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[vg.git] / vg_m.h
1 /* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */
2
3 #ifndef VG_M_H
4 #define VG_M_H
5
6 #include "vg_platform.h"
7 #include <math.h>
8 #include <stdlib.h>
9
10 #define VG_PIf 3.14159265358979323846264338327950288f
11 #define VG_TAUf 6.28318530717958647692528676655900576f
12
13 static u32 vg_ftu32( float a )
14 {
15 u32 *ptr = (u32 *)(&a);
16 return *ptr;
17 }
18
19 static int vg_isinff( float a )
20 {
21 return ((vg_ftu32(a)) & 0x7FFFFFFFU) == 0x7F800000U;
22 }
23
24 static int vg_isnanf( float a )
25 {
26 return !vg_isinff(a) && ((vg_ftu32(a)) & 0x7F800000U) == 0x7F800000U;
27 }
28
29 static int vg_validf( float a )
30 {
31 return ((vg_ftu32(a)) & 0x7F800000U) != 0x7F800000U;
32 }
33
34 static inline float vg_minf( float a, float b )
35 {
36 return a < b? a: b;
37 }
38
39 static inline float vg_maxf( float a, float b )
40 {
41 return a > b? a: b;
42 }
43
44 static inline float vg_clampf( float a, float min, float max )
45 {
46 return vg_minf( max, vg_maxf( a, min ) );
47 }
48
49 static inline float vg_signf( float a )
50 {
51 return a < 0.0f? -1.0f: 1.0f;
52 }
53
54 static inline float vg_fractf( float a )
55 {
56 return a - floorf( a );
57 }
58
59
60 __attribute__ ((deprecated))
61 static float stable_force( float current, float diff )
62 {
63 float fnew = current + diff;
64
65 if( fnew * current < 0.0f )
66 return 0.0f;
67
68 return fnew;
69 }
70
71 static float vg_cfrictf( float current, float F )
72 {
73 return -vg_signf(current) * vg_minf( F, fabsf(current) );
74 }
75
76 static inline int vg_min( int a, int b )
77 {
78 return a < b? a: b;
79 }
80
81 static inline int vg_max( int a, int b )
82 {
83 return a > b? a: b;
84 }
85
86 static inline float vg_rad( float deg )
87 {
88 return deg * VG_PIf / 180.0f;
89 }
90
91 /*
92 * Vector 3
93 */
94 static inline void v2_copy( v2f a, v2f b )
95 {
96 b[0] = a[0]; b[1] = a[1];
97 }
98
99 static inline void v2_zero( v2f a )
100 {
101 a[0] = 0.f; a[1] = 0.f;
102 }
103
104 static inline void v2i_copy( v2i a, v2i b )
105 {
106 b[0] = a[0]; b[1] = a[1];
107 }
108
109 static inline int v2i_eq( v2i a, v2i b )
110 {
111 return ((a[0] == b[0]) && (a[1] == b[1]));
112 }
113
114 static inline void v2i_add( v2i a, v2i b, v2i d )
115 {
116 d[0] = a[0]+b[0]; d[1] = a[1]+b[1];
117 }
118
119 static inline void v2i_sub( v2i a, v2i b, v2i d )
120 {
121 d[0] = a[0]-b[0]; d[1] = a[1]-b[1];
122 }
123
124 static inline void v2_minv( v2f a, v2f b, v2f dest )
125 {
126 dest[0] = vg_minf(a[0], b[0]);
127 dest[1] = vg_minf(a[1], b[1]);
128 }
129
130 static inline void v2_maxv( v2f a, v2f b, v2f dest )
131 {
132 dest[0] = vg_maxf(a[0], b[0]);
133 dest[1] = vg_maxf(a[1], b[1]);
134 }
135
136 static inline void v2_sub( v2f a, v2f b, v2f d )
137 {
138 d[0] = a[0]-b[0]; d[1] = a[1]-b[1];
139 }
140
141 static inline float v2_dot( v2f a, v2f b )
142 {
143 return a[0] * b[0] + a[1] * b[1];
144 }
145
146 static inline float v2_cross( v2f a, v2f b )
147 {
148 return a[0]*b[1] - a[1]*b[0];
149 }
150
151 static inline void v2_add( v2f a, v2f b, v2f d )
152 {
153 d[0] = a[0]+b[0]; d[1] = a[1]+b[1];
154 }
155
156 static inline void v2_abs( v2f a, v2f d )
157 {
158 d[0] = fabsf( a[0] );
159 d[1] = fabsf( a[1] );
160 }
161
162 static inline void v2_muls( v2f a, float s, v2f d )
