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[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_fractf( float a )
27 {
28 return a - floorf( a );
29 }
30
31 static inline float vg_randf(void)
32 {
33 return (float)rand()/(float)(RAND_MAX);
34 }
35
36 static inline int vg_randint(int max)
37 {
38 return rand()%max;
39 }
40
41 static float stable_force( float current, float diff )
42 {
43 float fnew = current + diff;
44
45 if( fnew * current < 0.0f )
46 return 0.0f;
47
48 return fnew;
49 }
50
51 #define VG_MIN( A, B ) ((A)<(B)?(A):(B))
52 #define VG_MAX( A, B ) ((A)>(B)?(A):(B))
53
54 static inline int vg_min( int a, int b )
55 {
56 return a < b? a: b;
57 }
58
59 static inline int vg_max( int a, int b )
60 {
61 return a > b? a: b;
62 }
63
64 static inline float vg_rad( float deg )
65 {
66 return deg * VG_PIf / 180.0f;
67 }
68
69 /*
70 * Vector 3
71 */
72 static inline void v2_copy( v2f a, v2f b )
73 {
74 b[0] = a[0]; b[1] = a[1];
75 }
76
77 static inline void v2_zero( v2f a )
78 {
79 a[0] = 0.f; a[1] = 0.f;
80 }
81
82 static inline void v2i_copy( v2i a, v2i b )
83 {
84 b[0] = a[0]; b[1] = a[1];
85 }
86
87 static inline int v2i_eq( v2i a, v2i b )
88 {
89 return ((a[0] == b[0]) && (a[1] == b[1]));
90 }
91
92 static inline void v2i_add( v2i a, v2i b, v2i d )
93 {
94 d[0] = a[0]+b[0]; d[1] = a[1]+b[1];
95 }
96
97 static inline void v2i_sub( v2i a, v2i b, v2i d )
98 {
99 d[0] = a[0]-b[0]; d[1] = a[1]-b[1];
100 }
101
102 static inline void v2_minv( v2f a, v2f b, v2f dest )
103 {
104 dest[0] = vg_minf(a[0], b[0]);
105 dest[1] = vg_minf(a[1], b[1]);
106 }
107
108 static inline void v2_maxv( v2f a, v2f b, v2f dest )
109 {
110 dest[0] = vg_maxf(a[0], b[0]);
111 dest[1] = vg_maxf(a[1], b[1]);
112 }
113
114 static inline void v2_sub( v2f a, v2f b, v2f d )
115 {
116 d[0] = a[0]-b[0]; d[1] = a[1]-b[1];
117 }
118
119 static inline float v2_dot( v2f a, v2f b )
120 {
121 return a[0] * b[0] + a[1] * b[1];
122 }
123
124 static inline float v2_cross( v2f a, v2f b )
125 {
126 return a[0]*b[1] - a[1]*b[0];
127 }
128
129 static inline void v2_add( v2f a, v2f b, v2f d )
130 {
131 d[0] = a[0]+b[0]; d[1] = a[1]+b[1];
132 }
133
134 static inline void v2_muls( v2f a, float s, v2f d )
135 {
136 d[0] = a[0]*s; d[1] = a[1]*s;
137 }
138
139 static inline void v2_divs( v2f a, float s, v2f d )
140 {
141 d[0] = a[0]/s; d[1] = a[1]/s;
142 }
143
144 static inline void v2_mul( v2f a, v2f b, v2f d )
145 {
146 d[0] = a[0]*b[0];
147 d[1] = a[1]*b[1];
148 }
149
150 static inline void v2_div( v2f a, v2f b, v2f d )
151 {
152 d[0] = a[0]/b[0]; d[1] = a[1]/b[1];
153 }
154
155 static inline void v2_muladd( v2f a, v2f b, v2f s, v2f d )
156 {
157 d[0] = a[0]+b[0]*s[0];
158 d[1] = a[1]+b[1]*s[1];
159 }
160
161 static inline void v2_muladds( v2f a, v2f b, float s, v2f d )
162 {
163 d[0] = a[0]+b[0]*s;
164 d[1] = a[1]+b[1]*s;
165 }
166
167 static inline float v2_length2( v2f a )
168 {
169 return a[0]*a[0] + a[1]*a[1];
170 }
171
172 static inline float v2_length( v2f a )
173 {
174 return sqrtf( v2_length2( a ) );
175 }
176
177 static inline float v2_dist2( v2f a, v2f b )
178 {
179 v2f delta;
180 v2_sub( a, b, delta );
181 return v2_length2( delta );
182 }
183
184 static inline float v2_dist( v2f a, v2f b )
185 {
186 return sqrtf( v2_dist2( a, b ) );
187 }
188
189 static inline void v2_lerp( v2f a, v2f b, float t, v2f d )
190 {
191 d[0] = a[0] + t*(b[0]-a[0]);
192 d[1] = a[1] + t*(b[1]-a[1]);
193 }
194
195 static inline void v2_normalize( v2f a )
196 {
197 v2_muls( a, 1.f / v2_length( a ), a );
198 }
199
200 static inline void v2_floor( v2f a, v2f b )
201 {
202 b[0] = floorf( a[0] );
203 b[1] = floorf( a[1] );
204 }
205
206 /*
207 * Vector 3
208 */
209 static inline void v3_zero( v3f a )
210 {
211 a[0] = 0.f; a[1] = 0.f; a[2] = 0.f;
212 }
213
214 static inline void v3_copy( v3f a, v3f b )
215 {
216 b[0] = a[0]; b[1] = a[1]; b[2] = a[2];
217 }
