fixed REALLY bad threading bugs with audio
[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_mul( v2f a, v2f b, v2f d )
81 {
82 d[0] = a[0]*b[0]; d[1] = a[1]*b[1];
83 }
84
85 static inline void v2_div( v2f a, v2f b, v2f d )
86 {
87 d[0] = a[0]/b[0]; d[1] = a[1]/b[1];
88 }
89
90 // Vector 3
91 // ==================================================================================================================
92
93 static inline void v3_zero( v3f a )
94 {
95 a[0] = 0.f; a[1] = 0.f; a[2] = 0.f;
96 }
97
98 static inline void v3_copy( v3f a, v3f b )
99 {
100 b[0] = a[0]; b[1] = a[1]; b[2] = a[2];
101 }
102
103 static inline void v3_add( v3f a, v3f b, v3f d )
104 {
105 d[0] = a[0]+b[0]; d[1] = a[1]+b[1]; d[2] = a[2]+b[2];
106 }
107
108 static inline void v3_sub( v3f a, v3f b, v3f d )
109 {
110 d[0] = a[0]-b[0]; d[1] = a[1]-b[1]; d[2] = a[2]-b[2];
111 }
112
113 static inline void v3_mul( v3f a, v3f b, v3f d )
114 {
115 d[0] = a[0]*b[0]; d[1] = a[1]*b[1]; d[2] = a[2]*b[2];
116 }
117
118 static inline void v3_div( v3f a, v3f b, v3f d )
119 {
120 d[0] = a[0]/b[0]; d[1] = a[1]/b[1]; d[2] = a[2]/b[2];
121 }
122
123 static inline void v3_muls( v3f a, float s, v3f d )
124 {
125 d[0] = a[0]*s; d[1] = a[1]*s; d[2] = a[2]*s;
126 }
127
128 static inline void v3_divs( v3f a, float s, v3f d )
129 {
130 d[0] = a[0]/s; d[1] = a[1]/s; d[2] = a[2]/s;
131 }
132
133 static inline void v3_muladds( v3f a, v3f b, float s, v3f d )
134 {
135 d[0] = a[0]+b[0]*s; d[1] = a[1]+b[1]*s; d[2] = a[2]+b[2]*s;
136 }
137
138 static inline float v3_dot( v3f a, v3f b )
139 {
140 return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
141 }
142
143 static inline void v3_cross( v3f a, v3f b, v3f d )
144 {
145 d[0] = a[1] * b[2] - a[2] * b[1];
146 d[1] = a[2] * b[0] - a[0] * b[2];
147 d[2] = a[0] * b[1] - a[1] * b[0];
148 }
149
150 static inline float v3_length2( v3f a )
151 {
152 return v3_dot( a, a );
153 }
154
155 static inline float v3_length( v3f a )
156 {
157 return sqrtf( v3_length2( a ) );
158 }
159
160 static inline float v3_dist2( v3f a, v3f b )
161 {
162 v3f delta;
163 v3_sub( a, b, delta );
164 return v3_length2( delta );
165 }
166
167 static inline float v3_dist( v3f a, v3f b )
168 {
169 return sqrtf( v3_dist2( a, b ) );
170 }
171
172 static inline void v3_normalize( v3f a )
173 {
174 v3_muls( a, 1.f / v3_length( a ), a );
175 }
176
177 static inline float csr_lerpf( float a, float b, float t )
178 {
179 return a + t*(b-a);
180 }
181
182 static inline void v3_lerp( v3f a, v3f b, float t, v3f d )
183 {
184 d[0] = a[0] + t*(b[0]-a[0]);
185 d[1] = a[1] + t*(b[1]-a[1]);
186 d[2] = a[2] + t*(b[2]-a[2]);
187 }
188
189 static inline void v3_minv( v3f a, v3f b, v3f dest )
190 {
191 dest[0] = vg_minf(a[0], b[0]);
192 dest[1] = vg_minf(a[1], b[1]);
193 dest[2] = vg_minf(a[2], b[2]);
194 }
195
196 static inline void v3_maxv( v3f a, v3f b, v3f dest )
197 {
198 dest[0] = vg_maxf(a[0], b[0]);
199 dest[1] = vg_maxf(a[1], b[1]);
200 dest[2] = vg_maxf(a[2], b[2]);
201 }
202
