286 lines
5.9 KiB
C
286 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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/*
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Macros:
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GLMS_MAT3_IDENTITY_INIT
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GLMS_MAT3_ZERO_INIT
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GLMS_MAT3_IDENTITY
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GLMS_MAT3_ZERO
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Functions:
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CGLM_INLINE mat3s glms_mat3_copy(mat3s mat);
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CGLM_INLINE mat3s glms_mat3_identity(void);
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CGLM_INLINE void glms_mat3_identity_array(mat3s * __restrict mat, size_t count);
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CGLM_INLINE mat3s glms_mat3_zero(void);
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CGLM_INLINE mat3s glms_mat3_mul(mat3s m1, mat3s m2);
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CGLM_INLINE ma3s glms_mat3_transpose(mat3s m);
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CGLM_INLINE vec3s glms_mat3_mulv(mat3s m, vec3s v);
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CGLM_INLINE float glms_mat3_trace(mat3s m);
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CGLM_INLINE versor glms_mat3_quat(mat3s m);
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CGLM_INLINE mat3s glms_mat3_scale(mat3s m, float s);
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CGLM_INLINE float glms_mat3_det(mat3s mat);
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CGLM_INLINE mat3s glms_mat3_inv(mat3s mat);
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CGLM_INLINE mat3s glms_mat3_swap_col(mat3s mat, int col1, int col2);
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CGLM_INLINE mat3s glms_mat3_swap_row(mat3s mat, int row1, int row2);
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CGLM_INLINE float glms_mat3_rmc(vec3s r, mat3s m, vec3s c);
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*/
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#ifndef cglms_mat3s_h
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#define cglms_mat3s_h
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#include "../common.h"
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#include "../types-struct.h"
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#include "../mat3.h"
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#include "vec3.h"
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#define GLMS_MAT3_IDENTITY_INIT {GLM_MAT3_IDENTITY_INIT}
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#define GLMS_MAT3_ZERO_INIT {GLM_MAT3_ZERO_INIT}
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/* for C only */
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#define GLMS_MAT3_IDENTITY ((mat3s)GLMS_MAT3_IDENTITY_INIT)
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#define GLMS_MAT3_ZERO ((mat3s)GLMS_MAT3_ZERO_INIT)
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/*!
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* @brief copy all members of [mat] to [dest]
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*
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* @param[in] mat source
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* @returns destination
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*/
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CGLM_INLINE
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mat3s
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glms_mat3_copy(mat3s mat) {
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mat3s r;
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glm_mat3_copy(mat.raw, r.raw);
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return r;
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}
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/*!
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* @brief make given matrix identity. It is identical with below,
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* but it is more easy to do that with this func especially for members
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* e.g. glm_mat3_identity(aStruct->aMatrix);
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*
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* @code
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* glm_mat3_copy(GLM_MAT3_IDENTITY, mat); // C only
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*
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* // or
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* mat3 mat = GLM_MAT3_IDENTITY_INIT;
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* @endcode
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*
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* @returns destination
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*/
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CGLM_INLINE
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mat3s
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glms_mat3_identity(void) {
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mat3s r;
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glm_mat3_identity(r.raw);
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return r;
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}
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/*!
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* @brief make given matrix array's each element identity matrix
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*
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* @param[in, out] mat matrix array (must be aligned (16/32)
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* if alignment is not disabled)
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*
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* @param[in] count count of matrices
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*/
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CGLM_INLINE
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void
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glms_mat3_identity_array(mat3s * __restrict mat, size_t count) {
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CGLM_ALIGN_MAT mat3s t = GLMS_MAT3_IDENTITY_INIT;
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size_t i;
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for (i = 0; i < count; i++) {
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glm_mat3_copy(t.raw, mat[i].raw);
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}
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}
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/*!
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* @brief make given matrix zero.
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*
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* @returns matrix
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*/
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CGLM_INLINE
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mat3s
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glms_mat3_zero(void) {
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mat3s r;
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glm_mat3_zero(r.raw);
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return r;
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}
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/*!
