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108 Commits

Author SHA1 Message Date
Recep Aslantas
1796cc5ce2 Merge pull request #412 from recp/sse_only
separate SSE and SSE2
2024-04-01 17:52:06 +03:00
Recep Aslantas
568634a79e tests: dont test isinf == true on fast math 2024-04-01 16:48:58 +03:00
Recep Aslantas
c9c7941a72 tests: dont test isnan on fast math 2024-04-01 14:10:38 +03:00
Recep Aslantas
4e929a81c2 Update x86.h 2024-04-01 13:26:08 +03:00
Recep Aslantas
1d09c41e18 make xor enable in SSEonly + fast math 2024-04-01 13:23:52 +03:00
Recep Aslantas
d8e933b5b1 Update test_project.h 2024-04-01 13:23:22 +03:00
Recep Aslantas
8b15fd51ba common way to identify CGLM_FAST_MATH 2024-04-01 13:23:17 +03:00
Recep Aslantas
9ce0a3b625 tests: disable isnan check for min/max which may not work correctly especially in fast-math environment 2024-04-01 13:22:51 +03:00
Recep Aslantas
00d2e8a4cf suppress warnings 2024-04-01 01:46:25 +03:00
Recep Aslantas
35a12ed033 make SSE2-only features not available in SSE 2024-04-01 00:52:59 +03:00
Recep Aslantas
9ad7dd3fbc Merge pull request #409 from EasyIP2023/feature/expand-content-width
docs: expand wy-nav-content width to edge of screen
2024-03-31 23:44:40 +03:00
Recep Aslantas
28142b5912 Merge pull request #411 from EasyIP2023/bugfix/mat4x3-multiplication
mat4x3: fix multiplication functions
2024-03-31 23:44:00 +03:00
Recep Aslantas
f07d75c680 Merge pull request #410 from EasyIP2023/bugfix/mat4x2-multiplication
mat4x2: fix multiplication functions
2024-03-31 23:43:11 +03:00
Recep Aslantas
17d8b83a38 Merge pull request #408 from EasyIP2023/bugfix/mat3x4-multiplication
mat3x4: fix multiplication functions
2024-03-31 23:41:40 +03:00
Recep Aslantas
32a477ef07 separate SSE and SSE2 2024-03-31 23:35:15 +03:00
Recep Aslantas
e3ed9834a1 Update mat2x3.h 2024-03-31 23:06:50 +03:00
Recep Aslantas
8396bbf0b3 coding style 2024-03-31 23:06:30 +03:00
Vincent Davis Jr
013ac5dd07 docs: mat4x3 account for latest mulitplication changes
This also includes tables to explain how
mat4x3, column vectors, and row vectors are
represented. Also includes how resulting
matrix or vector is formed.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-31 14:43:31 -04:00
Vincent Davis Jr
a0e3d3766f mat4x3: fix multiplication functions
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-31 14:43:30 -04:00
Vincent Davis Jr
fc7f0e13fd docs: mat3x4 account for latest mulitplication changes
This also includes tables to explain how
mat3x4, column vectors, and row vectors are
represented. Also includes how resulting
matrix or vector is formed.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-31 13:43:41 -04:00
Vincent Davis Jr
1340b5d512 mat3x4: fix multiplication functions
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-31 13:43:39 -04:00
Vincent Davis Jr
85165dd3e3 docs: mat4x2 account for latest mulitplication changes
This also includes tables to explain how
mat4x2, column vectors, and row vectors are
represented. Also includes how resulting
matrix or vector is formed.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-31 13:40:43 -04:00
Vincent Davis Jr
3445f93fbc mat4x2: fix multiplication functions
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-31 13:40:41 -04:00
Vincent Davis Jr
d2642eb206 docs: expand wy-nav-content width to edge of screen
RTD theme's default is 800px as max width for the content,
but we have tables with tons of columns, which need the
full width of the view-port.

Comment from yocto project theme_overrides.css

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-31 12:22:13 -04:00
Recep Aslantas
929963c6eb Merge pull request #407 from EasyIP2023/bugfix/mat3x2-multiplication
mat3x2: fix multiplication functions
2024-03-31 13:40:58 +03:00
Recep Aslantas
25b33fab6b Merge pull request #405 from EasyIP2023/bugfix/mat2x4-mutli
mat2x4: fix multiplication functions
2024-03-31 13:40:45 +03:00
Recep Aslantas
c9adbaabd7 Merge pull request #403 from EasyIP2023/bugfix/mat2x3-multiplication
mat2x3: fix multiplication functions
2024-03-31 13:36:39 +03:00
Recep Aslantas
b22e8230d0 Merge pull request #406 from recp/I_macro
dont use I macro defined in standard
2024-03-31 13:30:42 +03:00
Recep Aslantas
bf4c5b4e26 dont use I macro defined in standard 2024-03-31 13:24:50 +03:00
Vincent Davis Jr
54dfbc5a28 docs: mat2x4 account for latest mulitplication changes
This also includes tables to explain how
mat2x4, column vectors, and row vectors are
represented. Also includes how resulting
matrix or vector is formed.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-31 00:44:58 -04:00
Vincent Davis Jr
088c66029d docs: mat3x2 account for latest mulitplication changes
This also includes tables to explain how
mat3x2, column vectors, and row vectors are
represented. Also includes how resulting
matrix or vector is formed.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-31 00:39:27 -04:00
Vincent Davis Jr
2283c708c6 mat3x2: fix multiplication functions
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-31 00:23:39 -04:00
Vincent Davis Jr
46864ba2f7 mat2x4: fix multiplication functions
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-30 22:22:34 -04:00
Vincent Davis Jr
c5dcb93c92 docs: mat2x3 account for latest mulitplication changes
This also includes tables to explain how
mat2x3, column vectors and row vectors are
represented. Also includes how resulting
matrix or vector is formed.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-30 22:08:23 -04:00
Vincent Davis Jr
050bc95264 mat2x3: fix multiplication functions
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-30 22:08:19 -04:00
Recep Aslantas
f388df7f3e fix typos 2024-03-31 04:40:42 +03:00
Recep Aslantas
4c872238d9 dont use I macro defined in standard 2024-03-31 04:22:42 +03:00
Recep Aslantas
edfb5e3984 docs: alignment 2024-03-29 08:42:07 +03:00
Recep Aslantas
4d43241a69 docs: add note to enable config where may not work is some environments 2024-03-29 08:21:14 +03:00
Recep Aslantas
1337e9cdfb docs: ray sphere docs improvements 2024-03-29 08:10:56 +03:00
Recep Aslantas
9df36ce005 docs: ray sphere docs improvements 2024-03-29 08:05:10 +03:00
Recep Aslantas
55521ecd61 Merge pull request #402 from nitrix/fix/struct-api-ray-at
Struct API glms_ray_at incorrect dir param.
2024-03-29 07:55:28 +03:00
Recep Aslantas
829b7dddce now working on v0.9.4 2024-03-29 07:53:48 +03:00
Alex Belanger
2fced7181a Struct API glms_ray_at incorrect dir param. 2024-03-28 14:22:39 -04:00
Recep Aslantas
1de373a9bd normalize: norm == 0.0f to norm < FLT_EPSILON, improving handling of very small vectors to prevent instability and overflow 2024-03-25 02:22:46 +03:00
Recep Aslantas
6a7d03bafb suppress warnings 2024-03-25 02:17:03 +03:00
Recep Aslantas
aad5223da0 change signature of refraction to let caller know if refraction occurs or not 2024-03-24 06:31:29 +03:00
Recep Aslantas
707bff021c Merge pull request #399 from recp/ray
Some missing ray functions
2024-03-23 11:26:17 +03:00
Recep Aslantas
e4c38ccc4c docs: update ray sphere intersection brief 2024-03-22 23:49:05 +03:00
Recep Aslantas
ceaa54aef8 tests: test for ray, reflect, refract and faceforward 2024-03-22 23:44:43 +03:00
Recep Aslantas
da57558078 docs for new ray functions 2024-03-22 22:30:22 +03:00
Recep Aslantas
6ad0aca7e0 fix refract 2024-03-22 21:59:10 +03:00
Recep Aslantas
96e415daa4 build: add missing file 2024-03-22 10:42:29 +03:00
Recep Aslantas
3701305c9e suppress warnings 2024-03-22 10:36:28 +03:00
Recep Aslantas
2b78f9ab47 refract 2024-03-22 00:18:55 +03:00
Recep Aslantas
41d1a8b9eb faceforward 2024-03-21 02:21:28 +03:00
Recep Aslantas
8ea2fd1cd1 reflect missing stuff 2024-03-21 02:21:07 +03:00
Recep Aslantas
8c81443f24 reflect 2024-03-21 00:18:02 +03:00
Recep Aslantas
608e7d9c2c Update CREDITS 2024-03-20 07:33:43 +03:00
Recep Aslantas
73a4fc76d7 ray: point along a ray at a parameter t 2024-03-20 07:24:07 +03:00
Recep Aslantas
aa45d081fc ray: ray sphere intersection 2024-03-20 07:22:36 +03:00
Recep Aslantas
f1d4aea69b win: add missing files to vsproj 2024-03-20 07:16:17 +03:00
Recep Aslantas
0ef8ebe84e Merge pull request #397 from recp/affine-docs
clarify some rotation rules
2024-03-20 01:05:18 +03:00
Recep Aslantas
8b6eca29cf docs: clarify some rotation rules 2024-03-19 23:55:42 +03:00
Recep Aslantas
0fbad944c5 Merge pull request #398 from waywardmonkeys/make-const-floats
Allow passing `const float*` to `make` functions.
2024-03-18 16:48:02 +03:00
Bruce Mitchener
182c28faf8 Allow passing const float* to make functions. 2024-03-18 19:49:50 +07:00
Recep Aslantas
995fb2e347 clarify some rotation rules 2024-03-16 00:34:11 +03:00
Recep Aslantas
838c5078b7 Merge pull request #395 from recp/ndebug
Ndebug
2024-03-02 11:15:18 +03:00
Recep Aslantas
772238f53f update cmake to respect DEBUG 2024-03-01 12:01:58 +03:00
Recep Aslantas
b9e62b6fe5 use NDEBUG to check DEBUG mode 2024-03-01 12:00:01 +03:00
Recep Aslantas
c9e2b81e99 test: fix ivec2 and ivec3 comparison and suppress warnings 2024-02-24 06:55:45 +03:00
Recep Aslantas
ee18e58815 test: fix ivec2 and ivec3 comparison and suppress warnings 2024-02-24 06:50:07 +03:00
Recep Aslantas
85ee366861 move deprecated glmc_aabb2d_size to right place 2024-02-24 06:33:30 +03:00
Recep Aslantas
0e4201b816 suppress warnings: C4244: 'function': conversion from 'int' to 'float' 2024-02-24 06:10:48 +03:00
Recep Aslantas
b7e4c96738 Merge pull request #392 from duarm/master
aabb2d_zero, aabb2d_diagonal and aabb2d_size
2024-02-24 05:58:49 +03:00
duarm
0d92bfc722 docs and call api for _aabb2d_zero 2024-02-23 14:07:58 -03:00
duarm
237432969d macro for call api too 2024-02-23 14:01:26 -03:00
duarm
131ac68ad3 size -> diag, new sizev 2024-02-23 13:53:25 -03:00
duarm
7e6a463256 call api 2024-02-19 14:38:05 -03:00
duarm
e312f282b4 glm_aabb2d_zero, _size -> _diagonal, new _size 2024-02-19 14:34:30 -03:00
Recep Aslantas
78fb330850 Merge pull request #391 from waywardmonkeys/ci-add-arm64-uwp
ci: Add ARM64 UWP for WindowsStore.
2024-02-12 12:23:31 +03:00
Recep Aslantas
4896b2ea8d Merge pull request #390 from waywardmonkeys/doc-improvements
Doc improvements
2024-02-12 12:21:59 +03:00
Bruce Mitchener
366e0d44e2 ci: Add ARM64 UWP for WindowsStore.
This is one of the core vcpkg targets and I'm trying to enable
the cglm port there to support UWP, so we should have it in the
CI here.
2024-02-12 09:17:56 +07:00
Bruce Mitchener
47a27f9d07 ci / docs: Turn sphinx warnings into errors.
This will help prevent future warnings from sphinx.
2024-02-12 09:01:29 +07:00
Bruce Mitchener
7957179808 docs: Remove duplicate definitions. 2024-02-12 09:00:08 +07:00
Bruce Mitchener
3e79c4d799 docs: Additions and corrections.
* Add missing doc for `glm_vec4_one`.
* mat4: correct links to some functions.
2024-02-12 08:49:50 +07:00
Bruce Mitchener
af5048595f docs: Use .. note:: to display better.
Also, make sure the note content has a blank line after it to
remove a warning from Sphinx.
2024-02-11 23:43:35 +07:00
Bruce Mitchener
270d2b9d05 docs: Add missing aabb2d, fix broken link. 2024-02-11 23:43:35 +07:00
Recep Aslantas
eb9a200b6c Merge pull request #389 from waywardmonkeys/aabb2d-struct-api
aabb2d: Fix struct api.
2024-02-11 19:09:58 +03:00
Bruce Mitchener
fd661d1b43 aabb2d: Fix struct api. 2024-02-11 06:41:39 +07:00
Recep Aslantas
db6f9641ab Merge pull request #387 from waywardmonkeys/remove-narrowing-conversion
glm_ease_back_inout: Use float constant for float var.
2024-02-10 23:49:37 +03:00
Recep Aslantas
125002cfb3 Merge pull request #388 from waywardmonkeys/remove-appveyor
ci: Remove appveyor.
2024-02-10 23:43:25 +03:00
Bruce Mitchener
bb9a35caaf ci: Remove appveyor.
This is now handled by the GitHub Actions CI.
2024-02-10 22:47:33 +07:00
Recep Aslantas
b89315f2c5 Merge pull request #386 from waywardmonkeys/improve-ci
Add additional CI via GitHub Actions.
2024-02-10 17:29:42 +03:00
Bruce Mitchener
e80d163d71 glm_ease_back_inout: Use float constant for float var. 2024-02-10 19:47:38 +07:00
Bruce Mitchener
74c5e86d0c Add additional CI via GitHub Actions. 2024-02-10 14:10:12 +07:00
Recep Aslantas
45134b1265 Merge pull request #384 from waywardmonkeys/fix-more-typos
Fix typos.
2024-02-08 17:18:29 +03:00
Recep Aslantas
b63b2b90b3 Merge pull request #383 from tarhses/structapi-ivec
Implement struct API for ivec2, ivec3, and ivec4
2024-02-08 17:13:03 +03:00
Bruce Mitchener
e4419c4f18 Fix typos. 2024-02-08 15:12:30 +07:00
Pierre Luycx
17f3ea5fab Implement struct API for ivec2, ivec3, and ivec4 2024-02-07 20:53:40 +01:00
Recep Aslantas
a8685ed6ab Merge pull request #381 from vitassuper/vector_improvements
Add new functions for ivec2 and ivec3
2024-01-27 19:33:45 +03:00
Vitaliy Klychkov
029bead207 Update ivec2 and ivec3 documentation 2024-01-27 13:45:27 +00:00
Vitaliy Klychkov
30845124b4 Add additional functions for ivec2 and ivec3 2024-01-27 13:11:04 +00:00
Recep Aslantas
80d5064476 docs: update read the docs package versions 2024-01-15 21:44:48 +03:00
Recep Aslantas
2bd97f6599 Merge pull request #379 from recp/simd_min_max
simd: min / max helpers
2024-01-11 00:21:10 +03:00
Recep Aslantas
6d8dd42ac2 simd: use new glmm_min/max in vec4 where possible 2024-01-11 00:14:28 +03:00
Recep Aslantas
dab86796a4 simd: min / max helpers 2024-01-09 21:35:39 +03:00
Recep Aslantas
4b93cb3e05 Merge pull request #378 from recp/win32_intrin
win32, simd: ensure we are on msvc when checking MSVC specific headers
2024-01-08 00:10:43 +03:00
170 changed files with 5378 additions and 992 deletions

236
.github/workflows/ci.yml vendored Normal file
View File

@@ -0,0 +1,236 @@
name: CI
on:
push:
branches: [ "master" ]
pull_request:
branches: [ "master" ]
jobs:
build_autotools:
name: Autotools / ${{ matrix.os }}
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
os: [macos-12, macos-14, ubuntu-22.04]
steps:
- uses: actions/checkout@v4
- name: Install Autotools
if: runner.os == 'macOS'
run: brew upgrade && brew install autoconf automake libtool
- name: Generate Autotools
run: ./autogen.sh
- name: Configure Autotools
run: ./configure
- name: Build
run: make
- name: Test
run: make check
build_cmake_ios:
name: CMake / iOS
runs-on: macos-14
steps:
- uses: actions/checkout@v4
- name: Configure CMake
run: |
cmake \
-B build \
-GXcode \
-DCMAKE_SYSTEM_NAME=iOS \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED=NO \
-DCGLM_STATIC=ON \
-DCGLM_USE_TEST=ON
- name: Build
run: cmake --build build
build_cmake_macos:
name: CMake / ${{ matrix.os }}
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
os: [macos-12, macos-14]
steps:
- uses: actions/checkout@v4
- name: Install Ninja
if: runner.os == 'macOS'
run: brew upgrade && brew install ninja
- name: Configure CMake
run: |
cmake \
-B build \
-GNinja \
-DCMAKE_BUILD_TYPE=Release \
-DCGLM_STATIC=ON \
-DCGLM_USE_TEST=ON
- name: Build
run: cmake --build build
- name: Test
working-directory: build
run: ./tests
build_cmake_ubuntu:
name: CMake / ${{ matrix.target.os }} / ${{ matrix.target.cc }}
runs-on: ${{ matrix.target.os }}
strategy:
fail-fast: false
matrix:
target:
- { os: ubuntu-20.04, cc: gcc-11 }
- { os: ubuntu-22.04, cc: gcc-12 }
- { os: ubuntu-22.04, cc: gcc-13 }
- { os: ubuntu-20.04, cc: clang-12 }
- { os: ubuntu-22.04, cc: clang-15 }
steps:
- uses: actions/checkout@v4
- name: Install Compiler and Ninja
run: |
sudo apt-get update -y
sudo apt-get install -y ${{ matrix.target.cc }} ninja-build
- name: Configure CMake
run: |
cmake \
-B build \
-GNinja \
-DCMAKE_C_COMPILER=${{ matrix.target.cc }} \
-DCMAKE_BUILD_TYPE=Release \
-DCGLM_STATIC=ON \
-DCGLM_USE_TEST=ON
- name: Build
run: cmake --build build
- name: Test
working-directory: build
run: ./tests
build_cmake_windows:
name: CMake / ${{ matrix.platform.name }}
runs-on: windows-2022
strategy:
fail-fast: false
matrix:
platform:
- { name: Windows (x64), flags: -A x64 }
- { name: Windows (x86), flags: -A Win32 }
- { name: Windows (clang-cl x64), flags: -T ClangCL -A x64 }
- { name: Windows (clang-cl x86), flags: -T ClangCL -A Win32 }
- { name: Windows (ARM), flags: -A ARM, skip_tests: true, skip_build: true } # This fails to build.
- { name: Windows (ARM64), flags: -A ARM64, skip_tests: true }
- { name: UWP (ARM64), flags: -A ARM64, -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION="10.0", skip_tests: true }
- { name: UWP (x64), flags: -A x64 -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION="10.0", skip_tests: true }
steps:
- uses: actions/checkout@v4
- name: Configure CMake
run: cmake -B build `
-DCGLM_STATIC=ON `
-DCGLM_USE_TEST=ON `
${{ matrix.platform.flags }}
- name: Build
if: ${{ !matrix.platform.skip_build }}
run: cmake --build build --config Release --parallel
- name: Test
if: ${{ !matrix.platform.skip_tests }}
working-directory: build
run: .\Release\tests.exe
build_documentation:
name: Documentation
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
with:
python-version: '3.12'
- name: Install Dependencies
working-directory: docs
run: python3 -m pip install -r requirements.txt
- name: Build
working-directory: docs
run: sphinx-build -W --keep-going source build
build_meson:
name: Meson / ${{ matrix.os }}
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
os: [macos-14, ubuntu-22.04]
steps:
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
with:
python-version: '3.12'
cache: 'pip'
- name: Install meson
run: python3 -m pip install meson ninja
- name: Build
run: meson setup build -Dbuildtype=release --default-library=static -Dbuild_tests=true
- name: Test
run: meson test -C build
build_msbuild:
name: MSBuild / Windows
runs-on: windows-2022
# This has no test yet.
# It could also try building for ARM, ARM64, ARM64EC, but those fail currently.
steps:
- uses: actions/checkout@v4
- uses: microsoft/setup-msbuild@v2
- name: Build (x86)
working-directory: win
run: msbuild cglm.vcxproj /p:Configuration=Release /p:Platform=x86 /p:BuildInParallel=true
- name: Build (x64)
working-directory: win
run: msbuild cglm.vcxproj /p:Configuration=Release /p:Platform=x64 /p:BuildInParallel=true
build_swift:
name: Swift ${{ matrix.swift }} / ${{ matrix.os }}
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
os: [macos-12, macos-14, ubuntu-22.04]
# This has no test yet.
steps:
- uses: actions/checkout@v4
- name: Build
run: swift build

View File

@@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 3.8.2) cmake_minimum_required(VERSION 3.8.2)
project(cglm project(cglm
VERSION 0.9.3 VERSION 0.9.4
HOMEPAGE_URL https://github.com/recp/cglm HOMEPAGE_URL https://github.com/recp/cglm
DESCRIPTION "OpenGL Mathematics (glm) for C" DESCRIPTION "OpenGL Mathematics (glm) for C"
LANGUAGES C LANGUAGES C
@@ -32,18 +32,23 @@ if(CGLM_USE_C99)
endif() endif()
if(MSVC) if(MSVC)
add_definitions(-DNDEBUG -D_WINDOWS -D_USRDLL) add_definitions(-D_WINDOWS -D_USRDLL)
add_compile_options(/W3 /Ox /Gy /Oi /TC)
if(NOT CMAKE_BUILD_TYPE MATCHES Debug)
# Ref: https://skia.googlesource.com/third_party/sdl/+/refs/heads/master/CMakeLists.txt#225 add_definitions(-DNDEBUG)
# Make sure /RTC1 is disabled, otherwise it will use functions from the CRT add_compile_options(/W3 /Ox /Gy /Oi /TC)
foreach(flag_var foreach(flag_var
CMAKE_C_FLAGS CMAKE_C_FLAGS_DEBUG CMAKE_C_FLAGS_RELEASE CMAKE_C_FLAGS CMAKE_C_FLAGS_DEBUG CMAKE_C_FLAGS_RELEASE
CMAKE_C_FLAGS_MINSIZEREL CMAKE_C_FLAGS_RELWITHDEBINFO) CMAKE_C_FLAGS_MINSIZEREL CMAKE_C_FLAGS_RELWITHDEBINFO)
string(REGEX REPLACE "/RTC(su|[1su])" "" ${flag_var} "${${flag_var}}") string(REGEX REPLACE "/RTC(su|[1su])" "" ${flag_var} "${${flag_var}}")
endforeach(flag_var) endforeach(flag_var)
endif()
else() else()
add_compile_options(-Wall -O3) add_compile_options(-Wall)
if(NOT CMAKE_BUILD_TYPE MATCHES Debug)
add_compile_options(-O3)
endif()
endif() endif()
get_directory_property(hasParent PARENT_DIRECTORY) get_directory_property(hasParent PARENT_DIRECTORY)

14
CREDITS
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@@ -82,3 +82,17 @@ http://github.com/microsoft/DirectXMath
17. Pick Matrix 17. Pick Matrix
glu project -> project.c glu project -> project.c
18. Ray sphere intersection
RAY TRACING GEMS
HIGH-QUALITY AND REAL-TIME RENDERING WITH DXR AND OTHER APIS
CHAPTER 7
Precision Improvements for Ray/Sphere Intersection
Eric Haines (1), Johannes Günther (2), and Tomas Akenine-Möller (1)
(1) NVIDIA
(2) Intel
Wyman, C., and Haines, E. Getting Started with RTX Ray Tracing.
https://github.com/NVIDIAGameWorks/GettingStartedWithRTXRayTracing

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@@ -198,10 +198,13 @@ cglm_struct_HEADERS = include/cglm/struct/mat4.h \
include/cglm/struct/affine2d.h \ include/cglm/struct/affine2d.h \
include/cglm/struct/vec2.h \ include/cglm/struct/vec2.h \
include/cglm/struct/vec2-ext.h \ include/cglm/struct/vec2-ext.h \
include/cglm/struct/ivec2.h \
include/cglm/struct/vec3.h \ include/cglm/struct/vec3.h \
include/cglm/struct/vec3-ext.h \ include/cglm/struct/vec3-ext.h \
include/cglm/struct/ivec3.h \
include/cglm/struct/vec4.h \ include/cglm/struct/vec4.h \
include/cglm/struct/vec4-ext.h \ include/cglm/struct/vec4-ext.h \
include/cglm/struct/ivec4.h \
include/cglm/struct/io.h \ include/cglm/struct/io.h \
include/cglm/struct/cam.h \ include/cglm/struct/cam.h \
include/cglm/struct/quat.h \ include/cglm/struct/quat.h \
@@ -213,7 +216,8 @@ cglm_struct_HEADERS = include/cglm/struct/mat4.h \
include/cglm/struct/project.h \ include/cglm/struct/project.h \
include/cglm/struct/sphere.h \ include/cglm/struct/sphere.h \
include/cglm/struct/color.h \ include/cglm/struct/color.h \
include/cglm/struct/curve.h include/cglm/struct/curve.h \
include/cglm/struct/ray.h
cglm_struct_clipspacedir=$(includedir)/cglm/struct/clipspace cglm_struct_clipspacedir=$(includedir)/cglm/struct/clipspace
cglm_struct_clipspace_HEADERS = include/cglm/struct/clipspace/persp_lh_no.h \ cglm_struct_clipspace_HEADERS = include/cglm/struct/clipspace/persp_lh_no.h \

