27481ae995db9b3aca8694ffea139671e9f27438
[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 3x3
230 //======================================================================================================
231
232 #define M3X3_IDENTITY {{1.0f, 0.0f, 0.0f, },\
233 { 0.0f, 1.0f, 0.0f, },\
234 { 0.0f, 0.0f, 1.0f, }}
235
236 #define M3X3_ZERO {{0.0f, 0.0f, 0.0f, },\
237 { 0.0f, 0.0f, 0.0f, },\
238 { 0.0f, 0.0f, 0.0f, }}
239
240
241 static inline void m3x3_copy( m3x3f a, m3x3f b )
242 {
243 v3_copy( a[0], b[0] );
244 v3_copy( a[1], b[1] );
245 v3_copy( a[2], b[2] );
246 }
247
248 static inline void m3x3_identity( m3x3f a )
249 {
250 m3x3f id = M3X3_IDENTITY;
251 m3x3_copy( id, a );
252 }
253
254 static inline void m3x3_zero( m3x3f a )
255 {
256 m3x3f z = M3X3_ZERO;
257 m3x3_copy( z, a );
258 }
259
260 static inline void m3x3_inv( m3x3f src, m3x3f dest )
261 {
262 float a = src[0][0], b = src[0][1], c = src[0][2],
263 d = src[1][0], e = src[1][1], f = src[1][2],
264 g = src[2][0], h = src[2][1], i = src[2][2];
265
266 float det = 1.f /
267 (+a*(e*i-h*f)
268 -b*(d*i-f*g)
269 +c*(d*h-e*g));
270
271 dest[0][0] = (e*i-h*f)*det;
272 dest[0][1] = -(b*i-c*h)*det;
273 dest[0][2] = (b*f-c*e)*det;
274 dest[1][0] = -(d*i-f*g)*det;
275 dest[1][1] = (a*i-c*g)*det;
276 dest[1][2] = -(a*f-d*c)*det;
277 dest[2][0] = (d*h-g*e)*det;
278 dest[2][1] = -(a*h-g*b)*det;
279 dest[2][2] = (a*e-d*b)*det;
280 }
281
282 static inline void m3x3_transpose( m3x3f src, m3x3f dest )
283 {
284 float a = src[0][0], b = src[0][1], c = src[0][2],
285 d = src[1][0], e = src[1][1], f = src[1][2],
286 g = src[2][0], h = src[2][1], i = src[2][2];
287
288 dest[0][0] = a;
289 dest[0][1] = d;
290 dest[0][2] = g;
291 dest[1][0] = b;
292 dest[1][1] = e;
293 dest[1][2] = h;
294 dest[2][0] = c;
295 dest[2][1] = f;
296 dest[2][2] = i;
297 }
298
299 static inline void m3x3_mul( m3x3f a, m3x3f b, m3x3f d )
300 {
301 float a00 = a[0][0], a01 = a[0][1], a02 = a[0][2],
302 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2],
303 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2],
304
305 b00 = b[0][0], b01 = b[0][1], b02 = b[0][2],
306 b10 = b[1][0], b11 = b[1][1], b12 = b[1][2],
307 b20 = b[2][0], b21 = b[2][1], b22 = b[2][2];
308
309 d[0][0] = a00*b00 + a10*b01 + a20*b02;
310 d[0][1] = a01*b00 + a11*b01 + a21*b02;
311 d[0][2] = a02*b00 + a12*b01 + a22*b02;
312 d[1][0] = a00*b10 + a10*b11 + a20*b12;
313 d[1][1] = a01*b10 + a11*b11 + a21*b12;
314 d[1][2] = a02*b10 + a12*b11 + a22*b12;
315 d[2][0] = a00*b20 + a10*b21 + a20*b22;
316 d[2][1] = a01*b20 + a11*b21 + a21*b22;
317 d[2][2] = a02*b20 + a12*b21 + a22*b22;
318 }
319
320 static inline void m3x3_mulv( m3x3f m, v3f v, v3f d )
321 {
322 v3f res;
323
324 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2];
325 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2];
326 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2];
327
328 v3_copy( res, d );
329 }
330
331 static inline void m3x3_projection( m3x3f dst, float const left, float const right, float const bottom, float const top )
332 {
333 float rl, tb;
334
335 m3x3_zero( dst );
336
337 rl = 1.0f / (right - left);
338 tb = 1.0f / (top - bottom);
339
340 dst[0][0] = 2.0f * rl;
341 dst[1][1] = 2.0f * tb;
342 dst[2][2] = 1.0f;
343 }
344
345 static inline void m3x3_translate( m3x3f m, v3f v )
346 {
347 m[2][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0];
348 m[2][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1];
349 m[2][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2];
350 }
351
352 static inline void m3x3_scale( m3x3f m, v3f v )
353 {
354 m[0][0] = m[0][0] * v[0];
355 m[0][1] = m[0][1] * v[0];
356 m[0][2] = m[0][2] * v[0];
357
358 m[1][0] = m[1][0] * v[1];
359 m[1][1] = m[1][1] * v[1];
360 m[1][2] = m[1][2] * v[1];
361 }
362
363 static inline void m3x3_rotate( m3x3f m, float angle )
364 {
