Tue, 05 Aug 2025 20:00:24 +0200
upgrade to SDL 3
/* * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. * Copyright 2023 Mike Becker. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ #ifndef ASCENSION_TRANSFORM_H #define ASCENSION_TRANSFORM_H #include "datatypes.h" typedef asc_mat4f asc_transform; #define ASC_TRANSFORM_SIZE (sizeof(float)*16) #ifdef __GNUC__ #define ASC_TRANFORM_FUNC __attribute__((__always_inline__)) static inline #else #define ASC_TRANFORM_FUNC static inline #endif ASC_TRANFORM_FUNC void asc_transform_copy(asc_transform dest, const asc_transform src) { memcpy(dest, src, ASC_TRANSFORM_SIZE); } ASC_TRANFORM_FUNC void asc_transform_apply(asc_transform dest, const asc_transform left, const asc_transform right) { asc_mat4f_mul(dest, left, right); } ASC_TRANFORM_FUNC void asc_transform_identity(asc_transform transform) { asc_mat4f_unit(transform); } /** * Makes the transformation matrix a translation matrix. * * @param transform the matrix to initialize * @param vec the translation vector */ ASC_TRANFORM_FUNC void asc_transform_translate3f( asc_transform transform, asc_vec3f vec ) { asc_mat4f_unit(transform); transform[asc_mat4_index(3, 0)] = vec.x; transform[asc_mat4_index(3, 1)] = vec.y; transform[asc_mat4_index(3, 2)] = vec.z; } /** * Makes the transformation matrix a scale matrix. * * @param transform the matrix to initialize * @param vec the scale vector */ ASC_TRANFORM_FUNC void asc_transform_scale3f( asc_transform transform, asc_vec3f vec ) { memset(transform, 0, ASC_TRANSFORM_SIZE); transform[asc_mat4_index(0, 0)] = vec.width; transform[asc_mat4_index(1, 1)] = vec.height; transform[asc_mat4_index(2, 2)] = vec.depth; transform[asc_mat4_index(3, 3)] = 1.f; } /** * Makes the transformation matrix a translation matrix. * * @param transform the matrix to initialize * @param vec the translation vector */ ASC_TRANFORM_FUNC void asc_transform_translate2f( asc_transform transform, asc_vec2f vec ) { asc_transform_translate3f(transform, ASC_VEC3F(vec.x, vec.y, 0.f)); } /** * Makes the transformation matrix a scale matrix. * * @param transform the matrix to initialize * @param vec the scale vector */ ASC_TRANFORM_FUNC void asc_transform_scale2f( asc_transform transform, asc_vec2f vec ) { asc_transform_scale3f(transform, ASC_VEC3F(vec.width, vec.height, 1.f)); } /** * Makes the transformation matrix a rotation matrix around the y-axis. * * @param transform the matrix to initialize * @param angle the angle in radians */ ASC_TRANFORM_FUNC void asc_transform_yaw( asc_transform transform, float angle ) { memset(transform, 0, ASC_TRANSFORM_SIZE); const float s = asc_sin(angle); const float c = asc_cos(angle); transform[asc_mat4_index(0, 0)] = c; transform[asc_mat4_index(0, 2)] = -s; transform[asc_mat4_index(1, 1)] = 1; transform[asc_mat4_index(2, 0)] = s; transform[asc_mat4_index(2, 2)] = c; transform[asc_mat4_index(3, 3)] = 1; } /** * Makes the transformation matrix a rotation matrix around the x-axis. * * @param transform the matrix to initialize * @param angle the angle in radians */ ASC_TRANFORM_FUNC void asc_transform_pitch( asc_transform transform, float angle ) { memset(transform, 0, ASC_TRANSFORM_SIZE); const float s = asc_sin(angle); const float c = asc_cos(angle); transform[asc_mat4_index(0, 0)] = 1; transform[asc_mat4_index(1, 1)] = c; transform[asc_mat4_index(1, 2)] = s; transform[asc_mat4_index(2, 1)] = -s; transform[asc_mat4_index(2, 2)] = c; transform[asc_mat4_index(3, 3)] = 1; } /** * Makes the transformation matrix a rotation matrix around the z-axis. * * @param transform the matrix to initialize * @param angle the angle in radians */ ASC_TRANFORM_FUNC void asc_transform_roll( asc_transform transform, float angle ) { memset(transform, 0, ASC_TRANSFORM_SIZE); const float s = asc_sin(angle); const float c = asc_cos(angle); transform[asc_mat4_index(0, 0)] = c; transform[asc_mat4_index(0, 1)] = s; transform[asc_mat4_index(1, 0)] = -s; transform[asc_mat4_index(1, 1)] = c; transform[asc_mat4_index(2, 2)] = 1; transform[asc_mat4_index(3, 3)] = 1; } #endif //ASCENSION_TRANSFORM_H