163 {
164 d[0] = a[0]*s; d[1] = a[1]*s;
165 }
166
167 static inline void v2_divs( v2f a, float s, v2f d )
168 {
169 d[0] = a[0]/s; d[1] = a[1]/s;
170 }
171
172 static inline void v2_mul( v2f a, v2f b, v2f d )
173 {
174 d[0] = a[0]*b[0];
175 d[1] = a[1]*b[1];
176 }
177
178 static inline void v2_div( v2f a, v2f b, v2f d )
179 {
180 d[0] = a[0]/b[0]; d[1] = a[1]/b[1];
181 }
182
183 static inline void v2_muladd( v2f a, v2f b, v2f s, v2f d )
184 {
185 d[0] = a[0]+b[0]*s[0];
186 d[1] = a[1]+b[1]*s[1];
187 }
188
189 static inline void v2_muladds( v2f a, v2f b, float s, v2f d )
190 {
191 d[0] = a[0]+b[0]*s;
192 d[1] = a[1]+b[1]*s;
193 }
194
195 static inline float v2_length2( v2f a )
196 {
197 return a[0]*a[0] + a[1]*a[1];
198 }
199
200 static inline float v2_length( v2f a )
201 {
202 return sqrtf( v2_length2( a ) );
203 }
204
205 static inline float v2_dist2( v2f a, v2f b )
206 {
207 v2f delta;
208 v2_sub( a, b, delta );
209 return v2_length2( delta );
210 }
211
212 static inline float v2_dist( v2f a, v2f b )
213 {
214 return sqrtf( v2_dist2( a, b ) );
215 }
216
217 static inline void v2_lerp( v2f a, v2f b, float t, v2f d )
218 {
219 d[0] = a[0] + t*(b[0]-a[0]);
220 d[1] = a[1] + t*(b[1]-a[1]);
221 }
222
223 static inline void v2_normalize( v2f a )
224 {
225 v2_muls( a, 1.0f / v2_length( a ), a );
226 }
227
228 static void v2_normalize_clamp( v2f a )
229 {
230 float l2 = v2_length2( a );
231 if( l2 > 1.0f )
232 v2_muls( a, 1.0f/sqrtf(l2), a );
233 }
234
235 static inline void v2_floor( v2f a, v2f b )
236 {
237 b[0] = floorf( a[0] );
238 b[1] = floorf( a[1] );
239 }
240
241 static inline void v2_fill( v2f a, float v )
242 {
243 a[0] = v;
244 a[1] = v;
245 }
246
247 /* copysign of b to a */
248 static inline void v2_copysign( v2f a, v2f b )
249 {
250 a[0] = copysignf( a[0], b[0] );
251 a[1] = copysignf( a[1], b[1] );
252 }
253
254 /*
255 * Vector 3
256 */
257 static inline void v3_zero( v3f a )
258 {
259 a[0] = 0.f; a[1] = 0.f; a[2] = 0.f;
260 }
261
262 static inline void v3_copy( v3f a, v3f b )
263 {
264 b[0] = a[0]; b[1] = a[1]; b[2] = a[2];
265 }
266
267 static inline void v3_add( v3f a, v3f b, v3f d )
268 {
269 d[0] = a[0]+b[0]; d[1] = a[1]+b[1]; d[2] = a[2]+b[2];
270 }
271
272 static inline void v4_add( v4f a, v4f b, v4f d )
273 {
274 d[0] = a[0]+b[0];
275 d[1] = a[1]+b[1];
276 d[2] = a[2]+b[2];
277 d[3] = a[3]+b[3];
278 }
279
280 static inline void v3_sub( v3f a, v3f b, v3f d )
281 {
282 d[0] = a[0]-b[0]; d[1] = a[1]-b[1]; d[2] = a[2]-b[2];
283 }
284
285 static inline void v3_mul( v3f a, v3f b, v3f d )
286 {
287 d[0] = a[0]*b[0]; d[1] = a[1]*b[1]; d[2] = a[2]*b[2];
288 }
289
290 static inline void v3_div( v3f a, v3f b, v3f d )
291 {
292 d[0] = b[0]!=0.0f? a[0]/b[0]: INFINITY;
293 d[1] = b[1]!=0.0f? a[1]/b[1]: INFINITY;
294 d[2] = b[2]!=0.0f? a[2]/b[2]: INFINITY;
295 }
296
297 static inline void v3_muls( v3f a, float s, v3f d )
298 {
299 d[0] = a[0]*s; d[1] = a[1]*s; d[2] = a[2]*s;
300 }
301
302 static inline void v3_fill( v3f a, float v )
303 {
304 a[0] = v;
305 a[1] = v;
306 a[2] = v;
307 }
308
309 static inline void v3_divs( v3f a, float s, v3f d )
310 {
311 if( s == 0.0f )
312 v3_fill( d, INFINITY );
313 else
314 {
315 d[0] = a[0]/s;
316 d[1] = a[1]/s;
317 d[2] = a[2]/s;
318 }
319 }
320
