24 Commits

Author SHA1 Message Date
e45e4d3304 Add NewQuatEulerXYZ+better comments 2022-05-22 20:14:01 +04:00
f3db256007 Greatly shorten vec_test 2022-05-22 20:06:06 +04:00
d7f5cbb136 Improve vec tests 2022-05-22 19:43:12 +04:00
2648dc910c 'Add' functions to swizzle interfaces+vec tests 2022-05-22 19:41:43 +04:00
386fa0b641 Ignore emacs files 2022-02-08 18:04:47 +04:00
7d8dce922f Readme update 2022-02-08 17:00:04 +04:00
f4f06c54b3 Make TrMat funcs chainable+more 32 scalar funcs 2022-01-13 17:51:04 +04:00
80d1c12e2d Update readme 2022-01-13 16:30:17 +04:00
8bb31393b4 Quat axis and angle tests 2022-01-13 16:22:38 +04:00
e4edb7dcec Angle and axis methods for quat 2022-01-13 16:06:13 +04:00
d832e19dab Rotate and Col functions 2022-01-13 15:49:30 +04:00
b39e8e0b80 Actually correct ortho 2021-11-15 09:53:43 +04:00
585d17aa29 Fix ortho func 2021-11-13 23:27:21 +04:00
d4c7755ca8 More benchmarks 2021-11-09 10:28:23 +04:00
2071b351d5 Move benchmarks into relevant test files 2021-11-09 10:19:42 +04:00
300c699e65 Add Ortho func 2021-11-09 10:13:58 +04:00
175d05420c Add perspective func+fix LookAt 2021-11-09 09:55:24 +04:00
d1a4f5ba7c Optimize mat3 mul 2021-11-09 09:36:59 +04:00
9282567928 Optimize mat4 mul 2021-11-09 09:29:45 +04:00
4c30b8b6d3 Use multi-dimensional arrays+ensure storage&comp. is column major 2021-11-09 09:13:16 +04:00
92a3ca3a9c LookAt func 2021-11-07 04:47:53 +04:00
8889482bd5 Quat angle and tests 2021-11-06 09:42:28 +04:00
2de2e9696a Finish main transform funcs+Clone funcs+return func receivers 2021-11-06 08:59:17 +04:00
81c22bfe4d Start quaternions and transform matrix 2021-11-06 07:44:08 +04:00
23 changed files with 1934 additions and 569 deletions

1
.gitignore vendored
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@ -14,3 +14,4 @@
# Dependency directories (remove the comment below to include it)
vendor/
.vscode
*~

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@ -1,8 +1,52 @@
# gglm
Fast Go OpenGL Mathematics library inspired by the c++ library [glm](https://github.com/g-truc/glm).
Fast OpenGL/Graphics focused Mathematics library in Go inspired by the c++ library [glm](https://github.com/g-truc/glm).
gglm currently has the following:
- `Vec2`, `Vec3` and `Vec4` structs that implement vector (x,y,z,w) operations
- `Mat2`, `Mat3`, `Mat4` structs that implement square matrix operations
- `Quat` struct that implements quaternion operations
- `TrMat` struct that implements 3D transformation matrix operations
- Many useful geometric functions (e.g. dot product, cross product, vector reflection etc)
- 32-bit scalar operations (e.g. sin32, cos32, equality using epsilon, sqrt32 etc)
- Useful 32-bit constants (e.g. pi, Deg2Rad, Rad2Deg, float32 epsilon etc)
- Simple 'siwzzle' interfaces that allow you to do things like `.X()` or `.R()` etc.
- Very easy to use with graphics/native APIs as everything is implemented using arrays
- `.String()` functions on all types for pretty pritning
## Installation
`go get github.com/bloeys/gglm`
## Usage
```go
import "github.com/bloeys/gglm/gglm"
func main() {
//LookAt
camPos := gglm.NewVec3(0, 0, 3)
worldUp := gglm.NewVec3(0, 1, 0)
targetPos := gglm.NewVec3(0, 0, 0)
viewMat := gglm.LookAt(camPos, targetPos, worldUp)
println(viewMat.String())
//Vec2
v1 := &gglm.Vec2{Data: [2]float32{1, 2}}
v2 := &gglm.Vec2{Data: [2]float32{3, 4}}
println(gglm.DistVec2(v1, v2))
println(gglm.SqrDistVec2(v2, v1))
println(v1.Eq(v2))
v2.Set(1, 2)
println(v1.Eq(v2))
}
```
## Notes
You can check compiler inlining decisions using `go run -gcflags "-m" .`. Some functions look a bit weird compared to similar ones
because we are trying to reduce function complexity so the compiler inlines.

11
gglm/constants.go Executable file
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@ -0,0 +1,11 @@
package gglm
const (
Pi float32 = 3.14159265359
Deg2Rad float32 = Pi / 180
Rad2Deg float32 = 180 / Pi
F32Epsilon float32 = 1e-6
//CosHalf is Cos32(0.5)
CosHalf float32 = 0.87758256189
)

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@ -14,6 +14,10 @@ func DotVec4(v1, v2 *Vec4) float32 {
return v1.X()*v2.X() + v1.Y()*v2.Y() + v1.Z()*v2.Z() + v1.W()*v2.W()
}
func DotQuat(q1, q2 *Quat) float32 {
return q1.X()*q2.X() + q1.Y()*q2.Y() + q1.Z()*q2.Z() + q1.W()*q2.W()
}
func Cross(v1, v2 *Vec3) *Vec3 {
return &Vec3{
Data: [3]float32{
@ -106,3 +110,8 @@ func ReflectVec3(v, n *Vec3) *Vec3 {
},
}
}
//AngleQuat returns the angle between the two quaternions in radians
func AngleQuat(q1, q2 *Quat) float32 {
return Acos32(DotQuat(q1, q2))
}

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@ -6,6 +6,13 @@ import (
"github.com/bloeys/gglm/gglm"
)
var (
dotVec2Result, distVec2Result float32
dotVec3Result, distVec3Result float32
reflectVec2Result *gglm.Vec2
crossResult, reflectVec3Result *gglm.Vec3
)
func TestDotVec2(t *testing.T) {
v1 := gglm.Vec2{Data: [2]float32{1, 2}}
@ -137,3 +144,73 @@ func TestReflectVec3(t *testing.T) {
t.Errorf("Got: %v; Expected: %v", res, ans)
}
}
func BenchmarkDotVec2(b *testing.B) {
v1 := &gglm.Vec2{}
v2 := &gglm.Vec2{}
for i := 0; i < b.N; i++ {
dotVec2Result = gglm.DotVec2(v1, v2)
}
}
func BenchmarkDotVec3(b *testing.B) {
v1 := &gglm.Vec3{}
v2 := &gglm.Vec3{}
for i := 0; i < b.N; i++ {
dotVec3Result = gglm.DotVec3(v1, v2)
}
}
func BenchmarkCross(b *testing.B) {
v1 := &gglm.Vec3{}
v2 := &gglm.Vec3{}
for i := 0; i < b.N; i++ {
crossResult = gglm.Cross(v1, v2)
}
}
func BenchmarkDistVec2(b *testing.B) {
v1 := &gglm.Vec2{}
v2 := &gglm.Vec2{}
for i := 0; i < b.N; i++ {
distVec2Result = gglm.DistVec2(v1, v2)
}
}
func BenchmarkDistVec3(b *testing.B) {
v1 := &gglm.Vec3{}
v2 := &gglm.Vec3{}
for i := 0; i < b.N; i++ {
distVec3Result = gglm.DistVec3(v1, v2)
}
}
func BenchmarkReflectVec2(b *testing.B) {
v1 := &gglm.Vec2{}
v2 := &gglm.Vec2{}
for i := 0; i < b.N; i++ {
reflectVec2Result = gglm.ReflectVec2(v1, v2)
}
}
func BenchmarkReflectVec3(b *testing.B) {
v1 := &gglm.Vec3{}
v2 := &gglm.Vec3{}
for i := 0; i < b.N; i++ {
reflectVec3Result = gglm.ReflectVec3(v1, v2)
}
}

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@ -8,15 +8,15 @@ var _ Mat = &Mat2{}
var _ fmt.Stringer = &Mat2{}
type Mat2 struct {
Data [4]float32
Data [2][2]float32
}
func (m *Mat2) Get(row, col int) float32 {
return m.Data[row*2+col]
return m.Data[col][row]
}
func (m *Mat2) Set(row, col int, val float32) {
m.Data[row*2+col] = val
m.Data[col][row] = val
}
func (m *Mat2) Size() MatSize {
@ -25,42 +25,58 @@ func (m *Mat2) Size() MatSize {
func (m *Mat2) String() string {
//+ always shows +/- sign; - means pad to the right; 9 means total of 9 digits (or padding if less); .3 means 3 decimals
return fmt.Sprintf("\n| %+-9.3f %+-9.3f |\n| %+-9.3f %+-9.3f |\n", m.Data[0], m.Data[1], m.Data[2], m.Data[3])
return fmt.Sprintf("\n| %+-9.3f %+-9.3f |\n| %+-9.3f %+-9.3f |\n", m.Data[0][0], m.Data[0][1], m.Data[1][0], m.Data[1][1])
}
func (m *Mat2) Col(c int) *Vec2 {
return &Vec2{Data: m.Data[c]}
}
//Add m += m2
func (m *Mat2) Add(m2 *Mat2) {
m.Data[0] += m2.Data[0]
m.Data[1] += m2.Data[1]
m.Data[2] += m2.Data[2]
m.Data[3] += m2.Data[3]
func (m *Mat2) Add(m2 *Mat2) *Mat2 {
m.Data[0][0] += m2.Data[0][0]
m.Data[0][1] += m2.Data[0][1]
m.Data[1][0] += m2.Data[1][0]
m.Data[1][1] += m2.Data[1][1]
return m
}
//Add m -= m2
func (m *Mat2) Sub(m2 *Mat2) {
m.Data[0] -= m2.Data[0]
m.Data[1] -= m2.Data[1]
m.Data[2] -= m2.Data[2]
m.Data[3] -= m2.Data[3]
func (m *Mat2) Sub(m2 *Mat2) *Mat2 {
m.Data[0][0] -= m2.Data[0][0]
m.Data[0][1] -= m2.Data[0][1]
m.Data[1][0] -= m2.Data[1][0]
m.Data[1][1] -= m2.Data[1][1]
return m
}
//Mul m *= m2
func (m *Mat2) Mul(m2 *Mat2) {
m.Data = [4]float32{
m.Data[0]*m2.Data[0] + m.Data[1]*m2.Data[2],
m.Data[0]*m2.Data[1] + m.Data[1]*m2.Data[3],
m.Data[2]*m2.Data[0] + m.Data[3]*m2.Data[2],
m.Data[2]*m2.Data[1] + m.Data[3]*m2.Data[3],
func (m1 *Mat2) Mul(m2 *Mat2) *Mat2 {
m1.Data = [2][2]float32{
{
m1.Data[0][0]*m2.Data[0][0] + m1.Data[1][0]*m2.Data[0][1],
m1.Data[0][1]*m2.Data[0][0] + m1.Data[1][1]*m2.Data[0][1],
},
{
m1.Data[0][0]*m2.Data[1][0] + m1.Data[1][0]*m2.Data[1][1],
m1.Data[0][1]*m2.Data[1][0] + m1.Data[1][1]*m2.Data[1][1],
},
}
return m1
}
//Scale m *= x (element wise multiplication)
func (m *Mat2) Scale(x float32) {
m.Data[0] *= x
m.Data[1] *= x
m.Data[2] *= x
m.Data[3] *= x
func (m *Mat2) Scale(x float32) *Mat2 {
m.Data[0][0] *= x
m.Data[0][1] *= x
m.Data[1][0] *= x
m.Data[1][1] *= x
return m
}
func (v *Mat2) Clone() *Mat2 {
return &Mat2{Data: v.Data}
}
func (m *Mat2) Eq(m2 *Mat2) bool {
@ -70,11 +86,15 @@ func (m *Mat2) Eq(m2 *Mat2) bool {
//AddMat2 m3 = m1 + m2
func AddMat2(m1, m2 *Mat2) *Mat2 {
return &Mat2{
Data: [4]float32{
m1.Data[0] + m2.Data[0],
m1.Data[1] + m2.Data[1],
m1.Data[2] + m2.Data[2],
m1.Data[3] + m2.Data[3],
Data: [2][2]float32{
{
m1.Data[0][0] + m2.Data[0][0],
m1.Data[0][1] + m2.Data[0][1],
},
{
m1.Data[1][0] + m2.Data[1][0],
m1.Data[1][1] + m2.Data[1][1],
},
},
}
}
@ -82,11 +102,15 @@ func AddMat2(m1, m2 *Mat2) *Mat2 {
//SubMat2 m3 = m1 - m2
func SubMat2(m1, m2 *Mat2) *Mat2 {
return &Mat2{
Data: [4]float32{
m1.Data[0] - m2.Data[0],
m1.Data[1] - m2.Data[1],
m1.Data[2] - m2.Data[2],
m1.Data[3] - m2.Data[3],
Data: [2][2]float32{
{
m1.Data[0][0] - m2.Data[0][0],
m1.Data[0][1] - m2.Data[0][1],
},
{
m1.Data[1][0] - m2.Data[1][0],
m1.Data[1][1] - m2.Data[1][1],
},
},
}
}
@ -94,12 +118,15 @@ func SubMat2(m1, m2 *Mat2) *Mat2 {
//MulMat2 m3 = m1 * m2
func MulMat2(m1, m2 *Mat2) *Mat2 {
return &Mat2{
Data: [4]float32{
m1.Data[0]*m2.Data[0] + m1.Data[1]*m2.Data[2],
m1.Data[0]*m2.Data[1] + m1.Data[1]*m2.Data[3],
m1.Data[2]*m2.Data[0] + m1.Data[3]*m2.Data[2],
m1.Data[2]*m2.Data[1] + m1.Data[3]*m2.Data[3],
Data: [2][2]float32{
{
m1.Data[0][0]*m2.Data[0][0] + m1.Data[1][0]*m2.Data[0][1],
m1.Data[0][1]*m2.Data[0][0] + m1.Data[1][1]*m2.Data[0][1],
},
{
m1.Data[0][0]*m2.Data[1][0] + m1.Data[1][0]*m2.Data[1][1],
m1.Data[0][1]*m2.Data[1][0] + m1.Data[1][1]*m2.Data[1][1],
},
},
}
}
@ -108,8 +135,8 @@ func MulMat2(m1, m2 *Mat2) *Mat2 {
func MulMat2Vec2(m1 *Mat2, v1 *Vec2) *Vec2 {
return &Vec2{
Data: [2]float32{
m1.Data[0]*v1.Data[0] + m1.Data[1]*v1.Data[1],
m1.Data[2]*v1.Data[0] + m1.Data[3]*v1.Data[1],
m1.Data[0][0]*v1.Data[0] + m1.Data[1][0]*v1.Data[1],
m1.Data[0][1]*v1.Data[0] + m1.Data[1][1]*v1.Data[1],
},
}
}
@ -117,9 +144,9 @@ func MulMat2Vec2(m1 *Mat2, v1 *Vec2) *Vec2 {
//NewMat2Id returns the 2x2 identity matrix
func NewMat2Id() *Mat2 {
return &Mat2{
Data: [4]float32{
1, 0,
0, 1,
Data: [2][2]float32{
{1, 0},
{0, 1},
},
}
}

