690683710d816a9bec4ec8444b29d54b58b9e007
[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 #define VG_MIN( A, B ) ((A)<(B)?(A):(B))
21 #define VG_MAX( A, B ) ((A)>(B)?(A):(B))
22
23 // Hopefully deprecate this!!
24 static inline int vg_min( int a, int b )
25 {
26 return a < b? a: b;
27 }
28
29 static inline int vg_max( int a, int b )
30 {
31 return a > b? a: b;
32 }
33
34 // Convert degrees to radians
35 static inline float vg_rad( float deg )
36 {
37 return deg * VG_PIf / 180.0f;
38 }
39
40 // Vector 2
41 // ==================================================================================================================
42
43 static inline void v2_copy( v2f a, v2f b )
44 {
45 b[0] = a[0]; b[1] = a[1];
46 }
47
48 static inline void v2_minv( v2f a, v2f b, v2f dest )
49 {
50 dest[0] = vg_minf(a[0], b[0]);
51 dest[1] = vg_minf(a[1], b[1]);
52 }
53
54 static inline void v2_maxv( v2f a, v2f b, v2f dest )
55 {
56 dest[0] = vg_maxf(a[0], b[0]);
57 dest[1] = vg_maxf(a[1], b[1]);
58 }
59
60 static inline void v2_sub( v2f a, v2f b, v2f d )
61 {
62 d[0] = a[0]-b[0]; d[1] = a[1]-b[1];
63 }
64
65 static inline float v2_cross( v2f a, v2f b )
66 {
67 return a[0] * b[1] - a[1] * b[0];
68 }
69
70 static inline void v2_add( v2f a, v2f b, v2f d )
71 {
72 d[0] = a[0]+b[0]; d[1] = a[1]+b[1];
73 }
74
75 static inline void v2_muls( v2f a, float s, v2f d )
76 {
77 d[0] = a[0]*s; d[1] = a[1]*s;
78 }
79
80 static inline void v2_divs( v2f a, float s, v2f d )
81 {
82 d[0] = a[0]/s; d[1] = a[1]/s;
83 }
84
85
86 static inline void v2_mul( v2f a, v2f b, v2f d )
87 {
88 d[0] = a[0]*b[0]; d[1] = a[1]*b[1];
89 }
90
91 static inline void v2_div( v2f a, v2f b, v2f d )
92 {
93 d[0] = a[0]/b[0]; d[1] = a[1]/b[1];
94 }
95
96 static inline void v2_muladds( v2f a, v2f b, float s, v2f d )
97 {
98 d[0] = a[0]+b[0]*s; d[1] = a[1]+b[1]*s;
99 }
100
101 // Vector 3
102 // ==================================================================================================================
103
104 static inline void v3_zero( v3f a )
105 {
106 a[0] = 0.f; a[1] = 0.f; a[2] = 0.f;
107 }
108
109 static inline void v3_copy( v3f a, v3f b )
110 {
111 b[0] = a[0]; b[1] = a[1]; b[2] = a[2];
112 }
113
114 static inline void v3_add( 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_sub( v3f a, v3f b, v3f d )
120 {
121 d[0] = a[0]-b[0]; d[1] = a[1]-b[1]; d[2] = a[2]-b[2];
122 }
123
124 static inline void v3_mul( v3f a, v3f b, v3f d )
125 {
126 d[0] = a[0]*b[0]; d[1] = a[1]*b[1]; d[2] = a[2]*b[2];
127 }
128
129 static inline void v3_div( v3f a, v3f b, v3f d )
130 {
131 d[0] = a[0]/b[0]; d[1] = a[1]/b[1]; d[2] = a[2]/b[2];
132 }
133
134 static inline void v3_muls( v3f a, float s, v3f d )
135 {
136 d[0] = a[0]*s; d[1] = a[1]*s; d[2] = a[2]*s;
137 }
138
139 static inline void v3_divs( v3f a, float s, v3f d )
140 {
141 d[0] = a[0]/s; d[1] = a[1]/s; d[2] = a[2]/s;
142 }
143
144 static inline void v3_muladds( v3f a, v3f b, float s, v3f d )
145 {
146 d[0] = a[0]+b[0]*s; d[1] = a[1]+b[1]*s; d[2] = a[2]+b[2]*s;
147 }
148
149 static inline float v3_dot( v3f a, v3f b )
150 {
151 return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
152 }
153
154 static inline void v3_cross( v3f a, v3f b, v3f d )
155 {
156 d[0] = a[1] * b[2] - a[2] * b[1];
157 d[1] = a[2] * b[0] - a[0] * b[2];
158 d[2] = a[0] * b[1] - a[1] * b[0];
159 }
160
161 static inline float v3_length2( v3f a )
162 {