321 static inline void v3_muladds( v3f a, v3f b, float s, v3f d )
322 {
323 d[0] = a[0]+b[0]*s; d[1] = a[1]+b[1]*s; d[2] = a[2]+b[2]*s;
324 }
325
326 static inline void v3_muladd( v2f a, v2f b, v2f s, v2f d )
327 {
328 d[0] = a[0]+b[0]*s[0];
329 d[1] = a[1]+b[1]*s[1];
330 d[2] = a[2]+b[2]*s[2];
331 }
332
333 static inline float v3_dot( v3f a, v3f b )
334 {
335 return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
336 }
337
338 static inline void v3_cross( v3f a, v3f b, v3f dest )
339 {
340 v3f d;
341 d[0] = a[1]*b[2] - a[2]*b[1];
342 d[1] = a[2]*b[0] - a[0]*b[2];
343 d[2] = a[0]*b[1] - a[1]*b[0];
344 v3_copy( d, dest );
345 }
346
347 static inline float v3_length2( v3f a )
348 {
349 return v3_dot( a, a );
350 }
351
352 static inline float v3_length( v3f a )
353 {
354 return sqrtf( v3_length2( a ) );
355 }
356
357 static inline float v3_dist2( v3f a, v3f b )
358 {
359 v3f delta;
360 v3_sub( a, b, delta );
361 return v3_length2( delta );
362 }
363
364 static inline float v3_dist( v3f a, v3f b )
365 {
366 return sqrtf( v3_dist2( a, b ) );
367 }
368
369 static inline void v3_normalize( v3f a )
370 {
371 v3_muls( a, 1.f / v3_length( a ), a );
372 }
373
374 static inline float vg_lerpf( float a, float b, float t )
375 {
376 return a + t*(b-a);
377 }
378
379 static inline double vg_lerp( double a, double b, double t )
380 {
381 return a + t*(b-a);
382 }
383
384 /* correctly lerp around circular period -pi -> pi */
385 static float vg_alerpf( float a, float b, float t )
386 {
387 float d = fmodf( b-a, VG_TAUf ),
388 s = fmodf( 2.0f*d, VG_TAUf ) - d;
389 return a + s*t;
390 }
391
392 static inline void v3_lerp( v3f a, v3f b, float t, v3f d )
393 {
394 d[0] = a[0] + t*(b[0]-a[0]);
395 d[1] = a[1] + t*(b[1]-a[1]);
396 d[2] = a[2] + t*(b[2]-a[2]);
397 }
398
399 static inline void v3_minv( v3f a, v3f b, v3f dest )
400 {
401 dest[0] = vg_minf(a[0], b[0]);
402 dest[1] = vg_minf(a[1], b[1]);
403 dest[2] = vg_minf(a[2], b[2]);
404 }
405
406 static inline void v3_maxv( v3f a, v3f b, v3f dest )
407 {
408 dest[0] = vg_maxf(a[0], b[0]);
409 dest[1] = vg_maxf(a[1], b[1]);
410 dest[2] = vg_maxf(a[2], b[2]);
411 }
412
413 static inline float v3_minf( v3f a )
414 {
415 return vg_minf( vg_minf( a[0], a[1] ), a[2] );
416 }
417
418 static inline float v3_maxf( v3f a )
419 {
420 return vg_maxf( vg_maxf( a[0], a[1] ), a[2] );
421 }
422
423 static inline void v3_floor( v3f a, v3f b )
424 {
425 b[0] = floorf( a[0] );
426 b[1] = floorf( a[1] );
427 b[2] = floorf( a[2] );
428 }
429
430 static inline void v3_ceil( v3f a, v3f b )
431 {
432 b[0] = ceilf( a[0] );
433 b[1] = ceilf( a[1] );
434 b[2] = ceilf( a[2] );
435 }
436
437 static inline void v3_negate( v3f a, v3f b )
438 {
439 b[0] = -a[0];
440 b[1] = -a[1];
441 b[2] = -a[2];
442 }
443
444 static inline void v3_rotate( v3f v, float angle, v3f axis, v3f d )
445 {
446 v3f v1, v2, k;
447 float c, s;
448
449 c = cosf( angle );
450 s = sinf( angle );
451
452 v3_copy( axis, k );
453 v3_normalize( k );
454 v3_muls( v, c, v1 );
455 v3_cross( k, v, v2 );
456 v3_muls( v2, s, v2 );
457 v3_add( v1, v2, v1 );
458 v3_muls( k, v3_dot(k, v) * (1.0f - c), v2);
459 v3_add( v1, v2, d );
460 }
461
462 /*
463 * Vector 4
464 */
465 static inline void v4_copy( v4f a, v4f b )
466 {
467 b[0] = a[0]; b[1] = a[1]; b[2] = a[2]; b[3] = a[3];
468 }
469
