5a55ef2b9beecca8624a6abeb9b40a71076bfb43
[csRadar.git] / csrMath.h
1 // Util
2 // ==================================================================================================================
3
4 #define CSR_PIf 3.14159265358979323846264338327950288f
5
6 // Simple min/max replacements
7 float csr_minf( float a, float b )
8 {
9 return a < b? a: b;
10 }
11
12 float csr_maxf( float a, float b )
13 {
14 return a > b? a: b;
15 }
16
17 int csr_min( int a, int b )
18 {
19 return a < b? a: b;
20 }
21
22 int csr_max( int a, int b )
23 {
24 return a > b? a: b;
25 }
26
27 // Convert double precision vec3 into single
28 void v3d_v3f( double a[3], float b[3] )
29 {
30 b[0] = a[0];
31 b[1] = a[1];
32 b[2] = a[2];
33 }
34
35 // Convert degrees to radians
36 float csr_rad( float deg )
37 {
38 return deg * CSR_PIf / 180.0f;
39 }
40
41 // Vector 2
42 // ==================================================================================================================
43
44 void v2_copy( v2f a, v2f b )
45 {
46 b[0] = a[0]; b[1] = a[1];
47 }
48
49 void v2_minv( v2f a, v2f b, v2f dest )
50 {
51 dest[0] = csr_minf(a[0], b[0]);
52 dest[1] = csr_minf(a[1], b[1]);
53 }
54
55 void v2_maxv( v2f a, v2f b, v2f dest )
56 {
57 dest[0] = csr_maxf(a[0], b[0]);
58 dest[1] = csr_maxf(a[1], b[1]);
59 }
60
61 void v2_sub( v2f a, v2f b, v2f d )
62 {
63 d[0] = a[0]-b[0]; d[1] = a[1]-b[1];
64 }
65
66 float v2_cross( v2f a, v2f b )
67 {
68 return a[0] * b[1] - a[1] * b[0];
69 }
70
71 void v2_add( v2f a, v2f b, v2f d )
72 {
73 d[0] = a[0]+b[0]; d[1] = a[1]+b[1];
74 }
75
76 // Vector 3
77 // ==================================================================================================================
78
79 void v3_zero( v3f a )
80 {
81 a[0] = 0.f; a[1] = 0.f; a[2] = 0.f;
82 }
83
84 void v3_copy( v3f a, v3f b )
85 {
86 b[0] = a[0]; b[1] = a[1]; b[2] = a[2];
87 }
88
89 void v3_add( v3f a, v3f b, v3f d )
90 {
91 d[0] = a[0]+b[0]; d[1] = a[1]+b[1]; d[2] = a[2]+b[2];
92 }
93
94 void v3_sub( v3f a, v3f b, v3f d )
95 {
96 d[0] = a[0]-b[0]; d[1] = a[1]-b[1]; d[2] = a[2]-b[2];
97 }
98
99 void v3_mul( v3f a, v3f b, v3f d )
100 {
101 d[0] = a[0]*b[0]; d[1] = a[1]*b[1]; d[2] = a[2]*b[2];
102 }
103
104 void v3_div( v3f a, v3f b, v3f d )
105 {
106 d[0] = a[0]/b[0]; d[1] = a[1]/b[1]; d[2] = a[2]/b[2];
107 }
108
109 void v3_muls( v3f a, float s, v3f d )
110 {
111 d[0] = a[0]*s; d[1] = a[1]*s; d[2] = a[2]*s;
112 }
113
114 void v3_divs( v3f a, float s, v3f d )
115 {
116 d[0] = a[0]/s; d[1] = a[1]/s; d[2] = a[2]/s;
117 }
118
119 void v3_muladds( v3f a, v3f b, float s, v3f d )
120 {
121 d[0] = a[0]+b[0]*s; d[1] = a[1]+b[1]*s; d[2] = a[2]+b[2]*s;
122 }
123
124 float v3_dot( v3f a, v3f b )
125 {
126 return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
127 }
128
129 void v3_cross( v3f a, v3f b, v3f d )
130 {
131 d[0] = a[1] * b[2] - a[2] * b[1];