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@@ -5,14 +5,10 @@
</p> </p>
<br> <br>
<p align="center"> <p align="center">
<a href="https://travis-ci.com/recp/cglm"> <a href="https://github.com/recp/cglm/actions/workflows/ci.yml">
<img src="https://travis-ci.com/recp/cglm.svg?branch=master" <img src="https://github.com/recp/cglm/actions/workflows/ci.yml/badge.svg"
alt="Build Status"> alt="Build Status">
</a> </a>
<a href="https://ci.appveyor.com/project/recp/cglm/branch/master">
<img src="https://ci.appveyor.com/api/projects/status/av7l3gc0yhfex8y4/branch/master?svg=true"
alt="Windows Build Status">
</a>
<a href="http://cglm.readthedocs.io/en/latest/?badge=latest"> <a href="http://cglm.readthedocs.io/en/latest/?badge=latest">
<img src="https://readthedocs.org/projects/cglm/badge/?version=latest" <img src="https://readthedocs.org/projects/cglm/badge/?version=latest"
alt="Documentation Status"> alt="Documentation Status">
@@ -66,7 +62,7 @@ you have the latest version
- **[major change]** by starting v0.5.0, vec3 functions use **glm_vec3_** namespace, it was **glm_vec_** until v0.5.0 - **[major change]** by starting v0.5.0, vec3 functions use **glm_vec3_** namespace, it was **glm_vec_** until v0.5.0
- **[major change]** by starting v0.5.1, built-in alignment is removed from **vec3** and **mat3** types - **[major change]** by starting v0.5.1, built-in alignment is removed from **vec3** and **mat3** types
- **[major change]** by starting v0.7.3, inline print functions are disabled in release/production mode to eliminate print costs (see options in documentation). Print output also improved. You can disable colors if you need (see documentation) - **[major change]** by starting v0.7.3, inline print functions are disabled in release/production mode to eliminate print costs (see options in documentation). Print output also improved. You can disable colors if you need (see documentation)
- **[major change]** by starting v0.8.3, **cglm** supports alternative clipspace configuations e.g. Left Handed, Zero-to-One (_zo)... `CGLM_FORCE_DEPTH_ZERO_TO_ONE` and `CGLM_FORCE_LEFT_HANDED` is provided to control clipspace. You should be able to use **cglm** with Vulkan, DirectX and Metal now... see https://cglm.readthedocs.io/en/latest/opt.html#clipspace-option-s - **[major change]** by starting v0.8.3, **cglm** supports alternative clipspace configurations e.g. Left Handed, Zero-to-One (_zo)... `CGLM_FORCE_DEPTH_ZERO_TO_ONE` and `CGLM_FORCE_LEFT_HANDED` is provided to control clipspace. You should be able to use **cglm** with Vulkan, DirectX and Metal now... see https://cglm.readthedocs.io/en/latest/opt.html#clipspace-option-s
#### 📌 Note for C++ developers: #### 📌 Note for C++ developers:
If you are not aware of the original GLM library yet, you may also want to look at: If you are not aware of the original GLM library yet, you may also want to look at:
@@ -108,7 +104,7 @@ https://github.com/g-truc/glm
## 🚀 Features ## 🚀 Features
- **scalar** and **simd** (sse, avx, neon...) optimizations - **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) - option to use different clipspaces e.g. Left Handed, Zero-to-One... (currently right handed negative-one is default)
- array api and struct api, you can use arrays or structs. - array api and struct api, you can use arrays or structs.
- general purpose matrix operations (mat4, mat3) - general purpose matrix operations (mat4, mat3)
- chain matrix multiplication (square only) - chain matrix multiplication (square only)
@@ -148,7 +144,7 @@ To call pre-compiled versions, just use `glmc_` (c stands for 'call') instead of
glm_mul(trans, rot, rt); /* inline */ glm_mul(trans, rot, rt); /* inline */
glmc_mul(trans, rot, rt); /* call from library */ glmc_mul(trans, rot, rt); /* call from library */
``` ```
Most of math functions are optimized manualy with SSE2 if available, if not? Dont worry there are non-sse versions of all operations Most of math functions are optimized manually with SSE2 if available, if not? Dont worry there are non-sse versions of all operations
You can pass matrices and vectors as array to functions rather than get address. You can pass matrices and vectors as array to functions rather than get address.

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@@ -1,7 +0,0 @@
image: Visual Studio 2017
build_script:
- ps: >-
cd win
.\build.bat

0
autogen.sh Normal file → Executable file
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@@ -2,7 +2,7 @@ Pod::Spec.new do |s|
# Description # Description
s.name = "cglm" s.name = "cglm"
s.version = "0.9.2" s.version = "0.9.3"
s.summary = "📽 Highly Optimized Graphics Math (glm) for C" s.summary = "📽 Highly Optimized Graphics Math (glm) for C"
s.description = <<-DESC s.description = <<-DESC
cglm is math library for graphics programming for C. See the documentation or README for all features. cglm is math library for graphics programming for C. See the documentation or README for all features.

View File

@@ -7,7 +7,7 @@
#***************************************************************************** #*****************************************************************************
AC_PREREQ([2.69]) AC_PREREQ([2.69])
AC_INIT([cglm], [0.9.3], [info@recp.me]) AC_INIT([cglm], [0.9.4], [info@recp.me])
AM_INIT_AUTOMAKE([-Wall foreign subdir-objects serial-tests]) AM_INIT_AUTOMAKE([-Wall foreign subdir-objects serial-tests])
# Don't use the default cflags (-O2 -g), we set ours manually in Makefile.am. # Don't use the default cflags (-O2 -g), we set ours manually in Makefile.am.

0
docs/make.bat Normal file → Executable file
View File

View File

@@ -1,4 +1,4 @@
# Defining the exact version will make sure things don't break # Defining the exact version will make sure things don't break
sphinx==5.3.0 sphinx==7.2.6
sphinx_rtd_theme==1.1.1 sphinx_rtd_theme==2.0.0
readthedocs-sphinx-search==0.1.1 readthedocs-sphinx-search==0.3.2

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@@ -17,16 +17,22 @@ convert it before and after calling a cglm aabb2d function.
Table of contents (click to go): Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. :c:func:`glm_aabb2d_size`
Functions: Functions:
1. :c:func:`glm_aabb2d_copy` 1. :c:func:`glm_aabb2d_copy`
#. :c:func:`glm_aabb2d_zero`
#. :c:func:`glm_aabb2d_transform` #. :c:func:`glm_aabb2d_transform`
#. :c:func:`glm_aabb2d_merge` #. :c:func:`glm_aabb2d_merge`
#. :c:func:`glm_aabb2d_crop` #. :c:func:`glm_aabb2d_crop`
#. :c:func:`glm_aabb2d_crop_until` #. :c:func:`glm_aabb2d_crop_until`
#. :c:func:`glm_aabb2d_invalidate` #. :c:func:`glm_aabb2d_invalidate`
#. :c:func:`glm_aabb2d_isvalid` #. :c:func:`glm_aabb2d_isvalid`
#. :c:func:`glm_aabb2d_size` #. :c:func:`glm_aabb2d_diag`
#. :c:func:`glm_aabb2d_sizev`
#. :c:func:`glm_aabb2d_radius` #. :c:func:`glm_aabb2d_radius`
#. :c:func:`glm_aabb2d_center` #. :c:func:`glm_aabb2d_center`
#. :c:func:`glm_aabb2d_aabb` #. :c:func:`glm_aabb2d_aabb`
@@ -45,6 +51,13 @@ Functions documentation
| *[in]* **aabb** bounding box | *[in]* **aabb** bounding box
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_aabb2d_zero(vec2 aabb[2])
| makes all members of [aabb] 0.0f (zero)
Parameters:
| *[in, out]* **aabb** bounding box
.. c:function:: void glm_aabb2d_transform(vec2 aabb[2], mat3 m, vec2 dest[2]) .. c:function:: void glm_aabb2d_transform(vec2 aabb[2], mat3 m, vec2 dest[2])
| apply transform to Axis-Aligned Bounding Box | apply transform to Axis-Aligned Bounding Box
@@ -89,7 +102,7 @@ Functions documentation
Parameters: Parameters:
| *[in]* **aabb** bounding box | *[in]* **aabb** bounding box
| *[in]* **cropAabb** crop box | *[in]* **cropAabb** crop box
| *[in]* **clampAabb** miniumum box | *[in]* **clampAabb** minimum box
| *[out]* **dest** cropped bounding box | *[out]* **dest** cropped bounding box
.. c:function:: void glm_aabb2d_invalidate(vec2 aabb[2]) .. c:function:: void glm_aabb2d_invalidate(vec2 aabb[2])
@@ -111,9 +124,9 @@ Functions documentation
Returns: Returns:
returns true if aabb is valid otherwise false returns true if aabb is valid otherwise false
.. c:function:: float glm_aabb2d_size(vec2 aabb[2]) .. c:function:: float glm_aabb2d_diag(vec2 aabb[2])
| distance between of min and max | distance between min and max
Parameters: Parameters:
| *[in]* **aabb** bounding box | *[in]* **aabb** bounding box
@@ -121,6 +134,18 @@ Functions documentation
Returns: Returns:
distance between min - max distance between min - max
.. c:function:: void glm_aabb2d_sizev(vec2 aabb[2], vec2 dest)
| size vector of aabb
Parameters:
| *[in]* **aabb** bounding box
| *[out]* **dest** size vector
Returns:
size vector of aabb max - min
.. c:function:: float glm_aabb2d_radius(vec2 aabb[2]) .. c:function:: float glm_aabb2d_radius(vec2 aabb[2])
| radius of sphere which surrounds AABB | radius of sphere which surrounds AABB

View File

@@ -3,7 +3,7 @@
3D Affine Transforms (common) 3D Affine Transforms (common)
================================================================================ ================================================================================
Common transfrom functions. Common transform functions.
Table of contents (click to go): Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -30,7 +30,7 @@ Functions documentation
creates NEW translate transform matrix by *v* vector. creates NEW translate transform matrix by *v* vector.
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **v** translate vector [x, y, z] | *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest) .. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest)
@@ -38,7 +38,7 @@ Functions documentation
scale existing transform matrix by *v* vector and store result in dest scale existing transform matrix by *v* vector and store result in dest
Parameters: Parameters:
| *[in]* **m** affine transfrom | *[in]* **m** affine transform
| *[in]* **v** scale vector [x, y, z] | *[in]* **v** scale vector [x, y, z]
| *[out]* **dest** scaled matrix | *[out]* **dest** scaled matrix
@@ -47,7 +47,7 @@ Functions documentation
creates NEW scale matrix by v vector creates NEW scale matrix by v vector
Parameters: Parameters:
| *[out]* **m** affine transfrom | *[out]* **m** affine transform
| *[in]* **v** scale vector [x, y, z] | *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale(mat4 m, vec3 v) .. c:function:: void glm_scale(mat4 m, vec3 v)
@@ -56,7 +56,7 @@ Functions documentation
and stores result in same matrix and stores result in same matrix
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **v** scale vector [x, y, z] | *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale_uni(mat4 m, float s) .. c:function:: void glm_scale_uni(mat4 m, float s)
@@ -65,7 +65,7 @@ Functions documentation
and stores result in same matrix and stores result in same matrix
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **v** scale factor | *[in]* **v** scale factor
.. c:function:: void glm_rotate_make(mat4 m, float angle, vec3 axis) .. c:function:: void glm_rotate_make(mat4 m, float angle, vec3 axis)
@@ -74,7 +74,7 @@ Functions documentation
axis will be normalized so you don't need to normalize it axis will be normalized so you don't need to normalize it
Parameters: Parameters:
| *[out]* **m** affine transfrom | *[out]* **m** affine transform
| *[in]* **axis** angle (radians) | *[in]* **axis** angle (radians)
| *[in]* **axis** axis | *[in]* **axis** axis
@@ -86,7 +86,7 @@ Functions documentation
| this should work faster than glm_rotate_at because it reduces one glm_translate. | this should work faster than glm_rotate_at because it reduces one glm_translate.
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **pivot** pivot, anchor point, rotation center | *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians) | *[in]* **angle** angle (radians)
| *[in]* **axis** axis | *[in]* **axis** axis
@@ -123,7 +123,7 @@ Functions documentation
DON'T pass projected matrix here DON'T pass projected matrix here
Parameters: Parameters:
| *[in]* **m** affine transfrom | *[in]* **m** affine transform
| *[out]* **t** translation vector | *[out]* **t** translation vector
| *[out]* **r** rotation matrix (mat4) | *[out]* **r** rotation matrix (mat4)
| *[out]* **s** scaling vector [X, Y, Z] | *[out]* **s** scaling vector [X, Y, Z]

View File

@@ -25,7 +25,7 @@ You cannot use :c:func:`glm_mul` anymore.
Same is also true for :c:func:`glm_inv_tr` if you only have rotation and Same is also true for :c:func:`glm_inv_tr` if you only have rotation and
translation then it will work as expected, otherwise you cannot use that. translation then it will work as expected, otherwise you cannot use that.
In the future it may accept scale factors too but currectly it does not. In the future it may accept scale factors too but currently it does not.
Table of contents (click func go): Table of contents (click func go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

View File

@@ -3,10 +3,8 @@
3D Affine Transforms (post) 3D Affine Transforms (post)
================================================================================ ================================================================================
Post transfrom functions are similar to pre transform functions except order of application is reversed. Post transform 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. Post transform functions are applied after the object is transformed with given (model matrix) transform.
Ther are named af
Table of contents (click to go): Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -33,7 +31,7 @@ Functions documentation
translate existing transform matrix by *v* vector and store result in dest translate existing transform matrix by *v* vector and store result in dest
Parameters: Parameters:
| *[in]* **m** affine transfrom | *[in]* **m** affine transform
| *[in]* **v** translate vector [x, y, z] | *[in]* **v** translate vector [x, y, z]
| *[out]* **dest** translated matrix | *[out]* **dest** translated matrix
@@ -43,7 +41,7 @@ Functions documentation
and stores result in same matrix and stores result in same matrix
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **v** translate vector [x, y, z] | *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_translated_x(mat4 m, float x) .. c:function:: void glm_translated_x(mat4 m, float x)
@@ -51,7 +49,7 @@ Functions documentation
translate existing transform matrix by x factor translate existing transform matrix by x factor
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **v** x factor | *[in]* **v** x factor
.. c:function:: void glm_translated_y(mat4 m, float y) .. c:function:: void glm_translated_y(mat4 m, float y)
@@ -59,7 +57,7 @@ Functions documentation
translate existing transform matrix by *y* factor translate existing transform matrix by *y* factor
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **v** y factor | *[in]* **v** y factor
.. c:function:: void glm_translated_z(mat4 m, float z) .. c:function:: void glm_translated_z(mat4 m, float z)
@@ -67,7 +65,7 @@ Functions documentation
translate existing transform matrix by *z* factor translate existing transform matrix by *z* factor
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **v** z factor | *[in]* **v** z factor
.. c:function:: void glm_rotated_x(mat4 m, float angle, mat4 dest) .. c:function:: void glm_rotated_x(mat4 m, float angle, mat4 dest)
@@ -76,7 +74,7 @@ Functions documentation
and store result in dest and store result in dest
Parameters: Parameters:
| *[in]* **m** affine transfrom | *[in]* **m** affine transform
| *[in]* **angle** angle (radians) | *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix | *[out]* **dest** rotated matrix
@@ -86,7 +84,7 @@ Functions documentation
and store result in dest and store result in dest
Parameters: Parameters:
| *[in]* **m** affine transfrom | *[in]* **m** affine transform
| *[in]* **angle** angle (radians) | *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix | *[out]* **dest** rotated matrix
@@ -96,7 +94,7 @@ Functions documentation
and store result in dest and store result in dest
Parameters: Parameters:
| *[in]* **m** affine transfrom | *[in]* **m** affine transform
| *[in]* **angle** angle (radians) | *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix | *[out]* **dest** rotated matrix
@@ -105,7 +103,7 @@ Functions documentation
rotate existing transform matrix around Z axis by angle and axis rotate existing transform matrix around Z axis by angle and axis
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **angle** angle (radians) | *[in]* **angle** angle (radians)
| *[in]* **axis** axis | *[in]* **axis** axis
@@ -114,7 +112,7 @@ Functions documentation
rotate existing transform around given axis by angle at given pivot point (rotation center) rotate existing transform around given axis by angle at given pivot point (rotation center)
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **pivot** pivot, anchor point, rotation center | *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians) | *[in]* **angle** angle (radians)
| *[in]* **axis** axis | *[in]* **axis** axis
@@ -124,6 +122,6 @@ Functions documentation
| rotate existing transform matrix around given axis by angle around self (doesn't affected by position) | rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **angle** angle (radians) | *[in]* **angle** angle (radians)
| *[in]* **axis** axis | *[in]* **axis** axis

View File

@@ -3,7 +3,7 @@
3D Affine Transforms (pre) 3D Affine Transforms (pre)
================================================================================ ================================================================================
Pre transfrom functions which are regular transfrom functions. Pre transform functions which are regular transform functions.
Table of contents (click to go): Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -41,7 +41,7 @@ Functions documentation
translate existing transform matrix by *v* vector and store result in dest translate existing transform matrix by *v* vector and store result in dest
Parameters: Parameters:
| *[in]* **m** affine transfrom | *[in]* **m** affine transform
| *[in]* **v** translate vector [x, y, z] | *[in]* **v** translate vector [x, y, z]
| *[out]* **dest** translated matrix | *[out]* **dest** translated matrix
@@ -51,7 +51,7 @@ Functions documentation
and stores result in same matrix and stores result in same matrix
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **v** translate vector [x, y, z] | *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_translate_x(mat4 m, float x) .. c:function:: void glm_translate_x(mat4 m, float x)
@@ -59,7 +59,7 @@ Functions documentation
translate existing transform matrix by x factor translate existing transform matrix by x factor
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **v** x factor | *[in]* **v** x factor
.. c:function:: void glm_translate_y(mat4 m, float y) .. c:function:: void glm_translate_y(mat4 m, float y)
@@ -67,7 +67,7 @@ Functions documentation
translate existing transform matrix by *y* factor translate existing transform matrix by *y* factor
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **v** y factor | *[in]* **v** y factor
.. c:function:: void glm_translate_z(mat4 m, float z) .. c:function:: void glm_translate_z(mat4 m, float z)
@@ -75,59 +75,16 @@ Functions documentation
translate existing transform matrix by *z* factor translate existing transform matrix by *z* factor
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **v** z factor | *[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) .. c:function:: void glm_rotate_x(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around X axis by angle rotate existing transform matrix around X axis by angle
and store result in dest and store result in dest
Parameters: Parameters:
| *[in]* **m** affine transfrom | *[in]* **m** affine transform
| *[in]* **angle** angle (radians) | *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix | *[out]* **dest** rotated matrix
@@ -137,7 +94,7 @@ Functions documentation
and store result in dest and store result in dest
Parameters: Parameters:
| *[in]* **m** affine transfrom | *[in]* **m** affine transform
| *[in]* **angle** angle (radians) | *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix | *[out]* **dest** rotated matrix
@@ -147,26 +104,33 @@ Functions documentation
and store result in dest and store result in dest
Parameters: Parameters:
| *[in]* **m** affine transfrom | *[in]* **m** affine transform
| *[in]* **angle** angle (radians) | *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix | *[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) .. c:function:: void glm_rotate(mat4 m, float angle, vec3 axis)
rotate existing transform matrix around Z axis by angle and axis rotate existing transform matrix around given axis by angle at ORIGIN (0,0,0)
**❗IMPORTANT ❗️**
If you need to rotate object around itself e.g. center of object or at
some point [of object] then `glm_rotate_at()` would be better choice to do so.
Even if object's model transform is identiy, rotation may not be around
center of object if object does not lay out at ORIGIN perfectly.
Using `glm_rotate_at()` with center of bounding shape ( AABB, Sphere ... )
would be an easy option to rotate around object if object is not at origin.
One another option to rotate around itself at any point is `glm_spin()`
which is perfect if only rotating around model position is desired e.g. not
specific point on model for instance center of geometry or center of mass,
again if geometry is not perfectly centered at origin at identity transform,
rotation may not be around geometry.
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **angle** angle (radians) | *[in]* **angle** angle (radians)
| *[in]* **axis** axis | *[in]* **axis** axis
@@ -175,66 +139,16 @@ Functions documentation
rotate existing transform around given axis by angle at given pivot point (rotation center) rotate existing transform around given axis by angle at given pivot point (rotation center)
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **pivot** pivot, anchor point, rotation center | *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians) | *[in]* **angle** angle (radians)
| *[in]* **axis** axis | *[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) .. 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) | rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **angle** angle (radians) | *[in]* **angle** angle (radians)
| *[in]* **axis** axis | *[in]* **axis** axis

View File

@@ -13,7 +13,7 @@ Post functions (`T' = T * Tnew`) are like `glm_translated`, `glm_rotated` which
`glm_translate`, `glm_rotate` are pre functions and are similar to C++ **glm** which you are familiar with. `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, 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). they are useful in some cases, e.g. append transform to existing transform (apply/append transform as last transform 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. Post functions are named after pre functions with `ed` suffix, e.g. `glm_translate` -> `glm_translated`. So don't mix them up.
@@ -24,7 +24,7 @@ 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 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 you didn't have any existing matrix you have to initialize matrix to identity
before sending to transfrom functions. before sending to transform functions.
There are also functions to decompose transform matrix. These functions can't There are also functions to decompose transform matrix. These functions can't
decompose matrix after projected. decompose matrix after projected.
@@ -35,7 +35,7 @@ Rotation Center
Rotating functions uses origin as rotation center (pivot/anchor point), Rotating functions uses origin as rotation center (pivot/anchor point),
since scale factors are stored in rotation matrix, same may also true for scalling. since scale factors are stored in rotation matrix, same may also true for scalling.
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 algorithm ("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. 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. These functions are useful for rotating around center of object.
@@ -43,7 +43,7 @@ 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)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you want to rotate model around arbibtrary point follow these steps: If you want to rotate model around arbitrary point follow these steps:
1. Move model from pivot point to origin: **translate(-pivot.x, -pivot.y, -pivot.z)** 1. Move model from pivot point to origin: **translate(-pivot.x, -pivot.y, -pivot.z)**
2. Apply rotation (or scaling maybe) 2. Apply rotation (or scaling maybe)
@@ -82,11 +82,11 @@ helpers functions works like this (cglm provides reverse order as `ed` suffix e.
.. code-block:: c .. code-block:: c
:linenos: :linenos:
TransformMatrix = TransformMatrix * TraslateMatrix; // glm_translate() TransformMatrix = TransformMatrix * TranslateMatrix; // glm_translate()
TransformMatrix = TransformMatrix * RotateMatrix; // glm_rotate(), glm_quat_rotate() TransformMatrix = TransformMatrix * RotateMatrix; // glm_rotate(), glm_quat_rotate()
TransformMatrix = TransformMatrix * ScaleMatrix; // glm_scale() TransformMatrix = TransformMatrix * ScaleMatrix; // glm_scale()
As you can see it is multipled as right matrix. For instance what will happen if you call `glm_translate` twice? As you can see it is multiplied as right matrix. For instance what will happen if you call `glm_translate` twice?
.. code-block:: c .. code-block:: c
:linenos: :linenos:

View File

@@ -14,7 +14,7 @@ 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 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 you didn't have any existing matrix you have to initialize matrix to identity
before sending to transfrom functions. before sending to transform functions.
Transforms Order Transforms Order
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -45,7 +45,7 @@ Functions:
translate existing 2d transform matrix by *v* vector and stores result in same matrix translate existing 2d transform matrix by *v* vector and stores result in same matrix
Parameters: Parameters:
| *[in, out]* **m** 2d affine transfrom | *[in, out]* **m** 2d affine transform
| *[in]* **v** translate vector [x, y] | *[in]* **v** translate vector [x, y]
.. c:function:: void glm_translate2d_to(mat3 m, vec2 v, mat3 dest) .. c:function:: void glm_translate2d_to(mat3 m, vec2 v, mat3 dest)
@@ -53,7 +53,7 @@ Functions:
translate existing 2d transform matrix by *v* vector and store result in dest translate existing 2d transform matrix by *v* vector and store result in dest
Parameters: Parameters:
| *[in]* **m** 2d affine transfrom | *[in]* **m** 2d affine transform
| *[in]* **v** translate vector [x, y] | *[in]* **v** translate vector [x, y]
| *[out]* **dest** translated matrix | *[out]* **dest** translated matrix
@@ -62,7 +62,7 @@ Functions:
translate existing 2d transform matrix by x factor translate existing 2d transform matrix by x factor
Parameters: Parameters:
| *[in, out]* **m** 2d affine transfrom | *[in, out]* **m** 2d affine transform
| *[in]* **x** x factor | *[in]* **x** x factor
.. c:function:: void glm_translate2d_y(mat3 m, float y) .. c:function:: void glm_translate2d_y(mat3 m, float y)
@@ -70,7 +70,7 @@ Functions:
translate existing 2d transform matrix by y factor translate existing 2d transform matrix by y factor
Parameters: Parameters:
| *[in, out]* **m** 2d affine transfrom | *[in, out]* **m** 2d affine transform
| *[in]* **y** y factor | *[in]* **y** y factor
.. c:function:: void glm_translate2d_make(mat3 m, vec2 v) .. c:function:: void glm_translate2d_make(mat3 m, vec2 v)
@@ -78,7 +78,7 @@ Functions:
creates NEW translate 2d transform matrix by *v* vector creates NEW translate 2d transform matrix by *v* vector
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **v** translate vector [x, y] | *[in]* **v** translate vector [x, y]
.. c:function:: void glm_scale2d_to(mat3 m, vec2 v, mat3 dest) .. c:function:: void glm_scale2d_to(mat3 m, vec2 v, mat3 dest)
@@ -86,7 +86,7 @@ Functions:
scale existing 2d transform matrix by *v* vector and store result in dest scale existing 2d transform matrix by *v* vector and store result in dest
Parameters: Parameters:
| *[in]* **m** affine transfrom | *[in]* **m** affine transform
| *[in]* **v** scale vector [x, y] | *[in]* **v** scale vector [x, y]
| *[out]* **dest** scaled matrix | *[out]* **dest** scaled matrix
@@ -95,7 +95,7 @@ Functions:
creates NEW 2d scale matrix by *v* vector creates NEW 2d scale matrix by *v* vector
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **v** scale vector [x, y] | *[in]* **v** scale vector [x, y]
.. c:function:: void glm_scale2d(mat3 m, vec2 v) .. c:function:: void glm_scale2d(mat3 m, vec2 v)
@@ -103,7 +103,7 @@ Functions:
scales existing 2d transform matrix by *v* vector and stores result in same matrix scales existing 2d transform matrix by *v* vector and stores result in same matrix
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **v** translate vector [x, y] | *[in]* **v** translate vector [x, y]
.. c:function:: void glm_scale2d_uni(mat3 m, float s) .. c:function:: void glm_scale2d_uni(mat3 m, float s)
@@ -111,7 +111,7 @@ Functions:
applies uniform scale to existing 2d transform matrix v = [s, s] and stores result in same matrix applies uniform scale to existing 2d transform matrix v = [s, s] and stores result in same matrix
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **s** scale factor | *[in]* **s** scale factor
.. c:function:: void glm_rotate2d_make(mat3 m, float angle) .. c:function:: void glm_rotate2d_make(mat3 m, float angle)
@@ -119,7 +119,7 @@ Functions:
creates NEW rotation matrix by angle around *Z* axis creates NEW rotation matrix by angle around *Z* axis
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **angle** angle (radians) | *[in]* **angle** angle (radians)
.. c:function:: void glm_rotate2d(mat3 m, float angle) .. c:function:: void glm_rotate2d(mat3 m, float angle)
@@ -127,7 +127,7 @@ Functions:
rotate existing 2d transform matrix around *Z* axis by angle and store result in same matrix rotate existing 2d transform matrix around *Z* axis by angle and store result in same matrix
Parameters: Parameters:
| *[in, out]* **m** affine transfrom | *[in, out]* **m** affine transform
| *[in]* **angle** angle (radians) | *[in]* **angle** angle (radians)
.. c:function:: void glm_rotate2d_to(mat3 m, float angle, mat3 dest) .. c:function:: void glm_rotate2d_to(mat3 m, float angle, mat3 dest)
@@ -135,6 +135,6 @@ Functions:
rotate existing 2d transform matrix around *Z* axis by angle and store result in dest rotate existing 2d transform matrix around *Z* axis by angle and store result in dest
Parameters: Parameters:
| *[in]* **m** affine transfrom | *[in]* **m** affine transform
| *[in]* **angle** angle (radians) | *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix | *[out]* **dest** rotated matrix

View File

@@ -9,7 +9,7 @@ In the future there may be option to forward struct api to call api instead of i
📌 **USE this API docs for similar functions in struct and call api** 📌 **USE this API docs for similar functions in struct and call api**
📌 In struct api you can omit namespace e.g :code:`glms_vec3_dot` can be called as :code:`vec3_dot` in struct api, see :doc:`struct-api` to configure struct api for more details. 📌 In struct api you can omit namespace e.g :code:`glms_vec3_dot` can be called as :code:`vec3_dot` in struct api, see :doc:`api_struct` to configure struct api for more details.
📌 In struct api functions can return struct/union 📌 In struct api functions can return struct/union
📌 In struct api you can access items like **.x**, **.y**, **.z**, **.w**, **.r**, **.g**, **.b**, **.a**, **.m00**, **m01**... 📌 In struct api you can access items like **.x**, **.y**, **.z**, **.w**, **.r**, **.g**, **.b**, **.a**, **.m00**, **m01**...
@@ -43,6 +43,7 @@ Follow the :doc:`build` documentation for this
cam cam
frustum frustum
box box
aabb2d
quat quat
euler euler
mat2 mat2

View File

@@ -10,7 +10,7 @@ Also struct api `s` suffix to namespace e.g. `glms_vec3_add`, `glms_mat4_mul` et
By starting v0.9.0, struct api namespace is configurable. We can omit **glms_** namespace or By starting v0.9.0, struct api namespace is configurable. We can omit **glms_** namespace or
even change it with custom name to move existing api integrations to **cglm** more easliy... even change it with custom name to move existing api integrations to **cglm** more easliy...
We can also add **s** to functin names if we want e.g. `glms_vec3_add()` -> `vec3_add()` or `vec3s_add()`. We can also add **s** to function names if we want e.g. `glms_vec3_add()` -> `vec3_add()` or `vec3s_add()`.
By including **cglm/struct.h** header you will include all struct api. It will also include **cglm/cglm.h** too. By including **cglm/struct.h** header you will include all struct api. It will also include **cglm/cglm.h** too.
Since struct apis are inline you don't need to build or link *cglm* against Since struct apis are inline you don't need to build or link *cglm* against
@@ -91,6 +91,9 @@ To configure the Struct API namespace, you can define the following macros befor
- **CGLM_STRUCT_API_NS**: define name space for struct api, DEFAULT is **glms** - **CGLM_STRUCT_API_NS**: define name space for struct api, DEFAULT is **glms**
- **CGLM_STRUCT_API_NAME_SUFFIX**: define name suffix, DEFAULT is **empty** e.g defining it as #define CGLM_STRUCT_API_NAME_SUFFIX s will add s suffix to mat4_mul -> mat4s_mul - **CGLM_STRUCT_API_NAME_SUFFIX**: define name suffix, DEFAULT is **empty** e.g defining it as #define CGLM_STRUCT_API_NAME_SUFFIX s will add s suffix to mat4_mul -> mat4s_mul
❗️ IMPORTANT ❗️
It's a good idea to set up your config macros in build settings like CMake, Xcode, or Visual Studio. This is especially important if you're using features like Modules in Xcode, where adding macros directly before the **cglm** headers might not work.
Detailed documentation for Struct API: Detailed documentation for Struct API:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

View File

@@ -82,7 +82,7 @@ Functions documentation
Parameters: Parameters:
| *[in]* **box** bounding box | *[in]* **box** bounding box
| *[in]* **cropBox** crop box | *[in]* **cropBox** crop box
| *[in]* **clampBox** miniumum box | *[in]* **clampBox** minimum box
| *[out]* **dest** cropped bounding box | *[out]* **dest** cropped bounding box
.. c:function:: bool glm_aabb_frustum(vec3 box[2], vec4 planes[6]) .. c:function:: bool glm_aabb_frustum(vec3 box[2], vec4 planes[6])

View File

@@ -3,9 +3,9 @@ Build cglm
| **cglm** does not have any external dependencies. | **cglm** does not have any external dependencies.
**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): CMake (All platforms):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

View File

@@ -3,17 +3,17 @@
precompiled functions (call) precompiled functions (call)
================================================================================ ================================================================================
All funcitons in **glm_** namespace are forced to **inline**. All functions in **glm_** namespace are forced to **inline**.
Most functions also have pre-compiled version. Most functions also have pre-compiled version.
Precompiled versions are in **glmc_** namespace. *c* in the namespace stands for Precompiled versions are in **glmc_** namespace. *c* in the namespace stands for
"call". "call".
Since precompiled functions are just wrapper for inline verisons, Since precompiled functions are just wrapper for inline versions,
these functions are not documented individually. these functions are not documented individually.
It would be duplicate documentation also it It would be duplicate documentation also it
would be hard to sync documentation between inline and call verison for me. would be hard to sync documentation between inline and call version for me.
By including **clgm/cglm.h** you include all inline verisons. To get precompiled By including **clgm/cglm.h** you include all inline versions. To get precompiled
versions you need to include **cglm/call.h** header it also includes all versions you need to include **cglm/call.h** header it also includes all
call versions plus *clgm/cglm.h* (inline verisons) call versions plus *clgm/cglm.h* (inline versions)

View File

@@ -18,10 +18,10 @@ fast if you don't care specific projection values.
*_decomp* means decompose; these function can help to decompose projection *_decomp* means decompose; these function can help to decompose projection
matrices. matrices.
**NOTE**: Be careful when working with high range (very small near, very large .. note:: Be careful when working with high range (very small near, very large
far) projection matrices. You may not get exact value you gave. far) projection matrices. You may not get exact value you gave.
**float** type cannot store very high precision so you will lose precision. **float** type cannot store very high precision so you will lose precision.
Also your projection matrix will be inaccurate due to losing precision Also your projection matrix will be inaccurate due to losing precision
Table of contents (click to go): Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -178,7 +178,7 @@ Functions documentation
| set up view matrix | set up view matrix
**NOTE:** The UP vector must not be parallel to the line of sight from the eye point to the reference point. .. note:: The UP vector must not be parallel to the line of sight from the eye point to the reference point.
Parameters: Parameters:
| *[in]* **eye** eye vector | *[in]* **eye** eye vector
@@ -194,7 +194,7 @@ Functions documentation
target self then this might be useful. Because you need to get target target self then this might be useful. Because you need to get target
from direction. from direction.
**NOTE:** The UP vector must not be parallel to the line of sight from the eye point to the reference point. .. note:: The UP vector must not be parallel to the line of sight from the eye point to the reference point.
Parameters: Parameters:
| *[in]* **eye** eye vector | *[in]* **eye** eye vector
@@ -250,7 +250,7 @@ Functions documentation
.. c:function:: void glm_persp_decomp_y(mat4 proj, float *top, float *bottom) .. c:function:: void glm_persp_decomp_y(mat4 proj, float *top, float *bottom)
| decomposes top and bottom values of perspective projection. | decomposes top and bottom values of perspective projection.
| y stands for y axis (top / botom axis) | y stands for y axis (top / bottom axis)
Parameters: Parameters:
| *[in]* **proj** perspective projection matrix | *[in]* **proj** perspective projection matrix

View File

@@ -62,9 +62,9 @@ author = u'Recep Aslantas'
# built documents. # built documents.
# #
# The short X.Y version. # The short X.Y version.
version = u'0.9.2' version = u'0.9.4'
# The full version, including alpha/beta/rc tags. # The full version, including alpha/beta/rc tags.
release = u'0.9.2' release = u'0.9.4'
# 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.
@@ -91,6 +91,7 @@ todo_include_todos = False
# a list of builtin themes. # a list of builtin themes.
# #
html_theme = 'sphinx_rtd_theme' html_theme = 'sphinx_rtd_theme'
pygments_style = 'monokai'
# 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
@@ -111,8 +112,11 @@ html_theme_options = {
# Add any paths that contain custom static files (such as style sheets) here, # Add any paths that contain custom static files (such as style sheets) here,
# relative to this directory. They are copied after the builtin static files, # relative to this directory. They are copied after the builtin static files,
# so a file named "default.css" will overwrite the builtin "default.css". # so a file named "default.css" will overwrite the builtin "default.css".
# html_static_path = ['_static'] html_static_path = ['sphinx-static']
# Add customm CSS and JS files
html_css_files = ['theme_overrides.css']
html_js_files = []
# -- Options for HTMLHelp output ------------------------------------------ # -- Options for HTMLHelp output ------------------------------------------

View File

@@ -2,7 +2,7 @@ Features
================================================================================ ================================================================================
* **scalar** and **simd** (sse, avx, neon, wasm...) optimizations * **scalar** and **simd** (sse, avx, neon, wasm...) optimizations
* option to use different clipspaces e.g. Left Handed, Zero-to-One... (currrently right handed negative-one is default) * option to use different clipspaces e.g. Left Handed, Zero-to-One... (currently right handed negative-one is default)
* array api and struct api, you can use arrays or structs. * array api and struct api, you can use arrays or structs.
* general purpose matrix operations (mat4, mat3) * general purpose matrix operations (mat4, mat3)
* chain matrix multiplication (square only) * chain matrix multiplication (square only)

View File

@@ -11,9 +11,9 @@ not **vec3**. If you want to store them to save space you msut convert them
yourself. yourself.
**vec4** is used to speed up functions need to corners. This is why frustum **vec4** is used to speed up functions need to corners. This is why frustum
fucntions use *vec4* instead of *vec3* functions use *vec4* instead of *vec3*
Currenty related-functions use [-1, 1] clip space configuration to extract Currently related-functions use [-1, 1] clip space configuration to extract
corners but you can override it by prodiving **GLM_CUSTOM_CLIPSPACE** macro. corners but you can override it by prodiving **GLM_CUSTOM_CLIPSPACE** macro.
If you provide it then you have to all bottom macros as *vec4* If you provide it then you have to all bottom macros as *vec4*

View File

@@ -22,7 +22,7 @@ Types:
typedef CGLM_ALIGN_IF(16) vec4 mat4[4]; typedef CGLM_ALIGN_IF(16) vec4 mat4[4];
#endif #endif
As you can see types don't store extra informations in favor of space. As you can see types don't store extra information 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:
@@ -35,16 +35,16 @@ Alignment Is Required:
| Check :doc:`opt` page for more details | Check :doc:`opt` page for more details
Also alignment is disabled for older msvc verisons as default. Now alignment is only required in Visual Studio 2017 version 15.6+ if CGLM_ALL_UNALIGNED macro is not defined. Also alignment is disabled for older msvc versions as default. Now alignment is only required in Visual Studio 2017 version 15.6+ if CGLM_ALL_UNALIGNED macro is not defined.
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** require 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**
Array vs Struct: Array vs Struct:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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@@ -24,12 +24,12 @@ Example to print mat4 matrix:
/* ... */ /* ... */
glm_mat4_print(transform, stderr); glm_mat4_print(transform, stderr);
**NOTE:** print functions use **%0.4f** precision if you need more .. note:: print functions use **%0.4f** precision if you need more
(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**: 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 mis-alignment of columns are fixed: larger numbers are printed via %g and others are printed via %f. Column widths are calculated before print.
* Now values are colorful ;) * Now values are colorful ;)
* Some print improvements * Some print improvements
* New options with default values: * New options with default values:
@@ -143,5 +143,5 @@ Functions documentation
Parameters: Parameters:
| *[in]* **vec** aabb (axis-aligned bounding box) | *[in]* **vec** aabb (axis-aligned bounding box)
| *[in]* **tag** tag to find it more easly in logs | *[in]* **tag** tag to find it more easily in logs
| *[in]* **ostream** FILE to write | *[in]* **ostream** FILE to write

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@@ -21,12 +21,17 @@ Functions:
#. :c:func:`glm_ivec2_copy` #. :c:func:`glm_ivec2_copy`
#. :c:func:`glm_ivec2_zero` #. :c:func:`glm_ivec2_zero`
#. :c:func:`glm_ivec2_one` #. :c:func:`glm_ivec2_one`
#. :c:func:`glm_ivec2_dot`
#. :c:func:`glm_ivec2_cross`
#. :c:func:`glm_ivec2_add` #. :c:func:`glm_ivec2_add`
#. :c:func:`glm_ivec2_adds` #. :c:func:`glm_ivec2_adds`
#. :c:func:`glm_ivec2_sub` #. :c:func:`glm_ivec2_sub`
#. :c:func:`glm_ivec2_subs` #. :c:func:`glm_ivec2_subs`
#. :c:func:`glm_ivec2_mul` #. :c:func:`glm_ivec2_mul`
#. :c:func:`glm_ivec2_scale` #. :c:func:`glm_ivec2_scale`
#. :c:func:`glm_ivec2_div`
#. :c:func:`glm_ivec2_divs`
#. :c:func:`glm_ivec2_mod`
#. :c:func:`glm_ivec2_distance2` #. :c:func:`glm_ivec2_distance2`
#. :c:func:`glm_ivec2_distance` #. :c:func:`glm_ivec2_distance`
#. :c:func:`glm_ivec2_maxv` #. :c:func:`glm_ivec2_maxv`
@@ -67,6 +72,30 @@ Functions documentation
Parameters: Parameters:
| *[out]* **v** vector | *[out]* **v** vector
.. c:function:: int glm_ivec2_dot(ivec2 a, ivec2 b)
dot product of ivec2
Parameters:
| *[in]* **a** vector1
| *[in]* **b** vector2
Returns:
dot product
.. c:function:: int glm_ivec2_cross(ivec2 a, ivec2 b)
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
Returns:
Z component of cross product
.. c:function:: void glm_ivec2_add(ivec2 a, ivec2 b, ivec2 dest) .. c:function:: void glm_ivec2_add(ivec2 a, ivec2 b, ivec2 dest)
add vector [a] to vector [b] and store result in [dest] add vector [a] to vector [b] and store result in [dest]
@@ -121,6 +150,33 @@ Functions documentation
| *[in]* **s** scalar | *[in]* **s** scalar
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_ivec2_div(ivec2 a, ivec2 b, ivec2 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_ivec2_divs(ivec2 v, int s, ivec2 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_ivec2_mod(ivec2 a, ivec2 b, ivec2 dest)
mod vector with another component-wise modulo: d = a % b
Parameters:
| *[in]* **a** vector
| *[in]* **b** scalar
| *[out]* **dest** result = (a[0] % b[0], a[1] % b[1])
.. c:function:: int glm_ivec2_distance2(ivec2 a, ivec2 b) .. c:function:: int glm_ivec2_distance2(ivec2 a, ivec2 b)
squared distance between two vectors squared distance between two vectors

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@@ -21,12 +21,18 @@ Functions:
#. :c:func:`glm_ivec3_copy` #. :c:func:`glm_ivec3_copy`
#. :c:func:`glm_ivec3_zero` #. :c:func:`glm_ivec3_zero`
#. :c:func:`glm_ivec3_one` #. :c:func:`glm_ivec3_one`
#. :c:func:`glm_ivec3_dot`
#. :c:func:`glm_ivec3_norm2`
#. :c:func:`glm_ivec3_norm`
#. :c:func:`glm_ivec3_add` #. :c:func:`glm_ivec3_add`
#. :c:func:`glm_ivec3_adds` #. :c:func:`glm_ivec3_adds`
#. :c:func:`glm_ivec3_sub` #. :c:func:`glm_ivec3_sub`
#. :c:func:`glm_ivec3_subs` #. :c:func:`glm_ivec3_subs`
#. :c:func:`glm_ivec3_mul` #. :c:func:`glm_ivec3_mul`
#. :c:func:`glm_ivec3_scale` #. :c:func:`glm_ivec3_scale`
#. :c:func:`glm_ivec3_div`
#. :c:func:`glm_ivec3_divs`
#. :c:func:`glm_ivec3_mod`
#. :c:func:`glm_ivec3_distance2` #. :c:func:`glm_ivec3_distance2`
#. :c:func:`glm_ivec3_distance` #. :c:func:`glm_ivec3_distance`
#. :c:func:`glm_ivec3_fill` #. :c:func:`glm_ivec3_fill`
@@ -70,6 +76,39 @@ Functions documentation
Parameters: Parameters:
| *[out]* **v** vector | *[out]* **v** vector
.. c:function:: int glm_ivec3_dot(ivec3 a, ivec3 b)
dot product of ivec3
Parameters:
| *[in]* **a** vector1
| *[in]* **b** vector2
Returns:
dot product
.. c:function:: int glm_ivec3_norm2(ivec3 v)
norm * norm (magnitude) of vector
we can use this func instead of calling norm * norm, because it would call
sqrtf function 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, cast to an integer
.. c:function:: int glm_ivec3_norm(ivec3 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_ivec3_add(ivec3 a, ivec3 b, ivec3 dest) .. c:function:: void glm_ivec3_add(ivec3 a, ivec3 b, ivec3 dest)
add vector [a] to vector [b] and store result in [dest] add vector [a] to vector [b] and store result in [dest]
@@ -124,6 +163,33 @@ Functions documentation
| *[in]* **s** scalar | *[in]* **s** scalar
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_ivec3_div(ivec3 a, ivec3 b, ivec3 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_ivec3_divs(ivec3 v, int s, ivec3 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_ivec3_mod(ivec3 a, ivec3 b, ivec3 dest)
mod vector with another component-wise modulo: d = a % b
Parameters:
| *[in]* **a** vector
| *[in]* **b** scalar
| *[out]* **dest** result = (a[0] % b[0], a[1] % b[1], a[2] % b[2])
.. c:function:: int glm_ivec3_distance2(ivec3 a, ivec3 b) .. c:function:: int glm_ivec3_distance2(ivec3 a, ivec3 b)
squared distance between two vectors squared distance between two vectors

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@@ -47,7 +47,7 @@ Functions documentation
.. c:function:: void glm_mat2_identity(mat2 mat) .. c:function:: void glm_mat2_identity(mat2 mat)
copy identity mat2 to mat, or makes mat to identiy copy identity mat2 to mat, or makes mat to identity
Parameters: Parameters:
| *[out]* **mat** matrix | *[out]* **mat** matrix
@@ -94,7 +94,7 @@ Functions documentation
.. c:function:: void glm_mat2_transpose(mat2 m) .. c:function:: void glm_mat2_transpose(mat2 m)
tranpose mat2 and store result in same matrix transpose mat2 and store result in same matrix
Parameters: Parameters:
| *[in]* **mat** source | *[in]* **mat** source
@@ -180,11 +180,11 @@ Functions documentation
Returns: Returns:
scalar value e.g. Matrix1x1 scalar value e.g. Matrix1x1
.. c:function:: void glm_mat2_make(float * __restrict src, mat2 dest) .. c:function:: void glm_mat2_make(const float * __restrict src, mat2 dest)
Create mat2 matrix from pointer Create mat2 matrix from pointer
| NOTE: **@src** must contain at least 4 elements. .. note:: **@src** must contain at least 4 elements.
Parameters: Parameters:
| *[in]* **src** pointer to an array of floats | *[in]* **src** pointer to an array of floats

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@@ -23,6 +23,16 @@ Functions:
#. :c:func:`glm_mat2x3_transpose` #. :c:func:`glm_mat2x3_transpose`
#. :c:func:`glm_mat2x3_scale` #. :c:func:`glm_mat2x3_scale`
Represented
~~~~~~~~~~~
.. csv-table:: mat2x3
:header: "", "column 1", "column 2"
"row 1", "m00", "m10"
"row 2", "m01", "m11"
"row 3", "m02", "m12"
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -41,38 +51,78 @@ Functions documentation
Parameters: Parameters:
| *[in,out]* **mat** matrix | *[in,out]* **mat** matrix
.. c:function:: void glm_mat2x3_make(float * __restrict src, mat2x3 dest) .. c:function:: void glm_mat2x3_make(const float * __restrict src, mat2x3 dest)
Create mat2x3 matrix from pointer Create mat2x3 matrix from pointer
| NOTE: **@src** must contain at least 6 elements. .. note:: **@src** must contain at least 6 elements.
Parameters: Parameters:
| *[in]* **src** pointer to an array of floats | *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix2x3 | *[out]* **dest** destination matrix2x3
.. c:function:: void glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest) .. c:function:: void glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat3 dest)
multiply m1 and m2 to dest multiply m1 and m2 to dest
.. code-block:: c .. code-block:: c
glm_mat2x3_mul(mat2x3, mat3x2, mat2); glm_mat2x3_mul(mat2x3, mat3x2, mat3);
Parameters: Parameters:
| *[in]* **m1** left matrix (mat2x3) | *[in]* **m1** left matrix (mat2x3)
| *[in]* **m2** right matrix (mat3x2) | *[in]* **m2** right matrix (mat3x2)
| *[out]* **dest** destination matrix (mat2) | *[out]* **dest** destination matrix (mat3)
.. c:function:: void glm_mat2x3_mulv(mat2x3 m, vec3 v, vec2 dest) .. csv-table:: mat2x3
:header: "", "column 1", "column 2"
multiply mat2x3 with vec3 (column vector) and store in dest vector "row 1", "a00", "a10"
"row 2", "a01", "a11"
"row 3", "a02", "a12"
.. csv-table:: mat3x2
:header: "", "column 1", "column 2", "column 3"
"row 1", "b00", "b10", "b20"
"row 2", "b01", "b11", "b21"
.. csv-table:: mat3x3
:header: "", "column 1", "column 2", "column 3"
"row 1", "a00 * b00 + a10 * b01", "a00 * b10 + a10 * b11", "a00 * b20 + a10 * b21"
"row 2", "a01 * b00 + a11 * b01", "a01 * b10 + a11 * b11", "a01 * b20 + a11 * b21"
"row 3", "a02 * b00 + a12 * b01", "a02 * b10 + a12 * b11", "a02 * b20 + a12 * b21"
.. c:function:: void glm_mat2x3_mulv(mat2x3 m, vec2 v, vec3 dest)
multiply mat2x3 with vec2 (column vector) and store in dest column vector
Parameters: Parameters:
| *[in]* **m** mat2x3 (left) | *[in]* **m** mat2x3 (left)
| *[in]* **v** vec3 (right, column vector) | *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector) | *[out]* **dest** destination (result, column vector)
.. csv-table:: mat2x3
:header: "", "column 1", "column 2"
"row 1", "m00", "m10"
"row 2", "m01", "m11"
"row 3", "m02", "m12"
.. csv-table:: column vec2 (1x2)
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
.. csv-table:: column vec3 (1x3)
:header: "", "column 1"
"row 1", "m00 * v0 + m10 * v1"
"row 2", "m01 * v0 + m11 * v1"
"row 3", "m02 * v0 + m12 * v1"
.. c:function:: void glm_mat2x3_transpose(mat2x3 m, mat3x2 dest) .. c:function:: void glm_mat2x3_transpose(mat2x3 m, mat3x2 dest)
transpose matrix and store in dest transpose matrix and store in dest