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@ -25,9 +25,9 @@ func TestMat2GetSet(t *testing.T) {
func TestMat2Id(t *testing.T) {
correctAns := gglm.Mat2{
Data: [4]float32{
1, 0,
0, 1,
Data: [2][2]float32{
{1, 0},
{0, 1},
}}
m1 := gglm.NewMat2Id()
@ -39,20 +39,20 @@ func TestMat2Id(t *testing.T) {
func TestSubMat2(t *testing.T) {
correctAns := gglm.Mat2{
Data: [4]float32{
-4, -4,
-4, -4,
Data: [2][2]float32{
{-4, -4},
{-4, -4},
}}
m1 := &gglm.Mat2{
Data: [4]float32{
1, 2,
3, 4,
Data: [2][2]float32{
{1, 3},
{2, 4},
}}
m2 := &gglm.Mat2{
Data: [4]float32{
5, 6,
7, 8,
Data: [2][2]float32{
{5, 7},
{6, 8},
}}
result := gglm.SubMat2(m1, m2)
@ -70,20 +70,20 @@ func TestSubMat2(t *testing.T) {
func TestAddMat2(t *testing.T) {
correctAns := gglm.Mat2{
Data: [4]float32{
6, 8,
10, 12,
Data: [2][2]float32{
{6, 10},
{8, 12},
}}
m1 := &gglm.Mat2{
Data: [4]float32{
1, 2,
3, 4,
Data: [2][2]float32{
{1, 3},
{2, 4},
}}
m2 := &gglm.Mat2{
Data: [4]float32{
5, 6,
7, 8,
Data: [2][2]float32{
{5, 7},
{6, 8},
}}
result := gglm.AddMat2(m1, m2)
@ -101,20 +101,20 @@ func TestAddMat2(t *testing.T) {
func TestMulMat2(t *testing.T) {
correctAns := gglm.Mat2{
Data: [4]float32{
19, 22,
43, 50,
Data: [2][2]float32{
{19, 43},
{22, 50},
}}
m1 := &gglm.Mat2{
Data: [4]float32{
1, 2,
3, 4,
Data: [2][2]float32{
{1, 3},
{2, 4},
}}
m2 := &gglm.Mat2{
Data: [4]float32{
5, 6,
7, 8,
Data: [2][2]float32{
{5, 7},
{6, 8},
}}
result := gglm.MulMat2(m1, m2)
@ -134,9 +134,9 @@ func TestMulMat2Vec2(t *testing.T) {
correctAns := gglm.Vec2{Data: [2]float32{5, 11}}
m := &gglm.Mat2{
Data: [4]float32{
1, 2,
3, 4,
Data: [2][2]float32{
{1, 3},
{2, 4},
}}
v := &gglm.Vec2{Data: [2]float32{1, 2}}
@ -146,3 +146,13 @@ func TestMulMat2Vec2(t *testing.T) {
t.Errorf("Got: %v; Expected: %v", result.String(), correctAns.String())
}
}
func BenchmarkMulMat2(b *testing.B) {
m1 := gglm.NewMat2Id()
m2 := gglm.NewMat2Id()
for i := 0; i < b.N; i++ {
m1.Mul(m2)
}
}

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@ -8,15 +8,15 @@ var _ Mat = &Mat3{}
var _ fmt.Stringer = &Mat3{}
type Mat3 struct {
Data [9]float32
Data [3][3]float32
}
func (m *Mat3) Get(row, col int) float32 {
return m.Data[row*3+col]
return m.Data[col][row]
}
func (m *Mat3) Set(row, col int, val float32) {
m.Data[row*3+col] = val
m.Data[col][row] = val
}
func (m *Mat3) Size() MatSize {
@ -25,81 +25,109 @@ func (m *Mat3) Size() MatSize {
func (m *Mat3) String() string {
return fmt.Sprintf("\n| %+-9.3f %+-9.3f %+-9.3f |\n| %+-9.3f %+-9.3f %+-9.3f |\n| %+-9.3f %+-9.3f %+-9.3f |\n",
m.Data[0], m.Data[1], m.Data[2],
m.Data[3], m.Data[4], m.Data[5],
m.Data[6], m.Data[7], m.Data[8],
m.Data[0][0], m.Data[0][1], m.Data[0][2],
m.Data[1][0], m.Data[1][1], m.Data[1][2],
m.Data[2][0], m.Data[2][1], m.Data[2][2],
)
}
func (m *Mat3) Col(c int) *Vec3 {
return &Vec3{Data: m.Data[c]}
}
//Add m += m2
func (m *Mat3) Add(m2 *Mat3) {
func (m *Mat3) Add(m2 *Mat3) *Mat3 {
m.Data[0] += m2.Data[0]
m.Data[1] += m2.Data[1]
m.Data[2] += m2.Data[2]
m.Data[0][0] += m2.Data[0][0]
m.Data[0][1] += m2.Data[0][1]
m.Data[0][2] += m2.Data[0][2]
m.Data[3] += m2.Data[3]
m.Data[4] += m2.Data[4]
m.Data[5] += m2.Data[5]
m.Data[1][0] += m2.Data[1][0]
m.Data[1][1] += m2.Data[1][1]
m.Data[1][2] += m2.Data[1][2]
m.Data[6] += m2.Data[6]
m.Data[7] += m2.Data[7]
m.Data[8] += m2.Data[8]
m.Data[2][0] += m2.Data[2][0]
m.Data[2][1] += m2.Data[2][1]
m.Data[2][2] += m2.Data[2][2]
return m
}
//Add m -= m2
func (m *Mat3) Sub(m2 *Mat3) {
func (m *Mat3) Sub(m2 *Mat3) *Mat3 {
m.Data[0] -= m2.Data[0]
m.Data[1] -= m2.Data[1]
m.Data[2] -= m2.Data[2]
m.Data[0][0] -= m2.Data[0][0]
m.Data[0][1] -= m2.Data[0][1]
m.Data[0][2] -= m2.Data[0][2]
m.Data[3] -= m2.Data[3]
m.Data[4] -= m2.Data[4]
m.Data[5] -= m2.Data[5]
m.Data[1][0] -= m2.Data[1][0]
m.Data[1][1] -= m2.Data[1][1]
m.Data[1][2] -= m2.Data[1][2]
m.Data[6] -= m2.Data[6]
m.Data[7] -= m2.Data[7]
m.Data[8] -= m2.Data[8]
m.Data[2][0] -= m2.Data[2][0]
m.Data[2][1] -= m2.Data[2][1]
m.Data[2][2] -= m2.Data[2][2]
return m
}
//Mul m *= m2
func (m *Mat3) Mul(m2 *Mat3) {
func (m *Mat3) Mul(m2 *Mat3) *Mat3 {
//Indices:
// 0, 1, 2,
// 3, 4, 5,
// 6, 7, 8,
//Array indices:
// 00, 10, 20,
// 01, 11, 21,
// 02, 12, 22,
m.Data = [9]float32{
m.Data[0]*m2.Data[0] + m.Data[1]*m2.Data[3] + m.Data[2]*m2.Data[6],
m.Data[0]*m2.Data[1] + m.Data[1]*m2.Data[4] + m.Data[2]*m2.Data[7],
m.Data[0]*m2.Data[2] + m.Data[1]*m2.Data[5] + m.Data[2]*m2.Data[8],
m00 := m.Data[0][0]
m01 := m.Data[0][1]
m02 := m.Data[0][2]
m.Data[3]*m2.Data[0] + m.Data[4]*m2.Data[3] + m.Data[5]*m2.Data[6],
m.Data[3]*m2.Data[1] + m.Data[4]*m2.Data[4] + m.Data[5]*m2.Data[7],
m.Data[3]*m2.Data[2] + m.Data[4]*m2.Data[5] + m.Data[5]*m2.Data[8],
m10 := m.Data[1][0]
m11 := m.Data[1][1]
m12 := m.Data[1][2]
m.Data[6]*m2.Data[0] + m.Data[7]*m2.Data[3] + m.Data[8]*m2.Data[6],
m.Data[6]*m2.Data[1] + m.Data[7]*m2.Data[4] + m.Data[8]*m2.Data[7],
m.Data[6]*m2.Data[2] + m.Data[7]*m2.Data[5] + m.Data[8]*m2.Data[8],
m20 := m.Data[2][0]
m21 := m.Data[2][1]
m22 := m.Data[2][2]
m.Data = [3][3]float32{
{
m00*m2.Data[0][0] + m10*m2.Data[0][1] + m20*m2.Data[0][2],
m01*m2.Data[0][0] + m11*m2.Data[0][1] + m21*m2.Data[0][2],
m02*m2.Data[0][0] + m12*m2.Data[0][1] + m22*m2.Data[0][2],
},
{
m00*m2.Data[1][0] + m10*m2.Data[1][1] + m20*m2.Data[1][2],
m01*m2.Data[1][0] + m11*m2.Data[1][1] + m21*m2.Data[1][2],
m02*m2.Data[1][0] + m12*m2.Data[1][1] + m22*m2.Data[1][2],
},
{
m00*m2.Data[2][0] + m10*m2.Data[2][1] + m20*m2.Data[2][2],
m01*m2.Data[2][0] + m11*m2.Data[2][1] + m21*m2.Data[2][2],
m02*m2.Data[2][0] + m12*m2.Data[2][1] + m22*m2.Data[2][2],
},
}
return m
}
//Scale m *= x (element wise multiplication)
func (m *Mat3) Scale(x float32) {
func (m *Mat3) Scale(x float32) *Mat3 {
m.Data[0] *= x
m.Data[1] *= x
m.Data[2] *= x
m.Data[0][0] *= x
m.Data[0][1] *= x
m.Data[0][2] *= x
m.Data[3] *= x
m.Data[4] *= x
m.Data[5] *= x
m.Data[1][0] *= x
m.Data[1][1] *= x
m.Data[1][2] *= x
m.Data[6] *= x
m.Data[7] *= x
m.Data[8] *= x
m.Data[2][0] *= x
m.Data[2][1] *= x
m.Data[2][2] *= x
return m
}
func (v *Mat3) Clone() *Mat3 {
return &Mat3{Data: v.Data}
}
func (m *Mat3) Eq(m2 *Mat3) bool {
@ -109,18 +137,22 @@ func (m *Mat3) Eq(m2 *Mat3) bool {
//AddMat3 m3 = m1 + m2
func AddMat3(m1, m2 *Mat3) *Mat3 {
return &Mat3{
Data: [9]float32{
m1.Data[0] + m2.Data[0],
m1.Data[1] + m2.Data[1],
m1.Data[2] + m2.Data[2],
m1.Data[3] + m2.Data[3],
m1.Data[4] + m2.Data[4],
m1.Data[5] + m2.Data[5],
m1.Data[6] + m2.Data[6],
m1.Data[7] + m2.Data[7],
m1.Data[8] + m2.Data[8],
Data: [3][3]float32{
{
m1.Data[0][0] + m2.Data[0][0],
m1.Data[0][1] + m2.Data[0][1],
m1.Data[0][2] + m2.Data[0][2],
},
{
m1.Data[1][0] + m2.Data[1][0],
m1.Data[1][1] + m2.Data[1][1],
m1.Data[1][2] + m2.Data[1][2],
},
{
m1.Data[2][0] + m2.Data[2][0],
m1.Data[2][1] + m2.Data[2][1],
m1.Data[2][2] + m2.Data[2][2],
},
},
}
}
@ -128,37 +160,58 @@ func AddMat3(m1, m2 *Mat3) *Mat3 {
//SubMat3 m3 = m1 - m2
func SubMat3(m1, m2 *Mat3) *Mat3 {
return &Mat3{
Data: [9]float32{
m1.Data[0] - m2.Data[0],
m1.Data[1] - m2.Data[1],
m1.Data[2] - m2.Data[2],
m1.Data[3] - m2.Data[3],
m1.Data[4] - m2.Data[4],
m1.Data[5] - m2.Data[5],
m1.Data[6] - m2.Data[6],
m1.Data[7] - m2.Data[7],
m1.Data[8] - m2.Data[8],
Data: [3][3]float32{
{
m1.Data[0][0] - m2.Data[0][0],
m1.Data[0][1] - m2.Data[0][1],
m1.Data[0][2] - m2.Data[0][2],
},
{
m1.Data[1][0] - m2.Data[1][0],
m1.Data[1][1] - m2.Data[1][1],
m1.Data[1][2] - m2.Data[1][2],
},
{
m1.Data[2][0] - m2.Data[2][0],
m1.Data[2][1] - m2.Data[2][1],
m1.Data[2][2] - m2.Data[2][2],
},
},
}
}
//MulMat3 m3 = m1 * m2
func MulMat3(m1, m2 *Mat3) *Mat3 {
m00 := m1.Data[0][0]
m01 := m1.Data[0][1]
m02 := m1.Data[0][2]
m10 := m1.Data[1][0]
m11 := m1.Data[1][1]
m12 := m1.Data[1][2]
m20 := m1.Data[2][0]
m21 := m1.Data[2][1]
m22 := m1.Data[2][2]
return &Mat3{
Data: [9]float32{
m1.Data[0]*m2.Data[0] + m1.Data[1]*m2.Data[3] + m1.Data[2]*m2.Data[6],
m1.Data[0]*m2.Data[1] + m1.Data[1]*m2.Data[4] + m1.Data[2]*m2.Data[7],
m1.Data[0]*m2.Data[2] + m1.Data[1]*m2.Data[5] + m1.Data[2]*m2.Data[8],
m1.Data[3]*m2.Data[0] + m1.Data[4]*m2.Data[3] + m1.Data[5]*m2.Data[6],
m1.Data[3]*m2.Data[1] + m1.Data[4]*m2.Data[4] + m1.Data[5]*m2.Data[7],
m1.Data[3]*m2.Data[2] + m1.Data[4]*m2.Data[5] + m1.Data[5]*m2.Data[8],
m1.Data[6]*m2.Data[0] + m1.Data[7]*m2.Data[3] + m1.Data[8]*m2.Data[6],
m1.Data[6]*m2.Data[1] + m1.Data[7]*m2.Data[4] + m1.Data[8]*m2.Data[7],
m1.Data[6]*m2.Data[2] + m1.Data[7]*m2.Data[5] + m1.Data[8]*m2.Data[8],
Data: [3][3]float32{
{
m00*m2.Data[0][0] + m10*m2.Data[0][1] + m20*m2.Data[0][2],
m01*m2.Data[0][0] + m11*m2.Data[0][1] + m21*m2.Data[0][2],
m02*m2.Data[0][0] + m12*m2.Data[0][1] + m22*m2.Data[0][2],
},
{
m00*m2.Data[1][0] + m10*m2.Data[1][1] + m20*m2.Data[1][2],
m01*m2.Data[1][0] + m11*m2.Data[1][1] + m21*m2.Data[1][2],
m02*m2.Data[1][0] + m12*m2.Data[1][1] + m22*m2.Data[1][2],
},
{
m00*m2.Data[2][0] + m10*m2.Data[2][1] + m20*m2.Data[2][2],
m01*m2.Data[2][0] + m11*m2.Data[2][1] + m21*m2.Data[2][2],
m02*m2.Data[2][0] + m12*m2.Data[2][1] + m22*m2.Data[2][2],
},
},
}
}
@ -167,9 +220,9 @@ func MulMat3(m1, m2 *Mat3) *Mat3 {
func MulMat3Vec3(m1 *Mat3, v1 *Vec3) *Vec3 {
return &Vec3{
Data: [3]float32{
m1.Data[0]*v1.Data[0] + m1.Data[1]*v1.Data[1] + m1.Data[2]*v1.Data[2],
m1.Data[3]*v1.Data[0] + m1.Data[4]*v1.Data[1] + m1.Data[5]*v1.Data[2],
m1.Data[6]*v1.Data[0] + m1.Data[7]*v1.Data[1] + m1.Data[8]*v1.Data[2],
m1.Data[0][0]*v1.Data[0] + m1.Data[1][0]*v1.Data[1] + m1.Data[2][0]*v1.Data[2],
m1.Data[0][1]*v1.Data[0] + m1.Data[1][1]*v1.Data[1] + m1.Data[2][1]*v1.Data[2],
m1.Data[0][2]*v1.Data[0] + m1.Data[1][2]*v1.Data[1] + m1.Data[2][2]*v1.Data[2],
},
}
}
@ -177,10 +230,10 @@ func MulMat3Vec3(m1 *Mat3, v1 *Vec3) *Vec3 {
//NewMat3Id returns the 3x3 identity matrix
func NewMat3Id() *Mat3 {
return &Mat3{
Data: [9]float32{
1, 0, 0,
0, 1, 0,
0, 0, 1,
Data: [3][3]float32{
{1, 0, 0},
{0, 1, 0},
{0, 0, 1},
},
}
}

