function does not guarantee far >= near, be aware of that!
Parameters:
| *[in, out]* **proj** projection matrix to extend
| *[in]* **deltaFar** distance from existing far (negative to shink)
.. c:function:: void glm_perspective_default(float aspect, mat4 dest) .. c:function:: void glm_perspective_default(float aspect, mat4 dest)
| set up perspective projection matrix with default near/far | set up perspective projection matrix with default near/far
@@ -198,7 +187,7 @@ Functions documentation
Parameters: Parameters:
| *[in]* **eye** eye vector | *[in]* **eye** eye vector
| *[in]* **dir** direction vector | *[in]* **center** direction vector
| *[in]* **up** up vector | *[in]* **up** up vector
| *[out]* **dest** result matrix | *[out]* **dest** result matrix
@@ -212,7 +201,7 @@ Functions documentation
Parameters: Parameters:
| *[in]* **eye** eye vector | *[in]* **eye** eye vector
| *[in]* **dir** direction vector | *[in]* **center** direction vector
| *[out]* **dest** result matrix | *[out]* **dest** result matrix
.. c:function:: void glm_persp_decomp(mat4 proj, float *nearVal, float *farVal, float *top, float *bottom, float *left, float *right) .. c:function:: void glm_persp_decomp(mat4 proj, float *nearVal, float *farVal, float *top, float *bottom, float *left, float *right)

View File

@@ -25,7 +25,7 @@
# If your documentation needs a minimal Sphinx version, state it here. # If your documentation needs a minimal Sphinx version, state it here.
# #
# needs_sphinx = '3.0' # needs_sphinx = '1.0'
# Add any Sphinx extension module names here, as strings. They can be # Add any Sphinx extension module names here, as strings. They can be
# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom # extensions coming with Sphinx (named 'sphinx.ext.*') or your custom
@@ -62,9 +62,9 @@ author = u'Recep Aslantas'
# built documents. # built documents.
# #
# The short X.Y version. # The short X.Y version.
version = u'0.8.8' version = u'0.4.8'
# The full version, including alpha/beta/rc tags. # The full version, including alpha/beta/rc tags.
release = u'0.8.8' release = u'0.4.8'
# 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.
@@ -90,7 +90,7 @@ todo_include_todos = False
# The theme to use for HTML and HTML Help pages. See the documentation for # The theme to use for HTML and HTML Help pages. See the documentation for
# a list of builtin themes. # a list of builtin themes.
# #
html_theme = 'sphinx_rtd_theme' html_theme = 'alabaster'
# Theme options are theme-specific and customize the look and feel of a theme # Theme options are theme-specific and customize the look and feel of a theme
# further. For a list of options available for each theme, see the # further. For a list of options available for each theme, see the
@@ -99,13 +99,13 @@ html_theme = 'sphinx_rtd_theme'
# html_theme_options = {} # html_theme_options = {}
html_theme_options = { html_theme_options = {
# 'github_banner': 'true', 'github_banner': 'true',
# 'github_button': 'true', 'github_button': 'true',
# 'github_user': 'recp', 'github_user': 'recp',
# 'github_repo': 'cglm', 'github_repo': 'cglm',
# 'travis_button': 'true', 'travis_button': 'true',
# 'show_related': 'true', 'show_related': 'true',
# 'fixed_sidebar': 'true' 'fixed_sidebar': 'true'
} }
# 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,
@@ -197,7 +197,3 @@ epub_exclude_files = ['search.html']
# If true, `todo` and `todoList` produce output, else they produce nothing. # If true, `todo` and `todoList` produce output, else they produce nothing.
todo_include_todos = True todo_include_todos = True
# -- Options for the C domain ------------------------------------------------
c_id_attributes = ['__restrict']

View File

@@ -1,41 +0,0 @@
.. default-domain:: C
Curve
================================================================================
Header: cglm/curve.h
Common helpers for common curves. For specific curve see its header/doc
e.g bezier
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_smc`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: float glm_smc(float s, mat4 m, vec4 c)
| helper function to calculate **S** * **M** * **C** multiplication for curves
| this function does not encourage you to use SMC, instead it is a helper if you use SMC.
| if you want to specify S as vector then use more generic glm_mat4_rmc() func.
| Example usage:
.. code-block:: c
Bs = glm_smc(s, GLM_BEZIER_MAT, (vec4){p0, c0, c1, p1})
Parameters:
| *[in]* **s** parameter between 0 and 1 (this will be [s3, s2, s, 1])
| *[in]* **m** basis matrix
| *[out]* **c** position/control vector
Returns:
scalar value e.g. Bs

View File

@@ -1,28 +0,0 @@
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.
* general purpose matrix operations (mat4, mat3)
* chain matrix multiplication (square only)
* general purpose vector operations (cross, dot, rotate, proj, angle...)
* affine transformations
* matrix decomposition (extract rotation, scaling factor)
* optimized affine transform matrices (mul, rigid-body inverse)
* camera (lookat)
* projections (ortho, perspective)
* quaternions
* euler angles / yaw-pitch-roll to matrix
* extract euler angles
* inline or pre-compiled function call
* frustum (extract view frustum planes, corners...)
* bounding box (AABB in Frustum (culling), crop, merge...)
* bounding sphere
* project, unproject
* easing functions
* curves
* curve interpolation helpers (SMC, deCasteljau...)
* helpers to convert cglm types to Apple's simd library to pass cglm types to Metal GL without packing them on both sides
* ray intersection helpers
* and others...

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@@ -127,7 +127,7 @@ Functions documentation
.. code-block:: c .. code-block:: c
for (j = 0; j < 4; j++) { for (j = 0; j < 4; j++) {
glm_vec3_center(corners[i], corners[i + 4], centerCorners[i]); glm_vec_center(corners[i], corners[i + 4], centerCorners[i]);
} }
corners[i + 4] is far of corners[i] point. corners[i + 4] is far of corners[i] point.

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@@ -9,26 +9,23 @@ Types:
.. code-block:: c .. code-block:: c
:linenos: :linenos:
typedef float vec2[2]; typedef float vec3[3];
typedef float vec3[3]; typedef int ivec3[3];
typedef int ivec3[3]; typedef CGLM_ALIGN(16) float vec4[4];
typedef CGLM_ALIGN_IF(16) float vec4[4];
typedef vec4 versor;
typedef vec3 mat3[3];
#ifdef __AVX__ typedef vec3 mat3[3];
typedef CGLM_ALIGN_IF(32) vec4 mat4[4]; typedef vec4 mat4[4];
#else
typedef CGLM_ALIGN_IF(16) vec4 mat4[4]; typedef vec4 versor;
#endif
As you can see types don't store extra informations in favor of space. As you can see types don't store extra informations in favor of space.
You can send these values e.g. matrix to OpenGL directly without casting or calling a function like *value_ptr* You can send these values e.g. matrix to OpenGL directly without casting or calling a function like *value_ptr*
Alignment Is Required: Alignment is Required:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**vec4** and **mat4** requires 16 (32 for **mat4** if AVX is enabled) byte alignment because **vec4** and **mat4** operations are vectorized by SIMD instructions (SSE/AVX/NEON). **vec4** and **mat4** requires 16 byte alignment because vec4 and mat4 operations are
vectorized by SIMD instructions (SSE/AVX).
**UPDATE:** **UPDATE:**
By starting v0.4.5 cglm provides an option to disable alignment requirement, it is enabled as default By starting v0.4.5 cglm provides an option to disable alignment requirement, it is enabled as default
@@ -40,9 +37,10 @@ Alignment Is Required:
Allocations: Allocations:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*cglm* doesn't alloc any memory on heap. So it doesn't provide any allocator. *cglm* doesn't alloc any memory on heap. So it doesn't provide any allocator.
You must allocate memory yourself. You should alloc memory for out parameters too if you pass pointer of memory location. When allocating memory, don't forget that **vec4** and **mat4** require alignment. You must allocate memory yourself. You should alloc memory for out parameters too if you pass pointer of memory location.
When allocating memory don't forget that **vec4** and **mat4** requires alignment.
**NOTE:** Unaligned **vec4** and unaligned **mat4** operations will be supported in the future. Check todo list. **NOTE:** Unaligned vec4 and unaligned mat4 operations will be supported in the future. Check todo list.
Because you may want to multiply a CGLM matrix with external matrix. Because you may want to multiply a CGLM matrix with external matrix.
There is no guarantee that non-CGLM matrix is aligned. Unaligned types will have *u* prefix e.g. **umat4** There is no guarantee that non-CGLM matrix is aligned. Unaligned types will have *u* prefix e.g. **umat4**

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@@ -3,50 +3,48 @@
You can adapt this file completely to your liking, but it should at least You can adapt this file completely to your liking, but it should at least
contain the root `toctree` directive. contain the root `toctree` directive.
cglm Documentation Welcome to cglm's documentation!
================================ ================================
**cglm** is an optimized 3D math library written in C99 (compatible with C89). **cglm** is optimized 3D math library written in C99 (compatible with C89).
It is similar to the original **glm** library, except **cglm** is mainly for It is similar to original **glm** library except this is mainly for **C**
**C**.
This library stores matrices as column-major order but in the future row-major
is considered to be supported as optional.
Also currently only **float** type is supported for most operations.
**Features**
* general purpose matrix operations (mat4, mat3)
* chain matrix multiplication (square only)
* general purpose vector operations (cross, dot, rotate, proj, angle...)
* affine transforms
* matrix decomposition (extract rotation, scaling factor)
* optimized affine transform matrices (mul, rigid-body inverse)
* camera (lookat)
* projections (ortho, perspective)
* quaternions
* euler angles / yaw-pitch-roll to matrix
* extract euler angles
* inline or pre-compiled function call
* frustum (extract view frustum planes, corners...)
* bounding box (AABB in Frustum (culling), crop, merge...)
**cglm** stores matrices as column-major order but in the future row-major is
considered to be supported as optional.
.. toctree:: .. toctree::
:maxdepth: 2 :maxdepth: 1
:caption: Getting Started: :caption: Table Of Contents:
features
build build
getting_started getting_started
.. toctree::
:maxdepth: 2
:caption: How To:
opengl opengl
.. toctree::
:maxdepth: 2
:caption: API:
api api
.. toctree::
:maxdepth: 2
:caption: Options:
opt opt
.. toctree::
:maxdepth: 2
:caption: Troubleshooting:
troubleshooting troubleshooting
Indices and Tables: Indices and tables
=================== ==================
* :ref:`genindex` * :ref:`genindex`
* :ref:`modindex` * :ref:`modindex`

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

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@@ -1,172 +0,0 @@
.. default-domain:: C
ivec2
=====
Header: cglm/ivec2.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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_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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@@ -1,172 +0,0 @@
.. default-domain:: C
ivec3
=====
Header: cglm/ivec3.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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_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_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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@@ -1,172 +0,0 @@
.. default-domain:: C
ivec4
=====
Header: cglm/ivec4.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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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@@ -1,179 +0,0 @@
.. default-domain:: C
mat2
====
Header: cglm/mat2.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_mat2_IDENTITY_INIT
#. GLM_mat2_ZERO_INIT
#. GLM_mat2_IDENTITY
#. GLM_mat2_ZERO
Functions:
1. :c:func:`glm_mat2_copy`
#. :c:func:`glm_mat2_identity`
#. :c:func:`glm_mat2_identity_array`
#. :c:func:`glm_mat2_zero`
#. :c:func:`glm_mat2_mul`
#. :c:func:`glm_mat2_transpose_to`
#. :c:func:`glm_mat2_transpose`
#. :c:func:`glm_mat2_mulv`
#. :c:func:`glm_mat2_scale`
#. :c:func:`glm_mat2_det`
#. :c:func:`glm_mat2_inv`
#. :c:func:`glm_mat2_trace`
#. :c:func:`glm_mat2_swap_col`
#. :c:func:`glm_mat2_swap_row`
#. :c:func:`glm_mat2_rmc`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat2_copy(mat2 mat, mat2 dest)
copy mat2 to another one (dest).
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
.. c:function:: void glm_mat2_identity(mat2 mat)
copy identity mat2 to mat, or makes mat to identiy
Parameters:
| *[out]* **mat** matrix
.. c:function:: void glm_mat2_identity_array(mat2 * __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_mat2_zero(mat2 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix to
.. c:function:: void glm_mat2_mul(mat2 m1, mat2 m2, mat2 dest)
multiply m1 and m2 to dest
m1, m2 and dest matrices can be same matrix, it is possible to write this:
.. code-block:: c
mat2 m = GLM_mat2_IDENTITY_INIT;
glm_mat2_mul(m, m, m);
Parameters:
| *[in]* **m1** left matrix
| *[in]* **m2** right matrix
| *[out]* **dest** destination matrix
.. c:function:: void glm_mat2_transpose_to(mat2 m, mat2 dest)
transpose mat4 and store in dest
source matrix will not be transposed unless dest is m
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
.. c:function:: void glm_mat2_transpose(mat2 m)
tranpose mat2 and store result in same matrix
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
.. c:function:: void glm_mat2_mulv(mat2 m, vec2 v, vec2 dest)
multiply mat4 with vec4 (column vector) and store in dest vector
Parameters:
| *[in]* **mat** mat2 (left)
| *[in]* **v** vec2 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat2_scale(mat2 m, float s)
multiply matrix with scalar
Parameters:
| *[in, out]* **mat** matrix
| *[in]* **dest** scalar
.. c:function:: float glm_mat2_det(mat2 mat)
returns mat2 determinant
Parameters:
| *[in]* **mat** matrix
Returns:
mat2 determinant
.. c:function:: void glm_mat2_inv(mat2 mat, mat2 dest)
inverse mat2 and store in dest
Parameters:
| *[in]* **mat** matrix
| *[out]* **dest** destination (inverse matrix)
.. c:function:: void glm_mat2_trace(mat2 m)
| sum of the elements on the main diagonal from upper left to the lower right
Parameters:
| *[in]* **m** matrix
Returns:
trace of matrix
.. c:function:: void glm_mat2_swap_col(mat2 mat, int col1, int col2)
swap two matrix columns
Parameters:
| *[in, out]* **mat** matrix
| *[in]* **col1** col1
| *[in]* **col2** col2
.. c:function:: void glm_mat2_swap_row(mat2 mat, int row1, int row2)
swap two matrix rows
Parameters:
| *[in, out]* **mat** matrix
| *[in]* **row1** row1
| *[in]* **row2** row2
.. c:function:: float glm_mat2_rmc(vec2 r, mat2 m, vec2 c)
| **rmc** stands for **Row** * **Matrix** * **Column**
| helper for R (row vector) * M (matrix) * C (column vector)
| the result is scalar because R * M = Matrix1x2 (row vector),
| then Matrix1x2 * Vec2 (column vector) = Matrix1x1 (Scalar)
Parameters:
| *[in]* **r** row vector or matrix1x2
| *[in]* **m** matrix2x2
| *[in]* **c** column vector or matrix2x1
Returns:
scalar value e.g. Matrix1x1

View File

@@ -20,8 +20,6 @@ Functions:
1. :c:func:`glm_mat3_copy` 1. :c:func:`glm_mat3_copy`
#. :c:func:`glm_mat3_identity` #. :c:func:`glm_mat3_identity`
#. :c:func:`glm_mat3_identity_array`
#. :c:func:`glm_mat3_zero`
#. :c:func:`glm_mat3_mul` #. :c:func:`glm_mat3_mul`
#. :c:func:`glm_mat3_transpose_to` #. :c:func:`glm_mat3_transpose_to`
#. :c:func:`glm_mat3_transpose` #. :c:func:`glm_mat3_transpose`
@@ -30,10 +28,8 @@ Functions:
#. :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`
#. :c:func:`glm_mat3_trace`
#. :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`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -53,21 +49,6 @@ Functions documentation
Parameters: Parameters:
| *[out]* **mat** matrix | *[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_zero(mat3 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix to
.. 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
@@ -143,16 +124,6 @@ Functions documentation
| *[in]* **mat** matrix | *[in]* **mat** matrix
| *[out]* **dest** destination (inverse matrix) | *[out]* **dest** destination (inverse matrix)
.. c:function:: void glm_mat3_trace(mat3 m)
| sum of the elements on the main diagonal from upper left to the lower right
Parameters:
| *[in]* **m** matrix
Returns:
trace of matrix
.. c:function:: void glm_mat3_swap_col(mat3 mat, int col1, int col2) .. c:function:: void glm_mat3_swap_col(mat3 mat, int col1, int col2)
swap two matrix columns swap two matrix columns
@@ -170,20 +141,3 @@ Functions documentation
| *[in, out]* **mat** matrix | *[in, out]* **mat** matrix
| *[in]* **row1** row1 | *[in]* **row1** row1
| *[in]* **row2** row2 | *[in]* **row2** row2
.. c:function:: float glm_mat3_rmc(vec3 r, mat3 m, vec3 c)
| **rmc** stands for **Row** * **Matrix** * **Column**
| helper for R (row vector) * M (matrix) * C (column vector)
| the result is scalar because R * M = Matrix1x3 (row vector),
| then Matrix1x3 * Vec3 (column vector) = Matrix1x1 (Scalar)
Parameters:
| *[in]* **r** row vector or matrix1x3
| *[in]* **m** matrix3x3
| *[in]* **c** column vector or matrix3x1
Returns:
scalar value e.g. Matrix1x1

