/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ /* Macros: GLM_MAT4X3_ZERO_INIT GLM_MAT4X3_ZERO Functions: CGLM_INLINE void glm_mat4x3_copy(mat4x3 mat, mat4x3 dest); CGLM_INLINE void glm_mat4x3_zero(mat4x3 mat); CGLM_INLINE void glm_mat4x3_make(float * __restrict src, mat4x3 dest); CGLM_INLINE void glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest); CGLM_INLINE void glm_mat4x3_mulv(mat4x3 m, vec3 v, vec4 dest); CGLM_INLINE void glm_mat4x3_transpose(mat4x3 m, mat3x4 dest); CGLM_INLINE void glm_mat4x3_scale(mat4x3 m, float s); */ #ifndef cglm_mat4x3_h #define cglm_mat4x3_h #include "common.h" #define GLM_MAT4X3_ZERO_INIT {{0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, \ {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}} /* for C only */ #define GLM_MAT4X3_ZERO GLM_MAT4X3_ZERO_INIT /*! * @brief copy all members of [mat] to [dest] * * @param[in] mat source * @param[out] dest destination */ CGLM_INLINE void glm_mat4x3_copy(mat4x3 mat, mat4x3 dest) { dest[0][0] = mat[0][0]; dest[0][1] = mat[0][1]; dest[0][2] = mat[0][2]; dest[1][0] = mat[1][0]; dest[1][1] = mat[1][1]; dest[1][2] = mat[1][2]; dest[2][0] = mat[2][0]; dest[2][1] = mat[2][1]; dest[2][2] = mat[2][2]; dest[3][0] = mat[3][0]; dest[3][1] = mat[3][1]; dest[3][2] = mat[3][2]; } /*! * @brief make given matrix zero. * * @param[in, out] mat matrix */ CGLM_INLINE void glm_mat4x3_zero(mat4x3 mat) { CGLM_ALIGN_MAT mat4x3 t = GLM_MAT4X3_ZERO_INIT; glm_mat4x3_copy(t, mat); } /*! * @brief Create mat4x3 matrix from pointer * * @param[in] src pointer to an array of floats * @param[out] dest matrix */ CGLM_INLINE void glm_mat4x3_make(float * __restrict src, mat4x3 dest) { dest[0][0] = src[0]; dest[0][1] = src[1]; dest[0][2] = src[2]; dest[1][0] = src[3]; dest[1][1] = src[4]; dest[1][2] = src[5]; dest[2][0] = src[6]; dest[2][1] = src[7]; dest[2][2] = src[8]; dest[3][0] = src[9]; dest[3][1] = src[10]; dest[3][2] = src[11]; } /*! * @brief multiply m1 and m2 to dest * * m1, m2 and dest matrices can be same matrix, it is possible to write this: * * @code * glm_mat4x3_mul(m, m, m); * @endcode * * @param[in] m1 left matrix * @param[in] m2 right matrix * @param[out] dest destination matrix */ CGLM_INLINE void glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest) { 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], a20 = m1[2][0], a21 = m1[2][1], a22 = m1[2][2], a30 = m1[3][0], a31 = m1[3][1], a32 = m1[3][2], 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], 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][1] = a00 * b01 + a01 * b11 + a02 * b21; dest[0][2] = a00 * b02 + a01 * b12 + a02 * b22; dest[0][3] = a00 * b03 + a01 * b13 + a02 * b23; dest[1][0] = a10 * b00 + a11 * b10 + a12 * b20; dest[1][1] = a10 * b01 + a11 * b11 + a12 * b21; dest[1][2] = a10 * b02 + a11 * b12 + a12 * b22; dest[1][3] = a10 * b03 + a11 * b13 + a12 * b23; dest[2][0] = a20 * b00 + a21 * b10 + a22 * b20; dest[2][1] = a20 * b01 + a21 * b11 + a22 * b21; dest[2][2] = a20 * b02 + a21 * b12 + a22 * b22; 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 * * @param[in] m matrix (left) * @param[in] v vector (right, column vector) * @param[out] dest result vector */ CGLM_INLINE void glm_mat4x3_mulv(mat4x3 m, vec3 v, vec4 dest) { float v0 = v[0], v1 = v[1], v2 = v[2]; dest[0] = m[0][0] * v0 + m[0][1] * v1 + m[0][2] * v2; dest[1] = m[1][0] * v0 + m[1][1] * v1 + m[1][2] * v2; dest[2] = m[2][0] * v0 + m[2][1] * v1 + m[2][2] * v2; dest[3] = m[3][0] * v0 + m[3][1] * v1 + m[3][2] * v2; } /*! * @brief transpose matrix and store in dest * * @param[in] m matrix * @param[out] dest result */ CGLM_INLINE void glm_mat4x3_transpose(mat4x3 m, mat3x4 dest) { dest[0][0] = m[0][0]; dest[0][1] = m[1][0]; dest[0][2] = m[2][0]; dest[0][3] = m[3][0]; dest[1][0] = m[0][1]; dest[1][1] = m[1][1]; dest[1][2] = m[2][1]; dest[1][3] = m[3][1]; dest[2][0] = m[0][2]; dest[2][1] = m[1][2]; dest[2][2] = m[2][2]; dest[2][3] = m[3][2]; } /*! * @brief scale (multiply with scalar) matrix * * multiply matrix with scalar * * @param[in, out] m matrix * @param[in] s scalar */ CGLM_INLINE void glm_mat4x3_scale(mat4x3 m, float s) { m[0][0] *= s; m[0][1] *= s; m[0][2] *= s; m[1][0] *= s; m[1][1] *= s; m[1][2] *= s; m[2][0] *= s; m[2][1] *= s; m[2][2] *= s; m[3][0] *= s; m[3][1] *= s; m[3][2] *= s; } #endif