View File

@ -30,10 +30,10 @@ func TestMat3GetSet(t *testing.T) {
func TestMat3Id(t *testing.T) {
correctAns := gglm.Mat3{
Data: [9]float32{
1, 0, 0,
0, 1, 0,
0, 0, 1,
Data: [3][3]float32{
{1, 0, 0},
{0, 1, 0},
{0, 0, 1},
}}
m1 := gglm.NewMat3Id()
@ -45,23 +45,23 @@ func TestMat3Id(t *testing.T) {
func TestSubMat3(t *testing.T) {
correctAns := gglm.Mat3{
Data: [9]float32{
-9, -9, -9,
-9, -9, -9,
-9, -9, -9,
Data: [3][3]float32{
{-9, -9, -9},
{-9, -9, -9},
{-9, -9, -9},
}}
m1 := &gglm.Mat3{
Data: [9]float32{
1, 2, 3,
4, 5, 6,
7, 8, 9,
Data: [3][3]float32{
{1, 4, 7},
{2, 5, 8},
{3, 6, 9},
}}
m2 := &gglm.Mat3{
Data: [9]float32{
10, 11, 12,
13, 14, 15,
16, 17, 18,
Data: [3][3]float32{
{10, 13, 16},
{11, 14, 17},
{12, 15, 18},
}}
result := gglm.SubMat3(m1, m2)
@ -79,23 +79,23 @@ func TestSubMat3(t *testing.T) {
func TestAddMat3(t *testing.T) {
correctAns := gglm.Mat3{
Data: [9]float32{
11, 13, 15,
17, 19, 21,
23, 25, 27,
Data: [3][3]float32{
{11, 17, 23},
{13, 19, 25},
{15, 21, 27},
}}
m1 := &gglm.Mat3{
Data: [9]float32{
1, 2, 3,
4, 5, 6,
7, 8, 9,
Data: [3][3]float32{
{1, 4, 7},
{2, 5, 8},
{3, 6, 9},
}}
m2 := &gglm.Mat3{
Data: [9]float32{
10, 11, 12,
13, 14, 15,
16, 17, 18,
Data: [3][3]float32{
{10, 13, 16},
{11, 14, 17},
{12, 15, 18},
}}
result := gglm.AddMat3(m1, m2)
@ -113,23 +113,23 @@ func TestAddMat3(t *testing.T) {
func TestMulMat3(t *testing.T) {
correctAns := gglm.Mat3{
Data: [9]float32{
84, 90, 96,
201, 216, 231,
318, 342, 366,
Data: [3][3]float32{
{84, 201, 318},
{90, 216, 342},
{96, 231, 366},
}}
m1 := &gglm.Mat3{
Data: [9]float32{
1, 2, 3,
4, 5, 6,
7, 8, 9,
Data: [3][3]float32{
{1, 4, 7},
{2, 5, 8},
{3, 6, 9},
}}
m2 := &gglm.Mat3{
Data: [9]float32{
10, 11, 12,
13, 14, 15,
16, 17, 18,
Data: [3][3]float32{
{10, 13, 16},
{11, 14, 17},
{12, 15, 18},
}}
result := gglm.MulMat3(m1, m2)
@ -147,10 +147,10 @@ func TestMulMat3(t *testing.T) {
func TestMulMat3Vec3(t *testing.T) {
m := &gglm.Mat3{
Data: [9]float32{
1, 2, 3,
4, 5, 6,
7, 8, 9,
Data: [3][3]float32{
{1, 4, 7},
{2, 5, 8},
{3, 6, 9},
}}
v := &gglm.Vec3{Data: [3]float32{1, 2, 3}}
@ -161,3 +161,13 @@ func TestMulMat3Vec3(t *testing.T) {
t.Errorf("Got: %v; Expected: %v", result.String(), correctAns.String())
}
}
func BenchmarkMulMat3(b *testing.B) {
m1 := gglm.NewMat3Id()
m2 := gglm.NewMat3Id()
for i := 0; i < b.N; i++ {
m1.Mul(m2)
}
}