203 static inline float v3_minf( v3f a )
204 {
205 return vg_minf( vg_minf( a[0], a[1] ), a[2] );
206 }
207
208 static inline float v3_maxf( v3f a )
209 {
210 return vg_maxf( vg_maxf( a[0], a[1] ), a[2] );
211 }
212
213 static inline void v3_fill( v3f a, float v )
214 {
215 a[0] = v;
216 a[1] = v;
217 a[2] = v;
218 }
219
220 // Vector 4
221 // ==================================================================================================================
222
223 static inline void v4_copy( v4f a, v4f b )
224 {
225 b[0] = a[0]; b[1] = a[1]; b[2] = a[2]; b[3] = a[3];
226 }
227
228 static inline void v4_zero( v4f a )
229 {
230 a[0] = 0.f; a[1] = 0.f; a[2] = 0.f; a[3] = 0.f;
231 }
232
233 // Matrix 2x2
234 // ===========================================================================================================
235
236 #define M2X2_INDENTIY {{1.0f, 0.0f, }, \
237 { 0.0f, 1.0f, }}
238
239 #define M2X2_ZERO {{0.0f, 0.0f, }, \
240 { 0.0f, 0.0f, }}
241
242 static inline void m2x2_copy( m2x2f a, m2x2f b )
243 {
244 v2_copy( a[0], b[0] );
245 v2_copy( a[1], b[1] );
246 }
247
248 static inline void m2x2_identity( m2x2f a )
249 {
250 m2x2f id = M2X2_INDENTIY;
251 m2x2_copy( id, a );
252 }
253
254 static inline void m2x2_create_rotation( m2x2f a, float theta )
255 {
256 float s, c;
257
258 s = sinf( theta );
259 c = cosf( theta );
260
261 a[0][0] = c;
262 a[0][1] = -s;
263 a[1][0] = s;
264 a[1][1] = c;
265 }
266
267 // Matrix 3x3
268 //======================================================================================================
269
270 #define M3X3_IDENTITY {{1.0f, 0.0f, 0.0f, },\
271 { 0.0f, 1.0f, 0.0f, },\
272 { 0.0f, 0.0f, 1.0f, }}
273
274 #define M3X3_ZERO {{0.0f, 0.0f, 0.0f, },\
275 { 0.0f, 0.0f, 0.0f, },\
276 { 0.0f, 0.0f, 0.0f, }}
277
278
279 static inline void m3x3_copy( m3x3f a, m3x3f b )
280 {
281 v3_copy( a[0], b[0] );
282 v3_copy( a[1], b[1] );
283 v3_copy( a[2], b[2] );
284 }
285
286 static inline void m3x3_identity( m3x3f a )
287 {
288 m3x3f id = M3X3_IDENTITY;
289 m3x3_copy( id, a );
290 }
291
292 static inline void m3x3_zero( m3x3f a )
293 {
294 m3x3f z = M3X3_ZERO;
295 m3x3_copy( z, a );
296 }
297
298 static inline void m3x3_inv( m3x3f src, m3x3f dest )
299 {
300 float a = src[0][0], b = src[0][1], c = src[0][2],
301 d = src[1][0], e = src[1][1], f = src[1][2],
302 g = src[2][0], h = src[2][1], i = src[2][2];
303
304 float det = 1.f /
305 (+a*(e*i-h*f)
306 -b*(d*i-f*g)
307 +c*(d*h-e*g));
308
309 dest[0][0] = (e*i-h*f)*det;
310 dest[0][1] = -(b*i-c*h)*det;
311 dest[0][2] = (b*f-c*e)*det;
312 dest[1][0] = -(d*i-f*g)*det;
313 dest[1][1] = (a*i-c*g)*det;
314 dest[1][2] = -(a*f-d*c)*det;
315 dest[2][0] = (d*h-g*e)*det;
316 dest[2][1] = -(a*h-g*b)*det;
317 dest[2][2] = (a*e-d*b)*det;
318 }
319
320 static inline void m3x3_transpose( m3x3f src, m3x3f dest )
321 {
322 float a = src[0][0], b = src[0][1], c = src[0][2],
323 d = src[1][0], e = src[1][1], f = src[1][2],
324 g = src[2][0], h = src[2][1], i = src[2][2];
325
326 dest[0][0] = a;
327 dest[0][1] = d;