218
219 static inline void v3_add( 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_sub( 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_mul( v3f a, v3f b, v3f d )
230 {
231 d[0] = a[0]*b[0]; d[1] = a[1]*b[1]; d[2] = a[2]*b[2];
232 }
233
234 static inline void v3_div( v3f a, v3f b, v3f d )
235 {
236 d[0] = a[0]/b[0]; d[1] = a[1]/b[1]; d[2] = a[2]/b[2];
237 }
238
239 static inline void v3_muls( v3f a, float s, v3f d )
240 {
241 d[0] = a[0]*s; d[1] = a[1]*s; d[2] = a[2]*s;
242 }
243
244 static inline void v3_divs( v3f a, float s, v3f d )
245 {
246 d[0] = a[0]/s; d[1] = a[1]/s; d[2] = a[2]/s;
247 }
248
249 static inline void v3_muladds( v3f a, v3f b, float s, v3f d )
250 {
251 d[0] = a[0]+b[0]*s; d[1] = a[1]+b[1]*s; d[2] = a[2]+b[2]*s;
252 }
253
254 static inline void v3_muladd( v2f a, v2f b, v2f s, v2f d )
255 {
256 d[0] = a[0]+b[0]*s[0];
257 d[1] = a[1]+b[1]*s[1];
258 d[2] = a[2]+b[2]*s[2];
259 }
260
261 static inline float v3_dot( v3f a, v3f b )
262 {
263 return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
264 }
265
266 static inline void v3_cross( v3f a, v3f b, v3f dest )
267 {
268 v3f d;
269 d[0] = a[1]*b[2] - a[2]*b[1];
270 d[1] = a[2]*b[0] - a[0]*b[2];
271 d[2] = a[0]*b[1] - a[1]*b[0];
272 v3_copy( d, dest );
273 }
274
275 static inline float v3_length2( v3f a )
276 {
277 return v3_dot( a, a );
278 }
279
280 static inline float v3_length( v3f a )
281 {
282 return sqrtf( v3_length2( a ) );
283 }
284
285 static inline float v3_dist2( v3f a, v3f b )
286 {
287 v3f delta;
288 v3_sub( a, b, delta );
289 return v3_length2( delta );
290 }
291
292 static inline float v3_dist( v3f a, v3f b )
293 {
294 return sqrtf( v3_dist2( a, b ) );
295 }
296
297 static inline void v3_normalize( v3f a )
298 {
299 v3_muls( a, 1.f / v3_length( a ), a );
300 }
301
302 static inline float vg_lerpf( float a, float b, float t )
303 {
304 return a + t*(b-a);
305 }
306
307 static inline void v3_lerp( v3f a, v3f b, float t, v3f d )
308 {
309 d[0] = a[0] + t*(b[0]-a[0]);
310 d[1] = a[1] + t*(b[1]-a[1]);
311 d[2] = a[2] + t*(b[2]-a[2]);
312 }
313
314 static inline void v3_minv( v3f a, v3f b, v3f dest )
315 {
316 dest[0] = vg_minf(a[0], b[0]);
317 dest[1] = vg_minf(a[1], b[1]);
318 dest[2] = vg_minf(a[2], b[2]);
319 }
320
321 static inline void v3_maxv( v3f a, v3f b, v3f dest )
322 {
323 dest[0] = vg_maxf(a[0], b[0]);
324 dest[1] = vg_maxf(a[1], b[1]);
325 dest[2] = vg_maxf(a[2], b[2]);
326 }
327
328 static inline float v3_minf( v3f a )
329 {
330 return vg_minf( vg_minf( a[0], a[1] ), a[2] );
331 }
332
333 static inline float v3_maxf( v3f a )
334 {
335 return vg_maxf( vg_maxf( a[0], a[1] ), a[2] );
336 }
337
338 static inline void v3_fill( v3f a, float v )
339 {
340 a[0] = v;
341 a[1] = v;
342 a[2] = v;
343 }
344
345 static inline void v3_floor( v3f a, v3f b )
346 {
347 b[0] = floorf( a[0] );
348 b[1] = floorf( a[1] );
349 b[2] = floorf( a[2] );
350 }
351
352 static inline void v3_ceil( v3f a, v3f b )
353 {
354 b[0] = ceilf( a[0] );
355 b[1] = ceilf( a[1] );
356 b[2] = ceilf( a[2] );
357 }
358
359 static inline void v3_negate( v3f a, v3f b )
360 {
361 b[0] = -a[0];
362 b[1] = -a[1];
363 b[2] = -a[2];
364 }
365
366 static inline void v3_rotate( v3f v, float angle, v3f axis, v3f d )
367 {
368 v3f v1, v2, k;
369 float c, s;
370
371 c = cosf( angle );
372 s = sinf( angle );
373
374 v3_copy( axis, k );
375 v3_normalize( k );
376 v3_muls( v, c, v1 );
377 v3_cross( k, v, v2 );
378 v3_muls( v2, s, v2 );
379 v3_add( v1, v2, v1 );
380 v3_muls( k, v3_dot(k, v) * (1.0f - c), v2);
381 v3_add( v1, v2, d );
382 }
383
384 /*
385 * Vector 4
386 */
387 static inline void v4_copy( v4f a, v4f b )
388 {
389 b[0] = a[0]; b[1] = a[1]; b[2] = a[2]; b[3] = a[3];
390 }
391
392 static inline void v4_zero( v4f a )
393 {
394 a[0] = 0.f; a[1] = 0.f; a[2] = 0.f; a[3] = 0.f;
395 }
396
397 static inline void v4_muls( v4f a, float s, v4f d )
