mat4

Header: cglm/mat4.h

Important: glm_mat4_scale() multiplies mat4 with scalar, if you need to apply scale transform use glm_scale() functions.

Table of contents (click to go):

Macros:

  1. GLM_MAT4_IDENTITY_INIT

  2. GLM_MAT4_ZERO_INIT

  3. GLM_MAT4_IDENTITY

  4. GLM_MAT4_ZERO

  5. glm_mat4_udup(mat, dest)

  6. glm_mat4_dup(mat, dest)

Functions:

  1. glm_mat4_ucopy()

  2. glm_mat4_copy()

  3. glm_mat4_identity()

  4. glm_mat4_identity_array()

  5. glm_mat4_zero()

  6. glm_mat4_pick3()

  7. glm_mat4_pick3t()

  8. glm_mat4_ins3()

  9. glm_mat4_mul()

  10. glm_mat4_mulN()

  11. glm_mat4_mulv()

  12. glm_mat4_mulv3()

  13. glm_mat4_trace()

  14. glm_mat4_trace3()

  15. glm_mat4_quat()

  16. glm_mat4_transpose_to()

  17. glm_mat4_transpose()

  18. glm_mat4_scale_p()

  19. glm_mat4_scale()

  20. glm_mat4_det()

  21. glm_mat4_inv()

  22. glm_mat4_inv_fast()

  23. glm_mat4_swap_col()

  24. glm_mat4_swap_row()

  25. glm_mat4_rmc()

  26. glm_mat4_make()

Functions documentation

void glm_mat4_ucopy(mat4 mat, mat4 dest)

copy mat4 to another one (dest). u means align is not required for dest

Parameters:
[in] mat source
[out] dest destination
void glm_mat4_copy(mat4 mat, mat4 dest)

copy mat4 to another one (dest).

Parameters:
[in] mat source
[out] dest destination
void glm_mat4_identity(mat4 mat)

copy identity mat4 to mat, or makes mat to identity

Parameters:
[out] mat matrix
void glm_mat4_identity_array(mat4 *__restrict mat, size_t count)

make given matrix array’s each element identity matrix

Parameters:
[in,out] mat matrix array (must be aligned (16/32) if alignment is not disabled)
[in] count count of matrices
void glm_mat4_zero(mat4 mat)

make given matrix zero

Parameters:
[in,out] mat matrix to
void glm_mat4_pick3(mat4 mat, mat3 dest)

copy upper-left of mat4 to mat3

Parameters:
[in] mat source
[out] dest destination
void glm_mat4_pick3t(mat4 mat, mat4 dest)

copy upper-left of mat4 to mat3 (transposed) the postfix t stands for transpose

Parameters:
[in] mat source
[out] dest destination
void glm_mat4_ins3(mat3 mat, mat4 dest)

copy mat3 to mat4’s upper-left. this function does not fill mat4’s other elements. To do that use glm_mat4.

Parameters:
[in] mat source
[out] dest destination
void glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest)

multiply m1 and m2 to dest

m1, m2 and dest matrices can be same matrix, it is possible to write this:

mat4 m = GLM_MAT4_IDENTITY_INIT;
glm_mat4_mul(m, m, m);
Parameters:
[in] m1 left matrix
[in] m2 right matrix
[out] dest destination matrix
void glm_mat4_mulN(mat4 *__restrict matrices[], int len, mat4 dest)

mupliply N mat4 matrices and store result in dest | this function lets you multiply multiple (more than two or more…) | matrices

multiplication will be done in loop, this may reduce instructions
size but if len is too small then compiler may unroll whole loop
mat m1, m2, m3, m4, res;
glm_mat4_mulN((mat4 *[]){&m1, &m2, &m3, &m4}, 4, res);
Parameters:
[in] matrices array of mat4
[in] len matrices count
[out] dest destination matrix
void glm_mat4_mulv(mat4 m, vec4 v, vec4 dest)

multiply mat4 with vec4 (column vector) and store in dest vector

Parameters:
[in] m mat4 (left)
[in] v vec4 (right, column vector)
[out] dest vec4 (result, column vector)
void glm_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest)
multiply vec3 with mat4 and get vec3 as result

actually the result is vec4, after multiplication, the last component is trimmed, if you need the result’s last component then don’t use this function and consider to use glm_mat4_mulv()
Parameters:
[in] m mat4(affine transform)
[in] v vec3
[in] last 4th item to make it vec4
[out] dest result vector (vec3)
void glm_mat4_trace(mat4 m)
sum of the elements on the main diagonal from upper left to the lower right
Parameters:
[in] m matrix
Returns:

trace of matrix

void glm_mat4_trace3(mat4 m)
trace of matrix (rotation part)
sum of the elements on the main diagonal from upper left to the lower right
Parameters:
[in] m matrix
Returns:

trace of matrix

void glm_mat4_quat(mat4 m, versor dest)

convert mat4’s rotation part to quaternion

Parameters: | [in] m affine matrix | [out] dest destination quaternion

void glm_mat4_transpose_to(mat4 m, mat4 dest)

transpose mat4 and store in dest source matrix will not be transposed unless dest is m

Parameters:
[in] m matrix
[out] dest destination matrix
void glm_mat4_transpose(mat4 m)

transpose mat4 and store result in same matrix

Parameters:
[in] m source
[out] dest destination matrix
void glm_mat4_scale_p(mat4 m, float s)

scale (multiply with scalar) matrix without simd optimization

Parameters:
[in, out] m matrix
[in] s scalar
void glm_mat4_scale(mat4 m, float s)

scale (multiply with scalar) matrix THIS IS NOT SCALE TRANSFORM, use glm_scale for that.

Parameters:
[in, out] m matrix
[in] s scalar
float glm_mat4_det(mat4 mat)

mat4 determinant

Parameters:
[in] mat matrix
Return:
determinant
void glm_mat4_inv(mat4 mat, mat4 dest)

inverse mat4 and store in dest

Parameters:
[in] mat source
[out] dest destination matrix (inverse matrix)
void glm_mat4_inv_fast(mat4 mat, mat4 dest)

inverse mat4 and store in dest

this func uses reciprocal approximation without extra corrections
e.g Newton-Raphson. this should work faster than normal,
to get more precise use glm_mat4_inv version.

Note

You will lose precision, glm_mat4_inv is more accurate

Parameters:
[in] mat source
[out] dest destination
void glm_mat4_swap_col(mat4 mat, int col1, int col2)

swap two matrix columns

Parameters:
[in, out] mat matrix
[in] col1 col1
[in] col2 col2
void glm_mat4_swap_row(mat4 mat, int row1, int row2)

swap two matrix rows

Parameters:
[in, out] mat matrix
[in] row1 row1
[in] row2 row2
float glm_mat4_rmc(vec4 r, mat4 m, vec4 c)
rmc stands for Row * Matrix * Column
helper for R (row vector) * M (matrix) * C (column vector)
the result is scalar because R * M = Matrix1x4 (row vector),
then Matrix1x4 * Vec4 (column vector) = Matrix1x1 (Scalar)
Parameters:
[in] r row vector or matrix1x4
[in] m matrix4x4
[in] c column vector or matrix4x1
Returns:

scalar value e.g. Matrix1x1

void glm_mat4_make(const float *__restrict src, mat4 dest)

Create mat4 matrix from pointer

Note

@src must contain at least 16 elements.

Parameters:
[in] src pointer to an array of floats
[out] dest destination matrix4x4