its ot'
[vg.git] / src / vg / vg_m.h
1 /* Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved */
2
3 #define VG_PIf 3.14159265358979323846264338327950288f
4 #define VG_TAUf 6.28318530717958647692528676655900576f
5
6 static inline float vg_minf( float a, float b )
7 {
8 return a < b? a: b;
9 }
10
11 static inline float vg_maxf( float a, float b )
12 {
13 return a > b? a: b;
14 }
15
16 static inline float vg_clampf( float a, float min, float max )
17 {
18 return vg_minf( max, vg_maxf( a, min ) );
19 }
20
21 static inline float vg_signf( float a )
22 {
23 return a < 0.0f? -1.0f: 1.0f;
24 }
25
26 static inline float vg_randf(void)
27 {
28 return (float)rand()/(float)(RAND_MAX);
29 }
30
31 static inline int vg_randint(int max)
32 {
33 return rand()%max;
34 }
35
36 static float stable_force( float current, float diff )
37 {
38 float fnew = current + diff;
39
40 if( fnew * current < 0.0f )
41 return 0.0f;
42
43 return fnew;
44 }
45
46 #define VG_MIN( A, B ) ((A)<(B)?(A):(B))
47 #define VG_MAX( A, B ) ((A)>(B)?(A):(B))
48
49 static inline int vg_min( int a, int b )
50 {
51 return a < b? a: b;
52 }
53
54 static inline int vg_max( int a, int b )
55 {
56 return a > b? a: b;
57 }
58
59 static inline float vg_rad( float deg )
60 {
61 return deg * VG_PIf / 180.0f;
62 }
63
64 /*
65 * Vector 3
66 */
67 static inline void v2_copy( v2f a, v2f b )
68 {
69 b[0] = a[0]; b[1] = a[1];
70 }
71
72 static inline void v2i_copy( v2i a, v2i b )
73 {
74 b[0] = a[0]; b[1] = a[1];
75 }
76
77 static inline int v2i_eq( v2i a, v2i b )
78 {
79 return ((a[0] == b[0]) && (a[1] == b[1]));
80 }
81
82 static inline void v2i_add( v2i a, v2i b, v2i d )
83 {
84 d[0] = a[0]+b[0]; d[1] = a[1]+b[1];
85 }
86
87 static inline void v2i_sub( v2i a, v2i b, v2i d )
88 {
89 d[0] = a[0]-b[0]; d[1] = a[1]-b[1];
90 }
91
92 static inline void v2_minv( v2f a, v2f b, v2f dest )
93 {
94 dest[0] = vg_minf(a[0], b[0]);
95 dest[1] = vg_minf(a[1], b[1]);
96 }
97
98 static inline void v2_maxv( v2f a, v2f b, v2f dest )
99 {
100 dest[0] = vg_maxf(a[0], b[0]);
101 dest[1] = vg_maxf(a[1], b[1]);
102 }
103
104 static inline void v2_sub( v2f a, v2f b, v2f d )
105 {
106 d[0] = a[0]-b[0]; d[1] = a[1]-b[1];
107 }
108
109 static inline float v2_dot( v2f a, v2f b )
110 {
111 return a[0] * b[0] + a[1] * b[1];
112 }
113
114 static inline float v2_cross( v2f a, v2f b )
115 {
116 return a[0]*b[1] - a[1]*b[0];
117 }
118
119 static inline void v2_add( v2f a, v2f b, v2f d )
120 {
121 d[0] = a[0]+b[0]; d[1] = a[1]+b[1];
122 }
123
124 static inline void v2_muls( v2f a, float s, v2f d )
125 {
126 d[0] = a[0]*s; d[1] = a[1]*s;
127 }
128
129 static inline void v2_divs( v2f a, float s, v2f d )
130 {
131 d[0] = a[0]/s; d[1] = a[1]/s;
132 }
133
134 static inline void v2_mul( v2f a, v2f b, v2f d )
135 {
136 d[0] = a[0]*b[0];
137 d[1] = a[1]*b[1];
138 }
139
140 static inline void v2_div( v2f a, v2f b, v2f d )
141 {
142 d[0] = a[0]/b[0]; d[1] = a[1]/b[1];
143 }
144
145 static inline void v2_muladd( v2f a, v2f b, v2f s, v2f d )
146 {
147 d[0] = a[0]+b[0]*s[0];
148 d[1] = a[1]+b[1]*s[1];
149 }
150
151 static inline void v2_muladds( v2f a, v2f b, float s, v2f d )
152 {
153 d[0] = a[0]+b[0]*s;
154 d[1] = a[1]+b[1]*s;
155 }
156
157 static inline float v2_length2( v2f a )
158 {
159 return a[0]*a[0] + a[1]*a[1];
160 }
161
162 static inline float v2_length( v2f a )
163 {
164 return sqrtf( v2_length2( a ) );
165 }
166
167 static inline float v2_dist2( v2f a, v2f b )
168 {
169 v2f delta;
170 v2_sub( a, b, delta );
171 return v2_length2( delta );
172 }
173
174 static inline float v2_dist( v2f a, v2f b )
175 {
176 return sqrtf( v2_dist2( a, b ) );
177 }
178
179 static inline void v2_lerp( v2f a, v2f b, float t, v2f d )
180 {
181 d[0] = a[0] + t*(b[0]-a[0]);
182 d[1] = a[1] + t*(b[1]-a[1]);
183 }
184
185 static inline void v2_normalize( v2f a )
186 {
187 v2_muls( a, 1.f / v2_length( a ), a );
188 }
189
190 static inline void v2_floor( v2f a, v2f b )
191 {
