-/* Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved */
+/* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */
+
+#ifndef VG_M_H
+#define VG_M_H
+
+#include "vg_platform.h"
+#include <math.h>
+#include <stdlib.h>
#define VG_PIf 3.14159265358979323846264338327950288f
#define VG_TAUf 6.28318530717958647692528676655900576f
return a < 0.0f? -1.0f: 1.0f;
}
-static inline float vg_randf(void)
+static inline float vg_fractf( float a )
{
- return (float)rand()/(float)(RAND_MAX);
-}
-
-static inline int vg_randint(int max)
-{
- return rand()%max;
+ return a - floorf( a );
}
static float stable_force( float current, float diff )
b[0] = a[0]; b[1] = a[1];
}
+static inline void v2_zero( v2f a )
+{
+ a[0] = 0.f; a[1] = 0.f;
+}
+
static inline void v2i_copy( v2i a, v2i b )
{
b[0] = a[0]; b[1] = a[1];
{ 0.0f, 0.0f, 0.0f, 0.0f }}
static void m4x4_projection( m4x4f m, float angle,
- float ratio, float near, float far )
+ float ratio, float fnear, float ffar )
{
- float scale = tanf( angle * 0.5f * VG_PIf / 180.0f ) * near,
+ float scale = tanf( angle * 0.5f * VG_PIf / 180.0f ) * fnear,
r = ratio * scale,
l = -r,
t = scale,
b = -t;
- m[0][0] = 2.0f * near / (r - l);
+ m[0][0] = 2.0f * fnear / (r - l);
m[0][1] = 0.0f;
m[0][2] = 0.0f;
m[0][3] = 0.0f;
m[1][0] = 0.0f;
- m[1][1] = 2.0f * near / (t - b);
+ m[1][1] = 2.0f * fnear / (t - b);
m[1][2] = 0.0f;
m[1][3] = 0.0f;
m[2][0] = (r + l) / (r - l);
m[2][1] = (t + b) / (t - b);
- m[2][2] = -(far + near) / (far - near);
+ m[2][2] = -(ffar + fnear) / (ffar - fnear);
m[2][3] = -1.0f;
m[3][0] = 0.0f;
m[3][1] = 0.0f;
- m[3][2] = -2.0f * far * near / (far - near);
+ m[3][2] = -2.0f * ffar * fnear / (ffar - fnear);
m[3][3] = 0.0f;
}
d[3] = q[3]*s;
}
+static inline void q_nlerp( v4f a, v4f b, float t, v4f d )
+{
+ v4_lerp( a, b, t, d );
+ q_normalize( d );
+}
+
static inline void q_m3x3( v4f q, m3x3f d )
{
float
}
else return 0;
}
+
+static inline float vg_randf(void)
+{
+ return (float)rand()/(float)(RAND_MAX);
+}
+
+static inline void vg_rand_dir(v3f dir)
+{
+ dir[0] = vg_randf();
+ dir[1] = vg_randf();
+ dir[2] = vg_randf();
+
+ v3_muls( dir, 2.0f, dir );
+ v3_sub( dir, (v3f){1.0f,1.0f,1.0f}, dir );
+
+ v3_normalize( dir );
+}
+
+static inline void vg_rand_sphere( v3f co )
+{
+ vg_rand_dir(co);
+ v3_muls( co, cbrtf( vg_randf() ), co );
+}
+
+static inline int vg_randint(int max)
+{
+ return rand()%max;
+}
+
+#endif /* VG_M_H */