X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=vg%2Fvg_m.h;fp=vg%2Fvg_m.h;h=577138fb12e575698d1c941e15958f05a898beeb;hb=6836e834f8db725e08015a98401f2be97e5b9849;hp=0000000000000000000000000000000000000000;hpb=b5740880fe3ffe59546bb80173ad3a6e1312648e;p=vg.git diff --git a/vg/vg_m.h b/vg/vg_m.h new file mode 100644 index 0000000..577138f --- /dev/null +++ b/vg/vg_m.h @@ -0,0 +1,733 @@ +// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved + +// Util +// ================================================================================================================== + +#define VG_PIf 3.14159265358979323846264338327950288f +#define VG_TAUf 6.28318530717958647692528676655900576f + +// Simple min/max replacements +static inline float vg_minf( float a, float b ) +{ + return a < b? a: b; +} + +static inline float vg_maxf( float a, float b ) +{ + return a > b? a: b; +} + +static inline float vg_clampf( float a, float min, float max ) +{ + return vg_minf( max, vg_maxf( a, min ) ); +} + +#define VG_MIN( A, B ) ((A)<(B)?(A):(B)) +#define VG_MAX( A, B ) ((A)>(B)?(A):(B)) + +// Hopefully deprecate this!! +static inline int vg_min( int a, int b ) +{ + return a < b? a: b; +} + +static inline int vg_max( int a, int b ) +{ + return a > b? a: b; +} + +// Convert degrees to radians +static inline float vg_rad( float deg ) +{ + return deg * VG_PIf / 180.0f; +} + +// Vector 2 +// ================================================================================================================== + +static inline void v2_copy( v2f a, v2f b ) +{ + b[0] = a[0]; b[1] = a[1]; +} + +static inline void v2i_copy( v2i a, v2i b ) +{ + b[0] = a[0]; b[1] = a[1]; +} + +static inline int v2i_eq( v2i a, v2i b ) +{ + return ((a[0] == b[0]) && (a[1] == b[1])); +} + +static inline void v2i_add( v2i a, v2i b, v2i d ) +{ + d[0] = a[0]+b[0]; d[1] = a[1]+b[1]; +} + +static inline void v2i_sub( v2i a, v2i b, v2i d ) +{ + d[0] = a[0]-b[0]; d[1] = a[1]-b[1]; +} + +static inline void v2_minv( v2f a, v2f b, v2f dest ) +{ + dest[0] = vg_minf(a[0], b[0]); + dest[1] = vg_minf(a[1], b[1]); +} + +static inline void v2_maxv( v2f a, v2f b, v2f dest ) +{ + dest[0] = vg_maxf(a[0], b[0]); + dest[1] = vg_maxf(a[1], b[1]); +} + +static inline void v2_sub( v2f a, v2f b, v2f d ) +{ + d[0] = a[0]-b[0]; d[1] = a[1]-b[1]; +} + +static inline float v2_cross( v2f a, v2f b ) +{ + return a[0] * b[1] - a[1] * b[0]; +} + +static inline void v2_add( v2f a, v2f b, v2f d ) +{ + d[0] = a[0]+b[0]; d[1] = a[1]+b[1]; +} + +static inline void v2_muls( v2f a, float s, v2f d ) +{ + d[0] = a[0]*s; d[1] = a[1]*s; +} + +static inline void v2_divs( v2f a, float s, v2f d ) +{ + d[0] = a[0]/s; d[1] = a[1]/s; +} + + +static inline void v2_mul( v2f a, v2f b, v2f d ) +{ + d[0] = a[0]*b[0]; + d[1] = a[1]*b[1]; +} + +static inline void v2_div( v2f a, v2f b, v2f d ) +{ + d[0] = a[0]/b[0]; d[1] = a[1]/b[1]; +} + +static