192 b[0] = floorf( a[0] );
193 b[1] = floorf( a[1] );
194 }
195
196 /*
197 * Vector 3
198 */
199 static inline void v3_zero( v3f a )
200 {
201 a[0] = 0.f; a[1] = 0.f; a[2] = 0.f;
202 }
203
204 static inline void v3_copy( v3f a, v3f b )
205 {
206 b[0] = a[0]; b[1] = a[1]; b[2] = a[2];
207 }
208
209 static inline void v3_add( v3f a, v3f b, v3f d )
210 {
211 d[0] = a[0]+b[0]; d[1] = a[1]+b[1]; d[2] = a[2]+b[2];
212 }
213
214 static inline void v3_sub( v3f a, v3f b, v3f d )
215 {
216 d[0] = a[0]-b[0]; d[1] = a[1]-b[1]; d[2] = a[2]-b[2];
217 }
218
219 static inline void v3_mul( v3f a, v3f b, v3f d )
220 {
221 d[0] = a[0]*b[0]; d[1] = a[1]*b[1]; d[2] = a[2]*b[2];
222 }
223
224 static inline void v3_div( v3f a, v3f b, v3f d )
225 {
226 d[0] = a[0]/b[0]; d[1] = a[1]/b[1]; d[2] = a[2]/b[2];
227 }
228
229 static inline void v3_muls( v3f a, float s, v3f d )
230 {
231 d[0] = a[0]*s; d[1] = a[1]*s; d[2] = a[2]*s;
232 }
233
234 static inline void v3_divs( v3f a, float s, v3f d )
235 {
236 d[0] = a[0]/s; d[1] = a[1]/s; d[2] = a[2]/s;
237 }
238
239 static inline void v3_muladds( v3f a, v3f b, float s, v3f d )
240 {
241 d[0] = a[0]+b[0]*s; d[1] = a[1]+b[1]*s; d[2] = a[2]+b[2]*s;
242 }
243
244 static inline void v3_muladd( v2f a, v2f b, v2f s, v2f d )
245 {
246 d[0] = a[0]+b[0]*s[0];
247 d[1] = a[1]+b[1]*s[1];
248 d[2] = a[2]+b[2]*s[2];
249 }
250
251 static inline float v3_dot( v3f a, v3f b )
252 {
253 return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
254 }
255
256 static inline void v3_cross( v3f a, v3f b, v3f dest )
257 {
258 v3f d;
259 d[0] = a[1]*b[2] - a[2]*b[1];
260 d[1] = a[2]*b[0] - a[0]*b[2];
261 d[2] = a[0]*b[1] - a[1]*b[0];
262 v3_copy( d, dest );
263 }
264
265 static inline float v3_length2( v3f a )
266 {
267 return v3_dot( a, a );
268 }
269
270 static inline float v3_length( v3f a )
271 {
272 return sqrtf( v3_length2( a ) );
273 }
274
275 static inline float v3_dist2( v3f a, v3f b )
276 {
277 v3f delta;
278 v3_sub( a, b, delta );
279 return v3_length2( delta );
280 }
281
282 static inline float v3_dist( v3f a, v3f b )
283 {
284 return sqrtf( v3_dist2( a, b ) );
285 }
286
287 static inline void v3_normalize( v3f a )
288 {
289 v3_muls( a, 1.f / v3_length( a ), a );
290 }
291
292 static inline float vg_lerpf( float a, float b, float t )
293 {
294 return a + t*(b-a);
295 }
296
297 static inline void v3_lerp( v3f a, v3f b, float t, v3f d )
298 {
299 d[0] = a[0] + t*(b[0]-a[0]);
300 d[1] = a[1] + t*(b[1]-a[1]);
301 d[2] = a[2] + t*(b[2]-a[2]);
302 }
303
304 static inline void v3_minv( v3f a, v3f b, v3f dest )
305 {
306 dest[0] = vg_minf(a[0], b[0]);
307 dest[1] = vg_minf(a[1], b[1]);
308 dest[2] = vg_minf(a[2], b[2]);
309 }
310
311 static inline void v3_maxv( v3f a, v3f b, v3f dest )
312 {
313 dest[0] = vg_maxf(a[0], b[0]);
314 dest[1] = vg_maxf(a[1], b[1]);
315 dest[2] = vg_maxf(a[2], b[2]);
316 }
317
318 static inline float v3_minf( v3f a )
319 {
320 return vg_minf( vg_minf( a[0], a[1] ), a[2] );
321 }
322
323 static inline float v3_maxf( v3f a )
324 {
325 return vg_maxf( vg_maxf( a[0], a[1] ), a[2] );
326 }
327
328 static inline void v3_fill( v3f a, float v )
329 {
330 a[0] = v;
331 a[1] = v;
332 a[2] = v;
333 }
334
335 static inline void v3_floor( v3f a, v3f b )
336 {
337 b[0] = floorf( a[0] );
338 b[1] = floorf( a[1] );
339 b[2] = floorf( a[2] );
340 }
341
342 static inline void v3_ceil( v3f a, v3f b )
343 {
344 b[0] = ceilf( a[0] );
345 b[1] = ceilf( a[1] );
346 b[2] = ceilf( a[2] );
347 }
348
349 static inline void v3_negate( v3f a, v3f b )
350 {
351 b[0] = -a[0];
352 b[1] = -a[1];
353 b[2] = -a[2];
354 }
355
356 static inline void v3_rotate( v3f v, float angle, v3f axis, v3f d )
357 {
358 v3f v1, v2, k;
359 float c, s;
360
361 c = cosf( angle );
362 s = sinf( angle );
363
364 v3_copy( axis, k );
365 v3_normalize( k );
366 v3_muls( v, c, v1 );
367 v3_cross( k, v, v2 );
368 v3_muls( v2, s, v2 );
369 v3_add( v1, v2, v1 );
370 v3_muls( k, v3_dot(k, v) * (1.0f - c), v2);