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@@ -23,6 +23,17 @@ Functions:
#. :c:func:`glm_mat2x4_transpose` #. :c:func:`glm_mat2x4_transpose`
#. :c:func:`glm_mat2x4_scale` #. :c:func:`glm_mat2x4_scale`
Represented
~~~~~~~~~~~
.. csv-table:: mat2x4
:header: "", "column 1", "column 2"
"row 1", "m00", "m10"
"row 2", "m01", "m11"
"row 3", "m02", "m12"
"row 4", "m03", "m13"
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -41,38 +52,82 @@ Functions documentation
Parameters: Parameters:
| *[in,out]* **mat** matrix | *[in,out]* **mat** matrix
.. c:function:: void glm_mat2x4_make(float * __restrict src, mat2x4 dest) .. c:function:: void glm_mat2x4_make(const float * __restrict src, mat2x4 dest)
Create mat2x4 matrix from pointer Create mat2x4 matrix from pointer
| NOTE: **@src** must contain at least 8 elements. .. note:: **@src** must contain at least 8 elements.
Parameters: Parameters:
| *[in]* **src** pointer to an array of floats | *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix2x4 | *[out]* **dest** destination matrix2x4
.. c:function:: void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest) .. c:function:: void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat4 dest)
multiply m1 and m2 to dest multiply m1 and m2 to dest
.. code-block:: c .. code-block:: c
glm_mat2x4_mul(mat2x4, mat4x2, mat2); glm_mat2x4_mul(mat2x4, mat4x2, mat4);
Parameters: Parameters:
| *[in]* **m1** left matrix (mat2x4) | *[in]* **m1** left matrix (mat2x4)
| *[in]* **m2** right matrix (mat4x2) | *[in]* **m2** right matrix (mat4x2)
| *[out]* **dest** destination matrix (mat2) | *[out]* **dest** destination matrix (mat4)
.. c:function:: void glm_mat2x4_mulv(mat2x4 m, vec4 v, vec2 dest) .. csv-table:: mat2x4
:header: "", "column 1", "column 2"
multiply mat2x4 with vec4 (column vector) and store in dest vector "row 1", "a00", "a10"
"row 2", "a01", "a11"
"row 3", "a02", "a12"
"row 4", "a03", "a13"
.. csv-table:: mat4x2
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "b00", "b10", "b20", "b30"
"row 2", "b01", "b11", "b21", "b31"
.. csv-table:: mat4x4
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "a00 * b00 + a10 * b01", "a00 * b10 + a10 * b11", "a00 * b20 + a10 * b21", "a00 * b30 + a10 * b31"
"row 2", "a01 * b00 + a11 * b01", "a01 * b10 + a11 * b11", "a01 * b20 + a11 * b21", "a01 * b30 + a11 * b31"
"row 3", "a02 * b00 + a12 * b01", "a02 * b10 + a12 * b11", "a02 * b20 + a12 * b21", "a02 * b30 + a12 * b31"
"row 4", "a03 * b00 + a13 * b01", "a03 * b10 + a13 * b11", "a03 * b20 + a13 * b21", "a03 * b30 + a13 * b31"
.. c:function:: void glm_mat2x4_mulv(mat2x4 m, vec2 v, vec4 dest)
multiply mat2x4 with vec2 (column vector) and store in dest column vector
Parameters: Parameters:
| *[in]* **m** mat2x4 (left) | *[in]* **m** mat2x4 (left)
| *[in]* **v** vec4 (right, column vector) | *[in]* **v** vec2 (right, column vector)
| *[out]* **dest** destination (result, column vector) | *[out]* **dest** destination (result, column vector)
.. csv-table:: mat2x4
:header: "", "column 1", "column 2"
"row 1", "m00", "m10"
"row 2", "m01", "m11"
"row 3", "m02", "m12"
"row 4", "m03", "m13"
.. csv-table:: column vec2 (1x2)
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
.. csv-table:: column vec4 (1x4)
:header: "", "column 1"
"row 1", "m00 * v0 + m10 * v1"
"row 2", "m01 * v0 + m11 * v1"
"row 3", "m02 * v0 + m12 * v1"
"row 4", "m03 * v0 + m13 * v1"
.. c:function:: void glm_mat2x4_transpose(mat2x4 m, mat4x2 dest) .. c:function:: void glm_mat2x4_transpose(mat2x4 m, mat4x2 dest)
transpose matrix and store in dest transpose matrix and store in dest

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@@ -49,7 +49,7 @@ Functions documentation
.. c:function:: void glm_mat3_identity(mat3 mat) .. c:function:: void glm_mat3_identity(mat3 mat)
copy identity mat3 to mat, or makes mat to identiy copy identity mat3 to mat, or makes mat to identity
Parameters: Parameters:
| *[out]* **mat** matrix | *[out]* **mat** matrix
@@ -96,7 +96,7 @@ Functions documentation
.. c:function:: void glm_mat3_transpose(mat3 m) .. c:function:: void glm_mat3_transpose(mat3 m)
tranpose mat3 and store result in same matrix transpose mat3 and store result in same matrix
Parameters: Parameters:
| *[in]* **mat** source | *[in]* **mat** source
@@ -190,11 +190,11 @@ Functions documentation
Returns: Returns:
scalar value e.g. Matrix1x1 scalar value e.g. Matrix1x1
.. c:function:: void glm_mat3_make(float * __restrict src, mat3 dest) .. c:function:: void glm_mat3_make(const float * __restrict src, mat3 dest)
Create mat3 matrix from pointer Create mat3 matrix from pointer
| NOTE: **@src** must contain at least 9 elements. .. note:: **@src** must contain at least 9 elements.
Parameters: Parameters:
| *[in]* **src** pointer to an array of floats | *[in]* **src** pointer to an array of floats

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@@ -23,6 +23,15 @@ Functions:
#. :c:func:`glm_mat3x2_transpose` #. :c:func:`glm_mat3x2_transpose`
#. :c:func:`glm_mat3x2_scale` #. :c:func:`glm_mat3x2_scale`
Represented
~~~~~~~~~~~
.. csv-table:: mat3x2
:header: "", "column 1", "column 2", "column 3"
"row 1", "m00", "m10", "m20"
"row 2", "m01", "m11", "m21"
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -41,37 +50,76 @@ Functions documentation
Parameters: Parameters:
| *[in,out]* **mat** matrix | *[in,out]* **mat** matrix
.. c:function:: void glm_mat3x2_make(float * __restrict src, mat3x2 dest) .. c:function:: void glm_mat3x2_make(const float * __restrict src, mat3x2 dest)
Create mat3x2 matrix from pointer Create mat3x2 matrix from pointer
| NOTE: **@src** must contain at least 6 elements. .. note:: **@src** must contain at least 6 elements.
Parameters: Parameters:
| *[in]* **src** pointer to an array of floats | *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix3x2 | *[out]* **dest** destination matrix3x2
.. c:function:: void glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 dest) .. c:function:: void glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat2 dest)
multiply m1 and m2 to dest multiply m1 and m2 to dest
.. code-block:: c .. code-block:: c
glm_mat3x2_mul(mat3x2, mat2x3, mat3); glm_mat3x2_mul(mat3x2, mat2x3, mat2);
Parameters: Parameters:
| *[in]* **m1** left matrix (mat3x2) | *[in]* **m1** left matrix (mat3x2)
| *[in]* **m2** right matrix (mat2x3) | *[in]* **m2** right matrix (mat2x3)
| *[out]* **dest** destination matrix (mat3) | *[out]* **dest** destination matrix (mat2)
.. c:function:: void glm_mat3x2_mulv(mat3x2 m, vec2 v, vec3 dest) .. csv-table:: mat3x2
:header: "", "column 1", "column 2", "column 3"
multiply mat3x2 with vec2 (column vector) and store in dest vector "row 1", "a00", "a10", "a20"
"row 2", "a01", "a11", "a21"
.. csv-table:: mat2x3
:header: "", "column 1", "column 2"
"row 1", "b00", "b10"
"row 2", "b01", "b11"
"row 3", "b02", "b12"
.. csv-table:: mat2x2
:header: "", "column 1", "column 2"
"row 1", "a00 * b00 + a10 * b01 + a20 * b02", "a00 * b10 + a10 * b11 + a20 * b12"
"row 2", "a01 * b00 + a11 * b01 + a21 * b02", "a01 * b10 + a11 * b11 + a21 * b12"
.. c:function:: void glm_mat3x2_mulv(mat3x2 m, vec3 v, vec2 dest)
multiply mat3x2 with vec3 (column vector) and store in dest vector
Parameters: Parameters:
| *[in]* **m** mat3x2 (left) | *[in]* **m** mat3x2 (left)
| *[in]* **v** vec3 (right, column vector) | *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector) | *[out]* **dest** destination (result, column vector)
.. csv-table:: mat3x2
:header: "", "column 1", "column 2", "column 3"
"row 1", "m00", "m10", "m20"
"row 2", "m01", "m11", "m21"
.. csv-table:: column vec3 (1x3)
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
.. csv-table:: column vec2 (1x2)
:header: "", "column 1"
"row 1", "m00 * v0 + m10 * v1 + m20 * v2"
"row 2", "m01 * v0 + m11 * v1 + m21 * v2"
.. c:function:: void glm_mat3x2_transpose(mat3x2 m, mat2x3 dest) .. c:function:: void glm_mat3x2_transpose(mat3x2 m, mat2x3 dest)
transpose matrix and store in dest transpose matrix and store in dest

