0c4ba358593af4927a59f6e6335906a5cf0e653c
[fishladder.git] / vg / vg_m.h
1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
2
3 // Util
4 // ==================================================================================================================
5
6 #define VG_PIf 3.14159265358979323846264338327950288f
7 #define VG_TAUf 6.28318530717958647692528676655900576f
8
9 // Simple min/max replacements
10 static inline float vg_minf( float a, float b )
11 {
12 return a < b? a: b;
13 }
14
15 static inline float vg_maxf( float a, float b )
16 {
17 return a > b? a: b;
18 }
19
20 static inline int vg_min( int a, int b )
21 {
22 return a < b? a: b;
23 }
24
25 static inline int vg_max( int a, int b )
26 {
27 return a > b? a: b;
28 }
29
30 // Convert degrees to radians
31 static inline float vg_rad( float deg )
32 {
33 return deg * VG_PIf / 180.0f;
34 }
35
36 // Vector 2
37 // ==================================================================================================================
38
39 static inline void v2_copy( v2f a, v2f b )
40 {
41 b[0] = a[0]; b[1] = a[1];
42 }
43
44 static inline void v2_minv( v2f a, v2f b, v2f dest )
45 {
46 dest[0] = vg_minf(a[0], b[0]);
47 dest[1] = vg_minf(a[1], b[1]);
48 }
49
50 static inline void v2_maxv( v2f a, v2f b, v2f dest )
51 {
52 dest[0] = vg_maxf(a[0], b[0]);
53 dest[1] = vg_maxf(a[1], b[1]);
54 }
55
56 static inline void v2_sub( v2f a, v2f b, v2f d )
57 {
58 d[0] = a[0]-b[0]; d[1] = a[1]-b[1];
59 }
60
61 static inline float v2_cross( v2f a, v2f b )
62 {
63 return a[0] * b[1] - a[1] * b[0];
64 }
65
66 static inline void v2_add( v2f a, v2f b, v2f d )
67 {
68 d[0] = a[0]+b[0]; d[1] = a[1]+b[1];
69 }
70
71 static inline void v2_muls( v2f a, float s, v2f d )
72 {
73 d[0] = a[0]*s; d[1] = a[1]*s;
74 }
75
76 static inline void v2_mul( v2f a, v2f b, v2f d )
77 {
78 d[0] = a[0]*b[0]; d[1] = a[1]*b[1];
79 }
80
81 static inline void v2_div( v2f a, v2f b, v2f d )
82 {
83 d[0] = a[0]/b[0]; d[1] = a[1]/b[1];
84 }
85
86 // Vector 3
87 // ==================================================================================================================
88
89 static inline void v3_zero( v3f a )
90 {
91 a[0] = 0.f; a[1] = 0.f; a[2] = 0.f;
92 }
93
94 static inline void v3_copy( v3f a, v3f b )
95 {
96 b[0] = a[0]; b[1] = a[1]; b[2] = a[2];
97 }
98
99 static inline void v3_add( 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 static inline void v3_sub( 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 static inline void v3_mul( v3f a, v3f b, v3f d )
110 {
111 d[0] = a[0]*b[0]; d[1] = a[1]*b[1]; d[2] = a[2]*b[2];
112 }
113
114 static inline void v3_div( v3f a, v3f b, v3f d )
115 {
116 d[0] = a[0]/b[0]; d[1] = a[1]/b[1]; d[2] = a[2]/b[2];
117 }
118
119 static inline void v3_muls( v3f a, float s, v3f d )
120 {
121 d[0] = a[0]*s; d[1] = a[1]*s; d[2] = a[2]*s;
122 }
123
124 static inline void v3_divs( v3f a, float s, v3f d )
125 {
126 d[0] = a[0]/s; d[1] = a[1]/s; d[2] = a[2]/s;
127 }
128
129 static inline void v3_muladds( v3f a, v3f b, float s, v3f d )
130 {
131 d[0] = a[0]+b[0]*s; d[1] = a[1]+b[1]*s; d[2] = a[2]+b[2]*s;
132 }
133
134 static inline float v3_dot( v3f a, v3f b )
135 {
136 return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
137 }
138
139 static inline void v3_cross( v3f a, v3f b, v3f d )
140 {
141 d[0] = a[1] * b[2] - a[2] * b[1];
142 d[1] = a[2] * b[0] - a[0] * b[2];
143 d[2] = a[0] * b[1] - a[1] * b[0];