371 v3_add( v1, v2, d );
372 }
373
374 /*
375 * Vector 4
376 */
377 static inline void v4_copy( v4f a, v4f b )
378 {
379 b[0] = a[0]; b[1] = a[1]; b[2] = a[2]; b[3] = a[3];
380 }
381
382 static inline void v4_zero( v4f a )
383 {
384 a[0] = 0.f; a[1] = 0.f; a[2] = 0.f; a[3] = 0.f;
385 }
386
387 static inline void v4_muls( v4f a, float s, v4f d )
388 {
389 d[0] = a[0]*s;
390 d[1] = a[1]*s;
391 d[2] = a[2]*s;
392 d[3] = a[3]*s;
393 }
394
395 static inline void v4_muladds( v4f a, v4f b, float s, v4f d )
396 {
397 d[0] = a[0]+b[0]*s;
398 d[1] = a[1]+b[1]*s;
399 d[2] = a[2]+b[2]*s;
400 d[3] = a[3]+b[3]*s;
401 }
402
403 static inline void v4_lerp( v4f a, v4f b, float t, v4f d )
404 {
405 d[0] = a[0] + t*(b[0]-a[0]);
406 d[1] = a[1] + t*(b[1]-a[1]);
407 d[2] = a[2] + t*(b[2]-a[2]);
408 d[3] = a[3] + t*(b[3]-a[3]);
409 }
410
411 static inline float v4_dot( v4f a, v4f b )
412 {
413 return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*a[3];
414 }
415
416 static inline float v4_length( v4f a )
417 {
418 return sqrtf( v4_dot(a,a) );
419 }
420
421 /*
422 * Matrix 2x2
423 */
424
425 #define M2X2_INDENTIY {{1.0f, 0.0f, }, \
426 { 0.0f, 1.0f, }}
427
428 #define M2X2_ZERO {{0.0f, 0.0f, }, \
429 { 0.0f, 0.0f, }}
430
431 static inline void m2x2_copy( m2x2f a, m2x2f b )
432 {
433 v2_copy( a[0], b[0] );
434 v2_copy( a[1], b[1] );
435 }
436
437 static inline void m2x2_identity( m2x2f a )
438 {
439 m2x2f id = M2X2_INDENTIY;
440 m2x2_copy( id, a );
441 }
442
443 static inline void m2x2_create_rotation( m2x2f a, float theta )
444 {
445 float s, c;
446
447 s = sinf( theta );
448 c = cosf( theta );
449
450 a[0][0] = c;
451 a[0][1] = -s;
452 a[1][0] = s;
453 a[1][1] = c;
454 }
455
456 /*
457 * Matrix 3x3
458 */
459
460 #define M3X3_IDENTITY {{1.0f, 0.0f, 0.0f, },\
461 { 0.0f, 1.0f, 0.0f, },\
462 { 0.0f, 0.0f, 1.0f, }}
463
464 #define M3X3_ZERO {{0.0f, 0.0f, 0.0f, },\
465 { 0.0f, 0.0f, 0.0f, },\
466 { 0.0f, 0.0f, 0.0f, }}
467
468
469 static inline void m3x3_copy( m3x3f a, m3x3f b )
470 {
471 v3_copy( a[0], b[0] );
472 v3_copy( a[1], b[1] );
473 v3_copy( a[2], b[2] );
474 }
475
476 static inline void m3x3_identity( m3x3f a )
477 {
478 m3x3f id = M3X3_IDENTITY;
479 m3x3_copy( id, a );
480 }
481
482 static inline void m3x3_zero( m3x3f a )
483 {
484 m3x3f z = M3X3_ZERO;
485 m3x3_copy( z, a );
486 }
487
488 static inline void m3x3_inv( m3x3f src, m3x3f dest )
489 {
490 float a = src[0][0], b = src[0][1], c = src[0][2],
491 d = src[1][0], e = src[1][1], f = src[1][2],
492 g = src[2][0], h = src[2][1], i = src[2][2];
493
494 float det = 1.f /
495 (+a*(e*i-h*f)
496 -b*(d*i-f*g)
497 +c*(d*h-e*g));
498
499 dest[0][0] = (e*i-h*f)*det;
500 dest[0][1] = -(b*i-c*h)*det;
501 dest[0][2] = (b*f-c*e)*det;
502 dest[1][0] = -(d*i-f*g)*det;
503 dest[1][1] = (a*i-c*g)*det;
504 dest[1][2] = -(a*f-d*c)*det;
505 dest[2][0] = (d*h-g*e)*det;
506 dest[2][1] = -(a*h-g*b)*det;
507 dest[2][2] = (a*e-d*b)*det;
508 }
509
510 static inline void m3x3_transpose( m3x3f src, m3x3f dest )
511 {
512 float a = src[0][0], b = src[0][1], c = src[0][2],
513 d = src[1][0], e = src[1][1], f = src[1][2],
514 g = src[2][0], h = src[2][1], i = src[2][2];
515
516 dest[0][0] = a;
517 dest[0][1] = d;
518 dest[0][2] = g;
519 dest[1][0] = b;
520 dest[1][1] = e;
521 dest[1][2] = h;
522 dest[2][0] = c;
523 dest[2][1] = f;
524 dest[2][2] = i;
525 }
526
527 static inline void m3x3_mul( m3x3f a, m3x3f b, m3x3f d )
528 {
529 float a00 = a[0][0], a01 = a[0][1], a02 = a[0][2],
530 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2],
531 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2],
532
533 b00 = b[0][0], b01 = b[0][1], b02 = b[0][2],
534 b10 = b[1][0], b11 = b[1][1], b12 = b[1][2],
535 b20 = b[2][0], b21 = b[2][1], b22 = b[2][2];
536
537 d[0][0] = a00*b00 + a10*b01 + a20*b02;
538 d[0][1] = a01*b00 + a11*b01 + a21*b02;
539 d[0][2] = a02*b00 + a12*b01 + a22*b02;
540 d[1][0] = a00*b10 + a10*b11 + a20*b12;
