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Added the GLKit GLKMatrix4 header as a C sample as this fixes 5 misclassifications - 4 as Obj-C and one as C++
This commit is contained in:
903
samples/C/GLKMatrix4.h
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903
samples/C/GLKMatrix4.h
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//
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// GLKMatrix4.h
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// GLKit
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//
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// Copyright (c) 2011, Apple Inc. All rights reserved.
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//
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#ifndef __GLK_MATRIX_4_H
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#define __GLK_MATRIX_4_H
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#include <stddef.h>
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#include <stdbool.h>
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#include <math.h>
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#if defined(__ARM_NEON__)
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#include <arm_neon.h>
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#endif
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#include <GLKit/GLKMathTypes.h>
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#include <GLKit/GLKVector3.h>
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#include <GLKit/GLKVector4.h>
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#include <GLKit/GLKQuaternion.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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#pragma mark -
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#pragma mark Prototypes
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#pragma mark -
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extern const GLKMatrix4 GLKMatrix4Identity;
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/*
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m30, m31, and m32 correspond to the translation values tx, ty, tz, respectively.
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*/
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static __inline__ GLKMatrix4 GLKMatrix4Make(float m00, float m01, float m02, float m03,
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float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23,
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float m30, float m31, float m32, float m33);
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/*
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m03, m13, and m23 correspond to the translation values tx, ty, tz, respectively.
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*/
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static __inline__ GLKMatrix4 GLKMatrix4MakeAndTranspose(float m00, float m01, float m02, float m03,
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float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23,
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float m30, float m31, float m32, float m33);
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/*
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m[12], m[13], and m[14] correspond to the translation values tx, ty, and tz, respectively.
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*/
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static __inline__ GLKMatrix4 GLKMatrix4MakeWithArray(float values[16]);
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/*
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m[3], m[7], and m[11] correspond to the translation values tx, ty, and tz, respectively.
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*/
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static __inline__ GLKMatrix4 GLKMatrix4MakeWithArrayAndTranspose(float values[16]);
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/*
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row0, row1, and row2's last component should correspond to the translation values tx, ty, and tz, respectively.
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*/
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static __inline__ GLKMatrix4 GLKMatrix4MakeWithRows(GLKVector4 row0,
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GLKVector4 row1,
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GLKVector4 row2,
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GLKVector4 row3);
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/*
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column3's first three components should correspond to the translation values tx, ty, and tz.
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*/
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static __inline__ GLKMatrix4 GLKMatrix4MakeWithColumns(GLKVector4 column0,
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GLKVector4 column1,
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GLKVector4 column2,
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GLKVector4 column3);
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/*
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The quaternion will be normalized before conversion.
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*/
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static __inline__ GLKMatrix4 GLKMatrix4MakeWithQuaternion(GLKQuaternion quaternion);
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static __inline__ GLKMatrix4 GLKMatrix4MakeTranslation(float tx, float ty, float tz);
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static __inline__ GLKMatrix4 GLKMatrix4MakeScale(float sx, float sy, float sz);
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static __inline__ GLKMatrix4 GLKMatrix4MakeRotation(float radians, float x, float y, float z);
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static __inline__ GLKMatrix4 GLKMatrix4MakeXRotation(float radians);
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static __inline__ GLKMatrix4 GLKMatrix4MakeYRotation(float radians);
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static __inline__ GLKMatrix4 GLKMatrix4MakeZRotation(float radians);
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/*
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Equivalent to gluPerspective.
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*/
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static __inline__ GLKMatrix4 GLKMatrix4MakePerspective(float fovyRadians, float aspect, float nearZ, float farZ);
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/*
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Equivalent to glFrustum.
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*/
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static __inline__ GLKMatrix4 GLKMatrix4MakeFrustum(float left, float right,
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float bottom, float top,
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float nearZ, float farZ);
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/*
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Equivalent to glOrtho.
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*/
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static __inline__ GLKMatrix4 GLKMatrix4MakeOrtho(float left, float right,
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float bottom, float top,
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float nearZ, float farZ);
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/*
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Equivalent to gluLookAt.
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*/
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static __inline__ GLKMatrix4 GLKMatrix4MakeLookAt(float eyeX, float eyeY, float eyeZ,
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float centerX, float centerY, float centerZ,
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float upX, float upY, float upZ);
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/*
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Returns the upper left 3x3 portion of the 4x4 matrix.
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*/
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static __inline__ GLKMatrix3 GLKMatrix4GetMatrix3(GLKMatrix4 matrix);
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/*
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Returns the upper left 2x2 portion of the 4x4 matrix.
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*/
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static __inline__ GLKMatrix2 GLKMatrix4GetMatrix2(GLKMatrix4 matrix);
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/*
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GLKMatrix4GetRow returns vectors for rows 0, 1, and 2 whose last component will be the translation value tx, ty, and tz, respectively.
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Valid row values range from 0 to 3, inclusive.
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*/
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static __inline__ GLKVector4 GLKMatrix4GetRow(GLKMatrix4 matrix, int row);
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/*
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GLKMatrix4GetColumn returns a vector for column 3 whose first three components will be the translation values tx, ty, and tz.
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Valid column values range from 0 to 3, inclusive.
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*/
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static __inline__ GLKVector4 GLKMatrix4GetColumn(GLKMatrix4 matrix, int column);
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/*
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GLKMatrix4SetRow expects that the vector for row 0, 1, and 2 will have a translation value as its last component.
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Valid row values range from 0 to 3, inclusive.
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*/
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static __inline__ GLKMatrix4 GLKMatrix4SetRow(GLKMatrix4 matrix, int row, GLKVector4 vector);
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/*
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GLKMatrix4SetColumn expects that the vector for column 3 will contain the translation values tx, ty, and tz as its first three components, respectively.
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Valid column values range from 0 to 3, inclusive.
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*/
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static __inline__ GLKMatrix4 GLKMatrix4SetColumn(GLKMatrix4 matrix, int column, GLKVector4 vector);
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static __inline__ GLKMatrix4 GLKMatrix4Transpose(GLKMatrix4 matrix);
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GLKMatrix4 GLKMatrix4Invert(GLKMatrix4 matrix, bool *isInvertible);
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GLKMatrix4 GLKMatrix4InvertAndTranspose(GLKMatrix4 matrix, bool *isInvertible);
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static __inline__ GLKMatrix4 GLKMatrix4Multiply(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight);
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static __inline__ GLKMatrix4 GLKMatrix4Add(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight);
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static __inline__ GLKMatrix4 GLKMatrix4Subtract(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight);
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static __inline__ GLKMatrix4 GLKMatrix4Translate(GLKMatrix4 matrix, float tx, float ty, float tz);
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static __inline__ GLKMatrix4 GLKMatrix4TranslateWithVector3(GLKMatrix4 matrix, GLKVector3 translationVector);
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/*
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The last component of the GLKVector4, translationVector, is ignored.