View File

@@ -23,6 +23,17 @@ Functions:
#. :c:func:`glm_mat3x4_transpose` #. :c:func:`glm_mat3x4_transpose`
#. :c:func:`glm_mat3x4_scale` #. :c:func:`glm_mat3x4_scale`
Represented
~~~~~~~~~~~
.. csv-table:: mat3x4
:header: "", "column 1", "column 2", "column 3"
"row 1", "m00", "m10", "m20"
"row 2", "m01", "m11", "m21"
"row 3", "m02", "m12", "m22"
"row 4", "m03", "m13", "m23"
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -41,37 +52,84 @@ Functions documentation
Parameters: Parameters:
| *[in,out]* **mat** matrix | *[in,out]* **mat** matrix
.. c:function:: void glm_mat3x4_make(float * __restrict src, mat3x4 dest) .. c:function:: void glm_mat3x4_make(const float * __restrict src, mat3x4 dest)
Create mat3x4 matrix from pointer Create mat3x4 matrix from pointer
| NOTE: **@src** must contain at least 12 elements. .. note::: **@src** must contain at least 12 elements.
Parameters: Parameters:
| *[in]* **src** pointer to an array of floats | *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix3x4 | *[out]* **dest** destination matrix3x4
.. c:function:: void glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest) .. c:function:: void glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat4 dest)
multiply m1 and m2 to dest multiply m1 and m2 to dest
.. code-block:: c .. code-block:: c
glm_mat3x4_mul(mat3x4, mat4x3, mat3); glm_mat3x4_mul(mat3x4, mat4x3, mat4);
Parameters: Parameters:
| *[in]* **m1** left matrix (mat3x4) | *[in]* **m1** left matrix (mat3x4)
| *[in]* **m2** right matrix (mat4x3) | *[in]* **m2** right matrix (mat4x3)
| *[out]* **dest** destination matrix (mat3) | *[out]* **dest** destination matrix (mat4)
.. c:function:: void glm_mat3x4_mulv(mat3x4 m, vec4 v, vec3 dest) .. csv-table:: mat3x4
:header: "", "column 1", "column 2", "column 3"
multiply mat3x4 with vec4 (column vector) and store in dest vector "row 1", "a00", "a10", "a20"
"row 2", "a01", "a11", "a21"
"row 3", "a02", "a12", "a22"
"row 4", "a03", "a13", "a23"
.. csv-table:: mat4x3
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "b00", "b10", "b20", "b30"
"row 2", "b01", "b11", "b21", "b31"
"row 3", "b02", "b12", "b22", "b32"
.. csv-table:: mat4x4
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "a00 * b00 + a10 * b01 + a20 * b02", "a00 * b10 + a10 * b11 + a20 * b12", "a00 * b20 + a10 * b21 + a20 * b22", "a00 * b30 + a10 * b31 + a20 * b32"
"row 2", "a01 * b00 + a11 * b01 + a21 * b02", "a01 * b10 + a11 * b11 + a21 * b12", "a01 * b20 + a11 * b21 + a21 * b22", "a01 * b30 + a11 * b31 + a21 * b32"
"row 3", "a02 * b00 + a12 * b01 + a22 * b02", "a02 * b10 + a12 * b11 + a22 * b12", "a02 * b20 + a12 * b21 + a22 * b22", "a02 * b30 + a12 * b31 + a22 * b32"
"row 4", "a03 * b00 + a13 * b01 + a23 * b02", "a03 * b10 + a13 * b11 + a23 * b12", "a03 * b20 + a13 * b21 + a23 * b22", "a03 * b30 + a13 * b31 + a23 * b32"
.. c:function:: void glm_mat3x4_mulv(mat3x4 m, vec3 v, vec4 dest)
multiply mat3x4 with vec3 (column vector) and store in dest vector
Parameters: Parameters:
| *[in]* **m** mat3x4 (left) | *[in]* **m** mat3x4 (left)
| *[in]* **v** vec4 (right, column vector) | *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector) | *[out]* **dest** destination (result, column vector)
.. csv-table:: mat3x4
:header: "", "column 1", "column 2", "column 3"
"row 1", "m00", "m10", "m20"
"row 2", "m01", "m11", "m21"
"row 3", "m02", "m12", "m22"
"row 4", "m03", "m13", "m23"
.. csv-table:: column vec3 (1x3)
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
.. csv-table:: column vec4 (1x4)
:header: "", "column 1"
"row 1", "m00 * v0 + m10 * v1 + m20 * v2"
"row 2", "m01 * v0 + m11 * v1 + m21 * v2"
"row 3", "m02 * v0 + m12 * v1 + m22 * v2"
"row 4", "m03 * v0 + m13 * v1 + m23 * v2"
.. c:function:: void glm_mat3x4_transpose(mat3x4 m, mat4x3 dest) .. c:function:: void glm_mat3x4_transpose(mat3x4 m, mat4x3 dest)
transpose matrix and store in dest transpose matrix and store in dest

View File

@@ -34,8 +34,8 @@ 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_mat4_trace`
#. :c:func:`glm_mat3_trace3` #. :c:func:`glm_mat4_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`
@@ -70,7 +70,7 @@ Functions documentation
.. c:function:: void glm_mat4_identity(mat4 mat) .. c:function:: void glm_mat4_identity(mat4 mat)
copy identity mat4 to mat, or makes mat to identiy copy identity mat4 to mat, or makes mat to identity
Parameters: Parameters:
| *[out]* **mat** matrix | *[out]* **mat** matrix
@@ -214,7 +214,7 @@ Functions documentation
.. c:function:: void glm_mat4_transpose(mat4 m) .. c:function:: void glm_mat4_transpose(mat4 m)
tranpose mat4 and store result in same matrix transpose mat4 and store result in same matrix
Parameters: Parameters:
| *[in]* **m** source | *[in]* **m** source
@@ -263,7 +263,7 @@ Functions documentation
| e.g Newton-Raphson. this should work faster than normal, | e.g Newton-Raphson. this should work faster than normal,
| to get more precise use glm_mat4_inv version. | to get more precise use glm_mat4_inv version.
| NOTE: You will lose precision, glm_mat4_inv is more accurate .. note:: You will lose precision, glm_mat4_inv is more accurate
Parameters: Parameters:
| *[in]* **mat** source | *[in]* **mat** source
@@ -304,11 +304,11 @@ Functions documentation
Returns: Returns:
scalar value e.g. Matrix1x1 scalar value e.g. Matrix1x1
.. c:function:: void glm_mat4_make(float * __restrict src, mat4 dest) .. c:function:: void glm_mat4_make(const float * __restrict src, mat4 dest)
Create mat4 matrix from pointer Create mat4 matrix from pointer
| NOTE: **@src** must contain at least 16 elements. .. note:: **@src** must contain at least 16 elements.
Parameters: Parameters:
| *[in]* **src** pointer to an array of floats | *[in]* **src** pointer to an array of floats

View File

@@ -23,6 +23,15 @@ Functions:
#. :c:func:`glm_mat4x2_transpose` #. :c:func:`glm_mat4x2_transpose`
#. :c:func:`glm_mat4x2_scale` #. :c:func:`glm_mat4x2_scale`
Represented
~~~~~~~~~~~
.. csv-table:: mat4x2
:header: "", "column 1", "column 2", "column 3", "column4"
"row 1", "m00", "m10", "m20", "m30"
"row 2", "m01", "m11", "m21", "m31"
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -41,37 +50,80 @@ Functions documentation
Parameters: Parameters:
| *[in,out]* **mat** matrix | *[in,out]* **mat** matrix
.. c:function:: void glm_mat4x2_make(float * __restrict src, mat4x2 dest) .. c:function:: void glm_mat4x2_make(const float * __restrict src, mat4x2 dest)
Create mat4x2 matrix from pointer Create mat4x2 matrix from pointer
| NOTE: **@src** must contain at least 8 elements. .. note:: **@src** must contain at least 8 elements.
Parameters: Parameters:
| *[in]* **src** pointer to an array of floats | *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix4x2 | *[out]* **dest** destination matrix4x2
.. c:function:: void glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 dest) .. c:function:: void glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat2 dest)
multiply m1 and m2 to dest multiply m1 and m2 to dest
.. code-block:: c .. code-block:: c
glm_mat4x2_mul(mat4x2, mat2x4, mat4); glm_mat4x2_mul(mat4x2, mat2x4, mat2);
Parameters: Parameters:
| *[in]* **m1** left matrix (mat4x2) | *[in]* **m1** left matrix (mat4x2)
| *[in]* **m2** right matrix (mat2x4) | *[in]* **m2** right matrix (mat2x4)
| *[out]* **dest** destination matrix (mat4) | *[out]* **dest** destination matrix (mat2)
.. c:function:: void glm_mat4x2_mulv(mat4x2 m, vec2 v, vec4 dest) .. csv-table:: mat4x2
:header: "", "column 1", "column 2", "column 3", "column 4"
multiply mat4x2 with vec2 (column vector) and store in dest vector "row 1", "a00", "a10", "a20", "a30"
"row 2", "a01", "a11", "a21", "a31"
.. csv-table:: mat2x4
:header: "", "column 1", "column 2"
"row 1", "b00", "b10"
"row 2", "b01", "b11"
"row 3", "b02", "b12"
"row 4", "b03", "b13"
.. csv-table:: mat2x2
:header: "", "column 1", "column 2"
"row 1", "a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03", "a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13"
"row 2", "a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03", "a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13"
.. c:function:: void glm_mat4x2_mulv(mat4x2 m, vec4 v, vec2 dest)
multiply mat4x2 with vec4 (column vector) and store in dest vector
Parameters: Parameters:
| *[in]* **m** mat4x2 (left) | *[in]* **m** mat4x2 (left)
| *[in]* **v** vec2 (right, column vector) | *[in]* **v** vec4 (right, column vector)
| *[out]* **dest** destination (result, column vector) | *[out]* **dest** destination (result, column vector)
.. csv-table:: mat4x2
:header: "", "column 1", "column 2", "column 3"
"row 1", "m00", "m10", "m20"
"row 2", "m01", "m11", "m21"
"row 3", "m02", "m12", "m22"
"row 4", "m03", "m13", "m23"
.. csv-table:: column vec4 (1x4)
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
"row 4", "v3"
.. csv-table:: column vec2 (1x2)
:header: "", "column 1"
"row 1", "m00 * v0 + m10 * v1 + m20 * v2 + m30 * v3"
"row 2", "m01 * v0 + m11 * v1 + m21 * v2 + m31 * v3"
.. c:function:: void glm_mat4x2_transpose(mat4x2 m, mat2x4 dest) .. c:function:: void glm_mat4x2_transpose(mat4x2 m, mat2x4 dest)
transpose matrix and store in dest transpose matrix and store in dest

