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- /*
- * Copyright (c), Recep Aslantas.
- *
- * MIT License (MIT), http://opensource.org/licenses/MIT
- * Full license can be found in the LICENSE file
- */
- #ifndef cglm_affine_pre_h
- #define cglm_affine_pre_h
- /*
- Functions:
- CGLM_INLINE void glm_translate_to(mat4 m, vec3 v, mat4 dest);
- CGLM_INLINE void glm_translate(mat4 m, vec3 v);
- CGLM_INLINE void glm_translate_x(mat4 m, float to);
- CGLM_INLINE void glm_translate_y(mat4 m, float to);
- CGLM_INLINE void glm_translate_z(mat4 m, float to);
- CGLM_INLINE void glm_rotate_x(mat4 m, float angle, mat4 dest);
- CGLM_INLINE void glm_rotate_y(mat4 m, float angle, mat4 dest);
- CGLM_INLINE void glm_rotate_z(mat4 m, float angle, mat4 dest);
- CGLM_INLINE void glm_rotate(mat4 m, float angle, vec3 axis);
- CGLM_INLINE void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis);
- CGLM_INLINE void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis);
- CGLM_INLINE void glm_spin(mat4 m, float angle, vec3 axis);
- */
- #include "common.h"
- #include "util.h"
- #include "vec3.h"
- #include "vec4.h"
- #include "mat4.h"
- #include "affine-mat.h"
- /*!
- * @brief translate existing transform matrix by v vector
- * and stores result in same matrix
- *
- * @param[in, out] m affine transform
- * @param[in] v translate vector [x, y, z]
- */
- CGLM_INLINE
- void
- glm_translate(mat4 m, vec3 v) {
- #if defined(CGLM_SIMD)
- glmm_128 m0, m1, m2, m3;
- m0 = glmm_load(m[0]);
- m1 = glmm_load(m[1]);
- m2 = glmm_load(m[2]);
- m3 = glmm_load(m[3]);
- glmm_store(m[3],
- glmm_fmadd(m0, glmm_set1(v[0]),
- glmm_fmadd(m1, glmm_set1(v[1]),
- glmm_fmadd(m2, glmm_set1(v[2]), m3))));
- #else
- glm_vec4_muladds(m[0], v[0], m[3]);
- glm_vec4_muladds(m[1], v[1], m[3]);
- glm_vec4_muladds(m[2], v[2], m[3]);
- #endif
- }
- /*!
- * @brief translate existing transform matrix by v vector
- * and store result in dest
- *
- * source matrix will remain same
- *
- * @param[in] m affine transform
- * @param[in] v translate vector [x, y, z]
- * @param[out] dest translated matrix
- */
- CGLM_INLINE
- void
- glm_translate_to(mat4 m, vec3 v, mat4 dest) {
- glm_mat4_copy(m, dest);
- glm_translate(dest, v);
- }
- /*!
- * @brief translate existing transform matrix by x factor
- *
- * @param[in, out] m affine transform
- * @param[in] x x factor
- */
- CGLM_INLINE
- void
- glm_translate_x(mat4 m, float x) {
- #if defined(CGLM_SIMD)
- glmm_store(m[3], glmm_fmadd(glmm_load(m[0]), glmm_set1(x), glmm_load(m[3])));
- #else
- vec4 v1;
- glm_vec4_scale(m[0], x, v1);
- glm_vec4_add(v1, m[3], m[3]);
- #endif
- }
- /*!
- * @brief translate existing transform matrix by y factor
- *
- * @param[in, out] m affine transform
- * @param[in] y y factor
- */
- CGLM_INLINE
- void
- glm_translate_y(mat4 m, float y) {
- #if defined(CGLM_SIMD)
- glmm_store(m[3], glmm_fmadd(glmm_load(m[1]), glmm_set1(y), glmm_load(m[3])));
- #else
- vec4 v1;
- glm_vec4_scale(m[1], y, v1);
- glm_vec4_add(v1, m[3], m[3]);
- #endif
- }
- /*!