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*/
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static __inline__ GLKMatrix4 GLKMatrix4TranslateWithVector4(GLKMatrix4 matrix, GLKVector4 translationVector);
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static __inline__ GLKMatrix4 GLKMatrix4Scale(GLKMatrix4 matrix, float sx, float sy, float sz);
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static __inline__ GLKMatrix4 GLKMatrix4ScaleWithVector3(GLKMatrix4 matrix, GLKVector3 scaleVector);
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/*
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The last component of the GLKVector4, scaleVector, is ignored.
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*/
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static __inline__ GLKMatrix4 GLKMatrix4ScaleWithVector4(GLKMatrix4 matrix, GLKVector4 scaleVector);
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static __inline__ GLKMatrix4 GLKMatrix4Rotate(GLKMatrix4 matrix, float radians, float x, float y, float z);
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static __inline__ GLKMatrix4 GLKMatrix4RotateWithVector3(GLKMatrix4 matrix, float radians, GLKVector3 axisVector);
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/*
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The last component of the GLKVector4, axisVector, is ignored.
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*/
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static __inline__ GLKMatrix4 GLKMatrix4RotateWithVector4(GLKMatrix4 matrix, float radians, GLKVector4 axisVector);
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static __inline__ GLKMatrix4 GLKMatrix4RotateX(GLKMatrix4 matrix, float radians);
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static __inline__ GLKMatrix4 GLKMatrix4RotateY(GLKMatrix4 matrix, float radians);
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static __inline__ GLKMatrix4 GLKMatrix4RotateZ(GLKMatrix4 matrix, float radians);
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/*
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Assumes 0 in the w component.
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*/
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static __inline__ GLKVector3 GLKMatrix4MultiplyVector3(GLKMatrix4 matrixLeft, GLKVector3 vectorRight);
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/*
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Assumes 1 in the w component.
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*/
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static __inline__ GLKVector3 GLKMatrix4MultiplyVector3WithTranslation(GLKMatrix4 matrixLeft, GLKVector3 vectorRight);
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/*
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Assumes 1 in the w component and divides the resulting vector by w before returning.
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*/
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static __inline__ GLKVector3 GLKMatrix4MultiplyAndProjectVector3(GLKMatrix4 matrixLeft, GLKVector3 vectorRight);
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/*
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Assumes 0 in the w component.
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*/
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static __inline__ void GLKMatrix4MultiplyVector3Array(GLKMatrix4 matrix, GLKVector3 *vectors, size_t vectorCount);
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/*
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Assumes 1 in the w component.
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*/
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static __inline__ void GLKMatrix4MultiplyVector3ArrayWithTranslation(GLKMatrix4 matrix, GLKVector3 *vectors, size_t vectorCount);
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/*
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Assumes 1 in the w component and divides the resulting vector by w before returning.
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*/
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static __inline__ void GLKMatrix4MultiplyAndProjectVector3Array(GLKMatrix4 matrix, GLKVector3 *vectors, size_t vectorCount);
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static __inline__ GLKVector4 GLKMatrix4MultiplyVector4(GLKMatrix4 matrixLeft, GLKVector4 vectorRight);
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static __inline__ void GLKMatrix4MultiplyVector4Array(GLKMatrix4 matrix, GLKVector4 *vectors, size_t vectorCount);
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#pragma mark -
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#pragma mark Implementations
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#pragma mark -
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static __inline__ GLKMatrix4 GLKMatrix4Make(float m00, float m01, float m02, float m03,
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float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23,
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float m30, float m31, float m32, float m33)
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{
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GLKMatrix4 m = { m00, m01, m02, m03,
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m10, m11, m12, m13,
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m20, m21, m22, m23,
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m30, m31, m32, m33 };
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return m;
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}
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static __inline__ GLKMatrix4 GLKMatrix4MakeAndTranspose(float m00, float m01, float m02, float m03,