View File

@@ -25,8 +25,6 @@ Functions:
1. :c:func:`glm_mat4_ucopy` 1. :c:func:`glm_mat4_ucopy`
#. :c:func:`glm_mat4_copy` #. :c:func:`glm_mat4_copy`
#. :c:func:`glm_mat4_identity` #. :c:func:`glm_mat4_identity`
#. :c:func:`glm_mat4_identity_array`
#. :c:func:`glm_mat4_zero`
#. :c:func:`glm_mat4_pick3` #. :c:func:`glm_mat4_pick3`
#. :c:func:`glm_mat4_pick3t` #. :c:func:`glm_mat4_pick3t`
#. :c:func:`glm_mat4_ins3` #. :c:func:`glm_mat4_ins3`
@@ -34,8 +32,6 @@ 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_mat3_trace`
#. :c:func:`glm_mat3_trace3`
#. :c:func:`glm_mat4_quat` #. :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`
@@ -46,7 +42,6 @@ Functions:
#. :c:func:`glm_mat4_inv_fast` #. :c:func:`glm_mat4_inv_fast`
#. :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`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -74,21 +69,6 @@ Functions documentation
Parameters: Parameters:
| *[out]* **mat** matrix | *[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_zero(mat4 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix to
.. c:function:: void glm_mat4_pick3(mat4 mat, mat3 dest) .. c:function:: void glm_mat4_pick3(mat4 mat, mat3 dest)
copy upper-left of mat4 to mat3 copy upper-left of mat4 to mat3
@@ -156,43 +136,16 @@ 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, vec3 dest)
| multiply **vec3** with **mat4** and get **vec3** as result multiply vector with mat4's mat3 part(rotation)
|
| actually the result is **vec4**, after multiplication,
the last component is trimmed, if you need the result's last component
then don't use this function and consider to use **glm_mat4_mulv()**
Parameters: Parameters:
| *[in]* **m** mat4(affine transform) | *[in]* **m** mat4 (left)
| *[in]* **v** vec3 | *[in]* **v** vec3 (right, column vector)
| *[in]* **last** 4th item to make it vec4 | *[out]* **dest** vec3 (result, column vector)
| *[out]* **dest** result vector (vec3)
.. c:function:: void glm_mat4_trace(mat4 m)
| sum of the elements on the main diagonal from upper left to the lower right
Parameters:
| *[in]* **m** matrix
Returns:
trace of matrix
.. c:function:: void glm_mat4_trace3(mat4 m)
| trace of matrix (rotation part)
| sum of the elements on the main diagonal from upper left to the lower right
Parameters:
| *[in]* **m** matrix
Returns:
trace of matrix
.. c:function:: void glm_mat4_quat(mat4 m, versor dest) .. c:function:: void glm_mat4_quat(mat4 m, versor dest)
@@ -285,20 +238,3 @@ Functions documentation
| *[in, out]* **mat** matrix | *[in, out]* **mat** matrix
| *[in]* **row1** row1 | *[in]* **row1** row1
| *[in]* **row2** row2 | *[in]* **row2** row2
.. c:function:: float glm_mat4_rmc(vec4 r, mat4 m, vec4 c)
| **rmc** stands for **Row** * **Matrix** * **Column**
| helper for R (row vector) * M (matrix) * C (column vector)
| the result is scalar because R * M = Matrix1x4 (row vector),
| then Matrix1x4 * Vec4 (column vector) = Matrix1x1 (Scalar)
Parameters:
| *[in]* **r** row vector or matrix1x4
| *[in]* **m** matrix4x4
| *[in]* **c** column vector or matrix4x1
Returns:
scalar value e.g. Matrix1x1

View File

@@ -2,7 +2,7 @@ How to send vector or matrix to OpenGL like API
================================================== ==================================================
*cglm*'s vector and matrix types are arrays. So you can send them directly to a *cglm*'s vector and matrix types are arrays. So you can send them directly to a
function which accepts pointer. But you may got warnings for matrix because it is function which accecpts pointer. But you may got warnings for matrix because it is
two dimensional array. two dimensional array.
Passing / Uniforming Matrix to OpenGL: Passing / Uniforming Matrix to OpenGL:
@@ -43,9 +43,9 @@ array of matrices:
/* ... */ /* ... */
glUniformMatrix4fv(location, count, GL_FALSE, (float *)matrix); glUniformMatrix4fv(location, count, GL_FALSE, (float *)matrix);
in this way, passing aray of matrices is same in this way, passing aray of matrices is same
Passing / Uniforming Vectors to OpenGL: Passing / Uniforming Vectors to OpenGL:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You don't need to do extra thing when passing cglm vectors to OpengL or other APIs. You don't need to do extra thing when passing cglm vectors to OpengL or other APIs.

View File

@@ -18,7 +18,7 @@ versor: 16 byte
By starting **v0.4.5** cglm provides an option to disable alignment requirement. By starting **v0.4.5** cglm provides an option to disable alignment requirement.
To enable this option define **CGLM_ALL_UNALIGNED** macro before all headers. To enable this option define **CGLM_ALL_UNALIGNED** macro before all headers.
You can define it in Xcode, Visual Studio (or other IDEs) or you can also prefer You can define it in Xcode, Visual Studio (or other IDEs) or you can also prefer
to define it in build system. If you use pre-compiled versions then you to define it in build system. If you use pre-compiled verisons then you
have to compile cglm with **CGLM_ALL_UNALIGNED** macro. have to compile cglm with **CGLM_ALL_UNALIGNED** macro.
**VERY VERY IMPORTANT:** If you use cglm in multiple projects and **VERY VERY IMPORTANT:** If you use cglm in multiple projects and
@@ -35,90 +35,8 @@ 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.
You can force it to generate **pshufd** instruction by defining You can force it to generate **pshufd** instruction by defining
**CGLM_USE_INT_DOMAIN** macro. As default it is not defined. **CGLM_USE_INT_DOMAIN** macro. As default it is not defined.
SSE3 and SSE4 Dot Product Options
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You have to extra options for dot product: **CGLM_SSE4_DOT** and **CGLM_SSE3_DOT**.
- If **SSE4** is enabled then you can define **CGLM_SSE4_DOT** to force cglm to use **_mm_dp_ps** instruction.
- If **SSE3** is enabled then you can define **CGLM_SSE3_DOT** to force cglm to use **_mm_hadd_ps** instructions.
otherwise cglm will use custom cglm's hadd functions which are optimized too.
Print Options
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. **CGLM_DEFINE_PRINTS**
2. **CGLM_NO_PRINTS_NOOP** (use CGLM_DEFINE_PRINTS)
Inline prints are only enabled in **DEBUG** mode or if **CGLM_DEFINE_PRINTS** is defined.
**glmc_** versions will always print too.
Because **cglm** tried to enable print functions in debug mode and disable them in
release/production mode to eliminate printing costs when we do not need them.
**cglm** checks **DEBUG** or **_DEBUG** macros to test debug mode, if these are not working for you then you can use
**CGLM_DEFINE_PRINTS** to force enable, or create a PR to introduce new macro to test against debugging mode.
If DEBUG mode is not enabled then print functions will be emptied to eliminate print function calls.
You can disable this feature too by defining **CGLM_DEFINE_PRINTS** macro top of cglm header
or in project/build settings...
3. **CGLM_PRINT_PRECISION** 5
precision.
4. **CGLM_PRINT_MAX_TO_SHORT** 1e5
if a number is greater than this value then %g will be used, since this is shorten print you won't be able to see high precision.
5. **CGLM_PRINT_COLOR** "\033[36m"
6. **CGLM_PRINT_COLOR_RESET** "\033[0m"
You can disable colorful print output by defining **CGLM_PRINT_COLOR** and **CGLM_PRINT_COLOR_RESET** as empty macro.
Because some terminals may not support colors.

View File

@@ -21,14 +21,14 @@ Functions:
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) .. c:function:: void glm_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest)
| 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.
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
:c:func:`glm_unproject` version. You may use existing inverse of matrix in somewhere glm_unproject version. You may use existing inverse of matrix in somewhere
else, this is why **glm_unprojecti** exists to save inversion cost else, this is why glm_unprojecti exists to save 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 :c:func:`glm_unprojecti` except this function get inverse matrix for this is same as glm_unprojecti except this function get inverse matrix for
you. you.
[1] space: [1] space:
@@ -80,7 +80,7 @@ Functions documentation
| *[in]* **vp** viewport as [x, y, width, height] | *[in]* **vp** viewport as [x, y, width, height]
| *[out]* **dest** unprojected coordinates | *[out]* **dest** unprojected coordinates
.. c:function:: void glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest) .. c:function:: void glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest)
| map object coordinates to window coordinates | map object coordinates to window coordinates
@@ -91,29 +91,12 @@ 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

View File

@@ -27,12 +27,10 @@ Macros:
Functions: Functions:
1. :c:func:`glm_quat_identity` 1. :c:func:`glm_quat_identity`
#. :c:func:`glm_quat_identity_array`
#. :c:func:`glm_quat_init` #. :c:func:`glm_quat_init`
#. :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`
@@ -53,7 +51,6 @@ Functions:
#. :c:func:`glm_quat_mat3` #. :c:func:`glm_quat_mat3`
#. :c:func:`glm_quat_mat3t` #. :c:func:`glm_quat_mat3t`
#. :c:func:`glm_quat_lerp` #. :c:func:`glm_quat_lerp`
#. :c:func:`glm_quat_nlerp`
#. :c:func:`glm_quat_slerp` #. :c:func:`glm_quat_slerp`
#. :c:func:`glm_quat_look` #. :c:func:`glm_quat_look`
#. :c:func:`glm_quat_for` #. :c:func:`glm_quat_for`
@@ -73,14 +70,6 @@ Functions documentation
Parameters: Parameters:
| *[in, out]* **q** quaternion | *[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) .. c:function:: void glm_quat_init(versor q, float x, float y, float z, float w)
| inits quaternion with given values | inits quaternion with given values
@@ -124,20 +113,6 @@ 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
@@ -320,25 +295,6 @@ Functions documentation
| *[in]* **t** interpolant (amount) clamped between 0 and 1 | *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** result quaternion | *[out]* **dest** result quaternion
.. c:function:: void glm_quat_nlerp(versor q, versor r, float t, versor dest)
| interpolates between two quaternions
| taking the shortest rotation path using
| normalized linear interpolation (NLERP)
| This is a cheaper alternative to slerp; most games use nlerp
| for animations as it visually makes little difference.
References:
* `Understanding Slerp, Then Not Using it <http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It>`_
* `Lerp, Slerp and Nlerp <https://keithmaggio.wordpress.com/2011/02/15/math-magician-lerp-slerp-and-nlerp/>`_
Parameters:
| *[in]* **from** from
| *[in]* **to** to
| *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** result quaternion
.. c:function:: void glm_quat_slerp(versor q, versor r, float t, versor dest) .. c:function:: void glm_quat_slerp(versor q, versor r, float t, versor dest)
| interpolates between two quaternions | interpolates between two quaternions
@@ -359,24 +315,26 @@ Functions documentation
| *[in]* **ori** orientation in world space as quaternion | *[in]* **ori** orientation in world space as quaternion
| *[out]* **dest** result matrix | *[out]* **dest** result matrix
.. c:function:: void glm_quat_for(vec3 dir, vec3 up, versor dest) .. c:function:: void glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest)
| creates look rotation quaternion | creates look rotation quaternion
Parameters: Parameters:
| *[in]* **dir** direction to look | *[in]* **dir** direction to look
| *[in]* **fwd** forward vector
| *[in]* **up** up vector | *[in]* **up** up vector
| *[out]* **dest** result matrix | *[out]* **dest** result matrix
.. c:function:: void glm_quat_forp(vec3 from, vec3 to, vec3 up, versor dest) .. c:function:: void glm_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest)
| creates look rotation quaternion using source and destination positions p suffix stands for position | creates look rotation quaternion using source and destination positions p suffix stands for position
| this is similar to glm_quat_for except this computes direction for glm_quat_for for you. | this is similar to glm_quat_for except this computes direction for glm_quat_for for you.
Parameters: Parameters:
| *[in]* **from** source point | *[in]* **from** source point
| *[in]* **to** destination point | *[in]* **to** destination point
| *[in]* **fwd** forward vector
| *[in]* **up** up vector | *[in]* **up** up vector
| *[out]* **dest** result matrix | *[out]* **dest** result matrix
@@ -409,7 +367,7 @@ Functions documentation
| *[in]* **q** quaternion | *[in]* **q** quaternion
| *[in]* **pivot** pivot | *[in]* **pivot** pivot
.. c:function:: void glm_quat_rotate_atm(mat4 m, versor q, vec3 pivot) .. c:function:: void glm_quat_rotate(mat4 m, versor q, mat4 dest)
| rotate NEW transform matrix using quaternion at pivot point | rotate NEW transform matrix using quaternion at pivot point
| this creates rotation matrix, it assumes you don't have a matrix | this creates rotation matrix, it assumes you don't have a matrix

View File

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

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@@ -57,19 +57,12 @@ For instance you may called **glm_vec4_** functions for **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 byte but since **vec3** is 24 byte it should throw
memory access error or exit the app without saying anything. memory access error or exit the app without saying anything.
**UPDATE - IMPORTANT:**
| 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.
| Because 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 used wrong function.
For instance if you use **glm_normalize()** or **glm_vec3_normalize()** for **vec4**, For instance if you use **glm_normalize()** or **glm_vec_normalize()** for **vec4**,
it will assume that passed param is **vec3** and will normalize it for **vec3**. it will assume that passed param is **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 to **vec4** to be normalized in your case, you will get wrong results.
@@ -80,19 +73,6 @@ So be carefull, when your IDE (Xcode, Visual Studio ...) tried to autocomplete f
**Also implementation may be wrong please let us know by creating an issue on Github.** **Also implementation may be wrong please let us know by creating an issue on Github.**
BAD_ACCESS : Thread 1: EXC_BAD_ACCESS (code=EXC_I386_GPFLT) or Similar Errors/Crashes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is similar issue with alignment. For instance if you compiled **cglm** with
AVX (**-mavx**, intentionally or not) and if you use **cglm** in an environment that doesn't
support AVX (or if AVX is disabled intentionally) e.g. environment that max support SSE2/3/4,
then you probably get **BAD ACCESS** or similar...
Because if you compile **cglm** with AVX it aligns **mat4** with 32 byte boundary,
and your project aligns that as 16 byte boundary...
Check alignment, supported vector extension or simd in **cglm** and linked projects...
Other Issues? Other Issues?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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

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@@ -1,143 +0,0 @@
.. default-domain:: C
vec2 extra
==========
Header: cglm/vec2-ext.h
There are some functions are in called in extra header. These are called extra
because they are not used like other functions in vec2.h in the future some of
these functions ma be moved to vec2 header.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_vec2_fill`
#. :c:func:`glm_vec2_eq`
#. :c:func:`glm_vec2_eq_eps`
#. :c:func:`glm_vec2_eq_all`
#. :c:func:`glm_vec2_eqv`
#. :c:func:`glm_vec2_eqv_eps`
#. :c:func:`glm_vec2_max`
#. :c:func:`glm_vec2_min`
#. :c:func:`glm_vec2_isnan`
#. :c:func:`glm_vec2_isinf`
#. :c:func:`glm_vec2_isvalid`
#. :c:func:`glm_vec2_sign`
#. :c:func:`glm_vec2_abs`
#. :c:func:`glm_vec2_sqrt`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_vec2_fill(vec2 v, float val)
fill a vector with specified value
Parameters:
| *[in,out]* **dest** destination
| *[in]* **val** value
.. c:function:: bool glm_vec2_eq(vec2 v, float val)
check if vector is equal to value (without epsilon)
Parameters:
| *[in]* **v** vector
| *[in]* **val** value
.. c:function:: bool glm_vec2_eq_eps(vec2 v, float val)
check if vector is equal to value (with epsilon)
Parameters:
| *[in]* **v** vector
| *[in]* **val** value
.. c:function:: bool glm_vec2_eq_all(vec2 v)
check if vectors members are equal (without epsilon)
Parameters:
| *[in]* **v** vector
.. c:function:: bool glm_vec2_eqv(vec2 v1, vec2 v2)
check if vector is equal to another (without epsilon) vector
Parameters:
| *[in]* **vec** vector 1
| *[in]* **vec** vector 2
.. c:function:: bool glm_vec2_eqv_eps(vec2 v1, vec2 v2)
check if vector is equal to another (with epsilon)
Parameters:
| *[in]* **v1** vector1
| *[in]* **v2** vector2
.. c:function:: float glm_vec2_max(vec2 v)
max value of vector
Parameters:
| *[in]* **v** vector
.. c:function:: float glm_vec2_min(vec2 v)
min value of vector
Parameters:
| *[in]* **v** vector
.. c:function:: bool glm_vec2_isnan(vec2 v)
| check if one of items is NaN (not a number)
| you should only use this in DEBUG mode or very critical asserts
Parameters:
| *[in]* **v** vector
.. c:function:: bool glm_vec2_isinf(vec2 v)
| check if one of items is INFINITY
| you should only use this in DEBUG mode or very critical asserts
Parameters:
| *[in]* **v** vector
.. c:function:: bool glm_vec2_isvalid(vec2 v)
| check if all items are valid number
| you should only use this in DEBUG mode or very critical asserts
Parameters:
| *[in]* **v** vector
.. c:function:: void glm_vec2_sign(vec2 v, vec2 dest)
get sign of 32 bit float as +1, -1, 0
Parameters:
| *[in]* **v** vector
| *[out]* **dest** sign vector (only keeps signs as -1, 0, -1)
.. c:function:: void glm_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)
square root of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector (sqrt(v))