470 static inline void v4_zero( v4f a )
471 {
472 a[0] = 0.f; a[1] = 0.f; a[2] = 0.f; a[3] = 0.f;
473 }
474
475 static inline void v4_muls( v4f a, float s, v4f d )
476 {
477 d[0] = a[0]*s;
478 d[1] = a[1]*s;
479 d[2] = a[2]*s;
480 d[3] = a[3]*s;
481 }
482
483 static inline void v4_muladds( v4f a, v4f b, float s, v4f d )
484 {
485 d[0] = a[0]+b[0]*s;
486 d[1] = a[1]+b[1]*s;
487 d[2] = a[2]+b[2]*s;
488 d[3] = a[3]+b[3]*s;
489 }
490
491 static inline void v4_lerp( v4f a, v4f b, float t, v4f d )
492 {
493 d[0] = a[0] + t*(b[0]-a[0]);
494 d[1] = a[1] + t*(b[1]-a[1]);
495 d[2] = a[2] + t*(b[2]-a[2]);
496 d[3] = a[3] + t*(b[3]-a[3]);
497 }
498
499 static inline float v4_dot( v4f a, v4f b )
500 {
501 return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*b[3];
502 }
503
504 static inline float v4_length( v4f a )
505 {
506 return sqrtf( v4_dot(a,a) );
507 }
508
509 /*
510 * Matrix 2x2
511 */
512
513 #define M2X2_INDENTIY {{1.0f, 0.0f, }, \
514 { 0.0f, 1.0f, }}
515
516 #define M2X2_ZERO {{0.0f, 0.0f, }, \
517 { 0.0f, 0.0f, }}
518
519 static inline void m2x2_copy( m2x2f a, m2x2f b )
520 {
521 v2_copy( a[0], b[0] );
522 v2_copy( a[1], b[1] );
523 }
524
525 static inline void m2x2_identity( m2x2f a )
526 {
527 m2x2f id = M2X2_INDENTIY;
528 m2x2_copy( id, a );
529 }
530
531 static inline void m2x2_create_rotation( m2x2f a, float theta )
532 {
533 float s, c;
534
535 s = sinf( theta );
536 c = cosf( theta );
537
538 a[0][0] = c;
539 a[0][1] = -s;
540 a[1][0] = s;
541 a[1][1] = c;
542 }
543
544 /*
545 * Matrix 3x3
546 */
547
548 #define M3X3_IDENTITY {{1.0f, 0.0f, 0.0f, },\
549 { 0.0f, 1.0f, 0.0f, },\
550 { 0.0f, 0.0f, 1.0f, }}
551
552 #define M3X3_ZERO {{0.0f, 0.0f, 0.0f, },\
553 { 0.0f, 0.0f, 0.0f, },\
554 { 0.0f, 0.0f, 0.0f, }}
555
556
557 /* a X b == [b]T a == ...*/
558 static void m3x3_skew_symetric( m3x3f a, v3f v )
559 {
560 a[0][0] = 0.0f;
561 a[0][1] = v[2];
562 a[0][2] = -v[1];
563 a[1][0] = -v[2];
564 a[1][1] = 0.0f;
565 a[1][2] = v[0];
566 a[2][0] = v[1];
567 a[2][1] = -v[0];
568 a[2][2] = 0.0f;
569 }
570
571 static void m3x3_add( m3x3f a, m3x3f b, m3x3f d )
572 {
573 v3_add( a[0], b[0], d[0] );
574 v3_add( a[1], b[1], d[1] );
575 v3_add( a[2], b[2], d[2] );
576 }
577
578 static inline void m3x3_copy( m3x3f a, m3x3f b )
579 {
580 v3_copy( a[0], b[0] );
581 v3_copy( a[1], b[1] );
582 v3_copy( a[2], b[2] );
583 }
584
585 static inline void m3x3_identity( m3x3f a )
586 {
587 m3x3f id = M3X3_IDENTITY;
588 m3x3_copy( id, a );
589 }
590
591 static void m3x3_diagonal( m3x3f a, float v )
592 {
593 m3x3_identity( a );
594 a[0][0] = v;
595 a[1][1] = v;
596 a[2][2] = v;
597 }
598
599 static inline void m3x3_zero( m3x3f a )
600 {
601 m3x3f z = M3X3_ZERO;
602 m3x3_copy( z, a );
603 }
604
605 static inline void m3x3_inv( m3x3f src, m3x3f dest )
606 {
607 float a = src[0][0], b = src[0][1], c = src[0][2],
608 d = src[1][0], e = src[1][1], f = src[1][2],
609 g = src[2][0], h = src[2][1], i = src[2][2];
610
611 float det = 1.f /
612 (+a*(e*i-h*f)
613 -b*(d*i-f*g)
614 +c*(d*h-e*g));
615
616 dest[0][0] = (e*i-h*f)*det;
617 dest[0][1] = -(b*i-c*h)*det;
618 dest[0][2] = (b*f-c*e)*det;
619 dest[1][0] = -(d*i-f*g)*det;
620 dest[1][1] = (a*i-c*g)*det;
621 dest[1][2] = -(a*f-d*c)*det;
622 dest[2][0] = (d*h-g*e)*det;
623 dest[2][1] = -(a*h-g*b)*det;
624 dest[2][2] = (a*e-d*b)*det;