inline void v2_muladd( v2f a, v2f b, v2f s, v2f d ) +{ + d[0] = a[0]+b[0]*s[0]; + d[1] = a[1]+b[1]*s[1]; +} + +static inline void v2_muladds( v2f a, v2f b, float s, v2f d ) +{ + d[0] = a[0]+b[0]*s; + d[1] = a[1]+b[1]*s; +} + +static inline float v2_length2( v2f a ) +{ + return a[0]*a[0] + a[1]*a[1]; +} + +static inline float v2_length( v2f a ) +{ + return sqrtf( v2_length2( a ) ); +} + +static inline float v2_dist2( v2f a, v2f b ) +{ + v2f delta; + v2_sub( a, b, delta ); + return v2_length2( delta ); +} + +static inline float v2_dist( v2f a, v2f b ) +{ + return sqrtf( v2_dist2( a, b ) ); +} + +static inline void v2_lerp( v2f a, v2f b, float t, v2f d ) +{ + d[0] = a[0] + t*(b[0]-a[0]); + d[1] = a[1] + t*(b[1]-a[1]); +} + +// Vector 3 +// ================================================================================================================== + +static inline void v3_zero( v3f a ) +{ + a[0] = 0.f; a[1] = 0.f; a[2] = 0.f; +} + +static inline void v3_copy( v3f a, v3f b ) +{ + b[0] = a[0]; b[1] = a[1]; b[2] = a[2]; +} + +static inline void v3_add( v3f a, v3f b, v3f d ) +{ + d[0] = a[0]+b[0]; d[1] = a[1]+b[1]; d[2] = a[2]+b[2]; +} + +static inline void v3_sub( v3f a, v3f b, v3f d ) +{ + d[0] = a[0]-b[0]; d[1] = a[1]-b[1]; d[2] = a[2]-b[2]; +} + +static inline void v3_mul( v3f a, v3f b, v3f d ) +{ + d[0] = a[0]*b[0]; d[1] = a[1]*b[1]; d[2] = a[2]*b[2]; +} + +static inline void v3_div( v3f a, v3f b, v3f d ) +{ + d[0] = a[0]/b[0]; d[1] = a[1]/b[1]; d[2] = a[2]/b[2]; +} + +static inline void v3_muls( v3f a, float s, v3f d ) +{ + d[0] = a[0]*s; d[1] = a[1]*s; d[2] = a[2]*s; +} + +static inline void v3_divs( v3f a, float s, v3f d ) +{ + d[0] = a[0]/s; d[1] = a[1]/s; d[2] = a[2]/s; +} + +static inline void v3_muladds( v3f a, v3f b, float s, v3f d ) +{ + d[0] = a[0]+b[0]*s; d[1] = a[1]+b[1]*s; d[2] = a[2]+b[2]*s; +} + +static inline float v3_dot( v3f a, v3f b ) +{ + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; +} + +static inline void v3_cross( v3f a, v3f b, v3f d ) +{ + d[0] = a[1] * b[2] - a[2] * b[1]; + d[1] = a[2] * b[0] - a[0] * b[2]; + d[2] = a[0] * b[1] - a[1] * b[0]; +} + +static inline float v3_length2( v3f a ) +{ + return v3_dot( a, a ); +} + +static inline float v3_length( v3f a ) +{ + return sqrtf( v3_length2( a ) ); +} + +static inline float v3_dist2( v3f a, v3f b ) +{ + v3f delta; + v3_sub( a, b, delta ); + return v3_length2( delta ); +} + +static inline float v3_dist( v3f a, v3f b ) +{ + return sqrtf( v3_dist2( a, b ) ); +} + +static inline void v3_normalize( v3f a ) +{ + v3_muls( a, 1.f / v3_length( a ), a ); +} + +static inline float vg_lerpf( float a, float b, float t ) +{ + return a + t*(b-a); +} + +static inline void v3_lerp( v3f a, v3f b, float t, v3f d ) +{ + d[0] = a[0] + t*(b[0]-a[0]); + d[1] = a[1] + t*(b[1]-a[1]); + d[2] = a[2] + t*(b[2]-a[2]); +} + +static inline