144 }
145
146 static inline float v3_length2( v3f a )
147 {
148 return v3_dot( a, a );
149 }
150
151 static inline float v3_length( v3f a )
152 {
153 return sqrtf( v3_length2( a ) );
154 }
155
156 static inline float v3_dist2( v3f a, v3f b )
157 {
158 v3f delta;
159 v3_sub( a, b, delta );
160 return v3_length2( delta );
161 }
162
163 static inline float v3_dist( v3f a, v3f b )
164 {
165 return sqrtf( v3_dist2( a, b ) );
166 }
167
168 static inline void v3_normalize( v3f a )
169 {
170 v3_muls( a, 1.f / v3_length( a ), a );
171 }
172
173 static inline float csr_lerpf( float a, float b, float t )
174 {
175 return a + t*(b-a);
176 }
177
178 static inline void v3_lerp( v3f a, v3f b, float t, v3f d )
179 {
180 d[0] = a[0] + t*(b[0]-a[0]);
181 d[1] = a[1] + t*(b[1]-a[1]);
182 d[2] = a[2] + t*(b[2]-a[2]);
183 }
184
185 static inline void v3_minv( v3f a, v3f b, v3f dest )
186 {
187 dest[0] = vg_minf(a[0], b[0]);
188 dest[1] = vg_minf(a[1], b[1]);
189 dest[2] = vg_minf(a[2], b[2]);
190 }
191
192 static inline void v3_maxv( v3f a, v3f b, v3f dest )
193 {
194 dest[0] = vg_maxf(a[0], b[0]);
195 dest[1] = vg_maxf(a[1], b[1]);
196 dest[2] = vg_maxf(a[2], b[2]);
197 }
198
199 static inline float v3_minf( v3f a )
200 {
201 return vg_minf( vg_minf( a[0], a[1] ), a[2] );
202 }
203
204 static inline float v3_maxf( v3f a )
205 {
206 return vg_maxf( vg_maxf( a[0], a[1] ), a[2] );
207 }
208
209 static inline void v3_fill( v3f a, float v )
210 {
211 a[0] = v;
212 a[1] = v;
213 a[2] = v;
214 }
215
216 // Vector 4
217 // ==================================================================================================================
218
219 static inline void v4_copy( v4f a, v4f b )
220 {
221 b[0] = a[0]; b[1] = a[1]; b[2] = a[2]; b[3] = a[3];
222 }
223
224 static inline void v4_zero( v4f a )
225 {
226 a[0] = 0.f; a[1] = 0.f; a[2] = 0.f; a[3] = 0.f;
227 }
228
229 // Matrix 2x2
230 // ===========================================================================================================
231
232 #define M2X2_INDENTIY {{1.0f, 0.0f, }, \
233 { 0.0f, 1.0f, }}
234
235 #define M2X2_ZERO {{0.0f, 0.0f, }, \
236 { 0.0f, 0.0f, }}
237
238 static inline void m2x2_copy( m2x2f a, m2x2f b )
239 {
240 v2_copy( a[0], b[0] );
241 v2_copy( a[1], b[1] );
242 }
243
244 static inline void m2x2_identity( m2x2f a )
245 {
246 m2x2f id = M2X2_INDENTIY;
247 m2x2_copy( id, a );
248 }
249
250 static inline void m2x2_create_rotation( m2x2f a, float theta )
251 {
252 float s, c;
253
254 s = sinf( theta );
255 c = cosf( theta );
256
257 a[0][0] = c;
258 a[0][1] = -s;
259 a[1][0] = s;
260 a[1][1] = c;
261 }
262
263 // Matrix 3x3
264 //======================================================================================================
265
266 #define M3X3_IDENTITY {{1.0f, 0.0f, 0.0f, },\
267 { 0.0f, 1.0f, 0.0f, },\
268 { 0.0f, 0.0f, 1.0f, }}
269
270 #define M3X3_ZERO {{0.0f, 0.0f, 0.0f, },\
271 { 0.0f, 0.0f, 0.0f, },\
272 { 0.0f, 0.0f, 0.0f, }}
273
274
275 static inline void m3x3_copy( m3x3f a, m3x3f b )
276 {
277 v3_copy( a[0], b[0] );
278 v3_copy( a[1], b[1] );
279 v3_copy( a[2], b[2] );
280 }
281
282 static inline void m3x3_identity( m3x3f a )
283 {
284 m3x3f id = M3X3_IDENTITY;
285 m3x3_copy( id, a );
286 }
287
288 static inline void m3x3_zero( m3x3f a )
289 {
290 m3x3f z = M3X3_ZERO;
291 m3x3_copy( z, a );
292 }
293
294 static inline void m3x3_inv( m3x3f src, m3x3f dest )
295 {