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@@ -1,375 +0,0 @@
.. default-domain:: C
vec2
====
Header: cglm/vec2.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_vec2_ONE_INIT
#. GLM_vec2_ZERO_INIT
#. GLM_vec2_ONE
#. GLM_vec2_ZERO
Functions:
1. :c:func:`glm_vec2`
#. :c:func:`glm_vec2_copy`
#. :c:func:`glm_vec2_zero`
#. :c:func:`glm_vec2_one`
#. :c:func:`glm_vec2_dot`
#. :c:func:`glm_vec2_cross`
#. :c:func:`glm_vec2_norm2`
#. :c:func:`glm_vec2_norm`
#. :c:func:`glm_vec2_add`
#. :c:func:`glm_vec2_adds`
#. :c:func:`glm_vec2_sub`
#. :c:func:`glm_vec2_subs`
#. :c:func:`glm_vec2_mul`
#. :c:func:`glm_vec2_scale`
#. :c:func:`glm_vec2_scale_as`
#. :c:func:`glm_vec2_div`
#. :c:func:`glm_vec2_divs`
#. :c:func:`glm_vec2_addadd`
#. :c:func:`glm_vec2_subadd`
#. :c:func:`glm_vec2_muladd`
#. :c:func:`glm_vec2_muladds`
#. :c:func:`glm_vec2_maxadd`
#. :c:func:`glm_vec2_minadd`
#. :c:func:`glm_vec2_negate`
#. :c:func:`glm_vec2_negate_to`
#. :c:func:`glm_vec2_normalize`
#. :c:func:`glm_vec2_normalize_to`
#. :c:func:`glm_vec2_rotate`
#. :c:func:`glm_vec2_distance2`
#. :c:func:`glm_vec2_distance`
#. :c:func:`glm_vec2_maxv`
#. :c:func:`glm_vec2_minv`
#. :c:func:`glm_vec2_clamp`
#. :c:func:`glm_vec2_lerp`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_vec2(float * v, vec2 dest)
init vec2 using vec3 or vec4
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination
.. c:function:: void glm_vec2_copy(vec2 a, vec2 dest)
copy all members of [a] to [dest]
Parameters:
| *[in]* **a** source
| *[out]* **dest** destination
.. c:function:: void glm_vec2_zero(vec2 v)
makes all members 0.0f (zero)
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec2_one(vec2 v)
makes all members 1.0f (one)
Parameters:
| *[in, out]* **v** vector
.. c:function:: float glm_vec2_dot(vec2 a, vec2 b)
dot product of vec2
Parameters:
| *[in]* **a** vector1
| *[in]* **b** vector2
Returns:
dot product
.. c:function:: void glm_vec2_cross(vec2 a, vec2 b, vec2 d)
cross product of two vector (RH)
| ref: http://allenchou.net/2013/07/cross-product-of-2d-vectors/
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** destination
Returns:
Z component of cross product
.. c:function:: float glm_vec2_norm2(vec2 v)
norm * norm (magnitude) of vector
we can use this func instead of calling norm * norm, because it would call
sqrtf fuction twice but with this func we can avoid func call, maybe this is
not good name for this func
Parameters:
| *[in]* **v** vector
Returns:
square of norm / magnitude
.. c:function:: float glm_vec2_norm(vec2 vec)
| euclidean norm (magnitude), also called L2 norm
| this will give magnitude of vector in euclidean space
Parameters:
| *[in]* **vec** vector
.. c:function:: void glm_vec2_add(vec2 a, vec2 b, vec2 dest)
add a vector to b vector store result in dest
Parameters:
| *[in]* **a** vector1
| *[in]* **b** vector2
| *[out]* **dest** destination vector
.. c:function:: void glm_vec2_adds(vec2 a, float s, vec2 dest)
add scalar to v vector store result in dest (d = v + vec(s))
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec2_sub(vec2 v1, vec2 v2, vec2 dest)
subtract b vector from a vector store result in dest (d = v1 - v2)
Parameters:
| *[in]* **a** vector1
| *[in]* **b** vector2
| *[out]* **dest** destination vector
.. c:function:: void glm_vec2_subs(vec2 v, float s, vec2 dest)
subtract scalar from v vector store result in dest (d = v - vec(s))
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec2_mul(vec2 a, vec2 b, vec2 d)
multiply two vector (component-wise multiplication)
Parameters:
| *[in]* **a** vector
| *[in]* **b** scalar
| *[out]* **d** result = (a[0] * b[0], a[1] * b[1], a[2] * b[2])
.. c:function:: void glm_vec2_scale(vec2 v, float s, vec2 dest)
multiply/scale vec2 vector with scalar: result = v * s
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec2_scale_as(vec2 v, float s, vec2 dest)
make vec2 vector scale as specified: result = unit(v) * s
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec2_div(vec2 a, vec2 b, vec2 dest)
div vector with another component-wise division: d = a / b
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** result = (a[0] / b[0], a[1] / b[1], a[2] / b[2])
.. c:function:: void glm_vec2_divs(vec2 v, float s, vec2 dest)
div vector with scalar: d = v / s
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** result = (a[0] / s, a[1] / s, a[2] / s])
.. c:function:: void glm_vec2_addadd(vec2 a, vec2 b, vec2 dest)
| add two vectors and add result to sum
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a + b)
.. c:function:: void glm_vec2_subadd(vec2 a, vec2 b, vec2 dest)
| sub two vectors and add result to sum
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a - b)
.. c:function:: void glm_vec2_muladd(vec2 a, vec2 b, vec2 dest)
| mul two vectors and add result to sum
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec2_muladds(vec2 a, float s, vec2 dest)
| mul vector with scalar and add result to sum
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector
| *[in]* **s** scalar
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec2_maxadd(vec2 a, vec2 b, vec2 dest)
| add max of two vector to result/dest
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec2_minadd(vec2 a, vec2 b, vec2 dest)
| add min of two vector to result/dest
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec2_negate(vec2 v)
negate vector components
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec2_negate_to(vec2 v, vec2 dest)
negate vector components and store result in dest
Parameters:
| *[in]* **v** vector
| *[out]* **dest** negated vector
.. c:function:: void glm_vec2_normalize(vec2 v)
normalize vec2 and store result in same vec
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec2_normalize_to(vec2 vec, vec2 dest)
normalize vec2 to dest
Parameters:
| *[in]* **vec** source
| *[out]* **dest** destination
.. c:function:: void glm_vec2_rotate(vec2 v, float angle, vec2 dest)
rotate vec2 around axis by angle using Rodrigues' rotation formula
Parameters:
| *[in]* **v** vector
| *[in]* **axis** axis vector
| *[out]* **dest** destination
.. c:function:: float glm_vec2_distance2(vec2 v1, vec2 v2)
squared distance between two vectors
Parameters:
| *[in]* **mat** vector1
| *[in]* **row1** vector2
Returns:
| squared distance (distance * distance)
.. c:function:: float glm_vec2_distance(vec2 v1, vec2 v2)
distance between two vectors
Parameters:
| *[in]* **mat** vector1
| *[in]* **row1** vector2
Returns:
| distance
.. c:function:: void glm_vec2_maxv(vec2 v1, vec2 v2, vec2 dest)
max values of vectors
Parameters:
| *[in]* **v1** vector1
| *[in]* **v2** vector2
| *[out]* **dest** destination
.. c:function:: void glm_vec2_minv(vec2 v1, vec2 v2, vec2 dest)
min values of vectors
Parameters:
| *[in]* **v1** vector1
| *[in]* **v2** vector2
| *[out]* **dest** destination
.. c:function:: void glm_vec2_clamp(vec2 v, float minVal, float maxVal)
constrain a value to lie between two further values
Parameters:
| *[in, out]* **v** vector
| *[in]* **minVal** minimum value
| *[in]* **maxVal** maximum value
.. c:function:: void glm_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest)
linear interpolation between two vector
| formula: from + s * (to - from)
Parameters:
| *[in]* **from** from value
| *[in]* **to** to value
| *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** destination

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@@ -14,26 +14,25 @@ Table of contents (click to go):
Functions: Functions:
1. :c:func:`glm_vec3_mulv` 1. :c:func:`glm_vec_mulv`
#. :c:func:`glm_vec3_broadcast` #. :c:func:`glm_vec_broadcast`
#. :c:func:`glm_vec3_eq` #. :c:func:`glm_vec_eq`
#. :c:func:`glm_vec3_eq_eps` #. :c:func:`glm_vec_eq_eps`
#. :c:func:`glm_vec3_eq_all` #. :c:func:`glm_vec_eq_all`
#. :c:func:`glm_vec3_eqv` #. :c:func:`glm_vec_eqv`
#. :c:func:`glm_vec3_eqv_eps` #. :c:func:`glm_vec_eqv_eps`
#. :c:func:`glm_vec3_max` #. :c:func:`glm_vec_max`
#. :c:func:`glm_vec3_min` #. :c:func:`glm_vec_min`
#. :c:func:`glm_vec3_isnan` #. :c:func:`glm_vec_isnan`
#. :c:func:`glm_vec3_isinf` #. :c:func:`glm_vec_isinf`
#. :c:func:`glm_vec3_isvalid` #. :c:func:`glm_vec_isvalid`
#. :c:func:`glm_vec3_sign` #. :c:func:`glm_vec_sign`
#. :c:func:`glm_vec3_abs` #. :c:func:`glm_vec_sqrt`
#. :c:func:`glm_vec3_sqrt`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_vec3_mulv(vec3 a, vec3 b, vec3 d) .. c:function:: void glm_vec_mulv(vec3 a, vec3 b, vec3 d)
multiplies individual items multiplies individual items
@@ -42,7 +41,7 @@ Functions documentation
| *[in]* **b** vec2 | *[in]* **b** vec2
| *[out]* **d** destination (v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2]) | *[out]* **d** destination (v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2])
.. c:function:: void glm_vec3_broadcast(float val, vec3 d) .. c:function:: void glm_vec_broadcast(float val, vec3 d)
fill a vector with specified value fill a vector with specified value
@@ -50,7 +49,7 @@ Functions documentation
| *[in]* **val** value | *[in]* **val** value
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: bool glm_vec3_eq(vec3 v, float val) .. c:function:: bool glm_vec_eq(vec3 v, float val)
check if vector is equal to value (without epsilon) check if vector is equal to value (without epsilon)
@@ -58,7 +57,7 @@ Functions documentation
| *[in]* **v** vector | *[in]* **v** vector
| *[in]* **val** value | *[in]* **val** value
.. c:function:: bool glm_vec3_eq_eps(vec3 v, float val) .. c:function:: bool glm_vec_eq_eps(vec3 v, float val)
check if vector is equal to value (with epsilon) check if vector is equal to value (with epsilon)
@@ -66,14 +65,14 @@ Functions documentation
| *[in]* **v** vector | *[in]* **v** vector
| *[in]* **val** value | *[in]* **val** value
.. c:function:: bool glm_vec3_eq_all(vec3 v) .. c:function:: bool glm_vec_eq_all(vec3 v)
check if vectors members are equal (without epsilon) check if vectors members are equal (without epsilon)
Parameters: Parameters:
| *[in]* **v** vector | *[in]* **v** vector
.. c:function:: bool glm_vec3_eqv(vec3 v1, vec3 v2) .. c:function:: bool glm_vec_eqv(vec3 v1, vec3 v2)
check if vector is equal to another (without epsilon) vector check if vector is equal to another (without epsilon) vector
@@ -81,7 +80,7 @@ Functions documentation
| *[in]* **vec** vector 1 | *[in]* **vec** vector 1
| *[in]* **vec** vector 2 | *[in]* **vec** vector 2
.. c:function:: bool glm_vec3_eqv_eps(vec3 v1, vec3 v2) .. c:function:: bool glm_vec_eqv_eps(vec3 v1, vec3 v2)
check if vector is equal to another (with epsilon) check if vector is equal to another (with epsilon)
@@ -89,21 +88,21 @@ Functions documentation
| *[in]* **v1** vector1 | *[in]* **v1** vector1
| *[in]* **v2** vector2 | *[in]* **v2** vector2
.. c:function:: float glm_vec3_max(vec3 v) .. c:function:: float glm_vec_max(vec3 v)
max value of vector max value of vector
Parameters: Parameters:
| *[in]* **v** vector | *[in]* **v** vector
.. c:function:: float glm_vec3_min(vec3 v) .. c:function:: float glm_vec_min(vec3 v)
min value of vector min value of vector
Parameters: Parameters:
| *[in]* **v** vector | *[in]* **v** vector
.. c:function:: bool glm_vec3_isnan(vec3 v) .. c:function:: bool glm_vec_isnan(vec3 v)
| check if one of items is NaN (not a number) | check if one of items is NaN (not a number)
| you should only use this in DEBUG mode or very critical asserts | you should only use this in DEBUG mode or very critical asserts
@@ -111,7 +110,7 @@ Functions documentation
Parameters: Parameters:
| *[in]* **v** vector | *[in]* **v** vector
.. c:function:: bool glm_vec3_isinf(vec3 v) .. c:function:: bool glm_vec_isinf(vec3 v)
| check if one of items is INFINITY | check if one of items is INFINITY
| you should only use this in DEBUG mode or very critical asserts | you should only use this in DEBUG mode or very critical asserts
@@ -119,7 +118,7 @@ Functions documentation
Parameters: Parameters:
| *[in]* **v** vector | *[in]* **v** vector
.. c:function:: bool glm_vec3_isvalid(vec3 v) .. c:function:: bool glm_vec_isvalid(vec3 v)
| check if all items are valid number | check if all items are valid number
| you should only use this in DEBUG mode or very critical asserts | you should only use this in DEBUG mode or very critical asserts
@@ -127,7 +126,7 @@ Functions documentation
Parameters: Parameters:
| *[in]* **v** vector | *[in]* **v** vector
.. c:function:: void glm_vec3_sign(vec3 v, vec3 dest) .. c:function:: void glm_vec_sign(vec3 v, vec3 dest)
get sign of 32 bit float as +1, -1, 0 get sign of 32 bit float as +1, -1, 0
@@ -135,15 +134,7 @@ 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) .. c:function:: void glm_vec_sqrt(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)
square root of each vector item square root of each vector item