- * @brief translate existing transform matrix by z factor
- *
- * @param[in, out] m affine transform
- * @param[in] z z factor
- */
- CGLM_INLINE
- void
- glm_translate_z(mat4 m, float z) {
- #if defined(CGLM_SIMD)
- glmm_store(m[3], glmm_fmadd(glmm_load(m[2]), glmm_set1(z), glmm_load(m[3])));
- #else
- vec4 v1;
- glm_vec4_scale(m[2], z, v1);
- glm_vec4_add(v1, m[3], m[3]);
- #endif
- }
- /*!
- * @brief rotate existing transform matrix around X axis by angle
- * and store result in dest
- *
- * @param[in] m affine transform
- * @param[in] angle angle (radians)
- * @param[out] dest rotated matrix
- */
- CGLM_INLINE
- void
- glm_rotate_x(mat4 m, float angle, mat4 dest) {
- CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
- float c, s;
- c = cosf(angle);
- s = sinf(angle);
- t[1][1] = c;
- t[1][2] = s;
- t[2][1] = -s;
- t[2][2] = c;
- glm_mul_rot(m, t, dest);
- }
- /*!
- * @brief rotate existing transform matrix around Y axis by angle
- * and store result in dest
- *
- * @param[in] m affine transform
- * @param[in] angle angle (radians)
- * @param[out] dest rotated matrix
- */
- CGLM_INLINE
- void
- glm_rotate_y(mat4 m, float angle, mat4 dest) {
- CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
- float c, s;
- c = cosf(angle);
- s = sinf(angle);
- t[0][0] = c;
- t[0][2] = -s;
- t[2][0] = s;
- t[2][2] = c;
- glm_mul_rot(m, t, dest);
- }
- /*!
- * @brief rotate existing transform matrix around Z axis by angle
- * and store result in dest
- *
- * @param[in] m affine transform
- * @param[in] angle angle (radians)
- * @param[out] dest rotated matrix
- */
- CGLM_INLINE
- void
- glm_rotate_z(mat4 m, float angle, mat4 dest) {
- CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
- float c, s;
- c = cosf(angle);
- s = sinf(angle);
- t[0][0] = c;
- t[0][1] = s;
- t[1][0] = -s;
- t[1][1] = c;
- glm_mul_rot(m, t, dest);
- }
- /*!
- * @brief rotate existing transform matrix
- * around given axis by angle 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 identity, 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] axis axis
- */
- CGLM_INLINE
- void
- glm_rotate(mat4 m, float angle, vec3 axis) {
- CGLM_ALIGN_MAT mat4 rot;
- glm_rotate_make(rot, angle, axis);
- glm_mul_rot(m, rot, m);
- }
- /*!
- * @brief rotate existing transform
- * around given axis by angle at given pivot point (rotation center)
- *
- * @param[in, out] m affine transform
- * @param[in] pivot rotation center
- * @param[in] angle angle (radians)
- * @param[in] axis axis
- */
- CGLM_INLINE
- void
- glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
- CGLM_ALIGN(8) vec3 pivotInv;
- glm_vec3_negate_to(pivot, pivotInv);
- glm_translate(m, pivot);
- glm_rotate(m, angle, axis);
- glm_translate(m, pivotInv);
- }
- /*!
- * @brief creates NEW rotation matrix by angle and axis at given point
- *
- * this creates rotation matrix, it assumes you don't have a matrix
- *
- * this should work faster than glm_rotate_at because it reduces
- * one glm_translate.
- *
- * @param[out] m affine transform
- * @param[in] pivot rotation center
- * @param[in] angle angle (radians)
- * @param[in] axis axis
- */
- CGLM_INLINE
- void
- glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
- CGLM_ALIGN(8) vec3 pivotInv;
- glm_vec3_negate_to(pivot, pivotInv);
- glm_translate_make(m, pivot);
- glm_rotate(m, angle, axis);
- glm_translate(m, pivotInv);
- }
- /*!
- * @brief rotate existing transform matrix
- * around given axis by angle around self (doesn't affected by position)
- *
- * @param[in, out] m affine transform
- * @param[in] angle angle (radians)
- * @param[in] axis axis
- */
- CGLM_INLINE
- void
- glm_spin(mat4 m, float angle, vec3 axis) {
- CGLM_ALIGN_MAT mat4 rot;
- glm_rotate_atm(rot, m[3], angle, axis);
- glm_mat4_mul(m, rot, m);
- }
- #endif /* cglm_affine_pre_h */
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