365 float m00 = m[0][0], m10 = m[1][0],
366 m01 = m[0][1], m11 = m[1][1],
367 m02 = m[0][2], m12 = m[1][2];
368 float c, s;
369
370 s = sinf( angle );
371 c = cosf( angle );
372
373 m[0][0] = m00 * c + m10 * s;
374 m[0][1] = m01 * c + m11 * s;
375 m[0][2] = m02 * c + m12 * s;
376
377 m[1][0] = m00 * -s + m10 * c;
378 m[1][1] = m01 * -s + m11 * c;
379 m[1][2] = m02 * -s + m12 * c;
380 }
381
382 // Matrix 4x3
383 // ==================================================================================================================
384
385 #define M4X3_IDENTITY {{1.0f, 0.0f, 0.0f, },\
386 { 0.0f, 1.0f, 0.0f, },\
387 { 0.0f, 0.0f, 1.0f, },\
388 { 0.0f, 0.0f, 0.0f }}
389
390 static inline void m4x3_to_3x3( m4x3f a, m3x3f b )
391 {
392 v3_copy( a[0], b[0] );
393 v3_copy( a[1], b[1] );
394 v3_copy( a[2], b[2] );
395 }
396
397 static inline void m4x3_copy( m4x3f a, m4x3f b )
398 {
399 v3_copy( a[0], b[0] );
400 v3_copy( a[1], b[1] );
401 v3_copy( a[2], b[2] );
402 v3_copy( a[3], b[3] );
403 }
404
405 static inline void m4x3_identity( m4x3f a )
406 {
407 m4x3f id = M4X3_IDENTITY;
408 m4x3_copy( id, a );
409 }
410
411 static inline void m4x3_mul( m4x3f a, m4x3f b, m4x3f d )
412 {
413 float
414 a00 = a[0][0], a01 = a[0][1], a02 = a[0][2],
415 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2],
416 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2],
417 a30 = a[3][0], a31 = a[3][1], a32 = a[3][2],
418 b00 = b[0][0], b01 = b[0][1], b02 = b[0][2],
419 b10 = b[1][0], b11 = b[1][1], b12 = b[1][2],
420 b20 = b[2][0], b21 = b[2][1], b22 = b[2][2],
421 b30 = b[3][0], b31 = b[3][1], b32 = b[3][2];
422
423 d[0][0] = a00*b00 + a10*b01 + a20*b02;
424 d[0][1] = a01*b00 + a11*b01 + a21*b02;
425 d[0][2] = a02*b00 + a12*b01 + a22*b02;
426 d[1][0] = a00*b10 + a10*b11 + a20*b12;
427 d[1][1] = a01*b10 + a11*b11 + a21*b12;
428 d[1][2] = a02*b10 + a12*b11 + a22*b12;
429 d[2][0] = a00*b20 + a10*b21 + a20*b22;
430 d[2][1] = a01*b20 + a11*b21 + a21*b22;
431 d[2][2] = a02*b20 + a12*b21 + a22*b22;
432 d[3][0] = a00*b30 + a10*b31 + a20*b32 + a30;
433 d[3][1] = a01*b30 + a11*b31 + a21*b32 + a31;
434 d[3][2] = a02*b30 + a12*b31 + a22*b32 + a32;
435 }
436
437 static inline void m4x3_mulv( m4x3f m, v3f v, v3f d )
438 {
439 v3f res;
440
441 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0];
442 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1];
443 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2] + m[3][2];
444
445 v3_copy( res, d );
446 }
447
448 // Affine transforms
449 // ====================================================================================================================
450
451 static inline void m4x3_translate( m4x3f m, v3f v )
452 {
453 v3_muladds( m[3], m[0], v[0], m[3] );
454 v3_muladds( m[3], m[1], v[1], m[3] );
455 v3_muladds( m[3], m[2], v[2], m[3] );
456 }
457
458 static inline void m4x3_scale( m4x3f m, float s )
459 {
460 v3_muls( m[0], s, m[0] );
461 v3_muls( m[1], s, m[1] );
462 v3_muls( m[2], s, m[2] );
463 }
464
465 static inline void m4x3_rotate_x( m4x3f m, float angle )
466 {
467 m4x3f t = M4X3_IDENTITY;
468 float c, s;
469
470 c = cosf( angle );
471 s = sinf( angle );
472
473 t[1][1] = c;
474 t[1][2] = s;
475 t[2][1] = -s;
476 t[2][2] = c;
477
478 m4x3_mul( m, t, m );
479 }
480
481 static inline void m4x3_rotate_y( m4x3f m, float angle )
482 {
483 m4x3f t = M4X3_IDENTITY;
484 float c, s;
485
486 c = cosf( angle );
487 s = sinf( angle );
488
489 t[0][0] = c;
490 t[0][2] = -s;
491 t[2][0] = s;
492 t[2][2] = c;
493
494 m4x3_mul( m, t, m );
495 }
496
497 static inline void m4x3_rotate_z( m4x3f m, float angle )
498 {
499 m4x3f t = M4X3_IDENTITY;
500 float c, s;
501
502 c = cosf( angle );
503 s = sinf( angle );
504
505 t[0][0] = c;
506 t[0][1] = s;
507 t[1][0] = -s;
508 t[1][1] = c;
509
510 m4x3_mul( m, t, m );
511 }
512
513 // Warning: These functions are unoptimized..
