tenchu/game/libs/cglm/mat2x3.h

157 lines
3.5 KiB
C

/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Macros:
GLM_MAT2X3_ZERO_INIT
GLM_MAT2X3_ZERO
Functions:
CGLM_INLINE void glm_mat2x3_copy(mat2x3 mat, mat2x3 dest);
CGLM_INLINE void glm_mat2x3_zero(mat2x3 mat);
CGLM_INLINE void glm_mat2x3_make(float * __restrict src, mat2x3 dest);
CGLM_INLINE void glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest);
CGLM_INLINE void glm_mat2x3_mulv(mat2x3 m, vec3 v, vec2 dest);
CGLM_INLINE void glm_mat2x3_transpose(mat2x3 m, mat3x2 dest);
CGLM_INLINE void glm_mat2x3_scale(mat2x3 m, float s);
*/
#ifndef cglm_mat2x3_h
#define cglm_mat2x3_h
#include "common.h"
#define GLM_MAT2X3_ZERO_INIT {{0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}
/* for C only */
#define GLM_MAT2X3_ZERO GLM_MAT2X3_ZERO_INIT
/*!
* @brief copy all members of [mat] to [dest]
*
* @param[in] mat source
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_mat2x3_copy(mat2x3 mat, mat2x3 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];
}
/*!
* @brief make given matrix zero.
*
* @param[in, out] mat matrix
*/
CGLM_INLINE
void
glm_mat2x3_zero(mat2x3 mat) {
CGLM_ALIGN_MAT mat2x3 t = GLM_MAT2X3_ZERO_INIT;
glm_mat2x3_copy(t, mat);
}
/*!
* @brief Create mat2x3 matrix from pointer
*
* @param[in] src pointer to an array of floats
* @param[out] dest matrix
*/
CGLM_INLINE
void
glm_mat2x3_make(float * __restrict src, mat2x3 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];
}
/*!
* @brief multiply m1 and m2 to dest
*
* m1, m2 and dest matrices can be same matrix, it is possible to write this:
*
* @code
* glm_mat2x3_mul(m, m, m);
* @endcode
*
* @param[in] m1 left matrix
* @param[in] m2 right matrix
* @param[out] dest destination matrix
*/
CGLM_INLINE
void
glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 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],
b00 = m2[0][0], b01 = m2[0][1],
b10 = m2[1][0], b11 = m2[1][1],
b20 = m2[2][0], b21 = m2[2][1];
dest[0][0] = a00 * b00 + a01 * b10 + a02 * b20;
dest[0][1] = a00 * b01 + a01 * b11 + a02 * b21;
dest[1][0] = a10 * b00 + a11 * b10 + a12 * b20;
dest[1][1] = a10 * b01 + a11 * b11 + a12 * b21;
}
/*!
* @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_mat2x3_mulv(mat2x3 m, vec3 v, vec2 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;
}
/*!
* @brief transpose matrix and store in dest
*
* @param[in] m matrix
* @param[out] dest result
*/
CGLM_INLINE
void
glm_mat2x3_transpose(mat2x3 m, mat3x2 dest) {
dest[0][0] = m[0][0]; dest[0][1] = m[1][0];
dest[1][0] = m[0][1]; dest[1][1] = m[1][1];
dest[2][0] = m[0][2]; dest[2][1] = m[1][2];
}
/*!
* @brief scale (multiply with scalar) matrix
*
* multiply matrix with scalar
*
* @param[in, out] m matrix
* @param[in] s scalar
*/
CGLM_INLINE
void
glm_mat2x3_scale(mat2x3 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;
}
#endif