calamity-cobra-2/include/cglm/mat2.h
2023-08-11 01:51:06 -04:00

338 lines
7.2 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_MAT2_IDENTITY_INIT
GLM_MAT2_ZERO_INIT
GLM_MAT2_IDENTITY
GLM_MAT2_ZERO
Functions:
CGLM_INLINE void glm_mat2_copy(mat2 mat, mat2 dest)
CGLM_INLINE void glm_mat2_identity(mat2 mat)
CGLM_INLINE void glm_mat2_identity_array(mat2 * restrict mat, size_t count)
CGLM_INLINE void glm_mat2_zero(mat2 mat)
CGLM_INLINE void glm_mat2_mul(mat2 m1, mat2 m2, mat2 dest)
CGLM_INLINE void glm_mat2_transpose_to(mat2 m, mat2 dest)
CGLM_INLINE void glm_mat2_transpose(mat2 m)
CGLM_INLINE void glm_mat2_mulv(mat2 m, vec2 v, vec2 dest)
CGLM_INLINE float glm_mat2_trace(mat2 m)
CGLM_INLINE void glm_mat2_scale(mat2 m, float s)
CGLM_INLINE float glm_mat2_det(mat2 mat)
CGLM_INLINE void glm_mat2_inv(mat2 mat, mat2 dest)
CGLM_INLINE void glm_mat2_swap_col(mat2 mat, int col1, int col2)
CGLM_INLINE void glm_mat2_swap_row(mat2 mat, int row1, int row2)
CGLM_INLINE float glm_mat2_rmc(vec2 r, mat2 m, vec2 c)
*/
#ifndef cglm_mat2_h
#define cglm_mat2_h
#include "common.h"
#include "vec2.h"
#ifdef CGLM_SSE_FP
# include "simd/sse2/mat2.h"
#endif
#ifdef CGLM_NEON_FP
# include "simd/neon/mat2.h"
#endif
#define GLM_MAT2_IDENTITY_INIT {{1.0f, 0.0f}, {0.0f, 1.0f}}
#define GLM_MAT2_ZERO_INIT {{0.0f, 0.0f}, {0.0f, 0.0f}}
/* for C only */
#define GLM_MAT2_IDENTITY ((mat2)GLM_MAT2_IDENTITY_INIT)
#define GLM_MAT2_ZERO ((mat2)GLM_MAT2_ZERO_INIT)
/*!
* @brief copy all members of [mat] to [dest]
*
* @param[in] mat source
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_mat2_copy(mat2 mat, mat2 dest) {
glm_vec4_ucopy(mat[0], dest[0]);
}
/*!
* @brief make given matrix identity. It is identical with below,
* but it is more easy to do that with this func especially for members
* e.g. glm_mat2_identity(aStruct->aMatrix);
*
* @code
* glm_mat2_copy(GLM_MAT2_IDENTITY, mat); // C only
*
* // or
* mat2 mat = GLM_MAT2_IDENTITY_INIT;
* @endcode
*
* @param[in, out] mat destination
*/
CGLM_INLINE
void
glm_mat2_identity(mat2 mat) {
CGLM_ALIGN_MAT mat2 t = GLM_MAT2_IDENTITY_INIT;
glm_mat2_copy(t, mat);
}
/*!
* @brief make given matrix array's each element identity matrix
*
* @param[in, out] mat matrix array (must be aligned (16)
* if alignment is not disabled)
*
* @param[in] count count of matrices
*/
CGLM_INLINE
void
glm_mat2_identity_array(mat2 * __restrict mat, size_t count) {
CGLM_ALIGN_MAT mat2 t = GLM_MAT2_IDENTITY_INIT;
size_t i;
for (i = 0; i < count; i++) {
glm_mat2_copy(t, mat[i]);
}
}
/*!
* @brief make given matrix zero.
*
* @param[in, out] mat matrix
*/
CGLM_INLINE
void
glm_mat2_zero(mat2 mat) {
CGLM_ALIGN_MAT mat2 t = GLM_MAT2_ZERO_INIT;
glm_mat2_copy(t, mat);
}
/*!
* @brief multiply m1 and m2 to dest
*
* m1, m2 and dest matrices can be same matrix, it is possible to write this:
*
* @code
* mat2 m = GLM_MAT2_IDENTITY_INIT;
* glm_mat2_mul(m, m, m);
* @endcode
*
* @param[in] m1 left matrix
* @param[in] m2 right matrix
* @param[out] dest destination matrix
*/
CGLM_INLINE
void
glm_mat2_mul(mat2 m1, mat2 m2, mat2 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat2_mul_sse2(m1, m2, dest);
#elif defined(CGLM_NEON_FP)
glm_mat2_mul_neon(m1, m2, dest);
#else
float a00 = m1[0][0], a01 = m1[0][1],
a10 = m1[1][0], a11 = m1[1][1],
b00 = m2[0][0], b01 = m2[0][1],
b10 = m2[1][0], b11 = m2[1][1];
dest[0][0] = a00 * b00 + a10 * b01;
dest[0][1] = a01 * b00 + a11 * b01;
dest[1][0] = a00 * b10 + a10 * b11;
dest[1][1] = a01 * b10 + a11 * b11;
#endif
}
/*!