View File

@ -8,15 +8,15 @@ var _ Mat = &Mat4{}
var _ fmt.Stringer = &Mat4{}
type Mat4 struct {
Data [16]float32
Data [4][4]float32
}
func (m *Mat4) Get(row, col int) float32 {
return m.Data[row*4+col]
return m.Data[col][row]
}
func (m *Mat4) Set(row, col int, val float32) {
m.Data[row*4+col] = val
m.Data[col][row] = val
}
func (m *Mat4) Size() MatSize {
@ -25,122 +25,155 @@ func (m *Mat4) Size() MatSize {
func (m *Mat4) String() string {
return fmt.Sprintf("\n| %+-9.3f %+-9.3f %+-9.3f %+-9.3f |\n| %+-9.3f %+-9.3f %+-9.3f %+-9.3f |\n| %+-9.3f %+-9.3f %+-9.3f %+-9.3f |\n| %+-9.3f %+-9.3f %+-9.3f %+-9.3f |\n",
m.Data[0], m.Data[1], m.Data[2], m.Data[3],
m.Data[4], m.Data[5], m.Data[6], m.Data[7],
m.Data[8], m.Data[9], m.Data[10], m.Data[11],
m.Data[12], m.Data[13], m.Data[14], m.Data[15],
m.Data[0][0], m.Data[0][1], m.Data[0][2], m.Data[0][3],
m.Data[1][0], m.Data[1][1], m.Data[1][2], m.Data[1][3],
m.Data[2][0], m.Data[2][1], m.Data[2][2], m.Data[2][3],
m.Data[3][0], m.Data[3][1], m.Data[3][2], m.Data[3][3],
)
}
func (m *Mat4) Col(c int) *Vec4 {
return &Vec4{Data: m.Data[c]}
}
//Add m += m2
func (m *Mat4) Add(m2 *Mat4) {
func (m *Mat4) Add(m2 *Mat4) *Mat4 {
m.Data[0] += m2.Data[0]
m.Data[1] += m2.Data[1]
m.Data[2] += m2.Data[2]
m.Data[3] += m2.Data[3]
m.Data[0][0] += m2.Data[0][0]
m.Data[0][1] += m2.Data[0][1]
m.Data[0][2] += m2.Data[0][2]
m.Data[0][3] += m2.Data[0][3]
m.Data[4] += m2.Data[4]
m.Data[5] += m2.Data[5]
m.Data[6] += m2.Data[6]
m.Data[7] += m2.Data[7]
m.Data[1][0] += m2.Data[1][0]
m.Data[1][1] += m2.Data[1][1]
m.Data[1][2] += m2.Data[1][2]
m.Data[1][3] += m2.Data[1][3]
m.Data[8] += m2.Data[8]
m.Data[9] += m2.Data[9]
m.Data[10] += m2.Data[10]
m.Data[11] += m2.Data[11]
m.Data[2][0] += m2.Data[2][0]
m.Data[2][1] += m2.Data[2][1]
m.Data[2][2] += m2.Data[2][2]
m.Data[2][3] += m2.Data[2][3]
m.Data[12] += m2.Data[12]
m.Data[13] += m2.Data[13]
m.Data[14] += m2.Data[14]
m.Data[15] += m2.Data[15]
m.Data[3][0] += m2.Data[3][0]
m.Data[3][1] += m2.Data[3][1]
m.Data[3][2] += m2.Data[3][2]
m.Data[3][3] += m2.Data[3][3]
return m
}
//Add m -= m2
func (m *Mat4) Sub(m2 *Mat4) {
func (m *Mat4) Sub(m2 *Mat4) *Mat4 {
m.Data[0] -= m2.Data[0]
m.Data[1] -= m2.Data[1]
m.Data[2] -= m2.Data[2]
m.Data[3] -= m2.Data[3]
m.Data[0][0] -= m2.Data[0][0]
m.Data[0][1] -= m2.Data[0][1]
m.Data[0][2] -= m2.Data[0][2]
m.Data[0][3] -= m2.Data[0][3]
m.Data[4] -= m2.Data[4]
m.Data[5] -= m2.Data[5]
m.Data[6] -= m2.Data[6]
m.Data[7] -= m2.Data[7]
m.Data[1][0] -= m2.Data[1][0]
m.Data[1][1] -= m2.Data[1][1]
m.Data[1][2] -= m2.Data[1][2]
m.Data[1][3] -= m2.Data[1][3]
m.Data[8] -= m2.Data[8]
m.Data[9] -= m2.Data[9]
m.Data[10] -= m2.Data[10]
m.Data[11] -= m2.Data[11]
m.Data[2][0] -= m2.Data[2][0]
m.Data[2][1] -= m2.Data[2][1]
m.Data[2][2] -= m2.Data[2][2]
m.Data[2][3] -= m2.Data[2][3]
m.Data[12] -= m2.Data[12]
m.Data[13] -= m2.Data[13]
m.Data[14] -= m2.Data[14]
m.Data[15] -= m2.Data[15]
m.Data[3][0] -= m2.Data[3][0]
m.Data[3][1] -= m2.Data[3][1]
m.Data[3][2] -= m2.Data[3][2]
m.Data[3][3] -= m2.Data[3][3]
return m
}
//Mul m *= m2
func (m *Mat4) Mul(m2 *Mat4) {
func (m *Mat4) Mul(m2 *Mat4) *Mat4 {
//Indices:
// 00, 01, 02, 03,
// 04, 05, 06, 07,
// 08, 09, 10, 11,
// 12, 13, 14, 15,
//Array indices:
// 00, 10, 20, 30,
// 01, 11, 21, 31,
// 02, 12, 22, 32,
// 03, 13, 23, 33,
//Seems to improve performance by ~5% (18ns/op -> 17ns/op).
//Works by improving cache usage by putting 0,4,8,12 together instead of faraway in the array?
a := m2.Data[0]
b := m2.Data[4]
c := m2.Data[8]
d := m2.Data[12]
//Improves performance by ~8%
m00 := m.Data[0][0]
m01 := m.Data[0][1]
m02 := m.Data[0][2]
m03 := m.Data[0][3]
m.Data = [16]float32{
m.Data[0]*a + m.Data[1]*b + m.Data[2]*c + m.Data[3]*d,
m.Data[0]*m2.Data[1] + m.Data[1]*m2.Data[5] + m.Data[2]*m2.Data[9] + m.Data[3]*m2.Data[13],
m.Data[0]*m2.Data[2] + m.Data[1]*m2.Data[6] + m.Data[2]*m2.Data[10] + m.Data[3]*m2.Data[14],
m.Data[0]*m2.Data[3] + m.Data[1]*m2.Data[7] + m.Data[2]*m2.Data[11] + m.Data[3]*m2.Data[15],
m10 := m.Data[1][0]
m11 := m.Data[1][1]
m12 := m.Data[1][2]
m13 := m.Data[1][3]
m.Data[4]*a + m.Data[5]*b + m.Data[6]*c + m.Data[7]*d,
m.Data[4]*m2.Data[1] + m.Data[5]*m2.Data[5] + m.Data[6]*m2.Data[9] + m.Data[7]*m2.Data[13],
m.Data[4]*m2.Data[2] + m.Data[5]*m2.Data[6] + m.Data[6]*m2.Data[10] + m.Data[7]*m2.Data[14],
m.Data[4]*m2.Data[3] + m.Data[5]*m2.Data[7] + m.Data[6]*m2.Data[11] + m.Data[7]*m2.Data[15],
m20 := m.Data[2][0]
m21 := m.Data[2][1]
m22 := m.Data[2][2]
m23 := m.Data[2][3]
m.Data[8]*a + m.Data[9]*b + m.Data[10]*c + m.Data[11]*d,
m.Data[8]*m2.Data[1] + m.Data[9]*m2.Data[5] + m.Data[10]*m2.Data[9] + m.Data[11]*m2.Data[13],
m.Data[8]*m2.Data[2] + m.Data[9]*m2.Data[6] + m.Data[10]*m2.Data[10] + m.Data[11]*m2.Data[14],
m.Data[8]*m2.Data[3] + m.Data[9]*m2.Data[7] + m.Data[10]*m2.Data[11] + m.Data[11]*m2.Data[15],
m30 := m.Data[3][0]
m31 := m.Data[3][1]
m32 := m.Data[3][2]
m33 := m.Data[3][3]
m.Data[12]*a + m.Data[13]*b + m.Data[14]*c + m.Data[15]*d,
m.Data[12]*m2.Data[1] + m.Data[13]*m2.Data[5] + m.Data[14]*m2.Data[9] + m.Data[15]*m2.Data[13],
m.Data[12]*m2.Data[2] + m.Data[13]*m2.Data[6] + m.Data[14]*m2.Data[10] + m.Data[15]*m2.Data[14],
m.Data[12]*m2.Data[3] + m.Data[13]*m2.Data[7] + m.Data[14]*m2.Data[11] + m.Data[15]*m2.Data[15],
m.Data = [4][4]float32{
{
m00*m2.Data[0][0] + m10*m2.Data[0][1] + m20*m2.Data[0][2] + m30*m2.Data[0][3],
m01*m2.Data[0][0] + m11*m2.Data[0][1] + m21*m2.Data[0][2] + m31*m2.Data[0][3],
m02*m2.Data[0][0] + m12*m2.Data[0][1] + m22*m2.Data[0][2] + m32*m2.Data[0][3],
m03*m2.Data[0][0] + m13*m2.Data[0][1] + m23*m2.Data[0][2] + m33*m2.Data[0][3],
},
{
m00*m2.Data[1][0] + m10*m2.Data[1][1] + m20*m2.Data[1][2] + m30*m2.Data[1][3],
m01*m2.Data[1][0] + m11*m2.Data[1][1] + m21*m2.Data[1][2] + m31*m2.Data[1][3],
m02*m2.Data[1][0] + m12*m2.Data[1][1] + m22*m2.Data[1][2] + m32*m2.Data[1][3],
m03*m2.Data[1][0] + m13*m2.Data[1][1] + m23*m2.Data[1][2] + m33*m2.Data[1][3],
},
{
m00*m2.Data[2][0] + m10*m2.Data[2][1] + m20*m2.Data[2][2] + m30*m2.Data[2][3],
m01*m2.Data[2][0] + m11*m2.Data[2][1] + m21*m2.Data[2][2] + m31*m2.Data[2][3],
m02*m2.Data[2][0] + m12*m2.Data[2][1] + m22*m2.Data[2][2] + m32*m2.Data[2][3],
m03*m2.Data[2][0] + m13*m2.Data[2][1] + m23*m2.Data[2][2] + m33*m2.Data[2][3],
},
{
m00*m2.Data[3][0] + m10*m2.Data[3][1] + m20*m2.Data[3][2] + m30*m2.Data[3][3],
m01*m2.Data[3][0] + m11*m2.Data[3][1] + m21*m2.Data[3][2] + m31*m2.Data[3][3],
m02*m2.Data[3][0] + m12*m2.Data[3][1] + m22*m2.Data[3][2] + m32*m2.Data[3][3],
m03*m2.Data[3][0] + m13*m2.Data[3][1] + m23*m2.Data[3][2] + m33*m2.Data[3][3],
},
}
return m
}
//Scale m *= x (element wise multiplication)
func (m *Mat4) Scale(x float32) {
func (m *Mat4) Scale(x float32) *Mat4 {
m.Data[0] *= x
m.Data[1] *= x
m.Data[2] *= x
m.Data[3] *= x
m.Data[0][0] *= x
m.Data[0][1] *= x
m.Data[0][2] *= x
m.Data[0][3] *= x
m.Data[4] *= x
m.Data[5] *= x
m.Data[6] *= x
m.Data[7] *= x
m.Data[1][0] *= x
m.Data[1][1] *= x
m.Data[1][2] *= x
m.Data[1][3] *= x
m.Data[8] *= x
m.Data[9] *= x
m.Data[10] *= x
m.Data[11] *= x
m.Data[2][0] *= x
m.Data[2][1] *= x
m.Data[2][2] *= x
m.Data[2][3] *= x
m.Data[12] *= x
m.Data[13] *= x
m.Data[14] *= x
m.Data[15] *= x
m.Data[3][0] *= x
m.Data[3][1] *= x
m.Data[3][2] *= x
m.Data[3][3] *= x
return m
}
func (v *Mat4) Clone() *Mat4 {
return &Mat4{Data: v.Data}
}
func (m *Mat4) Eq(m2 *Mat4) bool {
@ -150,26 +183,31 @@ func (m *Mat4) Eq(m2 *Mat4) bool {
//AddMat4 m3 = m1 + m2
func AddMat4(m1, m2 *Mat4) *Mat4 {
return &Mat4{
Data: [16]float32{
m1.Data[0] + m2.Data[0],
m1.Data[1] + m2.Data[1],
m1.Data[2] + m2.Data[2],
m1.Data[3] + m2.Data[3],
m1.Data[4] + m2.Data[4],
m1.Data[5] + m2.Data[5],
m1.Data[6] + m2.Data[6],
m1.Data[7] + m2.Data[7],
m1.Data[8] + m2.Data[8],
m1.Data[9] + m2.Data[9],
m1.Data[10] + m2.Data[10],
m1.Data[11] + m2.Data[11],
m1.Data[12] + m2.Data[12],
m1.Data[13] + m2.Data[13],
m1.Data[14] + m2.Data[14],
m1.Data[15] + m2.Data[15],
Data: [4][4]float32{
{
m1.Data[0][0] + m2.Data[0][0],
m1.Data[0][1] + m2.Data[0][1],
m1.Data[0][2] + m2.Data[0][2],
m1.Data[0][3] + m2.Data[0][3],
},
{
m1.Data[1][0] + m2.Data[1][0],
m1.Data[1][1] + m2.Data[1][1],
m1.Data[1][2] + m2.Data[1][2],
m1.Data[1][3] + m2.Data[1][3],
},
{
m1.Data[2][0] + m2.Data[2][0],
m1.Data[2][1] + m2.Data[2][1],
m1.Data[2][2] + m2.Data[2][2],
m1.Data[2][3] + m2.Data[2][3],
},
{
m1.Data[3][0] + m2.Data[3][0],
m1.Data[3][1] + m2.Data[3][1],
m1.Data[3][2] + m2.Data[3][2],
m1.Data[3][3] + m2.Data[3][3],
},
},
}
}
@ -177,26 +215,31 @@ func AddMat4(m1, m2 *Mat4) *Mat4 {
//SubMat4 m3 = m1 - m2
func SubMat4(m1, m2 *Mat4) *Mat4 {
return &Mat4{
Data: [16]float32{
m1.Data[0] - m2.Data[0],
m1.Data[1] - m2.Data[1],
m1.Data[2] - m2.Data[2],
m1.Data[3] - m2.Data[3],
m1.Data[4] - m2.Data[4],
m1.Data[5] - m2.Data[5],
m1.Data[6] - m2.Data[6],
m1.Data[7] - m2.Data[7],
m1.Data[8] - m2.Data[8],
m1.Data[9] - m2.Data[9],
m1.Data[10] - m2.Data[10],
m1.Data[11] - m2.Data[11],
m1.Data[12] - m2.Data[12],
m1.Data[13] - m2.Data[13],
m1.Data[14] - m2.Data[14],
m1.Data[15] - m2.Data[15],
Data: [4][4]float32{
{
m1.Data[0][0] - m2.Data[0][0],
m1.Data[0][1] - m2.Data[0][1],
m1.Data[0][2] - m2.Data[0][2],
m1.Data[0][3] - m2.Data[0][3],
},
{
m1.Data[1][0] - m2.Data[1][0],
m1.Data[1][1] - m2.Data[1][1],
m1.Data[1][2] - m2.Data[1][2],
m1.Data[1][3] - m2.Data[1][3],
},
{
m1.Data[2][0] - m2.Data[2][0],
m1.Data[2][1] - m2.Data[2][1],
m1.Data[2][2] - m2.Data[2][2],
m1.Data[2][3] - m2.Data[2][3],
},
{
m1.Data[3][0] - m2.Data[3][0],
m1.Data[3][1] - m2.Data[3][1],
m1.Data[3][2] - m2.Data[3][2],
m1.Data[3][3] - m2.Data[3][3],
},
},
}
}
@ -204,32 +247,52 @@ func SubMat4(m1, m2 *Mat4) *Mat4 {
//MulMat4 m3 = m1 * m2
func MulMat4(m1, m2 *Mat4) *Mat4 {
a := m2.Data[0]
b := m2.Data[4]
c := m2.Data[8]
d := m2.Data[12]
m00 := m1.Data[0][0]
m01 := m1.Data[0][1]
m02 := m1.Data[0][2]
m03 := m1.Data[0][3]
m10 := m1.Data[1][0]
m11 := m1.Data[1][1]
m12 := m1.Data[1][2]
m13 := m1.Data[1][3]
m20 := m1.Data[2][0]
m21 := m1.Data[2][1]
m22 := m1.Data[2][2]
m23 := m1.Data[2][3]
m30 := m1.Data[3][0]
m31 := m1.Data[3][1]
m32 := m1.Data[3][2]
m33 := m1.Data[3][3]
return &Mat4{
Data: [16]float32{
m1.Data[0]*a + m1.Data[1]*b + m1.Data[2]*c + m1.Data[3]*d,
m1.Data[0]*m2.Data[1] + m1.Data[1]*m2.Data[5] + m1.Data[2]*m2.Data[9] + m1.Data[3]*m2.Data[13],
m1.Data[0]*m2.Data[2] + m1.Data[1]*m2.Data[6] + m1.Data[2]*m2.Data[10] + m1.Data[3]*m2.Data[14],
m1.Data[0]*m2.Data[3] + m1.Data[1]*m2.Data[7] + m1.Data[2]*m2.Data[11] + m1.Data[3]*m2.Data[15],
m1.Data[4]*a + m1.Data[5]*b + m1.Data[6]*c + m1.Data[7]*d,
m1.Data[4]*m2.Data[1] + m1.Data[5]*m2.Data[5] + m1.Data[6]*m2.Data[9] + m1.Data[7]*m2.Data[13],
m1.Data[4]*m2.Data[2] + m1.Data[5]*m2.Data[6] + m1.Data[6]*m2.Data[10] + m1.Data[7]*m2.Data[14],
m1.Data[4]*m2.Data[3] + m1.Data[5]*m2.Data[7] + m1.Data[6]*m2.Data[11] + m1.Data[7]*m2.Data[15],
m1.Data[8]*a + m1.Data[9]*b + m1.Data[10]*c + m1.Data[11]*d,
m1.Data[8]*m2.Data[1] + m1.Data[9]*m2.Data[5] + m1.Data[10]*m2.Data[9] + m1.Data[11]*m2.Data[13],
m1.Data[8]*m2.Data[2] + m1.Data[9]*m2.Data[6] + m1.Data[10]*m2.Data[10] + m1.Data[11]*m2.Data[14],
m1.Data[8]*m2.Data[3] + m1.Data[9]*m2.Data[7] + m1.Data[10]*m2.Data[11] + m1.Data[11]*m2.Data[15],
m1.Data[12]*a + m1.Data[13]*b + m1.Data[14]*c + m1.Data[15]*d,
m1.Data[12]*m2.Data[1] + m1.Data[13]*m2.Data[5] + m1.Data[14]*m2.Data[9] + m1.Data[15]*m2.Data[13],
m1.Data[12]*m2.Data[2] + m1.Data[13]*m2.Data[6] + m1.Data[14]*m2.Data[10] + m1.Data[15]*m2.Data[14],
m1.Data[12]*m2.Data[3] + m1.Data[13]*m2.Data[7] + m1.Data[14]*m2.Data[11] + m1.Data[15]*m2.Data[15],
Data: [4][4]float32{
{
m00*m2.Data[0][0] + m10*m2.Data[0][1] + m20*m2.Data[0][2] + m30*m2.Data[0][3],
m01*m2.Data[0][0] + m11*m2.Data[0][1] + m21*m2.Data[0][2] + m31*m2.Data[0][3],
m02*m2.Data[0][0] + m12*m2.Data[0][1] + m22*m2.Data[0][2] + m32*m2.Data[0][3],
m03*m2.Data[0][0] + m13*m2.Data[0][1] + m23*m2.Data[0][2] + m33*m2.Data[0][3],
},
{
m00*m2.Data[1][0] + m10*m2.Data[1][1] + m20*m2.Data[1][2] + m30*m2.Data[1][3],
m01*m2.Data[1][0] + m11*m2.Data[1][1] + m21*m2.Data[1][2] + m31*m2.Data[1][3],
m02*m2.Data[1][0] + m12*m2.Data[1][1] + m22*m2.Data[1][2] + m32*m2.Data[1][3],
m03*m2.Data[1][0] + m13*m2.Data[1][1] + m23*m2.Data[1][2] + m33*m2.Data[1][3],
},
{
m00*m2.Data[2][0] + m10*m2.Data[2][1] + m20*m2.Data[2][2] + m30*m2.Data[2][3],
m01*m2.Data[2][0] + m11*m2.Data[2][1] + m21*m2.Data[2][2] + m31*m2.Data[2][3],
m02*m2.Data[2][0] + m12*m2.Data[2][1] + m22*m2.Data[2][2] + m32*m2.Data[2][3],
m03*m2.Data[2][0] + m13*m2.Data[2][1] + m23*m2.Data[2][2] + m33*m2.Data[2][3],
},
{
m00*m2.Data[3][0] + m10*m2.Data[3][1] + m20*m2.Data[3][2] + m30*m2.Data[3][3],
m01*m2.Data[3][0] + m11*m2.Data[3][1] + m21*m2.Data[3][2] + m31*m2.Data[3][3],
m02*m2.Data[3][0] + m12*m2.Data[3][1] + m22*m2.Data[3][2] + m32*m2.Data[3][3],
m03*m2.Data[3][0] + m13*m2.Data[3][1] + m23*m2.Data[3][2] + m33*m2.Data[3][3],
},
},
}
}
@ -238,10 +301,10 @@ func MulMat4(m1, m2 *Mat4) *Mat4 {
func MulMat4Vec4(m1 *Mat4, v1 *Vec4) *Vec4 {
return &Vec4{
Data: [4]float32{
m1.Data[0]*v1.Data[0] + m1.Data[1]*v1.Data[1] + m1.Data[2]*v1.Data[2] + m1.Data[3]*v1.Data[3],
m1.Data[4]*v1.Data[0] + m1.Data[5]*v1.Data[1] + m1.Data[6]*v1.Data[2] + m1.Data[7]*v1.Data[3],
m1.Data[8]*v1.Data[0] + m1.Data[9]*v1.Data[1] + m1.Data[10]*v1.Data[2] + m1.Data[11]*v1.Data[3],
m1.Data[12]*v1.Data[0] + m1.Data[13]*v1.Data[1] + m1.Data[14]*v1.Data[2] + m1.Data[15]*v1.Data[3],
m1.Data[0][0]*v1.Data[0] + m1.Data[1][0]*v1.Data[1] + m1.Data[2][0]*v1.Data[2] + m1.Data[3][0]*v1.Data[3],
m1.Data[0][1]*v1.Data[0] + m1.Data[1][1]*v1.Data[1] + m1.Data[2][1]*v1.Data[2] + m1.Data[3][1]*v1.Data[3],
m1.Data[0][2]*v1.Data[0] + m1.Data[1][2]*v1.Data[1] + m1.Data[2][2]*v1.Data[2] + m1.Data[3][2]*v1.Data[3],
m1.Data[0][3]*v1.Data[0] + m1.Data[1][3]*v1.Data[1] + m1.Data[2][3]*v1.Data[2] + m1.Data[3][3]*v1.Data[3],
},
}
}
@ -249,11 +312,11 @@ func MulMat4Vec4(m1 *Mat4, v1 *Vec4) *Vec4 {
//NewMat4Id returns the 4x4 identity matrix
func NewMat4Id() *Mat4 {
return &Mat4{
Data: [16]float32{
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
Data: [4][4]float32{
{1, 0, 0, 0},
{0, 1, 0, 0},
{0, 0, 1, 0},
{0, 0, 0, 1},
},
}
}