398 {
399 d[0] = a[0]*s;
400 d[1] = a[1]*s;
401 d[2] = a[2]*s;
402 d[3] = a[3]*s;
403 }
404
405 static inline void v4_muladds( v4f a, v4f b, float s, v4f d )
406 {
407 d[0] = a[0]+b[0]*s;
408 d[1] = a[1]+b[1]*s;
409 d[2] = a[2]+b[2]*s;
410 d[3] = a[3]+b[3]*s;
411 }
412
413 static inline void v4_lerp( v4f a, v4f b, float t, v4f d )
414 {
415 d[0] = a[0] + t*(b[0]-a[0]);
416 d[1] = a[1] + t*(b[1]-a[1]);
417 d[2] = a[2] + t*(b[2]-a[2]);
418 d[3] = a[3] + t*(b[3]-a[3]);
419 }
420
421 static inline float v4_dot( v4f a, v4f b )
422 {
423 return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*a[3];
424 }
425
426 static inline float v4_length( v4f a )
427 {
428 return sqrtf( v4_dot(a,a) );
429 }
430
431 /*
432 * Matrix 2x2
433 */
434
435 #define M2X2_INDENTIY {{1.0f, 0.0f, }, \
436 { 0.0f, 1.0f, }}
437
438 #define M2X2_ZERO {{0.0f, 0.0f, }, \
439 { 0.0f, 0.0f, }}
440
441 static inline void m2x2_copy( m2x2f a, m2x2f b )
442 {
443 v2_copy( a[0], b[0] );
444 v2_copy( a[1], b[1] );
445 }
446
447 static inline void m2x2_identity( m2x2f a )
448 {
449 m2x2f id = M2X2_INDENTIY;
450 m2x2_copy( id, a );
451 }
452
453 static inline void m2x2_create_rotation( m2x2f a, float theta )
454 {
455 float s, c;
456
457 s = sinf( theta );
458 c = cosf( theta );
459
460 a[0][0] = c;
461 a[0][1] = -s;
462 a[1][0] = s;
463 a[1][1] = c;
464 }
465
466 /*
467 * Matrix 3x3
468 */
469
470 #define M3X3_IDENTITY {{1.0f, 0.0f, 0.0f, },\
471 { 0.0f, 1.0f, 0.0f, },\
472 { 0.0f, 0.0f, 1.0f, }}
473
474 #define M3X3_ZERO {{0.0f, 0.0f, 0.0f, },\
475 { 0.0f, 0.0f, 0.0f, },\
476 { 0.0f, 0.0f, 0.0f, }}
477
478
479 static inline void m3x3_copy( m3x3f a, m3x3f b )
480 {
481 v3_copy( a[0], b[0] );
482 v3_copy( a[1], b[1] );
483 v3_copy( a[2], b[2] );
484 }
485
486 static inline void m3x3_identity( m3x3f a )
487 {
488 m3x3f id = M3X3_IDENTITY;
489 m3x3_copy( id, a );
490 }
491
492 static inline void m3x3_zero( m3x3f a )
493 {
494 m3x3f z = M3X3_ZERO;
495 m3x3_copy( z, a );
496 }
497
498 static inline void m3x3_inv( m3x3f src, m3x3f dest )
499 {
500 float a = src[0][0], b = src[0][1], c = src[0][2],
501 d = src[1][0], e = src[1][1], f = src[1][2],
502 g = src[2][0], h = src[2][1], i = src[2][2];
503
504 float det = 1.f /
505 (+a*(e*i-h*f)
506 -b*(d*i-f*g)
507 +c*(d*h-e*g));
508
509 dest[0][0] = (e*i-h*f)*det;
510 dest[0][1] = -(b*i-c*h)*det;
511 dest[0][2] = (b*f-c*e)*det;
512 dest[1][0] = -(d*i-f*g)*det;
513 dest[1][1] = (a*i-c*g)*det;
514 dest[1][2] = -(a*f-d*c)*det;
515 dest[2][0] = (d*h-g*e)*det;
516 dest[2][1] = -(a*h-g*b)*det;
517 dest[2][2] = (a*e-d*b)*det;
518 }
519
520 static inline void m3x3_transpose( m3x3f src, m3x3f dest )
521 {
522 float a = src[0][0], b = src[0][1], c = src[0][2],
523 d = src[1][0], e = src[1][1], f = src[1][2],
524 g = src[2][0], h = src[2][1], i = src[2][2];
525
526 dest[0][0] = a;
527 dest[0][1] = d;
528 dest[0][2] = g;
529 dest[1][0] = b;
530 dest[1][1] = e;
531 dest[1][2] = h;
532 dest[2][0] = c;
533 dest[2][1] = f;
534 dest[2][2] = i;
535 }
536
537 static inline void m3x3_mul( m3x3f a, m3x3f b, m3x3f d )
538 {
539 float a00 = a[0][0], a01 = a[0][1], a02 = a[0][2],
540 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2],
541 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2],
542
543 b00 = b[0][0], b01 = b[0][1], b02 = b[0][2],
544 b10 = b[1][0], b11 = b[1][1], b12 = b[1][2],
545 b20 = b[2][0], b21 = b[2][1], b22 = b[2][2];
546
547 d[0][0] = a00*b00 + a10*b01 + a20*b02;
548 d[0][1] = a01*b00 + a11*b01 + a21*b02;
549 d[0][2] = a02*b00 + a12*b01 + a22*b02;
550 d[1][0] = a00*b10 + a10*b11 + a20*b12;
551 d[1][1] = a01*b10 + a11*b11 + a21*b12;
552 d[1][2] = a02*b10 + a12*b11 + a22*b12;
553 d[2][0] = a00*b20 + a10*b21 + a20*b22;
554 d[2][1] = a01*b20 + a11*b21 + a21*b22;
555 d[2][2] = a02*b20 + a12*b21 + a22*b22;
556 }
557
558 static inline void m3x3_mulv( m3x3f m, v3f v, v3f d )
559 {
560 v3f res;
561