132 d[1] = a[2] * b[0] - a[0] * b[2];
133 d[2] = a[0] * b[1] - a[1] * b[0];
134 }
135
136 float v3_length2( v3f a )
137 {
138 return v3_dot( a, a );
139 }
140
141 float v3_length( v3f a )
142 {
143 return sqrtf( v3_length2( a ) );
144 }
145
146 float v3_dist2( v3f a, v3f b )
147 {
148 v3f delta;
149 v3_sub( a, b, delta );
150 return v3_length2( delta );
151 }
152
153 float v3_dist( v3f a, v3f b )
154 {
155 return sqrtf( v3_dist2( a, b ) );
156 }
157
158 void v3_normalize( v3f a )
159 {
160 v3_muls( a, 1.f / v3_length( a ), a );
161 }
162
163 float csr_lerpf( float a, float b, float t )
164 {
165 return a + t*(b-a);
166 }
167
168 void v3_lerp( v3f a, v3f b, float t, v3f d )
169 {
170 d[0] = a[0] + t*(b[0]-a[0]);
171 d[1] = a[1] + t*(b[1]-a[1]);
172 d[2] = a[2] + t*(b[2]-a[2]);
173 }
174
175 void v3_minv( v3f a, v3f b, v3f dest )
176 {
177 dest[0] = csr_minf(a[0], b[0]);
178 dest[1] = csr_minf(a[1], b[1]);
179 dest[2] = csr_minf(a[2], b[2]);
180 }
181
182 void v3_maxv( v3f a, v3f b, v3f dest )
183 {
184 dest[0] = csr_maxf(a[0], b[0]);
185 dest[1] = csr_maxf(a[1], b[1]);
186 dest[2] = csr_maxf(a[2], b[2]);
187 }
188
189 float v3_minf( v3f a )
190 {
191 return csr_minf( csr_minf( a[0], a[1] ), a[2] );
192 }
193
194 float v3_maxf( v3f a )
195 {
196 return csr_maxf( csr_maxf( a[0], a[1] ), a[2] );
197 }
198
199 void v3_fill( v3f a, float v )
200 {
201 a[0] = v;
202 a[1] = v;
203 a[2] = v;
204 }
205
206 // Vector 4
207 void v4_copy( v4f a, v4f b )
208 {
209 b[0] = a[0]; b[1] = a[1]; b[2] = a[2]; b[3] = a[3];
210 }
211
212 // Matrix 3x3
213 //======================================================================================================
214
215 void m3x3_inv_transpose( m3x3f src, m3x3f dest )
216 {
217 float a = src[0][0], b = src[0][1], c = src[0][2],
218 d = src[1][0], e = src[1][1], f = src[1][2],
219 g = src[2][0], h = src[2][1], i = src[2][2];
220
221 float det = 1.f /
222 (+a*(e*i-h*f)
223 -b*(d*i-f*g)
224 +c*(d*h-e*g));
225
226 dest[0][0] = (e*i-h*f)*det;
227 dest[1][0] = -(b*i-c*h)*det;
228 dest[2][0] = (b*f-c*e)*det;
229 dest[0][1] = -(d*i-f*g)*det;
230 dest[1][1] = (a*i-c*g)*det;
231 dest[2][1] = -(a*f-d*c)*det;
232 dest[0][2] = (d*h-g*e)*det;
233 dest[1][2] = -(a*h-g*b)*det;
234 dest[2][2] = (a*e-d*b)*det;
235 }
236
237 void m3x3_mulv( m3x3f m, v3f v, v3f d )
238 {
239 v3f res;
240
241 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2];
242 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2];
243 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2];
244
245 v3_copy( res, d );
246 }
247
248 // Matrix 4x3
249 // ==================================================================================================================
250
251 #define M4X3_IDENTITY {{1.0f, 0.0f, 0.0f, },\
252 { 0.0f, 1.0f, 0.0f, },\
253 { 0.0f, 0.0f, 1.0f, },\
254 { 0.0f, 0.0f, 0.0f }}
255
256 void m4x3_to_3x3( m4x3f a, m3x3f b )
257 {
