frillrun/include/cglm/struct/affine2d.h
2024-08-24 00:47:58 -04:00

178 lines
3.8 KiB
C

/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE mat3s glms_translate2d(mat3 m, vec2 v)
CGLM_INLINE mat3s glms_translate2d_x(mat3s m, float x)
CGLM_INLINE mat3s glms_translate2d_y(mat3s m, float y)
CGLM_INLINE mat3s glms_translate2d_make(vec2s v)
CGLM_INLINE mat3s glms_scale2d_make(vec2s v)
CGLM_INLINE mat3s glms_scale2d(mat3s m, vec2s v)
CGLM_INLINE mat3s glms_scale2d_uni(mat3s m, float s)
CGLM_INLINE mat3s glms_rotate2d_make(float angle)
CGLM_INLINE mat3s glms_rotate2d(mat3s m, float angle)
CGLM_INLINE mat3s glms_rotate2d_to(mat3s m, float angle)
*/
#ifndef cglms_affine2ds_h
#define cglms_affine2ds_h
#include "../common.h"
#include "../types-struct.h"
#include "../affine2d.h"
#include "vec3.h"
#include "mat3.h"
/*!
* @brief translate existing 2d transform matrix by v vector
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y]
* @returns affine transfrom
*/
CGLM_INLINE
mat3s
glms_translate2d(mat3s m, vec2s v) {
glm_translate2d(m.raw, v.raw);
return m;
}
/*!
* @brief translate existing 2d transform matrix by x factor
*
* @param[in] m affine transfrom
* @param[in] x x factor
* @returns affine transfrom
*/
CGLM_INLINE
mat3s
glms_translate2d_x(mat3s m, float x) {
glm_translate2d_x(m.raw, x);
return m;
}
/*!
* @brief translate existing 2d transform matrix by y factor
*
* @param[in] m affine transfrom
* @param[in] y y factor
* @returns affine transfrom
*/
CGLM_INLINE
mat3s
glms_translate2d_y(mat3s m, float y) {
glm_translate2d_y(m.raw, y);
return m;
}
/*!
* @brief creates NEW translate 2d transform matrix by v vector
*
* @param[in] v translate vector [x, y]
* @returns affine transfrom
*/
CGLM_INLINE
mat3s
glms_translate2d_make(vec2s v) {
mat3s m;
glm_translate2d_make(m.raw, v.raw);
return m;
}
/*!
* @brief creates NEW 2d scale matrix by v vector
*
* @param[in] v scale vector [x, y]
* @returns affine transfrom
*/
CGLM_INLINE
mat3s
glms_scale2d_make(vec2s v) {
mat3s m;
glm_scale2d_make(m.raw, v.raw);
return m;
}
/*!
* @brief scales existing 2d transform matrix by v vector
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] v scale vector [x, y, z]
* @returns affine transfrom
*/
CGLM_INLINE
mat3s
glms_scale2d(mat3s m, vec2s v) {
mat3s r;
glm_scale2d_to(m.raw, v.raw, r.raw);
return r;
}
/*!
* @brief applies uniform scale to existing 2d transform matrix v = [s, s, s]
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] s scale factor
* @returns affine transfrom
*/
CGLM_INLINE
mat3s
glms_scale2d_uni(mat3s m, float s) {
glm_scale2d_uni(m.raw, s);
return m;
}
/*!
* @brief creates NEW 2d rotation matrix by angle and axis
*
* axis will be normalized so you don't need to normalize it
*
* @param[in] angle angle (radians)
* @returns affine transfrom
*/
CGLM_INLINE
mat3s
glms_rotate2d_make(float angle) {
mat3s m;
glm_rotate2d_make(m.raw, angle);
return m;
}
/*!
* @brief rotate existing 2d transform matrix around given axis by angle
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns affine transfrom
*/
CGLM_INLINE
mat3s
glms_rotate2d(mat3s m, float angle) {
glm_rotate2d(m.raw, angle);
return m;
}
/*!
* @brief rotate existing 2d transform matrix around given axis by angle
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns affine transfrom
*/
CGLM_INLINE
mat3s
glms_rotate2d_to(mat3s m, float angle) {
glm_rotate2d(m.raw, angle);
return m;
}
#endif /* cglms_affine2ds_h */