| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189 |
- /*
- * Copyright (c), Recep Aslantas.
- *
- * MIT License (MIT), http://opensource.org/licenses/MIT
- * Full license can be found in the LICENSE file
- */
- /*
- Functions:
- CGLM_INLINE void glm_mul(mat4 m1, mat4 m2, mat4 dest);
- CGLM_INLINE void glm_mul_rot(mat4 m1, mat4 m2, mat4 dest);
- CGLM_INLINE void glm_inv_tr(mat4 mat);
- */
- #ifndef cglm_affine_mat_h
- #define cglm_affine_mat_h
- #include "common.h"
- #include "mat4.h"
- #include "mat3.h"
- #ifdef CGLM_SSE_FP
- # include "simd/sse2/affine.h"
- #endif
- #ifdef CGLM_AVX_FP
- # include "simd/avx/affine.h"
- #endif
- #ifdef CGLM_NEON_FP
- # include "simd/neon/affine.h"
- #endif
- #ifdef CGLM_SIMD_WASM
- # include "simd/wasm/affine.h"
- #endif
- /*!
- * @brief this is similar to glm_mat4_mul but specialized to affine transform
- *
- * Matrix format should be:
- * R R R X
- * R R R Y
- * R R R Z
- * 0 0 0 W
- *
- * this reduces some multiplications. It should be faster than mat4_mul.
- * if you are not sure about matrix format then DON'T use this! use mat4_mul
- *
- * @param[in] m1 affine matrix 1
- * @param[in] m2 affine matrix 2
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_mul(mat4 m1, mat4 m2, mat4 dest) {
- #if defined(__wasm__) && defined(__wasm_simd128__)
- glm_mul_wasm(m1, m2, dest);
- #elif defined(__AVX__)
- glm_mul_avx(m1, m2, dest);
- #elif defined( __SSE__ ) || defined( __SSE2__ )
- glm_mul_sse2(m1, m2, dest);
- #elif defined(CGLM_NEON_FP)
- glm_mul_neon(m1, m2, dest);
- #else
- 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],
- a20 = m1[2][0], a21 = m1[2][1], a22 = m1[2][2], a23 = m1[2][3],
- a30 = m1[3][0], a31 = m1[3][1], a32 = m1[3][2], a33 = m1[3][3],
- b00 = m2[0][0], b01 = m2[0][1], b02 = m2[0][2],
- b10 = m2[1][0], b11 = m2[1][1], b12 = m2[1][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], b33 = m2[3][3];
- dest[0][0] = a00 * b00 + a10 * b01 + a20 * b02;
- dest[0][1] = a01 * b00 + a11 * b01 + a21 * b02;
- dest[0][2] = a02 * b00 + a12 * b01 + a22 * b02;
- dest[0][3] = a03 * b00 + a13 * b01 + a23 * b02;
- dest[1][0] = a00 * b10 + a10 * b11 + a20 * b12;
- dest[1][1] = a01 * b10 + a11 * b11 + a21 * b12;
- dest[1][2] = a02 * b10 + a12 * b11 + a22 * b12;
- dest[1][3] = a03 * b10 + a13 * b11 + a23 * b12;
- dest[2][0] = a00 * b20 + a10 * b21 + a20 * b22;
- dest[2][1] = a01 * b20 + a11 * b21 + a21 * b22;
- 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 + a30 * b33;
- dest[3][1] = a01 * b30 + a11 * b31 + a21 * b32 + a31 * b33;
- dest[3][2] = a02 * b30 + a12 * b31 + a22 * b32 + a32 * b33;
- dest[3][3] = a03 * b30 + a13 * b31 + a23 * b32 + a33 * b33;
- #endif
- }
- /*!
- * @brief this is similar to glm_mat4_mul but specialized to affine transform
- *
- * Right Matrix format should be:
- * R R R 0
- * R R R 0
- * R R R 0
- * 0 0 0 1
- *
- * this reduces some multiplications. It should be faster than mat4_mul.
- * if you are not sure about matrix format then DON'T use this! use mat4_mul
- *
- * @param[in] m1 affine matrix 1
- * @param[in] m2 affine matrix 2
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_mul_rot(mat4 m1, mat4 m2, mat4 dest) {
- #if defined(__wasm__) && defined(__wasm_simd128__)
- glm_mul_rot_wasm(m1, m2, dest);
- #elif defined( __SSE__ ) || defined( __SSE2__ )
- glm_mul_rot_sse2(m1, m2, dest);
- #elif defined(CGLM_NEON_FP)
- glm_mul_rot_neon(m1, m2, dest);
- #else
- 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],
- a20 = m1[2][0], a21 = m1[2][1], a22 = m1[2][2], a23 = m1[2][3],
- a30 = m1[3][0], a31 = m1[3][1], a32 = m1[3][2], a33 = m1[3][3],
- b00 = m2[0][0], b01 = m2[0][1], b02 = m2[0][2],
- b10 = m2[1][0], b11 = m2[1][1], b12 = m2[1][2],
- b20 = m2[2][0], b21 = m2[2][1], b22 = m2[2][2];
- dest[0][0] = a00 * b00 + a10 * b01 + a20 * b02;
- dest[0][1] = a01 * b00 + a11 * b01 + a21 * b02;
- dest[0][2] = a02 * b00 + a12 * b01 + a22 * b02;
- dest[0][3] = a03 * b00 + a13 * b01 + a23 * b02;
- dest[1][0] = a00 * b10 + a10 * b11 + a20 * b12;
- dest[1][1] = a01 * b10 + a11 * b11 + a21 * b12;
- dest[1][2] = a02 * b10 + a12 * b11 + a22 * b12;
- dest[1][3] = a03 * b10 + a13 * b11 + a23 * b12;
- dest[2][0] = a00 * b20 + a10 * b21 + a20 * b22;
- dest[2][1] = a01 * b20 + a11 * b21 + a21 * b22;
- dest[2][2] = a02 * b20 + a12 * b21 + a22 * b22;
- dest[2][3] = a03 * b20 + a13 * b21 + a23 * b22;
- dest[3][0] = a30;
- dest[3][1] = a31;
- dest[3][2] = a32;
- dest[3][3] = a33;
- #endif
- }
- /*!
- * @brief inverse orthonormal rotation + translation matrix (ridig-body)
- *
- * @code
- * X = | R T | X' = | R' -R'T |
- * | 0 1 | | 0 1 |
- * @endcode
- *
- * @param[in,out] mat matrix
- */
- CGLM_INLINE
- void
- glm_inv_tr(mat4 mat) {
- #if defined(__wasm__) && defined(__wasm_simd128__)
- glm_inv_tr_wasm(mat);
- #elif defined( __SSE__ ) || defined( __SSE2__ )
- glm_inv_tr_sse2(mat);
- #elif defined(CGLM_NEON_FP)
- glm_inv_tr_neon(mat);
- #else
- CGLM_ALIGN_MAT mat3 r;
- CGLM_ALIGN(8) vec3 t;
- /* rotate */
- glm_mat4_pick3t(mat, r);
- glm_mat4_ins3(r, mat);
- /* translate */
- glm_mat3_mulv(r, mat[3], t);
- glm_vec3_negate(t);
- glm_vec3_copy(t, mat[3]);
- #endif
- }
- #endif /* cglm_affine_mat_h */
|