View File

@ -6,6 +6,10 @@ import (
"github.com/bloeys/gglm/gglm"
)
var (
mulMat4Vec4Res *gglm.Vec4
)
func TestMat4GetSet(t *testing.T) {
m1 := gglm.Mat4{}
@ -35,11 +39,11 @@ func TestMat4GetSet(t *testing.T) {
func TestMat4Id(t *testing.T) {
correctAns := gglm.Mat4{
Data: [16]float32{
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
Data: [4][4]float32{
{1, 0, 0, 0},
{0, 1, 0, 0},
{0, 0, 1, 0},
{0, 0, 0, 1},
}}
m1 := gglm.NewMat4Id()
@ -51,26 +55,26 @@ func TestMat4Id(t *testing.T) {
func TestSubMat4(t *testing.T) {
correctAns := gglm.Mat4{
Data: [16]float32{
-16, -16, -16, -16,
-16, -16, -16, -16,
-16, -16, -16, -16,
-16, -16, -16, -16,
Data: [4][4]float32{
{-16, -16, -16, -16},
{-16, -16, -16, -16},
{-16, -16, -16, -16},
{-16, -16, -16, -16},
}}
m1 := &gglm.Mat4{
Data: [16]float32{
1, 2, 3, 4,
5, 6, 7, 8,
9, 10, 11, 12,
13, 14, 15, 16,
Data: [4][4]float32{
{1, 5, 9, 13},
{2, 6, 10, 14},
{3, 7, 11, 15},
{4, 8, 12, 16},
}}
m2 := &gglm.Mat4{
Data: [16]float32{
17, 18, 19, 20,
21, 22, 23, 24,
25, 26, 27, 28,
29, 30, 31, 32,
Data: [4][4]float32{
{17, 21, 25, 29},
{18, 22, 26, 30},
{19, 23, 27, 31},
{20, 24, 28, 32},
}}
result := gglm.SubMat4(m1, m2)
@ -88,26 +92,26 @@ func TestSubMat4(t *testing.T) {
func TestAddMat4(t *testing.T) {
correctAns := gglm.Mat4{
Data: [16]float32{
18, 20, 22, 24,
26, 28, 30, 32,
34, 36, 38, 40,
42, 44, 46, 48,
Data: [4][4]float32{
{18, 26, 34, 42},
{20, 28, 36, 44},
{22, 30, 38, 46},
{24, 32, 40, 48},
}}
m1 := &gglm.Mat4{
Data: [16]float32{
1, 2, 3, 4,
5, 6, 7, 8,
9, 10, 11, 12,
13, 14, 15, 16,
Data: [4][4]float32{
{1, 5, 9, 13},
{2, 6, 10, 14},
{3, 7, 11, 15},
{4, 8, 12, 16},
}}
m2 := &gglm.Mat4{
Data: [16]float32{
17, 18, 19, 20,
21, 22, 23, 24,
25, 26, 27, 28,
29, 30, 31, 32,
Data: [4][4]float32{
{17, 21, 25, 29},
{18, 22, 26, 30},
{19, 23, 27, 31},
{20, 24, 28, 32},
}}
result := gglm.AddMat4(m1, m2)
@ -125,26 +129,26 @@ func TestAddMat4(t *testing.T) {
func TestMulMat4(t *testing.T) {
correctAns := gglm.Mat4{
Data: [16]float32{
250, 260, 270, 280,
618, 644, 670, 696,
986, 1028, 1070, 1112,
1354, 1412, 1470, 1528,
Data: [4][4]float32{
{250, 618, 986, 1354},
{260, 644, 1028, 1412},
{270, 670, 1070, 1470},
{280, 696, 1112, 1528},
}}
m1 := &gglm.Mat4{
Data: [16]float32{
1, 2, 3, 4,
5, 6, 7, 8,
9, 10, 11, 12,
13, 14, 15, 16,
Data: [4][4]float32{
{1, 5, 9, 13},
{2, 6, 10, 14},
{3, 7, 11, 15},
{4, 8, 12, 16},
}}
m2 := &gglm.Mat4{
Data: [16]float32{
17, 18, 19, 20,
21, 22, 23, 24,
25, 26, 27, 28,
29, 30, 31, 32,
Data: [4][4]float32{
{17, 21, 25, 29},
{18, 22, 26, 30},
{19, 23, 27, 31},
{20, 24, 28, 32},
}}
result := gglm.MulMat4(m1, m2)
@ -162,11 +166,11 @@ func TestMulMat4(t *testing.T) {
func TestMulMat4Vec4(t *testing.T) {
m := &gglm.Mat4{
Data: [16]float32{
1, 2, 3, 4,
5, 6, 7, 8,
9, 10, 11, 12,
13, 14, 15, 16,
Data: [4][4]float32{
{1, 5, 9, 13},
{2, 6, 10, 14},
{3, 7, 11, 15},
{4, 8, 12, 16},
}}
v := &gglm.Vec4{Data: [4]float32{1, 2, 3, 4}}
@ -177,3 +181,23 @@ func TestMulMat4Vec4(t *testing.T) {
t.Errorf("Got: %v; Expected: %v", result.String(), correctAns.String())
}
}
func BenchmarkMulMat4(b *testing.B) {
m1 := gglm.NewMat4Id()
m2 := gglm.NewMat4Id()
for i := 0; i < b.N; i++ {
m1.Mul(m2)
}
}
func BenchmarkMulMat4Vec4(b *testing.B) {
m1 := gglm.NewMat4Id()
v1 := gglm.Vec4{}
for i := 0; i < b.N; i++ {
mulMat4Vec4Res = gglm.MulMat4Vec4(m1, &v1)
}
}

126
gglm/quat.go Executable file
View File

@ -0,0 +1,126 @@
package gglm
import (
"fmt"
)
var _ Swizzle4 = &Quat{}
var _ fmt.Stringer = &Quat{}
type Quat struct {
Vec4
}
//Eq checks for exact equality
func (q *Quat) Eq(q2 *Quat) bool {
return q.Data == q2.Data
}
//Angle returns the angle represented by this quaternion in radians
func (q *Quat) Angle() float32 {
if Abs32(q.Data[3]) > CosHalf {
a := Asin32(Sqrt32(q.Data[0]*q.Data[0]+q.Data[1]*q.Data[1]+q.Data[2]*q.Data[2])) * 2
if q.Data[3] < 0 {
return Pi*2 - a
}
return a
}
return Acos32(q.Data[3]) * 2
}
//Axis returns the rotation axis represented by this quaternion
func (q *Quat) Axis() *Vec3 {
var t float32 = 1 - q.Data[3]*q.Data[3]
if t <= 0 {
return &Vec3{Data: [3]float32{0, 0, 1}}
}
t = 1 / Sqrt32(t)
return &Vec3{Data: [3]float32{
q.Data[0] * t,
q.Data[1] * t,
q.Data[2] * t,
}}
}
//Euler takes rotations in radians and produces a rotation that
//rotates around the z-axis, y-axis and lastly x-axis.
func NewQuatEuler(v *Vec3) *Quat {
//Some other common terminology: x=roll, y=pitch, z=yaw
sinX, cosX := Sincos32(v.Data[0] * 0.5)
sinY, cosY := Sincos32(v.Data[1] * 0.5)
sinZ, cosZ := Sincos32(v.Data[2] * 0.5)
//This produces a z->y->x multiply order, but its written as XYZ.
//This is due to XYZ meaning independent rotation matrices, so Z is applied
//first, then Y matrix and lastly X.
//See this for more info: https://github.com/godotengine/godot/issues/6816#issuecomment-254592170
//
//Note: On most conversion tools putting the multiply order (e.g. ZYX for us) is required.
return &Quat{
Vec4: Vec4{
Data: [4]float32{
sinX*cosY*cosZ - cosX*sinY*sinZ,
cosX*sinY*cosZ + sinX*cosY*sinZ,
cosX*cosY*sinZ - sinX*sinY*cosZ,
cosX*cosY*cosZ + sinX*sinY*sinZ,
},
},
}
}
//Euler takes rotations in radians and produces a rotation that
//rotates around the z-axis, y-axis and lastly x-axis.
func NewQuatEulerXYZ(x, y, z float32) *Quat {
//Some other common terminology: x=roll, y=pitch, z=yaw
sinX, cosX := Sincos32(x * 0.5)
sinY, cosY := Sincos32(y * 0.5)
sinZ, cosZ := Sincos32(z * 0.5)
//This produces a z->y->x multiply order, but its written as XYZ.
//This is due to XYZ meaning independent rotation matrices, so Z is applied
//first, then Y matrix and lastly X.
//See this for more info: https://github.com/godotengine/godot/issues/6816#issuecomment-254592170
//
//Note: On most conversion tools putting the multiply order (e.g. ZYX for us) is required.
return &Quat{
Vec4: Vec4{
Data: [4]float32{
sinX*cosY*cosZ - cosX*sinY*sinZ,
cosX*sinY*cosZ + sinX*cosY*sinZ,
cosX*cosY*sinZ - sinX*sinY*cosZ,
cosX*cosY*cosZ + sinX*sinY*sinZ,
},
},
}
}
//NewQuatAngleAxis produces a quaternion thats rotates rotRad radians around the *normalized* vector rotAxisNorm
func NewQuatAngleAxis(rotRad float32, rotAxisNorm *Vec3) *Quat {
s, c := Sincos32(rotRad * 0.5)
return &Quat{
Vec4: Vec4{
Data: [4]float32{
rotAxisNorm.Data[0] * s,
rotAxisNorm.Data[1] * s,
rotAxisNorm.Data[2] * s,
c,
},
},
}
}
func NewQuatId() *Quat {
return &Quat{
Vec4: Vec4{
Data: [4]float32{0, 0, 0, 1},
},
}
}