* @brief transpose mat2 and store in dest
*
* source matrix will not be transposed unless dest is m
*
* @param[in] m matrix
* @param[out] dest result
*/
CGLM_INLINE
void
glm_mat2_transpose_to(mat2 m, mat2 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat2_transp_sse2(m, dest);
#else
dest[0][0] = m[0][0];
dest[0][1] = m[1][0];
dest[1][0] = m[0][1];
dest[1][1] = m[1][1];
#endif
}
/*!
* @brief tranpose mat2 and store result in same matrix
*
* @param[in, out] m source and dest
*/
CGLM_INLINE
void
glm_mat2_transpose(mat2 m) {
float tmp;
tmp = m[0][1];
m[0][1] = m[1][0];
m[1][0] = tmp;
}
/*!
* @brief multiply mat2 with vec2 (column vector) and store in dest vector
*
* @param[in] m mat2 (left)
* @param[in] v vec2 (right, column vector)
* @param[out] dest vec2 (result, column vector)
*/
CGLM_INLINE
void
glm_mat2_mulv(mat2 m, vec2 v, vec2 dest) {
dest[0] = m[0][0] * v[0] + m[1][0] * v[1];
dest[1] = m[0][1] * v[0] + m[1][1] * v[1];
}
/*!
* @brief trace of matrix
*
* sum of the elements on the main diagonal from upper left to the lower right
*
* @param[in] m matrix
*/
CGLM_INLINE
float
glm_mat2_trace(mat2 m) {
return m[0][0] + m[1][1];
}
/*!
* @brief scale (multiply with scalar) matrix
*
* multiply matrix with scalar
*
* @param[in, out] m matrix
* @param[in] s scalar
*/
CGLM_INLINE
void
glm_mat2_scale(mat2 m, float s) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(m[0], _mm_mul_ps(_mm_loadu_ps(m[0]), _mm_set1_ps(s)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(m[0], vmulq_f32(vld1q_f32(m[0]), vdupq_n_f32(s)));
#else
m[0][0] = m[0][0] * s;
m[0][1] = m[0][1] * s;
m[1][0] = m[1][0] * s;
m[1][1] = m[1][1] * s;
#endif
}
/*!
* @brief mat2 determinant
*
* @param[in] mat matrix
*
* @return determinant
*/
CGLM_INLINE
float
glm_mat2_det(mat2 mat) {
return mat[0][0] * mat[1][1] - mat[1][0] * mat[0][1];
}
/*!
* @brief inverse mat2 and store in dest
*
* @param[in] mat matrix
* @param[out] dest inverse matrix
*/
CGLM_INLINE
void
glm_mat2_inv(mat2 mat, mat2 dest) {
float det;
float a = mat[0][0], b = mat[0][1],
c = mat[1][0], d = mat[1][1];
det = 1.0f / (a * d - b * c);
dest[0][0] = d * det;
dest[0][1] = -b * det;
dest[1][0] = -c * det;
dest[1][1] = a * det;
}
/*!
* @brief swap two matrix columns
*
* @param[in,out] mat matrix
* @param[in] col1 col1
* @param[in] col2 col2
*/
CGLM_INLINE
void
glm_mat2_swap_col(mat2 mat, int col1, int col2) {
float a, b;
a = mat[col1][0];
b = mat[col1][1];
mat[col1][0] = mat[col2][0];
mat[col1][1] = mat[col2][1];
mat[col2][0] = a;
mat[col2][1] = b;
}
/*!
* @brief swap two matrix rows
*
* @param[in,out] mat matrix
* @param[in] row1 row1
* @param[in] row2 row2
*/
CGLM_INLINE
void
glm_mat2_swap_row(mat2 mat, int row1, int row2) {
float a, b;
a = mat[0][row1];
b = mat[1][row1];
mat[0][row1] = mat[0][row2];
mat[1][row1] = mat[1][row2];
mat[0][row2] = a;
mat[1][row2] = b;
}
/*!
* @brief helper for R (row vector) * M (matrix) * C (column vector)
*
* rmc stands for Row * Matrix * Column
*
* the result is scalar because R * M = Matrix1x2 (row vector),
* then Matrix1x2 * Vec2 (column vector) = Matrix1x1 (Scalar)
*
* @param[in] r row vector or matrix1x2
* @param[in] m matrix2x2
* @param[in] c column vector or matrix2x1
*
* @return scalar value e.g. Matrix1x1
*/
CGLM_INLINE
float
glm_mat2_rmc(vec2 r, mat2 m, vec2 c) {
vec2 tmp;
glm_mat2_mulv(m, c, tmp);
return glm_vec2_dot(r, tmp);
}
#endif /* cglm_mat2_h */