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float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23,
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float m30, float m31, float m32, float m33)
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{
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GLKMatrix4 m = { m00, m10, m20, m30,
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m01, m11, m21, m31,
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m02, m12, m22, m32,
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m03, m13, m23, m33 };
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return m;
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}
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static __inline__ GLKMatrix4 GLKMatrix4MakeWithArray(float values[16])
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{
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GLKMatrix4 m = { values[0], values[1], values[2], values[3],
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values[4], values[5], values[6], values[7],
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values[8], values[9], values[10], values[11],
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values[12], values[13], values[14], values[15] };
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return m;
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}
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static __inline__ GLKMatrix4 GLKMatrix4MakeWithArrayAndTranspose(float values[16])
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{
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#if defined(__ARM_NEON__)
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float32x4x4_t m = vld4q_f32(values);
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return *(GLKMatrix4 *)&m;
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#else
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GLKMatrix4 m = { values[0], values[4], values[8], values[12],
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values[1], values[5], values[9], values[13],
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values[2], values[6], values[10], values[14],
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values[3], values[7], values[11], values[15] };
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return m;
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#endif
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}
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static __inline__ GLKMatrix4 GLKMatrix4MakeWithRows(GLKVector4 row0,
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GLKVector4 row1,
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GLKVector4 row2,
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GLKVector4 row3)
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{
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GLKMatrix4 m = { row0.v[0], row1.v[0], row2.v[0], row3.v[0],
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row0.v[1], row1.v[1], row2.v[1], row3.v[1],
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row0.v[2], row1.v[2], row2.v[2], row3.v[2],
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row0.v[3], row1.v[3], row2.v[3], row3.v[3] };
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return m;
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}
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static __inline__ GLKMatrix4 GLKMatrix4MakeWithColumns(GLKVector4 column0,
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GLKVector4 column1,
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GLKVector4 column2,
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GLKVector4 column3)
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{
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#if defined(__ARM_NEON__)
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float32x4x4_t m;
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m.val[0] = vld1q_f32(column0.v);
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m.val[1] = vld1q_f32(column1.v);
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m.val[2] = vld1q_f32(column2.v);
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m.val[3] = vld1q_f32(column3.v);
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return *(GLKMatrix4 *)&m;
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#else
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GLKMatrix4 m = { column0.v[0], column0.v[1], column0.v[2], column0.v[3],
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column1.v[0], column1.v[1], column1.v[2], column1.v[3],
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column2.v[0], column2.v[1], column2.v[2], column2.v[3],
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column3.v[0], column3.v[1], column3.v[2], column3.v[3] };
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return m;
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#endif
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}
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static __inline__ GLKMatrix4 GLKMatrix4MakeWithQuaternion(GLKQuaternion quaternion)
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{
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quaternion = GLKQuaternionNormalize(quaternion);
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float x = quaternion.q[0];
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float y = quaternion.q[1];
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float z = quaternion.q[2];
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float w = quaternion.q[3];
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float _2x = x + x;
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float _2y = y + y;
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float _2z = z + z;
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float _2w = w + w;
