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include/cglm/struct/affine-post.h
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184
include/cglm/struct/affine-post.h
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/*
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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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/*
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Functions:
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CGLM_INLINE mat4s glms_translated(mat4s m, vec3s v);
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CGLM_INLINE mat4s glms_translated_x(mat4s m, float x);
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CGLM_INLINE mat4s glms_translated_y(mat4s m, float y);
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CGLM_INLINE mat4s glms_translated_z(mat4s m, float z);
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CGLM_INLINE mat4s glms_rotated_x(mat4s m, float angle);
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CGLM_INLINE mat4s glms_rotated_y(mat4s m, float angle);
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CGLM_INLINE mat4s glms_rotated_z(mat4s m, float angle);
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CGLM_INLINE mat4s glms_rotated(mat4s m, float angle, vec3s axis);
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CGLM_INLINE mat4s glms_rotated_at(mat4s m, vec3s pivot, float angle, vec3s axis);
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CGLM_INLINE mat4s glms_spinned(mat4s m, float angle, vec3s axis);
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*/
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#ifndef cglms_affines_post_h
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#define cglms_affines_post_h
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#include "../common.h"
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#include "../types-struct.h"
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#include "../affine.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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/*!
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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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* @param[in] m affine transfrom
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* @param[in] v translate vector [x, y, z]
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* @returns affine transfrom
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*/
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CGLM_INLINE
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mat4s
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glms_translated(mat4s m, vec3s v) {
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glm_translated(m.raw, v.raw);
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return m;
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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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* @param[in] m affine transfrom
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* @param[in] x x factor
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* @returns affine transfrom
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*/
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CGLM_INLINE
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mat4s
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glms_translated_x(mat4s m, float x) {
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glm_translated_x(m.raw, x);
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return m;
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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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* @param[in] m affine transfrom
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* @param[in] y y factor
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* @returns affine transfrom
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*/
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CGLM_INLINE
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mat4s
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glms_translated_y(mat4s m, float y) {
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glm_translated_y(m.raw, y);
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return m;
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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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* @param[in] m affine transfrom
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* @param[in] z z factor
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* @returns affine transfrom
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*/
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CGLM_INLINE
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mat4s
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glms_translated_z(mat4s m, float z) {
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glm_translated_z(m.raw, z);
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return m;
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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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* @param[in] m affine transfrom
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* @param[in] angle angle (radians)
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* @returns rotated matrix
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*/
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CGLM_INLINE
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mat4s
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glms_rotated_x(mat4s m, float angle) {
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mat4s r;
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glm_rotated_x(m.raw, angle, r.raw);
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return r;
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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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* @param[in] m affine transfrom
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* @param[in] angle angle (radians)
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* @returns rotated matrix
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*/
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CGLM_INLINE
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mat4s
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glms_rotated_y(mat4s m, float angle) {
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mat4s r;
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glm_rotated_y(m.raw, angle, r.raw);
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return r;
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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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* @param[in] m affine transfrom
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* @param[in] angle angle (radians)
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* @returns rotated matrix
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*/
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CGLM_INLINE
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mat4s
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glms_rotated_z(mat4s m, float angle) {
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mat4s r;
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glm_rotated_z(m.raw, angle, r.raw);
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return r;
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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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* @param[in] m affine transfrom
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* @param[in] angle angle (radians)
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* @param[in] axis axis
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* @returns affine transfrom
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*/
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CGLM_INLINE
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mat4s
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glms_rotated(mat4s m, float angle, vec3s axis) {
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glm_rotated(m.raw, angle, axis.raw);
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return 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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* @param[in] 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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* @returns affine transfrom
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*/
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CGLM_INLINE
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mat4s
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glms_rotated_at(mat4s m, vec3s pivot, float angle, vec3s axis) {
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glm_rotated_at(m.raw, pivot.raw, angle, axis.raw);
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return m;
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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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* @param[in] m affine transfrom
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* @param[in] angle angle (radians)
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* @param[in] axis axis
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* @returns affine transfrom
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*/
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CGLM_INLINE
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mat4s
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glms_spinned(mat4s m, float angle, vec3s axis) {
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glm_spinned(m.raw, angle, axis.raw);
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return m;
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}
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#endif /* cglms_affines_post_h */
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