248 lines
5.9 KiB
C
248 lines
5.9 KiB
C
/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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#ifndef cglm_affine_post_h
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#define cglm_affine_post_h
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/*
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Functions:
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CGLM_INLINE void glm_translated_to(mat4 m, vec3 v, mat4 dest);
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CGLM_INLINE void glm_translated(mat4 m, vec3 v);
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CGLM_INLINE void glm_translated_x(mat4 m, float to);
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CGLM_INLINE void glm_translated_y(mat4 m, float to);
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CGLM_INLINE void glm_translated_z(mat4 m, float to);
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CGLM_INLINE void glm_rotated_x(mat4 m, float angle, mat4 dest);
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CGLM_INLINE void glm_rotated_y(mat4 m, float angle, mat4 dest);
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CGLM_INLINE void glm_rotated_z(mat4 m, float angle, mat4 dest);
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CGLM_INLINE void glm_rotated(mat4 m, float angle, vec3 axis);
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CGLM_INLINE void glm_rotated_at(mat4 m, vec3 pivot, float angle, vec3 axis);
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CGLM_INLINE void glm_spinned(mat4 m, float angle, vec3 axis);
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*/
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#include "common.h"
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#include "util.h"
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#include "vec3.h"
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#include "vec4.h"
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#include "mat4.h"
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#include "affine-mat.h"
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/*!
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* @brief translate existing transform matrix by v vector
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* and stores result in same matrix
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*
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* this is POST transform, applies to existing transform as last transfrom
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*
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* @param[in, out] m affine transfrom
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* @param[in] v translate vector [x, y, z]
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*/
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CGLM_INLINE
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void
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glm_translated(mat4 m, vec3 v) {
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glm_vec3_add(m[3], v, m[3]);
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}
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/*!
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* @brief translate existing transform matrix by v vector
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* and store result in dest
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*
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* source matrix will remain same
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*
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* this is POST transform, applies to existing transform as last transfrom
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*
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* @param[in] m affine transfrom
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* @param[in] v translate vector [x, y, z]
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* @param[out] dest translated matrix
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*/
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CGLM_INLINE
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void
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glm_translated_to(mat4 m, vec3 v, mat4 dest) {
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glm_mat4_copy(m, dest);
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glm_translated(dest, v);
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}
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/*!
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* @brief translate existing transform matrix by x factor
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*
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* this is POST transform, applies to existing transform as last transfrom
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*
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* @param[in, out] m affine transfrom
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* @param[in] x x factor
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*/
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CGLM_INLINE
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void
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glm_translated_x(mat4 m, float x) {
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m[3][0] += x;
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}
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/*!
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* @brief translate existing transform matrix by y factor
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*
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* this is POST transform, applies to existing transform as last transfrom
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*
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* @param[in, out] m affine transfrom
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* @param[in] y y factor
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*/
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CGLM_INLINE
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void
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glm_translated_y(mat4 m, float y) {
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m[3][1] += y;
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}
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/*!
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* @brief translate existing transform matrix by z factor
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*
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* this is POST transform, applies to existing transform as last transfrom
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*
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* @param[in, out] m affine transfrom
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* @param[in] z z factor
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*/
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CGLM_INLINE
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void
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glm_translated_z(mat4 m, float z) {
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m[3][2] += z;
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}
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/*!
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* @brief rotate existing transform matrix around X axis by angle
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* and store result in dest
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*
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* this is POST transform, applies to existing transform as last transfrom
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*
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* @param[in] m affine transfrom
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* @param[in] angle angle (radians)
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* @param[out] dest rotated matrix
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*/
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CGLM_INLINE
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void
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glm_rotated_x(mat4 m, float angle, mat4 dest) {
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CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
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float c, s;
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c = cosf(angle);
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s = sinf(angle);
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t[1][1] = c;
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t[1][2] = s;
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t[2][1] = -s;
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t[2][2] = c;
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glm_mul_rot(t, m, dest);
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}
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/*!
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* @brief rotate existing transform matrix around Y axis by angle
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* and store result in dest
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*
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* this is POST transform, applies to existing transform as last transfrom
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*
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* @param[in] m affine transfrom
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* @param[in] angle angle (radians)
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* @param[out] dest rotated matrix
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*/
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CGLM_INLINE
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void
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glm_rotated_y(mat4 m, float angle, mat4 dest) {
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CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
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float c, s;
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c = cosf(angle);
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s = sinf(angle);
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t[0][0] = c;
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t[0][2] = -s;
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t[2][0] = s;
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t[2][2] = c;
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glm_mul_rot(t, m, dest);
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}
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/*!
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* @brief rotate existing transform matrix around Z axis by angle
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* and store result in dest
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*
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* this is POST transform, applies to existing transform as last transfrom
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*
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* @param[in] m affine transfrom
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* @param[in] angle angle (radians)
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* @param[out] dest rotated matrix
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*/
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CGLM_INLINE
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void
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glm_rotated_z(mat4 m, float angle, mat4 dest) {
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CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
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float c, s;
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c = cosf(angle);
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s = sinf(angle);
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t[0][0] = c;
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t[0][1] = s;
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t[1][0] = -s;
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t[1][1] = c;
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glm_mul_rot(t, m, dest);
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}
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/*!
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* @brief rotate existing transform matrix around given axis by angle
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*
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* this is POST transform, applies to existing transform as last transfrom
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*
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* @param[in, out] m affine transfrom
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* @param[in] angle angle (radians)
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* @param[in] axis axis
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*/
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CGLM_INLINE
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void
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glm_rotated(mat4 m, float angle, vec3 axis) {
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CGLM_ALIGN_MAT mat4 rot;
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glm_rotate_make(rot, angle, axis);
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glm_mul_rot(rot, m, m);
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}
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/*!
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* @brief rotate existing transform
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* around given axis by angle at given pivot point (rotation center)
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*
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* this is POST transform, applies to existing transform as last transfrom
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*
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* @param[in, out] m affine transfrom
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* @param[in] pivot rotation center
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* @param[in] angle angle (radians)
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* @param[in] axis axis
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*/
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CGLM_INLINE
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void
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glm_rotated_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
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CGLM_ALIGN(8) vec3 pivotInv;
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glm_vec3_negate_to(pivot, pivotInv);
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glm_translated(m, pivot);
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glm_rotated(m, angle, axis);
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glm_translated(m, pivotInv);
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}
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/*!
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* @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
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*
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* this is POST transform, applies to existing transform as last transfrom
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*
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* @param[in, out] m affine transfrom
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* @param[in] angle angle (radians)
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* @param[in] axis axis
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*/
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CGLM_INLINE
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void
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glm_spinned(mat4 m, float angle, vec3 axis) {
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CGLM_ALIGN_MAT mat4 rot;
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glm_rotate_atm(rot, m[3], angle, axis);
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glm_mat4_mul(rot, m, m);
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}
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#endif /* cglm_affine_post_h */
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