View File

@@ -23,6 +23,16 @@ Functions:
#. :c:func:`glm_mat4x3_transpose` #. :c:func:`glm_mat4x3_transpose`
#. :c:func:`glm_mat4x3_scale` #. :c:func:`glm_mat4x3_scale`
Represented
~~~~~~~~~~~
.. csv-table:: mat4x3
:header: "", "column 1", "column 2", "column 3", "column4"
"row 1", "m00", "m10", "m20", "m30"
"row 2", "m01", "m11", "m21", "m31"
"row 3", "m02", "m12", "m22", "m32"
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -41,37 +51,82 @@ Functions documentation
Parameters: Parameters:
| *[in,out]* **mat** matrix | *[in,out]* **mat** matrix
.. c:function:: void glm_mat4x3_make(float * __restrict src, mat4x3 dest) .. c:function:: void glm_mat4x3_make(const float * __restrict src, mat4x3 dest)
Create mat4x3 matrix from pointer Create mat4x3 matrix from pointer
| NOTE: **@src** must contain at least 12 elements. .. note:: **@src** must contain at least 12 elements.
Parameters: Parameters:
| *[in]* **src** pointer to an array of floats | *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix4x3 | *[out]* **dest** destination matrix4x3
.. c:function:: void glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest) .. c:function:: void glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat3 dest)
multiply m1 and m2 to dest multiply m1 and m2 to dest
.. code-block:: c .. code-block:: c
glm_mat4x3_mul(mat4x3, mat3x4, mat4); glm_mat4x3_mul(mat4x3, mat3x4, mat3);
Parameters: Parameters:
| *[in]* **m1** left matrix (mat4x3) | *[in]* **m1** left matrix (mat4x3)
| *[in]* **m2** right matrix (mat3x4) | *[in]* **m2** right matrix (mat3x4)
| *[out]* **dest** destination matrix (mat4) | *[out]* **dest** destination matrix (mat3)
.. c:function:: void glm_mat4x3_mulv(mat4x3 m, vec3 v, vec4 dest) .. csv-table:: mat4x3
:header: "", "column 1", "column 2", "column 3", "column 4"
multiply mat4x3 with vec3 (column vector) and store in dest vector "row 1", "a00", "a10", "a20", "a30"
"row 2", "a01", "a11", "a21", "a31"
"row 3", "a02", "a12", "a22", "a32"
.. csv-table:: mat3x4
:header: "", "column 1", "column 2", "column 3"
"row 1", "b00", "b10", "b20"
"row 2", "b01", "b11", "b21"
"row 3", "b02", "b12", "b22"
"row 4", "b03", "b13", "b23"
.. csv-table:: mat3x3
:header: "", "column 1", "column 2", "column 3"
"row 1", "a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03", "a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13", "a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23"
"row 2", "a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03", "a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13", "a01 * b20 + a11 * b21 + a21 * b22 + a31 * b23"
"row 3", "a02 * b00 + a12 * b01 + a22 * b02 + a32 * b03", "a02 * b10 + a12 * b11 + a22 * b12 + a32 * b13", "a02 * b20 + a12 * b21 + a22 * b22 + a32 * b23"
.. c:function:: void glm_mat4x3_mulv(mat4x3 m, vec4 v, vec3 dest)
multiply mat4x3 with vec4 (column vector) and store in dest column vector
Parameters: Parameters:
| *[in]* **m** mat4x3 (left) | *[in]* **m** mat4x3 (left)
| *[in]* **v** vec3 (right, column vector) | *[in]* **v** vec4 (right, column vector)
| *[out]* **dest** destination (result, column vector) | *[out]* **dest** destination (result, column vector)
.. csv-table:: mat4x3
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "m00", "m10", "m20", "m30"
"row 2", "m01", "m11", "m21", "m31"
"row 3", "m02", "m12", "m22", "m32"
.. csv-table:: column vec4 (1x4)
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
"row 4", "v3"
.. csv-table:: column vec3 (1x3)
:header: "", "column 1"
"row 1", "m00 * v0 + m10 * v1 + m20 * v2 + m30 * v3"
"row 2", "m01 * v0 + m11 * v1 + m21 * v2 + m31 * v3"
"row 3", "m02 * v0 + m12 * v1 + m22 * v2 + m32 * v3"
.. c:function:: void glm_mat4x3_transpose(mat4x3 m, mat3x4 dest) .. c:function:: void glm_mat4x3_transpose(mat4x3 m, mat3x4 dest)
transpose matrix and store in dest transpose matrix and store in dest

View File

@@ -43,14 +43,14 @@ 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 array 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.
Because a function like **glUniform4fv** accepts vector as pointer. cglm's vectors Because a function like **glUniform4fv** accepts vector as pointer. cglm's vectors
are array of floats. So you can pass it directly ot those functions: are array of floats. So you can pass it directly to those functions:
.. code-block:: c .. code-block:: c

View File

@@ -5,35 +5,33 @@
A few options are provided via macros. A few options are provided via macros.
❗️ IMPORTANT ❗️
It's a good idea to set up your config macros in build settings like CMake, Xcode, or Visual Studio. This is especially important if you're using features like Modules in Xcode, where adding macros directly before the **cglm** headers might not work.
Alignment Option Alignment Option
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As default, cglm requires types to be aligned. Alignment requirements: By default, **cglm** requires types to be aligned with specific byte requirements:
vec3: 8 byte - vec3: 8 bytes
vec4: 16 byte - vec4: 16 bytes
mat4: 16 byte - mat4: 16 bytes (32 on AVX)
versor: 16 byte - versor: 16 bytes
By starting **v0.4.5** cglm provides an option to disable alignment requirement. Starting with **v0.4.5**, **cglm** offers an option to relax these alignment requirements. To use this option, define the **CGLM_ALL_UNALIGNED** macro before including any headers. This definition can be made within Xcode, Visual Studio, other IDEs, or directly in your build system. If using pre-compiled versions of **cglm**, you'll need to compile them with the **CGLM_ALL_UNALIGNED** macro.
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
to define it in build system. If you use pre-compiled versions then you
have to compile cglm with **CGLM_ALL_UNALIGNED** macro.
**VERY VERY IMPORTANT:** If you use cglm in multiple projects and **NOTE:❗️** If you're using **cglm** across multiple interdependent projects:
those projects are depends on each other, then
| *ALWAYS* or *NEVER USE* **CGLM_ALL_UNALIGNED** macro in linked projects - Always or never use the **CGLM_ALL_UNALIGNED** macro in all linked projects to avoid configuration conflicts. A **cglm** header from one project could require alignment, while a header from another might not, leading to **cglm** functions accessing invalid memory locations.
if you do not know what you are doing. Because a cglm header included - **Key Point:** Maintain the same **cglm** configuration across all your projects. For example, if you activate **CGLM_ALL_UNALIGNED** in one project, ensure it's set in the others too.
via 'project A' may force types to be aligned and another cglm header
included via 'project B' may not require alignment. In this case
cglm functions will read from and write to **INVALID MEMORY LOCATIONs**.
ALWAYS USE SAME CONFIGURATION / OPTION for **cglm** if you have multiple projects. **❗NOTE:❗️**
For instance if you set CGLM_ALL_UNALIGNED in a project then set it in other projects too While **CGLM_ALL_UNALIGNED** allows for flexibility in alignment, it doesn't override C's fundamental alignment rules. For example, an array like *vec4* decays to a pointer (float*) in functions, which must adhere to the alignment requirements of a float pointer (4 bytes). This adherence is crucial because **cglm** directly dereferences these pointers instead of copying data, and failing to meet alignment requirements can lead to unpredictable errors, such as crashes.
You can use `CGLM_ALIGN` and `CGLM_ALIGN_MAT` macros for aligning local variables or struct members. However, when dealing with dynamic memory allocation or custom memory locations, you'll need to ensure alignment requirements are met appropriately for those cases
Clipspace Option[s] Clipspace Option[s]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -43,7 +41,7 @@ By starting **v0.8.3** cglm provides options to switch between clipspace configu
Clipspace related files are located at `include/cglm/[struct]/clipspace.h` but 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 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`... 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. then you can include individual headers or just define `CGLM_CLIPSPACE_INCLUDE_ALL` which will include all headers for you.
1. **CGLM_CLIPSPACE_INCLUDE_ALL** 1. **CGLM_CLIPSPACE_INCLUDE_ALL**
2. **CGLM_FORCE_DEPTH_ZERO_TO_ONE** 2. **CGLM_FORCE_DEPTH_ZERO_TO_ONE**

View File

@@ -422,11 +422,11 @@ Functions documentation
| *[in]* **q** quaternion | *[in]* **q** quaternion
| *[in]* **pivot** pivot | *[in]* **pivot** pivot
.. c:function:: void glm_quat_make(float * __restrict src, versor dest) .. c:function:: void glm_quat_make(const float * __restrict src, versor dest)
Create quaternion from pointer Create quaternion from pointer
| NOTE: **@src** must contain at least 4 elements. cglm store quaternions as [x, y, z, w]. .. note:: **@src** must contain at least 4 elements. cglm store quaternions as [x, y, z, w].
Parameters: Parameters:
| *[in]* **src** pointer to an array of floats | *[in]* **src** pointer to an array of floats

View File

@@ -13,6 +13,8 @@ Table of contents (click to go):
Functions: Functions:
1. :c:func:`glm_ray_triangle` 1. :c:func:`glm_ray_triangle`
#. :c:func:`glm_ray_sphere`
#. :c:func:`glm_ray_at`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -29,3 +31,39 @@ Functions documentation
| *[in]* **v2** third vertex of triangle | *[in]* **v2** third vertex of triangle
| *[in, out]* **d** float pointer to save distance to intersection | *[in, out]* **d** float pointer to save distance to intersection
| *[out]* **intersection** whether there is intersection | *[out]* **intersection** whether there is intersection
.. c:function:: bool glm_ray_sphere(vec3 origin, vec3 dir, vec4 s, float * __restrict t1, float * __restrict t2)
ray sphere intersection
returns false if there is no intersection if true:
- t1 > 0, t2 > 0: ray intersects the sphere at t1 and t2 both ahead of the origin
- t1 < 0, t2 > 0: ray starts inside the sphere, exits at t2
- t1 < 0, t2 < 0: no intersection ahead of the ray ( returns false )
- the caller can check if the intersection points (t1 and t2) fall within a
specific range (for example, tmin < t1, t2 < tmax) to determine if the
intersections are within a desired segment of the ray
Parameters:
| *[in]* **origin** ray origin
| *[in]* **dir** normalized ray direction
| *[in]* **s** sphere [center.x, center.y, center.z, radii]
| *[out]* **t1** near point1 (closer to origin)
| *[out]* **t2** far point2 (farther from origin)
Return:
| whether there is intersection
.. c:function:: bool glm_ray_at(vec3 orig, vec3 dir, float t, vec3 point)
point using t by 𝐏(𝑡)=𝐀+𝑡𝐛
Parameters:
| *[in]* **origin** ray origin
| *[in]* **dir** ray direction
| *[out]* **t** parameter
| *[out]* **point** point at t
Return:
| point at t

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@@ -9,7 +9,7 @@ Header: cglm/sphere.h
Sphere Representation in cglm is *vec4*: **[center.x, center.y, center.z, radii]** Sphere Representation in cglm is *vec4*: **[center.x, center.y, center.z, radii]**
You can call any vec3 function by pasing sphere. Because first three elements You can call any vec3 function by passing sphere. Because first three elements
defines center of sphere. defines center of sphere.
Table of contents (click to go): Table of contents (click to go):

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@@ -0,0 +1,12 @@
@media screen {
/* content column
*
* RTD theme's default is 800px as max width for the content, but we have
* tables with tons of columns, which need the full width of the view-port.
*
* Comment from yocto project theme_overrides.css
*/
.wy-nav-content{ max-width: none; }
}

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@@ -68,14 +68,14 @@ Functions documentation
.. c:function:: void glm_make_rad(float *degm) .. c:function:: void glm_make_rad(float *degm)
| convert exsisting degree to radians. this will override degrees value | convert existing degree to radians. this will override degrees value
Parameters: Parameters:
| *[in, out]* **deg** pointer to angle in degrees | *[in, out]* **deg** pointer to angle in degrees
.. c:function:: void glm_make_deg(float *rad) .. c:function:: void glm_make_deg(float *rad)
| convert exsisting radians to degree. this will override radians value | convert existing radians to degree. this will override radians value
Parameters: Parameters:
| *[in, out]* **rad** pointer to angle in radians | *[in, out]* **rad** pointer to angle in radians

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@@ -53,6 +53,8 @@ Functions:
#. :c:func:`glm_vec2_clamp` #. :c:func:`glm_vec2_clamp`
#. :c:func:`glm_vec2_lerp` #. :c:func:`glm_vec2_lerp`
#. :c:func:`glm_vec2_make` #. :c:func:`glm_vec2_make`
#. :c:func:`glm_vec2_reflect`
#. :c:func:`glm_vec2_refract`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -117,7 +119,7 @@ Functions documentation
norm * norm (magnitude) of vector norm * norm (magnitude) of vector
we can use this func instead of calling norm * norm, because it would call 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 sqrtf function twice but with this func we can avoid func call, maybe this is
not good name for this func not good name for this func
Parameters: Parameters:
@@ -385,11 +387,38 @@ Functions documentation
| *[in]* **t** interpolant (amount) clamped between 0 and 1 | *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec2_make(float * __restrict src, vec2 dest) .. c:function:: void glm_vec2_make(const float * __restrict src, vec2 dest)
Create two dimensional vector from pointer Create two dimensional vector from pointer
| NOTE: **@src** must contain at least 2 elements. .. note:: **@src** must contain at least 2 elements.
Parameters: Parameters:
| *[in]* **src** pointer to an array of floats | *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination vector | *[out]* **dest** destination vector
.. c:function:: void glm_vec2_reflect(vec2 v, vec2 n, vec2 dest)
Reflection vector using an incident ray and a surface normal
Parameters:
| *[in]* **v** incident vector
| *[in]* **n** *❗️ normalized ❗️* normal vector
| *[out]* **dest** destination: reflection result
.. c:function:: bool glm_vec2_refract(vec2 v, vec2 n, float eta, vec2 dest)
Computes refraction vector for an incident vector and a surface normal.
Calculates the refraction vector based on Snell's law. If total internal reflection
occurs (angle too great given eta), dest is set to zero and returns false.
Otherwise, computes refraction vector, stores it in dest, and returns true.
Parameters:
| *[in]* **v** *❗️ normalized ❗️* incident vector
| *[in]* **n** *❗️ normalized ❗️* normal vector
| *[in]* **eta** ratio of indices of refraction (incident/transmitted)
| *[out]* **dest** refraction vector if refraction occurs; zero vector otherwise
Returns:
returns true if refraction occurs; false if total internal reflection occurs.

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@@ -13,7 +13,7 @@ Header: cglm/vec3.h
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_vec3_dot`,
alias means inline wrapper here. There is no call verison of alias functions alias means inline wrapper here. There is no call version 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
rotate *vec3* with matrix. rotate *vec3* with matrix.
@@ -80,6 +80,9 @@ Functions:
#. :c:func:`glm_vec3_clamp` #. :c:func:`glm_vec3_clamp`
#. :c:func:`glm_vec3_lerp` #. :c:func:`glm_vec3_lerp`
#. :c:func:`glm_vec3_make` #. :c:func:`glm_vec3_make`
#. :c:func:`glm_vec3_faceforward`
#. :c:func:`glm_vec3_reflect`
#. :c:func:`glm_vec3_refract`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -148,7 +151,7 @@ Functions documentation
norm * norm (magnitude) of vector norm * norm (magnitude) of vector
we can use this func instead of calling norm * norm, because it would call 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 sqrtf function twice but with this func we can avoid func call, maybe this is
not good name for this func not good name for this func
Parameters: Parameters:
@@ -309,7 +312,7 @@ Functions documentation
.. c:function:: void glm_vec3_flipsign(vec3 v) .. c:function:: void glm_vec3_flipsign(vec3 v)
**DEPRACATED!** **DEPRECATED!**
use :c:func:`glm_vec3_negate` use :c:func:`glm_vec3_negate`
@@ -318,7 +321,7 @@ Functions documentation
.. c:function:: void glm_vec3_flipsign_to(vec3 v, vec3 dest) .. c:function:: void glm_vec3_flipsign_to(vec3 v, vec3 dest)
**DEPRACATED!** **DEPRECATED!**
use :c:func:`glm_vec3_negate_to` use :c:func:`glm_vec3_negate_to`
@@ -328,7 +331,7 @@ Functions documentation
.. c:function:: void glm_vec3_inv(vec3 v) .. c:function:: void glm_vec3_inv(vec3 v)
**DEPRACATED!** **DEPRECATED!**
use :c:func:`glm_vec3_negate` use :c:func:`glm_vec3_negate`
@@ -337,7 +340,7 @@ Functions documentation
.. c:function:: void glm_vec3_inv_to(vec3 v, vec3 dest) .. c:function:: void glm_vec3_inv_to(vec3 v, vec3 dest)
**DEPRACATED!** **DEPRECATED!**
use :c:func:`glm_vec3_negate_to` use :c:func:`glm_vec3_negate_to`
@@ -377,7 +380,7 @@ Functions documentation
.. c:function:: float glm_vec3_angle(vec3 v1, vec3 v2) .. c:function:: float glm_vec3_angle(vec3 v1, vec3 v2)
angle betwen two vector angle between two vector
Parameters: Parameters:
| *[in]* **v1** vector1 | *[in]* **v1** vector1
@@ -503,12 +506,49 @@ Functions documentation
| *[in]* **t** interpolant (amount) clamped between 0 and 1 | *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec3_make(float * __restrict src, vec3 dest) .. c:function:: void glm_vec3_make(const float * __restrict src, vec3 dest)
Create three dimensional vector from pointer Create three dimensional vector from pointer
| NOTE: **@src** must contain at least 3 elements. .. note::: **@src** must contain at least 3 elements.
Parameters: Parameters:
| *[in]* **src** pointer to an array of floats | *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination vector | *[out]* **dest** destination vector
.. c:function:: void glm_vec3_faceforward(vec3 n, vec3 v, vec3 nref, vec3 dest)
A vector pointing in the same direction as another
Parameters:
| *[in]* **n** vector to orient
| *[in]* **v** incident vector
| *[in]* **nref** reference vector
| *[out]* **dest** destination: oriented vector, pointing away from the surface.
.. c:function:: void glm_vec3_reflect(vec3 v, vec3 n, vec3 dest)
Reflection vector using an incident ray and a surface normal
Parameters:
| *[in]* **v** incident vector
| *[in]* **n** *❗️ normalized ❗️* normal vector
| *[out]* **dest** destination: reflection result
.. c:function:: bool glm_vec3_refract(vec3 v, vec3 n, float eta, vec3 dest)
Computes refraction vector for an incident vector and a surface normal.
Calculates the refraction vector based on Snell's law. If total internal reflection
occurs (angle too great given eta), dest is set to zero and returns false.
Otherwise, computes refraction vector, stores it in dest, and returns true.
Parameters:
| *[in]* **v** *❗️ normalized ❗️* incident vector
| *[in]* **n** *❗️ normalized ❗️* normal vector
| *[in]* **eta** ratio of indices of refraction (incident/transmitted)
| *[out]* **dest** refraction vector if refraction occurs; zero vector otherwise
Returns:
returns true if refraction occurs; false if total internal reflection occurs.

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@@ -60,6 +60,8 @@ Functions:
#. :c:func:`glm_vec4_lerp` #. :c:func:`glm_vec4_lerp`
#. :c:func:`glm_vec4_cubic` #. :c:func:`glm_vec4_cubic`
#. :c:func:`glm_vec4_make` #. :c:func:`glm_vec4_make`
#. :c:func:`glm_vec4_reflect`
#. :c:func:`glm_vec4_refract`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -108,6 +110,13 @@ Functions documentation
Parameters: Parameters:
| *[in, out]* **v** vector | *[in, out]* **v** vector
.. c:function:: void glm_vec4_one(vec4 v)
makes all members one
Parameters:
| *[in, out]* **v** vector
.. c:function:: float glm_vec4_dot(vec4 a, vec4 b) .. c:function:: float glm_vec4_dot(vec4 a, vec4 b)
dot product of vec4 dot product of vec4
@@ -124,7 +133,7 @@ Functions documentation
norm * norm (magnitude) of vector norm * norm (magnitude) of vector
we can use this func instead of calling norm * norm, because it would call 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 sqrtf function twice but with this func we can avoid func call, maybe this is
not good name for this func not good name for this func
Parameters: Parameters:
@@ -284,7 +293,7 @@ Functions documentation
.. c:function:: void glm_vec4_flipsign(vec4 v) .. c:function:: void glm_vec4_flipsign(vec4 v)
**DEPRACATED!** **DEPRECATED!**
use :c:func:`glm_vec4_negate` use :c:func:`glm_vec4_negate`
@@ -293,7 +302,7 @@ Functions documentation
.. c:function:: void glm_vec4_flipsign_to(vec4 v, vec4 dest) .. c:function:: void glm_vec4_flipsign_to(vec4 v, vec4 dest)
**DEPRACATED!** **DEPRECATED!**
use :c:func:`glm_vec4_negate_to` use :c:func:`glm_vec4_negate_to`
@@ -303,7 +312,7 @@ Functions documentation
.. c:function:: void glm_vec4_inv(vec4 v) .. c:function:: void glm_vec4_inv(vec4 v)
**DEPRACATED!** **DEPRECATED!**
use :c:func:`glm_vec4_negate` use :c:func:`glm_vec4_negate`
@@ -312,7 +321,7 @@ Functions documentation
.. c:function:: void glm_vec4_inv_to(vec4 v, vec4 dest) .. c:function:: void glm_vec4_inv_to(vec4 v, vec4 dest)
**DEPRACATED!** **DEPRECATED!**
use :c:func:`glm_vec4_negate_to` use :c:func:`glm_vec4_negate_to`
@@ -408,11 +417,42 @@ Functions documentation
| *[in]* **s** parameter | *[in]* **s** parameter
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec4_make(float * __restrict src, vec4 dest) .. c:function:: void glm_vec4_make(const float * __restrict src, vec4 dest)
Create four dimensional vector from pointer Create four dimensional vector from pointer
| NOTE: **@src** must contain at least 4 elements. .. note:: **@src** must contain at least 4 elements.
Parameters: Parameters:
| *[in]* **src** pointer to an array of floats | *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination vector | *[out]* **dest** destination vector
.. c:function:: bool glm_vec4_reflect(vec4 v, vec4 n, vec4 dest)
Reflection vector using an incident ray and a surface normal
Parameters:
| *[in]* **v** incident vector
| *[in]* **n** *❗️ normalized ❗️* normal vector
| *[out]* **dest** destination: reflection result
.. c:function:: bool glm_vec4_refract(vec4 v, vec4 n, float eta, vec4 dest)
computes refraction vector for an incident vector and a surface normal.
Calculates the refraction vector based on Snell's law. If total internal reflection
occurs (angle too great given eta), dest is set to zero and returns false.
Otherwise, computes refraction vector, stores it in dest, and returns true.
This implementation does not explicitly preserve the 'w' component of the
incident vector 'I' in the output 'dest', users requiring the preservation of
the 'w' component should manually adjust 'dest' after calling this function.
Parameters:
| *[in]* **v** *❗️ normalized ❗️* incident vector
| *[in]* **n** *❗️ normalized ❗️* normal vector
| *[in]* **eta** ratio of indices of refraction (incident/transmitted)
| *[out]* **dest** refraction vector if refraction occurs; zero vector otherwise
Returns:
returns true if refraction occurs; false if total internal reflection occurs.

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@@ -10,9 +10,23 @@
#include "common.h" #include "common.h"
#include "vec2.h" #include "vec2.h"
#include "vec4.h"
#include "util.h" #include "util.h"
/* DEPRECATED! use _diag */
#define glm_aabb2d_size(aabb) glm_aabb2d_diag(aabb)
/*!
* @brief make [aabb] zero
*
* @param[in, out] aabb aabb
*/
CGLM_INLINE
void
glm_aabb2d_zero(vec2 aabb[2]) {
glm_vec2_zero(aabb[0]);
glm_vec2_zero(aabb[1]);
}
/*! /*!
* @brief copy all members of [aabb] to [dest] * @brief copy all members of [aabb] to [dest]
* *
@@ -108,7 +122,7 @@ glm_aabb2d_crop(vec2 aabb[2], vec2 cropAabb[2], vec2 dest[2]) {
* *
* @param[in] aabb bounding aabb * @param[in] aabb bounding aabb
* @param[in] cropAabb crop aabb * @param[in] cropAabb crop aabb
* @param[in] clampAabb miniumum aabb * @param[in] clampAabb minimum aabb
* @param[out] dest cropped bounding aabb * @param[out] dest cropped bounding aabb
*/ */
CGLM_INLINE CGLM_INLINE
@@ -152,10 +166,22 @@ glm_aabb2d_isvalid(vec2 aabb[2]) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_aabb2d_size(vec2 aabb[2]) { glm_aabb2d_diag(vec2 aabb[2]) {
return glm_vec2_distance(aabb[0], aabb[1]); return glm_vec2_distance(aabb[0], aabb[1]);
} }
/*!
* @brief size of aabb
*
* @param[in] aabb bounding aabb
* @param[out] dest size
*/
CGLM_INLINE
void
glm_aabb2d_sizev(vec2 aabb[2], vec2 dest) {
glm_vec2_sub(aabb[1], aabb[0], dest);
}
/*! /*!
* @brief radius of sphere which surrounds AABB * @brief radius of sphere which surrounds AABB
* *
@@ -164,7 +190,7 @@ glm_aabb2d_size(vec2 aabb[2]) {
CGLM_INLINE CGLM_INLINE
float float
glm_aabb2d_radius(vec2 aabb[2]) { glm_aabb2d_radius(vec2 aabb[2]) {
return glm_aabb2d_size(aabb) * 0.5f; return glm_aabb2d_diag(aabb) * 0.5f;
} }
/*! /*!

View File

@@ -34,9 +34,9 @@
* @brief translate existing transform matrix by v vector * @brief translate existing transform matrix by v vector
* and stores result in same matrix * and stores result in same matrix
* *
* this is POST transform, applies to existing transform as last transfrom * this is POST transform, applies to existing transform as last transform
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transform
* @param[in] v translate vector [x, y, z] * @param[in] v translate vector [x, y, z]
*/ */
CGLM_INLINE CGLM_INLINE
@@ -51,9 +51,9 @@ glm_translated(mat4 m, vec3 v) {
* *
* source matrix will remain same * source matrix will remain same
* *
* this is POST transform, applies to existing transform as last transfrom * this is POST transform, applies to existing transform as last transform
* *
* @param[in] m affine transfrom * @param[in] m affine transform
* @param[in] v translate vector [x, y, z] * @param[in] v translate vector [x, y, z]
* @param[out] dest translated matrix * @param[out] dest translated matrix
*/ */
@@ -67,9 +67,9 @@ glm_translated_to(mat4 m, vec3 v, mat4 dest) {
/*! /*!
* @brief translate existing transform matrix by x factor * @brief translate existing transform matrix by x factor