258 v3_copy( a[0], b[0] );
259 v3_copy( a[1], b[1] );
260 v3_copy( a[2], b[2] );
261 }
262
263 void m4x3_copy( m4x3f a, m4x3f b )
264 {
265 v3_copy( a[0], b[0] );
266 v3_copy( a[1], b[1] );
267 v3_copy( a[2], b[2] );
268 v3_copy( a[3], b[3] );
269 }
270
271 void m4x3_identity( m4x3f a )
272 {
273 m4x3f id = M4X3_IDENTITY;
274 m4x3_copy( id, a );
275 }
276
277 void m4x3_mul( m4x3f a, m4x3f b, m4x3f d )
278 {
279 float
280 a00 = a[0][0], a01 = a[0][1], a02 = a[0][2],
281 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2],
282 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2],
283 a30 = a[3][0], a31 = a[3][1], a32 = a[3][2],
284 b00 = b[0][0], b01 = b[0][1], b02 = b[0][2],
285 b10 = b[1][0], b11 = b[1][1], b12 = b[1][2],
286 b20 = b[2][0], b21 = b[2][1], b22 = b[2][2],
287 b30 = b[3][0], b31 = b[3][1], b32 = b[3][2];
288
289 d[0][0] = a00*b00 + a10*b01 + a20*b02;
290 d[0][1] = a01*b00 + a11*b01 + a21*b02;
291 d[0][2] = a02*b00 + a12*b01 + a22*b02;
292 d[1][0] = a00*b10 + a10*b11 + a20*b12;
293 d[1][1] = a01*b10 + a11*b11 + a21*b12;
294 d[1][2] = a02*b10 + a12*b11 + a22*b12;
295 d[2][0] = a00*b20 + a10*b21 + a20*b22;
296 d[2][1] = a01*b20 + a11*b21 + a21*b22;
297 d[2][2] = a02*b20 + a12*b21 + a22*b22;
298 d[3][0] = a00*b30 + a10*b31 + a20*b32 + a30;
299 d[3][1] = a01*b30 + a11*b31 + a21*b32 + a31;
300 d[3][2] = a02*b30 + a12*b31 + a22*b32 + a32;
301 }
302
303 void m4x3_mulv( m4x3f m, v3f v, v3f d )
304 {
305 v3f res;
306
307 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0];
308 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1];
309 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2] + m[3][2];
310
311 v3_copy( res, d );
312 }
313
314 // Affine transforms
315
316 void m4x3_translate( m4x3f m, v3f v )
317 {
318 v3_muladds( m[3], m[0], v[0], m[3] );
319 v3_muladds( m[3], m[1], v[1], m[3] );
320 v3_muladds( m[3], m[2], v[2], m[3] );
321 }
322
323 void m4x3_scale( m4x3f m, float s )
324 {
325 v3_muls( m[0], s, m[0] );
326 v3_muls( m[1], s, m[1] );
327 v3_muls( m[2], s, m[2] );
328 }
329
330 void m4x3_rotate_x( m4x3f m, float angle )
331 {
332 m4x3f t = M4X3_IDENTITY;
333 float c, s;
334
335 c = cosf( angle );
336 s = sinf( angle );
337
338 t[1][1] = c;
339 t[1][2] = s;
340 t[2][1] = -s;
341 t[2][2] = c;
342
343 m4x3_mul( m, t, m );
344 }
345
346 void m4x3_rotate_y( m4x3f m, float angle )
347 {
348 m4x3f t = M4X3_IDENTITY;
349 float c, s;
350
351 c = cosf( angle );
352 s = sinf( angle );
353
354 t[0][0] = c;
355 t[0][2] = -s;
356 t[2][0] = s;
357 t[2][2] = c;
358
359 m4x3_mul( m, t, m );
360 }
361
362 void m4x3_rotate_z( m4x3f m, float angle )
363 {
364 m4x3f t = M4X3_IDENTITY;
365 float c, s;
366
367 c = cosf( angle );
368 s = sinf( angle );
369
370 t[0][0] = c;
371 t[0][1] = s;
372 t[1][0] = -s;
373 t[1][1] = c;
374
375 m4x3_mul( m, t, m );
376 }
377
378 // Warning: These functions are unoptimized..