163 return v3_dot( a, a );
164 }
165
166 static inline float v3_length( v3f a )
167 {
168 return sqrtf( v3_length2( a ) );
169 }
170
171 static inline float v3_dist2( v3f a, v3f b )
172 {
173 v3f delta;
174 v3_sub( a, b, delta );
175 return v3_length2( delta );
176 }
177
178 static inline float v3_dist( v3f a, v3f b )
179 {
180 return sqrtf( v3_dist2( a, b ) );
181 }
182
183 static inline void v3_normalize( v3f a )
184 {
185 v3_muls( a, 1.f / v3_length( a ), a );
186 }
187
188 static inline float csr_lerpf( float a, float b, float t )
189 {
190 return a + t*(b-a);
191 }
192
193 static inline void v3_lerp( v3f a, v3f b, float t, v3f d )
194 {
195 d[0] = a[0] + t*(b[0]-a[0]);
196 d[1] = a[1] + t*(b[1]-a[1]);
197 d[2] = a[2] + t*(b[2]-a[2]);
198 }
199
200 static inline void v3_minv( v3f a, v3f b, v3f dest )
201 {
202 dest[0] = vg_minf(a[0], b[0]);
203 dest[1] = vg_minf(a[1], b[1]);
204 dest[2] = vg_minf(a[2], b[2]);
205 }
206
207 static inline void v3_maxv( v3f a, v3f b, v3f dest )
208 {
209 dest[0] = vg_maxf(a[0], b[0]);
210 dest[1] = vg_maxf(a[1], b[1]);
211 dest[2] = vg_maxf(a[2], b[2]);
212 }
213
214 static inline float v3_minf( v3f a )
215 {
216 return vg_minf( vg_minf( a[0], a[1] ), a[2] );
217 }
218
219 static inline float v3_maxf( v3f a )
220 {
221 return vg_maxf( vg_maxf( a[0], a[1] ), a[2] );
222 }
223
224 static inline void v3_fill( v3f a, float v )
225 {
226 a[0] = v;
227 a[1] = v;
228 a[2] = v;
229 }
230
231 // Vector 4
232 // ==================================================================================================================
233
234 static inline void v4_copy( v4f a, v4f b )
235 {
236 b[0] = a[0]; b[1] = a[1]; b[2] = a[2]; b[3] = a[3];
237 }
238
239 static inline void v4_zero( v4f a )
240 {
241 a[0] = 0.f; a[1] = 0.f; a[2] = 0.f; a[3] = 0.f;
242 }
243
244 // Matrix 2x2
245 // ===========================================================================================================
246
247 #define M2X2_INDENTIY {{1.0f, 0.0f, }, \
248 { 0.0f, 1.0f, }}
249
250 #define M2X2_ZERO {{0.0f, 0.0f, }, \
251 { 0.0f, 0.0f, }}
252
253 static inline void m2x2_copy( m2x2f a, m2x2f b )
254 {
255 v2_copy( a[0], b[0] );
256 v2_copy( a[1], b[1] );
257 }
258
259 static inline void m2x2_identity( m2x2f a )
260 {
261 m2x2f id = M2X2_INDENTIY;
262 m2x2_copy( id, a );
263 }
264
265 static inline void m2x2_create_rotation( m2x2f a, float theta )
266 {
267 float s, c;
268
269 s = sinf( theta );
270 c = cosf( theta );
271
272 a[0][0] = c;
273 a[0][1] = -s;
274 a[1][0] = s;
275 a[1][1] = c;
276 }
277
278 // Matrix 3x3
279 //======================================================================================================
280
281 #define M3X3_IDENTITY {{1.0f, 0.0f, 0.0f, },\
282 { 0.0f, 1.0f, 0.0f, },\
283 { 0.0f, 0.0f, 1.0f, }}
284
285 #define M3X3_ZERO {{0.0f, 0.0f, 0.0f, },\
286 { 0.0f, 0.0f, 0.0f, },\
287 { 0.0f, 0.0f, 0.0f, }}
288
289
290 static inline void m3x3_copy( m3x3f a, m3x3f b )
291 {
292 v3_copy( a[0], b[0] );
293 v3_copy( a[1], b[1] );
294 v3_copy( a[2], b[2] );
295 }
296
297 static inline void m3x3_identity( m3x3f a )
298 {
299 m3x3f id = M3X3_IDENTITY;
300 m3x3_copy( id, a );
301 }
302
303 static inline void m3x3_zero( m3x3f a )
304 {
305 m3x3f z = M3X3_ZERO;
306 m3x3_copy( z, a );
307 }
308
309 static inline void m3x3_inv( m3x3f src, m3x3f dest )
310 {
311 float a = src[0][0], b = src[0][1], c = src[0][2],
