Change project structure;
Added new c# binding;
This commit is contained in:
162
native/external/cglm/struct/project.h
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162
native/external/cglm/struct/project.h
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/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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#ifndef cglms_projects_h
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#define cglms_projects_h
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#include "../common.h"
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#include "../types-struct.h"
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#include "../project.h"
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#include "vec3.h"
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#include "vec4.h"
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#include "mat4.h"
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#ifndef CGLM_CLIPSPACE_INCLUDE_ALL
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# if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_ZO_BIT
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# include "clipspace/project_zo.h"
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# elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_NO_BIT
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# include "clipspace/project_no.h"
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# endif
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#else
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# include "clipspace/project_zo.h"
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# include "clipspace/project_no.h"
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#endif
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/*!
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* @brief maps the specified viewport coordinates into specified space [1]
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* the matrix should contain projection matrix.
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*
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* if you don't have ( and don't want to have ) an inverse matrix then use
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* glm_unproject version. You may use existing inverse of matrix in somewhere
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* else, this is why glm_unprojecti exists to save save inversion cost
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*
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* [1] space:
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* 1- if m = invProj: View Space
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* 2- if m = invViewProj: World Space
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* 3- if m = invMVP: Object Space
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*
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* You probably want to map the coordinates into object space
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* so use invMVP as m
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*
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* Computing viewProj:
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* glm_mat4_mul(proj, view, viewProj);
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* glm_mat4_mul(viewProj, model, MVP);
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* glm_mat4_inv(viewProj, invMVP);
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*
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* @param[in] pos point/position in viewport coordinates
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* @param[in] invMat matrix (see brief)
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* @param[in] vp viewport as [x, y, width, height]
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* @returns unprojected coordinates
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*/
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CGLM_INLINE
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vec3s
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glms_unprojecti(vec3s pos, mat4s invMat, vec4s vp) {
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vec3s r;
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glm_unprojecti(pos.raw, invMat.raw, vp.raw, r.raw);
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return r;
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}
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/*!
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* @brief maps the specified viewport coordinates into specified space [1]
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* the matrix should contain projection matrix.
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*
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* this is same as glm_unprojecti except this function get inverse matrix for
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* you.
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*
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* [1] space:
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* 1- if m = proj: View Space
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* 2- if m = viewProj: World Space
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* 3- if m = MVP: Object Space
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*
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* You probably want to map the coordinates into object space
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* so use MVP as m
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*
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* Computing viewProj and MVP:
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* glm_mat4_mul(proj, view, viewProj);
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* glm_mat4_mul(viewProj, model, MVP);
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*
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* or in struct api:
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* MVP = mat4_mul(mat4_mul(proj, view), model)
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*
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* @param[in] pos point/position in viewport coordinates
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* @param[in] m matrix (see brief)
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* @param[in] vp viewport as [x, y, width, height]
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* @returns unprojected coordinates
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*/
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CGLM_INLINE
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vec3s
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glms_unproject(vec3s pos, mat4s m, vec4s vp) {
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vec3s r;
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glm_unproject(pos.raw, m.raw, vp.raw, r.raw);
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return r;
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}
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/*!
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* @brief map object coordinates to window coordinates
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*
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* Computing MVP:
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* glm_mat4_mul(proj, view, viewProj);
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* glm_mat4_mul(viewProj, model, MVP);
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*
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* or in struct api:
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* MVP = mat4_mul(mat4_mul(proj, view), model)
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*
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* @param[in] pos object coordinates
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* @param[in] m MVP matrix
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* @param[in] vp viewport as [x, y, width, height]
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* @returns projected coordinates
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*/
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CGLM_INLINE
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vec3s
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glms_project(vec3s pos, mat4s m, vec4s vp) {
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vec3s r;
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glm_project(pos.raw, m.raw, vp.raw, r.raw);
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return r;
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}
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/*!
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* @brief map object's z coordinate to window coordinates
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*
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* Computing MVP:
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* glm_mat4_mul(proj, view, viewProj);
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* glm_mat4_mul(viewProj, model, MVP);
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*
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* or in struct api:
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* MVP = mat4_mul(mat4_mul(proj, view), model)
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*
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* @param[in] v object coordinates
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* @param[in] m MVP matrix
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*
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* @returns projected z coordinate
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*/
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CGLM_INLINE
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float
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glms_project_z(vec3s v, mat4s m) {
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#if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_ZO_BIT
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return glms_project_z_zo(v, m);
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#elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_NO_BIT
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return glms_project_z_no(v, m);
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#endif
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}
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/*!
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* @brief define a picking region
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*
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* @param[in] center center [x, y] of a picking region in window coordinates
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* @param[in] size size [width, height] of the picking region in window coordinates
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* @param[in] vp viewport as [x, y, width, height]
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* @returns projected coordinates
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*/
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CGLM_INLINE
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mat4s
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glms_pickmatrix(vec2s center, vec2s size, vec4s vp) {
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mat4s res;
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glm_pickmatrix(center.raw, size.raw, vp.raw, res.raw);
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return res;
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}
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#endif /* cglms_projects_h */
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