562 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2];
563 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2];
564 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2];
565
566 v3_copy( res, d );
567 }
568
569 static inline void m3x3_projection( m3x3f dst,
570 float const left, float const right, float const bottom, float const top )
571 {
572 float rl, tb;
573
574 m3x3_zero( dst );
575
576 rl = 1.0f / (right - left);
577 tb = 1.0f / (top - bottom);
578
579 dst[0][0] = 2.0f * rl;
580 dst[1][1] = 2.0f * tb;
581 dst[2][2] = 1.0f;
582 }
583
584 static inline void m3x3_translate( m3x3f m, v3f v )
585 {
586 m[2][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0];
587 m[2][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1];
588 m[2][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2];
589 }
590
591 static inline void m3x3_scale( m3x3f m, v3f v )
592 {
593 m[0][0] = m[0][0] * v[0];
594 m[0][1] = m[0][1] * v[0];
595 m[0][2] = m[0][2] * v[0];
596
597 m[1][0] = m[1][0] * v[1];
598 m[1][1] = m[1][1] * v[1];
599 m[1][2] = m[1][2] * v[1];
600 }
601
602 static inline void m3x3_rotate( m3x3f m, float angle )
603 {
604 float m00 = m[0][0], m10 = m[1][0],
605 m01 = m[0][1], m11 = m[1][1],
606 m02 = m[0][2], m12 = m[1][2];
607 float c, s;
608
609 s = sinf( angle );
610 c = cosf( angle );
611
612 m[0][0] = m00 * c + m10 * s;
613 m[0][1] = m01 * c + m11 * s;
614 m[0][2] = m02 * c + m12 * s;
615
616 m[1][0] = m00 * -s + m10 * c;
617 m[1][1] = m01 * -s + m11 * c;
618 m[1][2] = m02 * -s + m12 * c;
619 }
620
621 /*
622 * Matrix 4x3
623 */
624
625 #define M4X3_IDENTITY {{1.0f, 0.0f, 0.0f, },\
626 { 0.0f, 1.0f, 0.0f, },\
627 { 0.0f, 0.0f, 1.0f, },\
628 { 0.0f, 0.0f, 0.0f }}
629
630 static inline void m4x3_to_3x3( m4x3f a, m3x3f b )
631 {
632 v3_copy( a[0], b[0] );
633 v3_copy( a[1], b[1] );
634 v3_copy( a[2], b[2] );
635 }
636
637 static inline void m4x3_invert_affine( m4x3f a, m4x3f b )
638 {
639 m3x3_transpose( a, b );
640 m3x3_mulv( b, a[3], b[3] );
641 v3_negate( b[3], b[3] );
642 }
643
644 static inline void m4x3_copy( m4x3f a, m4x3f b )
645 {
646 v3_copy( a[0], b[0] );
647 v3_copy( a[1], b[1] );
648 v3_copy( a[2], b[2] );
649 v3_copy( a[3], b[3] );
650 }
651
652 static inline void m4x3_identity( m4x3f a )
653 {
654 m4x3f id = M4X3_IDENTITY;
655 m4x3_copy( id, a );
656 }
657
658 static inline void m4x3_mul( m4x3f a, m4x3f b, m4x3f d )
659 {
660 float
661 a00 = a[0][0], a01 = a[0][1], a02 = a[0][2],
662 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2],
663 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2],
664 a30 = a[3][0], a31 = a[3][1], a32 = a[3][2],
665 b00 = b[0][0], b01 = b[0][1], b02 = b[0][2],
666 b10 = b[1][0], b11 = b[1][1], b12 = b[1][2],
667 b20 = b[2][0], b21 = b[2][1], b22 = b[2][2],
668 b30 = b[3][0], b31 = b[3][1], b32 = b[3][2];
669
670 d[0][0] = a00*b00 + a10*b01 + a20*b02;
671 d[0][1] = a01*b00 + a11*b01 + a21*b02;
672 d[0][2] = a02*b00 + a12*b01 + a22*b02;
673 d[1][0] = a00*b10 + a10*b11 + a20*b12;
674 d[1][1] = a01*b10 + a11*b11 + a21*b12;
675 d[1][2] = a02*b10 + a12*b11 + a22*b12;
676 d[2][0] = a00*b20 + a10*b21 + a20*b22;
677 d[2][1] = a01*b20 + a11*b21 + a21*b22;
678 d[2][2] = a02*b20 + a12*b21 + a22*b22;
679 d[3][0] = a00*b30 + a10*b31 + a20*b32 + a30;
680 d[3][1] = a01*b30 + a11*b31 + a21*b32 + a31;
681 d[3][2] = a02*b30 + a12*b31 + a22*b32 + a32;
682 }
683
684 static inline void m4x3_mulv( m4x3f m, v3f v, v3f d )
685 {
686 v3f res;
687
688 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0];
689 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1];
690 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2] + m[3][2];
691
692 v3_copy( res, d );
693 }
694
695 /*
696 * Transform plane ( xyz, distance )
697 */
698 static inline void m4x3_mulp( m4x3f m, v4f p, v4f d )
699 {
700 v3f o;
701
702 v3_muls( p, p[3], o );
703 m4x3_mulv( m, o, o );
704 m3x3_mulv( m, p, d );
