/* * 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 src, mat4x3 dest); CGLM_INLINE void glm_mat4x3_zero(mat4x3 m); CGLM_INLINE void glm_mat4x3_make(const float * __restrict src, mat4x3 dest); CGLM_INLINE void glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat3 dest); CGLM_INLINE void glm_mat4x3_mulv(mat4x3 m, vec4 v, vec3 dest); CGLM_INLINE void glm_mat4x3_transpose(mat4x3 src, 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 mat4x3 (src) to mat4x3 (dest). * * @param[in] src mat4x3 (left) * @param[out] dest destination (result, mat4x3) */ CGLM_INLINE void glm_mat4x3_copy(mat4x3 src, mat4x3 dest) { glm_vec3_copy(src[0], dest[0]); glm_vec3_copy(src[1], dest[1]); glm_vec3_copy(src[2], dest[2]); glm_vec3_copy(src[3], dest[3]); } /*! * @brief Zero out the mat4x3 (m). * * @param[in, out] mat4x3 (src, dest) */ CGLM_INLINE void glm_mat4x3_zero(mat4x3 m) { CGLM_ALIGN_MAT mat4x3 t = GLM_MAT4X3_ZERO_INIT; glm_mat4x3_copy(t, m); } /*! * @brief Create mat4x3 (dest) from pointer (src). * * @param[in] src pointer to an array of floats (left) * @param[out] dest destination (result, mat4x3) */ CGLM_INLINE void glm_mat4x3_make(const 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 mat4x3 (m1) by mat3x4 (m2) and store in mat3 (dest). * * @code * glm_mat4x3_mul(mat4x3, mat3x4, mat3); * @endcode * * @param[in] m1 mat4x3 (left) * @param[in] m2 mat3x4 (right) * @param[out] dest destination (result, mat3) */ CGLM_INLINE void glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat3 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 + a10 * b01 + a20 * b02 + a30 * b03; dest[0][1] = a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03; dest[0][2] = a02 * b00 + a12 * b01 + a22 * b02 + a32 * b03; dest[1][0] = a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13; dest[1][1] = a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13; dest[1][2] = a02 * b10 + a12 * b11 + a22 * b12 + a32 * b13; dest[2][0] = a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23; dest[2][1] = a01 * b20 + a11 * b21 + a21 * b22 + a31 * b23; dest[2][2] = a02 * b20 + a12 * b21 + a22 * b22 + a32 * b23; } /*! * @brief Multiply mat4x3 (m) by vec4 (v) and store in vec3 (dest). * * @param[in] m mat4x3 (left) * @param[in] v vec3 (right, column vector) * @param[out] dest destination (result, column vector) */ CGLM_INLINE void glm_mat4x3_mulv(mat4x3 m, vec4 v, vec3 dest) { float v0 = v[0], v1 = v[1], v2 = v[2], v3 = v[3]; dest[0] = m[0][0] * v0 + m[1][0] * v1 + m[2][0] * v2 + m[3][0] * v3; dest[1] = m[0][1] * v0 + m[1][1] * v1 + m[2][1] * v2 + m[3][1] * v3; dest[2] = m[0][2] * v0 + m[1][2] * v1 + m[2][2] * v2 + m[3][2] * v3; } /*! * @brief Transpose mat4x3 (src) and store in mat3x4 (dest). * * @param[in] src mat4x3 (left) * @param[out] dest destination (result, mat3x4) */ CGLM_INLINE void glm_mat4x3_transpose(mat4x3 src, mat3x4 dest) { dest[0][0] = src[0][0]; dest[0][1] = src[1][0]; dest[0][2] = src[2][0]; dest[0][3] = src[3][0]; dest[1][0] = src[0][1]; dest[1][1] = src[1][1]; dest[1][2] = src[2][1]; dest[1][3] = src[3][1]; dest[2][0] = src[0][2]; dest[2][1] = src[1][2]; dest[2][2] = src[2][2]; dest[2][3] = src[3][2]; } /*! * @brief Multiply mat4x3 (m) by scalar constant (s). * * @param[in, out] m (src, dest) * @param[in] s float (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 /* cglm_mat4x3_h */