541 d[1][1] = a01*b10 + a11*b11 + a21*b12;
542 d[1][2] = a02*b10 + a12*b11 + a22*b12;
543 d[2][0] = a00*b20 + a10*b21 + a20*b22;
544 d[2][1] = a01*b20 + a11*b21 + a21*b22;
545 d[2][2] = a02*b20 + a12*b21 + a22*b22;
546 }
547
548 static inline void m3x3_mulv( m3x3f m, v3f v, v3f d )
549 {
550 v3f res;
551
552 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2];
553 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2];
554 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2];
555
556 v3_copy( res, d );
557 }
558
559 static inline void m3x3_projection( m3x3f dst,
560 float const left, float const right, float const bottom, float const top )
561 {
562 float rl, tb;
563
564 m3x3_zero( dst );
565
566 rl = 1.0f / (right - left);
567 tb = 1.0f / (top - bottom);
568
569 dst[0][0] = 2.0f * rl;
570 dst[1][1] = 2.0f * tb;
571 dst[2][2] = 1.0f;
572 }
573
574 static inline void m3x3_translate( m3x3f m, v3f v )
575 {
576 m[2][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0];
577 m[2][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1];
578 m[2][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2];
579 }
580
581 static inline void m3x3_scale( m3x3f m, v3f v )
582 {
583 m[0][0] = m[0][0] * v[0];
584 m[0][1] = m[0][1] * v[0];
585 m[0][2] = m[0][2] * v[0];
586
587 m[1][0] = m[1][0] * v[1];
588 m[1][1] = m[1][1] * v[1];
589 m[1][2] = m[1][2] * v[1];
590 }
591
592 static inline void m3x3_rotate( m3x3f m, float angle )
593 {
594 float m00 = m[0][0], m10 = m[1][0],
595 m01 = m[0][1], m11 = m[1][1],
596 m02 = m[0][2], m12 = m[1][2];
597 float c, s;
598
599 s = sinf( angle );
600 c = cosf( angle );
601
602 m[0][0] = m00 * c + m10 * s;
603 m[0][1] = m01 * c + m11 * s;
604 m[0][2] = m02 * c + m12 * s;
605
606 m[1][0] = m00 * -s + m10 * c;
607 m[1][1] = m01 * -s + m11 * c;
608 m[1][2] = m02 * -s + m12 * c;
609 }
610
611 /*
612 * Matrix 4x3
613 */
614
615 #define M4X3_IDENTITY {{1.0f, 0.0f, 0.0f, },\
616 { 0.0f, 1.0f, 0.0f, },\
617 { 0.0f, 0.0f, 1.0f, },\
618 { 0.0f, 0.0f, 0.0f }}
619
620 static inline void m4x3_to_3x3( m4x3f a, m3x3f b )
621 {
622 v3_copy( a[0], b[0] );
623 v3_copy( a[1], b[1] );
624 v3_copy( a[2], b[2] );
625 }
626
627 static inline void m4x3_invert_affine( m4x3f a, m4x3f b )
628 {
629 m3x3_transpose( a, b );
630 m3x3_mulv( b, a[3], b[3] );
631 v3_negate( b[3], b[3] );
632 }
633
634 static inline void m4x3_copy( m4x3f a, m4x3f b )
635 {
636 v3_copy( a[0], b[0] );
637 v3_copy( a[1], b[1] );
638 v3_copy( a[2], b[2] );
639 v3_copy( a[3], b[3] );
640 }
641
642 static inline void m4x3_identity( m4x3f a )
643 {
644 m4x3f id = M4X3_IDENTITY;
645 m4x3_copy( id, a );
646 }
647
648 static inline void m4x3_mul( m4x3f a, m4x3f b, m4x3f d )
649 {
650 float
651 a00 = a[0][0], a01 = a[0][1], a02 = a[0][2],
652 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2],
653 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2],
654 a30 = a[3][0], a31 = a[3][1], a32 = a[3][2],
655 b00 = b[0][0], b01 = b[0][1], b02 = b[0][2],
656 b10 = b[1][0], b11 = b[1][1], b12 = b[1][2],
657 b20 = b[2][0], b21 = b[2][1], b22 = b[2][2],
658 b30 = b[3][0], b31 = b[3][1], b32 = b[3][2];
659
660 d[0][0] = a00*b00 + a10*b01 + a20*b02;
661 d[0][1] = a01*b00 + a11*b01 + a21*b02;
662 d[0][2] = a02*b00 + a12*b01 + a22*b02;
663 d[1][0] = a00*b10 + a10*b11 + a20*b12;
664 d[1][1] = a01*b10 + a11*b11 + a21*b12;
665 d[1][2] = a02*b10 + a12*b11 + a22*b12;
666 d[2][0] = a00*b20 + a10*b21 + a20*b22;
667 d[2][1] = a01*b20 + a11*b21 + a21*b22;
668 d[2][2] = a02*b20 + a12*b21 + a22*b22;
669 d[3][0] = a00*b30 + a10*b31 + a20*b32 + a30;
670 d[3][1] = a01*b30 + a11*b31 + a21*b32 + a31;
671 d[3][2] = a02*b30 + a12*b31 + a22*b32 + a32;
672 }
673
674 static inline void m4x3_mulv( m4x3f m, v3f v, v3f d )
675 {
676 v3f res;
677
678 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0];
679 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1];
680 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2] + m[3][2];