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@@ -5,14 +5,9 @@ vec3
Header: cglm/vec3.h Header: cglm/vec3.h
**Important:** *cglm* was used **glm_vec_** namespace for vec3 functions until
**v0.5.0**, since **v0.5.0** cglm uses **glm_vec3_** namespace for vec3.
Also `glm_vec3_flipsign` has been renamed to `glm_vec3_negate`
We mostly use vectors in graphics math, to make writing code faster We mostly use vectors in graphics math, to make writing code faster
and easy to read, some *vec3* functions are aliased in global namespace. and easy to read, some *vec3* functions are aliased in global namespace.
For instance :c:func:`glm_dot` is alias of :c:func:`glm_vec3_dot`, For instance :c:func:`glm_dot` is alias of :c:func:`glm_vec_dot`,
alias means inline wrapper here. There is no call verison of alias functions alias means inline wrapper here. There is no call verison of alias functions
There are also functions for rotating *vec3* vector. **_m4**, **_m3** prefixes There are also functions for rotating *vec3* vector. **_m4**, **_m3** prefixes
@@ -23,7 +18,7 @@ Table of contents (click to go):
Macros: Macros:
1. glm_vec3_dup(v, dest) 1. glm_vec_dup(v, dest)
#. GLM_VEC3_ONE_INIT #. GLM_VEC3_ONE_INIT
#. GLM_VEC3_ZERO_INIT #. GLM_VEC3_ZERO_INIT
#. GLM_VEC3_ONE #. GLM_VEC3_ONE
@@ -35,50 +30,45 @@ Macros:
Functions: Functions:
1. :c:func:`glm_vec3` 1. :c:func:`glm_vec3`
#. :c:func:`glm_vec3_copy` #. :c:func:`glm_vec_copy`
#. :c:func:`glm_vec3_zero` #. :c:func:`glm_vec_zero`
#. :c:func:`glm_vec3_one` #. :c:func:`glm_vec_one`
#. :c:func:`glm_vec3_dot` #. :c:func:`glm_vec_dot`
#. :c:func:`glm_vec3_norm2` #. :c:func:`glm_vec_cross`
#. :c:func:`glm_vec3_norm` #. :c:func:`glm_vec_norm2`
#. :c:func:`glm_vec3_add` #. :c:func:`glm_vec_norm`
#. :c:func:`glm_vec3_adds` #. :c:func:`glm_vec_add`
#. :c:func:`glm_vec3_sub` #. :c:func:`glm_vec_adds`
#. :c:func:`glm_vec3_subs` #. :c:func:`glm_vec_sub`
#. :c:func:`glm_vec3_mul` #. :c:func:`glm_vec_subs`
#. :c:func:`glm_vec3_scale` #. :c:func:`glm_vec_mul`
#. :c:func:`glm_vec3_scale_as` #. :c:func:`glm_vec_scale`
#. :c:func:`glm_vec3_div` #. :c:func:`glm_vec_scale_as`
#. :c:func:`glm_vec3_divs` #. :c:func:`glm_vec_div`
#. :c:func:`glm_vec3_addadd` #. :c:func:`glm_vec_divs`
#. :c:func:`glm_vec3_subadd` #. :c:func:`glm_vec_addadd`
#. :c:func:`glm_vec3_muladd` #. :c:func:`glm_vec_subadd`
#. :c:func:`glm_vec3_muladds` #. :c:func:`glm_vec_muladd`
#. :c:func:`glm_vec3_maxadd` #. :c:func:`glm_vec_muladds`
#. :c:func:`glm_vec3_minadd` #. :c:func:`glm_vec_flipsign`
#. :c:func:`glm_vec3_flipsign` #. :c:func:`glm_vec_flipsign_to`
#. :c:func:`glm_vec3_flipsign_to` #. :c:func:`glm_vec_inv`
#. :c:func:`glm_vec3_inv` #. :c:func:`glm_vec_inv_to`
#. :c:func:`glm_vec3_inv_to` #. :c:func:`glm_vec_normalize`
#. :c:func:`glm_vec3_negate` #. :c:func:`glm_vec_normalize_to`
#. :c:func:`glm_vec3_negate_to` #. :c:func:`glm_vec_distance2`
#. :c:func:`glm_vec3_normalize` #. :c:func:`glm_vec_distance`
#. :c:func:`glm_vec3_normalize_to` #. :c:func:`glm_vec_angle`
#. :c:func:`glm_vec3_cross` #. :c:func:`glm_vec_rotate`
#. :c:func:`glm_vec3_crossn` #. :c:func:`glm_vec_rotate_m4`
#. :c:func:`glm_vec3_distance2` #. :c:func:`glm_vec_rotate_m3`
#. :c:func:`glm_vec3_distance` #. :c:func:`glm_vec_proj`
#. :c:func:`glm_vec3_angle` #. :c:func:`glm_vec_center`
#. :c:func:`glm_vec3_rotate` #. :c:func:`glm_vec_maxv`
#. :c:func:`glm_vec3_rotate_m4` #. :c:func:`glm_vec_minv`
#. :c:func:`glm_vec3_rotate_m3` #. :c:func:`glm_vec_ortho`
#. :c:func:`glm_vec3_proj` #. :c:func:`glm_vec_clamp`
#. :c:func:`glm_vec3_center` #. :c:func:`glm_vec_lerp`
#. :c:func:`glm_vec3_maxv`
#. :c:func:`glm_vec3_minv`
#. :c:func:`glm_vec3_ortho`
#. :c:func:`glm_vec3_clamp`
#. :c:func:`glm_vec3_lerp`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -91,7 +81,7 @@ Functions documentation
| *[in]* **v4** vector4 | *[in]* **v4** vector4
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec3_copy(vec3 a, vec3 dest) .. c:function:: void glm_vec_copy(vec3 a, vec3 dest)
copy all members of [a] to [dest] copy all members of [a] to [dest]
@@ -99,21 +89,21 @@ Functions documentation
| *[in]* **a** source | *[in]* **a** source
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec3_zero(vec3 v) .. c:function:: void glm_vec_zero(vec3 v)
makes all members 0.0f (zero) makes all members 0.0f (zero)
Parameters: Parameters:
| *[in, out]* **v** vector | *[in, out]* **v** vector
.. c:function:: void glm_vec3_one(vec3 v) .. c:function:: void glm_vec_one(vec3 v)
makes all members 1.0f (one) makes all members 1.0f (one)
Parameters: Parameters:
| *[in, out]* **v** vector | *[in, out]* **v** vector
.. c:function:: float glm_vec3_dot(vec3 a, vec3 b) .. c:function:: float glm_vec_dot(vec3 a, vec3 b)
dot product of vec3 dot product of vec3
@@ -124,25 +114,16 @@ Functions documentation
Returns: Returns:
dot product dot product
.. c:function:: void glm_vec3_cross(vec3 a, vec3 b, vec3 d) .. c:function:: void glm_vec_cross(vec3 a, vec3 b, vec3 d)
cross product of two vector (RH) cross product
Parameters: Parameters:
| *[in]* **a** vector 1 | *[in]* **a** source 1
| *[in]* **b** vector 2 | *[in]* **b** source 2
| *[out]* **dest** destination | *[out]* **d** destination
.. c:function:: void glm_vec3_crossn(vec3 a, vec3 b, vec3 dest) .. c:function:: float glm_vec_norm2(vec3 v)
cross product of two vector (RH) and normalize the result
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** destination
.. c:function:: float glm_vec3_norm2(vec3 v)
norm * norm (magnitude) of vector norm * norm (magnitude) of vector
@@ -156,15 +137,14 @@ Functions documentation
Returns: Returns:
square of norm / magnitude square of norm / magnitude
.. c:function:: float glm_vec3_norm(vec3 vec) .. c:function:: float glm_vec_norm(vec3 vec)
| euclidean norm (magnitude), also called L2 norm norm (magnitude) of vec3
| this will give magnitude of vector in euclidean space
Parameters: Parameters:
| *[in]* **vec** vector | *[in]* **vec** vector
.. c:function:: void glm_vec3_add(vec3 a, vec3 b, vec3 dest) .. c:function:: void glm_vec_add(vec3 a, vec3 b, vec3 dest)
add a vector to b vector store result in dest add a vector to b vector store result in dest
@@ -173,7 +153,7 @@ Functions documentation
| *[in]* **b** vector2 | *[in]* **b** vector2
| *[out]* **dest** destination vector | *[out]* **dest** destination vector
.. c:function:: void glm_vec3_adds(vec3 a, float s, vec3 dest) .. c:function:: void glm_vec_adds(vec3 a, float s, vec3 dest)
add scalar to v vector store result in dest (d = v + vec(s)) add scalar to v vector store result in dest (d = v + vec(s))
@@ -182,7 +162,7 @@ Functions documentation
| *[in]* **s** scalar | *[in]* **s** scalar
| *[out]* **dest** destination vector | *[out]* **dest** destination vector
.. c:function:: void glm_vec3_sub(vec3 v1, vec3 v2, vec3 dest) .. c:function:: void glm_vec_sub(vec3 v1, vec3 v2, vec3 dest)
subtract b vector from a vector store result in dest (d = v1 - v2) subtract b vector from a vector store result in dest (d = v1 - v2)
@@ -191,7 +171,7 @@ Functions documentation
| *[in]* **b** vector2 | *[in]* **b** vector2
| *[out]* **dest** destination vector | *[out]* **dest** destination vector
.. c:function:: void glm_vec3_subs(vec3 v, float s, vec3 dest) .. c:function:: void glm_vec_subs(vec3 v, float s, vec3 dest)
subtract scalar from v vector store result in dest (d = v - vec(s)) subtract scalar from v vector store result in dest (d = v - vec(s))
@@ -200,7 +180,7 @@ Functions documentation
| *[in]* **s** scalar | *[in]* **s** scalar
| *[out]* **dest** destination vector | *[out]* **dest** destination vector
.. c:function:: void glm_vec3_mul(vec3 a, vec3 b, vec3 d) .. c:function:: void glm_vec_mul(vec3 a, vec3 b, vec3 d)
multiply two vector (component-wise multiplication) multiply two vector (component-wise multiplication)
@@ -209,7 +189,7 @@ Functions documentation
| *[in]* **b** scalar | *[in]* **b** scalar
| *[out]* **d** result = (a[0] * b[0], a[1] * b[1], a[2] * b[2]) | *[out]* **d** result = (a[0] * b[0], a[1] * b[1], a[2] * b[2])
.. c:function:: void glm_vec3_scale(vec3 v, float s, vec3 dest) .. c:function:: void glm_vec_scale(vec3 v, float s, vec3 dest)
multiply/scale vec3 vector with scalar: result = v * s multiply/scale vec3 vector with scalar: result = v * s
@@ -219,7 +199,7 @@ Functions documentation
| *[in]* **s** scalar | *[in]* **s** scalar
| *[out]* **dest** destination vector | *[out]* **dest** destination vector
.. c:function:: void glm_vec3_scale_as(vec3 v, float s, vec3 dest) .. c:function:: void glm_vec_scale_as(vec3 v, float s, vec3 dest)
make vec3 vector scale as specified: result = unit(v) * s make vec3 vector scale as specified: result = unit(v) * s
@@ -228,7 +208,7 @@ Functions documentation
| *[in]* **s** scalar | *[in]* **s** scalar
| *[out]* **dest** destination vector | *[out]* **dest** destination vector
.. c:function:: void glm_vec3_div(vec3 a, vec3 b, vec3 dest) .. c:function:: void glm_vec_div(vec3 a, vec3 b, vec3 dest)
div vector with another component-wise division: d = a / b div vector with another component-wise division: d = a / b
@@ -237,7 +217,7 @@ Functions documentation
| *[in]* **b** vector 2 | *[in]* **b** vector 2
| *[out]* **dest** result = (a[0] / b[0], a[1] / b[1], a[2] / b[2]) | *[out]* **dest** result = (a[0] / b[0], a[1] / b[1], a[2] / b[2])
.. c:function:: void glm_vec3_divs(vec3 v, float s, vec3 dest) .. c:function:: void glm_vec_divs(vec3 v, float s, vec3 dest)
div vector with scalar: d = v / s div vector with scalar: d = v / s
@@ -246,7 +226,7 @@ Functions documentation
| *[in]* **s** scalar | *[in]* **s** scalar
| *[out]* **dest** result = (a[0] / s, a[1] / s, a[2] / s]) | *[out]* **dest** result = (a[0] / s, a[1] / s, a[2] / s])
.. c:function:: void glm_vec3_addadd(vec3 a, vec3 b, vec3 dest) .. c:function:: void glm_vec_addadd(vec3 a, vec3 b, vec3 dest)
| add two vectors and add result to sum | add two vectors and add result to sum
| it applies += operator so dest must be initialized | it applies += operator so dest must be initialized
@@ -256,7 +236,7 @@ Functions documentation
| *[in]* **b** vector 2 | *[in]* **b** vector 2
| *[out]* **dest** dest += (a + b) | *[out]* **dest** dest += (a + b)
.. c:function:: void glm_vec3_subadd(vec3 a, vec3 b, vec3 dest) .. c:function:: void glm_vec_subadd(vec3 a, vec3 b, vec3 dest)
| sub two vectors and add result to sum | sub two vectors and add result to sum
| it applies += operator so dest must be initialized | it applies += operator so dest must be initialized
@@ -266,7 +246,7 @@ Functions documentation
| *[in]* **b** vector 2 | *[in]* **b** vector 2
| *[out]* **dest** dest += (a - b) | *[out]* **dest** dest += (a - b)
.. c:function:: void glm_vec3_muladd(vec3 a, vec3 b, vec3 dest) .. c:function:: void glm_vec_muladd(vec3 a, vec3 b, vec3 dest)
| mul two vectors and add result to sum | mul two vectors and add result to sum
| it applies += operator so dest must be initialized | it applies += operator so dest must be initialized
@@ -276,7 +256,7 @@ Functions documentation
| *[in]* **b** vector 2 | *[in]* **b** vector 2
| *[out]* **dest** dest += (a * b) | *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec3_muladds(vec3 a, float s, vec3 dest) .. c:function:: void glm_vec_muladds(vec3 a, float s, vec3 dest)
| mul vector with scalar and add result to sum | mul vector with scalar and add result to sum
| it applies += operator so dest must be initialized | it applies += operator so dest must be initialized
@@ -286,87 +266,44 @@ Functions documentation
| *[in]* **s** scalar | *[in]* **s** scalar
| *[out]* **dest** dest += (a * b) | *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec3_maxadd(vec3 a, vec3 b, vec3 dest) .. c:function:: void glm_vec_flipsign(vec3 v)
| add max of two vector to result/dest flip sign of all vec3 members
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec3_minadd(vec3 a, vec3 b, vec3 dest)
| add min of two vector to result/dest
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec3_flipsign(vec3 v)
**DEPRACATED!**
use :c:func:`glm_vec3_negate`
Parameters: Parameters:
| *[in, out]* **v** vector | *[in, out]* **v** vector
.. c:function:: void glm_vec3_flipsign_to(vec3 v, vec3 dest) .. c:function:: void glm_vec_flipsign_to(vec3 v, vec3 dest)
**DEPRACATED!** flip sign of all vec3 members and store result in dest
use :c:func:`glm_vec3_negate_to`
Parameters: Parameters:
| *[in]* **v** vector | *[in]* **v** vector
| *[out]* **dest** negated vector | *[out]* **dest** negated vector
.. c:function:: void glm_vec3_inv(vec3 v) .. c:function:: void glm_vec_inv(vec3 v)
**DEPRACATED!** make vector as inverse/opposite of itself
use :c:func:`glm_vec3_negate`
Parameters: Parameters:
| *[in, out]* **v** vector | *[in, out]* **v** vector
.. c:function:: void glm_vec3_inv_to(vec3 v, vec3 dest) .. c:function:: void glm_vec_inv_to(vec3 v, vec3 dest)
**DEPRACATED!** inverse/opposite vector
use :c:func:`glm_vec3_negate_to`
Parameters: Parameters:
| *[in]* **v** source | *[in]* **v** source
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec3_negate(vec3 v) .. c:function:: void glm_vec_normalize(vec3 v)
negate vector components
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec3_negate_to(vec3 v, vec3 dest)
negate vector components and store result in dest
Parameters:
| *[in]* **v** vector
| *[out]* **dest** negated vector
.. c:function:: void glm_vec3_normalize(vec3 v)
normalize vec3 and store result in same vec normalize vec3 and store result in same vec
Parameters: Parameters:
| *[in, out]* **v** vector | *[in, out]* **v** vector
.. c:function:: void glm_vec3_normalize_to(vec3 vec, vec3 dest) .. c:function:: void glm_vec_normalize_to(vec3 vec, vec3 dest)
normalize vec3 to dest normalize vec3 to dest
@@ -374,7 +311,7 @@ Functions documentation
| *[in]* **vec** source | *[in]* **vec** source
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: float glm_vec3_angle(vec3 v1, vec3 v2) .. c:function:: float glm_vec_angle(vec3 v1, vec3 v2)
angle betwen two vector angle betwen two vector
@@ -385,16 +322,16 @@ Functions documentation
Return: Return:
| angle as radians | angle as radians
.. c:function:: void glm_vec3_rotate(vec3 v, float angle, vec3 axis) .. c:function:: void glm_vec_rotate(vec3 v, float angle, vec3 axis)
rotate vec3 around axis by angle using Rodrigues' rotation formula rotate vec3 around axis by angle using Rodrigues' rotation formula
Parameters: Parameters:
| *[in, out]* **v** vector | *[in, out]* **v** vector
| *[in]* **axis** axis vector (will be normalized) | *[in]* **axis** axis vector (will be normalized)
| *[in]* **angle** angle (radians) | *[out]* **angle** angle (radians)
.. c:function:: void glm_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest) .. c:function:: void glm_vec_rotate_m4(mat4 m, vec3 v, vec3 dest)
apply rotation matrix to vector apply rotation matrix to vector
@@ -403,7 +340,7 @@ Functions documentation
| *[in]* **v** vector | *[in]* **v** vector
| *[out]* **dest** rotated vector | *[out]* **dest** rotated vector
.. c:function:: void glm_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest) .. c:function:: void glm_vec_rotate_m3(mat3 m, vec3 v, vec3 dest)
apply rotation matrix to vector apply rotation matrix to vector
@@ -412,7 +349,7 @@ Functions documentation
| *[in]* **v** vector | *[in]* **v** vector
| *[out]* **dest** rotated vector | *[out]* **dest** rotated vector
.. c:function:: void glm_vec3_proj(vec3 a, vec3 b, vec3 dest) .. c:function:: void glm_vec_proj(vec3 a, vec3 b, vec3 dest)
project a vector onto b vector project a vector onto b vector
@@ -421,7 +358,7 @@ Functions documentation
| *[in]* **b** vector2 | *[in]* **b** vector2
| *[out]* **dest** projected vector | *[out]* **dest** projected vector
.. c:function:: void glm_vec3_center(vec3 v1, vec3 v2, vec3 dest) .. c:function:: void glm_vec_center(vec3 v1, vec3 v2, vec3 dest)
find center point of two vector find center point of two vector
@@ -430,29 +367,29 @@ Functions documentation
| *[in]* **v2** vector2 | *[in]* **v2** vector2
| *[out]* **dest** center point | *[out]* **dest** center point
.. c:function:: float glm_vec3_distance2(vec3 v1, vec3 v2) .. c:function:: float glm_vec_distance2(vec3 v1, vec3 v2)
squared distance between two vectors squared distance between two vectors
Parameters: Parameters:
| *[in]* **v1** vector1 | *[in]* **mat** vector1
| *[in]* **v2** vector2 | *[in]* **row1** vector2
Returns: Returns:
| squared distance (distance * distance) | squared distance (distance * distance)
.. c:function:: float glm_vec3_distance(vec3 v1, vec3 v2) .. c:function:: float glm_vec_distance(vec3 v1, vec3 v2)
distance between two vectors distance between two vectors
Parameters: Parameters:
| *[in]* **v1** vector1 | *[in]* **mat** vector1
| *[in]* **v2** vector2 | *[in]* **row1** vector2
Returns: Returns:
| distance | distance
.. c:function:: void glm_vec3_maxv(vec3 v1, vec3 v2, vec3 dest) .. c:function:: void glm_vec_maxv(vec3 v1, vec3 v2, vec3 dest)
max values of vectors max values of vectors
@@ -461,7 +398,7 @@ Functions documentation
| *[in]* **v2** vector2 | *[in]* **v2** vector2
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec3_minv(vec3 v1, vec3 v2, vec3 dest) .. c:function:: void glm_vec_minv(vec3 v1, vec3 v2, vec3 dest)
min values of vectors min values of vectors
@@ -470,18 +407,15 @@ Functions documentation
| *[in]* **v2** vector2 | *[in]* **v2** vector2
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec3_ortho(vec3 v, vec3 dest) .. c:function:: void glm_vec_ortho(vec3 v, vec3 dest)
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]* **mat** vector
| *[out]* **dest** orthogonal/perpendicular vector | *[out]* **dest** orthogonal/perpendicular vector
.. c:function:: void glm_vec3_clamp(vec3 v, float minVal, float maxVal) .. c:function:: void glm_vec_clamp(vec3 v, float minVal, float maxVal)
constrain a value to lie between two further values constrain a value to lie between two further values
@@ -490,7 +424,7 @@ Functions documentation
| *[in]* **minVal** minimum value | *[in]* **minVal** minimum value
| *[in]* **maxVal** maximum value | *[in]* **maxVal** maximum value
.. c:function:: void glm_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest) .. c:function:: void glm_vec_lerp(vec3 from, vec3 to, float t, vec3 dest)
linear interpolation between two vector linear interpolation between two vector