328 dest[0][2] = g;
329 dest[1][0] = b;
330 dest[1][1] = e;
331 dest[1][2] = h;
332 dest[2][0] = c;
333 dest[2][1] = f;
334 dest[2][2] = i;
335 }
336
337 static inline void m3x3_mul( m3x3f a, m3x3f b, m3x3f d )
338 {
339 float a00 = a[0][0], a01 = a[0][1], a02 = a[0][2],
340 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2],
341 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2],
342
343 b00 = b[0][0], b01 = b[0][1], b02 = b[0][2],
344 b10 = b[1][0], b11 = b[1][1], b12 = b[1][2],
345 b20 = b[2][0], b21 = b[2][1], b22 = b[2][2];
346
347 d[0][0] = a00*b00 + a10*b01 + a20*b02;
348 d[0][1] = a01*b00 + a11*b01 + a21*b02;
349 d[0][2] = a02*b00 + a12*b01 + a22*b02;
350 d[1][0] = a00*b10 + a10*b11 + a20*b12;
351 d[1][1] = a01*b10 + a11*b11 + a21*b12;
352 d[1][2] = a02*b10 + a12*b11 + a22*b12;
353 d[2][0] = a00*b20 + a10*b21 + a20*b22;
354 d[2][1] = a01*b20 + a11*b21 + a21*b22;
355 d[2][2] = a02*b20 + a12*b21 + a22*b22;
356 }
357
358 static inline void m3x3_mulv( m3x3f m, v3f v, v3f d )
359 {
360 v3f res;
361
362 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2];
363 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2];
364 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2];
365
366 v3_copy( res, d );
367 }
368
369 static inline void m3x3_projection( m3x3f dst, float const left, float const right, float const bottom, float const top )
370 {
371 float rl, tb;
372
373 m3x3_zero( dst );
374
375 rl = 1.0f / (right - left);
376 tb = 1.0f / (top - bottom);
377
378 dst[0][0] = 2.0f * rl;
379 dst[1][1] = 2.0f * tb;
380 dst[2][2] = 1.0f;
381 }
382
383 static inline void m3x3_translate( m3x3f m, v3f v )
384 {
385 m[2][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0];
386 m[2][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1];
387 m[2][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2];
388 }
389
390 static inline void m3x3_scale( m3x3f m, v3f v )
391 {
392 m[0][0] = m[0][0] * v[0];
393 m[0][1] = m[0][1] * v[0];
394 m[0][2] = m[0][2] * v[0];
395
396 m[1][0] = m[1][0] * v[1];
397 m[1][1] = m[1][1] * v[1];
398 m[1][2] = m[1][2] * v[1];
399 }
400
401 static inline void m3x3_rotate( m3x3f m, float angle )
402 {
403 float m00 = m[0][0], m10 = m[1][0],
404 m01 = m[0][1], m11 = m[1][1],
405 m02 = m[0][2], m12 = m[1][2];
406 float c, s;
407
408 s = sinf( angle );
409 c = cosf( angle );
410
411 m[0][0] = m00 * c + m10 * s;
412 m[0][1] = m01 * c + m11 * s;
413 m[0][2] = m02 * c + m12 * s;
414
415 m[1][0] = m00 * -s + m10 * c;
416 m[1][1] = m01 * -s + m11 * c;
417 m[1][2] = m02 * -s + m12 * c;
418 }
419
420 // Matrix 4x3
421 // ==================================================================================================================
422
423 #define M4X3_IDENTITY {{1.0f, 0.0f, 0.0f, },\
424 { 0.0f, 1.0f, 0.0f, },\
425 { 0.0f, 0.0f, 1.0f, },\
426 { 0.0f, 0.0f, 0.0f }}
427
428 static inline void m4x3_to_3x3( m4x3f a, m3x3f b )
429 {
430 v3_copy( a[0], b[0] );
431 v3_copy( a[1], b[1] );
432 v3_copy( a[2], b[2] );
433 }
434