681
682 v3_copy( res, d );
683 }
684
685 /*
686 * Transform plane ( xyz, distance )
687 */
688 static inline void m4x3_mulp( m4x3f m, v4f p, v4f d )
689 {
690 v3f o;
691
692 v3_muls( p, p[3], o );
693 m4x3_mulv( m, o, o );
694 m3x3_mulv( m, p, d );
695
696 d[3] = v3_dot( o, d );
697 }
698
699 /*
700 * Affine transforms
701 */
702
703 static inline void m4x3_translate( m4x3f m, v3f v )
704 {
705 v3_muladds( m[3], m[0], v[0], m[3] );
706 v3_muladds( m[3], m[1], v[1], m[3] );
707 v3_muladds( m[3], m[2], v[2], m[3] );
708 }
709
710 static inline void m4x3_scale( m4x3f m, float s )
711 {
712 v3_muls( m[0], s, m[0] );
713 v3_muls( m[1], s, m[1] );
714 v3_muls( m[2], s, m[2] );
715 }
716
717 static inline void m4x3_scalev( m4x3f m, v3f v )
718 {
719 v3_muls(m[0], v[0], m[0]);
720 v3_muls(m[1], v[1], m[1]);
721 v3_muls(m[2], v[2], m[2]);
722 }
723
724 static inline void m4x3_rotate_x( m4x3f m, float angle )
725 {
726 m4x3f t = M4X3_IDENTITY;
727 float c, s;
728
729 c = cosf( angle );
730 s = sinf( angle );
731
732 t[1][1] = c;
733 t[1][2] = s;
734 t[2][1] = -s;
735 t[2][2] = c;
736
737 m4x3_mul( m, t, m );
738 }
739
740 static inline void m4x3_rotate_y( m4x3f m, float angle )
741 {
742 m4x3f t = M4X3_IDENTITY;
743 float c, s;
744
745 c = cosf( angle );
746 s = sinf( angle );
747
748 t[0][0] = c;
749 t[0][2] = -s;
750 t[2][0] = s;
751 t[2][2] = c;
752
753 m4x3_mul( m, t, m );
754 }
755
756 static inline void m4x3_rotate_z( m4x3f m, float angle )
757 {
758 m4x3f t = M4X3_IDENTITY;
759 float c, s;
760
761 c = cosf( angle );
762 s = sinf( angle );
763
764 t[0][0] = c;
765 t[0][1] = s;
766 t[1][0] = -s;
767 t[1][1] = c;
768
769 m4x3_mul( m, t, m );
770 }
771
772 static inline void m4x3_expand( m4x3f m, m4x4f d )
773 {
774 v3_copy( m[0], d[0] );
775 v3_copy( m[1], d[1] );
776 v3_copy( m[2], d[2] );
777 v3_copy( m[3], d[3] );
778 d[0][3] = 0.0f;
779 d[1][3] = 0.0f;
780 d[2][3] = 0.0f;
781 d[3][3] = 1.0f;
782 }
783
784 static inline void m4x3_expand_aabb_point( m4x3f m, boxf box, v3f point )
785 {
786 v3f v;
787 m4x3_mulv( m, point, v );
788
789 v3_minv( box[0], v, box[0] );
790 v3_maxv( box[1], v, box[1] );
791 }
792
793 static inline void box_addpt( boxf a, v3f pt )
794 {
795 v3_minv( a[0], pt, a[0] );
796 v3_maxv( a[1], pt, a[1] );
797 }
798
799 static inline void box_concat( boxf a, boxf b )
800 {
801 v3_minv( a[0], b[0], a[0] );
802 v3_maxv( a[1], b[1], a[1] );
803 }
804
805 static inline void box_copy( boxf a, boxf b )
806 {
807 v3_copy( a[0], b[0] );
808 v3_copy( a[1], b[1] );
809 }
810
811 static inline int box_overlap( boxf a, boxf b )
812 {
813 return
814 ( a[0][0] <= b[1][0] && a[1][0] >= b[0][0] ) &&
815 ( a[0][1] <= b[1][1] && a[1][1] >= b[0][1] ) &&
816 ( a[0][2] <= b[1][2] && a[1][2] >= b[0][2] )
817 ;
818 }
819
820 static inline void box_init_inf( boxf box )
821 {
822 v3_fill( box[0], INFINITY );
823 v3_fill( box[1], -INFINITY );
824 }
825
826 static inline void m4x3_transform_aabb( m4x3f m, boxf box )
827 {
828 v3f a; v3f b;
829
830 v3_copy( box[0], a );
831 v3_copy( box[1], b );
832 v3_fill( box[0], INFINITY );
833 v3_fill( box[1], -INFINITY );
834
835 m4x3_expand_aabb_point( m, box, (v3f){ a[0], a[1], a[2] } );
836 m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], a[2] } );
837 m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], a[2] } );
838 m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], a[2] } );
839
840 m4x3_expand_aabb_point( m, box, (v3f){ a[0], a[1], b[2] } );
841 m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], b[2] } );
842 m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], b[2] } );
843 m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], b[2] } );
844 }
845
846 int ray_aabb( boxf box, v3f co, v3f dir, float dist )
847 {
848 v3f v0, v1;
849 float tmin, tmax;
850
851 v3_sub( box[0], co, v0 );
852 v3_sub( box[1], co, v1 );
853 v3_div( v0, dir, v0 );
854 v3_div( v1, dir, v1 );
855