705
706 d[3] = v3_dot( o, d );
707 }
708
709 /*
710 * Affine transforms
711 */
712
713 static inline void m4x3_translate( m4x3f m, v3f v )
714 {
715 v3_muladds( m[3], m[0], v[0], m[3] );
716 v3_muladds( m[3], m[1], v[1], m[3] );
717 v3_muladds( m[3], m[2], v[2], m[3] );
718 }
719
720 static inline void m4x3_scale( m4x3f m, float s )
721 {
722 v3_muls( m[0], s, m[0] );
723 v3_muls( m[1], s, m[1] );
724 v3_muls( m[2], s, m[2] );
725 }
726
727 static inline void m4x3_scalev( m4x3f m, v3f v )
728 {
729 v3_muls(m[0], v[0], m[0]);
730 v3_muls(m[1], v[1], m[1]);
731 v3_muls(m[2], v[2], m[2]);
732 }
733
734 static inline void m4x3_rotate_x( m4x3f m, float angle )
735 {
736 m4x3f t = M4X3_IDENTITY;
737 float c, s;
738
739 c = cosf( angle );
740 s = sinf( angle );
741
742 t[1][1] = c;
743 t[1][2] = s;
744 t[2][1] = -s;
745 t[2][2] = c;
746
747 m4x3_mul( m, t, m );
748 }
749
750 static inline void m4x3_rotate_y( m4x3f m, float angle )
751 {
752 m4x3f t = M4X3_IDENTITY;
753 float c, s;
754
755 c = cosf( angle );
756 s = sinf( angle );
757
758 t[0][0] = c;
759 t[0][2] = -s;
760 t[2][0] = s;
761 t[2][2] = c;
762
763 m4x3_mul( m, t, m );
764 }
765
766 static inline void m4x3_rotate_z( m4x3f m, float angle )
767 {
768 m4x3f t = M4X3_IDENTITY;
769 float c, s;
770
771 c = cosf( angle );
772 s = sinf( angle );
773
774 t[0][0] = c;
775 t[0][1] = s;
776 t[1][0] = -s;
777 t[1][1] = c;
778
779 m4x3_mul( m, t, m );
780 }
781
782 static inline void m4x3_expand( m4x3f m, m4x4f d )
783 {
784 v3_copy( m[0], d[0] );
785 v3_copy( m[1], d[1] );
786 v3_copy( m[2], d[2] );
787 v3_copy( m[3], d[3] );
788 d[0][3] = 0.0f;
789 d[1][3] = 0.0f;
790 d[2][3] = 0.0f;
791 d[3][3] = 1.0f;
792 }
793
794 static inline void m4x3_expand_aabb_point( m4x3f m, boxf box, v3f point )
795 {
796 v3f v;
797 m4x3_mulv( m, point, v );
798
799 v3_minv( box[0], v, box[0] );
800 v3_maxv( box[1], v, box[1] );
801 }
802
803 static inline void box_addpt( boxf a, v3f pt )
804 {
805 v3_minv( a[0], pt, a[0] );
806 v3_maxv( a[1], pt, a[1] );
807 }
808
809 static inline void box_concat( boxf a, boxf b )
810 {
811 v3_minv( a[0], b[0], a[0] );
812 v3_maxv( a[1], b[1], a[1] );
813 }
814
815 static inline void box_copy( boxf a, boxf b )
816 {
817 v3_copy( a[0], b[0] );
818 v3_copy( a[1], b[1] );
819 }
820
821 static inline int box_overlap( boxf a, boxf b )
822 {
823 return
824 ( a[0][0] <= b[1][0] && a[1][0] >= b[0][0] ) &&
825 ( a[0][1] <= b[1][1] && a[1][1] >= b[0][1] ) &&
826 ( a[0][2] <= b[1][2] && a[1][2] >= b[0][2] )
827 ;
828 }
829
830 static inline void box_init_inf( boxf box )
831 {
832 v3_fill( box[0], INFINITY );
833 v3_fill( box[1], -INFINITY );
834 }
835
836 static inline void m4x3_transform_aabb( m4x3f m, boxf box )
837 {
838 v3f a; v3f b;
839
840 v3_copy( box[0], a );
841 v3_copy( box[1], b );
842 v3_fill( box[0], INFINITY );
843 v3_fill( box[1], -INFINITY );
844
845 m4x3_expand_aabb_point( m, box, (v3f){ a[0], a[1], a[2] } );
846 m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], a[2] } );
847 m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], a[2] } );
848 m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], a[2] } );
849
850 m4x3_expand_aabb_point( m, box, (v3f){ a[0], a[1], b[2] } );
851 m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], b[2] } );
852 m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], b[2] } );
853 m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], b[2] } );
854 }
855
856 int ray_aabb( boxf box, v3f co, v3f dir, float dist )
857 {
858 v3f v0, v1;
859 float tmin, tmax;
860
861 v3_sub( box[0], co, v0 );
862 v3_sub( box[1], co, v1 );
863 v3_div( v0, dir, v0 );
864 v3_div( v1, dir, v1 );
865
866 tmin = vg_minf( v0[0], v1[0] );
867 tmax = vg_maxf( v0[0], v1[0] );
868 tmin = vg_maxf( tmin, vg_minf( v0[1], v1[1] ));
869 tmax = vg_minf( tmax, vg_maxf( v0[1], v1[1] ));
870 tmin = vg_maxf( tmin, vg_minf( v0[2], v1[2] ));