296 float a = src[0][0], b = src[0][1], c = src[0][2],
297 d = src[1][0], e = src[1][1], f = src[1][2],
298 g = src[2][0], h = src[2][1], i = src[2][2];
299
300 float det = 1.f /
301 (+a*(e*i-h*f)
302 -b*(d*i-f*g)
303 +c*(d*h-e*g));
304
305 dest[0][0] = (e*i-h*f)*det;
306 dest[0][1] = -(b*i-c*h)*det;
307 dest[0][2] = (b*f-c*e)*det;
308 dest[1][0] = -(d*i-f*g)*det;
309 dest[1][1] = (a*i-c*g)*det;
310 dest[1][2] = -(a*f-d*c)*det;
311 dest[2][0] = (d*h-g*e)*det;
312 dest[2][1] = -(a*h-g*b)*det;
313 dest[2][2] = (a*e-d*b)*det;
314 }
315
316 static inline void m3x3_transpose( m3x3f src, m3x3f dest )
317 {
318 float a = src[0][0], b = src[0][1], c = src[0][2],
319 d = src[1][0], e = src[1][1], f = src[1][2],
320 g = src[2][0], h = src[2][1], i = src[2][2];
321
322 dest[0][0] = a;
323 dest[0][1] = d;
324 dest[0][2] = g;
325 dest[1][0] = b;
326 dest[1][1] = e;
327 dest[1][2] = h;
328 dest[2][0] = c;
329 dest[2][1] = f;
330 dest[2][2] = i;
331 }
332
333 static inline void m3x3_mul( m3x3f a, m3x3f b, m3x3f d )
334 {
335 float a00 = a[0][0], a01 = a[0][1], a02 = a[0][2],
336 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2],
337 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2],
338
339 b00 = b[0][0], b01 = b[0][1], b02 = b[0][2],
340 b10 = b[1][0], b11 = b[1][1], b12 = b[1][2],
341 b20 = b[2][0], b21 = b[2][1], b22 = b[2][2];
342
343 d[0][0] = a00*b00 + a10*b01 + a20*b02;
344 d[0][1] = a01*b00 + a11*b01 + a21*b02;
345 d[0][2] = a02*b00 + a12*b01 + a22*b02;
346 d[1][0] = a00*b10 + a10*b11 + a20*b12;
347 d[1][1] = a01*b10 + a11*b11 + a21*b12;
348 d[1][2] = a02*b10 + a12*b11 + a22*b12;
349 d[2][0] = a00*b20 + a10*b21 + a20*b22;
350 d[2][1] = a01*b20 + a11*b21 + a21*b22;
351 d[2][2] = a02*b20 + a12*b21 + a22*b22;
352 }
353
354 static inline void m3x3_mulv( m3x3f m, v3f v, v3f d )
355 {
356 v3f res;
357
358 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2];
359 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2];
360 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2];
361
362 v3_copy( res, d );
363 }
364
365 static inline void m3x3_projection( m3x3f dst, float const left, float const right, float const bottom, float const top )
366 {
367 float rl, tb;
368
369 m3x3_zero( dst );
370
371 rl = 1.0f / (right - left);
372 tb = 1.0f / (top - bottom);
373
374 dst[0][0] = 2.0f * rl;
375 dst[1][1] = 2.0f * tb;
376 dst[2][2] = 1.0f;
377 }
378
379 static inline void m3x3_translate( m3x3f m, v3f v )
380 {
381 m[2][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0];
382 m[2][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1];
383 m[2][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2];
384 }
385
386 static inline void m3x3_scale( m3x3f m, v3f v )
387 {
388 m[0][0] = m[0][0] * v[0];
389 m[0][1] = m[0][1] * v[0];
390 m[0][2] = m[0][2] * v[0];
391
392 m[1][0] = m[1][0] * v[1];
393 m[1][1] = m[1][1] * v[1];
394 m[1][2] = m[1][2] * v[1];
395 }
396
397 static inline void m3x3_rotate( m3x3f m, float angle )
398 {
399 float m00 = m[0][0], m10 = m[1][0],
400 m01 = m[0][1], m11 = m[1][1],
401 m02 = m[0][2], m12 = m[1][2];
402 float c, s;
403
404 s = sinf( angle );
405 c = cosf( angle );
406
407 m[0][0] = m00 * c + m10 * s;
408 m[0][1] = m01 * c + m11 * s;
409 m[0][2] = m02 * c + m12 * s;
410
411 m[1][0] = m00 * -s + m10 * c;
412 m[1][1] = m01 * -s + m11 * c;
413 m[1][2] = m02 * -s + m12 * c;
414 }
415
416 // Matrix 4x3