856 tmin = vg_minf( v0[0], v1[0] );
857 tmax = vg_maxf( v0[0], v1[0] );
858 tmin = vg_maxf( tmin, vg_minf( v0[1], v1[1] ));
859 tmax = vg_minf( tmax, vg_maxf( v0[1], v1[1] ));
860 tmin = vg_maxf( tmin, vg_minf( v0[2], v1[2] ));
861 tmax = vg_minf( tmax, vg_maxf( v0[2], v1[2] ));
862
863 return tmax >= tmin && tmin < dist && tmax > 0;
864 }
865
866 static inline void m4x3_lookat( m4x3f m, v3f pos, v3f target, v3f up )
867 {
868 v3f dir;
869 v3_sub( target, pos, dir );
870 v3_normalize( dir );
871
872 v3_copy( dir, m[2] );
873
874 v3_cross( up, m[2], m[0] );
875 v3_normalize( m[0] );
876
877 v3_cross( m[2], m[0], m[1] );
878 v3_copy( pos, m[3] );
879 }
880
881 /*
882 * Matrix 4x4
883 */
884
885 #define M4X4_IDENTITY {{1.0f, 0.0f, 0.0f, 0.0f },\
886 { 0.0f, 1.0f, 0.0f, 0.0f },\
887 { 0.0f, 0.0f, 1.0f, 0.0f },\
888 { 0.0f, 0.0f, 0.0f, 1.0f }}
889 #define M4X4_ZERO {{0.0f, 0.0f, 0.0f, 0.0f },\
890 { 0.0f, 0.0f, 0.0f, 0.0f },\
891 { 0.0f, 0.0f, 0.0f, 0.0f },\
892 { 0.0f, 0.0f, 0.0f, 0.0f }}
893
894 static void m4x4_projection( m4x4f m, float angle,
895 float ratio, float near, float far )
896 {
897 float scale = tanf( angle * 0.5f * VG_PIf / 180.0f ) * near,
898 r = ratio * scale,
899 l = -r,
900 t = scale,
901 b = -t;
902
903 m[0][0] = 2.0f * near / (r - l);
904 m[0][1] = 0.0f;
905 m[0][2] = 0.0f;
906 m[0][3] = 0.0f;
907 m[1][0] = 0.0f;
908 m[1][1] = 2.0f * near / (t - b);
909 m[1][2] = 0.0f;
910 m[1][3] = 0.0f;
911 m[2][0] = (r + l) / (r - l);
912 m[2][1] = (t + b) / (t - b);
913 m[2][2] = -(far + near) / (far - near);
914 m[2][3] = -1.0f;
915 m[3][0] = 0.0f;
916 m[3][1] = 0.0f;
917 m[3][2] = -2.0f * far * near / (far - near);
918 m[3][3] = 0.0f;
919 }
920
921 static void m4x4_translate( m4x4f m, v3f v )
922 {
923 v4_muladds( m[3], m[0], v[0], m[3] );
924 v4_muladds( m[3], m[1], v[1], m[3] );
925 v4_muladds( m[3], m[2], v[2], m[3] );
926 }
927
928 static inline void m4x4_copy( m4x4f a, m4x4f b )
929 {
930 v4_copy( a[0], b[0] );
931 v4_copy( a[1], b[1] );
932 v4_copy( a[2], b[2] );
933 v4_copy( a[3], b[3] );
934 }
935
936 static inline void m4x4_identity( m4x4f a )
937 {
938 m4x4f id = M4X4_IDENTITY;
939 m4x4_copy( id, a );
940 }
941
942 static inline void m4x4_zero( m4x4f a )
943 {
944 m4x4f zero = M4X4_ZERO;
945 m4x4_copy( zero, a );
946 }
947
948 static inline void m4x4_mul( m4x4f a, m4x4f b, m4x4f d )
949 {
950 float a00 = a[0][0], a01 = a[0][1], a02 = a[0][2], a03 = a[0][3],
951 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2], a13 = a[1][3],
952 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2], a23 = a[2][3],
953 a30 = a[3][0], a31 = a[3][1], a32 = a[3][2], a33 = a[3][3],
954
955 b00 = b[0][0], b01 = b[0][1], b02 = b[0][2], b03 = b[0][3],
956 b10 = b[1][0], b11 = b[1][1], b12 = b[1][2], b13 = b[1][3],
957 b20 = b[2][0], b21 = b[2][1], b22 = b[2][2], b23 = b[2][3],
958 b30 = b[3][0], b31 = b[3][1], b32 = b[3][2], b33 = b[3][3];
959
960 d[0][0] = a00*b00 + a10*b01 + a20*b02 + a30*b03;
961 d[0][1] = a01*b00 + a11*b01 + a21*b02 + a31*b03;
962 d[0][2] = a02*b00 + a12*b01 + a22*b02 + a32*b03;
963 d[0][3] = a03*b00 + a13*b01 + a23*b02 + a33*b03;
964 d[1][0] = a00*b10 + a10*b11 + a20*b12 + a30*b13;
965 d[1][1] = a01*b10 + a11*b11 + a21*b12 + a31*b13;
966 d[1][2] = a02*b10 + a12*b11 + a22*b12 + a32*b13;
967 d[1][3] = a03*b10 + a13*b11 + a23*b12 + a33*b13;
968 d[2][0] = a00*b20 + a10*b21 + a20*b22 + a30*b23;
969 d[2][1] = a01*b20 + a11*b21 + a21*b22 + a31*b23;
970 d[2][2] = a02*b20 + a12*b21 + a22*b22 + a32*b23;
971 d[2][3] = a03*b20 + a13*b21 + a23*b22 + a33*b23;
972 d[3][0] = a00*b30 + a10*b31 + a20*b32 + a30*b33;
973 d[3][1] = a01*b30 + a11*b31 + a21*b32 + a31*b33;
974 d[3][2] = a02*b30 + a12*b31 + a22*b32 + a32*b33;
975 d[3][3] = a03*b30 + a13*b31 + a23*b32 + a33*b33;
976 }
977
978 static inline void m4x4_mulv( m4x4f m, v4f v, v4f d )
979 {
980 v4f res;
981
982 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0]*v[3];