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GLKMatrix4 m = { 1.0f - _2y * y - _2z * z,
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_2x * y + _2w * z,
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_2x * z - _2w * y,
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0.0f,
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_2x * y - _2w * z,
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1.0f - _2x * x - _2z * z,
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_2y * z + _2w * x,
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0.0f,
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_2x * z + _2w * y,
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_2y * z - _2w * x,
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1.0f - _2x * x - _2y * y,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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1.0f };
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return m;
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}
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static __inline__ GLKMatrix4 GLKMatrix4MakeTranslation(float tx, float ty, float tz)
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{
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GLKMatrix4 m = GLKMatrix4Identity;
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m.m[12] = tx;
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m.m[13] = ty;
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m.m[14] = tz;
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return m;
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}
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static __inline__ GLKMatrix4 GLKMatrix4MakeScale(float sx, float sy, float sz)
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{
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GLKMatrix4 m = GLKMatrix4Identity;
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m.m[0] = sx;
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m.m[5] = sy;
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m.m[10] = sz;
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return m;
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}
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static __inline__ GLKMatrix4 GLKMatrix4MakeRotation(float radians, float x, float y, float z)
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{
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GLKVector3 v = GLKVector3Normalize(GLKVector3Make(x, y, z));
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float cos = cosf(radians);
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float cosp = 1.0f - cos;
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float sin = sinf(radians);
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GLKMatrix4 m = { cos + cosp * v.v[0] * v.v[0],
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cosp * v.v[0] * v.v[1] + v.v[2] * sin,
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cosp * v.v[0] * v.v[2] - v.v[1] * sin,
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0.0f,
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cosp * v.v[0] * v.v[1] - v.v[2] * sin,
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cos + cosp * v.v[1] * v.v[1],
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cosp * v.v[1] * v.v[2] + v.v[0] * sin,
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0.0f,
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cosp * v.v[0] * v.v[2] + v.v[1] * sin,
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cosp * v.v[1] * v.v[2] - v.v[0] * sin,
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cos + cosp * v.v[2] * v.v[2],
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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1.0f };
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return m;
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}
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static __inline__ GLKMatrix4 GLKMatrix4MakeXRotation(float radians)
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{
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float cos = cosf(radians);
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float sin = sinf(radians);
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GLKMatrix4 m = { 1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, cos, sin, 0.0f,
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0.0f, -sin, cos, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f };
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return m;
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}
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static __inline__ GLKMatrix4 GLKMatrix4MakeYRotation(float radians)
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{
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float cos = cosf(radians);
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float sin = sinf(radians);
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GLKMatrix4 m = { cos, 0.0f, -sin, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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sin, 0.0f, cos, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f };
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return m;
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}
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static __inline__ GLKMatrix4 GLKMatrix4MakeZRotation(float radians)
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{
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float cos = cosf(radians);
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float sin = sinf(radians);
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GLKMatrix4 m = { cos, sin, 0.0f, 0.0f,