312 d = src[1][0], e = src[1][1], f = src[1][2],
313 g = src[2][0], h = src[2][1], i = src[2][2];
314
315 float det = 1.f /
316 (+a*(e*i-h*f)
317 -b*(d*i-f*g)
318 +c*(d*h-e*g));
319
320 dest[0][0] = (e*i-h*f)*det;
321 dest[0][1] = -(b*i-c*h)*det;
322 dest[0][2] = (b*f-c*e)*det;
323 dest[1][0] = -(d*i-f*g)*det;
324 dest[1][1] = (a*i-c*g)*det;
325 dest[1][2] = -(a*f-d*c)*det;
326 dest[2][0] = (d*h-g*e)*det;
327 dest[2][1] = -(a*h-g*b)*det;
328 dest[2][2] = (a*e-d*b)*det;
329 }
330
331 static inline void m3x3_transpose( m3x3f src, m3x3f dest )
332 {
333 float a = src[0][0], b = src[0][1], c = src[0][2],
334 d = src[1][0], e = src[1][1], f = src[1][2],
335 g = src[2][0], h = src[2][1], i = src[2][2];
336
337 dest[0][0] = a;
338 dest[0][1] = d;
339 dest[0][2] = g;
340 dest[1][0] = b;
341 dest[1][1] = e;
342 dest[1][2] = h;
343 dest[2][0] = c;
344 dest[2][1] = f;
345 dest[2][2] = i;
346 }
347
348 static inline void m3x3_mul( m3x3f a, m3x3f b, m3x3f d )
349 {
350 float a00 = a[0][0], a01 = a[0][1], a02 = a[0][2],
351 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2],
352 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2],
353
354 b00 = b[0][0], b01 = b[0][1], b02 = b[0][2],
355 b10 = b[1][0], b11 = b[1][1], b12 = b[1][2],
356 b20 = b[2][0], b21 = b[2][1], b22 = b[2][2];
357
358 d[0][0] = a00*b00 + a10*b01 + a20*b02;
359 d[0][1] = a01*b00 + a11*b01 + a21*b02;
360 d[0][2] = a02*b00 + a12*b01 + a22*b02;
361 d[1][0] = a00*b10 + a10*b11 + a20*b12;
362 d[1][1] = a01*b10 + a11*b11 + a21*b12;
363 d[1][2] = a02*b10 + a12*b11 + a22*b12;
364 d[2][0] = a00*b20 + a10*b21 + a20*b22;
365 d[2][1] = a01*b20 + a11*b21 + a21*b22;
366 d[2][2] = a02*b20 + a12*b21 + a22*b22;
367 }
368
369 static inline void m3x3_mulv( m3x3f m, v3f v, v3f d )
370 {
371 v3f res;
372
373 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2];
374 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2];
375 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2];
376
377 v3_copy( res, d );
378 }
379
380 static inline void m3x3_projection( m3x3f dst, float const left, float const right, float const bottom, float const top )
381 {
382 float rl, tb;
383
384 m3x3_zero( dst );
385
386 rl = 1.0f / (right - left);
387 tb = 1.0f / (top - bottom);
388
389 dst[0][0] = 2.0f * rl;
390 dst[1][1] = 2.0f * tb;
391 dst[2][2] = 1.0f;
392 }
393
394 static inline void m3x3_translate( m3x3f m, v3f v )
395 {
396 m[2][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0];
397 m[2][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1];
398 m[2][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2];
399 }
400
401 static inline void m3x3_scale( m3x3f m, v3f v )
402 {
403 m[0][0] = m[0][0] * v[0];
404 m[0][1] = m[0][1] * v[0];
405 m[0][2] = m[0][2] * v[0];
406
407 m[1][0] = m[1][0] * v[1];
408 m[1][1] = m[1][1] * v[1];
409 m[1][2] = m[1][2] * v[1];
410 }
411
412 static inline void m3x3_rotate( m3x3f m, float angle )
413 {
414 float m00 = m[0][0], m10 = m[1][0],
415 m01 = m[0][1], m11 = m[1][1],
416 m02 = m[0][2], m12 = m[1][2];
417 float c, s;
418
419 s = sinf( angle );
420 c = cosf( angle );
421
422 m[0][0] = m00 * c + m10 * s;
423 m[0][1] = m01 * c + m11 * s;
424 m[0][2] = m02 * c + m12 * s;
425
426 m[1][0] = m00 * -s + m10 * c;
427 m[1][1] = m01 * -s + m11 * c;
428 m[1][2] = m02 * -s + m12 * c;
429 }
430
431 // Matrix 4x3