View File

@@ -43,14 +43,10 @@ Functions:
#. :c:func:`glm_vec4_subadd` #. :c:func:`glm_vec4_subadd`
#. :c:func:`glm_vec4_muladd` #. :c:func:`glm_vec4_muladd`
#. :c:func:`glm_vec4_muladds` #. :c:func:`glm_vec4_muladds`
#. :c:func:`glm_vec4_maxadd`
#. :c:func:`glm_vec4_minadd`
#. :c:func:`glm_vec4_flipsign` #. :c:func:`glm_vec4_flipsign`
#. :c:func:`glm_vec4_flipsign_to` #. :c:func:`glm_vec_flipsign_to`
#. :c:func:`glm_vec4_inv` #. :c:func:`glm_vec4_inv`
#. :c:func:`glm_vec4_inv_to` #. :c:func:`glm_vec4_inv_to`
#. :c:func:`glm_vec4_negate`
#. :c:func:`glm_vec4_negate_to`
#. :c:func:`glm_vec4_normalize` #. :c:func:`glm_vec4_normalize`
#. :c:func:`glm_vec4_normalize_to` #. :c:func:`glm_vec4_normalize_to`
#. :c:func:`glm_vec4_distance` #. :c:func:`glm_vec4_distance`
@@ -58,7 +54,11 @@ Functions:
#. :c:func:`glm_vec4_minv` #. :c:func:`glm_vec4_minv`
#. :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_isnan`
#. :c:func:`glm_vec4_isinf`
#. :c:func:`glm_vec4_isvalid`
#. :c:func:`glm_vec4_sign`
#. :c:func:`glm_vec4_sqrt`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -134,8 +134,7 @@ Functions documentation
.. c:function:: float glm_vec4_norm(vec4 vec) .. c:function:: float glm_vec4_norm(vec4 vec)
| euclidean norm (magnitude), also called L2 norm norm (magnitude) of vec4
| this will give magnitude of vector in euclidean space
Parameters: Parameters:
| *[in]* **vec** vector | *[in]* **vec** vector
@@ -261,40 +260,16 @@ Functions documentation
| *[in]* **s** scalar | *[in]* **s** scalar
| *[out]* **dest** dest += (a * b) | *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec4_maxadd(vec4 a, vec4 b, vec4 dest)
| add max of two vector to result/dest
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec4_minadd(vec4 a, vec4 b, vec4 dest)
| add min of two vector to result/dest
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec4_flipsign(vec4 v) .. c:function:: void glm_vec4_flipsign(vec4 v)
**DEPRACATED!** flip sign of all vec4 members
use :c:func:`glm_vec4_negate`
Parameters: Parameters:
| *[in, out]* **v** vector | *[in, out]* **v** vector
.. c:function:: void glm_vec4_flipsign_to(vec4 v, vec4 dest) .. c:function:: void glm_vec4_flipsign_to(vec4 v, vec4 dest)
**DEPRACATED!** flip sign of all vec4 members and store result in dest
use :c:func:`glm_vec4_negate_to`
Parameters: Parameters:
| *[in]* **v** vector | *[in]* **v** vector
@@ -302,38 +277,19 @@ Functions documentation
.. c:function:: void glm_vec4_inv(vec4 v) .. c:function:: void glm_vec4_inv(vec4 v)
**DEPRACATED!** make vector as inverse/opposite of itself
use :c:func:`glm_vec4_negate`
Parameters: Parameters:
| *[in, out]* **v** vector | *[in, out]* **v** vector
.. c:function:: void glm_vec4_inv_to(vec4 v, vec4 dest) .. c:function:: void glm_vec4_inv_to(vec4 v, vec4 dest)
**DEPRACATED!** inverse/opposite vector
use :c:func:`glm_vec4_negate_to`
Parameters: Parameters:
| *[in]* **v** source | *[in]* **v** source
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec4_negate(vec4 v)
negate vector components
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec4_negate_to(vec4 v, vec4 dest)
negate vector components and store result in dest
Parameters:
| *[in]* **v** vector
| *[out]* **dest** negated vector
.. c:function:: void glm_vec4_normalize(vec4 v) .. c:function:: void glm_vec4_normalize(vec4 v)
normalize vec4 and store result in same vec normalize vec4 and store result in same vec
@@ -398,11 +354,3 @@ 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_vec4_cubic(float s, vec4 dest)
helper to fill vec4 as [S^3, S^2, S, 1]
Parameters:
| *[in]* **s** parameter
| *[out]* **dest** destination

View File

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

View File

@@ -26,10 +26,6 @@
# include "simd/avx/affine.h" # include "simd/avx/affine.h"
#endif #endif
#ifdef CGLM_NEON_FP
# include "simd/neon/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
* *
@@ -53,8 +49,6 @@ glm_mul(mat4 m1, mat4 m2, mat4 dest) {
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);
#elif defined(CGLM_NEON_FP)
glm_mul_neon(m1, m2, dest);
#else #else
float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3], float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3],
a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2], a13 = m1[1][3], a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2], a13 = m1[1][3],
@@ -109,8 +103,6 @@ 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( __SSE__ ) || defined( __SSE2__ )
glm_mul_rot_sse2(m1, m2, dest); glm_mul_rot_sse2(m1, m2, dest);
#elif defined(CGLM_NEON_FP)
glm_mul_rot_neon(m1, m2, dest);
#else #else
float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3], float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3],
a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2], a13 = m1[1][3], a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2], a13 = m1[1][3],
@@ -158,11 +150,9 @@ void
glm_inv_tr(mat4 mat) { glm_inv_tr(mat4 mat) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glm_inv_tr_sse2(mat); glm_inv_tr_sse2(mat);
#elif defined(CGLM_NEON_FP)
glm_inv_tr_neon(mat);
#else #else
CGLM_ALIGN_MAT mat3 r; CGLM_ALIGN(16) mat3 r;
CGLM_ALIGN(8) vec3 t; CGLM_ALIGN(16) vec3 t;
/* rotate */ /* rotate */
glm_mat4_pick3t(mat, r); glm_mat4_pick3t(mat, r);
@@ -170,8 +160,8 @@ glm_inv_tr(mat4 mat) {
/* translate */ /* translate */
glm_mat3_mulv(r, mat[3], t); glm_mat3_mulv(r, mat[3], t);
glm_vec3_negate(t); glm_vec_flipsign(t);
glm_vec3_copy(t, mat[3]); glm_vec_copy(t, mat[3]);
#endif #endif
} }

View File

@@ -1,247 +0,0 @@
/*
* 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 */

View File

@@ -1,285 +0,0 @@
/*
* 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

@@ -24,7 +24,6 @@
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);
@@ -41,6 +40,126 @@
#include "mat4.h" #include "mat4.h"
#include "affine-mat.h" #include "affine-mat.h"
CGLM_INLINE
void
glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest);
/*!
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* @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( __SSE__ ) || defined( __SSE2__ )
glmm_store(m[3],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_load(m[0]),
_mm_set1_ps(v[0])),
_mm_mul_ps(glmm_load(m[1]),
_mm_set1_ps(v[1]))),
_mm_add_ps(_mm_mul_ps(glmm_load(m[2]),
_mm_set1_ps(v[2])),
glmm_load(m[3]))))
;
#else
vec4 v1, v2, v3;
glm_vec4_scale(m[0], v[0], v1);
glm_vec4_scale(m[1], v[1], v2);
glm_vec4_scale(m[2], v[2], v3);
glm_vec4_add(v1, m[3], m[3]);
glm_vec4_add(v2, m[3], m[3]);
glm_vec4_add(v3, m[3], 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( __SSE__ ) || defined( __SSE2__ )
glmm_store(m[3],
_mm_add_ps(_mm_mul_ps(glmm_load(m[0]),
_mm_set1_ps(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( __SSE__ ) || defined( __SSE2__ )
glmm_store(m[3],
_mm_add_ps(_mm_mul_ps(glmm_load(m[1]),
_mm_set1_ps(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( __SSE__ ) || defined( __SSE2__ )
glmm_store(m[3],
_mm_add_ps(_mm_mul_ps(glmm_load(m[2]),
_mm_set1_ps(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
* *
@@ -51,7 +170,7 @@ CGLM_INLINE
void void
glm_translate_make(mat4 m, vec3 v) { glm_translate_make(mat4 m, vec3 v) {
glm_mat4_identity(m); glm_mat4_identity(m);
glm_vec3_copy(v, m[3]); glm_vec_copy(v, m[3]);
} }
/*! /*!
@@ -114,6 +233,81 @@ 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(16) 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(16) 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(16) 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
* *
@@ -131,13 +325,13 @@ glm_rotate_make(mat4 m, float angle, vec3 axis) {
c = cosf(angle); c = cosf(angle);
glm_vec3_normalize_to(axis, axisn); glm_vec_normalize_to(axis, axisn);
glm_vec3_scale(axisn, 1.0f - c, v); glm_vec_scale(axisn, 1.0f - c, v);
glm_vec3_scale(axisn, sinf(angle), vs); glm_vec_scale(axisn, sinf(angle), vs);
glm_vec3_scale(axisn, v[0], m[0]); glm_vec_scale(axisn, v[0], m[0]);
glm_vec3_scale(axisn, v[1], m[1]); glm_vec_scale(axisn, v[1], m[1]);
glm_vec3_scale(axisn, v[2], m[2]); glm_vec_scale(axisn, v[2], m[2]);
m[0][0] += c; m[1][0] -= vs[2]; m[2][0] += vs[1]; m[0][0] += c; m[1][0] -= vs[2]; m[2][0] += vs[1];
m[0][1] += vs[2]; m[1][1] += c; m[2][1] -= vs[0]; m[0][1] += vs[2]; m[1][1] += c; m[2][1] -= vs[0];
@@ -147,6 +341,67 @@ 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(16) 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_vec_inv_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_vec_inv_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
* *
@@ -156,9 +411,9 @@ glm_rotate_make(mat4 m, float angle, vec3 axis) {
CGLM_INLINE CGLM_INLINE
void void
glm_decompose_scalev(mat4 m, vec3 s) { glm_decompose_scalev(mat4 m, vec3 s) {
s[0] = glm_vec3_norm(m[0]); s[0] = glm_vec_norm(m[0]);
s[1] = glm_vec3_norm(m[1]); s[1] = glm_vec_norm(m[1]);
s[2] = glm_vec3_norm(m[2]); s[2] = glm_vec_norm(m[2]);
} }
/*! /*!
@@ -174,7 +429,7 @@ bool
glm_uniscaled(mat4 m) { glm_uniscaled(mat4 m) {
CGLM_ALIGN(8) vec3 s; CGLM_ALIGN(8) vec3 s;
glm_decompose_scalev(m, s); glm_decompose_scalev(m, s);
return glm_vec3_eq_all(s); return glm_vec_eq_all(s);
} }
/*! /*!
@@ -196,23 +451,23 @@ glm_decompose_rs(mat4 m, mat4 r, vec3 s) {
glm_vec4_copy(m[2], r[2]); glm_vec4_copy(m[2], r[2]);
glm_vec4_copy(t, r[3]); glm_vec4_copy(t, r[3]);
s[0] = glm_vec3_norm(m[0]); s[0] = glm_vec_norm(m[0]);
s[1] = glm_vec3_norm(m[1]); s[1] = glm_vec_norm(m[1]);
s[2] = glm_vec3_norm(m[2]); s[2] = glm_vec_norm(m[2]);
glm_vec4_scale(r[0], 1.0f/s[0], r[0]); glm_vec4_scale(r[0], 1.0f/s[0], r[0]);
glm_vec4_scale(r[1], 1.0f/s[1], r[1]); glm_vec4_scale(r[1], 1.0f/s[1], r[1]);
glm_vec4_scale(r[2], 1.0f/s[2], r[2]); glm_vec4_scale(r[2], 1.0f/s[2], r[2]);
/* Note from Apple Open Source (assume that the matrix is orthonormal): /* Note from Apple Open Source (asume that the matrix is orthonormal):
check for a coordinate system flip. If the determinant check for a coordinate system flip. If the determinant
is -1, then negate the matrix and the scaling factors. */ is -1, then negate the matrix and the scaling factors. */
glm_vec3_cross(m[0], m[1], v); glm_vec_cross(m[0], m[1], v);
if (glm_vec3_dot(v, m[2]) < 0.0f) { if (glm_vec_dot(v, m[2]) < 0.0f) {
glm_vec4_negate(r[0]); glm_vec4_flipsign(r[0]);
glm_vec4_negate(r[1]); glm_vec4_flipsign(r[1]);
glm_vec4_negate(r[2]); glm_vec4_flipsign(r[2]);
glm_vec3_negate(s); glm_vec_flipsign(s);
} }
} }
@@ -232,7 +487,4 @@ 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

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

View File

@@ -1,95 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_applesimd_h
#define cglm_applesimd_h
#if defined(__APPLE__) \
&& defined(SIMD_COMPILER_HAS_REQUIRED_FEATURES) \
&& defined(SIMD_BASE) \
&& defined(SIMD_TYPES) \
&& defined(SIMD_VECTOR_TYPES)
#include "common.h"
/*!
* @brief converts mat4 to Apple's simd type simd_float4x4
* @return simd_float4x4
*/
CGLM_INLINE
simd_float4x4
glm_mat4_applesimd(mat4 m) {
simd_float4x4 t;
t.columns[0][0] = m[0][0];
t.columns[0][1] = m[0][1];
t.columns[0][2] = m[0][2];
t.columns[0][3] = m[0][3];
t.columns[1][0] = m[1][0];
t.columns[1][1] = m[1][1];
t.columns[1][2] = m[1][2];
t.columns[1][3] = m[1][3];
t.columns[2][0] = m[2][0];
t.columns[2][1] = m[2][1];
t.columns[2][2] = m[2][2];
t.columns[2][3] = m[2][3];
t.columns[3][0] = m[3][0];
t.columns[3][1] = m[3][1];
t.columns[3][2] = m[3][2];
t.columns[3][3] = m[3][3];
return t;
}
/*!
* @brief converts mat3 to Apple's simd type simd_float3x3
* @return simd_float3x3
*/
CGLM_INLINE
simd_float3x3
glm_mat3_applesimd(mat3 m) {
simd_float3x3 t;
t.columns[0][0] = m[0][0];
t.columns[0][1] = m[0][1];
t.columns[0][2] = m[0][2];
t.columns[1][0] = m[1][0];
t.columns[1][1] = m[1][1];
t.columns[1][2] = m[1][2];
t.columns[2][0] = m[2][0];
t.columns[2][1] = m[2][1];
t.columns[2][2] = m[2][2];
return t;
}
/*!
* @brief converts vec4 to Apple's simd type simd_float4
* @return simd_float4
*/
CGLM_INLINE
simd_float4
glm_vec4_applesimd(vec4 v) {
return (simd_float4){v[0], v[1], v[2], v[3]};
}
/*!
* @brief converts vec3 to Apple's simd type simd_float3
* @return v
*/
CGLM_INLINE
simd_float3
glm_vec3_applesimd(vec3 v) {
return (simd_float3){v[0], v[1], v[2]};
}
#endif
#endif /* cglm_applesimd_h */