871 tmax = vg_minf( tmax, vg_maxf( v0[2], v1[2] ));
872
873 return tmax >= tmin && tmin < dist && tmax > 0;
874 }
875
876 static inline void m4x3_lookat( m4x3f m, v3f pos, v3f target, v3f up )
877 {
878 v3f dir;
879 v3_sub( target, pos, dir );
880 v3_normalize( dir );
881
882 v3_copy( dir, m[2] );
883
884 v3_cross( up, m[2], m[0] );
885 v3_normalize( m[0] );
886
887 v3_cross( m[2], m[0], m[1] );
888 v3_copy( pos, m[3] );
889 }
890
891 /*
892 * Matrix 4x4
893 */
894
895 #define M4X4_IDENTITY {{1.0f, 0.0f, 0.0f, 0.0f },\
896 { 0.0f, 1.0f, 0.0f, 0.0f },\
897 { 0.0f, 0.0f, 1.0f, 0.0f },\
898 { 0.0f, 0.0f, 0.0f, 1.0f }}
899 #define M4X4_ZERO {{0.0f, 0.0f, 0.0f, 0.0f },\
900 { 0.0f, 0.0f, 0.0f, 0.0f },\
901 { 0.0f, 0.0f, 0.0f, 0.0f },\
902 { 0.0f, 0.0f, 0.0f, 0.0f }}
903
904 static void m4x4_projection( m4x4f m, float angle,
905 float ratio, float fnear, float ffar )
906 {
907 float scale = tanf( angle * 0.5f * VG_PIf / 180.0f ) * fnear,
908 r = ratio * scale,
909 l = -r,
910 t = scale,
911 b = -t;
912
913 m[0][0] = 2.0f * fnear / (r - l);
914 m[0][1] = 0.0f;
915 m[0][2] = 0.0f;
916 m[0][3] = 0.0f;
917 m[1][0] = 0.0f;
918 m[1][1] = 2.0f * fnear / (t - b);
919 m[1][2] = 0.0f;
920 m[1][3] = 0.0f;
921 m[2][0] = (r + l) / (r - l);
922 m[2][1] = (t + b) / (t - b);
923 m[2][2] = -(ffar + fnear) / (ffar - fnear);
924 m[2][3] = -1.0f;
925 m[3][0] = 0.0f;
926 m[3][1] = 0.0f;
927 m[3][2] = -2.0f * ffar * fnear / (ffar - fnear);
928 m[3][3] = 0.0f;
929 }
930
931 static void m4x4_translate( m4x4f m, v3f v )
932 {
933 v4_muladds( m[3], m[0], v[0], m[3] );
934 v4_muladds( m[3], m[1], v[1], m[3] );
935 v4_muladds( m[3], m[2], v[2], m[3] );
936 }
937
938 static inline void m4x4_copy( m4x4f a, m4x4f b )
939 {
940 v4_copy( a[0], b[0] );
941 v4_copy( a[1], b[1] );
942 v4_copy( a[2], b[2] );
943 v4_copy( a[3], b[3] );
944 }
945
946 static inline void m4x4_identity( m4x4f a )
947 {
948 m4x4f id = M4X4_IDENTITY;
949 m4x4_copy( id, a );
950 }
951
952 static inline void m4x4_zero( m4x4f a )
953 {
954 m4x4f zero = M4X4_ZERO;
955 m4x4_copy( zero, a );
956 }
957
958 static inline void m4x4_mul( m4x4f a, m4x4f b, m4x4f d )
959 {
960 float a00 = a[0][0], a01 = a[0][1], a02 = a[0][2], a03 = a[0][3],
961 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2], a13 = a[1][3],
962 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2], a23 = a[2][3],
963 a30 = a[3][0], a31 = a[3][1], a32 = a[3][2], a33 = a[3][3],
964
965 b00 = b[0][0], b01 = b[0][1], b02 = b[0][2], b03 = b[0][3],
966 b10 = b[1][0], b11 = b[1][1], b12 = b[1][2], b13 = b[1][3],
967 b20 = b[2][0], b21 = b[2][1], b22 = b[2][2], b23 = b[2][3],
968 b30 = b[3][0], b31 = b[3][1], b32 = b[3][2], b33 = b[3][3];
969
970 d[0][0] = a00*b00 + a10*b01 + a20*b02 + a30*b03;
971 d[0][1] = a01*b00 + a11*b01 + a21*b02 + a31*b03;
972 d[0][2] = a02*b00 + a12*b01 + a22*b02 + a32*b03;
973 d[0][3] = a03*b00 + a13*b01 + a23*b02 + a33*b03;
974 d[1][0] = a00*b10 + a10*b11 + a20*b12 + a30*b13;
975 d[1][1] = a01*b10 + a11*b11 + a21*b12 + a31*b13;
976 d[1][2] = a02*b10 + a12*b11 + a22*b12 + a32*b13;
977 d[1][3] = a03*b10 + a13*b11 + a23*b12 + a33*b13;
978 d[2][0] = a00*b20 + a10*b21 + a20*b22 + a30*b23;
979 d[2][1] = a01*b20 + a11*b21 + a21*b22 + a31*b23;
980 d[2][2] = a02*b20 + a12*b21 + a22*b22 + a32*b23;
981 d[2][3] = a03*b20 + a13*b21 + a23*b22 + a33*b23;
982 d[3][0] = a00*b30 + a10*b31 + a20*b32 + a30*b33;
983 d[3][1] = a01*b30 + a11*b31 + a21*b32 + a31*b33;
984 d[3][2] = a02*b30 + a12*b31 + a22*b32 + a32*b33;
985 d[3][3] = a03*b30 + a13*b31 + a23*b32 + a33*b33;
986 }
987
988 static inline void m4x4_mulv( m4x4f m, v4f v, v4f d )
989 {
990 v4f res;
991
992 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0]*v[3];
993 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1]*v[3];
994 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2] + m[3][2]*v[3];