432 // ==================================================================================================================
433
434 #define M4X3_IDENTITY {{1.0f, 0.0f, 0.0f, },\
435 { 0.0f, 1.0f, 0.0f, },\
436 { 0.0f, 0.0f, 1.0f, },\
437 { 0.0f, 0.0f, 0.0f }}
438
439 static inline void m4x3_to_3x3( m4x3f a, m3x3f b )
440 {
441 v3_copy( a[0], b[0] );
442 v3_copy( a[1], b[1] );
443 v3_copy( a[2], b[2] );
444 }
445
446 static inline void m4x3_copy( m4x3f a, m4x3f b )
447 {
448 v3_copy( a[0], b[0] );
449 v3_copy( a[1], b[1] );
450 v3_copy( a[2], b[2] );
451 v3_copy( a[3], b[3] );
452 }
453
454 static inline void m4x3_identity( m4x3f a )
455 {
456 m4x3f id = M4X3_IDENTITY;
457 m4x3_copy( id, a );
458 }
459
460 static inline void m4x3_mul( m4x3f a, m4x3f b, m4x3f d )
461 {
462 float
463 a00 = a[0][0], a01 = a[0][1], a02 = a[0][2],
464 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2],
465 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2],
466 a30 = a[3][0], a31 = a[3][1], a32 = a[3][2],
467 b00 = b[0][0], b01 = b[0][1], b02 = b[0][2],
468 b10 = b[1][0], b11 = b[1][1], b12 = b[1][2],
469 b20 = b[2][0], b21 = b[2][1], b22 = b[2][2],
470 b30 = b[3][0], b31 = b[3][1], b32 = b[3][2];
471
472 d[0][0] = a00*b00 + a10*b01 + a20*b02;
473 d[0][1] = a01*b00 + a11*b01 + a21*b02;
474 d[0][2] = a02*b00 + a12*b01 + a22*b02;
475 d[1][0] = a00*b10 + a10*b11 + a20*b12;
476 d[1][1] = a01*b10 + a11*b11 + a21*b12;
477 d[1][2] = a02*b10 + a12*b11 + a22*b12;
478 d[2][0] = a00*b20 + a10*b21 + a20*b22;
479 d[2][1] = a01*b20 + a11*b21 + a21*b22;
480 d[2][2] = a02*b20 + a12*b21 + a22*b22;
481 d[3][0] = a00*b30 + a10*b31 + a20*b32 + a30;
482 d[3][1] = a01*b30 + a11*b31 + a21*b32 + a31;
483 d[3][2] = a02*b30 + a12*b31 + a22*b32 + a32;
484 }
485
486 static inline void m4x3_mulv( m4x3f m, v3f v, v3f d )
487 {
488 v3f res;
489
490 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0];
491 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1];
492 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2] + m[3][2];
493
494 v3_copy( res, d );
495 }
496
497 // Affine transforms
498 // ====================================================================================================================
499
500 static inline void m4x3_translate( m4x3f m, v3f v )
501 {
502 v3_muladds( m[3], m[0], v[0], m[3] );
503 v3_muladds( m[3], m[1], v[1], m[3] );
504 v3_muladds( m[3], m[2], v[2], m[3] );
505 }
506
507 static inline void m4x3_scale( m4x3f m, float s )
508 {
509 v3_muls( m[0], s, m[0] );
510 v3_muls( m[1], s, m[1] );
511 v3_muls( m[2], s, m[2] );
512 }
513
514 static inline void m4x3_rotate_x( m4x3f m, float angle )
515 {
516 m4x3f t = M4X3_IDENTITY;
517 float c, s;
518
519 c = cosf( angle );
520 s = sinf( angle );
521
522 t[1][1] = c;
523 t[1][2] = s;
524 t[2][1] = -s;
525 t[2][2] = c;
526
527 m4x3_mul( m, t, m );
528 }
529
530 static inline void m4x3_rotate_y( m4x3f m, float angle )
531 {
532 m4x3f t = M4X3_IDENTITY;
533 float c, s;
534
535 c = cosf( angle );
536 s = sinf( angle );
537
538 t[0][0] = c;
539 t[0][2] = -s;
540 t[2][0] = s;
541 t[2][2] = c;
542
543 m4x3_mul( m, t, m );
544 }
545
546 static inline void m4x3_rotate_z( m4x3f m, float angle )
547 {
548 m4x3f t = M4X3_IDENTITY;
549 float c, s;
550
551 c = cosf( angle );
552 s = sinf( angle );
553
554 t[0][0] = c;
555 t[0][1] = s;
556 t[1][0] = -s;
557 t[1][1] = c;
558
559 m4x3_mul( m, t, m );
560 }
561
562 // Warning: These functions are unoptimized..