417 // ==================================================================================================================
418
419 #define M4X3_IDENTITY {{1.0f, 0.0f, 0.0f, },\
420 { 0.0f, 1.0f, 0.0f, },\
421 { 0.0f, 0.0f, 1.0f, },\
422 { 0.0f, 0.0f, 0.0f }}
423
424 static inline void m4x3_to_3x3( m4x3f a, m3x3f b )
425 {
426 v3_copy( a[0], b[0] );
427 v3_copy( a[1], b[1] );
428 v3_copy( a[2], b[2] );
429 }
430
431 static inline void m4x3_copy( m4x3f a, m4x3f b )
432 {
433 v3_copy( a[0], b[0] );
434 v3_copy( a[1], b[1] );
435 v3_copy( a[2], b[2] );
436 v3_copy( a[3], b[3] );
437 }
438
439 static inline void m4x3_identity( m4x3f a )
440 {
441 m4x3f id = M4X3_IDENTITY;
442 m4x3_copy( id, a );
443 }
444
445 static inline void m4x3_mul( m4x3f a, m4x3f b, m4x3f d )
446 {
447 float
448 a00 = a[0][0], a01 = a[0][1], a02 = a[0][2],
449 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2],
450 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2],
451 a30 = a[3][0], a31 = a[3][1], a32 = a[3][2],
452 b00 = b[0][0], b01 = b[0][1], b02 = b[0][2],
453 b10 = b[1][0], b11 = b[1][1], b12 = b[1][2],
454 b20 = b[2][0], b21 = b[2][1], b22 = b[2][2],
455 b30 = b[3][0], b31 = b[3][1], b32 = b[3][2];
456
457 d[0][0] = a00*b00 + a10*b01 + a20*b02;
458 d[0][1] = a01*b00 + a11*b01 + a21*b02;
459 d[0][2] = a02*b00 + a12*b01 + a22*b02;
460 d[1][0] = a00*b10 + a10*b11 + a20*b12;
461 d[1][1] = a01*b10 + a11*b11 + a21*b12;
462 d[1][2] = a02*b10 + a12*b11 + a22*b12;
463 d[2][0] = a00*b20 + a10*b21 + a20*b22;
464 d[2][1] = a01*b20 + a11*b21 + a21*b22;
465 d[2][2] = a02*b20 + a12*b21 + a22*b22;
466 d[3][0] = a00*b30 + a10*b31 + a20*b32 + a30;
467 d[3][1] = a01*b30 + a11*b31 + a21*b32 + a31;
468 d[3][2] = a02*b30 + a12*b31 + a22*b32 + a32;
469 }
470
471 static inline void m4x3_mulv( m4x3f m, v3f v, v3f d )
472 {
473 v3f res;
474
475 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0];
476 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1];
477 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2] + m[3][2];
478
479 v3_copy( res, d );
480 }
481
482 // Affine transforms
483 // ====================================================================================================================
484
485 static inline void m4x3_translate( m4x3f m, v3f v )
486 {
487 v3_muladds( m[3], m[0], v[0], m[3] );
488 v3_muladds( m[3], m[1], v[1], m[3] );
489 v3_muladds( m[3], m[2], v[2], m[3] );
490 }
491
492 static inline void m4x3_scale( m4x3f m, float s )
493 {
494 v3_muls( m[0], s, m[0] );
495 v3_muls( m[1], s, m[1] );
496 v3_muls( m[2], s, m[2] );
497 }
498
499 static inline void m4x3_rotate_x( m4x3f m, float angle )
500 {
501 m4x3f t = M4X3_IDENTITY;
502 float c, s;
503
504 c = cosf( angle );
505 s = sinf( angle );
506
507 t[1][1] = c;
508 t[1][2] = s;
509 t[2][1] = -s;
510 t[2][2] = c;
511
512 m4x3_mul( m, t, m );
513 }
514
515 static inline void m4x3_rotate_y( m4x3f m, float angle )
516 {
517 m4x3f t = M4X3_IDENTITY;
518 float c, s;
519
520 c = cosf( angle );
521 s = sinf( angle );
522
523 t[0][0] = c;
524 t[0][2] = -s;
525 t[2][0] = s;
526 t[2][2] = c;
527
528 m4x3_mul( m, t, m );
529 }
530
531 static inline void m4x3_rotate_z( m4x3f m, float angle )
532 {
533 m4x3f t = M4X3_IDENTITY;
534 float c, s;
535
536 c = cosf( angle );
537 s = sinf( angle );
538
539 t[0][0] = c;
540 t[0][1] = s;
541 t[1][0] = -s;
542 t[1][1] = c;
543
544 m4x3_mul( m, t, m );
545 }
546
547 // Warning: These functions are unoptimized..