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-sin, cos, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f };
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return m;
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}
|
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static __inline__ GLKMatrix4 GLKMatrix4MakePerspective(float fovyRadians, float aspect, float nearZ, float farZ)
|
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{
|
||||
float cotan = 1.0f / tanf(fovyRadians / 2.0f);
|
||||
|
||||
GLKMatrix4 m = { cotan / aspect, 0.0f, 0.0f, 0.0f,
|
||||
0.0f, cotan, 0.0f, 0.0f,
|
||||
0.0f, 0.0f, (farZ + nearZ) / (nearZ - farZ), -1.0f,
|
||||
0.0f, 0.0f, (2.0f * farZ * nearZ) / (nearZ - farZ), 0.0f };
|
||||
|
||||
return m;
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4MakeFrustum(float left, float right,
|
||||
float bottom, float top,
|
||||
float nearZ, float farZ)
|
||||
{
|
||||
float ral = right + left;
|
||||
float rsl = right - left;
|
||||
float tsb = top - bottom;
|
||||
float tab = top + bottom;
|
||||
float fan = farZ + nearZ;
|
||||
float fsn = farZ - nearZ;
|
||||
|
||||
GLKMatrix4 m = { 2.0f * nearZ / rsl, 0.0f, 0.0f, 0.0f,
|
||||
0.0f, 2.0f * nearZ / tsb, 0.0f, 0.0f,
|
||||
ral / rsl, tab / tsb, -fan / fsn, -1.0f,
|
||||
0.0f, 0.0f, (-2.0f * farZ * nearZ) / fsn, 0.0f };
|
||||
|
||||
return m;
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4MakeOrtho(float left, float right,
|
||||
float bottom, float top,
|
||||
float nearZ, float farZ)
|
||||
{
|
||||
float ral = right + left;
|
||||
float rsl = right - left;
|
||||
float tab = top + bottom;
|
||||
float tsb = top - bottom;
|
||||
float fan = farZ + nearZ;
|
||||
float fsn = farZ - nearZ;
|
||||
|
||||
GLKMatrix4 m = { 2.0f / rsl, 0.0f, 0.0f, 0.0f,
|
||||
0.0f, 2.0f / tsb, 0.0f, 0.0f,
|
||||
0.0f, 0.0f, -2.0f / fsn, 0.0f,
|
||||
-ral / rsl, -tab / tsb, -fan / fsn, 1.0f };
|
||||
|
||||
return m;
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4MakeLookAt(float eyeX, float eyeY, float eyeZ,
|
||||
float centerX, float centerY, float centerZ,
|
||||
float upX, float upY, float upZ)
|
||||
{
|
||||
GLKVector3 ev = { eyeX, eyeY, eyeZ };
|
||||
GLKVector3 cv = { centerX, centerY, centerZ };
|
||||
GLKVector3 uv = { upX, upY, upZ };
|
||||
GLKVector3 n = GLKVector3Normalize(GLKVector3Add(ev, GLKVector3Negate(cv)));
|
||||
GLKVector3 u = GLKVector3Normalize(GLKVector3CrossProduct(uv, n));
|
||||
GLKVector3 v = GLKVector3CrossProduct(n, u);
|
||||
|
||||
GLKMatrix4 m = { u.v[0], v.v[0], n.v[0], 0.0f,
|
||||
u.v[1], v.v[1], n.v[1], 0.0f,
|
||||
u.v[2], v.v[2], n.v[2], 0.0f,
|
||||
GLKVector3DotProduct(GLKVector3Negate(u), ev),
|
||||
GLKVector3DotProduct(GLKVector3Negate(v), ev),
|
||||
GLKVector3DotProduct(GLKVector3Negate(n), ev),
|
||||
1.0f };
|
||||
|
||||
return m;
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix3 GLKMatrix4GetMatrix3(GLKMatrix4 matrix)
|
||||
{
|
||||
GLKMatrix3 m = { matrix.m[0], matrix.m[1], matrix.m[2],
|
||||
matrix.m[4], matrix.m[5], matrix.m[6],
|
||||
matrix.m[8], matrix.m[9], matrix.m[10] };
|
||||
return m;
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix2 GLKMatrix4GetMatrix2(GLKMatrix4 matrix)
|
||||
{
|
||||
GLKMatrix2 m = { matrix.m[0], matrix.m[1],
|
||||
matrix.m[4], matrix.m[5] };
|
||||
return m;
|
||||
}
|
||||
|
||||
static __inline__ GLKVector4 GLKMatrix4GetRow(GLKMatrix4 matrix, int row)
|
||||
{
|
||||
GLKVector4 v = { matrix.m[row], matrix.m[4 + row], matrix.m[8 + row], matrix.m[12 + row] };
|
||||
return v;
|
||||
}
|
||||
|
||||
static __inline__ GLKVector4 GLKMatrix4GetColumn(GLKMatrix4 matrix, int column)
|
||||
{
|
||||
#if defined(__ARM_NEON__)
|
||||
float32x4_t v = vld1q_f32(&(matrix.m[column * 4]));
|
||||
return *(GLKVector4 *)&v;
|
||||
#else
|
||||
GLKVector4 v = { matrix.m[column * 4 + 0], matrix.m[column * 4 + 1], matrix.m[column * 4 + 2], matrix.m[column * 4 + 3] };
|
||||
return v;
|
||||
#endif
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4SetRow(GLKMatrix4 matrix, int row, GLKVector4 vector)
|
||||
{
|
||||
matrix.m[row] = vector.v[0];
|
||||
matrix.m[row + 4] = vector.v[1];
|
||||
matrix.m[row + 8] = vector.v[2];
|
||||
matrix.m[row + 12] = vector.v[3];
|
||||
|
||||
return matrix;
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4SetColumn(GLKMatrix4 matrix, int column, GLKVector4 vector)
|
||||
{
|
||||
#if defined(__ARM_NEON__)
|
||||
float *dst = &(matrix.m[column * 4]);
|
||||
vst1q_f32(dst, vld1q_f32(vector.v));
|
||||
return matrix;
|
||||
#else
|
||||
matrix.m[column * 4 + 0] = vector.v[0];
|
||||
matrix.m[column * 4 + 1] = vector.v[1];
|
||||
matrix.m[column * 4 + 2] = vector.v[2];
|
||||
matrix.m[column * 4 + 3] = vector.v[3];
|
||||
|
||||
return matrix;
|
||||
#endif
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4Transpose(GLKMatrix4 matrix)
|
||||
{
|
||||
#if defined(__ARM_NEON__)
|
||||
float32x4x4_t m = vld4q_f32(matrix.m);
|
||||
return *(GLKMatrix4 *)&m;
|
||||
#else
|
||||
GLKMatrix4 m = { matrix.m[0], matrix.m[4], matrix.m[8], matrix.m[12],
|
||||
matrix.m[1], matrix.m[5], matrix.m[9], matrix.m[13],
|
||||
matrix.m[2], matrix.m[6], matrix.m[10], matrix.m[14],
|
||||
matrix.m[3], matrix.m[7], matrix.m[11], matrix.m[15] };
|
||||
return m;
|
||||
#endif
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4Multiply(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight)
|
||||
{
|
||||
#if defined(__ARM_NEON__)
|
||||
float32x4x4_t iMatrixLeft = *(float32x4x4_t *)&matrixLeft;
|
||||
float32x4x4_t iMatrixRight = *(float32x4x4_t *)&matrixRight;
|
||||
float32x4x4_t m;
|
||||
|
||||
m.val[0] = vmulq_n_f32(iMatrixLeft.val[0], vgetq_lane_f32(iMatrixRight.val[0], 0));
|
||||
m.val[1] = vmulq_n_f32(iMatrixLeft.val[0], vgetq_lane_f32(iMatrixRight.val[1], 0));
|
||||
m.val[2] = vmulq_n_f32(iMatrixLeft.val[0], vgetq_lane_f32(iMatrixRight.val[2], 0));
|
||||
m.val[3] = vmulq_n_f32(iMatrixLeft.val[0], vgetq_lane_f32(iMatrixRight.val[3], 0));
