mat3

Header: cglm/mat3.h

Table of contents (click to go):

Macros:

  1. GLM_MAT3_IDENTITY_INIT

  2. GLM_MAT3_ZERO_INIT

  3. GLM_MAT3_IDENTITY

  4. GLM_MAT3_ZERO

  5. glm_mat3_dup(mat, dest)

Functions:

  1. glm_mat3_copy()

  2. glm_mat3_identity()

  3. glm_mat3_identity_array()

  4. glm_mat3_zero()

  5. glm_mat3_mul()

  6. glm_mat3_transpose_to()

  7. glm_mat3_transpose()

  8. glm_mat3_mulv()

  9. glm_mat3_quat()

  10. glm_mat3_scale()

  11. glm_mat3_det()

  12. glm_mat3_inv()

  13. glm_mat3_trace()

  14. glm_mat3_swap_col()

  15. glm_mat3_swap_row()

  16. glm_mat3_rmc()

  17. glm_mat3_make()

Functions documentation

void glm_mat3_copy(mat3 mat, mat3 dest)

copy mat3 to another one (dest).

Parameters:
[in] mat source
[out] dest destination
void glm_mat3_identity(mat3 mat)

copy identity mat3 to mat, or makes mat to identity

Parameters:
[out] mat matrix
void glm_mat3_identity_array(mat3 *__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_mat3_zero(mat3 mat)

make given matrix zero

Parameters:
[in,out] mat matrix to
void glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest)

multiply m1 and m2 to dest

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

mat3 m = GLM_MAT3_IDENTITY_INIT;
glm_mat3_mul(m, m, m);
Parameters:
[in] m1 left matrix
[in] m2 right matrix
[out] dest destination matrix
void glm_mat3_transpose_to(mat3 m, mat3 dest)

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

Parameters:
[in] mat source
[out] dest destination
void glm_mat3_transpose(mat3 m)

transpose mat3 and store result in same matrix

Parameters:
[in] mat source
[out] dest destination
void glm_mat3_mulv(mat3 m, vec3 v, vec3 dest)

multiply mat3 with vec3 (column vector) and store in dest vector

Parameters:
[in] m mat3 (left)
[in] v vec3 (right, column vector)
[out] dest destination (result, column vector)
void glm_mat3_quat(mat3 m, versor dest)

convert mat3 to quaternion

Parameters:
[in] m rotation matrix
[out] dest destination quaternion
void glm_mat3_scale(mat3 m, float s)

multiply matrix with scalar

Parameters:
[in, out] m matrix
[in] s scalar
float glm_mat3_det(mat3 mat)

returns mat3 determinant

Parameters:
[in] mat matrix
Returns:

mat3 determinant

void glm_mat3_inv(mat3 mat, mat3 dest)

inverse mat3 and store in dest

Parameters:
[in] mat matrix
[out] dest destination (inverse matrix)
void glm_mat3_trace(mat3 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_mat3_swap_col(mat3 mat, int col1, int col2)

swap two matrix columns

Parameters:
[in, out] mat matrix
[in] col1 col1
[in] col2 col2
void glm_mat3_swap_row(mat3 mat, int row1, int row2)

swap two matrix rows

Parameters:
[in, out] mat matrix
[in] row1 row1
[in] row2 row2
float glm_mat3_rmc(vec3 r, mat3 m, vec3 c)
rmc stands for Row * Matrix * Column
helper for R (row vector) * M (matrix) * C (column vector)
the result is scalar because R * M = Matrix1x3 (row vector),
then Matrix1x3 * Vec3 (column vector) = Matrix1x1 (Scalar)
Parameters:
[in] r row vector or matrix1x3
[in] m matrix3x3
[in] c column vector or matrix3x1
Returns:

scalar value e.g. Matrix1x1

void glm_mat3_make(const float *__restrict src, mat3 dest)

Create mat3 matrix from pointer

Note

@src must contain at least 9 elements.

Parameters:
[in] src pointer to an array of floats
[out] dest destination matrix3x3