514 static inline void m4x3_expand_aabb_point( m4x3f m, boxf box, v3f point )
515 {
516 v3f v;
517 m4x3_mulv( m, point, v );
518
519 v3_minv( box[0], v, box[0] );
520 v3_maxv( box[1], v, box[1] );
521 }
522
523 static inline void box_concat( boxf a, boxf b )
524 {
525 v3_minv( a[0], b[0], a[0] );
526 v3_maxv( a[1], b[1], a[1] );
527 }
528
529 static inline void box_copy( boxf a, boxf b )
530 {
531 v3_copy( a[0], b[0] );
532 v3_copy( a[1], b[1] );
533 }
534
535 static inline void m4x3_transform_aabb( m4x3f m, boxf box )
536 {
537 v3f a; v3f b;
538
539 v3_copy( box[0], a );
540 v3_copy( box[1], b );
541 v3_fill( box[0], INFINITY );
542 v3_fill( box[1], -INFINITY );
543
544 m4x3_expand_aabb_point( m, box, a );
545 m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], a[2] } );
546 m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], a[2] } );
547 m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], a[2] } );
548 m4x3_expand_aabb_point( m, box, b );
549 m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], b[2] } );
550 m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], b[2] } );
551 m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], b[2] } );
552 }
553
554 // Planes (double precision)
555 // ==================================================================================================================
556
557 static inline void tri_to_plane( double a[3], double b[3], double c[3], double p[4] )
558 {
559 double edge0[3];
560 double edge1[3];
561 double l;
562
563 edge0[0] = b[0] - a[0];
564 edge0[1] = b[1] - a[1];
565 edge0[2] = b[2] - a[2];
566
567 edge1[0] = c[0] - a[0];
568 edge1[1] = c[1] - a[1];
569 edge1[2] = c[2] - a[2];
570
571 p[0] = edge0[1] * edge1[2] - edge0[2] * edge1[1];
572 p[1] = edge0[2] * edge1[0] - edge0[0] * edge1[2];
573 p[2] = edge0[0] * edge1[1] - edge0[1] * edge1[0];
574
575 l = sqrt(p[0] * p[0] + p[1] * p[1] + p[2] * p[2]);
576 p[3] = (p[0] * a[0] + p[1] * a[1] + p[2] * a[2]) / l;
577
578 p[0] = p[0] / l;
579 p[1] = p[1] / l;
580 p[2] = p[2] / l;
581 }
582
583 static inline int plane_intersect( double a[4], double b[4], double c[4], double p[4] )
584 {
585 double const epsilon = 1e-8f;
586
587 double x[3];
588 double d;
589
590 x[0] = a[1] * b[2] - a[2] * b[1];
591 x[1] = a[2] * b[0] - a[0] * b[2];
592 x[2] = a[0] * b[1] - a[1] * b[0];
593
594 d = x[0] * c[0] + x[1] * c[1] + x[2] * c[2];
595
596 if( d < epsilon && d > -epsilon ) return 0;
597
598 p[0] = (b[1] * c[2] - b[2] * c[1]) * -a[3];
599 p[1] = (b[2] * c[0] - b[0] * c[2]) * -a[3];
600 p[2] = (b[0] * c[1] - b[1] * c[0]) * -a[3];
601
602 p[0] += (c[1] * a[2] - c[2] * a[1]) * -b[3];
603 p[1] += (c[2] * a[0] - c[0] * a[2]) * -b[3];
604 p[2] += (c[0] * a[1] - c[1] * a[0]) * -b[3];
605
606 p[0] += (a[1] * b[2] - a[2] * b[1]) * -c[3];
607 p[1] += (a[2] * b[0] - a[0] * b[2]) * -c[3];
608 p[2] += (a[0] * b[1] - a[1] * b[0]) * -c[3];
609
610 p[0] = -p[0] / d;
611 p[1] = -p[1] / d;
612 p[2] = -p[2] / d;
613
614 return 1;
615 }
616
617 static inline double plane_polarity( double p[4], double a[3] )
618 {
619 return
620 (a[0] * p[0] + a[1] * p[1] + a[2] * p[2])
621 -(p[0]*p[3] * p[0] + p[1]*p[3] * p[1] + p[2]*p[3] * p[2])
622 ;
623 }