435 static inline void m4x3_copy( m4x3f a, m4x3f b )
436 {
437 v3_copy( a[0], b[0] );
438 v3_copy( a[1], b[1] );
439 v3_copy( a[2], b[2] );
440 v3_copy( a[3], b[3] );
441 }
442
443 static inline void m4x3_identity( m4x3f a )
444 {
445 m4x3f id = M4X3_IDENTITY;
446 m4x3_copy( id, a );
447 }
448
449 static inline void m4x3_mul( m4x3f a, m4x3f b, m4x3f d )
450 {
451 float
452 a00 = a[0][0], a01 = a[0][1], a02 = a[0][2],
453 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2],
454 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2],
455 a30 = a[3][0], a31 = a[3][1], a32 = a[3][2],
456 b00 = b[0][0], b01 = b[0][1], b02 = b[0][2],
457 b10 = b[1][0], b11 = b[1][1], b12 = b[1][2],
458 b20 = b[2][0], b21 = b[2][1], b22 = b[2][2],
459 b30 = b[3][0], b31 = b[3][1], b32 = b[3][2];
460
461 d[0][0] = a00*b00 + a10*b01 + a20*b02;
462 d[0][1] = a01*b00 + a11*b01 + a21*b02;
463 d[0][2] = a02*b00 + a12*b01 + a22*b02;
464 d[1][0] = a00*b10 + a10*b11 + a20*b12;
465 d[1][1] = a01*b10 + a11*b11 + a21*b12;
466 d[1][2] = a02*b10 + a12*b11 + a22*b12;
467 d[2][0] = a00*b20 + a10*b21 + a20*b22;
468 d[2][1] = a01*b20 + a11*b21 + a21*b22;
469 d[2][2] = a02*b20 + a12*b21 + a22*b22;
470 d[3][0] = a00*b30 + a10*b31 + a20*b32 + a30;
471 d[3][1] = a01*b30 + a11*b31 + a21*b32 + a31;
472 d[3][2] = a02*b30 + a12*b31 + a22*b32 + a32;
473 }
474
475 static inline void m4x3_mulv( m4x3f m, v3f v, v3f d )
476 {
477 v3f res;
478
479 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0];
480 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1];
481 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2] + m[3][2];
482
483 v3_copy( res, d );
484 }
485
486 // Affine transforms
487 // ====================================================================================================================
488
489 static inline void m4x3_translate( m4x3f m, v3f v )
490 {
491 v3_muladds( m[3], m[0], v[0], m[3] );
492 v3_muladds( m[3], m[1], v[1], m[3] );
493 v3_muladds( m[3], m[2], v[2], m[3] );
494 }
495
496 static inline void m4x3_scale( m4x3f m, float s )
497 {
498 v3_muls( m[0], s, m[0] );
499 v3_muls( m[1], s, m[1] );
500 v3_muls( m[2], s, m[2] );
501 }
502
503 static inline void m4x3_rotate_x( m4x3f m, float angle )
504 {
505 m4x3f t = M4X3_IDENTITY;
506 float c, s;
507
508 c = cosf( angle );
509 s = sinf( angle );
510
511 t[1][1] = c;
512 t[1][2] = s;
513 t[2][1] = -s;
514 t[2][2] = c;
515
516 m4x3_mul( m, t, m );
517 }
518
519 static inline void m4x3_rotate_y( m4x3f m, float angle )
520 {
521 m4x3f t = M4X3_IDENTITY;
522 float c, s;
523
524 c = cosf( angle );
525 s = sinf( angle );
526
527 t[0][0] = c;
528 t[0][2] = -s;
529 t[2][0] = s;
530 t[2][2] = c;
531
532 m4x3_mul( m, t, m );
533 }
534
535 static inline void m4x3_rotate_z( m4x3f m, float angle )
536 {
537 m4x3f t = M4X3_IDENTITY;
538 float c, s;
539
540 c = cosf( angle );
541 s = sinf( angle );
542
543 t[0][0] = c;
544 t[0][1] = s;
545 t[1][0] = -s;
546 t[1][1] = c;
547
548 m4x3_mul( m, t, m );
549 }
550
551 // Warning: These functions are unoptimized..