|
||||
|
||||
m.val[0] = vmlaq_n_f32(m.val[0], iMatrixLeft.val[1], vgetq_lane_f32(iMatrixRight.val[0], 1));
|
||||
m.val[1] = vmlaq_n_f32(m.val[1], iMatrixLeft.val[1], vgetq_lane_f32(iMatrixRight.val[1], 1));
|
||||
m.val[2] = vmlaq_n_f32(m.val[2], iMatrixLeft.val[1], vgetq_lane_f32(iMatrixRight.val[2], 1));
|
||||
m.val[3] = vmlaq_n_f32(m.val[3], iMatrixLeft.val[1], vgetq_lane_f32(iMatrixRight.val[3], 1));
|
||||
|
||||
m.val[0] = vmlaq_n_f32(m.val[0], iMatrixLeft.val[2], vgetq_lane_f32(iMatrixRight.val[0], 2));
|
||||
m.val[1] = vmlaq_n_f32(m.val[1], iMatrixLeft.val[2], vgetq_lane_f32(iMatrixRight.val[1], 2));
|
||||
m.val[2] = vmlaq_n_f32(m.val[2], iMatrixLeft.val[2], vgetq_lane_f32(iMatrixRight.val[2], 2));
|
||||
m.val[3] = vmlaq_n_f32(m.val[3], iMatrixLeft.val[2], vgetq_lane_f32(iMatrixRight.val[3], 2));
|
||||
|
||||
m.val[0] = vmlaq_n_f32(m.val[0], iMatrixLeft.val[3], vgetq_lane_f32(iMatrixRight.val[0], 3));
|
||||
m.val[1] = vmlaq_n_f32(m.val[1], iMatrixLeft.val[3], vgetq_lane_f32(iMatrixRight.val[1], 3));
|
||||
m.val[2] = vmlaq_n_f32(m.val[2], iMatrixLeft.val[3], vgetq_lane_f32(iMatrixRight.val[2], 3));
|
||||
m.val[3] = vmlaq_n_f32(m.val[3], iMatrixLeft.val[3], vgetq_lane_f32(iMatrixRight.val[3], 3));
|
||||
|
||||
return *(GLKMatrix4 *)&m;
|
||||
#else
|
||||
GLKMatrix4 m;
|
||||
|
||||
m.m[0] = matrixLeft.m[0] * matrixRight.m[0] + matrixLeft.m[4] * matrixRight.m[1] + matrixLeft.m[8] * matrixRight.m[2] + matrixLeft.m[12] * matrixRight.m[3];
|
||||
m.m[4] = matrixLeft.m[0] * matrixRight.m[4] + matrixLeft.m[4] * matrixRight.m[5] + matrixLeft.m[8] * matrixRight.m[6] + matrixLeft.m[12] * matrixRight.m[7];
|
||||
m.m[8] = matrixLeft.m[0] * matrixRight.m[8] + matrixLeft.m[4] * matrixRight.m[9] + matrixLeft.m[8] * matrixRight.m[10] + matrixLeft.m[12] * matrixRight.m[11];
|
||||
m.m[12] = matrixLeft.m[0] * matrixRight.m[12] + matrixLeft.m[4] * matrixRight.m[13] + matrixLeft.m[8] * matrixRight.m[14] + matrixLeft.m[12] * matrixRight.m[15];
|
||||
|
||||
m.m[1] = matrixLeft.m[1] * matrixRight.m[0] + matrixLeft.m[5] * matrixRight.m[1] + matrixLeft.m[9] * matrixRight.m[2] + matrixLeft.m[13] * matrixRight.m[3];
|
||||
m.m[5] = matrixLeft.m[1] * matrixRight.m[4] + matrixLeft.m[5] * matrixRight.m[5] + matrixLeft.m[9] * matrixRight.m[6] + matrixLeft.m[13] * matrixRight.m[7];
|
||||
m.m[9] = matrixLeft.m[1] * matrixRight.m[8] + matrixLeft.m[5] * matrixRight.m[9] + matrixLeft.m[9] * matrixRight.m[10] + matrixLeft.m[13] * matrixRight.m[11];
|
||||
m.m[13] = matrixLeft.m[1] * matrixRight.m[12] + matrixLeft.m[5] * matrixRight.m[13] + matrixLeft.m[9] * matrixRight.m[14] + matrixLeft.m[13] * matrixRight.m[15];
|
||||
|
||||
m.m[2] = matrixLeft.m[2] * matrixRight.m[0] + matrixLeft.m[6] * matrixRight.m[1] + matrixLeft.m[10] * matrixRight.m[2] + matrixLeft.m[14] * matrixRight.m[3];
|
||||
m.m[6] = matrixLeft.m[2] * matrixRight.m[4] + matrixLeft.m[6] * matrixRight.m[5] + matrixLeft.m[10] * matrixRight.m[6] + matrixLeft.m[14] * matrixRight.m[7];
|
||||
m.m[10] = matrixLeft.m[2] * matrixRight.m[8] + matrixLeft.m[6] * matrixRight.m[9] + matrixLeft.m[10] * matrixRight.m[10] + matrixLeft.m[14] * matrixRight.m[11];
|
||||
m.m[14] = matrixLeft.m[2] * matrixRight.m[12] + matrixLeft.m[6] * matrixRight.m[13] + matrixLeft.m[10] * matrixRight.m[14] + matrixLeft.m[14] * matrixRight.m[15];
|
||||
|
||||
m.m[3] = matrixLeft.m[3] * matrixRight.m[0] + matrixLeft.m[7] * matrixRight.m[1] + matrixLeft.m[11] * matrixRight.m[2] + matrixLeft.m[15] * matrixRight.m[3];
|
||||
m.m[7] = matrixLeft.m[3] * matrixRight.m[4] + matrixLeft.m[7] * matrixRight.m[5] + matrixLeft.m[11] * matrixRight.m[6] + matrixLeft.m[15] * matrixRight.m[7];
|
||||
m.m[11] = matrixLeft.m[3] * matrixRight.m[8] + matrixLeft.m[7] * matrixRight.m[9] + matrixLeft.m[11] * matrixRight.m[10] + matrixLeft.m[15] * matrixRight.m[11];
|
||||
m.m[15] = matrixLeft.m[3] * matrixRight.m[12] + matrixLeft.m[7] * matrixRight.m[13] + matrixLeft.m[11] * matrixRight.m[14] + matrixLeft.m[15] * matrixRight.m[15];
|
||||
|
||||
return m;
|
||||
#endif
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4Add(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight)
|
||||
{
|
||||
#if defined(__ARM_NEON__)
|
||||
float32x4x4_t iMatrixLeft = *(float32x4x4_t *)&matrixLeft;
|
||||
float32x4x4_t iMatrixRight = *(float32x4x4_t *)&matrixRight;
|
||||
float32x4x4_t m;
|
||||
|
||||
m.val[0] = vaddq_f32(iMatrixLeft.val[0], iMatrixRight.val[0]);
|
||||
m.val[1] = vaddq_f32(iMatrixLeft.val[1], iMatrixRight.val[1]);
|
||||
m.val[2] = vaddq_f32(iMatrixLeft.val[2], iMatrixRight.val[2]);
|
||||
m.val[3] = vaddq_f32(iMatrixLeft.val[3], iMatrixRight.val[3]);
|
||||
|
||||
return *(GLKMatrix4 *)&m;
|
||||
#else
|
||||
GLKMatrix4 m;
|
||||
|
||||
m.m[0] = matrixLeft.m[0] + matrixRight.m[0];
|
||||
m.m[1] = matrixLeft.m[1] + matrixRight.m[1];
|
||||
m.m[2] = matrixLeft.m[2] + matrixRight.m[2];
|
||||
m.m[3] = matrixLeft.m[3] + matrixRight.m[3];
|
||||
|
||||
m.m[4] = matrixLeft.m[4] + matrixRight.m[4];
|
||||
m.m[5] = matrixLeft.m[5] + matrixRight.m[5];
|
||||
m.m[6] = matrixLeft.m[6] + matrixRight.m[6];
|
||||
m.m[7] = matrixLeft.m[7] + matrixRight.m[7];
|
||||
|
||||
m.m[8] = matrixLeft.m[8] + matrixRight.m[8];
|
||||
m.m[9] = matrixLeft.m[9] + matrixRight.m[9];
|
||||
m.m[10] = matrixLeft.m[10] + matrixRight.m[10];
|
||||
m.m[11] = matrixLeft.m[11] + matrixRight.m[11];
|
||||
|
||||
m.m[12] = matrixLeft.m[12] + matrixRight.m[12];
|
||||
m.m[13] = matrixLeft.m[13] + matrixRight.m[13];
|
||||
m.m[14] = matrixLeft.m[14] + matrixRight.m[14];
|
||||
m.m[15] = matrixLeft.m[15] + matrixRight.m[15];
|
||||
|
||||
return m;
|
||||
#endif
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4Subtract(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight)
|
||||
{
|
||||
#if defined(__ARM_NEON__)
|
||||
float32x4x4_t iMatrixLeft = *(float32x4x4_t *)&matrixLeft;
|
||||