995 res[3] = m[0][3]*v[0] + m[1][3]*v[1] + m[2][3]*v[2] + m[3][3]*v[3];
996
997 v4_copy( res, d );
998 }
999
1000 static inline void m4x4_inv( m4x4f a, m4x4f d )
1001 {
1002 float a00 = a[0][0], a01 = a[0][1], a02 = a[0][2], a03 = a[0][3],
1003 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2], a13 = a[1][3],
1004 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2], a23 = a[2][3],
1005 a30 = a[3][0], a31 = a[3][1], a32 = a[3][2], a33 = a[3][3],
1006 det,
1007 t[6];
1008
1009 t[0] = a22*a33 - a32*a23;
1010 t[1] = a21*a33 - a31*a23;
1011 t[2] = a21*a32 - a31*a22;
1012 t[3] = a20*a33 - a30*a23;
1013 t[4] = a20*a32 - a30*a22;
1014 t[5] = a20*a31 - a30*a21;
1015
1016 d[0][0] = a11*t[0] - a12*t[1] + a13*t[2];
1017 d[1][0] =-(a10*t[0] - a12*t[3] + a13*t[4]);
1018 d[2][0] = a10*t[1] - a11*t[3] + a13*t[5];
1019 d[3][0] =-(a10*t[2] - a11*t[4] + a12*t[5]);
1020
1021 d[0][1] =-(a01*t[0] - a02*t[1] + a03*t[2]);
1022 d[1][1] = a00*t[0] - a02*t[3] + a03*t[4];
1023 d[2][1] =-(a00*t[1] - a01*t[3] + a03*t[5]);
1024 d[3][1] = a00*t[2] - a01*t[4] + a02*t[5];
1025
1026 t[0] = a12*a33 - a32*a13;
1027 t[1] = a11*a33 - a31*a13;
1028 t[2] = a11*a32 - a31*a12;
1029 t[3] = a10*a33 - a30*a13;
1030 t[4] = a10*a32 - a30*a12;
1031 t[5] = a10*a31 - a30*a11;
1032
1033 d[0][2] = a01*t[0] - a02*t[1] + a03*t[2];
1034 d[1][2] =-(a00*t[0] - a02*t[3] + a03*t[4]);
1035 d[2][2] = a00*t[1] - a01*t[3] + a03*t[5];
1036 d[3][2] =-(a00*t[2] - a01*t[4] + a02*t[5]);
1037
1038 t[0] = a12*a23 - a22*a13;
1039 t[1] = a11*a23 - a21*a13;
1040 t[2] = a11*a22 - a21*a12;
1041 t[3] = a10*a23 - a20*a13;
1042 t[4] = a10*a22 - a20*a12;
1043 t[5] = a10*a21 - a20*a11;
1044
1045 d[0][3] =-(a01*t[0] - a02*t[1] + a03*t[2]);
1046 d[1][3] = a00*t[0] - a02*t[3] + a03*t[4];
1047 d[2][3] =-(a00*t[1] - a01*t[3] + a03*t[5]);
1048 d[3][3] = a00*t[2] - a01*t[4] + a02*t[5];
1049
1050 det = 1.0f / (a00*d[0][0] + a01*d[1][0] + a02*d[2][0] + a03*d[3][0]);
1051 v4_muls( d[0], det, d[0] );
1052 v4_muls( d[1], det, d[1] );
1053 v4_muls( d[2], det, d[2] );
1054 v4_muls( d[3], det, d[3] );
1055 }
1056
1057 /*
1058 * Planes (double precision)
1059 */
1060 static inline void tri_to_plane( double a[3], double b[3],
1061 double c[3], double p[4] )
1062 {
1063 double edge0[3];
1064 double edge1[3];
1065 double l;
1066
1067 edge0[0] = b[0] - a[0];
1068 edge0[1] = b[1] - a[1];
1069 edge0[2] = b[2] - a[2];
1070
1071 edge1[0] = c[0] - a[0];
1072 edge1[1] = c[1] - a[1];
1073 edge1[2] = c[2] - a[2];
1074
1075 p[0] = edge0[1] * edge1[2] - edge0[2] * edge1[1];
1076 p[1] = edge0[2] * edge1[0] - edge0[0] * edge1[2];
1077 p[2] = edge0[0] * edge1[1] - edge0[1] * edge1[0];
1078
1079 l = sqrt(p[0] * p[0] + p[1] * p[1] + p[2] * p[2]);
1080 p[3] = (p[0] * a[0] + p[1] * a[1] + p[2] * a[2]) / l;
1081
1082 p[0] = p[0] / l;
1083 p[1] = p[1] / l;
1084 p[2] = p[2] / l;
1085 }
1086
1087 static inline int plane_intersect( double a[4], double b[4],
1088 double c[4], double p[4] )
1089 {
1090 double const epsilon = 1e-8f;
1091
1092 double x[3];
1093 double d;
1094
1095 x[0] = a[1] * b[2] - a[2] * b[1];
1096 x[1] = a[2] * b[0] - a[0] * b[2];
1097 x[2] = a[0] * b[1] - a[1] * b[0];
1098
1099 d = x[0] * c[0] + x[1] * c[1] + x[2] * c[2];
1100
1101 if( d < epsilon && d > -epsilon ) return 0;
1102
1103 p[0] = (b[1] * c[2] - b[2] * c[1]) * -a[3];
1104 p[1] = (b[2] * c[0] - b[0] * c[2]) * -a[3];
1105 p[2] = (b[0] * c[1] - b[1] * c[0]) * -a[3];
1106
1107 p[0] += (c[1] * a[2] - c[2] * a[1]) * -b[3];
1108 p[1] += (c[2] * a[0] - c[0] * a[2]) * -b[3];
1109 p[2] += (c[0] * a[1] - c[1] * a[0]) * -b[3];
1110
1111 p[0] += (a[1] * b[2] - a[2] * b[1]) * -c[3];
1112 p[1] += (a[2] * b[0] - a[0] * b[2]) * -c[3];
1113 p[2] += (a[0] * b[1] - a[1] * b[0]) * -c[3];
1114
1115 p[0] = -p[0] / d;
1116 p[1] = -p[1] / d;
1117 p[2] = -p[2] / d;
1118
1119 return 1;
1120 }
1121
1122 static inline double plane_polarity( double p[4], double a[3] )
1123 {