983 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1]*v[3];
984 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2] + m[3][2]*v[3];
985 res[3] = m[0][3]*v[0] + m[1][3]*v[1] + m[2][3]*v[2] + m[3][3]*v[3];
986
987 v4_copy( res, d );
988 }
989
990 static inline void m4x4_inv( m4x4f a, m4x4f d )
991 {
992 float a00 = a[0][0], a01 = a[0][1], a02 = a[0][2], a03 = a[0][3],
993 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2], a13 = a[1][3],
994 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2], a23 = a[2][3],
995 a30 = a[3][0], a31 = a[3][1], a32 = a[3][2], a33 = a[3][3],
996 det,
997 t[6];
998
999 t[0] = a22*a33 - a32*a23;
1000 t[1] = a21*a33 - a31*a23;
1001 t[2] = a21*a32 - a31*a22;
1002 t[3] = a20*a33 - a30*a23;
1003 t[4] = a20*a32 - a30*a22;
1004 t[5] = a20*a31 - a30*a21;
1005
1006 d[0][0] = a11*t[0] - a12*t[1] + a13*t[2];
1007 d[1][0] =-(a10*t[0] - a12*t[3] + a13*t[4]);
1008 d[2][0] = a10*t[1] - a11*t[3] + a13*t[5];
1009 d[3][0] =-(a10*t[2] - a11*t[4] + a12*t[5]);
1010
1011 d[0][1] =-(a01*t[0] - a02*t[1] + a03*t[2]);
1012 d[1][1] = a00*t[0] - a02*t[3] + a03*t[4];
1013 d[2][1] =-(a00*t[1] - a01*t[3] + a03*t[5]);
1014 d[3][1] = a00*t[2] - a01*t[4] + a02*t[5];
1015
1016 t[0] = a12*a33 - a32*a13;
1017 t[1] = a11*a33 - a31*a13;
1018 t[2] = a11*a32 - a31*a12;
1019 t[3] = a10*a33 - a30*a13;
1020 t[4] = a10*a32 - a30*a12;
1021 t[5] = a10*a31 - a30*a11;
1022
1023 d[0][2] = a01*t[0] - a02*t[1] + a03*t[2];
1024 d[1][2] =-(a00*t[0] - a02*t[3] + a03*t[4]);
1025 d[2][2] = a00*t[1] - a01*t[3] + a03*t[5];
1026 d[3][2] =-(a00*t[2] - a01*t[4] + a02*t[5]);
1027
1028 t[0] = a12*a23 - a22*a13;
1029 t[1] = a11*a23 - a21*a13;
1030 t[2] = a11*a22 - a21*a12;
1031 t[3] = a10*a23 - a20*a13;
1032 t[4] = a10*a22 - a20*a12;
1033 t[5] = a10*a21 - a20*a11;
1034
1035 d[0][3] =-(a01*t[0] - a02*t[1] + a03*t[2]);
1036 d[1][3] = a00*t[0] - a02*t[3] + a03*t[4];
1037 d[2][3] =-(a00*t[1] - a01*t[3] + a03*t[5]);
1038 d[3][3] = a00*t[2] - a01*t[4] + a02*t[5];
1039
1040 det = 1.0f / (a00*d[0][0] + a01*d[1][0] + a02*d[2][0] + a03*d[3][0]);
1041 v4_muls( d[0], det, d[0] );
1042 v4_muls( d[1], det, d[1] );
1043 v4_muls( d[2], det, d[2] );
1044 v4_muls( d[3], det, d[3] );
1045 }
1046
1047 /*
1048 * Planes (double precision)
1049 */
1050 static inline void tri_to_plane( double a[3], double b[3],
1051 double c[3], double p[4] )
1052 {
1053 double edge0[3];
1054 double edge1[3];
1055 double l;
1056
1057 edge0[0] = b[0] - a[0];
1058 edge0[1] = b[1] - a[1];
1059 edge0[2] = b[2] - a[2];
1060
1061 edge1[0] = c[0] - a[0];
1062 edge1[1] = c[1] - a[1];
1063 edge1[2] = c[2] - a[2];
1064
1065 p[0] = edge0[1] * edge1[2] - edge0[2] * edge1[1];
1066 p[1] = edge0[2] * edge1[0] - edge0[0] * edge1[2];
1067 p[2] = edge0[0] * edge1[1] - edge0[1] * edge1[0];
1068
1069 l = sqrt(p[0] * p[0] + p[1] * p[1] + p[2] * p[2]);
1070 p[3] = (p[0] * a[0] + p[1] * a[1] + p[2] * a[2]) / l;
1071
1072 p[0] = p[0] / l;
1073 p[1] = p[1] / l;
1074 p[2] = p[2] / l;
1075 }
1076
1077 static inline int plane_intersect( double a[4], double b[4],
1078 double c[4], double p[4] )
1079 {
1080 double const epsilon = 1e-8f;
1081
1082 double x[3];
1083 double d;
1084
1085 x[0] = a[1] * b[2] - a[2] * b[1];
1086 x[1] = a[2] * b[0] - a[0] * b[2];
1087 x[2] = a[0] * b[1] - a[1] * b[0];
1088
1089 d = x[0] * c[0] + x[1] * c[1] + x[2] * c[2];
1090
1091 if( d < epsilon && d > -epsilon ) return 0;
1092
1093 p[0] = (b[1] * c[2] - b[2] * c[1]) * -a[3];
1094 p[1] = (b[2] * c[0] - b[0] * c[2]) * -a[3];
1095 p[2] = (b[0] * c[1] - b[1] * c[0]) * -a[3];
1096
1097 p[0] += (c[1] * a[2] - c[2] * a[1]) * -b[3];
1098 p[1] += (c[2] * a[0] - c[0] * a[2]) * -b[3];
1099 p[2] += (c[0] * a[1] - c[1] * a[0]) * -b[3];
1100
1101 p[0] += (a[1] * b[2] - a[2] * b[1]) * -c[3];
1102 p[1] += (a[2] * b[0] - a[0] * b[2]) * -c[3];
1103 p[2] += (a[0] * b[1] - a[1] * b[0]) * -c[3];
1104
1105 p[0] = -p[0] / d;
1106 p[1] = -p[1] / d;
1107 p[2] = -p[2] / d;
1108
1109 return 1;
1110 }
1111