81
gglm/quat_test.go Executable file
View File

@ -0,0 +1,81 @@
package gglm_test
import (
"testing"
"github.com/bloeys/gglm/gglm"
)
func TestNewQuatEuler(t *testing.T) {
q := gglm.NewQuatEuler(gglm.NewVec3(180, 180, 180).AsRad())
ans := &gglm.Quat{Vec4: *gglm.NewVec4(0, 0, 0, 1)}
if !gglm.EqF32(q.X(), ans.X()) || !gglm.EqF32(q.Y(), ans.Y()) || !gglm.EqF32(q.Z(), ans.Z()) || !gglm.EqF32(q.W(), ans.W()) {
t.Errorf("Got: %v; Expected: %v", q.String(), ans.String())
}
q = gglm.NewQuatEulerXYZ(180*gglm.Deg2Rad, 180*gglm.Deg2Rad, 180*gglm.Deg2Rad)
if !gglm.EqF32(q.X(), ans.X()) || !gglm.EqF32(q.Y(), ans.Y()) || !gglm.EqF32(q.Z(), ans.Z()) || !gglm.EqF32(q.W(), ans.W()) {
t.Errorf("Got: %v; Expected: %v", q.String(), ans.String())
}
}
func TestNewQuatAngleAxis(t *testing.T) {
q := gglm.NewQuatAngleAxis(180*gglm.Deg2Rad, gglm.NewVec3(0, 1, 0))
ans := &gglm.Quat{Vec4: *gglm.NewVec4(0, 1, 0, 0)}
if !gglm.EqF32(q.X(), ans.X()) || !gglm.EqF32(q.Y(), ans.Y()) || !gglm.EqF32(q.Z(), ans.Z()) || !gglm.EqF32(q.W(), ans.W()) {
t.Errorf("Got: %v; Expected: %v", q.String(), ans.String())
}
}
func TestQuatAngle(t *testing.T) {
a := gglm.NewQuatAngleAxis(180*gglm.Deg2Rad, gglm.NewVec3(0, 1, 0)).Angle()
var ans float32 = 180.0 * gglm.Deg2Rad
if !gglm.EqF32(a, ans) {
t.Errorf("Got: %v; Expected: %v", a, ans)
}
a = gglm.NewQuatAngleAxis(90*gglm.Deg2Rad, gglm.NewVec3(1, 1, 0).Normalize()).Angle()
ans = 90 * gglm.Deg2Rad
if !gglm.EqF32(a, ans) {
t.Errorf("Got: %v; Expected: %v", a, ans)
}
a = gglm.NewQuatAngleAxis(125*gglm.Deg2Rad, gglm.NewVec3(1, 1, 0).Normalize()).Angle()
ans = 125 * gglm.Deg2Rad
if !gglm.EqF32(a, ans) {
t.Errorf("Got: %v; Expected: %v", a, ans)
}
}
func TestQuatAxis(t *testing.T) {
a := gglm.NewQuatAngleAxis(1, gglm.NewVec3(0, 1, 0)).Axis()
ans := gglm.NewVec3(0, 1, 0)
if !gglm.EqF32(a.X(), ans.X()) || !gglm.EqF32(a.Y(), ans.Y()) || !gglm.EqF32(a.Z(), ans.Z()) {
t.Errorf("Got: %v; Expected: %v", a.String(), ans.String())
}
a = gglm.NewQuatAngleAxis(1, gglm.NewVec3(1, 1, 0).Normalize()).Axis()
ans = gglm.NewVec3(1, 1, 0).Normalize()
if !gglm.EqF32(a.X(), ans.X()) || !gglm.EqF32(a.Y(), ans.Y()) || !gglm.EqF32(a.Z(), ans.Z()) {
t.Errorf("Got: %v; Expected: %v", a.String(), ans.String())
}
a = gglm.NewQuatAngleAxis(1, gglm.NewVec3(67, 46, 32).Normalize()).Axis()
ans = gglm.NewVec3(67, 46, 32).Normalize()
if !gglm.EqF32(a.X(), ans.X()) || !gglm.EqF32(a.Y(), ans.Y()) || !gglm.EqF32(a.Z(), ans.Z()) {
t.Errorf("Got: %v; Expected: %v", a.String(), ans.String())
}
}

View File

@ -2,9 +2,6 @@ package gglm
import "math"
//F32Epsilon = 0.0000005
const F32Epsilon float32 = 1e-6
//EqF32 true if abs(f1-f2) <= F32Epsilon
func EqF32(f1, f2 float32) bool {
return math.Abs(float64(f1-f2)) <= float64(F32Epsilon)
@ -14,3 +11,44 @@ func EqF32(f1, f2 float32) bool {
func EqF32Epsilon(f1, f2, eps float32) bool {
return math.Abs(float64(f1-f2)) <= float64(eps)
}
func Sin32(x float32) float32 {
return float32(math.Sin(float64(x)))
}
func Asin32(x float32) float32 {
return float32(math.Asin(float64(x)))
}
func Cos32(x float32) float32 {
return float32(math.Cos(float64(x)))
}
func Acos32(x float32) float32 {
return float32(math.Acos(float64(x)))
}
func Tan32(x float32) float32 {
return float32(math.Tan(float64(x)))
}
func Atan32(x float32) float32 {
return float32(math.Atan(float64(x)))
}
func Atan232(x, y float32) float32 {
return float32(math.Atan2(float64(y), float64(x)))
}
func Sincos32(x float32) (sinx, cosx float32) {
a, b := math.Sincos(float64(x))
return float32(a), float32(b)
}
func Abs32(x float32) float32 {
return float32(math.Abs(float64(x)))
}
func Sqrt32(x float32) float32 {
return float32(math.Sqrt(float64(x)))
}

View File

@ -6,6 +6,9 @@ type Swizzle1 interface {
SetX(float32)
SetR(float32)
AddX(float32)
AddR(float32)
}
type Swizzle2 interface {
@ -15,6 +18,12 @@ type Swizzle2 interface {
SetY(float32)
SetG(float32)
AddY(float32)
AddG(float32)
AddXY(float32, float32)
AddRG(float32, float32)
}
type Swizzle3 interface {
@ -24,6 +33,12 @@ type Swizzle3 interface {
SetZ(float32)
SetB(float32)
AddZ(float32)
AddB(float32)
AddXYZ(float32, float32, float32)
AddRGB(float32, float32, float32)
}
type Swizzle4 interface {
@ -33,4 +48,10 @@ type Swizzle4 interface {
SetW(float32)
SetA(float32)
AddW(float32)
AddA(float32)
AddXYZW(float32, float32, float32, float32)
AddRGBA(float32, float32, float32, float32)
}

197
gglm/transform.go Executable file
View File

@ -0,0 +1,197 @@
package gglm
import (
"fmt"
"math"
)
var _ Mat = &TrMat{}
var _ fmt.Stringer = &TrMat{}
//TrMat represents a transformation matrix
type TrMat struct {
Mat4
}
//Translate adds v to the translation components of the transformation matrix
func (t *TrMat) Translate(v *Vec3) *TrMat {
t.Data[3][0] += v.Data[0]
t.Data[3][1] += v.Data[1]
t.Data[3][2] += v.Data[2]
return t
}
//Scale multiplies the scale components of the transformation matrix by v
func (t *TrMat) Scale(v *Vec3) *TrMat {
t.Data[0][0] *= v.Data[0]
t.Data[1][1] *= v.Data[1]
t.Data[2][2] *= v.Data[2]
return t
}
//Rotate takes a *normalized* axis and angles in radians to rotate around the given axis
func (t *TrMat) Rotate(rads float32, axis *Vec3) *TrMat {
s := Sin32(rads)
c := Cos32(rads)
axis = axis.Normalize()
temp := axis.Clone().Scale(1 - c)
rotate := TrMat{}
rotate.Data[0][0] = c + temp.Data[0]*axis.Data[0]
rotate.Data[0][1] = temp.Data[0]*axis.Data[1] + s*axis.Data[2]
rotate.Data[0][2] = temp.Data[0]*axis.Data[2] - s*axis.Data[1]
rotate.Data[1][0] = temp.Data[1]*axis.Data[0] - s*axis.Data[2]
rotate.Data[1][1] = c + temp.Data[1]*axis.Data[1]
rotate.Data[1][2] = temp.Data[1]*axis.Data[2] + s*axis.Data[0]
rotate.Data[2][0] = temp.Data[2]*axis.Data[0] + s*axis.Data[1]
rotate.Data[2][1] = temp.Data[2]*axis.Data[1] - s*axis.Data[0]
rotate.Data[2][2] = c + temp.Data[2]*axis.Data[2]
result := &Mat4{}
result.Data[0] = t.Col(0).Scale(rotate.Data[0][0]).
Add(t.Col(1).Scale(rotate.Data[0][1])).
Add(t.Col(2).Scale(rotate.Data[0][2])).
Data
result.Data[1] = t.Col(0).Scale(rotate.Data[1][0]).
Add(t.Col(1).Scale(rotate.Data[1][1])).
Add(t.Col(2).Scale(rotate.Data[1][2])).
Data
result.Data[2] = t.Col(0).Scale(rotate.Data[2][0]).
Add(t.Col(1).Scale(rotate.Data[2][1])).
Add(t.Col(2).Scale(rotate.Data[2][2])).
Data
t.Data[0] = result.Data[0]
t.Data[1] = result.Data[1]
t.Data[2] = result.Data[2]
return t
}
func (t *TrMat) Mul(m *TrMat) *TrMat {
t.Mat4.Mul(&m.Mat4)
return t
}
func (t *TrMat) Eq(m *TrMat) bool {
return t.Data == m.Data
}
func (t *TrMat) Clone() *TrMat {
return &TrMat{
Mat4: *t.Mat4.Clone(),
}
}
func NewTranslationMat(v *Vec3) *TrMat {
return &TrMat{
Mat4: Mat4{
Data: [4][4]float32{
{1, 0, 0, 0},
{0, 1, 0, 0},
{0, 0, 1, 0},
{v.Data[0], v.Data[1], v.Data[2], 1},
},
},
}
}
func NewScaleMat(v *Vec3) *TrMat {
return &TrMat{
Mat4: Mat4{
Data: [4][4]float32{
{v.Data[0], 0, 0, 0},
{0, v.Data[1], 0, 0},
{0, 0, v.Data[2], 0},
{0, 0, 0, 1},
},
},
}
}
func NewRotMat(q *Quat) *TrMat {
//Based on: https://www.weizmann.ac.il/sci-tea/benari/sites/sci-tea.benari/files/uploads/softwareAndLearningMaterials/quaternion-tutorial-2-0-1.pdf
//Note: in the reference p0,p1,p2,p3 == w,x,y,z
xx := q.Data[0] * q.Data[0]
yy := q.Data[1] * q.Data[1]
zz := q.Data[2] * q.Data[2]
ww := q.Data[3] * q.Data[3]
xy := q.Data[0] * q.Data[1]
xz := q.Data[0] * q.Data[2]
xw := q.Data[0] * q.Data[3]
yz := q.Data[1] * q.Data[2]
yw := q.Data[1] * q.Data[3]
zw := q.Data[2] * q.Data[3]
return &TrMat{
Mat4: Mat4{
Data: [4][4]float32{
{2*(ww+xx) - 1, 2 * (zw + xy), 2 * (xz - yw), 0},
{2 * (xy - zw), 2*(ww+yy) - 1, 2 * (xw + yz), 0},
{2 * (yw + xz), 2 * (yz - xw), 2*(ww+zz) - 1, 0},
{0, 0, 0, 1},
},
},
}
}
func LookAt(pos, targetPos, worldUp *Vec3) *TrMat {
forward := SubVec3(targetPos, pos).Normalize()
right := Cross(worldUp, forward).Normalize()
up := Cross(forward, right)
return &TrMat{
Mat4: Mat4{
Data: [4][4]float32{
{right.Data[0], up.Data[0], forward.Data[0], 0},
{right.Data[1], up.Data[1], forward.Data[1], 0},
{right.Data[2], up.Data[2], forward.Data[2], 0},
{-DotVec3(pos, right), -DotVec3(pos, up), DotVec3(pos, forward), 1},
},
},
}
}
//Perspective creates a perspective projection matrix
func Perspective(fov, aspectRatio, nearClip, farClip float32) *Mat4 {
halfFovTan := float32(math.Tan(float64(fov * 0.5)))
return &Mat4{
Data: [4][4]float32{
{1 / (aspectRatio * halfFovTan), 0, 0, 0},
{0, 1 / halfFovTan, 0, 0},
{0, 0, -(nearClip + farClip) / (farClip - nearClip), -1},
{0, 0, -(2 * farClip * nearClip) / (farClip - nearClip), 0},
},
}
}
//Perspective creates an orthographic projection matrix
func Ortho(left, right, top, bottom, nearClip, farClip float32) *TrMat {
return &TrMat{
Mat4: Mat4{
Data: [4][4]float32{
{2 / (right - left), 0, 0, 0},
{0, 2 / (top - bottom), 0, 0},
{0, 0, -2 / (farClip - nearClip), 0},
{-(right + left) / (right - left), -(top + bottom) / (top - bottom), -(farClip + nearClip) / (farClip - nearClip), 1},
},
},
}
}
func NewTrMatId() *TrMat {
return &TrMat{
Mat4: *NewMat4Id(),
}
}

