460 lines
9.7 KiB
C
460 lines
9.7 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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* Most of functions in this header are optimized manually with SIMD
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* if available. You dont need to call/incude SIMD headers manually
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*/
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/*
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Macros:
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GLMS_MAT4_IDENTITY_INIT
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GLMS_MAT4_ZERO_INIT
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GLMS_MAT4_IDENTITY
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GLMS_MAT4_ZERO
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Functions:
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CGLM_INLINE mat4s glms_mat4_ucopy(mat4s mat);
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CGLM_INLINE mat4s glms_mat4_copy(mat4s mat);
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CGLM_INLINE mat4s glms_mat4_identity(void);
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CGLM_INLINE void glms_mat4_identity_array(mat4s * __restrict mat, size_t count);
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CGLM_INLINE mat4s glms_mat4_zero(void);
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CGLM_INLINE mat3s glms_mat4_pick3(mat4s mat);
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CGLM_INLINE mat3s glms_mat4_pick3t(mat4s mat);
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CGLM_INLINE mat4s glms_mat4_ins3(mat3s mat);
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CGLM_INLINE mat4s glms_mat4_mul(mat4s m1, mat4s m2);
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CGLM_INLINE mat4s glms_mat4_mulN(mat4s * __restrict matrices[], uint32_t len);
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CGLM_INLINE vec4s glms_mat4_mulv(mat4s m, vec4s v);
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CGLM_INLINE float glms_mat4_trace(mat4s m);
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CGLM_INLINE float glms_mat4_trace3(mat4s m);
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CGLM_INLINE versors glms_mat4_quat(mat4s m);
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CGLM_INLINE vec3s glms_mat4_mulv3(mat4s m, vec3s v, float last);
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CGLM_INLINE mat4s glms_mat4_transpose(mat4s m);
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CGLM_INLINE mat4s glms_mat4_scale_p(mat4s m, float s);
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CGLM_INLINE mat4s glms_mat4_scale(mat4s m, float s);
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CGLM_INLINE float glms_mat4_det(mat4s mat);
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CGLM_INLINE mat4s glms_mat4_inv(mat4s mat);
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CGLM_INLINE mat4s glms_mat4_inv_fast(mat4s mat);
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CGLM_INLINE mat4s glms_mat4_swap_col(mat4s mat, int col1, int col2);
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CGLM_INLINE mat4s glms_mat4_swap_row(mat4s mat, int row1, int row2);
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CGLM_INLINE float glms_mat4_rmc(vec4s r, mat4s m, vec4s c);
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*/
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#ifndef cglms_mat4s_h
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#define cglms_mat4s_h
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#include "../common.h"
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#include "../types-struct.h"
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#include "../mat4.h"
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#include "vec4.h"
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#include "vec3.h"
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#define GLMS_MAT4_IDENTITY_INIT {GLM_MAT4_IDENTITY_INIT}
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#define GLMS_MAT4_ZERO_INIT {GLM_MAT4_ZERO_INIT}
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/* for C only */
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#define GLMS_MAT4_IDENTITY ((mat4s)GLMS_MAT4_IDENTITY_INIT)
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#define GLMS_MAT4_ZERO ((mat4s)GLMS_MAT4_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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* matrix may not be aligned, u stands for unaligned, this may be useful when
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* copying a matrix from external source e.g. asset importer...
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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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mat4s
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glms_mat4_ucopy(mat4s mat) {
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mat4s r;
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glm_mat4_ucopy(mat.raw, r.raw);
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return r;
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}
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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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mat4s
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glms_mat4_copy(mat4s mat) {
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mat4s r;
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glm_mat4_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_mat4_identity(aStruct->aMatrix);
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*
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* @code
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* glm_mat4_copy(GLM_MAT4_IDENTITY, mat); // C only
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*
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* // or
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* mat4 mat = GLM_MAT4_IDENTITY_INIT;
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* @endcode
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*
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* @retuns destination
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*/
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CGLM_INLINE
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mat4s
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glms_mat4_identity(void) {
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mat4s r;
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glm_mat4_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_mat4_identity_array(mat4s * __restrict mat, size_t count) {
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CGLM_ALIGN_MAT mat4s t = GLMS_MAT4_IDENTITY_INIT;
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size_t i;
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for (i = 0; i < count; i++) {
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glm_mat4_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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mat4s
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glms_mat4_zero(void) {
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mat4s r;
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glm_mat4_zero(r.raw);
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return r;
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}
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/*!
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* @brief copy upper-left of mat4 to mat3
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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_mat4_pick3(mat4s mat) {
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mat3s r;
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glm_mat4_pick3(mat.raw, r.raw);
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return r;
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}
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/*!
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* @brief copy upper-left of mat4 to mat3 (transposed)
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*
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* the postfix t stands for transpose
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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_mat4_pick3t(mat4s mat) {
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mat3s r;
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glm_mat4_pick3t(mat.raw, r.raw);
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return r;
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}
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/*!