1112 static inline double plane_polarity( double p[4], double a[3] )
1113 {
1114 return
1115 (a[0] * p[0] + a[1] * p[1] + a[2] * p[2])
1116 -(p[0]*p[3] * p[0] + p[1]*p[3] * p[1] + p[2]*p[3] * p[2])
1117 ;
1118 }
1119
1120 /* Quaternions */
1121
1122 static inline void q_identity( v4f q )
1123 {
1124 q[0] = 0.0f; q[1] = 0.0f; q[2] = 0.0f; q[3] = 1.0f;
1125 }
1126
1127 static inline void q_axis_angle( v4f q, v3f axis, float angle )
1128 {
1129 float a = angle*0.5f,
1130 c = cosf(a),
1131 s = sinf(a);
1132
1133 q[0] = s*axis[0];
1134 q[1] = s*axis[1];
1135 q[2] = s*axis[2];
1136 q[3] = c;
1137 }
1138
1139 static inline void q_mul( v4f q, v4f q1, v4f d )
1140 {
1141 v4f t;
1142 t[0] = q[3]*q1[0] + q[0]*q1[3] + q[1]*q1[2] - q[2]*q1[1];
1143 t[1] = q[3]*q1[1] - q[0]*q1[2] + q[1]*q1[3] + q[2]*q1[0];
1144 t[2] = q[3]*q1[2] + q[0]*q1[1] - q[1]*q1[0] + q[2]*q1[3];
1145 t[3] = q[3]*q1[3] - q[0]*q1[0] - q[1]*q1[1] - q[2]*q1[2];
1146 v4_copy( t, d );
1147 }
1148
1149 static inline void q_normalize( v4f q )
1150 {
1151 float s = 1.0f/ sqrtf(v4_dot(q,q));
1152 q[0] *= s;
1153 q[1] *= s;
1154 q[2] *= s;
1155 q[3] *= s;
1156 }
1157
1158 static inline void q_inv( v4f q, v4f d )
1159 {
1160 float s = 1.0f / v4_dot(q,q);
1161 d[0] = -q[0]*s;
1162 d[1] = -q[1]*s;
1163 d[2] = -q[2]*s;
1164 d[3] = q[3]*s;
1165 }
1166
1167 static inline void q_m3x3( v4f q, m3x3f d )
1168 {
1169 float
1170 l = v4_length(q),
1171 s = l > 0.0f? 2.0f/l: 0.0f,
1172
1173 xx = s*q[0]*q[0], xy = s*q[0]*q[1], wx = s*q[3]*q[0],
1174 yy = s*q[1]*q[1], yz = s*q[1]*q[2], wy = s*q[3]*q[1],
1175 zz = s*q[2]*q[2], xz = s*q[0]*q[2], wz = s*q[3]*q[2];
1176
1177 d[0][0] = 1.0f - yy - zz;
1178 d[1][1] = 1.0f - xx - zz;
1179 d[2][2] = 1.0f - xx - yy;
1180 d[0][1] = xy + wz;
1181 d[1][2] = yz + wx;
1182 d[2][0] = xz + wy;
1183 d[1][0] = xy - wz;
1184 d[2][1] = yz - wx;
1185 d[0][2] = xz - wy;
1186 }
1187
1188 static void m3x3_q( m3x3f m, v4f q )
1189 {
1190 float diag, r, rinv;
1191
1192 diag = m[0][0] + m[1][1] + m[2][2];
1193 if( diag >= 0.0f )
1194 {
1195 r = sqrtf( 1.0f + diag );
1196 rinv = 0.5f / r;
1197 q[0] = rinv * (m[1][2] - m[2][1]);
1198 q[1] = rinv * (m[2][0] - m[0][2]);
1199 q[2] = rinv * (m[0][1] - m[1][0]);
1200 q[3] = r * 0.5f;
1201 }
1202 else if( m[0][0] >= m[1][1] && m[0][0] >= m[2][2] )
1203 {
1204 r = sqrtf( 1.0f - m[1][1] - m[2][2] + m[0][0] );
1205 rinv = 0.5f / r;
1206 q[0] = r * 0.5f;
1207 q[1] = rinv * (m[0][1] + m[1][0]);
1208 q[2] = rinv * (m[0][2] + m[2][0]);
1209 q[3] = rinv * (m[1][2] - m[2][1]);
1210 }
1211 else if( m[1][1] >= m[2][2] )
1212 {
1213 r = sqrtf( 1.0f - m[0][0] - m[2][2] + m[1][1] );
1214 rinv = 0.5f / r;
1215 q[0] = rinv * (m[0][1] + m[1][0]);
1216 q[1] = r * 0.5f;
1217 q[2] = rinv * (m[1][2] + m[2][1]);
1218 q[3] = rinv * (m[2][0] - m[0][2]);
1219 }
1220 else
1221 {
1222 r = sqrtf( 1.0f - m[0][0] - m[1][1] + m[2][2] );
1223 rinv = 0.5f / r;
1224 q[0] = rinv * (m[0][2] + m[2][0]);
1225 q[1] = rinv * (m[1][2] + m[2][1]);
1226 q[2] = r * 0.5f;
1227 q[3] = rinv * (m[0][1] - m[1][0]);
1228 }
1229 }
1230
1231 static int ray_tri( v3f tri[3], v3f co, v3f dir, float *dist )
1232 {
1233 float const kEpsilon = 0.00001f;
1234
1235 v3f v0, v1, h, s, q, n;
1236 float a,f,u,v,t;
1237
1238 float *pa = tri[0],
1239 *pb = tri[1],
1240 *pc = tri[2];
1241
1242 v3_sub( pb, pa, v0 );
1243 v3_sub( pc, pa, v1 );
1244 v3_cross( dir, v1, h );
1245 v3_cross( v0, v1, n );
1246
1247 if( v3_dot( n, dir ) > 0.0f ) /* Backface culling */
1248 return 0;
1249
1250 /* Parralel */
1251 a = v3_dot( v0, h );
1252 if( a > -kEpsilon && a < kEpsilon )
1253 return 0;
1254
1255 f = 1.0f/a;
1256 v3_sub( co, pa, s );
1257
1258 u = f * v3_dot(s, h);
1259 if( u < 0.0f || u > 1.0f )
1260 return 0;
1261
1262 v3_cross( s, v0, q );
1263 v = f * v3_dot( dir, q );
1264 if( v < 0.0f || u+v > 1.0f )
1265 return 0;
1266
1267 t = f * v3_dot(v1, q);
1268 if( t > kEpsilon )
1269 {
1270 *dist = t;
1271 return 1;
1272 }
1273 else return 0;
1274 }