Vulkan spec
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.. default-domain:: C
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3D Affine Transforms
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================================================================================
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Header: cglm/affine.h
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Before starting, **cglm** provides two kind of transform functions; pre and post.
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Pre functions (`T' = Tnew * T`) are like `glm_translate`, `glm_rotate` which means it will translate the vector first and then apply the model transformation.
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Post functions (`T' = T * Tnew`) are like `glm_translated`, `glm_rotated` which means it will apply the model transformation first and then translate the vector.
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`glm_translate`, `glm_rotate` are pre functions and are similar to C++ **glm** which you are familiar with.
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In new versions of **cglm** we added `glm_translated`, `glm_rotated`... which are post functions,
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they are useful in some cases, e.g. append transform to existing transform (apply/append transform as last transform T' = T * Tnew).
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Post functions are named after pre functions with `ed` suffix, e.g. `glm_translate` -> `glm_translated`. So don't mix them up.
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Initialize Transform Matrices
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Functions with **_make** prefix expect you don't have a matrix and they create
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a matrix for you. You don't need to pass identity matrix.
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But other functions expect you have a matrix and you want to transform them. If
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you didn't have any existing matrix you have to initialize matrix to identity
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before sending to transform functions.
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There are also functions to decompose transform matrix. These functions can't
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decompose matrix after projected.
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Rotation Center
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Rotating functions uses origin as rotation center (pivot/anchor point),
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since scale factors are stored in rotation matrix, same may also true for scalling.
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cglm provides some functions for rotating around at given point e.g.
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**glm_rotate_at**, **glm_quat_rotate_at**. Use them or follow next section for algorithm ("Rotate or Scale around specific Point (Pivot Point / Anchor Point)").
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Also **cglm** provides :c:func:`glm_spin` and :c:func:`glm_spinned` functions to rotate around itself. No need to give pivot.
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These functions are useful for rotating around center of object.
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Rotate or Scale around specific Point (Anchor Point)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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If you want to rotate model around arbitrary point follow these steps:
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1. Move model from pivot point to origin: **translate(-pivot.x, -pivot.y, -pivot.z)**
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2. Apply rotation (or scaling maybe)
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3. Move model back from origin to pivot (reverse of step-1): **translate(pivot.x, pivot.y, pivot.z)**
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**glm_rotate_at**, **glm_quat_rotate_at** and their helper functions works that way.
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So if you use them you don't need to do these steps manually which are done by **cglm**.
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The implementation would be:
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.. code-block:: c
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:linenos:
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glm_translate(m, pivot);
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glm_rotate(m, angle, axis);
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glm_translate(m, pivotInv); /* pivotInv = -pivot */
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or just:
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.. code-block:: c
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:linenos:
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glm_rotate_at(m, pivot, angle, axis);
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.. _TransformsOrder:
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Transforms Order
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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It is important to understand this part especially if you call transform
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functions multiple times
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`glm_translate`, `glm_rotate`, `glm_scale` and `glm_quat_rotate` and their
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helpers functions works like this (cglm provides reverse order as `ed` suffix e.g `glm_translated`, `glm_rotated` see post transforms):
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.. code-block:: c
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:linenos:
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TransformMatrix = TransformMatrix * TranslateMatrix; // glm_translate()
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TransformMatrix = TransformMatrix * RotateMatrix; // glm_rotate(), glm_quat_rotate()
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TransformMatrix = TransformMatrix * ScaleMatrix; // glm_scale()
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As you can see it is multiplied as right matrix. For instance what will happen if you call `glm_translate` twice?
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.. code-block:: c
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:linenos:
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glm_translate(transform, translate1); /* transform = transform * translate1 */
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glm_translate(transform, translate2); /* transform = transform * translate2 */
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glm_rotate(transform, angle, axis) /* transform = transform * rotation */
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Now lets try to understand this:
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1. You call translate using `translate1` and you expect it will be first transform
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because you call it first, do you?
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Result will be **`transform = transform * translate1`**
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2. Then you call translate using `translate2` and you expect it will be second transform?
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Result will be **`transform = transform * translate2`**. Now lets expand transform,
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it was `transform * translate1` before second call.
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Now it is **`transform = transform * translate1 * translate2`**, now do you understand what I say?
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3. After last call transform will be:
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**`transform = transform * translate1 * translate2 * rotation`**
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The order will be; **rotation will be applied first**, then **translate2** then **translate1**
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It is all about matrix multiplication order. It is similar to MVP matrix:
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`MVP = Projection * View * Model`, model will be applied first, then view then projection.
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**Confused?**
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In the end the last function call applied first in shaders.
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As alternative way, you can create transform matrices individually then combine manually,
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but don't forget that `glm_translate`, `glm_rotate`, `glm_scale`... are optimized and should be faster (an smaller assembly output) than manual multiplication
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.. code-block:: c
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:linenos:
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mat4 transform1, transform2, transform3, finalTransform;
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glm_translate_make(transform1, translate1);
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glm_translate_make(transform2, translate2);
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glm_rotate_make(transform3, angle, axis);
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/* first apply transform1, then transform2, thentransform3 */
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glm_mat4_mulN((mat4 *[]){&transform3, &transform2, &transform1}, 3, finalTransform);
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/* if you don't want to use mulN, same as above */
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glm_mat4_mul(transform3, transform2, finalTransform);
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glm_mat4_mul(finalTransform, transform1, finalTransform);
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Now transform1 will be applied first, then transform2 then transform3
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Table of contents (click to go):
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Functions:
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1. :c:func:`glm_translate_to`
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#. :c:func:`glm_translate`
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#. :c:func:`glm_translate_x`
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#. :c:func:`glm_translate_y`
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#. :c:func:`glm_translate_z`
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#. :c:func:`glm_translate_make`
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#. :c:func:`glm_scale_to`
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#. :c:func:`glm_scale_make`
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#. :c:func:`glm_scale`
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#. :c:func:`glm_scale_uni`
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#. :c:func:`glm_rotate_x`
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#. :c:func:`glm_rotate_y`
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#. :c:func:`glm_rotate_z`
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#. :c:func:`glm_rotate_make`
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#. :c:func:`glm_rotate`
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#. :c:func:`glm_rotate_at`
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#. :c:func:`glm_rotate_atm`
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#. :c:func:`glm_decompose_scalev`
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#. :c:func:`glm_uniscaled`
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#. :c:func:`glm_decompose_rs`
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#. :c:func:`glm_decompose`
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Post functions (**NEW**):
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1. :c:func:`glm_translated_to`
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#. :c:func:`glm_translated`
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#. :c:func:`glm_translated_x`
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#. :c:func:`glm_translated_y`
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#. :c:func:`glm_translated_z`
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#. :c:func:`glm_rotated_x`
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#. :c:func:`glm_rotated_y`
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#. :c:func:`glm_rotated_z`
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#. :c:func:`glm_rotated`
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#. :c:func:`glm_rotated_at`
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#. :c:func:`glm_spinned`
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Functions documentation
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~~~~~~~~~~~~~~~~~~~~~~~
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.. toctree::
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:maxdepth: 1
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:caption: Affine categories:
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affine-common
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affine-pre
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affine-post
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