83
gglm/transform_test.go Executable file
View File

@ -0,0 +1,83 @@
package gglm_test
import (
"testing"
"github.com/bloeys/gglm/gglm"
)
func TestNewTrMatId(t *testing.T) {
m := gglm.NewTrMatId()
ans := &gglm.TrMat{
Mat4: gglm.Mat4{
Data: [4][4]float32{
{1, 0, 0, 0},
{0, 1, 0, 0},
{0, 0, 1, 0},
{0, 0, 0, 1},
},
},
}
if !m.Eq(ans) {
t.Errorf("Got: %v; Expected: %v", m.String(), ans.String())
}
}
func TestNewTranslationMat(t *testing.T) {
m := gglm.NewTranslationMat(gglm.NewVec3(1, 2, 3))
ans := &gglm.TrMat{
Mat4: gglm.Mat4{
Data: [4][4]float32{
{1, 0, 0, 0},
{0, 1, 0, 0},
{0, 0, 1, 0},
{1, 2, 3, 1},
},
},
}
if !m.Eq(ans) {
t.Errorf("Got: %v; Expected: %v", m.String(), ans.String())
}
}
func TestNewScaleMat(t *testing.T) {
m := gglm.NewScaleMat(gglm.NewVec3(1, 2, 3))
ans := &gglm.TrMat{
Mat4: gglm.Mat4{
Data: [4][4]float32{
{1, 0, 0, 0},
{0, 2, 0, 0},
{0, 0, 3, 0},
{0, 0, 0, 1},
},
},
}
if !m.Eq(ans) {
t.Errorf("Got: %v; Expected: %v", m.String(), ans.String())
}
}
func TestNewRotMat(t *testing.T) {
m := gglm.NewRotMat(gglm.NewQuatId())
ans := &gglm.TrMat{
Mat4: gglm.Mat4{
Data: [4][4]float32{
{1, 0, 0, 0},
{0, 1, 0, 0},
{0, 0, 1, 0},
{0, 0, 0, 1},
},
},
}
if !m.Eq(ans) {
t.Errorf("Got: %v; Expected: %v", m.String(), ans.String())
}
}

View File

@ -30,20 +30,46 @@ func (v *Vec2) G() float32 {
return v.Data[1]
}
func (v *Vec2) SetX(f float32) {
v.Data[0] = f
func (v *Vec2) SetX(x float32) {
v.Data[0] = x
}
func (v *Vec2) SetR(f float32) {
v.Data[0] = f
func (v *Vec2) SetR(r float32) {
v.Data[0] = r
}
func (v *Vec2) SetY(f float32) {
v.Data[1] = f
func (v *Vec2) SetY(y float32) {
v.Data[1] = y
}
func (v *Vec2) SetG(f float32) {
v.Data[1] = f
func (v *Vec2) SetG(g float32) {
v.Data[1] = g
}
func (v *Vec2) AddX(x float32) {
v.Data[0] += x
}
func (v *Vec2) AddY(y float32) {
v.Data[1] += y
}
func (v *Vec2) AddR(r float32) {
v.Data[0] += r
}
func (v *Vec2) AddG(g float32) {
v.Data[1] += g
}
func (v *Vec2) AddXY(x, y float32) {
v.Data[0] += x
v.Data[1] += y
}
func (v *Vec2) AddRG(r, g float32) {
v.Data[0] += r
v.Data[1] += g
}
func (v *Vec2) String() string {
@ -51,21 +77,24 @@ func (v *Vec2) String() string {
}
//Scale v *= x (element wise multiplication)
func (v *Vec2) Scale(x float32) {
func (v *Vec2) Scale(x float32) *Vec2 {
v.Data[0] *= x
v.Data[1] *= x
return v
}
//Add v += v2
func (v *Vec2) Add(v2 *Vec2) {
func (v *Vec2) Add(v2 *Vec2) *Vec2 {
v.Data[0] += v2.X()
v.Data[1] += v2.Y()
return v
}
//SubVec2 v -= v2
func (v *Vec2) Sub(v2 *Vec2) {
func (v *Vec2) Sub(v2 *Vec2) *Vec2 {
v.Data[0] -= v2.X()
v.Data[1] -= v2.Y()
return v
}
//Mag returns the magnitude of the vector
@ -93,6 +122,10 @@ func (v *Vec2) Normalize() {
v.Data[1] /= mag
}
func (v *Vec2) Clone() *Vec2 {
return &Vec2{Data: v.Data}
}
//AddVec2 v3 = v1 + v2
func AddVec2(v1, v2 *Vec2) *Vec2 {
return &Vec2{
@ -112,3 +145,12 @@ func SubVec2(v1, v2 *Vec2) *Vec2 {
},
}
}
func NewVec2(x, y float32) *Vec2 {
return &Vec2{
[2]float32{
x,
y,
},
}
}

View File

@ -60,29 +60,78 @@ func (v *Vec3) SetB(f float32) {
v.Data[2] = f
}
func (v *Vec3) AddX(x float32) {
v.Data[0] += x
}
func (v *Vec3) AddY(y float32) {
v.Data[1] += y
}
func (v *Vec3) AddZ(z float32) {
v.Data[2] += z
}
func (v *Vec3) AddR(r float32) {
v.Data[0] += r
}
func (v *Vec3) AddG(g float32) {
v.Data[1] += g
}
func (v *Vec3) AddB(b float32) {
v.Data[2] += b
}
func (v *Vec3) AddXY(x, y float32) {
v.Data[0] += x
v.Data[1] += y
}
func (v *Vec3) AddRG(r, g float32) {
v.Data[0] += r
v.Data[1] += g
}
func (v *Vec3) AddXYZ(x, y, z float32) {
v.Data[0] += x
v.Data[1] += y
v.Data[2] += z
}
func (v *Vec3) AddRGB(r, g, b float32) {
v.Data[0] += r
v.Data[1] += g
v.Data[2] += b
}
func (v *Vec3) String() string {
return fmt.Sprintf("(%f, %f, %f)", v.X(), v.Y(), v.Z())
}
//Scale v *= x (element wise multiplication)
func (v *Vec3) Scale(x float32) {
func (v *Vec3) Scale(x float32) *Vec3 {
v.Data[0] *= x
v.Data[1] *= x
v.Data[2] *= x
return v
}
func (v *Vec3) Add(v2 *Vec3) {
func (v *Vec3) Add(v2 *Vec3) *Vec3 {
v.Data[0] += v2.X()
v.Data[1] += v2.Y()
v.Data[2] += v2.Z()
return v
}
//SubVec3 v -= v2
func (v *Vec3) Sub(v2 *Vec3) {
func (v *Vec3) Sub(v2 *Vec3) *Vec3 {
v.Data[0] -= v2.X()
v.Data[1] -= v2.Y()
v.Data[2] -= v2.Z()
return v
}
//Mag returns the magnitude of the vector
@ -105,11 +154,29 @@ func (v *Vec3) Set(x, y, z float32) {
v.Data[2] = z
}
func (v *Vec3) Normalize() {
//Normalize normalizes this vector and returns it (doesn't copy)
func (v *Vec3) Normalize() *Vec3 {
mag := float32(math.Sqrt(float64(v.X()*v.X() + v.Y()*v.Y() + v.Z()*v.Z())))
v.Data[0] /= mag
v.Data[1] /= mag
v.Data[2] /= mag
return v
}
func (v *Vec3) Clone() *Vec3 {
return &Vec3{Data: v.Data}
}
//AsRad returns a new vector with all values converted to Radians (i.e. multiplied by gglm.Deg2Rad)
func (v *Vec3) AsRad() *Vec3 {
return &Vec3{
Data: [3]float32{
v.Data[0] * Deg2Rad,
v.Data[1] * Deg2Rad,
v.Data[2] * Deg2Rad,
},
}
}
//AddVec3 v3 = v1 + v2
@ -133,3 +200,13 @@ func SubVec3(v1, v2 *Vec3) *Vec3 {
},
}
}
func NewVec3(x, y, z float32) *Vec3 {
return &Vec3{
[3]float32{
x,
y,
z,
},
}
}

View File

@ -76,32 +76,102 @@ func (v *Vec4) SetA(f float32) {
v.Data[3] = f
}
func (v *Vec4) AddX(x float32) {
v.Data[0] += x
}
func (v *Vec4) AddY(y float32) {
v.Data[1] += y
}
func (v *Vec4) AddZ(z float32) {
v.Data[2] += z
}
func (v *Vec4) AddW(w float32) {
v.Data[3] += w
}
func (v *Vec4) AddR(r float32) {
v.Data[0] += r
}
func (v *Vec4) AddG(g float32) {
v.Data[1] += g
}
func (v *Vec4) AddB(b float32) {
v.Data[2] += b
}
func (v *Vec4) AddA(a float32) {
v.Data[3] += a
}
func (v *Vec4) AddXY(x, y float32) {
v.Data[0] += x
v.Data[1] += y
}
func (v *Vec4) AddRG(r, g float32) {
v.Data[0] += r
v.Data[1] += g
}
func (v *Vec4) AddXYZ(x, y, z float32) {
v.Data[0] += x
v.Data[1] += y
v.Data[2] += z
}
func (v *Vec4) AddRGB(r, g, b float32) {
v.Data[0] += r
v.Data[1] += g
v.Data[2] += b
}
func (v *Vec4) AddXYZW(x, y, z, w float32) {
v.Data[0] += x
v.Data[1] += y
v.Data[2] += z
v.Data[3] += w
}
func (v *Vec4) AddRGBA(r, g, b, a float32) {
v.Data[0] += r
v.Data[1] += g
v.Data[2] += b
v.Data[3] += a
}
func (v *Vec4) String() string {
return fmt.Sprintf("(%f, %f, %f, %f)", v.X(), v.Y(), v.Z(), v.W())
}
//Scale v *= x (element wise multiplication)
func (v *Vec4) Scale(x float32) {
func (v *Vec4) Scale(x float32) *Vec4 {
v.Data[0] *= x
v.Data[1] *= x
v.Data[2] *= x
v.Data[3] *= x
return v
}
func (v *Vec4) Add(v2 *Vec4) {
func (v *Vec4) Add(v2 *Vec4) *Vec4 {
v.Data[0] += v2.X()
v.Data[1] += v2.Y()
v.Data[2] += v2.Z()
v.Data[3] += v2.W()
return v
}
//SubVec4 v -= v2
func (v *Vec4) Sub(v2 *Vec4) {
func (v *Vec4) Sub(v2 *Vec4) *Vec4 {
v.Data[0] -= v2.X()
v.Data[1] -= v2.Y()
v.Data[2] -= v2.Z()
v.Data[3] -= v2.W()
return v
}
//Mag returns the magnitude of the vector
@ -133,6 +203,10 @@ func (v *Vec4) Normalize() {
v.Data[3] /= mag
}
func (v *Vec4) Clone() *Vec4 {
return &Vec4{Data: v.Data}
}
//AddVec4 v3 = v1 + v2
func AddVec4(v1, v2 *Vec4) *Vec4 {
return &Vec4{
@ -156,3 +230,14 @@ func SubVec4(v1, v2 *Vec4) *Vec4 {
},
}
}
func NewVec4(x, y, z, w float32) *Vec4 {
return &Vec4{
[4]float32{
x,
y,
z,
w,
},
}
}