625 }
626
627 static float m3x3_det( m3x3f m )
628 {
629 return m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2])
630 - m[0][1] * (m[1][0] * m[2][2] - m[1][2] * m[2][0])
631 + m[0][2] * (m[1][0] * m[2][1] - m[1][1] * m[2][0]);
632 }
633
634 static inline void m3x3_transpose( m3x3f src, m3x3f dest )
635 {
636 float a = src[0][0], b = src[0][1], c = src[0][2],
637 d = src[1][0], e = src[1][1], f = src[1][2],
638 g = src[2][0], h = src[2][1], i = src[2][2];
639
640 dest[0][0] = a;
641 dest[0][1] = d;
642 dest[0][2] = g;
643 dest[1][0] = b;
644 dest[1][1] = e;
645 dest[1][2] = h;
646 dest[2][0] = c;
647 dest[2][1] = f;
648 dest[2][2] = i;
649 }
650
651 static inline void m3x3_mul( m3x3f a, m3x3f b, m3x3f d )
652 {
653 float a00 = a[0][0], a01 = a[0][1], a02 = a[0][2],
654 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2],
655 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2],
656
657 b00 = b[0][0], b01 = b[0][1], b02 = b[0][2],
658 b10 = b[1][0], b11 = b[1][1], b12 = b[1][2],
659 b20 = b[2][0], b21 = b[2][1], b22 = b[2][2];
660
661 d[0][0] = a00*b00 + a10*b01 + a20*b02;
662 d[0][1] = a01*b00 + a11*b01 + a21*b02;
663 d[0][2] = a02*b00 + a12*b01 + a22*b02;
664 d[1][0] = a00*b10 + a10*b11 + a20*b12;
665 d[1][1] = a01*b10 + a11*b11 + a21*b12;
666 d[1][2] = a02*b10 + a12*b11 + a22*b12;
667 d[2][0] = a00*b20 + a10*b21 + a20*b22;
668 d[2][1] = a01*b20 + a11*b21 + a21*b22;
669 d[2][2] = a02*b20 + a12*b21 + a22*b22;
670 }
671
672 static inline void m3x3_mulv( m3x3f m, v3f v, v3f d )
673 {
674 v3f res;
675
676 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2];
677 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2];
678 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2];
679
680 v3_copy( res, d );
681 }
682
683 static inline void m3x3_projection( m3x3f dst,
684 float const left, float const right, float const bottom, float const top )
685 {
686 float rl, tb;
687
688 m3x3_zero( dst );
689
690 rl = 1.0f / (right - left);
691 tb = 1.0f / (top - bottom);
692
693 dst[0][0] = 2.0f * rl;
694 dst[1][1] = 2.0f * tb;
695 dst[2][2] = 1.0f;
696 }
697
698 static inline void m3x3_translate( m3x3f m, v3f v )
699 {
700 m[2][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0];
701 m[2][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1];
702 m[2][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2];
703 }
704
705 static inline void m3x3_scale( m3x3f m, v3f v )
706 {
707 m[0][0] = m[0][0] * v[0];
708 m[0][1] = m[0][1] * v[0];
709 m[0][2] = m[0][2] * v[0];
710
711 m[1][0] = m[1][0] * v[1];
712 m[1][1] = m[1][1] * v[1];
713 m[1][2] = m[1][2] * v[1];
714 }
715
716 static inline void m3x3_rotate( m3x3f m, float angle )
717 {
718 float m00 = m[0][0], m10 = m[1][0],
719 m01 = m[0][1], m11 = m[1][1],
720 m02 = m[0][2], m12 = m[1][2];
721 float c, s;
722
723 s = sinf( angle );
724 c = cosf( angle );
725
726 m[0][0] = m00 * c + m10 * s;
727 m[0][1] = m01 * c + m11 * s;
728 m[0][2] = m02 * c + m12 * s;
729
730 m[1][0] = m00 * -s + m10 * c;
731 m[1][1] = m01 * -s + m11 * c;
732 m[1][2] = m02 * -s + m12 * c;
733 }
734
735 /*
736 * Matrix 4x3
737 */
738
739 #define M4X3_IDENTITY {{1.0f, 0.0f, 0.0f, },\
740 { 0.0f, 1.0f, 0.0f, },\
741 { 0.0f, 0.0f, 1.0f, },\
742 { 0.0f, 0.0f, 0.0f }}
743
744 static inline void m4x3_to_3x3( m4x3f a, m3x3f b )
