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