float32x4x4_t iMatrixRight = *(float32x4x4_t *)&matrixRight;
|
||||
float32x4x4_t m;
|
||||
|
||||
m.val[0] = vsubq_f32(iMatrixLeft.val[0], iMatrixRight.val[0]);
|
||||
m.val[1] = vsubq_f32(iMatrixLeft.val[1], iMatrixRight.val[1]);
|
||||
m.val[2] = vsubq_f32(iMatrixLeft.val[2], iMatrixRight.val[2]);
|
||||
m.val[3] = vsubq_f32(iMatrixLeft.val[3], iMatrixRight.val[3]);
|
||||
|
||||
return *(GLKMatrix4 *)&m;
|
||||
#else
|
||||
GLKMatrix4 m;
|
||||
|
||||
m.m[0] = matrixLeft.m[0] - matrixRight.m[0];
|
||||
m.m[1] = matrixLeft.m[1] - matrixRight.m[1];
|
||||
m.m[2] = matrixLeft.m[2] - matrixRight.m[2];
|
||||
m.m[3] = matrixLeft.m[3] - matrixRight.m[3];
|
||||
|
||||
m.m[4] = matrixLeft.m[4] - matrixRight.m[4];
|
||||
m.m[5] = matrixLeft.m[5] - matrixRight.m[5];
|
||||
m.m[6] = matrixLeft.m[6] - matrixRight.m[6];
|
||||
m.m[7] = matrixLeft.m[7] - matrixRight.m[7];
|
||||
|
||||
m.m[8] = matrixLeft.m[8] - matrixRight.m[8];
|
||||
m.m[9] = matrixLeft.m[9] - matrixRight.m[9];
|
||||
m.m[10] = matrixLeft.m[10] - matrixRight.m[10];
|
||||
m.m[11] = matrixLeft.m[11] - matrixRight.m[11];
|
||||
|
||||
m.m[12] = matrixLeft.m[12] - matrixRight.m[12];
|
||||
m.m[13] = matrixLeft.m[13] - matrixRight.m[13];
|
||||
m.m[14] = matrixLeft.m[14] - matrixRight.m[14];
|
||||
m.m[15] = matrixLeft.m[15] - matrixRight.m[15];
|
||||
|
||||
return m;
|
||||
#endif
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4Translate(GLKMatrix4 matrix, float tx, float ty, float tz)
|
||||
{
|
||||
GLKMatrix4 m = { matrix.m[0], matrix.m[1], matrix.m[2], matrix.m[3],
|
||||
matrix.m[4], matrix.m[5], matrix.m[6], matrix.m[7],
|
||||
matrix.m[8], matrix.m[9], matrix.m[10], matrix.m[11],
|
||||
matrix.m[0] * tx + matrix.m[4] * ty + matrix.m[8] * tz + matrix.m[12],
|
||||
matrix.m[1] * tx + matrix.m[5] * ty + matrix.m[9] * tz + matrix.m[13],
|
||||
matrix.m[2] * tx + matrix.m[6] * ty + matrix.m[10] * tz + matrix.m[14],
|
||||
matrix.m[15] };
|
||||
return m;
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4TranslateWithVector3(GLKMatrix4 matrix, GLKVector3 translationVector)
|
||||
{
|
||||
GLKMatrix4 m = { matrix.m[0], matrix.m[1], matrix.m[2], matrix.m[3],
|
||||
matrix.m[4], matrix.m[5], matrix.m[6], matrix.m[7],
|
||||
matrix.m[8], matrix.m[9], matrix.m[10], matrix.m[11],
|
||||
matrix.m[0] * translationVector.v[0] + matrix.m[4] * translationVector.v[1] + matrix.m[8] * translationVector.v[2] + matrix.m[12],
|
||||
matrix.m[1] * translationVector.v[0] + matrix.m[5] * translationVector.v[1] + matrix.m[9] * translationVector.v[2] + matrix.m[13],
|
||||
matrix.m[2] * translationVector.v[0] + matrix.m[6] * translationVector.v[1] + matrix.m[10] * translationVector.v[2] + matrix.m[14],
|
||||
matrix.m[15] };
|
||||
return m;
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4TranslateWithVector4(GLKMatrix4 matrix, GLKVector4 translationVector)
|
||||
{
|
||||
GLKMatrix4 m = { matrix.m[0], matrix.m[1], matrix.m[2], matrix.m[3],
|
||||
matrix.m[4], matrix.m[5], matrix.m[6], matrix.m[7],
|
||||
matrix.m[8], matrix.m[9], matrix.m[10], matrix.m[11],
|
||||
matrix.m[0] * translationVector.v[0] + matrix.m[4] * translationVector.v[1] + matrix.m[8] * translationVector.v[2] + matrix.m[12],
|
||||
matrix.m[1] * translationVector.v[0] + matrix.m[5] * translationVector.v[1] + matrix.m[9] * translationVector.v[2] + matrix.m[13],
|
||||
matrix.m[2] * translationVector.v[0] + matrix.m[6] * translationVector.v[1] + matrix.m[10] * translationVector.v[2] + matrix.m[14],
|
||||
matrix.m[15] };
|
||||
return m;
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4Scale(GLKMatrix4 matrix, float sx, float sy, float sz)
|
||||
{
|
||||
#if defined(__ARM_NEON__)
|
||||
float32x4x4_t iMatrix = *(float32x4x4_t *)&matrix;
|
||||
float32x4x4_t m;
|
||||
|
||||
m.val[0] = vmulq_n_f32(iMatrix.val[0], (float32_t)sx);
|
||||
m.val[1] = vmulq_n_f32(iMatrix.val[1], (float32_t)sy);
|
||||
m.val[2] = vmulq_n_f32(iMatrix.val[2], (float32_t)sz);
|
||||
m.val[3] = iMatrix.val[3];
|
||||
|
||||
return *(GLKMatrix4 *)&m;
|
||||
#else
|
||||
GLKMatrix4 m = { matrix.m[0] * sx, matrix.m[1] * sx, matrix.m[2] * sx, matrix.m[3] * sx,
|
||||
matrix.m[4] * sy, matrix.m[5] * sy, matrix.m[6] * sy, matrix.m[7] * sy,
|
||||
matrix.m[8] * sz, matrix.m[9] * sz, matrix.m[10] * sz, matrix.m[11] * sz,
|
||||
matrix.m[12], matrix.m[13], matrix.m[14], matrix.m[15] };
|
||||
return m;
|
||||
#endif
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4ScaleWithVector3(GLKMatrix4 matrix, GLKVector3 scaleVector)
|
||||
{
|
||||
#if defined(__ARM_NEON__)
|
||||
float32x4x4_t iMatrix = *(float32x4x4_t *)&matrix;
|
||||
float32x4x4_t m;
|
||||
|
||||
m.val[0] = vmulq_n_f32(iMatrix.val[0], (float32_t)scaleVector.v[0]);
|
||||
m.val[1] = vmulq_n_f32(iMatrix.val[1], (float32_t)scaleVector.v[1]);
|
||||
m.val[2] = vmulq_n_f32(iMatrix.val[2], (float32_t)scaleVector.v[2]);
|
||||
m.val[3] = iMatrix.val[3];
|
||||
|
||||
return *(GLKMatrix4 *)&m;
|
||||
#else
|
||||
GLKMatrix4 m = { matrix.m[0] * scaleVector.v[0], matrix.m[1] * scaleVector.v[0], matrix.m[2] * scaleVector.v[0], matrix.m[3] * scaleVector.v[0],
|
||||
matrix.m[4] * scaleVector.v[1], matrix.m[5] * scaleVector.v[1], matrix.m[6] * scaleVector.v[1], matrix.m[7] * scaleVector.v[1],
|
||||
matrix.m[8] * scaleVector.v[2], matrix.m[9] * scaleVector.v[2], matrix.m[10] * scaleVector.v[2], matrix.m[11] * scaleVector.v[2],
|
||||
matrix.m[12], matrix.m[13], matrix.m[14], matrix.m[15] };
|
||||
return m;
|
||||
#endif
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4ScaleWithVector4(GLKMatrix4 matrix, GLKVector4 scaleVector)
|
||||
{
|
||||
#if defined(__ARM_NEON__)
|
||||
float32x4x4_t iMatrix = *(float32x4x4_t *)&matrix;
|
||||
float32x4x4_t m;
|
||||
|
||||
m.val[0] = vmulq_n_f32(iMatrix.val[0], (float32_t)scaleVector.v[0]);
|
||||
m.val[1] = vmulq_n_f32(iMatrix.val[1], (float32_t)scaleVector.v[1]);
|
||||
m.val[2] = vmulq_n_f32(iMatrix.val[2], (float32_t)scaleVector.v[2]);