View File

@@ -10,34 +10,10 @@
#include "common.h" #include "common.h"
#define GLM_BEZIER_MAT_INIT {{-1.0f, 3.0f, -3.0f, 1.0f}, \
{ 3.0f, -6.0f, 3.0f, 0.0f}, \
{-3.0f, 3.0f, 0.0f, 0.0f}, \
{ 1.0f, 0.0f, 0.0f, 0.0f}}
#define GLM_HERMITE_MAT_INIT {{ 2.0f, -3.0f, 0.0f, 1.0f}, \
{-2.0f, 3.0f, 0.0f, 0.0f}, \
{ 1.0f, -2.0f, 1.0f, 0.0f}, \
{ 1.0f, -1.0f, 0.0f, 0.0f}}
/* for C only */
#define GLM_BEZIER_MAT ((mat4)GLM_BEZIER_MAT_INIT)
#define GLM_HERMITE_MAT ((mat4)GLM_HERMITE_MAT_INIT)
#define CGLM_DECASTEL_EPS 1e-9f
#define CGLM_DECASTEL_MAX 1000.0f
#define CGLM_DECASTEL_SMALL 1e-20f
/*! /*!
* @brief cubic bezier interpolation * @brief cubic bezier interpolation
* *
* Formula: * @param[in] t time between 0 and 1
* B(s) = P0*(1-s)^3 + 3*C0*s*(1-s)^2 + 3*C1*s^2*(1-s) + P1*s^3
*
* similar result using matrix:
* B(s) = glm_smc(t, GLM_BEZIER_MAT, (vec4){p0, c0, c1, p1})
*
* glm_eq(glm_smc(...), glm_bezier(...)) should return TRUE
*
* @param[in] s parameter between 0 and 1
* @param[in] p0 begin point * @param[in] p0 begin point
* @param[in] c0 control point 1 * @param[in] c0 control point 1
* @param[in] c1 control point 2 * @param[in] c1 control point 2
@@ -47,108 +23,102 @@
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_bezier(float s, float p0, float c0, float c1, float p1) { glm_bezier_cubic(float t, float p0, float c0, float c1, float p1) {
float x, xx, ss, xs3, a; float s, ss, tt;
x = 1.0f - s; s = 1.0f - t;
xx = x * x; ss = s * s;
ss = s * s; tt = t * t;
xs3 = (s - ss) * 3.0f;
a = p0 * xx + c0 * xs3;
return a + s * (c1 * xs3 + p1 * ss - a); return p0 * ss * s + 3.0f * c0 * t * ss + 3.0f * c1 * tt * s + p1 * tt * t;
}
/*!
* @brief cubic bezier interpolation for vec3
*
* @param[in] t time between 0 and 1
* @param[in] p0 begin point
* @param[in] c0 control point 1
* @param[in] c1 control point 2
* @param[in] p1 end point
* @param[in] dest destination
*/
CGLM_INLINE
void
glm_bezier_cubicv3(float t, vec3 p0, vec3 c0, vec3 c1, vec3 p1, vec3 dest) {
vec3 Bs, tmp0, tmp1, tmp2;
float s, ss, tt;
s = 1.0f - t;
ss = s * s;
tt = t * t;
glm_vec_scale(p0, ss * s, Bs);
glm_vec_scale(c0, 3.0f * t * ss, tmp0);
glm_vec_scale(c1, 3.0f * tt * s, tmp1);
glm_vec_scale(p1, tt * t, tmp2);
glm_vec_add(Bs, tmp0, Bs);
glm_vec_add(Bs, tmp1, Bs);
glm_vec_add(Bs, tmp2, Bs);
glm_vec_copy(Bs, dest);
} }
/*! /*!
* @brief cubic hermite interpolation * @brief cubic hermite interpolation
* *
* Formula: * @param[in] t time between 0 and 1
* H(s) = P0*(2*s^3 - 3*s^2 + 1) + T0*(s^3 - 2*s^2 + s)
* + P1*(-2*s^3 + 3*s^2) + T1*(s^3 - s^2)
*
* similar result using matrix:
* H(s) = glm_smc(t, GLM_HERMITE_MAT, (vec4){p0, p1, c0, c1})
*
* glm_eq(glm_smc(...), glm_hermite(...)) should return TRUE
*
* @param[in] s parameter between 0 and 1
* @param[in] p0 begin point * @param[in] p0 begin point
* @param[in] t0 tangent 1 * @param[in] t0 tangent 1
* @param[in] t1 tangent 2 * @param[in] t1 tangent 2
* @param[in] p1 end point * @param[in] p1 end point
* *
* @return H(s) * @return B(s)
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_hermite(float s, float p0, float t0, float t1, float p1) { glm_hermite_cubic(float t, float p0, float t0, float t1, float p1) {
float ss, d, a, b, c, e, f; float tt, ttt;
ss = s * s; tt = t * t;
a = ss + ss; ttt = tt * t;
c = a + ss;
b = a * s;
d = s * ss;
f = d - ss;
e = b - c;
return p0 * (e + 1.0f) + t0 * (f - ss + s) + t1 * f - p1 * e; return p0 * (2.0f * ttt - 3.0f * tt + 1)
+ t0 * (ttt - 2.0f * tt + t)
+ p1 * (3.0f * tt - 2.0f * ttt)
- t1 * (ttt - tt);
} }
/*! /*!
* @brief iterative way to solve cubic equation * @brief cubic hermite interpolation for vec3
* *
* @param[in] prm parameter between 0 and 1 * @param[in] t time between 0 and 1
* @param[in] p0 begin point * @param[in] p0 begin point
* @param[in] c0 control point 1 * @param[in] t0 tangent 1
* @param[in] c1 control point 2 * @param[in] t1 tangent 2
* @param[in] p1 end point * @param[in] p1 end point
* * @param[in] dest destination
* @return parameter to use in cubic equation
*/ */
CGLM_INLINE CGLM_INLINE
float void
glm_decasteljau(float prm, float p0, float c0, float c1, float p1) { glm_hermite_cubicv3(float t, vec3 p0, vec3 t0, vec3 t1, vec3 p1, vec3 dest) {
float u, v, a, b, c, d, e, f; vec3 Hs, tmp0, tmp1, tmp2;
int i; float tt, ttt;
if (prm - p0 < CGLM_DECASTEL_SMALL) tt = t * t;
return 0.0f; ttt = tt * t;
if (p1 - prm < CGLM_DECASTEL_SMALL) glm_vec_scale(p0, 2.0f * ttt - 3.0f * tt + 1, Hs);
return 1.0f; glm_vec_scale(t0, ttt - 2.0f * tt + t, tmp0);
glm_vec_scale(p1, 3.0f * tt - 2.0f * ttt, tmp1);
glm_vec_scale(t1, ttt - tt, tmp2);
u = 0.0f; glm_vec_add(Hs, tmp0, Hs);
v = 1.0f; glm_vec_add(Hs, tmp1, Hs);
glm_vec_add(Hs, tmp2, Hs);
for (i = 0; i < CGLM_DECASTEL_MAX; i++) { glm_vec_copy(Hs, dest);
/* de Casteljau Subdivision */
a = (p0 + c0) * 0.5f;
b = (c0 + c1) * 0.5f;
c = (c1 + p1) * 0.5f;
d = (a + b) * 0.5f;
e = (b + c) * 0.5f;
f = (d + e) * 0.5f; /* this one is on the curve! */
/* The curve point is close enough to our wanted t */
if (fabsf(f - prm) < CGLM_DECASTEL_EPS)
return glm_clamp_zo((u + v) * 0.5f);
/* dichotomy */
if (f < prm) {
p0 = f;
c0 = e;
c1 = c;
u = (u + v) * 0.5f;
} else {
c0 = a;
c1 = d;
p1 = f;
v = (u + v) * 0.5f;
}
}
return glm_clamp_zo((u + v) * 0.5f);
} }
#endif /* cglm_bezier_h */ #endif /* cglm_bezier_h */

View File

@@ -23,31 +23,35 @@
CGLM_INLINE CGLM_INLINE
void void
glm_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]) { glm_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]) {
vec3 v[2], xa, xb, ya, yb, za, zb; vec3 v[2], xa, xb, ya, yb, za, zb, tmp;
glm_vec3_scale(m[0], box[0][0], xa); glm_vec_scale(m[0], box[0][0], xa);
glm_vec3_scale(m[0], box[1][0], xb); glm_vec_scale(m[0], box[1][0], xb);
glm_vec3_scale(m[1], box[0][1], ya); glm_vec_scale(m[1], box[0][1], ya);
glm_vec3_scale(m[1], box[1][1], yb); glm_vec_scale(m[1], box[1][1], yb);
glm_vec3_scale(m[2], box[0][2], za); glm_vec_scale(m[2], box[0][2], za);
glm_vec3_scale(m[2], box[1][2], zb); glm_vec_scale(m[2], box[1][2], zb);
/* translation + min(xa, xb) + min(ya, yb) + min(za, zb) */ /* min(xa, xb) + min(ya, yb) + min(za, zb) + translation */
glm_vec3(m[3], v[0]); glm_vec_minv(xa, xb, v[0]);
glm_vec3_minadd(xa, xb, v[0]); glm_vec_minv(ya, yb, tmp);
glm_vec3_minadd(ya, yb, v[0]); glm_vec_add(v[0], tmp, v[0]);
glm_vec3_minadd(za, zb, v[0]); glm_vec_minv(za, zb, tmp);
glm_vec_add(v[0], tmp, v[0]);
glm_vec_add(v[0], m[3], v[0]);
/* translation + max(xa, xb) + max(ya, yb) + max(za, zb) */ /* max(xa, xb) + max(ya, yb) + max(za, zb) + translation */
glm_vec3(m[3], v[1]); glm_vec_maxv(xa, xb, v[1]);
glm_vec3_maxadd(xa, xb, v[1]); glm_vec_maxv(ya, yb, tmp);
glm_vec3_maxadd(ya, yb, v[1]); glm_vec_add(v[1], tmp, v[1]);
glm_vec3_maxadd(za, zb, v[1]); glm_vec_maxv(za, zb, tmp);
glm_vec_add(v[1], tmp, v[1]);
glm_vec_add(v[1], m[3], v[1]);
glm_vec3_copy(v[0], dest[0]); glm_vec_copy(v[0], dest[0]);
glm_vec3_copy(v[1], dest[1]); glm_vec_copy(v[1], dest[1]);
} }
/*! /*!
@@ -158,8 +162,8 @@ glm_aabb_frustum(vec3 box[2], vec4 planes[6]) {
CGLM_INLINE CGLM_INLINE
void void
glm_aabb_invalidate(vec3 box[2]) { glm_aabb_invalidate(vec3 box[2]) {
glm_vec3_broadcast(FLT_MAX, box[0]); glm_vec_broadcast(FLT_MAX, box[0]);
glm_vec3_broadcast(-FLT_MAX, box[1]); glm_vec_broadcast(-FLT_MAX, box[1]);
} }
/*! /*!
@@ -170,8 +174,8 @@ glm_aabb_invalidate(vec3 box[2]) {
CGLM_INLINE CGLM_INLINE
bool bool
glm_aabb_isvalid(vec3 box[2]) { glm_aabb_isvalid(vec3 box[2]) {
return glm_vec3_max(box[0]) != FLT_MAX return glm_vec_max(box[0]) != FLT_MAX
&& glm_vec3_min(box[1]) != -FLT_MAX; && glm_vec_min(box[1]) != -FLT_MAX;
} }
/*! /*!
@@ -182,7 +186,7 @@ glm_aabb_isvalid(vec3 box[2]) {
CGLM_INLINE CGLM_INLINE
float float
glm_aabb_size(vec3 box[2]) { glm_aabb_size(vec3 box[2]) {
return glm_vec3_distance(box[0], box[1]); return glm_vec_distance(box[0], box[1]);
} }
/*! /*!
@@ -205,7 +209,7 @@ glm_aabb_radius(vec3 box[2]) {
CGLM_INLINE CGLM_INLINE
void void
glm_aabb_center(vec3 box[2], vec3 dest) { glm_aabb_center(vec3 box[2], vec3 dest) {
glm_vec3_center(box[0], box[1], dest); glm_vec_center(box[0], box[1], dest);
} }
/*! /*!
@@ -228,8 +232,6 @@ glm_aabb_aabb(vec3 box[2], vec3 other[2]) {
* https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c * https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
* Solid Box - Solid Sphere test. * Solid Box - Solid Sphere test.
* *
* Sphere Representation in cglm: [center.x, center.y, center.z, radii]
*
* @param[in] box solid bounding box * @param[in] box solid bounding box
* @param[in] s solid sphere * @param[in] s solid sphere
*/ */
@@ -239,13 +241,13 @@ glm_aabb_sphere(vec3 box[2], vec4 s) {
float dmin; float dmin;
int a, b, c; int a, b, c;
a = (s[0] < box[0][0]) + (s[0] > box[1][0]); a = s[0] >= box[0][0];
b = (s[1] < box[0][1]) + (s[1] > box[1][1]); b = s[1] >= box[0][1];
c = (s[2] < box[0][2]) + (s[2] > box[1][2]); c = s[2] >= box[0][2];
dmin = glm_pow2((s[0] - box[!(a - 1)][0]) * (a != 0)) dmin = glm_pow2(s[0] - box[a][0])
+ glm_pow2((s[1] - box[!(b - 1)][1]) * (b != 0)) + glm_pow2(s[1] - box[b][1])
+ glm_pow2((s[2] - box[!(c - 1)][2]) * (c != 0)); + glm_pow2(s[2] - box[c][2]);
return dmin <= glm_pow2(s[3]); return dmin <= glm_pow2(s[3]);
} }

View File

@@ -12,15 +12,10 @@ extern "C" {
#endif #endif
#include "cglm.h" #include "cglm.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/mat3.h"
#include "call/mat4.h" #include "call/mat4.h"
#include "call/mat3.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"
@@ -32,10 +27,6 @@ extern "C" {
#include "call/project.h" #include "call/project.h"
#include "call/sphere.h" #include "call/sphere.h"
#include "call/ease.h" #include "call/ease.h"
#include "call/curve.h"
#include "call/bezier.h"
#include "call/ray.h"
#include "call/affine2d.h"
#ifdef __cplusplus #ifdef __cplusplus
} }

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@@ -81,10 +81,6 @@ 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);
@@ -101,52 +97,6 @@ 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

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

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@@ -1,31 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_bezier_h
#define cglmc_bezier_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
float
glmc_bezier(float s, float p0, float c0, float c1, float p1);
CGLM_EXPORT
float
glmc_hermite(float s, float p0, float t0, float t1, float p1);
CGLM_EXPORT
float
glmc_decasteljau(float prm, float p0, float c0, float c1, float p1);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_bezier_h */

View File

@@ -15,17 +15,23 @@ extern "C" {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_frustum(float left, float right, glmc_frustum(float left,
float bottom, float top, float right,
float nearZ, float farZ, float bottom,
mat4 dest); float top,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_ortho(float left, float right, glmc_ortho(float left,
float bottom, float top, float right,
float nearZ, float farZ, float bottom,
mat4 dest); float top,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -49,11 +55,11 @@ glmc_ortho_default_s(float aspect, float size, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest); glmc_perspective(float fovy,
float aspect,
CGLM_EXPORT float nearVal,
void float farVal,
glmc_persp_move_far(mat4 proj, float deltaFar); mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -78,8 +84,8 @@ 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 nearZ, float * __restrict nearVal,
float * __restrict farZ, float * __restrict farVal,
float * __restrict top, float * __restrict top,
float * __restrict bottom, float * __restrict bottom,
float * __restrict left, float * __restrict left,
@@ -104,16 +110,16 @@ 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 nearZ, float * __restrict nearVal,
float * __restrict farZ); float * __restrict farVal);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_far(mat4 proj, float * __restrict farZ); glmc_persp_decomp_far(mat4 proj, float * __restrict farVal);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_near(mat4 proj, float * __restrict nearZ); glmc_persp_decomp_near(mat4 proj, float * __restrict nearVal);
CGLM_EXPORT CGLM_EXPORT
float float

View File

@@ -1,46 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_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 */

View File

@@ -1,46 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_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 */

View File

@@ -1,46 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_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 */

View File

@@ -1,46 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_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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@@ -1,87 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_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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@@ -1,87 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_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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@@ -1,87 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_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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@@ -1,87 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_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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@@ -1,31 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_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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@@ -1,31 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_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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@@ -1,31 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_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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@@ -1,31 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_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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@@ -1,31 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_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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@@ -1,31 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_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 */

View File

@@ -1,23 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_curve_h
#define cglmc_curve_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
float
glmc_smc(float s, mat4 m, vec4 c);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_curve_h */

View File

@@ -137,7 +137,4 @@ CGLM_EXPORT
float float
glmc_ease_bounce_inout(float t); glmc_ease_bounce_inout(float t);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ease_h */ #endif /* cglmc_ease_h */

View File

@@ -47,7 +47,7 @@ glmc_euler_yxz(vec3 angles, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_euler_by_order(vec3 angles, glm_euler_seq axis, mat4 dest); glmc_euler_by_order(vec3 angles, glm_euler_sq axis, mat4 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }

View File

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

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@@ -1,83 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_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
int
glmc_ivec2_distance2(ivec2 a, ivec2 b);
CGLM_EXPORT
float
glmc_ivec2_distance(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 */

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@@ -1,83 +0,0 @@
/*
* Copyright (c);, Recep Aslantas.
*
* MIT License (MIT);, http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_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
int
glmc_ivec3_distance2(ivec3 a, ivec3 b);
CGLM_EXPORT
float
glmc_ivec3_distance(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 */

View File

@@ -1,83 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_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
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

@@ -1,79 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_mat2_h
#define cglmc_mat2_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_mat2_copy(mat2 mat, mat2 dest);
CGLM_EXPORT
void
glmc_mat2_identity(mat2 mat);
CGLM_EXPORT
void
glmc_mat2_identity_array(mat2 * __restrict mat, size_t count);
CGLM_EXPORT
void
glmc_mat2_zero(mat2 mat);
CGLM_EXPORT
void
glmc_mat2_mul(mat2 m1, mat2 m2, mat2 dest);
CGLM_EXPORT
void
glmc_mat2_transpose_to(mat2 m, mat2 dest);
CGLM_EXPORT
void
glmc_mat2_transpose(mat2 m);
CGLM_EXPORT
void
glmc_mat2_mulv(mat2 m, vec2 v, vec2 dest);
CGLM_EXPORT
float
glmc_mat2_trace(mat2 m);
CGLM_EXPORT
void
glmc_mat2_scale(mat2 m, float s);
CGLM_EXPORT
float
glmc_mat2_det(mat2 mat);
CGLM_EXPORT
void
glmc_mat2_inv(mat2 mat, mat2 dest);
CGLM_EXPORT
void
glmc_mat2_swap_col(mat2 mat, int col1, int col2);
CGLM_EXPORT
void
glmc_mat2_swap_row(mat2 mat, int row1, int row2);
CGLM_EXPORT
float
glmc_mat2_rmc(vec2 r, mat2 m, vec2 c);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_mat2_h */

View File

@@ -24,14 +24,6 @@ CGLM_EXPORT
void void
glmc_mat3_identity(mat3 mat); glmc_mat3_identity(mat3 mat);
CGLM_EXPORT
void
glmc_mat3_zero(mat3 mat);
CGLM_EXPORT
void
glmc_mat3_identity_array(mat3 * __restrict mat, size_t count);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_mul(mat3 m1, mat3 m2, mat3 dest); glmc_mat3_mul(mat3 m1, mat3 m2, mat3 dest);
@@ -48,10 +40,6 @@ CGLM_EXPORT
void void
glmc_mat3_mulv(mat3 m, vec3 v, vec3 dest); glmc_mat3_mulv(mat3 m, vec3 v, vec3 dest);
CGLM_EXPORT
float
glmc_mat3_trace(mat3 m);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_quat(mat3 m, versor dest); glmc_mat3_quat(mat3 m, versor dest);
@@ -76,10 +64,6 @@ CGLM_EXPORT
void void
glmc_mat3_swap_row(mat3 mat, int row1, int row2); glmc_mat3_swap_row(mat3 mat, int row1, int row2);
CGLM_EXPORT
float
glmc_mat3_rmc(vec3 r, mat3 m, vec3 c);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -29,14 +29,6 @@ CGLM_EXPORT
void void
glmc_mat4_identity(mat4 mat); glmc_mat4_identity(mat4 mat);
CGLM_EXPORT
void
glmc_mat4_identity_array(mat4 * __restrict mat, size_t count);
CGLM_EXPORT
void
glmc_mat4_zero(mat4 mat);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_pick3(mat4 mat, mat3 dest); glmc_mat4_pick3(mat4 mat, mat3 dest);
@@ -65,14 +57,6 @@ CGLM_EXPORT
void void
glmc_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest); glmc_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest);
CGLM_EXPORT
float
glmc_mat4_trace(mat4 m);
CGLM_EXPORT
float
glmc_mat4_trace3(mat4 m);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_quat(mat4 m, versor dest); glmc_mat4_quat(mat4 m, versor dest);
@@ -117,10 +101,6 @@ CGLM_EXPORT
void void
glmc_mat4_swap_row(mat4 mat, int row1, int row2); glmc_mat4_swap_row(mat4 mat, int row1, int row2);
CGLM_EXPORT
float
glmc_mat4_rmc(vec4 r, mat4 m, vec4 c);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -25,14 +25,6 @@ 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

@@ -17,10 +17,6 @@ CGLM_EXPORT
void void
glmc_quat_identity(versor q); glmc_quat_identity(versor q);
CGLM_EXPORT
void
glmc_quat_identity_array(versor * __restrict q, size_t count);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_init(versor q, float x, float y, float z, float w); glmc_quat_init(versor q, float x, float y, float z, float w);
@@ -37,10 +33,6 @@ 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);
@@ -95,7 +87,7 @@ glmc_quat_angle(versor q);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_axis(versor q, vec3 dest); glmc_quat_axis(versor q, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -121,14 +113,6 @@ CGLM_EXPORT
void void
glmc_quat_lerp(versor from, versor to, float t, versor dest); glmc_quat_lerp(versor from, versor to, float t, versor dest);
CGLM_EXPORT
void
glmc_quat_lerpc(versor from, versor to, float t, versor dest);
CGLM_EXPORT
void
glmc_quat_nlerp(versor q, versor r, float t, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_slerp(versor q, versor r, float t, versor dest); glmc_quat_slerp(versor q, versor r, float t, versor dest);
@@ -139,11 +123,11 @@ glmc_quat_look(vec3 eye, versor ori, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_for(vec3 dir, vec3 up, versor dest); glmc_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_forp(vec3 from, vec3 to, vec3 up, versor dest); glmc_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void

View File

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

View File

@@ -33,7 +33,4 @@ CGLM_EXPORT
bool bool
glmc_sphere_point(vec4 s, vec3 point); glmc_sphere_point(vec4 s, vec3 point);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_sphere_h */ #endif /* cglmc_sphere_h */

View File

@@ -1,171 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_vec2_h
#define cglmc_vec2_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_vec2(float * __restrict v, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_copy(vec2 a, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_zero(vec2 v);
CGLM_EXPORT
void
glmc_vec2_one(vec2 v);
CGLM_EXPORT
float
glmc_vec2_dot(vec2 a, vec2 b);
CGLM_EXPORT
float
glmc_vec2_cross(vec2 a, vec2 b);
CGLM_EXPORT
float
glmc_vec2_norm2(vec2 v);
CGLM_EXPORT
float
glmc_vec2_norm(vec2 v);
CGLM_EXPORT
void
glmc_vec2_add(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_adds(vec2 v, float s, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_sub(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_subs(vec2 v, float s, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_mul(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_scale(vec2 v, float s, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_scale_as(vec2 v, float s, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_div(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_divs(vec2 v, float s, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_addadd(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_subadd(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_muladd(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_muladds(vec2 a, float s, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_maxadd(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_minadd(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_negate_to(vec2 v, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_negate(vec2 v);
CGLM_EXPORT
void
glmc_vec2_normalize(vec2 v);
CGLM_EXPORT
void
glmc_vec2_normalize_to(vec2 v, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_rotate(vec2 v, float angle, vec2 dest);
CGLM_EXPORT
float
glmc_vec2_distance2(vec2 a, vec2 b);
CGLM_EXPORT
float
glmc_vec2_distance(vec2 a, vec2 b);
CGLM_EXPORT
void
glmc_vec2_maxv(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_minv(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_clamp(vec2 v, float minval, float maxval);
CGLM_EXPORT
void
glmc_vec2_abs(vec2 v, vec2 dest);
CGLM_EXPORT
void
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);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_vec2_h */

View File

@@ -14,11 +14,7 @@ extern "C" {
#include "../cglm.h" #include "../cglm.h"
/* DEPRECATED! use _copy, _ucopy versions */ /* DEPRECATED! use _copy, _ucopy versions */
#define glmc_vec_dup(v, dest) glmc_vec3_copy(v, dest) #define glmc_vec_dup(v, dest) glmc_vec_copy(v, dest)
#define glmc_vec3_flipsign(v) glmc_vec3_negate(v)
#define glmc_vec3_flipsign_to(v, dest) glmc_vec3_negate_to(v, dest)
#define glmc_vec3_inv(v) glmc_vec3_negate(v)
#define glmc_vec3_inv_to(v, dest) glmc_vec3_negate_to(v, dest)
CGLM_EXPORT CGLM_EXPORT
void void
@@ -26,285 +22,217 @@ glmc_vec3(vec4 v4, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_copy(vec3 a, vec3 dest); glmc_vec_copy(vec3 a, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_zero(vec3 v); glmc_vec_zero(vec3 v);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_one(vec3 v); glmc_vec_one(vec3 v);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_dot(vec3 a, vec3 b); glmc_vec_dot(vec3 a, vec3 b);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_cross(vec3 a, vec3 b, vec3 dest); glmc_vec_cross(vec3 a, vec3 b, vec3 d);
CGLM_EXPORT
void
glmc_vec3_crossn(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_norm(vec3 v); glmc_vec_norm(vec3 vec);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_norm2(vec3 v); glmc_vec_norm2(vec3 vec);
CGLM_EXPORT
void
glmc_vec_normalize_to(vec3 vec, vec3 dest);
CGLM_EXPORT
void
glmc_vec_normalize(vec3 v);
CGLM_EXPORT
void
glmc_vec_add(vec3 v1, vec3 v2, vec3 dest);
CGLM_EXPORT
void
glmc_vec_adds(vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_sub(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_subs(vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_mul(vec3 a, vec3 b, vec3 d);
CGLM_EXPORT
void
glmc_vec_scale(vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_scale_as(vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_div(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_divs(vec3 a, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_addadd(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_subadd(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_muladd(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_muladds(vec3 a, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_flipsign(vec3 v);
CGLM_EXPORT
void
glmc_vec_flipsign_to(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec_inv(vec3 v);
CGLM_EXPORT
void
glmc_vec_inv_to(vec3 v, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_norm_one(vec3 v); glmc_vec_angle(vec3 v1, vec3 v2);
CGLM_EXPORT
void
glmc_vec_rotate(vec3 v, float angle, vec3 axis);
CGLM_EXPORT
void
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
void
glmc_vec_proj(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_center(vec3 v1, vec3 v2, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_norm_inf(vec3 v); glmc_vec_distance2(vec3 v1, vec3 v2);
CGLM_EXPORT
void
glmc_vec3_normalize_to(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_normalize(vec3 v);
CGLM_EXPORT
void
glmc_vec3_add(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_adds(vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_sub(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_subs(vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_mul(vec3 a, vec3 b, vec3 d);
CGLM_EXPORT
void
glmc_vec3_scale(vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_scale_as(vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_div(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_divs(vec3 a, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_addadd(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_subadd(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_muladd(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_muladds(vec3 a, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_maxadd(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_minadd(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_negate(vec3 v);
CGLM_EXPORT
void
glmc_vec3_negate_to(vec3 v, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_angle(vec3 a, vec3 b); glmc_vec_distance(vec3 v1, vec3 v2);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_rotate(vec3 v, float angle, vec3 axis); glmc_vec_maxv(vec3 v1, vec3 v2, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest); glmc_vec_minv(vec3 v1, vec3 v2, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest); glmc_vec_clamp(vec3 v, float minVal, float maxVal);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_proj(vec3 a, vec3 b, vec3 dest); glmc_vec_ortho(vec3 v, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_center(vec3 a, vec3 b, vec3 dest); glmc_vec_lerp(vec3 from, vec3 to, float t, vec3 dest);
CGLM_EXPORT
float
glmc_vec3_distance2(vec3 a, vec3 b);
CGLM_EXPORT
float
glmc_vec3_distance(vec3 a, vec3 b);
CGLM_EXPORT
void
glmc_vec3_maxv(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_minv(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_clamp(vec3 v, float minVal, float maxVal);
CGLM_EXPORT
void
glmc_vec3_ortho(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_lerpc(vec3 from, vec3 to, float t, vec3 dest);
CGLM_INLINE
void
glmc_vec3_mix(vec3 from, vec3 to, float t, vec3 dest) {
glmc_vec3_lerp(from, to, t, dest);
}
CGLM_INLINE
void
glmc_vec3_mixc(vec3 from, vec3 to, float t, vec3 dest) {
glmc_vec3_lerpc(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_vec3_step_uni(float edge, vec3 x, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_step(vec3 edge, vec3 x, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_smoothstep_uni(float edge0, float edge1, vec3 x, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_smoothstep(vec3 edge0, vec3 edge1, vec3 x, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_smoothinterp(vec3 from, vec3 to, float t, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_smoothinterpc(vec3 from, vec3 to, float t, vec3 dest);
/* ext */ /* ext */
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_mulv(vec3 a, vec3 b, vec3 d); glmc_vec_mulv(vec3 a, vec3 b, vec3 d);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_broadcast(float val, vec3 d); glmc_vec_broadcast(float val, vec3 d);
CGLM_EXPORT
void
glmc_vec3_fill(vec3 v, float val);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_eq(vec3 v, float val); glmc_vec_eq(vec3 v, float val);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_eq_eps(vec3 v, float val); glmc_vec_eq_eps(vec3 v, float val);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_eq_all(vec3 v); glmc_vec_eq_all(vec3 v);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_eqv(vec3 a, vec3 b); glmc_vec_eqv(vec3 v1, vec3 v2);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_eqv_eps(vec3 a, vec3 b); glmc_vec_eqv_eps(vec3 v1, vec3 v2);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_max(vec3 v); glmc_vec_max(vec3 v);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_min(vec3 v); glmc_vec_min(vec3 v);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_isnan(vec3 v); glmc_vec_isnan(vec3 v);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_isinf(vec3 v); glmc_vec_isinf(vec3 v);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_isvalid(vec3 v); glmc_vec_isvalid(vec3 v);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_sign(vec3 v, vec3 dest); glmc_vec_sign(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_abs(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_fract(vec3 v, vec3 dest);
CGLM_EXPORT
float
glmc_vec3_hadd(vec3 v);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_sqrt(vec3 v, vec3 dest); glmc_vec_sqrt(vec3 v, vec3 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }

View File

@@ -14,12 +14,8 @@ extern "C" {
#include "../cglm.h" #include "../cglm.h"
/* DEPRECATED! use _copy, _ucopy versions */ /* DEPRECATED! use _copy, _ucopy versions */
#define glmc_vec4_dup3(v, dest) glmc_vec4_copy3(v, dest) #define glmc_vec4_dup3(v, dest) glmc_vec4_copy3(v, dest)
#define glmc_vec4_dup(v, dest) glmc_vec4_copy(v, dest) #define glmc_vec4_dup(v, dest) glmc_vec4_copy(v, dest)
#define glmc_vec4_flipsign(v) glmc_vec4_negate(v)
#define glmc_vec4_flipsign_to(v, dest) glmc_vec4_negate_to(v, dest)
#define glmc_vec4_inv(v) glmc_vec4_negate(v)
#define glmc_vec4_inv_to(v, dest) glmc_vec4_negate_to(v, dest)
CGLM_EXPORT CGLM_EXPORT
void void
@@ -35,7 +31,7 @@ glmc_vec4_one(vec4 v);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_copy3(vec4 v, vec3 dest); glmc_vec4_copy3(vec4 a, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -51,23 +47,15 @@ glmc_vec4_dot(vec4 a, vec4 b);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec4_norm(vec4 v); glmc_vec4_norm(vec4 vec);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec4_norm2(vec4 v); glmc_vec4_norm2(vec4 vec);
CGLM_EXPORT
float
glmc_vec4_norm_one(vec4 v);
CGLM_EXPORT
float
glmc_vec4_norm_inf(vec4 v);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_normalize_to(vec4 v, vec4 dest); glmc_vec4_normalize_to(vec4 vec, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -99,7 +87,7 @@ glmc_vec4_scale(vec4 v, float s, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_scale_as(vec4 v, float s, vec4 dest); glmc_vec4_scale_as(vec3 v, float s, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -127,87 +115,39 @@ glmc_vec4_muladds(vec4 a, float s, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_maxadd(vec4 a, vec4 b, vec4 dest); glmc_vec4_flipsign(vec4 v);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_minadd(vec4 a, vec4 b, vec4 dest); glmc_vec4_flipsign_to(vec4 v, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_negate(vec4 v); glmc_vec4_inv(vec4 v);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_negate_to(vec4 v, vec4 dest); glmc_vec4_inv_to(vec4 v, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec4_distance(vec4 a, vec4 b); glmc_vec4_distance(vec4 v1, vec4 v2);
CGLM_EXPORT
float
glmc_vec4_distance2(vec4 a, vec4 b);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_maxv(vec4 a, vec4 b, vec4 dest); glmc_vec4_maxv(vec4 v1, vec4 v2, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_minv(vec4 a, vec4 b, vec4 dest); glmc_vec4_minv(vec4 v1, vec4 v2, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_clamp(vec4 v, float minVal, float maxVal); glmc_vec4_clamp(vec4 v, float minVal, float maxVal);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest); glmc_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_lerpc(vec4 from, vec4 to, float t, vec4 dest);
CGLM_INLINE
void
glmc_vec4_mix(vec4 from, vec4 to, float t, vec4 dest) {
glmc_vec4_lerp(from, to, t, dest);
}
CGLM_INLINE
void
glmc_vec4_mixc(vec4 from, vec4 to, float t, vec4 dest) {
glmc_vec4_lerpc(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_vec4_step_uni(float edge, vec4 x, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_step(vec4 edge, vec4 x, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_smoothstep_uni(float edge0, float edge1, vec4 x, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_smoothstep(vec4 edge0, vec4 edge1, vec4 x, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_smoothinterp(vec4 from, vec4 to, float t, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_smoothinterpc(vec4 from, vec4 to, float t, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_cubic(float s, vec4 dest);
/* ext */ /* ext */
@@ -218,10 +158,6 @@ glmc_vec4_mulv(vec4 a, vec4 b, vec4 d);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_broadcast(float val, vec4 d); glmc_vec4_broadcast(float val, vec4 d);
CGLM_EXPORT
void
glmc_vec4_fill(vec4 v, float val);
CGLM_EXPORT CGLM_EXPORT
bool bool
@@ -237,11 +173,11 @@ glmc_vec4_eq_all(vec4 v);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec4_eqv(vec4 a, vec4 b); glmc_vec4_eqv(vec4 v1, vec4 v2);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec4_eqv_eps(vec4 a, vec4 b); glmc_vec4_eqv_eps(vec4 v1, vec4 v2);
CGLM_EXPORT CGLM_EXPORT
float float
@@ -266,18 +202,6 @@ glmc_vec4_isvalid(vec4 v);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_sign(vec4 v, vec4 dest); glmc_vec4_sign(vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_abs(vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_fract(vec4 v, vec4 dest);
CGLM_EXPORT
float
glmc_vec4_hadd(vec4 v);
CGLM_EXPORT CGLM_EXPORT
void void