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* @brief copy mat3 to mat4's upper-left
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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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mat4s
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glms_mat4_ins3(mat3s mat) {
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mat4s r;
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glm_mat4_ins3(mat.raw, 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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* mat4 m = GLM_MAT4_IDENTITY_INIT;
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* glm_mat4_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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mat4s
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glms_mat4_mul(mat4s m1, mat4s m2) {
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mat4s r;
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glm_mat4_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 mupliply N mat4 matrices and store result in dest
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*
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* this function lets you multiply multiple (more than two or more...) matrices
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* <br><br>multiplication will be done in loop, this may reduce instructions
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* size but if <b>len</b> is too small then compiler may unroll whole loop,
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* usage:
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* @code
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* mat m1, m2, m3, m4, res;
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*
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* res = glm_mat4_mulN((mat4 *[]){&m1, &m2, &m3, &m4}, 4);
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* @endcode
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*
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* @warning matrices parameter is pointer array not mat4 array!
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*
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* @param[in] matrices mat4 * array
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* @param[in] len matrices count
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* @returns result matrix
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*/
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CGLM_INLINE
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mat4s
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glms_mat4_mulN(mat4s * __restrict matrices[], uint32_t len) {
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CGLM_ALIGN_MAT mat4s r = GLMS_MAT4_IDENTITY_INIT;
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size_t i;
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for (i = 0; i < len; i++) {
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r = glms_mat4_mul(r, *matrices[i]);
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}
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return r;
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}
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/*!
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* @brief multiply mat4 with vec4 (column vector) and store in dest vector
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*
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* @param[in] m mat4 (left)
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* @param[in] v vec4 (right, column vector)
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* @returns vec4 (result, column vector)
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*/
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CGLM_INLINE
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vec4s
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glms_mat4_mulv(mat4s m, vec4s v) {
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vec4s r;
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glm_mat4_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_mat4_trace(mat4s m) {
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return glm_mat4_trace(m.raw);
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}
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/*!
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* @brief trace of matrix (rotation part)
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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_mat4_trace3(mat4s m) {
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return glm_mat4_trace3(m.raw);
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}
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/*!
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* @brief convert mat4's rotation part to quaternion
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*
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* @param[in] m affine 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_mat4_quat(mat4s m) {
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versors r;
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glm_mat4_quat(m.raw, r.raw);
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return r;
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}
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/*!
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* @brief multiply vector with mat4
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*
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* @param[in] m mat4(affine transform)
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* @param[in] v vec3
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* @param[in] last 4th item to make it vec4
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* @returns result vector (vec3)
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*/
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CGLM_INLINE
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vec3s
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glms_mat4_mulv3(mat4s m, vec3s v, float last) {
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vec3s r;
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glm_mat4_mulv3(m.raw, v.raw, last, r.raw);
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return r;
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}
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/*!
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* @brief tranpose mat4 and store result in same matrix
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*
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* @param[in] m source
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* @returns result
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*/
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CGLM_INLINE
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mat4s
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glms_mat4_transpose(mat4s m) {
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glm_mat4_transpose(m.raw);
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return m;
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}
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/*!
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* @brief scale (multiply with scalar) matrix without simd optimization
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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 matrix
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*/
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CGLM_INLINE
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mat4s
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glms_mat4_scale_p(mat4s m, float s) {
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glm_mat4_scale_p(m.raw, s);
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return m;
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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 matrix
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*/
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CGLM_INLINE
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mat4s
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glms_mat4_scale(mat4s m, float s) {
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glm_mat4_scale(m.raw, s);
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return m;
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}
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/*!
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* @brief mat4 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_mat4_det(mat4s mat) {
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return glm_mat4_det(mat.raw);
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}
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/*!
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* @brief inverse mat4 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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mat4s
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glms_mat4_inv(mat4s mat) {
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mat4s r;
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glm_mat4_inv(mat.raw, r.raw);
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return r;
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}
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/*!
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* @brief inverse mat4 and store in dest
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*
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* this func uses reciprocal approximation without extra corrections
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* e.g Newton-Raphson. this should work faster than normal,
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* to get more precise use glm_mat4_inv version.
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*
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* NOTE: You will lose precision, glm_mat4_inv is more accurate
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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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mat4s
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glms_mat4_inv_fast(mat4s mat) {
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mat4s r;
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glm_mat4_inv_fast(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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mat4s
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glms_mat4_swap_col(mat4s mat, int col1, int col2) {
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glm_mat4_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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mat4s
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glms_mat4_swap_row(mat4s mat, int row1, int row2) {
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glm_mat4_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 = Matrix1x4 (row vector),
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* then Matrix1x4 * Vec4 (column vector) = Matrix1x1 (Scalar)
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*
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* @param[in] r row vector or matrix1x4
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* @param[in] m matrix4x4
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* @param[in] c column vector or matrix4x1
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*
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* @return scalar value e.g. B(s)
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*/
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CGLM_INLINE
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float
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glms_mat4_rmc(vec4s r, mat4s m, vec4s c) {
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return glm_mat4_rmc(r.raw, m.raw, c.raw);
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}
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#endif /* cglms_mat4s_h */
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