|
||||
m.val[3] = iMatrix.val[3];
|
||||
|
||||
return *(GLKMatrix4 *)&m;
|
||||
#else
|
||||
GLKMatrix4 m = { matrix.m[0] * scaleVector.v[0], matrix.m[1] * scaleVector.v[0], matrix.m[2] * scaleVector.v[0], matrix.m[3] * scaleVector.v[0],
|
||||
matrix.m[4] * scaleVector.v[1], matrix.m[5] * scaleVector.v[1], matrix.m[6] * scaleVector.v[1], matrix.m[7] * scaleVector.v[1],
|
||||
matrix.m[8] * scaleVector.v[2], matrix.m[9] * scaleVector.v[2], matrix.m[10] * scaleVector.v[2], matrix.m[11] * scaleVector.v[2],
|
||||
matrix.m[12], matrix.m[13], matrix.m[14], matrix.m[15] };
|
||||
return m;
|
||||
#endif
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4Rotate(GLKMatrix4 matrix, float radians, float x, float y, float z)
|
||||
{
|
||||
GLKMatrix4 rm = GLKMatrix4MakeRotation(radians, x, y, z);
|
||||
return GLKMatrix4Multiply(matrix, rm);
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4RotateWithVector3(GLKMatrix4 matrix, float radians, GLKVector3 axisVector)
|
||||
{
|
||||
GLKMatrix4 rm = GLKMatrix4MakeRotation(radians, axisVector.v[0], axisVector.v[1], axisVector.v[2]);
|
||||
return GLKMatrix4Multiply(matrix, rm);
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4RotateWithVector4(GLKMatrix4 matrix, float radians, GLKVector4 axisVector)
|
||||
{
|
||||
GLKMatrix4 rm = GLKMatrix4MakeRotation(radians, axisVector.v[0], axisVector.v[1], axisVector.v[2]);
|
||||
return GLKMatrix4Multiply(matrix, rm);
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4RotateX(GLKMatrix4 matrix, float radians)
|
||||
{
|
||||
GLKMatrix4 rm = GLKMatrix4MakeXRotation(radians);
|
||||
return GLKMatrix4Multiply(matrix, rm);
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4RotateY(GLKMatrix4 matrix, float radians)
|
||||
{
|
||||
GLKMatrix4 rm = GLKMatrix4MakeYRotation(radians);
|
||||
return GLKMatrix4Multiply(matrix, rm);
|
||||
}
|
||||
|
||||
static __inline__ GLKMatrix4 GLKMatrix4RotateZ(GLKMatrix4 matrix, float radians)
|
||||
{
|
||||
GLKMatrix4 rm = GLKMatrix4MakeZRotation(radians);
|
||||
return GLKMatrix4Multiply(matrix, rm);
|
||||
}
|
||||
|
||||
static __inline__ GLKVector3 GLKMatrix4MultiplyVector3(GLKMatrix4 matrixLeft, GLKVector3 vectorRight)
|
||||
{
|
||||
GLKVector4 v4 = GLKMatrix4MultiplyVector4(matrixLeft, GLKVector4Make(vectorRight.v[0], vectorRight.v[1], vectorRight.v[2], 0.0f));
|
||||
return GLKVector3Make(v4.v[0], v4.v[1], v4.v[2]);
|
||||
}
|
||||
|
||||
static __inline__ GLKVector3 GLKMatrix4MultiplyVector3WithTranslation(GLKMatrix4 matrixLeft, GLKVector3 vectorRight)
|
||||
{
|
||||
GLKVector4 v4 = GLKMatrix4MultiplyVector4(matrixLeft, GLKVector4Make(vectorRight.v[0], vectorRight.v[1], vectorRight.v[2], 1.0f));
|
||||
return GLKVector3Make(v4.v[0], v4.v[1], v4.v[2]);
|
||||
}
|
||||
|
||||
static __inline__ GLKVector3 GLKMatrix4MultiplyAndProjectVector3(GLKMatrix4 matrixLeft, GLKVector3 vectorRight)
|
||||
{
|
||||
GLKVector4 v4 = GLKMatrix4MultiplyVector4(matrixLeft, GLKVector4Make(vectorRight.v[0], vectorRight.v[1], vectorRight.v[2], 1.0f));
|
||||
return GLKVector3MultiplyScalar(GLKVector3Make(v4.v[0], v4.v[1], v4.v[2]), 1.0f / v4.v[3]);
|
||||
}
|
||||
|
||||
static __inline__ void GLKMatrix4MultiplyVector3Array(GLKMatrix4 matrix, GLKVector3 *vectors, size_t vectorCount)
|
||||
{
|
||||
size_t i;
|
||||
for (i=0; i < vectorCount; i++)
|
||||
vectors[i] = GLKMatrix4MultiplyVector3(matrix, vectors[i]);
|
||||
}
|
||||
|
||||
static __inline__ void GLKMatrix4MultiplyVector3ArrayWithTranslation(GLKMatrix4 matrix, GLKVector3 *vectors, size_t vectorCount)
|
||||
{
|
||||
size_t i;
|
||||
for (i=0; i < vectorCount; i++)
|
||||
vectors[i] = GLKMatrix4MultiplyVector3WithTranslation(matrix, vectors[i]);
|
||||
}
|
||||
|
||||
static __inline__ void GLKMatrix4MultiplyAndProjectVector3Array(GLKMatrix4 matrix, GLKVector3 *vectors, size_t vectorCount)
|
||||
{
|
||||
size_t i;
|
||||
for (i=0; i < vectorCount; i++)
|
||||
vectors[i] = GLKMatrix4MultiplyAndProjectVector3(matrix, vectors[i]);
|
||||
}
|
||||
|
||||
static __inline__ GLKVector4 GLKMatrix4MultiplyVector4(GLKMatrix4 matrixLeft, GLKVector4 vectorRight)
|
||||
{
|
||||
#if defined(__ARM_NEON__)
|
||||
float32x4x4_t iMatrix = *(float32x4x4_t *)&matrixLeft;
|
||||
float32x4_t v;
|
||||
|
||||
iMatrix.val[0] = vmulq_n_f32(iMatrix.val[0], (float32_t)vectorRight.v[0]);
|
||||
iMatrix.val[1] = vmulq_n_f32(iMatrix.val[1], (float32_t)vectorRight.v[1]);
|
||||
iMatrix.val[2] = vmulq_n_f32(iMatrix.val[2], (float32_t)vectorRight.v[2]);
|
||||
iMatrix.val[3] = vmulq_n_f32(iMatrix.val[3], (float32_t)vectorRight.v[3]);
|
||||
|
||||
iMatrix.val[0] = vaddq_f32(iMatrix.val[0], iMatrix.val[1]);
|
||||
iMatrix.val[2] = vaddq_f32(iMatrix.val[2], iMatrix.val[3]);
|
||||
|
||||
v = vaddq_f32(iMatrix.val[0], iMatrix.val[2]);
|
||||
|
||||
return *(GLKVector4 *)&v;
|
||||
#else
|
||||
GLKVector4 v = { matrixLeft.m[0] * vectorRight.v[0] + matrixLeft.m[4] * vectorRight.v[1] + matrixLeft.m[8] * vectorRight.v[2] + matrixLeft.m[12] * vectorRight.v[3],
|
||||
matrixLeft.m[1] * vectorRight.v[0] + matrixLeft.m[5] * vectorRight.v[1] + matrixLeft.m[9] * vectorRight.v[2] + matrixLeft.m[13] * vectorRight.v[3],
|
||||
matrixLeft.m[2] * vectorRight.v[0] + matrixLeft.m[6] * vectorRight.v[1] + matrixLeft.m[10] * vectorRight.v[2] + matrixLeft.m[14] * vectorRight.v[3],
|
||||
matrixLeft.m[3] * vectorRight.v[0] + matrixLeft.m[7] * vectorRight.v[1] + matrixLeft.m[11] * vectorRight.v[2] + matrixLeft.m[15] * vectorRight.v[3] };
|
||||
return v;
|
||||
#endif
|
||||
}
|
||||
|
||||
static __inline__ void GLKMatrix4MultiplyVector4Array(GLKMatrix4 matrix, GLKVector4 *vectors, size_t vectorCount)
|
||||
{
|
||||
size_t i;
|
||||
for (i=0; i < vectorCount; i++)
|
||||
vectors[i] = GLKMatrix4MultiplyVector4(matrix, vectors[i]);
|
||||
}
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif /* __GLK_MATRIX_4_H */
|
||||
Reference in New Issue
Block a user