1124 return
1125 (a[0] * p[0] + a[1] * p[1] + a[2] * p[2])
1126 -(p[0]*p[3] * p[0] + p[1]*p[3] * p[1] + p[2]*p[3] * p[2])
1127 ;
1128 }
1129
1130 /* Quaternions */
1131
1132 static inline void q_identity( v4f q )
1133 {
1134 q[0] = 0.0f; q[1] = 0.0f; q[2] = 0.0f; q[3] = 1.0f;
1135 }
1136
1137 static inline void q_axis_angle( v4f q, v3f axis, float angle )
1138 {
1139 float a = angle*0.5f,
1140 c = cosf(a),
1141 s = sinf(a);
1142
1143 q[0] = s*axis[0];
1144 q[1] = s*axis[1];
1145 q[2] = s*axis[2];
1146 q[3] = c;
1147 }
1148
1149 static inline void q_mul( v4f q, v4f q1, v4f d )
1150 {
1151 v4f t;
1152 t[0] = q[3]*q1[0] + q[0]*q1[3] + q[1]*q1[2] - q[2]*q1[1];
1153 t[1] = q[3]*q1[1] - q[0]*q1[2] + q[1]*q1[3] + q[2]*q1[0];
1154 t[2] = q[3]*q1[2] + q[0]*q1[1] - q[1]*q1[0] + q[2]*q1[3];
1155 t[3] = q[3]*q1[3] - q[0]*q1[0] - q[1]*q1[1] - q[2]*q1[2];
1156 v4_copy( t, d );
1157 }
1158
1159 static inline void q_normalize( v4f q )
1160 {
1161 float s = 1.0f/ sqrtf(v4_dot(q,q));
1162 q[0] *= s;
1163 q[1] *= s;
1164 q[2] *= s;
1165 q[3] *= s;
1166 }
1167
1168 static inline void q_inv( v4f q, v4f d )
1169 {
1170 float s = 1.0f / v4_dot(q,q);
1171 d[0] = -q[0]*s;
1172 d[1] = -q[1]*s;
1173 d[2] = -q[2]*s;
1174 d[3] = q[3]*s;
1175 }
1176
1177 static inline void q_m3x3( v4f q, m3x3f d )
1178 {
1179 float
1180 l = v4_length(q),
1181 s = l > 0.0f? 2.0f/l: 0.0f,
1182
1183 xx = s*q[0]*q[0], xy = s*q[0]*q[1], wx = s*q[3]*q[0],
1184 yy = s*q[1]*q[1], yz = s*q[1]*q[2], wy = s*q[3]*q[1],
1185 zz = s*q[2]*q[2], xz = s*q[0]*q[2], wz = s*q[3]*q[2];
1186
1187 d[0][0] = 1.0f - yy - zz;
1188 d[1][1] = 1.0f - xx - zz;
1189 d[2][2] = 1.0f - xx - yy;
1190 d[0][1] = xy + wz;
1191 d[1][2] = yz + wx;
1192 d[2][0] = xz + wy;
1193 d[1][0] = xy - wz;
1194 d[2][1] = yz - wx;
1195 d[0][2] = xz - wy;
1196 }
1197
1198 static void m3x3_q( m3x3f m, v4f q )
1199 {
1200 float diag, r, rinv;
1201
1202 diag = m[0][0] + m[1][1] + m[2][2];
1203 if( diag >= 0.0f )
1204 {
1205 r = sqrtf( 1.0f + diag );
1206 rinv = 0.5f / r;
1207 q[0] = rinv * (m[1][2] - m[2][1]);
1208 q[1] = rinv * (m[2][0] - m[0][2]);
1209 q[2] = rinv * (m[0][1] - m[1][0]);
1210 q[3] = r * 0.5f;
1211 }
1212 else if( m[0][0] >= m[1][1] && m[0][0] >= m[2][2] )
1213 {
1214 r = sqrtf( 1.0f - m[1][1] - m[2][2] + m[0][0] );
1215 rinv = 0.5f / r;
1216 q[0] = r * 0.5f;
1217 q[1] = rinv * (m[0][1] + m[1][0]);
1218 q[2] = rinv * (m[0][2] + m[2][0]);
1219 q[3] = rinv * (m[1][2] - m[2][1]);
1220 }
1221 else if( m[1][1] >= m[2][2] )
1222 {
1223 r = sqrtf( 1.0f - m[0][0] - m[2][2] + m[1][1] );
1224 rinv = 0.5f / r;
1225 q[0] = rinv * (m[0][1] + m[1][0]);
1226 q[1] = r * 0.5f;
1227 q[2] = rinv * (m[1][2] + m[2][1]);
1228 q[3] = rinv * (m[2][0] - m[0][2]);
1229 }
1230 else
1231 {
1232 r = sqrtf( 1.0f - m[0][0] - m[1][1] + m[2][2] );
1233 rinv = 0.5f / r;
1234 q[0] = rinv * (m[0][2] + m[2][0]);
1235 q[1] = rinv * (m[1][2] + m[2][1]);
1236 q[2] = r * 0.5f;
1237 q[3] = rinv * (m[0][1] - m[1][0]);
1238 }
1239 }
1240
1241 static int ray_tri( v3f tri[3], v3f co, v3f dir, float *dist )
1242 {
1243 float const kEpsilon = 0.00001f;
1244
1245 v3f v0, v1, h, s, q, n;
1246 float a,f,u,v,t;
1247
1248 float *pa = tri[0],
1249 *pb = tri[1],
1250 *pc = tri[2];
1251
1252 v3_sub( pb, pa, v0 );
1253 v3_sub( pc, pa, v1 );
1254 v3_cross( dir, v1, h );
1255 v3_cross( v0, v1, n );
1256
1257 if( v3_dot( n, dir ) > 0.0f ) /* Backface culling */
1258 return 0;
1259
1260 /* Parralel */
1261 a = v3_dot( v0, h );
1262 if( a > -kEpsilon && a < kEpsilon )
1263 return 0;
1264
1265 f = 1.0f/a;
1266 v3_sub( co, pa, s );
1267
1268 u = f * v3_dot(s, h);
1269 if( u < 0.0f || u > 1.0f )
1270 return 0;
1271
1272 v3_cross( s, v0, q );
1273 v = f * v3_dot( dir, q );
1274 if( v < 0.0f || u+v > 1.0f )
1275 return 0;
1276
1277 t = f * v3_dot(v1, q);
1278 if( t > kEpsilon )
1279 {
1280 *dist = t;
1281 return 1;
1282 }
1283 else return 0;
1284 }