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* @brief multiply m1 and m2 to dest
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*
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* m1, m2 and dest matrices can be same matrix, it is possible to write this:
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*
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* @code
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* mat3 m = GLM_MAT3_IDENTITY_INIT;
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* glm_mat3_mul(m, m, m);
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* @endcode
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*
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* @param[in] m1 left matrix
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* @param[in] m2 right matrix
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* @returns destination matrix
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*/
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CGLM_INLINE
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mat3s
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glms_mat3_mul(mat3s m1, mat3s m2) {
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mat3s r;
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glm_mat3_mul(m1.raw, m2.raw, r.raw);
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return r;
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}
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/*!
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* @brief tranpose mat3 and store result in same matrix
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*
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* @param[in, out] m source and dest
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*/
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CGLM_INLINE
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mat3s
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glms_mat3_transpose(mat3s m) {
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glm_mat3_transpose(m.raw);
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return m;
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}
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/*!
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* @brief multiply mat3 with vec3 (column vector) and store in dest vector
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*
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* @param[in] m mat3 (left)
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* @param[in] v vec3 (right, column vector)
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* @returns vec3 (result, column vector)
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*/
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CGLM_INLINE
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vec3s
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glms_mat3_mulv(mat3s m, vec3s v) {
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vec3s r;
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glm_mat3_mulv(m.raw, v.raw, r.raw);
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return r;
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}
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/*!
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* @brief trace of matrix
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*
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* sum of the elements on the main diagonal from upper left to the lower right
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*
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* @param[in] m matrix
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*/
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CGLM_INLINE
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float
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glms_mat3_trace(mat3s m) {
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return glm_mat3_trace(m.raw);
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}
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/*!
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* @brief convert mat3 to quaternion
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*
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* @param[in] m rotation matrix
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* @returns destination quaternion
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*/
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CGLM_INLINE
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versors
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glms_mat3_quat(mat3s m) {
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versors r;
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glm_mat3_quat(m.raw, r.raw);
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return r;
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}
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/*!
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* @brief scale (multiply with scalar) matrix
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*
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* multiply matrix with scalar
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*
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* @param[in] m matrix
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* @param[in] s scalar
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* @returns scaled matrix
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*/
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CGLM_INLINE
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mat3s
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glms_mat3_scale(mat3s m, float s) {
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glm_mat3_scale(m.raw, s);
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return m;
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}
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/*!
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* @brief mat3 determinant
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*
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* @param[in] mat matrix
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*
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* @return determinant
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*/
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CGLM_INLINE
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float
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glms_mat3_det(mat3s mat) {
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return glm_mat3_det(mat.raw);
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}
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/*!
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* @brief inverse mat3 and store in dest
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*
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* @param[in] mat matrix
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* @returns inverse matrix
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*/
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CGLM_INLINE
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mat3s
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glms_mat3_inv(mat3s mat) {
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mat3s r;
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glm_mat3_inv(mat.raw, r.raw);
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return r;
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}
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/*!
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* @brief swap two matrix columns
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*
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* @param[in] mat matrix
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* @param[in] col1 col1
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* @param[in] col2 col2
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* @returns matrix
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*/
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CGLM_INLINE
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mat3s
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glms_mat3_swap_col(mat3s mat, int col1, int col2) {
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glm_mat3_swap_col(mat.raw, col1, col2);
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return mat;
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}
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/*!
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* @brief swap two matrix rows
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*
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* @param[in] mat matrix
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* @param[in] row1 row1
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* @param[in] row2 row2
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* @returns matrix
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*/
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CGLM_INLINE
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mat3s
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glms_mat3_swap_row(mat3s mat, int row1, int row2) {
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glm_mat3_swap_row(mat.raw, row1, row2);
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return mat;
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}
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/*!
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* @brief helper for R (row vector) * M (matrix) * C (column vector)
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*
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* rmc stands for Row * Matrix * Column
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*
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* the result is scalar because R * M = Matrix1x3 (row vector),
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* then Matrix1x3 * Vec3 (column vector) = Matrix1x1 (Scalar)
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*
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* @param[in] r row vector or matrix1x3
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* @param[in] m matrix3x3
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* @param[in] c column vector or matrix3x1
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*
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* @return scalar value e.g. Matrix1x1
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*/
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CGLM_INLINE
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float
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glms_mat3_rmc(vec3s r, mat3s m, vec3s c) {
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return glm_mat3_rmc(r.raw, m.raw, c.raw);
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}
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#endif /* cglms_mat3s_h */
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