745 {
746 v3_copy( a[0], b[0] );
747 v3_copy( a[1], b[1] );
748 v3_copy( a[2], b[2] );
749 }
750
751 static inline void m4x3_invert_affine( m4x3f a, m4x3f b )
752 {
753 m3x3_transpose( a, b );
754 m3x3_mulv( b, a[3], b[3] );
755 v3_negate( b[3], b[3] );
756 }
757
758 static void m4x3_invert_full( m4x3f src, m4x3f dst )
759 {
760 float t2, t4, t5,
761 det,
762 a = src[0][0], b = src[0][1], c = src[0][2],
763 e = src[1][0], f = src[1][1], g = src[1][2],
764 i = src[2][0], j = src[2][1], k = src[2][2],
765 m = src[3][0], n = src[3][1], o = src[3][2];
766
767 t2 = j*o - n*k;
768 t4 = i*o - m*k;
769 t5 = i*n - m*j;
770
771 dst[0][0] = f*k - g*j;
772 dst[1][0] =-(e*k - g*i);
773 dst[2][0] = e*j - f*i;
774 dst[3][0] =-(e*t2 - f*t4 + g*t5);
775
776 dst[0][1] =-(b*k - c*j);
777 dst[1][1] = a*k - c*i;
778 dst[2][1] =-(a*j - b*i);
779 dst[3][1] = a*t2 - b*t4 + c*t5;
780
781 t2 = f*o - n*g;
782 t4 = e*o - m*g;
783 t5 = e*n - m*f;
784
785 dst[0][2] = b*g - c*f ;
786 dst[1][2] =-(a*g - c*e );
787 dst[2][2] = a*f - b*e ;
788 dst[3][2] =-(a*t2 - b*t4 + c * t5);
789
790 det = 1.0f / (a * dst[0][0] + b * dst[1][0] + c * dst[2][0]);
791 v3_muls( dst[0], det, dst[0] );
792 v3_muls( dst[1], det, dst[1] );
793 v3_muls( dst[2], det, dst[2] );
794 v3_muls( dst[3], det, dst[3] );
795 }
796
797 static inline void m4x3_copy( m4x3f a, m4x3f b )
798 {
799 v3_copy( a[0], b[0] );
800 v3_copy( a[1], b[1] );
801 v3_copy( a[2], b[2] );
802 v3_copy( a[3], b[3] );
803 }
804
805 static inline void m4x3_identity( m4x3f a )
806 {
807 m4x3f id = M4X3_IDENTITY;
808 m4x3_copy( id, a );
809 }
810
811 static inline void m4x3_mul( m4x3f a, m4x3f b, m4x3f d )
812 {
813 float
814 a00 = a[0][0], a01 = a[0][1], a02 = a[0][2],
815 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2],
816 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2],
817 a30 = a[3][0], a31 = a[3][1], a32 = a[3][2],
818 b00 = b[0][0], b01 = b[0][1], b02 = b[0][2],
819 b10 = b[1][0], b11 = b[1][1], b12 = b[1][2],
820 b20 = b[2][0], b21 = b[2][1], b22 = b[2][2],
821 b30 = b[3][0], b31 = b[3][1], b32 = b[3][2];
822
823 d[0][0] = a00*b00 + a10*b01 + a20*b02;
824 d[0][1] = a01*b00 + a11*b01 + a21*b02;
825 d[0][2] = a02*b00 + a12*b01 + a22*b02;
826 d[1][0] = a00*b10 + a10*b11 + a20*b12;
827 d[1][1] = a01*b10 + a11*b11 + a21*b12;
828 d[1][2] = a02*b10 + a12*b11 + a22*b12;
829 d[2][0] = a00*b20 + a10*b21 + a20*b22;
830 d[2][1] = a01*b20 + a11*b21 + a21*b22;
831 d[2][2] = a02*b20 + a12*b21 + a22*b22;
832 d[3][0] = a00*b30 + a10*b31 + a20*b32 + a30;
833 d[3][1] = a01*b30 + a11*b31 + a21*b32 + a31;
834 d[3][2] = a02*b30 + a12*b31 + a22*b32 + a32;
835 }
836
837 static inline void m4x3_mulv( m4x3f m, v3f v, v3f d )
838 {
839 v3f res;
840
841 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0];
842 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1];
843 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2] + m[3][2];
844
845 v3_copy( res, d );
846 }
847
848 /*
849 * Transform plane ( xyz, distance )
850 */
851 static inline void m4x3_mulp( m4x3f m, v4f p, v4f d )
852 {
853 v3f o;
854
855 v3_muls( p, p[3], o );
856 m4x3_mulv( m, o, o );
857 m3x3_mulv( m, p, d );
858
859 d[3] = v3_dot( o, d );
860 }
861
862 /*
863 * Affine transforms
864 */
865
866 static inline void m4x3_translate( m4x3f m, v3f v )
867 {