* *
* this is POST transform, applies to existing transform as last transfrom * this is POST transform, applies to existing transform as last transform
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transform
* @param[in] x x factor * @param[in] x x factor
*/ */
CGLM_INLINE CGLM_INLINE
@@ -81,9 +81,9 @@ glm_translated_x(mat4 m, float x) {
/*! /*!
* @brief translate existing transform matrix by y factor * @brief translate existing transform matrix by y factor
* *
* this is POST transform, applies to existing transform as last transfrom * this is POST transform, applies to existing transform as last transform
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transform
* @param[in] y y factor * @param[in] y y factor
*/ */
CGLM_INLINE CGLM_INLINE
@@ -95,9 +95,9 @@ glm_translated_y(mat4 m, float y) {
/*! /*!
* @brief translate existing transform matrix by z factor * @brief translate existing transform matrix by z factor
* *
* this is POST transform, applies to existing transform as last transfrom * this is POST transform, applies to existing transform as last transform
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transform
* @param[in] z z factor * @param[in] z z factor
*/ */
CGLM_INLINE CGLM_INLINE
@@ -110,9 +110,9 @@ glm_translated_z(mat4 m, float z) {
* @brief rotate existing transform matrix around X axis by angle * @brief rotate existing transform matrix around X axis by angle
* and store result in dest * and store result in dest
* *
* this is POST transform, applies to existing transform as last transfrom * this is POST transform, applies to existing transform as last transform
* *
* @param[in] m affine transfrom * @param[in] m affine transform
* @param[in] angle angle (radians) * @param[in] angle angle (radians)
* @param[out] dest rotated matrix * @param[out] dest rotated matrix
*/ */
@@ -137,9 +137,9 @@ glm_rotated_x(mat4 m, float angle, mat4 dest) {
* @brief rotate existing transform matrix around Y axis by angle * @brief rotate existing transform matrix around Y axis by angle
* and store result in dest * and store result in dest
* *
* this is POST transform, applies to existing transform as last transfrom * this is POST transform, applies to existing transform as last transform
* *
* @param[in] m affine transfrom * @param[in] m affine transform
* @param[in] angle angle (radians) * @param[in] angle angle (radians)
* @param[out] dest rotated matrix * @param[out] dest rotated matrix
*/ */
@@ -164,9 +164,9 @@ glm_rotated_y(mat4 m, float angle, mat4 dest) {
* @brief rotate existing transform matrix around Z axis by angle * @brief rotate existing transform matrix around Z axis by angle
* and store result in dest * and store result in dest
* *
* this is POST transform, applies to existing transform as last transfrom * this is POST transform, applies to existing transform as last transform
* *
* @param[in] m affine transfrom * @param[in] m affine transform
* @param[in] angle angle (radians) * @param[in] angle angle (radians)
* @param[out] dest rotated matrix * @param[out] dest rotated matrix
*/ */
@@ -190,9 +190,9 @@ glm_rotated_z(mat4 m, float angle, mat4 dest) {
/*! /*!
* @brief rotate existing transform matrix around given axis by angle * @brief rotate existing transform matrix around given axis by angle
* *
* this is POST transform, applies to existing transform as last transfrom * this is POST transform, applies to existing transform as last transform
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transform
* @param[in] angle angle (radians) * @param[in] angle angle (radians)
* @param[in] axis axis * @param[in] axis axis
*/ */
@@ -208,9 +208,9 @@ glm_rotated(mat4 m, float angle, vec3 axis) {
* @brief rotate existing transform * @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center) * around given axis by angle at given pivot point (rotation center)
* *
* this is POST transform, applies to existing transform as last transfrom * this is POST transform, applies to existing transform as last transform
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transform
* @param[in] pivot rotation center * @param[in] pivot rotation center
* @param[in] angle angle (radians) * @param[in] angle angle (radians)
* @param[in] axis axis * @param[in] axis axis
@@ -230,9 +230,9 @@ glm_rotated_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
/*! /*!
* @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position) * @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 * this is POST transform, applies to existing transform as last transform
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transform
* @param[in] angle angle (radians) * @param[in] angle angle (radians)
* @param[in] axis axis * @param[in] axis axis
*/ */

View File

@@ -35,7 +35,7 @@
* @brief translate existing transform matrix by v vector * @brief translate existing transform matrix by v vector
* and stores result in same matrix * and stores result in same matrix
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transform
* @param[in] v translate vector [x, y, z] * @param[in] v translate vector [x, y, z]
*/ */
CGLM_INLINE CGLM_INLINE
@@ -66,7 +66,7 @@ glm_translate(mat4 m, vec3 v) {
* *
* source matrix will remain same * source matrix will remain same
* *
* @param[in] m affine transfrom * @param[in] m affine transform
* @param[in] v translate vector [x, y, z] * @param[in] v translate vector [x, y, z]
* @param[out] dest translated matrix * @param[out] dest translated matrix
*/ */
@@ -80,7 +80,7 @@ glm_translate_to(mat4 m, vec3 v, mat4 dest) {
/*! /*!
* @brief translate existing transform matrix by x factor * @brief translate existing transform matrix by x factor
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transform
* @param[in] x x factor * @param[in] x x factor
*/ */
CGLM_INLINE CGLM_INLINE
@@ -98,7 +98,7 @@ glm_translate_x(mat4 m, float x) {
/*! /*!
* @brief translate existing transform matrix by y factor * @brief translate existing transform matrix by y factor
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transform
* @param[in] y y factor * @param[in] y y factor
*/ */
CGLM_INLINE CGLM_INLINE
@@ -116,7 +116,7 @@ glm_translate_y(mat4 m, float y) {
/*! /*!
* @brief translate existing transform matrix by z factor * @brief translate existing transform matrix by z factor
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transform
* @param[in] z z factor * @param[in] z z factor
*/ */
CGLM_INLINE CGLM_INLINE
@@ -135,7 +135,7 @@ glm_translate_z(mat4 m, float z) {
* @brief rotate existing transform matrix around X axis by angle * @brief rotate existing transform matrix around X axis by angle
* and store result in dest * and store result in dest
* *
* @param[in] m affine transfrom * @param[in] m affine transform
* @param[in] angle angle (radians) * @param[in] angle angle (radians)
* @param[out] dest rotated matrix * @param[out] dest rotated matrix
*/ */
@@ -160,7 +160,7 @@ glm_rotate_x(mat4 m, float angle, mat4 dest) {
* @brief rotate existing transform matrix around Y axis by angle * @brief rotate existing transform matrix around Y axis by angle
* and store result in dest * and store result in dest
* *
* @param[in] m affine transfrom * @param[in] m affine transform
* @param[in] angle angle (radians) * @param[in] angle angle (radians)
* @param[out] dest rotated matrix * @param[out] dest rotated matrix
*/ */
@@ -185,7 +185,7 @@ glm_rotate_y(mat4 m, float angle, mat4 dest) {
* @brief rotate existing transform matrix around Z axis by angle * @brief rotate existing transform matrix around Z axis by angle
* and store result in dest * and store result in dest
* *
* @param[in] m affine transfrom * @param[in] m affine transform
* @param[in] angle angle (radians) * @param[in] angle angle (radians)
* @param[out] dest rotated matrix * @param[out] dest rotated matrix
*/ */
@@ -207,9 +207,27 @@ glm_rotate_z(mat4 m, float angle, mat4 dest) {
} }
/*! /*!
* @brief rotate existing transform matrix around given axis by angle * @brief rotate existing transform matrix
* around given axis by angle at ORIGIN (0,0,0)
* *
* @param[in, out] m affine transfrom * **❗IMPORTANT ❗️**
*
* If you need to rotate object around itself e.g. center of object or at
* some point [of object] then `glm_rotate_at()` would be better choice to do so.
*
* Even if object's model transform is identiy, rotation may not be around
* center of object if object does not lay out at ORIGIN perfectly.
*
* Using `glm_rotate_at()` with center of bounding shape ( AABB, Sphere ... )
* would be an easy option to rotate around object if object is not at origin.
*
* One another option to rotate around itself at any point is `glm_spin()`
* which is perfect if only rotating around model position is desired e.g. not
* specific point on model for instance center of geometry or center of mass,
* again if geometry is not perfectly centered at origin at identity transform,
* rotation may not be around geometry.
*
* @param[in, out] m affine transform
* @param[in] angle angle (radians) * @param[in] angle angle (radians)
* @param[in] axis axis * @param[in] axis axis
*/ */
@@ -225,7 +243,7 @@ glm_rotate(mat4 m, float angle, vec3 axis) {
* @brief rotate existing transform * @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center) * around given axis by angle at given pivot point (rotation center)
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transform
* @param[in] pivot rotation center * @param[in] pivot rotation center
* @param[in] angle angle (radians) * @param[in] angle angle (radians)
* @param[in] axis axis * @param[in] axis axis
@@ -250,7 +268,7 @@ glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
* this should work faster than glm_rotate_at because it reduces * this should work faster than glm_rotate_at because it reduces
* one glm_translate. * one glm_translate.
* *
* @param[out] m affine transfrom * @param[out] m affine transform
* @param[in] pivot rotation center * @param[in] pivot rotation center
* @param[in] angle angle (radians) * @param[in] angle angle (radians)
* @param[in] axis axis * @param[in] axis axis
@@ -268,9 +286,10 @@ glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
} }
/*! /*!
* @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position) * @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, out] m affine transform
* @param[in] angle angle (radians) * @param[in] angle angle (radians)
* @param[in] axis axis * @param[in] axis axis
*/ */

View File

@@ -44,7 +44,7 @@
/*! /*!
* @brief creates NEW translate transform matrix by v vector * @brief creates NEW translate transform matrix by v vector
* *
* @param[out] m affine transfrom * @param[out] m affine transform
* @param[in] v translate vector [x, y, z] * @param[in] v translate vector [x, y, z]
*/ */
CGLM_INLINE CGLM_INLINE
@@ -58,7 +58,7 @@ glm_translate_make(mat4 m, vec3 v) {
* @brief scale existing transform matrix by v vector * @brief scale existing transform matrix by v vector
* and store result in dest * and store result in dest
* *
* @param[in] m affine transfrom * @param[in] m affine transform
* @param[in] v scale vector [x, y, z] * @param[in] v scale vector [x, y, z]
* @param[out] dest scaled matrix * @param[out] dest scaled matrix
*/ */
@@ -75,7 +75,7 @@ glm_scale_to(mat4 m, vec3 v, mat4 dest) {
/*! /*!
* @brief creates NEW scale matrix by v vector * @brief creates NEW scale matrix by v vector
* *
* @param[out] m affine transfrom * @param[out] m affine transform
* @param[in] v scale vector [x, y, z] * @param[in] v scale vector [x, y, z]
*/ */
CGLM_INLINE CGLM_INLINE
@@ -91,7 +91,7 @@ glm_scale_make(mat4 m, vec3 v) {
* @brief scales existing transform matrix by v vector * @brief scales existing transform matrix by v vector
* and stores result in same matrix * and stores result in same matrix
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transform
* @param[in] v scale vector [x, y, z] * @param[in] v scale vector [x, y, z]
*/ */
CGLM_INLINE CGLM_INLINE
@@ -104,7 +104,7 @@ glm_scale(mat4 m, vec3 v) {
* @brief applies uniform scale to existing transform matrix v = [s, s, s] * @brief applies uniform scale to existing transform matrix v = [s, s, s]
* and stores result in same matrix * and stores result in same matrix
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transform
* @param[in] s scale factor * @param[in] s scale factor
*/ */
CGLM_INLINE CGLM_INLINE
@@ -119,7 +119,7 @@ glm_scale_uni(mat4 m, float s) {
* *
* axis will be normalized so you don't need to normalize it * axis will be normalized so you don't need to normalize it
* *
* @param[out] m affine transfrom * @param[out] m affine transform
* @param[in] angle angle (radians) * @param[in] angle angle (radians)
* @param[in] axis axis * @param[in] axis axis
*/ */
@@ -220,7 +220,7 @@ glm_decompose_rs(mat4 m, mat4 r, vec3 s) {
* @brief decompose affine transform, TODO: extract shear factors. * @brief decompose affine transform, TODO: extract shear factors.
* DON'T pass projected matrix here * DON'T pass projected matrix here
* *
* @param[in] m affine transfrom * @param[in] m affine transform
* @param[out] t translation vector * @param[out] t translation vector
* @param[out] r rotation matrix (mat4) * @param[out] r rotation matrix (mat4)
* @param[out] s scaling vector [X, Y, Z] * @param[out] s scaling vector [X, Y, Z]

View File

@@ -33,7 +33,7 @@
* @brief translate existing 2d transform matrix by v vector * @brief translate existing 2d transform matrix by v vector
* and stores result in same matrix * and stores result in same matrix
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transform
* @param[in] v translate vector [x, y] * @param[in] v translate vector [x, y]
*/ */
CGLM_INLINE CGLM_INLINE
@@ -50,7 +50,7 @@ glm_translate2d(mat3 m, vec2 v) {
* *
* source matrix will remain same * source matrix will remain same
* *
* @param[in] m affine transfrom * @param[in] m affine transform
* @param[in] v translate vector [x, y] * @param[in] v translate vector [x, y]
* @param[out] dest translated matrix * @param[out] dest translated matrix
*/ */
@@ -64,7 +64,7 @@ glm_translate2d_to(mat3 m, vec2 v, mat3 dest) {
/*! /*!
* @brief translate existing 2d transform matrix by x factor * @brief translate existing 2d transform matrix by x factor
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transform
* @param[in] x x factor * @param[in] x x factor
*/ */
CGLM_INLINE CGLM_INLINE
@@ -78,7 +78,7 @@ glm_translate2d_x(mat3 m, float x) {
/*! /*!
* @brief translate existing 2d transform matrix by y factor * @brief translate existing 2d transform matrix by y factor
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transform
* @param[in] y y factor * @param[in] y y factor
*/ */
CGLM_INLINE CGLM_INLINE
@@ -92,7 +92,7 @@ glm_translate2d_y(mat3 m, float y) {
/*! /*!
* @brief creates NEW translate 2d transform matrix by v vector * @brief creates NEW translate 2d transform matrix by v vector
* *
* @param[out] m affine transfrom * @param[out] m affine transform
* @param[in] v translate vector [x, y] * @param[in] v translate vector [x, y]
*/ */
CGLM_INLINE CGLM_INLINE
@@ -107,7 +107,7 @@ glm_translate2d_make(mat3 m, vec2 v) {
* @brief scale existing 2d transform matrix by v vector * @brief scale existing 2d transform matrix by v vector
* and store result in dest * and store result in dest
* *
* @param[in] m affine transfrom * @param[in] m affine transform
* @param[in] v scale vector [x, y] * @param[in] v scale vector [x, y]
* @param[out] dest scaled matrix * @param[out] dest scaled matrix
*/ */
@@ -130,7 +130,7 @@ glm_scale2d_to(mat3 m, vec2 v, mat3 dest) {
/*! /*!
* @brief creates NEW 2d scale matrix by v vector * @brief creates NEW 2d scale matrix by v vector
* *
* @param[out] m affine transfrom * @param[out] m affine transform
* @param[in] v scale vector [x, y] * @param[in] v scale vector [x, y]
*/ */
CGLM_INLINE CGLM_INLINE
@@ -145,7 +145,7 @@ glm_scale2d_make(mat3 m, vec2 v) {
* @brief scales existing 2d transform matrix by v vector * @brief scales existing 2d transform matrix by v vector
* and stores result in same matrix * and stores result in same matrix
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transform
* @param[in] v scale vector [x, y] * @param[in] v scale vector [x, y]
*/ */
CGLM_INLINE CGLM_INLINE
@@ -164,7 +164,7 @@ glm_scale2d(mat3 m, vec2 v) {
* @brief applies uniform scale to existing 2d transform matrix v = [s, s] * @brief applies uniform scale to existing 2d transform matrix v = [s, s]
* and stores result in same matrix * and stores result in same matrix
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transform
* @param[in] s scale factor * @param[in] s scale factor
*/ */
CGLM_INLINE CGLM_INLINE
@@ -182,7 +182,7 @@ glm_scale2d_uni(mat3 m, float s) {
/*! /*!
* @brief creates NEW rotation matrix by angle around Z axis * @brief creates NEW rotation matrix by angle around Z axis
* *
* @param[out] m affine transfrom * @param[out] m affine transform
* @param[in] angle angle (radians) * @param[in] angle angle (radians)
*/ */
CGLM_INLINE CGLM_INLINE
@@ -210,7 +210,7 @@ glm_rotate2d_make(mat3 m, float angle) {
* @brief rotate existing 2d transform matrix around Z axis by angle * @brief rotate existing 2d transform matrix around Z axis by angle
* and store result in same matrix * and store result in same matrix
* *
* @param[in, out] m affine transfrom * @param[in, out] m affine transform
* @param[in] angle angle (radians) * @param[in] angle angle (radians)
*/ */
CGLM_INLINE CGLM_INLINE
@@ -237,7 +237,7 @@ glm_rotate2d(mat3 m, float angle) {
* @brief rotate existing 2d transform matrix around Z axis by angle * @brief rotate existing 2d transform matrix around Z axis by angle
* and store result in dest * and store result in dest
* *
* @param[in] m affine transfrom * @param[in] m affine transform
* @param[in] angle angle (radians) * @param[in] angle angle (radians)
* @param[out] dest destination * @param[out] dest destination
*/ */

View File

@@ -104,7 +104,7 @@ glm_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) {
* *
* @param[in] box bounding box * @param[in] box bounding box
* @param[in] cropBox crop box * @param[in] cropBox crop box
* @param[in] clampBox miniumum box * @param[in] clampBox minimum box
* @param[out] dest cropped bounding box * @param[out] dest cropped bounding box
*/ */
CGLM_INLINE CGLM_INLINE

View File

@@ -13,6 +13,13 @@ extern "C" {
#include "../cglm.h" #include "../cglm.h"
/* DEPRECATED! use _diag */
#define glmc_aabb2d_size(aabb) glmc_aabb2d_diag(aabb)
CGLM_EXPORT
void
glmc_aabb2d_zero(vec2 aabb[2]);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_aabb2d_copy(vec2 aabb[2], vec2 dest[2]); glmc_aabb2d_copy(vec2 aabb[2], vec2 dest[2]);
@@ -46,7 +53,11 @@ glmc_aabb2d_isvalid(vec2 aabb[2]);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_aabb2d_size(vec2 aabb[2]); glmc_aabb2d_diag(vec2 aabb[2]);
CGLM_EXPORT
void
glmc_aabb2d_sizev(vec2 aabb[2], vec2 dest);
CGLM_EXPORT CGLM_EXPORT
float float

View File

@@ -29,6 +29,14 @@ CGLM_EXPORT
void void
glmc_ivec2_one(ivec2 v); glmc_ivec2_one(ivec2 v);
CGLM_EXPORT
int
glmc_ivec2_dot(ivec2 a, ivec2 b);
CGLM_EXPORT
int
glmc_ivec2_cross(ivec2 a, ivec2 b);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_ivec2_add(ivec2 a, ivec2 b, ivec2 dest); glmc_ivec2_add(ivec2 a, ivec2 b, ivec2 dest);
@@ -53,6 +61,18 @@ CGLM_EXPORT
void void
glmc_ivec2_scale(ivec2 v, int s, ivec2 dest); glmc_ivec2_scale(ivec2 v, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_div(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_divs(ivec2 v, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_mod(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_ivec2_addadd(ivec2 a, ivec2 b, ivec2 dest); glmc_ivec2_addadd(ivec2 a, ivec2 b, ivec2 dest);

View File

@@ -29,6 +29,18 @@ CGLM_EXPORT
void void
glmc_ivec3_one(ivec3 v); glmc_ivec3_one(ivec3 v);
CGLM_EXPORT
int
glmc_ivec3_dot(ivec3 a, ivec3 b);
CGLM_EXPORT
int
glmc_ivec3_norm2(ivec3 v);
CGLM_EXPORT
int
glmc_ivec3_norm(ivec3 v);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_ivec3_add(ivec3 a, ivec3 b, ivec3 dest); glmc_ivec3_add(ivec3 a, ivec3 b, ivec3 dest);
@@ -53,6 +65,18 @@ CGLM_EXPORT
void void
glmc_ivec3_scale(ivec3 v, int s, ivec3 dest); glmc_ivec3_scale(ivec3 v, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_div(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_divs(ivec3 v, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_mod(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_ivec3_addadd(ivec3 a, ivec3 b, ivec3 dest); glmc_ivec3_addadd(ivec3 a, ivec3 b, ivec3 dest);

View File

@@ -75,7 +75,7 @@ glmc_mat2_rmc(vec2 r, mat2 m, vec2 c);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2_make(float * __restrict src, mat2 dest); glmc_mat2_make(const float * __restrict src, mat2 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }

View File

@@ -23,15 +23,15 @@ glmc_mat2x3_zero(mat2x3 mat);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2x3_make(float * __restrict src, mat2x3 dest); glmc_mat2x3_make(const float * __restrict src, mat2x3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest); glmc_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2x3_mulv(mat2x3 m, vec3 v, vec2 dest); glmc_mat2x3_mulv(mat2x3 m, vec2 v, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void

View File

@@ -23,15 +23,15 @@ glmc_mat2x4_zero(mat2x4 mat);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2x4_make(float * __restrict src, mat2x4 dest); glmc_mat2x4_make(const float * __restrict src, mat2x4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest); glmc_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2x4_mulv(mat2x4 m, vec4 v, vec2 dest); glmc_mat2x4_mulv(mat2x4 m, vec2 v, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void

View File

@@ -82,7 +82,7 @@ glmc_mat3_rmc(vec3 r, mat3 m, vec3 c);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_make(float * __restrict src, mat3 dest); glmc_mat3_make(const float * __restrict src, mat3 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }

View File

@@ -23,15 +23,15 @@ glmc_mat3x2_zero(mat3x2 mat);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3x2_make(float * __restrict src, mat3x2 dest); glmc_mat3x2_make(const float * __restrict src, mat3x2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 dest); glmc_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3x2_mulv(mat3x2 m, vec2 v, vec3 dest); glmc_mat3x2_mulv(mat3x2 m, vec3 v, vec2 dest);
CGLM_EXPORT CGLM_EXPORT
void void

View File

@@ -23,15 +23,15 @@ glmc_mat3x4_zero(mat3x4 mat);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3x4_make(float * __restrict src, mat3x4 dest); glmc_mat3x4_make(const float * __restrict src, mat3x4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest); glmc_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3x4_mulv(mat3x4 m, vec4 v, vec3 dest); glmc_mat3x4_mulv(mat3x4 m, vec3 v, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void

View File

@@ -123,7 +123,7 @@ glmc_mat4_rmc(vec4 r, mat4 m, vec4 c);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_make(float * __restrict src, mat4 dest); glmc_mat4_make(const float * __restrict src, mat4 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }

View File

@@ -23,15 +23,15 @@ glmc_mat4x2_zero(mat4x2 mat);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4x2_make(float * __restrict src, mat4x2 dest); glmc_mat4x2_make(const float * __restrict src, mat4x2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 dest); glmc_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4x2_mulv(mat4x2 m, vec2 v, vec4 dest); glmc_mat4x2_mulv(mat4x2 m, vec4 v, vec2 dest);
CGLM_EXPORT CGLM_EXPORT
void void

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@@ -23,15 +23,15 @@ glmc_mat4x3_zero(mat4x3 mat);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4x3_make(float * __restrict src, mat4x3 dest); glmc_mat4x3_make(const float * __restrict src, mat4x3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest); glmc_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4x3_mulv(mat4x3 m, vec3 v, vec4 dest); glmc_mat4x3_mulv(mat4x3 m, vec4 v, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void

View File

@@ -163,7 +163,7 @@ glmc_quat_rotate_atm(mat4 m, versor q, vec3 pivot);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_make(float * __restrict src, versor dest); glmc_quat_make(const float * __restrict src, versor dest);
#ifdef __cplusplus #ifdef __cplusplus
} }

View File

@@ -20,7 +20,19 @@ glmc_ray_triangle(vec3 origin,
vec3 v1, vec3 v1,
vec3 v2, vec3 v2,
float *d); float *d);
CGLM_EXPORT
bool
glmc_ray_sphere(vec3 origin,
vec3 dir,
vec4 s,
float * __restrict t1,
float * __restrict t2);
CGLM_EXPORT
void
glmc_ray_at(vec3 orig, vec3 dir, float t, vec3 point);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

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@@ -195,7 +195,15 @@ glmc_vec2_complex_conjugate(vec2 a, vec2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec2_make(float * __restrict src, vec2 dest); glmc_vec2_make(const float * __restrict src, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_reflect(vec2 v, vec2 n, vec2 dest);
CGLM_EXPORT
bool
glmc_vec2_refract(vec2 v, vec2 n, float eta, vec2 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }

View File

@@ -332,7 +332,19 @@ glmc_vec3_sqrt(vec3 v, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_make(float * __restrict src, vec3 dest); glmc_vec3_make(const float * __restrict src, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_faceforward(vec3 n, vec3 v, vec3 nref, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_reflect(vec3 v, vec3 n, vec3 dest);
CGLM_EXPORT
bool
glmc_vec3_refract(vec3 v, vec3 n, float eta, vec3 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }

View File

@@ -309,7 +309,15 @@ glmc_vec4_sqrt(vec4 v, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_make(float * __restrict src, vec4 dest); glmc_vec4_make(const float * __restrict src, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_reflect(vec4 v, vec4 n, vec4 dest);
CGLM_EXPORT
bool
glmc_vec4_refract(vec4 v, vec4 n, float eta, vec4 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }

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@@ -474,7 +474,7 @@ glm_persp_decomp_x(mat4 proj,
/*! /*!
* @brief decomposes top and bottom values of perspective projection. * @brief decomposes top and bottom values of perspective projection.
* y stands for y axis (top / botom axis) * y stands for y axis (top / bottom axis)
* *
* @param[in] proj perspective projection matrix * @param[in] proj perspective projection matrix
* @param[out] top top * @param[out] top top

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@@ -266,7 +266,7 @@ glm_persp_decomp_x_lh_no(mat4 proj,
* @brief decomposes top and bottom values of perspective projection * @brief decomposes top and bottom values of perspective projection
* with a left-hand coordinate system and a * with a left-hand coordinate system and a
* clip-space of [-1, 1]. * clip-space of [-1, 1].
* y stands for y axis (top / botom axis) * y stands for y axis (top / bottom axis)
* *
* @param[in] proj perspective projection matrix * @param[in] proj perspective projection matrix
* @param[out] top top * @param[out] top top

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@@ -266,7 +266,7 @@ glm_persp_decomp_x_rh_no(mat4 proj,
* @brief decomposes top and bottom values of perspective projection * @brief decomposes top and bottom values of perspective projection
* with a right-hand coordinate system and a * with a right-hand coordinate system and a
* clip-space of [-1, 1]. * clip-space of [-1, 1].
* y stands for y axis (top / botom axis) * y stands for y axis (top / bottom axis)
* *
* @param[in] proj perspective projection matrix * @param[in] proj perspective projection matrix
* @param[out] top top * @param[out] top top

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@@ -37,6 +37,18 @@
# define CGLM_INLINE static inline __attribute((always_inline)) # define CGLM_INLINE static inline __attribute((always_inline))
#endif #endif
#if defined(__GNUC__) || defined(__clang__)
# define CGLM_UNLIKELY(expr) __builtin_expect(!!(expr), 0)
# define CGLM_LIKELY(expr) __builtin_expect(!!(expr), 1)
#else
# define CGLM_UNLIKELY(expr) (expr)
# define CGLM_LIKELY(expr) (expr)
#endif
#if defined(_M_FP_FAST) || defined(__FAST_MATH__)
# define CGLM_FAST_MATH
#endif
#define GLM_SHUFFLE4(z, y, x, w) (((z) << 6) | ((y) << 4) | ((x) << 2) | (w)) #define GLM_SHUFFLE4(z, y, x, w) (((z) << 6) | ((y) << 4) | ((x) << 2) | (w))
#define GLM_SHUFFLE3(z, y, x) (((z) << 4) | ((y) << 2) | (x)) #define GLM_SHUFFLE3(z, y, x) (((z) << 4) | ((y) << 2) | (x))

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@@ -235,7 +235,7 @@ glm_ease_back_inout(float t) {
o = 1.70158f; o = 1.70158f;
s = o * 1.525f; s = o * 1.525f;
x = 0.5; x = 0.5f;
n = t / 0.5f; n = t / 0.5f;
if (n < 1.0f) { if (n < 1.0f) {

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@@ -9,7 +9,7 @@
NOTE: NOTE:
angles must be passed as [X-Angle, Y-Angle, Z-angle] order angles must be passed as [X-Angle, Y-Angle, Z-angle] order
For instance you don't pass angles as [Z-Angle, X-Angle, Y-angle] to For instance you don't pass angles as [Z-Angle, X-Angle, Y-angle] to
glm_euler_zxy funciton, All RELATED functions accept angles same order glm_euler_zxy function, All RELATED functions accept angles same order
which is [X, Y, Z]. which is [X, Y, Z].
*/ */

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@@ -38,7 +38,7 @@
#ifndef cglm_io_h #ifndef cglm_io_h
#define cglm_io_h #define cglm_io_h
#if defined(DEBUG) || defined(_DEBUG) \ #if !defined(NDEBUG) \
|| defined(CGLM_DEFINE_PRINTS) || defined(CGLM_LIB_SRC) \ || defined(CGLM_DEFINE_PRINTS) || defined(CGLM_LIB_SRC) \
|| defined(CGLM_NO_PRINTS_NOOP) || defined(CGLM_NO_PRINTS_NOOP)

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@@ -17,12 +17,17 @@
CGLM_INLINE void glm_ivec2_copy(ivec2 a, ivec2 dest) CGLM_INLINE void glm_ivec2_copy(ivec2 a, ivec2 dest)
CGLM_INLINE void glm_ivec2_zero(ivec2 v) CGLM_INLINE void glm_ivec2_zero(ivec2 v)
CGLM_INLINE void glm_ivec2_one(ivec2 v) CGLM_INLINE void glm_ivec2_one(ivec2 v)
CGLM_INLINE int glm_ivec2_dot(ivec2 a, ivec2 b)
CGLM_INLINE int glm_ivec2_cross(ivec2 a, ivec2 b)
CGLM_INLINE void glm_ivec2_add(ivec2 a, ivec2 b, ivec2 dest) CGLM_INLINE void glm_ivec2_add(ivec2 a, ivec2 b, ivec2 dest)
CGLM_INLINE void glm_ivec2_adds(ivec2 v, int s, ivec2 dest) CGLM_INLINE void glm_ivec2_adds(ivec2 v, int s, ivec2 dest)
CGLM_INLINE void glm_ivec2_sub(ivec2 a, ivec2 b, ivec2 dest) CGLM_INLINE void glm_ivec2_sub(ivec2 a, ivec2 b, ivec2 dest)
CGLM_INLINE void glm_ivec2_subs(ivec2 v, int s, ivec2 dest) CGLM_INLINE void glm_ivec2_subs(ivec2 v, int s, ivec2 dest)
CGLM_INLINE void glm_ivec2_mul(ivec2 a, ivec2 b, ivec2 dest) CGLM_INLINE void glm_ivec2_mul(ivec2 a, ivec2 b, ivec2 dest)
CGLM_INLINE void glm_ivec2_scale(ivec2 v, int s, ivec2 dest) CGLM_INLINE void glm_ivec2_scale(ivec2 v, int s, ivec2 dest)
CGLM_INLINE void glm_ivec2_div(ivec2 a, ivec2 b, ivec2 dest)
CGLM_INLINE void glm_ivec2_divs(ivec2 v, int s, ivec2 dest)
CGLM_INLINE void glm_ivec2_mod(ivec2 a, ivec2 b, ivec2 dest)
CGLM_INLINE void glm_ivec2_addadd(ivec2 a, ivec2 b, ivec2 dest) CGLM_INLINE void glm_ivec2_addadd(ivec2 a, ivec2 b, ivec2 dest)
CGLM_INLINE void glm_ivec2_addadds(ivec2 a, int s, ivec2 dest) CGLM_INLINE void glm_ivec2_addadds(ivec2 a, int s, ivec2 dest)
CGLM_INLINE void glm_ivec2_subadd(ivec2 a, ivec2 b, ivec2 dest) CGLM_INLINE void glm_ivec2_subadd(ivec2 a, ivec2 b, ivec2 dest)
@@ -110,6 +115,36 @@ glm_ivec2_one(ivec2 v) {
v[0] = v[1] = 1; v[0] = v[1] = 1;
} }
/*!
* @brief ivec2 dot product
*
* @param[in] a vector1
* @param[in] b vector2
*
* @return dot product
*/
CGLM_INLINE
int
glm_ivec2_dot(ivec2 a, ivec2 b) {
return a[0] * b[0] + a[1] * b[1];
}
/*!
* @brief ivec2 cross product
*
* REF: http://allenchou.net/2013/07/cross-product-of-2d-vectors/
*
* @param[in] a vector1
* @param[in] b vector2
*
* @return Z component of cross product
*/
CGLM_INLINE
int
glm_ivec2_cross(ivec2 a, ivec2 b) {
return a[0] * b[1] - a[1] * b[0];
}
/*! /*!
* @brief add vector [a] to vector [b] and store result in [dest] * @brief add vector [a] to vector [b] and store result in [dest]
* *
@@ -169,7 +204,7 @@ glm_ivec2_subs(ivec2 v, int s, ivec2 dest) {
/*! /*!
* @brief multiply vector [a] with vector [b] and store result in [dest] * @brief multiply vector [a] with vector [b] and store result in [dest]
* *
* @param[in] a frist vector * @param[in] a first vector
* @param[in] b second vector * @param[in] b second vector
* @param[out] dest destination * @param[out] dest destination
*/ */
@@ -194,6 +229,48 @@ glm_ivec2_scale(ivec2 v, int s, ivec2 dest) {
dest[1] = v[1] * s; dest[1] = v[1] * s;
} }
/*!
* @brief div vector with another component-wise division: d = a / b
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest result = (a[0]/b[0], a[1]/b[1])
*/
CGLM_INLINE
void
glm_ivec2_div(ivec2 a, ivec2 b, ivec2 dest) {
dest[0] = a[0] / b[0];
dest[1] = a[1] / b[1];
}
/*!
* @brief div vector with scalar: d = v / s
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest result = (a[0]/s, a[1]/s)
*/
CGLM_INLINE
void
glm_ivec2_divs(ivec2 v, int s, ivec2 dest) {
dest[0] = v[0] / s;
dest[1] = v[1] / s;
}
/*!
* @brief mod vector with another component-wise modulo: d = a % b
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest result = (a[0]%b[0], a[1]%b[1])
*/
CGLM_INLINE
void
glm_ivec2_mod(ivec2 a, ivec2 b, ivec2 dest) {
dest[0] = a[0] % b[0];
dest[1] = a[1] % b[1];
}
/*! /*!
* @brief add vector [a] with vector [b] and add result to vector [dest] * @brief add vector [a] with vector [b] and add result to vector [dest]
* *

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@@ -17,12 +17,18 @@
CGLM_INLINE void glm_ivec3_copy(ivec3 a, ivec3 dest) CGLM_INLINE void glm_ivec3_copy(ivec3 a, ivec3 dest)
CGLM_INLINE void glm_ivec3_zero(ivec3 v) CGLM_INLINE void glm_ivec3_zero(ivec3 v)
CGLM_INLINE void glm_ivec3_one(ivec3 v) CGLM_INLINE void glm_ivec3_one(ivec3 v)
CGLM_INLINE int glm_ivec3_dot(ivec3 a, ivec3 b)
CGLM_INLINE int glm_ivec3_norm2(ivec3 v)
CGLM_INLINE int glm_ivec3_norm(ivec3 v)
CGLM_INLINE void glm_ivec3_add(ivec3 a, ivec3 b, ivec3 dest) CGLM_INLINE void glm_ivec3_add(ivec3 a, ivec3 b, ivec3 dest)
CGLM_INLINE void glm_ivec3_adds(ivec3 v, int s, ivec3 dest) CGLM_INLINE void glm_ivec3_adds(ivec3 v, int s, ivec3 dest)
CGLM_INLINE void glm_ivec3_sub(ivec3 a, ivec3 b, ivec3 dest) CGLM_INLINE void glm_ivec3_sub(ivec3 a, ivec3 b, ivec3 dest)
CGLM_INLINE void glm_ivec3_subs(ivec3 v, int s, ivec3 dest) CGLM_INLINE void glm_ivec3_subs(ivec3 v, int s, ivec3 dest)
CGLM_INLINE void glm_ivec3_mul(ivec3 a, ivec3 b, ivec3 dest) CGLM_INLINE void glm_ivec3_mul(ivec3 a, ivec3 b, ivec3 dest)
CGLM_INLINE void glm_ivec3_scale(ivec3 v, int s, ivec3 dest) CGLM_INLINE void glm_ivec3_scale(ivec3 v, int s, ivec3 dest)
CGLM_INLINE void glm_ivec3_div(ivec3 a, ivec3 b, ivec3 dest)
CGLM_INLINE void glm_ivec3_divs(ivec3 v, int s, ivec3 dest)
CGLM_INLINE void glm_ivec3_mod(ivec3 a, ivec3 b, ivec3 dest)
CGLM_INLINE void glm_ivec3_addadd(ivec3 a, ivec3 b, ivec3 dest) CGLM_INLINE void glm_ivec3_addadd(ivec3 a, ivec3 b, ivec3 dest)
CGLM_INLINE void glm_ivec3_addadds(ivec3 a, int s, ivec3 dest) CGLM_INLINE void glm_ivec3_addadds(ivec3 a, int s, ivec3 dest)
CGLM_INLINE void glm_ivec3_subadd(ivec3 a, ivec3 b, ivec3 dest) CGLM_INLINE void glm_ivec3_subadd(ivec3 a, ivec3 b, ivec3 dest)
@@ -112,6 +118,51 @@ glm_ivec3_one(ivec3 v) {
v[0] = v[1] = v[2] = 1; v[0] = v[1] = v[2] = 1;
} }
/*!
* @brief ivec3 dot product
*
* @param[in] a vector1
* @param[in] b vector2
*
* @return dot product
*/
CGLM_INLINE
int
glm_ivec3_dot(ivec3 a, ivec3 b) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}
/*!
* @brief norm * norm (magnitude) of vec
*
* we can use this func instead of calling norm * norm, because it would call
* sqrtf function twice but with this func we can avoid func call, maybe this is
* not good name for this func
*
* @param[in] v vector
*
* @return norm * norm
*/
CGLM_INLINE
int
glm_ivec3_norm2(ivec3 v) {
return glm_ivec3_dot(v, v);
}
/*!
* @brief euclidean norm (magnitude), also called L2 norm
* this will give magnitude of vector in euclidean space
*
* @param[in] v vector
*
* @return norm
*/
CGLM_INLINE
int
glm_ivec3_norm(ivec3 v) {
return (int)sqrtf((float)glm_ivec3_norm2(v));
}
/*! /*!
* @brief add vector [a] to vector [b] and store result in [dest] * @brief add vector [a] to vector [b] and store result in [dest]
* *
@@ -175,7 +226,7 @@ glm_ivec3_subs(ivec3 v, int s, ivec3 dest) {
/*! /*!
* @brief multiply vector [a] with vector [b] and store result in [dest] * @brief multiply vector [a] with vector [b] and store result in [dest]
* *
* @param[in] a frist vector * @param[in] a first vector
* @param[in] b second vector * @param[in] b second vector
* @param[out] dest destination * @param[out] dest destination
*/ */
@@ -202,6 +253,53 @@ glm_ivec3_scale(ivec3 v, int s, ivec3 dest) {
dest[2] = v[2] * s; dest[2] = v[2] * s;
} }
/*!
* @brief div vector with another component-wise division: d = a / b
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest result = (a[0]/b[0], a[1]/b[1], a[2]/b[2])
*/
CGLM_INLINE
void
glm_ivec3_div(ivec3 a, ivec3 b, ivec3 dest) {
dest[0] = a[0] / b[0];
dest[1] = a[1] / b[1];
dest[2] = a[2] / b[2];
}
/*!
* @brief div vector with scalar: d = v / s
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest result = (a[0]/s, a[1]/s, a[2]/s)
*/
CGLM_INLINE
void
glm_ivec3_divs(ivec3 v, int s, ivec3 dest) {
dest[0] = v[0] / s;
dest[1] = v[1] / s;
dest[2] = v[2] / s;
}
/*!
* @brief Element-wise modulo operation on ivec3 vectors: dest = a % b
*
* Performs element-wise modulo on each component of vectors `a` and `b`.
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest result = (a[0]%b[0], a[1]%b[1], a[2]%b[2])
*/
CGLM_INLINE
void
glm_ivec3_mod(ivec3 a, ivec3 b, ivec3 dest) {
dest[0] = a[0] % b[0];
dest[1] = a[1] % b[1];
dest[2] = a[2] % b[2];
}
/*! /*!
* @brief add vector [a] with vector [b] and add result to vector [dest] * @brief add vector [a] with vector [b] and add result to vector [dest]
* *

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@@ -179,7 +179,7 @@ glm_ivec4_subs(ivec4 v, int s, ivec4 dest) {
/*! /*!
* @brief multiply vector [a] with vector [b] and store result in [dest] * @brief multiply vector [a] with vector [b] and store result in [dest]
* *
* @param[in] a frist vector * @param[in] a first vector
* @param[in] b second vector * @param[in] b second vector
* @param[out] dest destination * @param[out] dest destination
*/ */

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@@ -180,7 +180,7 @@ glm_mat2_transpose_to(mat2 m, mat2 dest) {
} }
/*! /*!
* @brief tranpose mat2 and store result in same matrix * @brief transpose mat2 and store result in same matrix
* *
* @param[in, out] m source and dest * @param[in, out] m source and dest
*/ */
@@ -354,7 +354,7 @@ glm_mat2_rmc(vec2 r, mat2 m, vec2 c) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat2_make(float * __restrict src, mat2 dest) { glm_mat2_make(const float * __restrict src, mat2 dest) {
dest[0][0] = src[0]; dest[0][0] = src[0];
dest[0][1] = src[1]; dest[0][1] = src[1];
dest[1][0] = src[2]; dest[1][0] = src[2];

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@@ -13,9 +13,9 @@
Functions: Functions:
CGLM_INLINE void glm_mat2x3_copy(mat2x3 mat, mat2x3 dest); CGLM_INLINE void glm_mat2x3_copy(mat2x3 mat, mat2x3 dest);
CGLM_INLINE void glm_mat2x3_zero(mat2x3 mat); CGLM_INLINE void glm_mat2x3_zero(mat2x3 mat);
CGLM_INLINE void glm_mat2x3_make(float * __restrict src, mat2x3 dest); CGLM_INLINE void glm_mat2x3_make(const float * __restrict src, mat2x3 dest);
CGLM_INLINE void glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest); CGLM_INLINE void glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat3 dest);
CGLM_INLINE void glm_mat2x3_mulv(mat2x3 m, vec3 v, vec2 dest); CGLM_INLINE void glm_mat2x3_mulv(mat2x3 m, vec2 v, vec3 dest);
CGLM_INLINE void glm_mat2x3_transpose(mat2x3 m, mat3x2 dest); CGLM_INLINE void glm_mat2x3_transpose(mat2x3 m, mat3x2 dest);
CGLM_INLINE void glm_mat2x3_scale(mat2x3 m, float s); CGLM_INLINE void glm_mat2x3_scale(mat2x3 m, float s);
*/ */
@@ -68,7 +68,7 @@ glm_mat2x3_zero(mat2x3 mat) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat2x3_make(float * __restrict src, mat2x3 dest) { glm_mat2x3_make(const float * __restrict src, mat2x3 dest) {
dest[0][0] = src[0]; dest[0][0] = src[0];
dest[0][1] = src[1]; dest[0][1] = src[1];
dest[0][2] = src[2]; dest[0][2] = src[2];
@@ -82,7 +82,7 @@ glm_mat2x3_make(float * __restrict src, mat2x3 dest) {
* @brief multiply m1 and m2 to dest * @brief multiply m1 and m2 to dest
* *
* @code * @code
* glm_mat2x3_mul(mat2x3, mat3x2, mat2); * glm_mat2x3_mul(mat2x3, mat3x2, mat3);
* @endcode * @endcode
* *
* @param[in] m1 left matrix (mat2x3) * @param[in] m1 left matrix (mat2x3)
@@ -91,19 +91,25 @@ glm_mat2x3_make(float * __restrict src, mat2x3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest) { glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat3 dest) {
float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2],
a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2], a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2],
b00 = m2[0][0], b01 = m2[0][1], b00 = m2[0][0], b01 = m2[0][1],
b10 = m2[1][0], b11 = m2[1][1], b10 = m2[1][0], b11 = m2[1][1],
b20 = m2[2][0], b21 = m2[2][1]; b20 = m2[2][0], b21 = m2[2][1];
dest[0][0] = a00 * b00 + a01 * b10 + a02 * b20; dest[0][0] = a00 * b00 + a10 * b01;
dest[0][1] = a00 * b01 + a01 * b11 + a02 * b21; dest[0][1] = a01 * b00 + a11 * b01;
dest[0][2] = a02 * b00 + a12 * b01;
dest[1][0] = a10 * b00 + a11 * b10 + a12 * b20; dest[1][0] = a00 * b10 + a10 * b11;
dest[1][1] = a10 * b01 + a11 * b11 + a12 * b21; dest[1][1] = a01 * b10 + a11 * b11;
dest[1][2] = a02 * b10 + a12 * b11;
dest[2][0] = a00 * b20 + a10 * b21;
dest[2][1] = a01 * b20 + a11 * b21;
dest[2][2] = a02 * b20 + a12 * b21;
} }
/*! /*!
@@ -115,11 +121,12 @@ glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat2x3_mulv(mat2x3 m, vec3 v, vec2 dest) { glm_mat2x3_mulv(mat2x3 m, vec2 v, vec3 dest) {
float v0 = v[0], v1 = v[1], v2 = v[2]; float v0 = v[0], v1 = v[1];
dest[0] = m[0][0] * v0 + m[0][1] * v1 + m[0][2] * v2; dest[0] = m[0][0] * v0 + m[1][0] * v1;
dest[1] = m[1][0] * v0 + m[1][1] * v1 + m[1][2] * v2; dest[1] = m[0][1] * v0 + m[1][1] * v1;
dest[2] = m[0][2] * v0 + m[1][2] * v1;
} }
/*! /*!

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@@ -13,9 +13,9 @@
Functions: Functions:
CGLM_INLINE void glm_mat2x4_copy(mat2x4 mat, mat2x4 dest); CGLM_INLINE void glm_mat2x4_copy(mat2x4 mat, mat2x4 dest);
CGLM_INLINE void glm_mat2x4_zero(mat2x4 mat); CGLM_INLINE void glm_mat2x4_zero(mat2x4 mat);
CGLM_INLINE void glm_mat2x4_make(float * __restrict src, mat2x4 dest); CGLM_INLINE void glm_mat2x4_make(const float * __restrict src, mat2x4 dest);
CGLM_INLINE void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest); CGLM_INLINE void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat4 dest);
CGLM_INLINE void glm_mat2x4_mulv(mat2x4 m, vec4 v, vec2 dest); CGLM_INLINE void glm_mat2x4_mulv(mat2x4 m, vec2 v, vec4 dest);
CGLM_INLINE void glm_mat2x4_transpose(mat2x4 m, mat4x2 dest); CGLM_INLINE void glm_mat2x4_transpose(mat2x4 m, mat4x2 dest);
CGLM_INLINE void glm_mat2x4_scale(mat2x4 m, float s); CGLM_INLINE void glm_mat2x4_scale(mat2x4 m, float s);
*/ */
@@ -64,7 +64,7 @@ glm_mat2x4_zero(mat2x4 mat) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat2x4_make(float * __restrict src, mat2x4 dest) { glm_mat2x4_make(const float * __restrict src, mat2x4 dest) {
dest[0][0] = src[0]; dest[0][0] = src[0];
dest[0][1] = src[1]; dest[0][1] = src[1];
dest[0][2] = src[2]; dest[0][2] = src[2];
@@ -80,16 +80,16 @@ glm_mat2x4_make(float * __restrict src, mat2x4 dest) {
* @brief multiply m1 and m2 to dest * @brief multiply m1 and m2 to dest
* *
* @code * @code
* glm_mat2x4_mul(mat2x4, mat4x2, mat2); * glm_mat2x4_mul(mat2x4, mat4x2, mat4);
* @endcode * @endcode
* *
* @param[in] m1 left matrix (mat2x4) * @param[in] m1 left matrix (mat2x4)
* @param[in] m2 right matrix (mat4x2) * @param[in] m2 right matrix (mat4x2)
* @param[out] dest destination matrix (mat2) * @param[out] dest destination matrix (mat4)
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest) { glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat4 dest) {
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],
@@ -98,15 +98,29 @@ glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest) {
b20 = m2[2][0], b21 = m2[2][1], b20 = m2[2][0], b21 = m2[2][1],
b30 = m2[3][0], b31 = m2[3][1]; b30 = m2[3][0], b31 = m2[3][1];
dest[0][0] = a00 * b00 + a01 * b10 + a02 * b20 + a03 * b30; dest[0][0] = a00 * b00 + a10 * b01;
dest[0][1] = a00 * b01 + a01 * b11 + a02 * b21 + a03 * b31; dest[0][1] = a01 * b00 + a11 * b01;
dest[0][2] = a02 * b00 + a12 * b01;
dest[0][3] = a03 * b00 + a13 * b01;
dest[1][0] = a10 * b00 + a11 * b10 + a12 * b20 + a13 * b30; dest[1][0] = a00 * b10 + a10 * b11;
dest[1][1] = a10 * b01 + a11 * b11 + a12 * b21 + a13 * b31; dest[1][1] = a01 * b10 + a11 * b11;
dest[1][2] = a02 * b10 + a12 * b11;
dest[1][3] = a03 * b10 + a13 * b11;
dest[2][0] = a00 * b20 + a10 * b21;
dest[2][1] = a01 * b20 + a11 * b21;
dest[2][2] = a02 * b20 + a12 * b21;
dest[2][3] = a03 * b20 + a13 * b21;
dest[3][0] = a00 * b30 + a10 * b31;
dest[3][1] = a01 * b30 + a11 * b31;
dest[3][2] = a02 * b30 + a12 * b31;
dest[3][3] = a03 * b30 + a13 * b31;
} }
/*! /*!
* @brief multiply matrix with column vector and store in dest vector * @brief multiply matrix with column vector and store in dest column vector
* *
* @param[in] m matrix (left) * @param[in] m matrix (left)
* @param[in] v vector (right, column vector) * @param[in] v vector (right, column vector)
@@ -114,11 +128,13 @@ glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat2x4_mulv(mat2x4 m, vec4 v, vec2 dest) { glm_mat2x4_mulv(mat2x4 m, vec2 v, vec4 dest) {
float v0 = v[0], v1 = v[1], v2 = v[2], v3 = v[3]; float v0 = v[0], v1 = v[1];
dest[0] = m[0][0] * v0 + m[0][1] * v1 + m[0][2] * v2 + m[0][3] * v3; dest[0] = m[0][0] * v0 + m[1][0] * v1;
dest[1] = m[1][0] * v0 + m[1][1] * v1 + m[1][2] * v2 + m[1][3] * v3; dest[1] = m[0][1] * v0 + m[1][1] * v1;
dest[2] = m[0][2] * v0 + m[1][2] * v1;
dest[3] = m[0][3] * v0 + m[1][3] * v1;
} }
/*! /*!

View File

@@ -201,7 +201,7 @@ glm_mat3_transpose_to(mat3 m, mat3 dest) {
} }
/*! /*!
* @brief tranpose mat3 and store result in same matrix * @brief transpose mat3 and store result in same matrix
* *
* @param[in, out] m source and dest * @param[in, out] m source and dest
*/ */
@@ -436,7 +436,7 @@ glm_mat3_rmc(vec3 r, mat3 m, vec3 c) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat3_make(float * __restrict src, mat3 dest) { glm_mat3_make(const float * __restrict src, mat3 dest) {
dest[0][0] = src[0]; dest[0][0] = src[0];
dest[0][1] = src[1]; dest[0][1] = src[1];
dest[0][2] = src[2]; dest[0][2] = src[2];

View File

@@ -13,9 +13,9 @@
Functions: Functions:
CGLM_INLINE void glm_mat3x2_copy(mat3x2 mat, mat3x2 dest); CGLM_INLINE void glm_mat3x2_copy(mat3x2 mat, mat3x2 dest);
CGLM_INLINE void glm_mat3x2_zero(mat3x2 mat); CGLM_INLINE void glm_mat3x2_zero(mat3x2 mat);
CGLM_INLINE void glm_mat3x2_make(float * __restrict src, mat3x2 dest); CGLM_INLINE void glm_mat3x2_make(const float * __restrict src, mat3x2 dest);
CGLM_INLINE void glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 dest); CGLM_INLINE void glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat2 dest);
CGLM_INLINE void glm_mat3x2_mulv(mat3x2 m, vec2 v, vec3 dest); CGLM_INLINE void glm_mat3x2_mulv(mat3x2 m, vec3 v, vec2 dest);
CGLM_INLINE void glm_mat3x2_transpose(mat3x2 m, mat2x3 dest); CGLM_INLINE void glm_mat3x2_transpose(mat3x2 m, mat2x3 dest);
CGLM_INLINE void glm_mat3x2_scale(mat3x2 m, float s); CGLM_INLINE void glm_mat3x2_scale(mat3x2 m, float s);
*/ */
@@ -69,7 +69,7 @@ glm_mat3x2_zero(mat3x2 mat) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat3x2_make(float * __restrict src, mat3x2 dest) { glm_mat3x2_make(const float * __restrict src, mat3x2 dest) {
dest[0][0] = src[0]; dest[0][0] = src[0];
dest[0][1] = src[1]; dest[0][1] = src[1];
@@ -84,16 +84,16 @@ glm_mat3x2_make(float * __restrict src, mat3x2 dest) {
* @brief multiply m1 and m2 to dest * @brief multiply m1 and m2 to dest
* *
* @code * @code
* glm_mat3x2_mul(mat3x2, mat2x3, mat3); * glm_mat3x2_mul(mat3x2, mat2x3, mat2);
* @endcode * @endcode
* *
* @param[in] m1 left matrix (mat3x2) * @param[in] m1 left matrix (mat3x2)
* @param[in] m2 right matrix (mat2x3) * @param[in] m2 right matrix (mat2x3)
* @param[out] dest destination matrix (mat3) * @param[out] dest destination matrix (mat2)
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 dest) { glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat2 dest) {
float a00 = m1[0][0], a01 = m1[0][1], float a00 = m1[0][0], a01 = m1[0][1],
a10 = m1[1][0], a11 = m1[1][1], a10 = m1[1][0], a11 = m1[1][1],
a20 = m1[2][0], a21 = m1[2][1], a20 = m1[2][0], a21 = m1[2][1],
@@ -101,21 +101,15 @@ glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 dest) {
b00 = m2[0][0], b01 = m2[0][1], b02 = m2[0][2], b00 = m2[0][0], b01 = m2[0][1], b02 = m2[0][2],
b10 = m2[1][0], b11 = m2[1][1], b12 = m2[1][2]; b10 = m2[1][0], b11 = m2[1][1], b12 = m2[1][2];
dest[0][0] = a00 * b00 + a01 * b10; dest[0][0] = a00 * b00 + a10 * b01 + a20 * b02;
dest[0][1] = a00 * b01 + a01 * b11; dest[0][1] = a01 * b00 + a11 * b01 + a21 * b02;
dest[0][2] = a00 * b02 + a01 * b12;
dest[1][0] = a10 * b00 + a11 * b10; dest[1][0] = a00 * b10 + a10 * b11 + a20 * b12;
dest[1][1] = a10 * b01 + a11 * b11; dest[1][1] = a01 * b10 + a11 * b11 + a21 * b12;
dest[1][2] = a10 * b02 + a11 * b12;
dest[2][0] = a20 * b00 + a21 * b10;
dest[2][1] = a20 * b01 + a21 * b11;
dest[2][2] = a20 * b02 + a21 * b12;
} }
/*! /*!
* @brief multiply matrix with column vector and store in dest vector * @brief multiply matrix with column vector and store in dest column vector
* *
* @param[in] m matrix (left) * @param[in] m matrix (left)
* @param[in] v vector (right, column vector) * @param[in] v vector (right, column vector)
@@ -123,12 +117,11 @@ glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat3x2_mulv(mat3x2 m, vec2 v, vec3 dest) { glm_mat3x2_mulv(mat3x2 m, vec3 v, vec2 dest) {
float v0 = v[0], v1 = v[1]; float v0 = v[0], v1 = v[1], v2 = v[2];
dest[0] = m[0][0] * v0 + m[0][1] * v1; dest[0] = m[0][0] * v0 + m[1][0] * v1 + m[2][0] * v2;
dest[1] = m[1][0] * v0 + m[1][1] * v1; dest[1] = m[0][1] * v0 + m[1][1] * v1 + m[2][1] * v2;
dest[2] = m[2][0] * v0 + m[2][1] * v1;
} }
/*! /*!

View File

@@ -13,9 +13,9 @@
Functions: Functions:
CGLM_INLINE void glm_mat3x4_copy(mat3x4 mat, mat3x4 dest); CGLM_INLINE void glm_mat3x4_copy(mat3x4 mat, mat3x4 dest);
CGLM_INLINE void glm_mat3x4_zero(mat3x4 mat); CGLM_INLINE void glm_mat3x4_zero(mat3x4 mat);
CGLM_INLINE void glm_mat3x4_make(float * __restrict src, mat3x4 dest); CGLM_INLINE void glm_mat3x4_make(const float * __restrict src, mat3x4 dest);
CGLM_INLINE void glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest); CGLM_INLINE void glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat4 dest);
CGLM_INLINE void glm_mat3x4_mulv(mat3x4 m, vec4 v, vec3 dest); CGLM_INLINE void glm_mat3x4_mulv(mat3x4 m, vec3 v, vec4 dest);
CGLM_INLINE void glm_mat3x4_transpose(mat3x4 m, mat4x3 dest); CGLM_INLINE void glm_mat3x4_transpose(mat3x4 m, mat4x3 dest);
CGLM_INLINE void glm_mat3x4_scale(mat3x4 m, float s); CGLM_INLINE void glm_mat3x4_scale(mat3x4 m, float s);
*/ */
@@ -66,7 +66,7 @@ glm_mat3x4_zero(mat3x4 mat) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat3x4_make(float * __restrict src, mat3x4 dest) { glm_mat3x4_make(const float * __restrict src, mat3x4 dest) {
dest[0][0] = src[0]; dest[0][0] = src[0];
dest[0][1] = src[1]; dest[0][1] = src[1];
dest[0][2] = src[2]; dest[0][2] = src[2];
@@ -87,16 +87,16 @@ glm_mat3x4_make(float * __restrict src, mat3x4 dest) {
* @brief multiply m1 and m2 to dest * @brief multiply m1 and m2 to dest
* *
* @code * @code
* glm_mat3x4_mul(mat3x4, mat4x3, mat3); * glm_mat3x4_mul(mat3x4, mat4x3, mat4);
* @endcode * @endcode
* *
* @param[in] m1 left matrix (mat3x4) * @param[in] m1 left matrix (mat3x4)
* @param[in] m2 right matrix (mat4x3) * @param[in] m2 right matrix (mat4x3)
* @param[out] dest destination matrix (mat3) * @param[out] dest destination matrix (mat4)