563 static inline void m4x3_expand_aabb_point( m4x3f m, boxf box, v3f point )
564 {
565 v3f v;
566 m4x3_mulv( m, point, v );
567
568 v3_minv( box[0], v, box[0] );
569 v3_maxv( box[1], v, box[1] );
570 }
571
572 static inline void box_concat( boxf a, boxf b )
573 {
574 v3_minv( a[0], b[0], a[0] );
575 v3_maxv( a[1], b[1], a[1] );
576 }
577
578 static inline void box_copy( boxf a, boxf b )
579 {
580 v3_copy( a[0], b[0] );
581 v3_copy( a[1], b[1] );
582 }
583
584 static inline void m4x3_transform_aabb( m4x3f m, boxf box )
585 {
586 v3f a; v3f b;
587
588 v3_copy( box[0], a );
589 v3_copy( box[1], b );
590 v3_fill( box[0], INFINITY );
591 v3_fill( box[1], -INFINITY );
592
593 m4x3_expand_aabb_point( m, box, a );
594 m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], a[2] } );
595 m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], a[2] } );
596 m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], a[2] } );
597 m4x3_expand_aabb_point( m, box, b );
598 m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], b[2] } );
599 m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], b[2] } );
600 m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], b[2] } );
601 }
602
603 // Planes (double precision)
604 // ==================================================================================================================
605
606 static inline void tri_to_plane( double a[3], double b[3], double c[3], double p[4] )
607 {
608 double edge0[3];
609 double edge1[3];
610 double l;
611
612 edge0[0] = b[0] - a[0];
613 edge0[1] = b[1] - a[1];
614 edge0[2] = b[2] - a[2];
615
616 edge1[0] = c[0] - a[0];
617 edge1[1] = c[1] - a[1];
618 edge1[2] = c[2] - a[2];
619
620 p[0] = edge0[1] * edge1[2] - edge0[2] * edge1[1];
621 p[1] = edge0[2] * edge1[0] - edge0[0] * edge1[2];
622 p[2] = edge0[0] * edge1[1] - edge0[1] * edge1[0];
623
624 l = sqrt(p[0] * p[0] + p[1] * p[1] + p[2] * p[2]);
625 p[3] = (p[0] * a[0] + p[1] * a[1] + p[2] * a[2]) / l;
626
627 p[0] = p[0] / l;
628 p[1] = p[1] / l;
629 p[2] = p[2] / l;
630 }
631
632 static inline int plane_intersect( double a[4], double b[4], double c[4], double p[4] )
633 {
634 double const epsilon = 1e-8f;
635
636 double x[3];
637 double d;
638
639 x[0] = a[1] * b[2] - a[2] * b[1];
640 x[1] = a[2] * b[0] - a[0] * b[2];
641 x[2] = a[0] * b[1] - a[1] * b[0];
642
643 d = x[0] * c[0] + x[1] * c[1] + x[2] * c[2];
644
645 if( d < epsilon && d > -epsilon ) return 0;
646
647 p[0] = (b[1] * c[2] - b[2] * c[1]) * -a[3];
648 p[1] = (b[2] * c[0] - b[0] * c[2]) * -a[3];
649 p[2] = (b[0] * c[1] - b[1] * c[0]) * -a[3];
650
651 p[0] += (c[1] * a[2] - c[2] * a[1]) * -b[3];
652 p[1] += (c[2] * a[0] - c[0] * a[2]) * -b[3];
653 p[2] += (c[0] * a[1] - c[1] * a[0]) * -b[3];
654
655 p[0] += (a[1] * b[2] - a[2] * b[1]) * -c[3];
656 p[1] += (a[2] * b[0] - a[0] * b[2]) * -c[3];
657 p[2] += (a[0] * b[1] - a[1] * b[0]) * -c[3];
658
659 p[0] = -p[0] / d;
660 p[1] = -p[1] / d;
661 p[2] = -p[2] / d;
662
663 return 1;
664 }
665
666 static inline double plane_polarity( double p[4], double a[3] )
667 {
668 return
669 (a[0] * p[0] + a[1] * p[1] + a[2] * p[2])
670 -(p[0]*p[3] * p[0] + p[1]*p[3] * p[1] + p[2]*p[3] * p[2])
671 ;
672 }