302
gglm/vec_test.go Executable file
View File

@ -0,0 +1,302 @@
package gglm_test
import (
"testing"
"github.com/bloeys/gglm/gglm"
)
func TestVecSwizzleGet(t *testing.T) {
//Vec2
v2 := gglm.NewVec2(1, 2)
var ans2X float32 = 1
var ans2Y float32 = 2
if v2.X() != ans2X {
t.Errorf("Got: %v; Expected: %v", v2.X(), ans2X)
}
if v2.Y() != ans2Y {
t.Errorf("Got: %v; Expected: %v", v2.Y(), ans2Y)
}
if v2.R() != ans2X {
t.Errorf("Got: %v; Expected: %v", v2.R(), ans2X)
}
if v2.G() != ans2Y {
t.Errorf("Got: %v; Expected: %v", v2.G(), ans2Y)
}
//Vec3
v3 := gglm.NewVec3(1, 2, 3)
var ans3X float32 = 1
var ans3Y float32 = 2
var ans3Z float32 = 3
if v3.X() != ans3X {
t.Errorf("Got: %v; Expected: %v", v3.X(), ans3X)
}
if v3.Y() != ans3Y {
t.Errorf("Got: %v; Expected: %v", v3.Y(), ans3Y)
}
if v3.Z() != ans3Z {
t.Errorf("Got: %v; Expected: %v", v3.Z(), ans3Z)
}
if v3.R() != ans3X {
t.Errorf("Got: %v; Expected: %v", v3.R(), ans3X)
}
if v3.G() != ans3Y {
t.Errorf("Got: %v; Expected: %v", v3.G(), ans3Y)
}
if v3.B() != ans3Z {
t.Errorf("Got: %v; Expected: %v", v3.B(), ans3Z)
}
//Vec4
v4 := gglm.NewVec4(1, 2, 3, 4)
var ans4X float32 = 1
var ans4Y float32 = 2
var ans4Z float32 = 3
var ans4W float32 = 4
if v4.X() != ans4X {
t.Errorf("Got: %v; Expected: %v", v4.X(), ans4X)
}
if v4.Y() != ans4Y {
t.Errorf("Got: %v; Expected: %v", v4.Y(), ans4Y)
}
if v4.Z() != ans4Z {
t.Errorf("Got: %v; Expected: %v", v4.Z(), ans4Z)
}
if v4.W() != ans4W {
t.Errorf("Got: %v; Expected: %v", v4.W(), ans4W)
}
if v4.R() != ans4X {
t.Errorf("Got: %v; Expected: %v", v4.R(), ans4X)
}
if v4.G() != ans4Y {
t.Errorf("Got: %v; Expected: %v", v4.G(), ans4Y)
}
if v4.B() != ans4Z {
t.Errorf("Got: %v; Expected: %v", v4.B(), ans4Z)
}
if v4.A() != ans4W {
t.Errorf("Got: %v; Expected: %v", v4.A(), ans4W)
}
}
func TestVecSwizzleSet(t *testing.T) {
//Vec2
v2 := gglm.NewVec2(0, 0)
ans2 := gglm.NewVec2(1, 2)
v2.SetX(1)
v2.SetY(2)
if !v2.Eq(ans2) {
t.Errorf("Got: %v; Expected: %v", v2.String(), ans2.String())
}
ans2 = gglm.NewVec2(11, 22)
v2.SetR(11)
v2.SetG(22)
if !v2.Eq(ans2) {
t.Errorf("Got: %v; Expected: %v", v2.String(), ans2.String())
}
//Vec3
v3 := gglm.NewVec3(0, 0, 0)
ans3 := gglm.NewVec3(1, 2, 3)
v3.SetX(1)
v3.SetY(2)
v3.SetZ(3)
if !v3.Eq(ans3) {
t.Errorf("Got: %v; Expected: %v", v3.String(), ans3.String())
}
ans3 = gglm.NewVec3(11, 22, 33)
v3.SetR(11)
v3.SetG(22)
v3.SetB(33)
if !v3.Eq(ans3) {
t.Errorf("Got: %v; Expected: %v", v3.String(), ans3.String())
}
//Vec4
v4 := gglm.NewVec4(0, 0, 0, 0)
ans4 := gglm.NewVec4(1, 2, 3, 4)
v4.SetX(1)
v4.SetY(2)
v4.SetZ(3)
v4.SetW(4)
if !v4.Eq(ans4) {
t.Errorf("Got: %v; Expected: %v", v4.String(), ans4.String())
}
ans4 = gglm.NewVec4(11, 22, 33, 44)
v4.SetR(11)
v4.SetG(22)
v4.SetB(33)
v4.SetA(44)
if !v4.Eq(ans4) {
t.Errorf("Got: %v; Expected: %v", v4.String(), ans4.String())
}
}
func TestVecSwizzleAdd(t *testing.T) {
//Vec2
v2 := gglm.NewVec2(1, 1)
ans2 := gglm.NewVec2(2, 3)
v2.AddX(1)
v2.AddY(2)
if !v2.Eq(ans2) {
t.Errorf("Got: %v; Expected: %v", v2.String(), ans2.String())
}
v2 = gglm.NewVec2(1, 1)
v2.AddR(1)
v2.AddG(2)
if !v2.Eq(ans2) {
t.Errorf("Got: %v; Expected: %v", v2.String(), ans2.String())
}
v2 = gglm.NewVec2(1, 1)
v2.AddXY(1, 2)
if !v2.Eq(ans2) {
t.Errorf("Got: %v; Expected: %v", v2.String(), ans2.String())
}
v2 = gglm.NewVec2(1, 1)
v2.AddRG(1, 2)
if !v2.Eq(ans2) {
t.Errorf("Got: %v; Expected: %v", v2.String(), ans2.String())
}
//Vec3
v3 := gglm.NewVec3(1, 1, 1)
ans3 := gglm.NewVec3(2, 3, 4)
v3.AddX(1)
v3.AddY(2)
v3.AddZ(3)
if !v3.Eq(ans3) {
t.Errorf("Got: %v; Expected: %v", v3.String(), ans3.String())
}
v3 = gglm.NewVec3(1, 1, 1)
v3.AddR(1)
v3.AddG(2)
v3.AddB(3)
if !v3.Eq(ans3) {
t.Errorf("Got: %v; Expected: %v", v3.String(), ans3.String())
}
v3 = gglm.NewVec3(1, 1, 1)
ans3 = gglm.NewVec3(2, 3, 1)
v3.AddXY(1, 2)
if !v3.Eq(ans3) {
t.Errorf("Got: %v; Expected: %v", v3.String(), ans3.String())
}
v3 = gglm.NewVec3(1, 1, 1)
v3.AddRG(1, 2)
if !v3.Eq(ans3) {
t.Errorf("Got: %v; Expected: %v", v3.String(), ans3.String())
}
v3 = gglm.NewVec3(1, 1, 1)
ans3 = gglm.NewVec3(2, 3, 4)
v3.AddXYZ(1, 2, 3)
if !v3.Eq(ans3) {
t.Errorf("Got: %v; Expected: %v", v3.String(), ans3.String())
}
v3 = gglm.NewVec3(1, 1, 1)
v3.AddRGB(1, 2, 3)
if !v3.Eq(ans3) {
t.Errorf("Got: %v; Expected: %v", v3.String(), ans3.String())
}
//Vec4
v4 := gglm.NewVec4(1, 1, 1, 1)
ans4 := gglm.NewVec4(2, 3, 4, 5)
v4.AddX(1)
v4.AddY(2)
v4.AddZ(3)
v4.AddW(4)
if !v4.Eq(ans4) {
t.Errorf("Got: %v; Expected: %v", v4.String(), ans4.String())
}
v4 = gglm.NewVec4(1, 1, 1, 1)
v4.AddR(1)
v4.AddG(2)
v4.AddB(3)
v4.AddA(4)
if !v4.Eq(ans4) {
t.Errorf("Got: %v; Expected: %v", v4.String(), ans4.String())
}
v4 = gglm.NewVec4(1, 1, 1, 1)
ans4 = gglm.NewVec4(2, 3, 1, 1)
v4.AddXY(1, 2)
if !v4.Eq(ans4) {
t.Errorf("Got: %v; Expected: %v", v4.String(), ans4.String())
}
v4 = gglm.NewVec4(1, 1, 1, 1)
v4.AddRG(1, 2)
if !v4.Eq(ans4) {
t.Errorf("Got: %v; Expected: %v", v4.String(), ans4.String())
}
v4 = gglm.NewVec4(1, 1, 1, 1)
ans4 = gglm.NewVec4(2, 3, 4, 1)
v4.AddXYZ(1, 2, 3)
if !v4.Eq(ans4) {
t.Errorf("Got: %v; Expected: %v", v4.String(), ans4.String())
}
v4 = gglm.NewVec4(1, 1, 1, 1)
v4.AddRGB(1, 2, 3)
if !v4.Eq(ans4) {
t.Errorf("Got: %v; Expected: %v", v4.String(), ans4.String())
}
v4 = gglm.NewVec4(1, 1, 1, 1)
ans4 = gglm.NewVec4(2, 3, 4, 5)
v4.AddXYZW(1, 2, 3, 4)
if !v4.Eq(ans4) {
t.Errorf("Got: %v; Expected: %v", v4.String(), ans4.String())
}
v4 = gglm.NewVec4(1, 1, 1, 1)
v4.AddRGBA(1, 2, 3, 4)
if !v4.Eq(ans4) {
t.Errorf("Got: %v; Expected: %v", v4.String(), ans4.String())
}
}

124
main.go
View File

@ -1,23 +1,27 @@
package main
import "github.com/bloeys/gglm/gglm"
import (
"fmt"
"github.com/bloeys/gglm/gglm"
)
func main() {
//Mat3
m1 := &gglm.Mat3{
Data: [9]float32{
1, 2, 3,
4, 5, 6,
7, 8, 9,
Data: [3][3]float32{
{1, 4, 7},
{2, 5, 8},
{3, 6, 9},
},
}
m2 := &gglm.Mat3{
Data: [9]float32{
1, 2, 3,
1, 2, 3,
1, 2, 3,
Data: [3][3]float32{
{1, 1, 1},
{2, 2, 2},
{3, 3, 3},
},
}
@ -28,20 +32,20 @@ func main() {
//Mat4
m4 := &gglm.Mat4{
Data: [16]float32{
1, 2, 3, 4,
5, 6, 7, 8,
9, 10, 11, 12,
13, 14, 15, 16,
Data: [4][4]float32{
{1, 5, 9, 13},
{2, 6, 10, 14},
{3, 7, 11, 15},
{4, 8, 12, 16},
},
}
m5 := &gglm.Mat4{
Data: [16]float32{
1, 2, 3, 4,
1, 2, 3, 4,
1, 2, 3, 4,
1, 2, 3, 4,
Data: [4][4]float32{
{1, 2, 3, 4},
{1, 2, 3, 4},
{1, 2, 3, 4},
{1, 2, 3, 4},
},
}
@ -99,9 +103,9 @@ func main() {
//Mat2Vec2
mat2A := gglm.Mat2{
Data: [4]float32{
1, 2,
3, 4,
Data: [2][2]float32{
{1, 3},
{2, 4},
},
}
@ -110,20 +114,84 @@ func main() {
//Mat3Vec3
mat3A := gglm.Mat3{
Data: [9]float32{
1, 2, 3,
4, 5, 6,
7, 8, 9,
Data: [3][3]float32{
{1, 4, 7},
{2, 5, 8},
{3, 6, 9},
},
}
vec3A := gglm.Vec3{Data: [3]float32{1, 2, 3}}
lol := gglm.MulMat3Vec3(&mat3A, &vec3A)
println(lol.String())
mm3v3 := gglm.MulMat3Vec3(&mat3A, &vec3A)
println(mm3v3.String())
//ReflectVec2
vec2B := &gglm.Vec2{Data: [2]float32{4, 5}}
normA := &gglm.Vec2{Data: [2]float32{0, 1}}
rVec2A := gglm.ReflectVec2(vec2B, normA)
println(rVec2A.String())
//Quaternion
vRot := &gglm.Vec3{Data: [3]float32{60, 30, 20}}
q := gglm.NewQuatEuler(vRot.AsRad())
println("\n" + vRot.AsRad().String())
println(q.String(), "\n", q.Mag())
q = gglm.NewQuatAngleAxis(60*gglm.Deg2Rad, vRot.Normalize())
println("\n" + vRot.Normalize().String())
println(q.String())
//Transform
translationMat := gglm.NewTranslationMat(&gglm.Vec3{Data: [3]float32{1, 2, 3}})
rotMat := gglm.NewRotMat(gglm.NewQuatEuler(gglm.NewVec3(60, 30, 20).AsRad()))
scaleMat := gglm.NewScaleMat(gglm.NewVec3(1, 1, 1))
modelMat := gglm.NewTrMatId()
modelMat.Mul(translationMat.Mul(rotMat.Mul(scaleMat)))
println("\n\n\n", modelMat.String())
//Clone Vec2
v2Orig := gglm.Vec2{Data: [2]float32{1, 2}}
v2Clone := v2Orig.Clone()
v2Clone.SetX(99)
println("\n\n", v2Orig.String(), "; ", v2Clone.String())
//Clone TrMat
trMatOrig := gglm.NewTranslationMat(gglm.NewVec3(1, 2, 3))
trMatClone := trMatOrig.Clone()
trMatClone.Scale(gglm.NewVec3(2, 2, 2))
trMatClone.Translate(gglm.NewVec3(9, 0, 0))
println("\n\n", trMatOrig.String(), "; ", trMatClone.String())
//Quat geo
q1 := gglm.NewQuatEuler(gglm.NewVec3(180, 0, 0).AsRad())
q2 := gglm.NewQuatEuler(gglm.NewVec3(0, 180, 0).AsRad())
println(gglm.AngleQuat(q1, q2) * gglm.Rad2Deg)
//LookAt
camPos := gglm.NewVec3(0, 0, 3)
worldUp := gglm.NewVec3(0, 1, 0)
targetPos := gglm.NewVec3(0, 0, 0)
viewMat := gglm.LookAt(camPos, targetPos, worldUp)
println(viewMat.String())
//Mat2Col
mc := gglm.NewMat2Id()
println("===============================")
println(mc.String())
mc.Data = [2][2]float32{
{1, 3},
{2, 4},
}
println(mc.String())
fmt.Printf("Arr: %v", mc.Data)
mc2 := gglm.Mat2{Data: [2][2]float32{
{1, 3},
{2, 4},
}}
println(mc2.Mul(mc).String())
}

View File

@ -1,84 +0,0 @@
package main
import (
"testing"
"github.com/bloeys/gglm/gglm"
)
var (
dotVec2Result float32
dotVec3Result float32
crossResult *gglm.Vec3
mulMat4Vec4Res *gglm.Vec4
)
func BenchmarkDotVec2(b *testing.B) {
v1 := &gglm.Vec2{}
v2 := &gglm.Vec2{}
for i := 0; i < b.N; i++ {
dotVec2Result = gglm.DotVec2(v1, v2)
}
}
func BenchmarkDotVec3(b *testing.B) {
v1 := &gglm.Vec3{}
v2 := &gglm.Vec3{}
for i := 0; i < b.N; i++ {
dotVec3Result = gglm.DotVec3(v1, v2)
}
}
func BenchmarkCross(b *testing.B) {
v1 := &gglm.Vec3{}
v2 := &gglm.Vec3{}
for i := 0; i < b.N; i++ {
crossResult = gglm.Cross(v1, v2)
}
}
func BenchmarkMulMat2(b *testing.B) {
m1 := gglm.NewMat2Id()
m2 := gglm.NewMat2Id()
for i := 0; i < b.N; i++ {
m1.Mul(m2)
}
}
func BenchmarkMulMat3(b *testing.B) {
m1 := gglm.NewMat3Id()
m2 := gglm.NewMat3Id()
for i := 0; i < b.N; i++ {
m1.Mul(m2)
}
}
func BenchmarkMulMat4(b *testing.B) {
m1 := gglm.NewMat4Id()
m2 := gglm.NewMat4Id()
for i := 0; i < b.N; i++ {
m1.Mul(m2)
}
}
func BenchmarkMulMat4Vec4(b *testing.B) {
m1 := gglm.NewMat4Id()
v1 := gglm.Vec4{}
for i := 0; i < b.N; i++ {
mulMat4Vec4Res = gglm.MulMat4Vec4(m1, &v1)
}
}