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest) { glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat4 dest) {
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],
a20 = m1[2][0], a21 = m1[2][1], a22 = m1[2][2], a23 = m1[2][3], a20 = m1[2][0], a21 = m1[2][1], a22 = m1[2][2], a23 = m1[2][3],
@@ -106,21 +106,29 @@ glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest) {
b20 = m2[2][0], b21 = m2[2][1], b22 = m2[2][2], b20 = m2[2][0], b21 = m2[2][1], b22 = m2[2][2],
b30 = m2[3][0], b31 = m2[3][1], b32 = m2[3][2]; b30 = m2[3][0], b31 = m2[3][1], b32 = m2[3][2];
dest[0][0] = a00 * b00 + a01 * b10 + a02 * b20 + a03 * b30; dest[0][0] = a00 * b00 + a10 * b01 + a20 * b02;
dest[0][1] = a00 * b01 + a01 * b11 + a02 * b21 + a03 * b31; dest[0][1] = a01 * b00 + a11 * b01 + a21 * b02;
dest[0][2] = a00 * b02 + a01 * b12 + a02 * b22 + a03 * b32; dest[0][2] = a02 * b00 + a12 * b01 + a22 * b02;
dest[0][3] = a03 * b00 + a13 * b01 + a23 * b02;
dest[1][0] = a10 * b00 + a11 * b10 + a12 * b20 + a13 * b30; dest[1][0] = a00 * b10 + a10 * b11 + a20 * b12;
dest[1][1] = a10 * b01 + a11 * b11 + a12 * b21 + a13 * b31; dest[1][1] = a01 * b10 + a11 * b11 + a21 * b12;
dest[1][2] = a10 * b02 + a11 * b12 + a12 * b22 + a13 * b32; dest[1][2] = a02 * b10 + a12 * b11 + a22 * b12;
dest[1][3] = a03 * b10 + a13 * b11 + a23 * b12;
dest[2][0] = a20 * b00 + a21 * b10 + a22 * b20 + a23 * b30; dest[2][0] = a00 * b20 + a10 * b21 + a20 * b22;
dest[2][1] = a20 * b01 + a21 * b11 + a22 * b21 + a23 * b31; dest[2][1] = a01 * b20 + a11 * b21 + a21 * b22;
dest[2][2] = a20 * b02 + a21 * b12 + a22 * b22 + a23 * b32; dest[2][2] = a02 * b20 + a12 * b21 + a22 * b22;
dest[2][3] = a03 * b20 + a13 * b21 + a23 * b22;
dest[3][0] = a00 * b30 + a10 * b31 + a20 * b32;
dest[3][1] = a01 * b30 + a11 * b31 + a21 * b32;
dest[3][2] = a02 * b30 + a12 * b31 + a22 * b32;
dest[3][3] = a03 * b30 + a13 * b31 + a23 * b32;
} }
/*! /*!
* @brief multiply matrix with column vector and store in dest vector * @brief multiply matrix with column vector and store in dest column vector
* *
* @param[in] m matrix (left) * @param[in] m matrix (left)
* @param[in] v vector (right, column vector) * @param[in] v vector (right, column vector)
@@ -128,12 +136,13 @@ glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat3x4_mulv(mat3x4 m, vec4 v, vec3 dest) { glm_mat3x4_mulv(mat3x4 m, vec3 v, vec4 dest) {
float v0 = v[0], v1 = v[1], v2 = v[2], v3 = v[3]; float v0 = v[0], v1 = v[1], v2 = v[2];
dest[0] = m[0][0] * v0 + m[0][1] * v1 + m[0][2] * v2 + m[0][3] * v3; dest[0] = m[0][0] * v0 + m[1][0] * v1 + m[2][0] * v2;
dest[1] = m[1][0] * v0 + m[1][1] * v1 + m[1][2] * v2 + m[1][3] * v3; dest[1] = m[0][1] * v0 + m[1][1] * v1 + m[2][1] * v2;
dest[2] = m[2][0] * v0 + m[2][1] * v1 + m[2][2] * v2 + m[2][3] * v3; dest[2] = m[0][2] * v0 + m[1][2] * v1 + m[2][2] * v2;
dest[3] = m[0][3] * v0 + m[1][3] * v1 + m[2][3] * v2;
} }
/*! /*!
@@ -162,10 +171,9 @@ glm_mat3x4_transpose(mat3x4 m, mat4x3 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_mat3x4_scale(mat3x4 m, float s) { glm_mat3x4_scale(mat3x4 m, float s) {
m[0][0] *= s; m[1][0] *= s; m[2][0] *= s; m[0][0] *= s; m[0][1] *= s; m[0][2] *= s; m[0][3] *= s;
m[0][1] *= s; m[1][1] *= s; m[2][1] *= s; m[1][0] *= s; m[1][1] *= s; m[1][2] *= s; m[1][3] *= s;
m[0][2] *= s; m[1][2] *= s; m[2][2] *= s; m[2][0] *= s; m[2][1] *= s; m[2][2] *= s; m[2][3] *= s;
m[0][3] *= s; m[1][3] *= s; m[2][3] *= s;
} }
#endif #endif

View File

@@ -69,7 +69,7 @@
# include "simd/wasm/mat4.h" # include "simd/wasm/mat4.h"
#endif #endif
#ifdef DEBUG #ifndef NDEBUG
# include <assert.h> # include <assert.h>
#endif #endif
@@ -376,7 +376,7 @@ void
glm_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest) { glm_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest) {
uint32_t i; uint32_t i;
#ifdef DEBUG #ifndef NDEBUG
assert(len > 1 && "there must be least 2 matrices to go!"); assert(len > 1 && "there must be least 2 matrices to go!");
#endif #endif
@@ -537,7 +537,7 @@ glm_mat4_transpose_to(mat4 m, mat4 dest) {
} }
/*! /*!
* @brief tranpose mat4 and store result in same matrix * @brief transpose mat4 and store result in same matrix
* *
* @param[in, out] m source and dest * @param[in, out] m source and dest
*/ */
@@ -790,7 +790,7 @@ glm_mat4_rmc(vec4 r, mat4 m, vec4 c) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_make(float * __restrict src, mat4 dest) { glm_mat4_make(const float * __restrict src, mat4 dest) {
dest[0][0] = src[0]; dest[1][0] = src[4]; dest[0][0] = src[0]; dest[1][0] = src[4];
dest[0][1] = src[1]; dest[1][1] = src[5]; dest[0][1] = src[1]; dest[1][1] = src[5];
dest[0][2] = src[2]; dest[1][2] = src[6]; dest[0][2] = src[2]; dest[1][2] = src[6];

View File

@@ -13,9 +13,9 @@
Functions: Functions:
CGLM_INLINE void glm_mat4x2_copy(mat4x2 mat, mat4x2 dest); CGLM_INLINE void glm_mat4x2_copy(mat4x2 mat, mat4x2 dest);
CGLM_INLINE void glm_mat4x2_zero(mat4x2 mat); CGLM_INLINE void glm_mat4x2_zero(mat4x2 mat);
CGLM_INLINE void glm_mat4x2_make(float * __restrict src, mat4x2 dest); CGLM_INLINE void glm_mat4x2_make(const float * __restrict src, mat4x2 dest);
CGLM_INLINE void glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 dest); CGLM_INLINE void glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat2 dest);
CGLM_INLINE void glm_mat4x2_mulv(mat4x2 m, vec2 v, vec4 dest); CGLM_INLINE void glm_mat4x2_mulv(mat4x2 m, vec4 v, vec2 dest);
CGLM_INLINE void glm_mat4x2_transpose(mat4x2 m, mat2x4 dest); CGLM_INLINE void glm_mat4x2_transpose(mat4x2 m, mat2x4 dest);
CGLM_INLINE void glm_mat4x2_scale(mat4x2 m, float s); CGLM_INLINE void glm_mat4x2_scale(mat4x2 m, float s);
*/ */
@@ -72,7 +72,7 @@ glm_mat4x2_zero(mat4x2 mat) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4x2_make(float * __restrict src, mat4x2 dest) { glm_mat4x2_make(const float * __restrict src, mat4x2 dest) {
dest[0][0] = src[0]; dest[0][0] = src[0];
dest[0][1] = src[1]; dest[0][1] = src[1];
@@ -90,16 +90,16 @@ glm_mat4x2_make(float * __restrict src, mat4x2 dest) {
* @brief multiply m1 and m2 to dest * @brief multiply m1 and m2 to dest
* *
* @code * @code
* glm_mat4x2_mul(mat4x2, mat2x4, mat4); * glm_mat4x2_mul(mat4x2, mat2x4, mat2);
* @endcode * @endcode
* *
* @param[in] m1 left matrix (mat4x2) * @param[in] m1 left matrix (mat4x2)
* @param[in] m2 right matrix (mat2x4) * @param[in] m2 right matrix (mat2x4)
* @param[out] dest destination matrix (mat4) * @param[out] dest destination matrix (mat2)
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 dest) { glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat2 dest) {
float a00 = m1[0][0], a01 = m1[0][1], float a00 = m1[0][0], a01 = m1[0][1],
a10 = m1[1][0], a11 = m1[1][1], a10 = m1[1][0], a11 = m1[1][1],
a20 = m1[2][0], a21 = m1[2][1], a20 = m1[2][0], a21 = m1[2][1],
@@ -108,29 +108,15 @@ glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 dest) {
b00 = m2[0][0], b01 = m2[0][1], b02 = m2[0][2], b03 = m2[0][3], b00 = m2[0][0], b01 = m2[0][1], b02 = m2[0][2], b03 = m2[0][3],
b10 = m2[1][0], b11 = m2[1][1], b12 = m2[1][2], b13 = m2[1][3]; b10 = m2[1][0], b11 = m2[1][1], b12 = m2[1][2], b13 = m2[1][3];
dest[0][0] = a00 * b00 + a01 * b10; dest[0][0] = a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03;
dest[0][1] = a00 * b01 + a01 * b11; dest[0][1] = a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03;
dest[0][2] = a00 * b02 + a01 * b12;
dest[0][3] = a00 * b03 + a01 * b13;
dest[1][0] = a10 * b00 + a11 * b10; dest[1][0] = a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13;
dest[1][1] = a10 * b01 + a11 * b11; dest[1][1] = a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13;
dest[1][2] = a10 * b02 + a11 * b12;
dest[1][3] = a10 * b03 + a11 * b13;
dest[2][0] = a20 * b00 + a21 * b10;
dest[2][1] = a20 * b01 + a21 * b11;
dest[2][2] = a20 * b02 + a21 * b12;
dest[2][3] = a20 * b03 + a21 * b13;
dest[3][0] = a30 * b00 + a31 * b10;
dest[3][1] = a30 * b01 + a31 * b11;
dest[3][2] = a30 * b02 + a31 * b12;
dest[3][3] = a30 * b03 + a31 * b13;
} }
/*! /*!
* @brief multiply matrix with column vector and store in dest vector * @brief multiply matrix with column vector and store in dest column vector
* *
* @param[in] m matrix (left) * @param[in] m matrix (left)
* @param[in] v vector (right, column vector) * @param[in] v vector (right, column vector)
@@ -138,13 +124,11 @@ glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4x2_mulv(mat4x2 m, vec2 v, vec4 dest) { glm_mat4x2_mulv(mat4x2 m, vec4 v, vec2 dest) {
float v0 = v[0], v1 = v[1]; float v0 = v[0], v1 = v[1], v2 = v[2], v3 = v[3];
dest[0] = m[0][0] * v0 + m[0][1] * v1; dest[0] = m[0][0] * v0 + m[1][0] * v1 + m[2][0] * v2 + m[3][0] * v3;
dest[1] = m[1][0] * v0 + m[1][1] * v1; dest[1] = m[0][1] * v0 + m[1][1] * v1 + m[2][1] * v2 + m[3][1] * v3;
dest[2] = m[2][0] * v0 + m[2][1] * v1;
dest[3] = m[3][0] * v0 + m[3][1] * v1;
} }
/*! /*!

View File

@@ -13,9 +13,9 @@
Functions: Functions:
CGLM_INLINE void glm_mat4x3_copy(mat4x3 mat, mat4x3 dest); CGLM_INLINE void glm_mat4x3_copy(mat4x3 mat, mat4x3 dest);
CGLM_INLINE void glm_mat4x3_zero(mat4x3 mat); CGLM_INLINE void glm_mat4x3_zero(mat4x3 mat);
CGLM_INLINE void glm_mat4x3_make(float * __restrict src, mat4x3 dest); CGLM_INLINE void glm_mat4x3_make(const float * __restrict src, mat4x3 dest);
CGLM_INLINE void glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest); CGLM_INLINE void glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat3 dest);
CGLM_INLINE void glm_mat4x3_mulv(mat4x3 m, vec3 v, vec4 dest); CGLM_INLINE void glm_mat4x3_mulv(mat4x3 m, vec4 v, vec3 dest);
CGLM_INLINE void glm_mat4x3_transpose(mat4x3 m, mat3x4 dest); CGLM_INLINE void glm_mat4x3_transpose(mat4x3 m, mat3x4 dest);
CGLM_INLINE void glm_mat4x3_scale(mat4x3 m, float s); CGLM_INLINE void glm_mat4x3_scale(mat4x3 m, float s);
*/ */
@@ -77,7 +77,7 @@ glm_mat4x3_zero(mat4x3 mat) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4x3_make(float * __restrict src, mat4x3 dest) { glm_mat4x3_make(const float * __restrict src, mat4x3 dest) {
dest[0][0] = src[0]; dest[0][0] = src[0];
dest[0][1] = src[1]; dest[0][1] = src[1];
dest[0][2] = src[2]; dest[0][2] = src[2];
@@ -99,16 +99,16 @@ glm_mat4x3_make(float * __restrict src, mat4x3 dest) {
* @brief multiply m1 and m2 to dest * @brief multiply m1 and m2 to dest
* *
* @code * @code
* glm_mat4x3_mul(mat4x3, mat3x4, mat4); * glm_mat4x3_mul(mat4x3, mat3x4, mat3);
* @endcode * @endcode
* *
* @param[in] m1 left matrix (mat4x3) * @param[in] m1 left matrix (mat4x3)
* @param[in] m2 right matrix (mat3x4) * @param[in] m2 right matrix (mat3x4)
* @param[out] dest destination matrix (mat4) * @param[out] dest destination matrix (mat3)
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest) { glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat3 dest) {
float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2],
a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2], a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2],
a20 = m1[2][0], a21 = m1[2][1], a22 = m1[2][2], a20 = m1[2][0], a21 = m1[2][1], a22 = m1[2][2],
@@ -118,29 +118,21 @@ glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest) {
b10 = m2[1][0], b11 = m2[1][1], b12 = m2[1][2], b13 = m2[1][3], b10 = m2[1][0], b11 = m2[1][1], b12 = m2[1][2], b13 = m2[1][3],
b20 = m2[2][0], b21 = m2[2][1], b22 = m2[2][2], b23 = m2[2][3]; b20 = m2[2][0], b21 = m2[2][1], b22 = m2[2][2], b23 = m2[2][3];
dest[0][0] = a00 * b00 + a01 * b10 + a02 * b20; dest[0][0] = a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03;
dest[0][1] = a00 * b01 + a01 * b11 + a02 * b21; dest[0][1] = a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03;
dest[0][2] = a00 * b02 + a01 * b12 + a02 * b22; dest[0][2] = a02 * b00 + a12 * b01 + a22 * b02 + a32 * b03;
dest[0][3] = a00 * b03 + a01 * b13 + a02 * b23;
dest[1][0] = a10 * b00 + a11 * b10 + a12 * b20; dest[1][0] = a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13;
dest[1][1] = a10 * b01 + a11 * b11 + a12 * b21; dest[1][1] = a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13;
dest[1][2] = a10 * b02 + a11 * b12 + a12 * b22; dest[1][2] = a02 * b10 + a12 * b11 + a22 * b12 + a32 * b13;
dest[1][3] = a10 * b03 + a11 * b13 + a12 * b23;
dest[2][0] = a20 * b00 + a21 * b10 + a22 * b20; dest[2][0] = a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23;
dest[2][1] = a20 * b01 + a21 * b11 + a22 * b21; dest[2][1] = a01 * b20 + a11 * b21 + a21 * b22 + a31 * b23;
dest[2][2] = a20 * b02 + a21 * b12 + a22 * b22; dest[2][2] = a02 * b20 + a12 * b21 + a22 * b22 + a32 * b23;
dest[2][3] = a20 * b03 + a21 * b13 + a22 * b23;
dest[3][0] = a30 * b00 + a31 * b10 + a32 * b20;
dest[3][1] = a30 * b01 + a31 * b11 + a32 * b21;
dest[3][2] = a30 * b02 + a31 * b12 + a32 * b22;
dest[3][3] = a30 * b03 + a31 * b13 + a32 * b23;
} }
/*! /*!
* @brief multiply matrix with column vector and store in dest vector * @brief multiply matrix with column vector and store in dest column vector
* *
* @param[in] m matrix (left) * @param[in] m matrix (left)
* @param[in] v vector (right, column vector) * @param[in] v vector (right, column vector)
@@ -148,13 +140,12 @@ glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4x3_mulv(mat4x3 m, vec3 v, vec4 dest) { glm_mat4x3_mulv(mat4x3 m, vec4 v, vec3 dest) {
float v0 = v[0], v1 = v[1], v2 = v[2]; float v0 = v[0], v1 = v[1], v2 = v[2], v3 = v[3];
dest[0] = m[0][0] * v0 + m[0][1] * v1 + m[0][2] * v2; dest[0] = m[0][0] * v0 + m[1][0] * v1 + m[2][0] * v2 + m[3][0] * v3;
dest[1] = m[1][0] * v0 + m[1][1] * v1 + m[1][2] * v2; dest[1] = m[0][1] * v0 + m[1][1] * v1 + m[2][1] * v2 + m[3][1] * v3;
dest[2] = m[2][0] * v0 + m[2][1] * v1 + m[2][2] * v2; dest[2] = m[0][2] * v0 + m[1][2] * v1 + m[2][2] * v2 + m[3][2] * v3;
dest[3] = m[3][0] * v0 + m[3][1] * v1 + m[3][2] * v2;
} }
/*! /*!

View File

@@ -33,7 +33,7 @@ void
glm_plane_normalize(vec4 plane) { glm_plane_normalize(vec4 plane) {
float norm; float norm;
if ((norm = glm_vec3_norm(plane)) == 0.0f) { if (CGLM_UNLIKELY((norm = glm_vec3_norm(plane)) < FLT_EPSILON)) {
glm_vec4_zero(plane); glm_vec4_zero(plane);
return; return;
} }

View File

@@ -703,7 +703,7 @@ glm_quat_nlerp(versor from, versor to, float t, versor dest) {
* *
* @param[in] from from * @param[in] from from
* @param[in] to to * @param[in] to to
* @param[in] t amout * @param[in] t amount
* @param[out] dest result quaternion * @param[out] dest result quaternion
*/ */
CGLM_INLINE CGLM_INLINE
@@ -894,7 +894,7 @@ glm_quat_rotate_atm(mat4 m, versor q, vec3 pivot) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quat_make(float * __restrict src, versor dest) { glm_quat_make(const float * __restrict src, versor dest) {
dest[0] = src[0]; dest[1] = src[1]; dest[0] = src[0]; dest[1] = src[1];
dest[2] = src[2]; dest[3] = src[3]; dest[2] = src[2]; dest[3] = src[3];
} }

View File

@@ -7,12 +7,18 @@
/* /*
Functions: Functions:
CGLM_INLINE bool glm_line_triangle_intersect(vec3 origin, CGLM_INLINE bool glm_ray_triangle(vec3 origin,
vec3 direction, vec3 direction,
vec3 v0, vec3 v0,
vec3 v1, vec3 v1,
vec3 v2, vec3 v2,
float *d); float *d);
CGLM_INLINE bool glm_ray_sphere(vec3 origin,
vec3 dir,
vec4 s,
float * __restrict t1,
float * __restrict t2)
CGLM_INLINE void glm_ray_at(vec3 orig, vec3 dir, float t, vec3 point);
*/ */
#ifndef cglm_ray_h #ifndef cglm_ray_h
@@ -31,7 +37,6 @@
* @param[in, out] d distance to intersection * @param[in, out] d distance to intersection
* @return whether there is intersection * @return whether there is intersection
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_ray_triangle(vec3 origin, glm_ray_triangle(vec3 origin,
@@ -74,4 +79,96 @@ glm_ray_triangle(vec3 origin,
return dist > epsilon; return dist > epsilon;
} }
/*!
* @brief ray sphere intersection
*
* returns false if there is no intersection if true:
*
* - t1 > 0, t2 > 0: ray intersects the sphere at t1 and t2 both ahead of the origin
* - t1 < 0, t2 > 0: ray starts inside the sphere, exits at t2
* - t1 < 0, t2 < 0: no intersection ahead of the ray ( returns false )
* - the caller can check if the intersection points (t1 and t2) fall within a
* specific range (for example, tmin < t1, t2 < tmax) to determine if the
* intersections are within a desired segment of the ray
*
* @param[in] origin ray origin
* @param[out] dir normalized ray direction
* @param[in] s sphere [center.x, center.y, center.z, radii]
* @param[in] t1 near point1 (closer to origin)
* @param[in] t2 far point2 (farther from origin)
*
* @returns whether there is intersection
*/
CGLM_INLINE
bool
glm_ray_sphere(vec3 origin,
vec3 dir,
vec4 s,
float * __restrict t1,
float * __restrict t2) {
vec3 dp;
float r2, ddp, dpp, dscr, q, tmp, _t1, _t2;
glm_vec3_sub(s, origin, dp);
ddp = glm_vec3_dot(dir, dp);
dpp = glm_vec3_norm2(dp);
/* compute the remedy term for numerical stability */
glm_vec3_mulsubs(dir, ddp, dp); /* dp: remedy term */
r2 = s[3] * s[3];
dscr = r2 - glm_vec3_norm2(dp);
if (dscr < 0.0f) {
/* no intersection */
return false;
}
dscr = sqrtf(dscr);
q = (ddp >= 0.0f) ? (ddp + dscr) : (ddp - dscr);
/*
include Press, William H., Saul A. Teukolsky,
William T. Vetterling, and Brian P. Flannery,
"Numerical Recipes in C," Cambridge University Press, 1992.
*/
_t1 = q;
_t2 = (dpp - r2) / q;
/* adjust t1 and t2 to ensure t1 is the closer intersection */
if (_t1 > _t2) {
tmp = _t1;
_t1 = _t2;
_t2 = tmp;
}
*t1 = _t1;
*t2 = _t2;
/* check if the closest intersection (t1) is behind the ray's origin */
if (_t1 < 0.0f && _t2 < 0.0f) {
/* both intersections are behind the ray, no visible intersection */
return false;
}
return true;
}
/*!
* @brief point using t by 𝐏(𝑡)=𝐀+𝑡𝐛
*
* @param[in] orig origin of ray
* @param[in] dir direction of ray
* @param[in] t parameter
* @param[out] point point at t
*/
CGLM_INLINE
void
glm_ray_at(vec3 orig, vec3 dir, float t, vec3 point) {
vec3 dst;
glm_vec3_scale(dir, t, dst);
glm_vec3_add(orig, dst, point);
}
#endif #endif

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@@ -56,11 +56,9 @@ glmm_float32x4_init(float x, float y, float z, float w) {
#define glmm_float32x4_SIGNMASK_NPNP glmm_float32x4_init(-0.f, 0.f, -0.f, 0.f) #define glmm_float32x4_SIGNMASK_NPNP glmm_float32x4_init(-0.f, 0.f, -0.f, 0.f)
#define glmm_float32x4_SIGNMASK_NPPN glmm_float32x4_init(-0.f, 0.f, 0.f, -0.f) #define glmm_float32x4_SIGNMASK_NPPN glmm_float32x4_init(-0.f, 0.f, 0.f, -0.f)
static inline static inline float32x4_t glmm_abs(float32x4_t v) { return vabsq_f32(v); }
float32x4_t static inline float32x4_t glmm_min(float32x4_t a, float32x4_t b) { return vminq_f32(a, b); }
glmm_abs(float32x4_t v) { static inline float32x4_t glmm_max(float32x4_t a, float32x4_t b) { return vmaxq_f32(a, b); }
return vabsq_f32(v);
}
static inline static inline
float32x4_t float32x4_t

View File

@@ -10,6 +10,9 @@
#if defined( _MSC_VER ) #if defined( _MSC_VER )
# if (defined(_M_AMD64) || defined(_M_X64)) || _M_IX86_FP == 2 # if (defined(_M_AMD64) || defined(_M_X64)) || _M_IX86_FP == 2
# ifndef __SSE__
# define __SSE__
# endif
# ifndef __SSE2__ # ifndef __SSE2__
# define __SSE2__ # define __SSE2__
# endif # endif
@@ -24,15 +27,22 @@
# endif # endif
#endif #endif
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined(__SSE__)
# include <xmmintrin.h> # include <xmmintrin.h>
# include <emmintrin.h>
# define CGLM_SSE_FP 1 # define CGLM_SSE_FP 1
# ifndef CGLM_SIMD_x86 # ifndef CGLM_SIMD_x86
# define CGLM_SIMD_x86 # define CGLM_SIMD_x86
# endif # endif
#endif #endif
#if defined(__SSE2__)
# include <emmintrin.h>
# define CGLM_SSE2_FP 1
# ifndef CGLM_SIMD_x86
# define CGLM_SIMD_x86
# endif
#endif
#if defined(__SSE3__) #if defined(__SSE3__)
# include <pmmintrin.h> # include <pmmintrin.h>
# ifndef CGLM_SIMD_x86 # ifndef CGLM_SIMD_x86

View File

@@ -34,13 +34,11 @@
#define glmm_float32x4_SIGNMASK_PNPN GLMM__SIGNMASKf(0, GLMM_NEGZEROf, 0, GLMM_NEGZEROf) #define glmm_float32x4_SIGNMASK_PNPN GLMM__SIGNMASKf(0, GLMM_NEGZEROf, 0, GLMM_NEGZEROf)
#define glmm_float32x4_SIGNMASK_NPNP GLMM__SIGNMASKf(GLMM_NEGZEROf, 0, GLMM_NEGZEROf, 0) #define glmm_float32x4_SIGNMASK_NPNP GLMM__SIGNMASKf(GLMM_NEGZEROf, 0, GLMM_NEGZEROf, 0)
#define glmm_float32x4_SIGNMASK_NPPN GLMM__SIGNMASKf(GLMM_NEGZEROf, 0, 0, GLMM_NEGZEROf) #define glmm_float32x4_SIGNMASK_NPPN GLMM__SIGNMASKf(GLMM_NEGZEROf, 0, 0, GLMM_NEGZEROf)
#define glmm_float32x4_SIGNMASK_NEG wasm_i32x4_const_splat(GLMM_NEGZEROf) #define glmm_float32x4_SIGNMASK_NEG wasm_i32x4_const_splat(GLMM_NEGZEROf)
static inline static inline glmm_128 glmm_abs(glmm_128 x) { return wasm_f32x4_abs(x); }
glmm_128 static inline glmm_128 glmm_min(glmm_128 a, glmm_128 b) { return wasm_f32x4_pmin(b, a); }
glmm_abs(glmm_128 x) { static inline glmm_128 glmm_max(glmm_128 a, glmm_128 b) { return wasm_f32x4_pmax(b, a); }
return wasm_f32x4_abs(x);
}
static inline static inline
glmm_128 glmm_128
@@ -74,7 +72,7 @@ glmm_128
glmm_vhmin(glmm_128 v) { glmm_vhmin(glmm_128 v) {
glmm_128 x0, x1, x2; glmm_128 x0, x1, x2;
x0 = glmm_shuff1(v, 2, 3, 2, 3); /* [2, 3, 2, 3] */ x0 = glmm_shuff1(v, 2, 3, 2, 3); /* [2, 3, 2, 3] */
x1 = wasm_f32x4_pmin(x0, v); /* [0|2, 1|3, 2|2, 3|3] */ x1 = wasm_f32x4_pmin(x0, v); /* [0|2, 1|3, 2|2, 3|3] */
x2 = glmm_splat(x1, 1); /* [1|3, 1|3, 1|3, 1|3] */ x2 = glmm_splat(x1, 1); /* [1|3, 1|3, 1|3, 1|3] */
return wasm_f32x4_pmin(x1, x2); return wasm_f32x4_pmin(x1, x2);
} }
@@ -90,7 +88,7 @@ glmm_128
glmm_vhmax(glmm_128 v) { glmm_vhmax(glmm_128 v) {
glmm_128 x0, x1, x2; glmm_128 x0, x1, x2;
x0 = glmm_shuff1(v, 2, 3, 2, 3); /* [2, 3, 2, 3] */ x0 = glmm_shuff1(v, 2, 3, 2, 3); /* [2, 3, 2, 3] */
x1 = wasm_f32x4_pmax(x0, v); /* [0|2, 1|3, 2|2, 3|3] */ x1 = wasm_f32x4_pmax(x0, v); /* [0|2, 1|3, 2|2, 3|3] */
x2 = glmm_splat(x1, 1); /* [1|3, 1|3, 1|3, 1|3] */ x2 = glmm_splat(x1, 1); /* [1|3, 1|3, 1|3, 1|3] */
/* _mm_max_ss */ /* _mm_max_ss */
return wasm_i32x4_shuffle(x1, wasm_f32x4_pmax(x1, x2), 4, 1, 2, 3); return wasm_i32x4_shuffle(x1, wasm_f32x4_pmax(x1, x2), 4, 1, 2, 3);

View File

@@ -21,7 +21,7 @@
#define glmm_set1(x) _mm_set1_ps(x) #define glmm_set1(x) _mm_set1_ps(x)
#define glmm_128 __m128 #define glmm_128 __m128
#ifdef CGLM_USE_INT_DOMAIN #if defined(CGLM_USE_INT_DOMAIN) && defined(__SSE2__)
# define glmm_shuff1(xmm, z, y, x, w) \ # define glmm_shuff1(xmm, z, y, x, w) \
_mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(xmm), \ _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(xmm), \
_MM_SHUFFLE(z, y, x, w))) _MM_SHUFFLE(z, y, x, w)))
@@ -55,17 +55,40 @@
#endif #endif
/* Note that `0x80000000` corresponds to `INT_MIN` for a 32-bit int. */ /* Note that `0x80000000` corresponds to `INT_MIN` for a 32-bit int. */
#define GLMM_NEGZEROf ((int)0x80000000) /* 0x80000000 ---> -0.0f */
#define GLMM__SIGNMASKf(X, Y, Z, W) \ #if defined(__SSE2__)
# define GLMM_NEGZEROf ((int)0x80000000) /* 0x80000000 ---> -0.0f */
# define GLMM_POSZEROf ((int)0x00000000) /* 0x00000000 ---> +0.0f */
#else
# ifdef CGLM_FAST_MATH
union { int i; float f; } static GLMM_NEGZEROf_TU = { .i = (int)0x80000000 };
# define GLMM_NEGZEROf GLMM_NEGZEROf_TU.f
# define GLMM_POSZEROf 0.0f
# else
# define GLMM_NEGZEROf -0.0f
# define GLMM_POSZEROf 0.0f
# endif
#endif
#if defined(__SSE2__)
# define GLMM__SIGNMASKf(X, Y, Z, W) \
_mm_castsi128_ps(_mm_set_epi32(X, Y, Z, W)) _mm_castsi128_ps(_mm_set_epi32(X, Y, Z, W))
/* _mm_set_ps(X, Y, Z, W); */ /* _mm_set_ps(X, Y, Z, W); */
#else
# define GLMM__SIGNMASKf(X, Y, Z, W) _mm_set_ps(X, Y, Z, W)
#endif
#define glmm_float32x4_SIGNMASK_PNPN GLMM__SIGNMASKf(0, GLMM_NEGZEROf, 0, GLMM_NEGZEROf) #define glmm_float32x4_SIGNMASK_PNPN GLMM__SIGNMASKf(GLMM_POSZEROf, GLMM_NEGZEROf, GLMM_POSZEROf, GLMM_NEGZEROf)
#define glmm_float32x4_SIGNMASK_NPNP GLMM__SIGNMASKf(GLMM_NEGZEROf, 0, GLMM_NEGZEROf, 0) #define glmm_float32x4_SIGNMASK_NPNP GLMM__SIGNMASKf(GLMM_NEGZEROf, GLMM_POSZEROf, GLMM_NEGZEROf, GLMM_POSZEROf)
#define glmm_float32x4_SIGNMASK_NPPN GLMM__SIGNMASKf(GLMM_NEGZEROf, 0, 0, GLMM_NEGZEROf) #define glmm_float32x4_SIGNMASK_NPPN GLMM__SIGNMASKf(GLMM_NEGZEROf, GLMM_POSZEROf, GLMM_POSZEROf, GLMM_NEGZEROf)
/* fasth math prevents -0.0f to work */
#if defined(__SSE2__)
# define glmm_float32x4_SIGNMASK_NEG _mm_castsi128_ps(_mm_set1_epi32(GLMM_NEGZEROf)) /* _mm_set1_ps(-0.0f) */
#else
# define glmm_float32x4_SIGNMASK_NEG _mm_set1_ps(GLMM_NEGZEROf)
#endif
#define glmm_float32x4_SIGNMASK_NEG _mm_castsi128_ps(_mm_set1_epi32(GLMM_NEGZEROf)) /* _mm_set1_ps(-0.0f) */
#define glmm_float32x8_SIGNMASK_NEG _mm256_castsi256_ps(_mm256_set1_epi32(GLMM_NEGZEROf)) #define glmm_float32x8_SIGNMASK_NEG _mm256_castsi256_ps(_mm256_set1_epi32(GLMM_NEGZEROf))
static inline static inline
@@ -74,6 +97,9 @@ glmm_abs(__m128 x) {
return _mm_andnot_ps(glmm_float32x4_SIGNMASK_NEG, x); return _mm_andnot_ps(glmm_float32x4_SIGNMASK_NEG, x);
} }
static inline __m128 glmm_min(__m128 a, __m128 b) { return _mm_min_ps(a, b); }
static inline __m128 glmm_max(__m128 a, __m128 b) { return _mm_max_ps(a, b); }
static inline static inline
__m128 __m128
glmm_vhadd(__m128 v) { glmm_vhadd(__m128 v) {
@@ -204,6 +230,7 @@ glmm_norm_inf(__m128 a) {
return _mm_cvtss_f32(glmm_vhmax(glmm_abs(a))); return _mm_cvtss_f32(glmm_vhmax(glmm_abs(a)));
} }
#if defined(__SSE2__)
static inline static inline
__m128 __m128
glmm_load3(float v[3]) { glmm_load3(float v[3]) {
@@ -222,6 +249,7 @@ glmm_store3(float v[3], __m128 vx) {
_mm_storel_pi(CGLM_CASTPTR_ASSUME_ALIGNED(v, __m64), vx); _mm_storel_pi(CGLM_CASTPTR_ASSUME_ALIGNED(v, __m64), vx);
_mm_store_ss(&v[2], glmm_shuff1(vx, 2, 2, 2, 2)); _mm_store_ss(&v[2], glmm_shuff1(vx, 2, 2, 2, 2));
} }
#endif
static inline static inline
__m128 __m128

View File

@@ -16,6 +16,9 @@ extern "C" {
#include "struct/vec2.h" #include "struct/vec2.h"
#include "struct/vec3.h" #include "struct/vec3.h"
#include "struct/vec4.h" #include "struct/vec4.h"
#include "struct/ivec2.h"
#include "struct/ivec3.h"
#include "struct/ivec4.h"
#include "struct/mat2.h" #include "struct/mat2.h"
#include "struct/mat2x3.h" #include "struct/mat2x3.h"
#include "struct/mat2x4.h" #include "struct/mat2x4.h"
@@ -38,6 +41,7 @@ extern "C" {
#include "struct/sphere.h" #include "struct/sphere.h"
#include "struct/curve.h" #include "struct/curve.h"
#include "struct/affine2d.h" #include "struct/affine2d.h"
#include "struct/ray.h"
#ifdef __cplusplus #ifdef __cplusplus
} }

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