379 void m4x3_expand_aabb_point( m4x3f m, boxf box, v3f point )
380 {
381 v3f v;
382 m4x3_mulv( m, point, v );
383
384 v3_minv( box[0], v, box[0] );
385 v3_maxv( box[1], v, box[1] );
386 }
387
388 void box_concat( boxf a, boxf b )
389 {
390 v3_minv( a[0], b[0], a[0] );
391 v3_maxv( a[1], b[1], a[1] );
392 }
393
394 void box_copy( boxf a, boxf b )
395 {
396 v3_copy( a[0], b[0] );
397 v3_copy( a[1], b[1] );
398 }
399
400 void m4x3_transform_aabb( m4x3f m, boxf box )
401 {
402 v3f a; v3f b;
403
404 v3_copy( box[0], a );
405 v3_copy( box[1], b );
406 v3_fill( box[0], INFINITY );
407 v3_fill( box[1], -INFINITY );
408
409 m4x3_expand_aabb_point( m, box, a );
410 m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], a[2] } );
411 m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], a[2] } );
412 m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], a[2] } );
413 m4x3_expand_aabb_point( m, box, b );
414 m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], b[2] } );
415 m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], b[2] } );
416 m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], b[2] } );
417 }
418
419 // Planes (double precision)
420 // ==================================================================================================================
421
422 void tri_to_plane( double a[3], double b[3], double c[3], double p[4] )
423 {
424 double edge0[3];
425 double edge1[3];
426 double l;
427
428 edge0[0] = b[0] - a[0];
429 edge0[1] = b[1] - a[1];
430 edge0[2] = b[2] - a[2];
431
432 edge1[0] = c[0] - a[0];
433 edge1[1] = c[1] - a[1];
434 edge1[2] = c[2] - a[2];
435
436 p[0] = edge0[1] * edge1[2] - edge0[2] * edge1[1];
437 p[1] = edge0[2] * edge1[0] - edge0[0] * edge1[2];
438 p[2] = edge0[0] * edge1[1] - edge0[1] * edge1[0];
439
440 l = sqrt(p[0] * p[0] + p[1] * p[1] + p[2] * p[2]);
441 p[3] = (p[0] * a[0] + p[1] * a[1] + p[2] * a[2]) / l;
442
443 p[0] = p[0] / l;
444 p[1] = p[1] / l;
445 p[2] = p[2] / l;
446 }
447
448 int plane_intersect( double a[4], double b[4], double c[4], double p[4] )
449 {
450 double const epsilon = 1e-8f;
451
452 double x[3];
453 double d;
454
455 x[0] = a[1] * b[2] - a[2] * b[1];
456 x[1] = a[2] * b[0] - a[0] * b[2];
457 x[2] = a[0] * b[1] - a[1] * b[0];
458
459 d = x[0] * c[0] + x[1] * c[1] + x[2] * c[2];
460
461 if( d < epsilon && d > -epsilon ) return 0;
462
463 p[0] = (b[1] * c[2] - b[2] * c[1]) * -a[3];
464 p[1] = (b[2] * c[0] - b[0] * c[2]) * -a[3];
465 p[2] = (b[0] * c[1] - b[1] * c[0]) * -a[3];
466
467 p[0] += (c[1] * a[2] - c[2] * a[1]) * -b[3];
468 p[1] += (c[2] * a[0] - c[0] * a[2]) * -b[3];
469 p[2] += (c[0] * a[1] - c[1] * a[0]) * -b[3];
470
471 p[0] += (a[1] * b[2] - a[2] * b[1]) * -c[3];
472 p[1] += (a[2] * b[0] - a[0] * b[2]) * -c[3];
473 p[2] += (a[0] * b[1] - a[1] * b[0]) * -c[3];
474
475 p[0] = -p[0] / d;
476 p[1] = -p[1] / d;
477 p[2] = -p[2] / d;
478
479 return 1;
480 }
481
482 double plane_polarity( double p[4], double a[3] )
483 {
484 return
485 (a[0] * p[0] + a[1] * p[1] + a[2] * p[2])
486 -(p[0]*p[3] * p[0] + p[1]*p[3] * p[1] + p[2]*p[3] * p[2])
487 ;
488 }