void v3_minv( v3f a, v3f b, v3f dest ) +{ + dest[0] = vg_minf(a[0], b[0]); + dest[1] = vg_minf(a[1], b[1]); + dest[2] = vg_minf(a[2], b[2]); +} + +static inline void v3_maxv( v3f a, v3f b, v3f dest ) +{ + dest[0] = vg_maxf(a[0], b[0]); + dest[1] = vg_maxf(a[1], b[1]); + dest[2] = vg_maxf(a[2], b[2]); +} + +static inline float v3_minf( v3f a ) +{ + return vg_minf( vg_minf( a[0], a[1] ), a[2] ); +} + +static inline float v3_maxf( v3f a ) +{ + return vg_maxf( vg_maxf( a[0], a[1] ), a[2] ); +} + +static inline void v3_fill( v3f a, float v ) +{ + a[0] = v; + a[1] = v; + a[2] = v; +} + +// Vector 4 +// ================================================================================================================== + +static inline void v4_copy( v4f a, v4f b ) +{ + b[0] = a[0]; b[1] = a[1]; b[2] = a[2]; b[3] = a[3]; +} + +static inline void v4_zero( v4f a ) +{ + a[0] = 0.f; a[1] = 0.f; a[2] = 0.f; a[3] = 0.f; +} + +// Matrix 2x2 +// =========================================================================================================== + +#define M2X2_INDENTIY {{1.0f, 0.0f, }, \ + { 0.0f, 1.0f, }} + +#define M2X2_ZERO {{0.0f, 0.0f, }, \ + { 0.0f, 0.0f, }} + +static inline void m2x2_copy( m2x2f a, m2x2f b ) +{ + v2_copy( a[0], b[0] ); + v2_copy( a[1], b[1] ); +} + +static inline void m2x2_identity( m2x2f a ) +{ + m2x2f id = M2X2_INDENTIY; + m2x2_copy( id, a ); +} + +static inline void m2x2_create_rotation( m2x2f a, float theta ) +{ + float s, c; + + s = sinf( theta ); + c = cosf( theta ); + + a[0][0] = c; + a[0][1] = -s; + a[1][0] = s; + a[1][1] = c; +} + +// Matrix 3x3 +//====================================================================================================== + +#define M3X3_IDENTITY {{1.0f, 0.0f, 0.0f, },\ + { 0.0f, 1.0f, 0.0f, },\ + { 0.0f, 0.0f, 1.0f, }} + +#define M3X3_ZERO {{0.0f, 0.0f, 0.0f, },\ + { 0.0f, 0.0f, 0.0f, },\ + { 0.0f, 0.0f, 0.0f, }} + + +static inline void m3x3_copy( m3x3f a, m3x3f b ) +{ + v3_copy( a[0], b[0] ); + v3_copy( a[1], b[1] ); + v3_copy( a[2], b[2] ); +} + +static inline void m3x3_identity( m3x3f a ) +{ + m3x3f id = M3X3_IDENTITY; + m3x3_copy( id, a ); +} + +static inline void m3x3_zero( m3x3f a ) +{ + m3x3f z = M3X3_ZERO; + m3x3_copy( z, a ); +} + +static inline void m3x3_inv( m3x3f src, m3x3f dest ) +{ + float a = src[0][0], b = src[0][1], c = src[0][2], + d = src[1][0], e = src[1][1], f = src[1][2], + g = src[2][0], h = src[2][1], i = src[2][2]; + + float det = 1.f / + (+a*(e*i-h*f) + -b*(d*i-f*g) + +c*(d*h-e*g)); + + dest[0][0] = (e*i-h*f)*det; + dest[0][1] = -(b*i-c*h)*det; + dest[0][2] = (b*f-c*e)*det; + dest[1][0] = -(d*i-f*g)*det; + dest[1][1] = (a*i-c*g)*det; + dest[1][2] = -(a*f-d*c)*det; + dest[2][0] = (d*h-g*e)*det; + dest[2][1] = -(a*h-g*b)*det; + dest[2][2] = (a*e-d*b)*det; +} + +static inline void m3x3_transpose( m3x3f src, m3x3f dest ) +{ + float a = src[0][0], b = src[0][1], c = src[0][2], + d = src[1][0], e = src[1][1], f = src[1][2], + g = src[2][0], h = src[2][1], i = src[2][2]; + + dest[0][0] = a; + dest[0][1] = d; + dest[0][2] = g; + dest[1][0] = b; + dest[1][1] = e; + dest[1][2] = h; + dest[2][0] = c; + dest[2][1] = f; + dest[2][2] = i; +} + +static inline void m3x3_mul( m3x3f a, m3x3f b, m3x3f d ) +{ + float a00 = a[0][0], a01 = a[0][1], a02 = a[0][2], + a10 = a[1][0], a11 = a[1][1], a12 = a[1][2], + a20 = a[2][0], a21 = a[2][1], a22 = a[2][2], + + b00 = b[0][0], b01 = b[0][1], b02 = b[0][2], + b10 = b[1][0], b11 = b[1][1], b12 = b[1][2], + b20 = b[2][0], b21 = b[2][1], b22 = b[2][2]; + + d[0][0] = a00*b00 + a10*b01 + a20*b02; + d[0][1] = a01*b00 + a11*b01 + a21*b02; + d[0][2] = a02*b00 + a12*b01 + a22*b02; + d[1][0] = a00*b10 + a10*b11 + a20*b12; + d[1][1] = a01*b10 + a11*b11 + a21*b12; + d[1][2] = a02*b10 + a12*b11 + a22*b12; + d[2][0] = a00*b20 + a10*b21 + a20*b22; + d[2][1] = a01*b20 + a11*b21 + a21*b22; + d[2][2] = a02*b20 + a12*b21 + a22*b22; +} + +static inline void m3x3_mulv( m3x3f m, v3f v, v3f d ) +{ + v3f res; + + res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2]; + res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2]; + res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2]; + + v3_copy( res, d ); +} + +static inline void m3x3_projection( m3x3f dst, float const left, float const right, float const bottom, float const top ) +{ + float rl, tb; + + m3x3_zero( dst ); + + rl = 1.0f / (right - left); + tb = 1.0f / (top - bottom); + + dst[0][0] = 2.0f * rl; + dst[1][1] = 2.0f * tb; + dst[2][2] = 1.0f; +} + +static inline void m3x3_translate( m3x3f m, v3f v ) +{ + m[2][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0]; + m[2][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1]; + m[2][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2]; +} + +static inline void m3x3_scale( m3x3f m, v3f v ) +{ + m[0][0] = m[0][0] * v[0]; + m[0][1] = m[0][1] * v[0]; + m[0][2] = m[0][2] * v[0]; + + m[1][0] = m[1][0] * v[1]; + m[1][1] = m[1][1] * v[1]; + m[1][2] = m[1][2] * v[1]; +} + +static inline void m3x3_rotate( m3x3f m, float angle ) +{ + float m00 = m[0][0], m10 = m[1][0], + m01 = m[0][1], m11 = m[1][1], + m02 = m[0][2], m12 = m[1][2]; + float c, s; + + s = sinf( angle ); + c = cosf( angle ); + + m[0][0] = m00 * c + m10 * s; + m[0][1] = m01 * c + m11 * s; + m[0][2] = m02 * c + m12 * s; + + m[1][0] = m00 * -s + m10 * c; + m[1][1] = m01 * -s + m11 * c; + m[1][2] = m02 * -s + m12 * c; +} + +// Matrix 4x3 +// ================================================================================================================== + +#define M4X3_IDENTITY {{1.0f, 0.0f, 0.0f, },\ + { 0.0f, 1.0f, 0.0f, },\ + { 0.0f, 0.0f, 1.0f, },\ + { 0.0f, 0.0f, 0.0f }} + +static inline void m4x3_to_3x3( m4x3f a, m3x3f b ) +{ + v3_copy( a[0], b[0] ); + v3_copy( a[1], b[1] ); + v3_copy( a[2], b[2] ); +} + +static inline void m4x3_copy( m4x3f a, m4x3f b ) +{ + v3_copy( a[0], b[0] ); + v3_copy( a[1], b[1] ); + v3_copy( a[2], b[2] ); + v3_copy( a[3], b[3] ); +} + +static inline void m4x3_identity( m4x3f a ) +{ + m4x3f id = M4X3_IDENTITY; + m4x3_copy( id, a ); +} + +static inline void m4x3_mul( m4x3f a, m4x3f b, m4x3f d ) +{ + float + a00 = a[0][0], a01 = a[0][1], a02 = a[0][2], + a10 = a[1][0], a11 = a[1][1], a12 = a[1][2], + a20 = a[2][0], a21 = a[2][1], a22 = a[2][2], + a30 = a[3][0], a31 = a[3][1], a32 = a[3][2], + b00 = b[0][0], b01 = b[0][1], b02 = b[0][2], + b10 = b[1][0], b11 = b[1][1], b12 = b[1][2], + b20 = b[2][0], b21 = b[2][1], b22 = b[2][2], + b30 = b[3][0], b31 = b[3][1], b32 = b[3][2]; + + d[0][0] = a00*b00 + a10*b01 + a20*b02; + d[0][1] = a01*b00 + a11*b01 + a21*b02; + d[0][2] = a02*b00 + a12*b01 + a22*b02; + d[1][0] = a00*b10 + a10*b11 + a20*b12; + d[1][1] = a01*b10 + a11*b11 + a21*b12; + d[1][2] = a02*b10 + a12*b11 + a22*b12; + d[2][0] = a00*b20 + a10*b21 + a20*b22; + d[2][1] = a01*b20 + a11*b21 + a21*b22; + d[2][2] = a02*b20 + a12*b21 + a22*b22; + d[3][0] = a00*b30 + a10*b31 + a20*b32 + a30; + d[3][1] = a01*b30 + a11*b31 + a21*b32 + a31; + d[3][2] = a02*b30 + a12*b31 + a22*b32 + a32; +} + +static inline void m4x3_mulv( m4x3f m, v3f v, v3f d ) +{ + v3f res; + + res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0]; + res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1]; + res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2] + m[3][2]; + + v3_copy( res, d ); +} + +// Affine transforms +// ==================================================================================================================== + +static inline void m4x3_translate( m4x3f m, v3f v ) +{ + v3_muladds( m[3], m[0], v[0], m[3] ); + v3_muladds( m[3], m[1], v[1], m[3] ); + v3_muladds( m[3], m[2], v[2], m[3] ); +} + +static inline void m4x3_scale( m4x3f m, float s ) +{ + v3_muls( m[0], s, m[0] ); + v3_muls( m[1], s, m[1] ); + v3_muls( m[2], s, m[2] ); +} + +static inline void m4x3_rotate_x( m4x3f m, float angle ) +{ + m4x3f t = M4X3_IDENTITY; + float c, s; + + c = cosf( angle ); + s = sinf( angle ); + + t[1][1] = c; + t[1][2] = s; + t[2][1] = -s; + t[2][2] = c; + + m4x3_mul( m, t, m ); +} + +static inline void m4x3_rotate_y( m4x3f m, float angle ) +{ + m4x3f t = M4X3_IDENTITY; + float c, s; + + c = cosf( angle ); + s = sinf( angle ); + + t[0][0] = c; + t[0][2] = -s; + t[2][0] = s; + t[2][2] = c; + + m4x3_mul( m, t, m ); +} + +static inline void m4x3_rotate_z( m4x3f m, float angle ) +{ + m4x3f t = M4X3_IDENTITY; + float c, s; + + c = cosf( angle ); + s = sinf( angle ); + + t[0][0] = c; + t[0][1] = s; + t[1][0] = -s; + t[1][1] = c; + + m4x3_mul( m, t, m ); +} + +// Warning: These functions are unoptimized.. +static inline void m4x3_expand_aabb_point( m4x3f m, boxf box, v3f point ) +{ + v3f v; + m4x3_mulv( m, point, v ); + + v3_minv( box[0], v, box[0] ); + v3_maxv( box[1], v, box[1] ); +} + +static inline void box_concat( boxf a, boxf b ) +{ + v3_minv( a[0], b[0], a[0] ); + v3_maxv( a[1], b[1], a[1] ); +} + +static inline void box_copy( boxf a, boxf b ) +{ + v3_copy( a[0], b[0] ); + v3_copy( a[1], b[1] ); +} + +static inline void m4x3_transform_aabb( m4x3f m, boxf box ) +{ + v3f a; v3f b; + + v3_copy( box[0], a ); + v3_copy( box[1], b ); + v3_fill( box[0], INFINITY ); + v3_fill( box[1], -INFINITY ); + + m4x3_expand_aabb_point( m, box, a ); + m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], a[2] } ); + m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], a[2] } ); + m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], a[2] } ); + m4x3_expand_aabb_point( m, box, b ); + m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], b[2] } ); + m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], b[2] } ); + m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], b[2] } ); +} + +// Planes (double precision) +// ================================================================================================================== + +static inline void tri_to_plane( double a[3], double b[3], double c[3], double p[4] ) +{ + double edge0[3]; + double edge1[3]; + double l; + + edge0[0] = b[0] - a[0]; + edge0[1] = b[1] - a[1]; + edge0[2] = b[2] - a[2]; + + edge1[0] = c[0] - a[0]; + edge1[1] = c[1] - a[1]; + edge1[2] = c[2] - a[2]; + + p[0] = edge0[1] * edge1[2] - edge0[2] * edge1[1]; + p[1] = edge0[2] * edge1[0] - edge0[0] * edge1[2]; + p[2] = edge0[0] * edge1[1] - edge0[1] * edge1[0]; + + l = sqrt(p[0] * p[0] + p[1] * p[1] + p[2] * p[2]); + p[3] = (p[0] * a[0] + p[1] * a[1] + p[2] * a[2]) / l; + + p[0] = p[0] / l; + p[1] = p[1] / l; + p[2] = p[2] / l; +} + +static inline int plane_intersect( double a[4], double b[4], double c[4], double p[4] ) +{ + double const epsilon = 1e-8f; + + double x[3]; + double d; + + x[0] = a[1] * b[2] - a[2] * b[1]; + x[1] = a[2] * b[0] - a[0] * b[2]; + x[2] = a[0] * b[1] - a[1] * b[0]; + + d = x[0] * c[0] + x[1] * c[1] + x[2] * c[2]; + + if( d < epsilon && d > -epsilon ) return 0; + + p[0] = (b[1] * c[2] - b[2] * c[1]) * -a[3]; + p[1] = (b[2] * c[0] - b[0] * c[2]) * -a[3]; + p[2] = (b[0] * c[1] - b[1] * c[0]) * -a[3]; + + p[0] += (c[1] * a[2] - c[2] * a[1]) * -b[3]; + p[1] += (c[2] * a[0] - c[0] * a[2]) * -b[3]; + p[2] += (c[0] * a[1] - c[1] * a[0]) * -b[3]; + + p[0] += (a[1] * b[2] - a[2] * b[1]) * -c[3]; + p[1] += (a[2] * b[0] - a[0] * b[2]) * -c[3]; + p[2] += (a[0] * b[1] - a[1] * b[0]) * -c[3]; + + p[0] = -p[0] / d; + p[1] = -p[1] / d; + p[2] = -p[2] / d; + + return 1; +} + +static inline double plane_polarity( double p[4], double a[3] ) +{ + return + (a[0] * p[0] + a[1] * p[1] + a[2] * p[2]) + -(p[0]*p[3] * p[0] + p[1]*p[3] * p[1] + p[2]*p[3] * p[2]) + ; +}