868 v3_muladds( m[3], m[0], v[0], m[3] );
869 v3_muladds( m[3], m[1], v[1], m[3] );
870 v3_muladds( m[3], m[2], v[2], m[3] );
871 }
872
873 static inline void m4x3_scale( m4x3f m, float s )
874 {
875 v3_muls( m[0], s, m[0] );
876 v3_muls( m[1], s, m[1] );
877 v3_muls( m[2], s, m[2] );
878 }
879
880 static inline void m4x3_scalev( m4x3f m, v3f v )
881 {
882 v3_muls(m[0], v[0], m[0]);
883 v3_muls(m[1], v[1], m[1]);
884 v3_muls(m[2], v[2], m[2]);
885 }
886
887 static inline void m4x3_rotate_x( m4x3f m, float angle )
888 {
889 m4x3f t = M4X3_IDENTITY;
890 float c, s;
891
892 c = cosf( angle );
893 s = sinf( angle );
894
895 t[1][1] = c;
896 t[1][2] = s;
897 t[2][1] = -s;
898 t[2][2] = c;
899
900 m4x3_mul( m, t, m );
901 }
902
903 static inline void m4x3_rotate_y( m4x3f m, float angle )
904 {
905 m4x3f t = M4X3_IDENTITY;
906 float c, s;
907
908 c = cosf( angle );
909 s = sinf( angle );
910
911 t[0][0] = c;
912 t[0][2] = -s;
913 t[2][0] = s;
914 t[2][2] = c;
915
916 m4x3_mul( m, t, m );
917 }
918
919 static inline void m4x3_rotate_z( m4x3f m, float angle )
920 {
921 m4x3f t = M4X3_IDENTITY;
922 float c, s;
923
924 c = cosf( angle );
925 s = sinf( angle );
926
927 t[0][0] = c;
928 t[0][1] = s;
929 t[1][0] = -s;
930 t[1][1] = c;
931
932 m4x3_mul( m, t, m );
933 }
934
935 static inline void m4x3_expand( m4x3f m, m4x4f d )
936 {
937 v3_copy( m[0], d[0] );
938 v3_copy( m[1], d[1] );
939 v3_copy( m[2], d[2] );
940 v3_copy( m[3], d[3] );
941 d[0][3] = 0.0f;
942 d[1][3] = 0.0f;
943 d[2][3] = 0.0f;
944 d[3][3] = 1.0f;
945 }
946
947 static inline void m4x3_expand_aabb_point( m4x3f m, boxf box, v3f point )
948 {
949 v3f v;
950 m4x3_mulv( m, point, v );
951
952 v3_minv( box[0], v, box[0] );
953 v3_maxv( box[1], v, box[1] );
954 }
955
956 static inline void box_addpt( boxf a, v3f pt )
957 {
958 v3_minv( a[0], pt, a[0] );
959 v3_maxv( a[1], pt, a[1] );
960 }
961
962 static inline void box_concat( boxf a, boxf b )
963 {
964 v3_minv( a[0], b[0], a[0] );
965 v3_maxv( a[1], b[1], a[1] );
966 }
967
968 static inline void box_copy( boxf a, boxf b )
969 {
970 v3_copy( a[0], b[0] );
971 v3_copy( a[1], b[1] );
972 }
973
974 static inline int box_overlap( boxf a, boxf b )
975 {
976 return
977 ( a[0][0] <= b[1][0] && a[1][0] >= b[0][0] ) &&
978 ( a[0][1] <= b[1][1] && a[1][1] >= b[0][1] ) &&
979 ( a[0][2] <= b[1][2] && a[1][2] >= b[0][2] )
980 ;
981 }
982
983 static int box_within( boxf greater, boxf lesser )
984 {
985 v3f a, b;
986 v3_sub( lesser[0], greater[0], a );
987 v3_sub( lesser[1], greater[1], b );
988
989 if( (a[0] >= 0.0f) && (a[1] >= 0.0f) && (a[2] >= 0.0f) &&
990 (b[0] <= 0.0f) && (b[1] <= 0.0f) && (b[2] <= 0.0f) )
991 {
992 return 1;
993 }
994
995 return 0;
996 }
997
998 static inline void box_init_inf( boxf box )
999 {
1000 v3_fill( box[0], INFINITY );
1001 v3_fill( box[1], -INFINITY );
1002 }
1003
1004 static inline void m4x3_transform_aabb( m4x3f m, boxf box )
1005 {
1006 v3f a; v3f b;
1007
1008 v3_copy( box[0], a );
1009 v3_copy( box[1], b );
1010 v3_fill( box[0], INFINITY );
1011 v3_fill( box[1], -INFINITY );
1012
1013 m4x3_expand_aabb_point( m, box, (v3f){ a[0], a[1], a[2] } );
1014 m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], a[2] } );
1015 m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], a[2] } );