552 static inline void m4x3_expand_aabb_point( m4x3f m, boxf box, v3f point )
553 {
554 v3f v;
555 m4x3_mulv( m, point, v );
556
557 v3_minv( box[0], v, box[0] );
558 v3_maxv( box[1], v, box[1] );
559 }
560
561 static inline void box_concat( boxf a, boxf b )
562 {
563 v3_minv( a[0], b[0], a[0] );
564 v3_maxv( a[1], b[1], a[1] );
565 }
566
567 static inline void box_copy( boxf a, boxf b )
568 {
569 v3_copy( a[0], b[0] );
570 v3_copy( a[1], b[1] );
571 }
572
573 static inline void m4x3_transform_aabb( m4x3f m, boxf box )
574 {
575 v3f a; v3f b;
576
577 v3_copy( box[0], a );
578 v3_copy( box[1], b );
579 v3_fill( box[0], INFINITY );
580 v3_fill( box[1], -INFINITY );
581
582 m4x3_expand_aabb_point( m, box, a );
583 m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], a[2] } );
584 m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], a[2] } );
585 m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], a[2] } );
586 m4x3_expand_aabb_point( m, box, b );
587 m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], b[2] } );
588 m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], b[2] } );
589 m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], b[2] } );
590 }
591
592 // Planes (double precision)
593 // ==================================================================================================================
594
595 static inline void tri_to_plane( double a[3], double b[3], double c[3], double p[4] )
596 {
597 double edge0[3];
598 double edge1[3];
599 double l;
600
601 edge0[0] = b[0] - a[0];
602 edge0[1] = b[1] - a[1];
603 edge0[2] = b[2] - a[2];
604
605 edge1[0] = c[0] - a[0];
606 edge1[1] = c[1] - a[1];
607 edge1[2] = c[2] - a[2];
608
609 p[0] = edge0[1] * edge1[2] - edge0[2] * edge1[1];
610 p[1] = edge0[2] * edge1[0] - edge0[0] * edge1[2];
611 p[2] = edge0[0] * edge1[1] - edge0[1] * edge1[0];
612
613 l = sqrt(p[0] * p[0] + p[1] * p[1] + p[2] * p[2]);
614 p[3] = (p[0] * a[0] + p[1] * a[1] + p[2] * a[2]) / l;
615
616 p[0] = p[0] / l;
617 p[1] = p[1] / l;
618 p[2] = p[2] / l;
619 }
620
621 static inline int plane_intersect( double a[4], double b[4], double c[4], double p[4] )
622 {
623 double const epsilon = 1e-8f;
624
625 double x[3];
626 double d;
627
628 x[0] = a[1] * b[2] - a[2] * b[1];
629 x[1] = a[2] * b[0] - a[0] * b[2];
630 x[2] = a[0] * b[1] - a[1] * b[0];
631
632 d = x[0] * c[0] + x[1] * c[1] + x[2] * c[2];
633
634 if( d < epsilon && d > -epsilon ) return 0;
635
636 p[0] = (b[1] * c[2] - b[2] * c[1]) * -a[3];
637 p[1] = (b[2] * c[0] - b[0] * c[2]) * -a[3];
638 p[2] = (b[0] * c[1] - b[1] * c[0]) * -a[3];
639
640 p[0] += (c[1] * a[2] - c[2] * a[1]) * -b[3];
641 p[1] += (c[2] * a[0] - c[0] * a[2]) * -b[3];
642 p[2] += (c[0] * a[1] - c[1] * a[0]) * -b[3];
643
644 p[0] += (a[1] * b[2] - a[2] * b[1]) * -c[3];
645 p[1] += (a[2] * b[0] - a[0] * b[2]) * -c[3];
646 p[2] += (a[0] * b[1] - a[1] * b[0]) * -c[3];
647
648 p[0] = -p[0] / d;
649 p[1] = -p[1] / d;
650 p[2] = -p[2] / d;
651
652 return 1;
653 }
654
655 static inline double plane_polarity( double p[4], double a[3] )
656 {
657 return
658 (a[0] * p[0] + a[1] * p[1] + a[2] * p[2])
659 -(p[0]*p[3] * p[0] + p[1]*p[3] * p[1] + p[2]*p[3] * p[2])
660 ;
661 }