View File

@@ -7,85 +7,61 @@
/* /*
Functions: Functions:
CGLM_INLINE void glm_frustum(float left, float right, CGLM_INLINE void glm_frustum(float left,
float bottom, float top, float right,
float nearZ, float farZ, float bottom,
float top,
float nearVal,
float farVal,
mat4 dest) mat4 dest)
CGLM_INLINE void glm_ortho(float left, float right, CGLM_INLINE void glm_ortho(float left,
float bottom, float top, float right,
float nearZ, float farZ, float bottom,
float top,
float nearVal,
float farVal,
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)
CGLM_INLINE void glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) CGLM_INLINE void glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest)
CGLM_INLINE void glm_ortho_default(float aspect, mat4 dest) CGLM_INLINE void glm_ortho_default(float aspect, mat4 dest)
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 nearZ, float nearVal,
float farZ, float farVal,
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)
CGLM_INLINE void glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest) CGLM_INLINE void glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest)
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 *nearZ, float *farZ, float *nearVal,
float *top, float *bottom, float *farVal,
float *left, float *right) float *top,
float *bottom,
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,
CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float *farZ) float *nearVal,
CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *nearZ) float *farVal)
CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float *farVal)
CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *nearVal)
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_cam_h #ifndef cglm_vcam_h
#define cglm_cam_h #define cglm_vcam_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
* *
@@ -93,25 +69,35 @@
* @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] nearZ near clipping plane * @param[in] nearVal near clipping plane
* @param[in] farZ far clipping plane * @param[in] farVal 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 bottom, float top, float right,
float nearZ, float farZ, float bottom,
float top,
float nearVal,
float farVal,
mat4 dest) { mat4 dest) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO float rl, tb, fn, nv;
glm_frustum_lh_zo(left, right, bottom, top, nearZ, farZ, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO glm__memzero(float, dest, sizeof(mat4));
glm_frustum_lh_no(left, right, bottom, top, nearZ, farZ, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO rl = 1.0f / (right - left);
glm_frustum_rh_zo(left, right, bottom, top, nearZ, farZ, dest); tb = 1.0f / (top - bottom);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO fn =-1.0f / (farVal - nearVal);
glm_frustum_rh_no(left, right, bottom, top, nearZ, farZ, dest); nv = 2.0f * nearVal;
#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;
} }
/*! /*!
@@ -121,25 +107,34 @@ 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] nearZ near clipping plane * @param[in] nearVal near clipping plane
* @param[in] farZ far clipping plane * @param[in] farVal 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 bottom, float top, float right,
float nearZ, float farZ, float bottom,
float top,
float nearVal,
float farVal,
mat4 dest) { mat4 dest) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO float rl, tb, fn;
glm_ortho_lh_zo(left, right, bottom, top, nearZ, farZ, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO glm__memzero(float, dest, sizeof(mat4));
glm_ortho_lh_no(left, right, bottom, top, nearZ, farZ, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO rl = 1.0f / (right - left);
glm_ortho_rh_zo(left, right, bottom, top, nearZ, farZ, dest); tb = 1.0f / (top - bottom);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO fn =-1.0f / (farVal - nearVal);
glm_ortho_rh_no(left, right, bottom, top, nearZ, farZ, dest);
#endif 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] = (farVal + nearVal) * fn;
dest[3][3] = 1.0f;
} }
/*! /*!
@@ -153,15 +148,10 @@ 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) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO glm_ortho(box[0][0], box[1][0],
glm_ortho_aabb_lh_zo(box, dest); box[0][1], box[1][1],
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO -box[1][2], -box[0][2],
glm_ortho_aabb_lh_no(box, dest); 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
} }
/*! /*!
@@ -176,15 +166,10 @@ 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) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO glm_ortho(box[0][0] - padding, box[1][0] + padding,
glm_ortho_aabb_p_lh_zo(box, padding, dest); box[0][1] - padding, box[1][1] + padding,
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO -(box[1][2] + padding), -(box[0][2] - padding),
glm_ortho_aabb_p_lh_no(box, padding, dest); 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
} }
/*! /*!
@@ -199,15 +184,10 @@ 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) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO glm_ortho(box[0][0], box[1][0],
glm_ortho_aabb_pz_lh_zo(box, padding, dest); box[0][1], box[1][1],
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO -(box[1][2] + padding), -(box[0][2] - padding),
glm_ortho_aabb_pz_lh_no(box, padding, dest); 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
} }
/*! /*!
@@ -218,16 +198,26 @@ 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,
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO mat4 dest) {
glm_ortho_default_lh_zo(aspect, dest); if (aspect >= 1.0f) {
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO glm_ortho(-1.0f * aspect,
glm_ortho_default_lh_no(aspect, dest); 1.0f * aspect,
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO -1.0f,
glm_ortho_default_rh_zo(aspect, dest); 1.0f,
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO -100.0f,
glm_ortho_default_rh_no(aspect, dest); 100.0f,
#endif dest);
return;
}
glm_ortho(-1.0f,
1.0f,
-1.0f / aspect,
1.0f / aspect,
-100.0f,
100.0f,
dest);
} }
/*! /*!
@@ -239,16 +229,27 @@ 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,
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO float size,
glm_ortho_default_s_lh_zo(aspect, size, dest); mat4 dest) {
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO if (aspect >= 1.0f) {
glm_ortho_default_s_lh_no(aspect, size, dest); glm_ortho(-size * aspect,
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO size * aspect,
glm_ortho_default_s_rh_zo(aspect, size, dest); -size,
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO size,
glm_ortho_default_s_rh_no(aspect, size, dest); -size - 100.0f,
#endif size + 100.0f,
dest);
return;
}
glm_ortho(-size,
size,
-size / aspect,
size / aspect,
-size - 100.0f,
size + 100.0f,
dest);
} }
/*! /*!
@@ -256,44 +257,29 @@ 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] nearZ near clipping plane * @param[in] nearVal near clipping plane
* @param[in] farZ far clipping planes * @param[in] farVal far clipping planes
* @param[out] dest result matrix * @param[out] dest result matrix
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest) { glm_perspective(float fovy,
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO float aspect,
glm_perspective_lh_zo(fovy, aspect, nearZ, farZ, dest); float nearVal,
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO float farVal,
glm_perspective_lh_no(fovy, aspect, nearZ, farZ, dest); mat4 dest) {
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO float f, fn;
glm_perspective_rh_zo(fovy, aspect, nearZ, farZ, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_perspective_rh_no(fovy, aspect, nearZ, farZ, dest);
#endif
}
/*! glm__memzero(float, dest, sizeof(mat4));
* @brief extend perspective projection matrix's far distance
* f = 1.0f / tanf(fovy * 0.5f);
* this function does not guarantee far >= near, be aware of that! fn = 1.0f / (nearVal - farVal);
*
* @param[in, out] proj projection matrix to extend dest[0][0] = f / aspect;
* @param[in] deltaFar distance from existing far (negative to shink) dest[1][1] = f;
*/ dest[2][2] = (nearVal + farVal) * fn;
CGLM_INLINE dest[2][3] =-1.0f;
void dest[3][2] = 2.0f * nearVal * farVal * fn;
glm_persp_move_far(mat4 proj, float deltaFar) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_persp_move_far_lh_zo(proj, deltaFar);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_persp_move_far_lh_no(proj, deltaFar);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_persp_move_far_rh_zo(proj, deltaFar);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_persp_move_far_rh_no(proj, deltaFar);
#endif
} }
/*! /*!
@@ -305,16 +291,13 @@ 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,
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO mat4 dest) {
glm_perspective_default_lh_zo(aspect, dest); glm_perspective((float)CGLM_PI_4,
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO aspect,
glm_perspective_default_lh_no(aspect, dest); 0.01f,
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO 100.0f,
glm_perspective_default_rh_zo(aspect, dest); dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_perspective_default_rh_no(aspect, dest);
#endif
} }
/*! /*!
@@ -327,7 +310,8 @@ glm_perspective_default(float aspect, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_perspective_resize(float aspect, mat4 proj) { glm_perspective_resize(float aspect,
mat4 proj) {
if (proj[0][0] == 0.0f) if (proj[0][0] == 0.0f)
return; return;
@@ -347,12 +331,34 @@ 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,
#if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_LH_BIT vec3 center,
glm_lookat_lh(eye, center, up, dest); vec3 up,
#elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_RH_BIT mat4 dest) {
glm_lookat_rh(eye, center, up, dest); CGLM_ALIGN(8) vec3 f, u, s;
#endif
glm_vec_sub(center, eye, f);
glm_vec_normalize(f);
glm_vec_cross(f, up, s);
glm_vec_normalize(s);
glm_vec_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_vec_dot(s, eye);
dest[3][1] =-glm_vec_dot(u, eye);
dest[3][2] = glm_vec_dot(f, eye);
dest[0][3] = dest[1][3] = dest[2][3] = 0.0f;
dest[3][3] = 1.0f;
} }
/*! /*!
@@ -372,11 +378,9 @@ 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) {
#if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_LH_BIT CGLM_ALIGN(8) vec3 target;
glm_look_lh(eye, dir, up, dest); glm_vec_add(eye, dir, target);
#elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_RH_BIT glm_lookat(eye, target, up, dest);
glm_look_rh(eye, dir, up, dest);
#endif
} }
/*! /*!
@@ -392,19 +396,17 @@ 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) {
#if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_LH_BIT CGLM_ALIGN(8) vec3 up;
glm_look_anyup_lh(eye, dir, dest); glm_vec_ortho(dir, up);
#elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_RH_BIT glm_look(eye, dir, up, dest);
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] nearZ near * @param[out] nearVal near
* @param[out] farZ far * @param[out] farVal 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
@@ -413,18 +415,34 @@ 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 nearZ, float * __restrict farZ, float * __restrict nearVal,
float * __restrict top, float * __restrict bottom, float * __restrict farVal,
float * __restrict left, float * __restrict right) { float * __restrict top,
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO float * __restrict bottom,
glm_persp_decomp_lh_zo(proj, nearZ, farZ, top, bottom, left, right); float * __restrict left,
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO float * __restrict right) {
glm_persp_decomp_lh_no(proj, nearZ, farZ, top, bottom, left, right); float m00, m11, m20, m21, m22, m32, n, f;
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO float n_m11, n_m00;
glm_persp_decomp_rh_zo(proj, nearZ, farZ, top, bottom, left, right);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO m00 = proj[0][0];
glm_persp_decomp_rh_no(proj, nearZ, farZ, top, bottom, left, right); m11 = proj[1][1];
#endif m20 = proj[2][0];
m21 = proj[2][1];
m22 = proj[2][2];
m32 = proj[3][2];
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);
} }
/*! /*!
@@ -437,15 +455,8 @@ 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]) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO glm_persp_decomp(proj, &dest[0], &dest[1], &dest[2],
glm_persp_decompv_lh_zo(proj, dest); &dest[3], &dest[4], &dest[5]);
#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
} }
/*! /*!
@@ -461,15 +472,14 @@ 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) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO float nearVal, m20, m00;
glm_persp_decomp_x_lh_zo(proj, left, right);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO m00 = proj[0][0];
glm_persp_decomp_x_lh_no(proj, left, right); m20 = proj[2][0];
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_persp_decomp_x_rh_zo(proj, left, right); nearVal = proj[3][2] / (proj[3][3] - 1.0f);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO *left = nearVal * (m20 - 1.0f) / m00;
glm_persp_decomp_x_rh_no(proj, left, right); *right = nearVal * (m20 + 1.0f) / m00;
#endif
} }
/*! /*!
@@ -485,15 +495,14 @@ 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) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO float nearVal, m21, m11;
glm_persp_decomp_y_lh_zo(proj, top, bottom);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO m21 = proj[2][1];
glm_persp_decomp_y_lh_no(proj, top, bottom); m11 = proj[1][1];
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_persp_decomp_y_rh_zo(proj, top, bottom); nearVal = proj[3][2] / (proj[3][3] - 1.0f);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO *bottom = nearVal * (m21 - 1) / m11;
glm_persp_decomp_y_rh_no(proj, top, bottom); *top = nearVal * (m21 + 1) / m11;
#endif
} }
/*! /*!
@@ -501,61 +510,70 @@ 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] nearZ near * @param[out] nearVal near
* @param[out] farZ far * @param[out] farVal far
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp_z(mat4 proj, float * __restrict nearZ, float * __restrict farZ) { glm_persp_decomp_z(mat4 proj,
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO float * __restrict nearVal,
glm_persp_decomp_z_lh_zo(proj, nearZ, farZ); float * __restrict farVal) {
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO float m32, m22;
glm_persp_decomp_z_lh_no(proj, nearZ, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO m32 = proj[3][2];
glm_persp_decomp_z_rh_zo(proj, nearZ, farZ); m22 = proj[2][2];
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_persp_decomp_z_rh_no(proj, nearZ, farZ); *nearVal = m32 / (m22 - 1.0f);
#endif *farVal = m32 / (m22 + 1.0f);
} }
/*! /*!
* @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] farZ far * @param[out] farVal far
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp_far(mat4 proj, float * __restrict farZ) { glm_persp_decomp_far(mat4 proj, float * __restrict farVal) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO *farVal = proj[3][2] / (proj[2][2] + 1.0f);
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] nearZ near * @param[out] nearVal near
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp_near(mat4 proj, float * __restrict nearZ) { glm_persp_decomp_near(mat4 proj, float * __restrict nearVal) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO *nearVal = proj[3][2] / (proj[2][2] - 1.0f);
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); /*!
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO * @brief returns field of view angle along the Y-axis (in radians)
glm_persp_decomp_near_rh_zo(proj, nearZ); *
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO * if you need to degrees, use glm_deg to convert it or use this:
glm_persp_decomp_near_rh_no(proj, nearZ); * fovy_deg = glm_deg(glm_persp_fovy(projMatrix))
#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];
} }
/*! /*!
@@ -568,15 +586,17 @@ glm_persp_decomp_near(mat4 proj, float * __restrict nearZ) {
CGLM_INLINE CGLM_INLINE
void void
glm_persp_sizes(mat4 proj, float fovy, vec4 dest) { glm_persp_sizes(mat4 proj, float fovy, vec4 dest) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO float t, a, nearVal, farVal;
glm_persp_sizes_lh_zo(proj, fovy, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO t = 2.0f * tanf(fovy * 0.5f);
glm_persp_sizes_lh_no(proj, fovy, dest); a = glm_persp_aspect(proj);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_persp_sizes_rh_zo(proj, fovy, dest); glm_persp_decomp_z(proj, &nearVal, &farVal);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_persp_sizes_rh_no(proj, fovy, dest); dest[1] = t * nearVal;
#endif dest[3] = t * farVal;
dest[0] = a * dest[1];
dest[2] = a * dest[3];
} }
#endif /* cglm_cam_h */ #endif /* cglm_vcam_h */

View File

@@ -9,15 +9,10 @@
#define cglm_h #define cglm_h
#include "common.h" #include "common.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 "mat3.h" #include "mat3.h"
#include "mat2.h"
#include "affine.h" #include "affine.h"
#include "cam.h" #include "cam.h"
#include "frustum.h" #include "frustum.h"
@@ -31,9 +26,6 @@
#include "project.h" #include "project.h"
#include "sphere.h" #include "sphere.h"
#include "ease.h" #include "ease.h"
#include "curve.h"
#include "bezier.h" #include "bezier.h"
#include "ray.h"
#include "affine2d.h"
#endif /* cglm_h */ #endif /* cglm_h */

View File

@@ -1,183 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE void glm_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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