548 static inline void m4x3_expand_aabb_point( m4x3f m, boxf box, v3f point )
549 {
550 v3f v;
551 m4x3_mulv( m, point, v );
552
553 v3_minv( box[0], v, box[0] );
554 v3_maxv( box[1], v, box[1] );
555 }
556
557 static inline void box_concat( boxf a, boxf b )
558 {
559 v3_minv( a[0], b[0], a[0] );
560 v3_maxv( a[1], b[1], a[1] );
561 }
562
563 static inline void box_copy( boxf a, boxf b )
564 {
565 v3_copy( a[0], b[0] );
566 v3_copy( a[1], b[1] );
567 }
568
569 static inline void m4x3_transform_aabb( m4x3f m, boxf box )
570 {
571 v3f a; v3f b;
572
573 v3_copy( box[0], a );
574 v3_copy( box[1], b );
575 v3_fill( box[0], INFINITY );
576 v3_fill( box[1], -INFINITY );
577
578 m4x3_expand_aabb_point( m, box, a );
579 m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], a[2] } );
580 m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], a[2] } );
581 m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], a[2] } );
582 m4x3_expand_aabb_point( m, box, b );
583 m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], b[2] } );
584 m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], b[2] } );
585 m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], b[2] } );
586 }
587
588 // Planes (double precision)
589 // ==================================================================================================================
590
591 static inline void tri_to_plane( double a[3], double b[3], double c[3], double p[4] )
592 {
593 double edge0[3];
594 double edge1[3];
595 double l;
596
597 edge0[0] = b[0] - a[0];
598 edge0[1] = b[1] - a[1];
599 edge0[2] = b[2] - a[2];
600
601 edge1[0] = c[0] - a[0];
602 edge1[1] = c[1] - a[1];
603 edge1[2] = c[2] - a[2];
604
605 p[0] = edge0[1] * edge1[2] - edge0[2] * edge1[1];
606 p[1] = edge0[2] * edge1[0] - edge0[0] * edge1[2];
607 p[2] = edge0[0] * edge1[1] - edge0[1] * edge1[0];
608
609 l = sqrt(p[0] * p[0] + p[1] * p[1] + p[2] * p[2]);
610 p[3] = (p[0] * a[0] + p[1] * a[1] + p[2] * a[2]) / l;
611
612 p[0] = p[0] / l;
613 p[1] = p[1] / l;
614 p[2] = p[2] / l;
615 }
616
617 static inline int plane_intersect( double a[4], double b[4], double c[4], double p[4] )
618 {
619 double const epsilon = 1e-8f;
620
621 double x[3];
622 double d;
623
624 x[0] = a[1] * b[2] - a[2] * b[1];
625 x[1] = a[2] * b[0] - a[0] * b[2];
626 x[2] = a[0] * b[1] - a[1] * b[0];
627
628 d = x[0] * c[0] + x[1] * c[1] + x[2] * c[2];
629
630 if( d < epsilon && d > -epsilon ) return 0;
631
632 p[0] = (b[1] * c[2] - b[2] * c[1]) * -a[3];
633 p[1] = (b[2] * c[0] - b[0] * c[2]) * -a[3];
634 p[2] = (b[0] * c[1] - b[1] * c[0]) * -a[3];
635
636 p[0] += (c[1] * a[2] - c[2] * a[1]) * -b[3];
637 p[1] += (c[2] * a[0] - c[0] * a[2]) * -b[3];
638 p[2] += (c[0] * a[1] - c[1] * a[0]) * -b[3];
639
640 p[0] += (a[1] * b[2] - a[2] * b[1]) * -c[3];
641 p[1] += (a[2] * b[0] - a[0] * b[2]) * -c[3];
642 p[2] += (a[0] * b[1] - a[1] * b[0]) * -c[3];
643
644 p[0] = -p[0] / d;
645 p[1] = -p[1] / d;
646 p[2] = -p[2] / d;
647
648 return 1;
649 }
650
651 static inline double plane_polarity( double p[4], double a[3] )
652 {
653 return
654 (a[0] * p[0] + a[1] * p[1] + a[2] * p[2])
655 -(p[0]*p[3] * p[0] + p[1]*p[3] * p[1] + p[2]*p[3] * p[2])
656 ;
657 }