1016 m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], a[2] } );
1017
1018 m4x3_expand_aabb_point( m, box, (v3f){ a[0], a[1], b[2] } );
1019 m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], b[2] } );
1020 m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], b[2] } );
1021 m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], b[2] } );
1022 }
1023
1024 int ray_aabb1( boxf box, v3f co, v3f dir_inv, float dist )
1025 {
1026 v3f v0, v1;
1027 float tmin, tmax;
1028
1029 v3_sub( box[0], co, v0 );
1030 v3_sub( box[1], co, v1 );
1031
1032 v3_mul( v0, dir_inv, v0 );
1033 v3_mul( v1, dir_inv, v1 );
1034
1035 tmin = vg_minf( v0[0], v1[0] );
1036 tmax = vg_maxf( v0[0], v1[0] );
1037 tmin = vg_maxf( tmin, vg_minf( v0[1], v1[1] ));
1038 tmax = vg_minf( tmax, vg_maxf( v0[1], v1[1] ));
1039 tmin = vg_maxf( tmin, vg_minf( v0[2], v1[2] ));
1040 tmax = vg_minf( tmax, vg_maxf( v0[2], v1[2] ));
1041
1042 return (tmax >= tmin) && (tmin <= dist) && (tmax >= 0.0f);
1043 }
1044
1045 static inline void m4x3_lookat( m4x3f m, v3f pos, v3f target, v3f up )
1046 {
1047 v3f dir;
1048 v3_sub( target, pos, dir );
1049 v3_normalize( dir );
1050
1051 v3_copy( dir, m[2] );
1052
1053 v3_cross( up, m[2], m[0] );
1054 v3_normalize( m[0] );
1055
1056 v3_cross( m[2], m[0], m[1] );
1057 v3_copy( pos, m[3] );
1058 }
1059
1060 /*
1061 * Matrix 4x4
1062 */
1063
1064 #define M4X4_IDENTITY {{1.0f, 0.0f, 0.0f, 0.0f },\
1065 { 0.0f, 1.0f, 0.0f, 0.0f },\
1066 { 0.0f, 0.0f, 1.0f, 0.0f },\
1067 { 0.0f, 0.0f, 0.0f, 1.0f }}
1068 #define M4X4_ZERO {{0.0f, 0.0f, 0.0f, 0.0f },\
1069 { 0.0f, 0.0f, 0.0f, 0.0f },\
1070 { 0.0f, 0.0f, 0.0f, 0.0f },\
1071 { 0.0f, 0.0f, 0.0f, 0.0f }}
1072
1073 static void m4x4_projection( m4x4f m, float angle,
1074 float ratio, float fnear, float ffar )
1075 {
1076 float scale = tanf( angle * 0.5f * VG_PIf / 180.0f ) * fnear,
1077 r = ratio * scale,
1078 l = -r,
1079 t = scale,
1080 b = -t;
1081
1082 m[0][0] = 2.0f * fnear / (r - l);
1083 m[0][1] = 0.0f;
1084 m[0][2] = 0.0f;
1085 m[0][3] = 0.0f;
1086
1087 m[1][0] = 0.0f;
1088 m[1][1] = 2.0f * fnear / (t - b);
1089 m[1][2] = 0.0f;
1090 m[1][3] = 0.0f;
1091
1092 m[2][0] = (r + l) / (r - l);
1093 m[2][1] = (t + b) / (t - b);
1094 m[2][2] = -(ffar + fnear) / (ffar - fnear);
1095 m[2][3] = -1.0f;
1096
1097 m[3][0] = 0.0f;
1098 m[3][1] = 0.0f;
1099 m[3][2] = -2.0f * ffar * fnear / (ffar - fnear);
1100 m[3][3] = 0.0f;
1101 }
1102
1103 static void m4x4_translate( m4x4f m, v3f v )
1104 {
1105 v4_muladds( m[3], m[0], v[0], m[3] );
1106 v4_muladds( m[3], m[1], v[1], m[3] );
1107 v4_muladds( m[3], m[2], v[2], m[3] );
1108 }
1109
1110 static inline void m4x4_copy( m4x4f a, m4x4f b )
1111 {
1112 v4_copy( a[0], b[0] );
1113 v4_copy( a[1], b[1] );
1114 v4_copy( a[2], b[2] );
1115 v4_copy( a[3], b[3] );
1116 }
1117
1118 static inline void m4x4_identity( m4x4f a )
1119 {
1120 m4x4f id = M4X4_IDENTITY;
1121 m4x4_copy( id, a );
1122 }
1123
1124 static inline void m4x4_zero( m4x4f a )
1125 {
1126 m4x4f zero = M4X4_ZERO;
1127 m4x4_copy( zero, a );
1128 }
1129
1130 static inline void m4x4_mul( m4x4f a, m4x4f b, m4x4f d )
1131 {
1132 float a00 = a[0][0], a01 = a[0][1], a02 = a[0][2], a03 = a[0][3],
1133 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2], a13 = a[1][3],
1134 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2], a23 = a[2][3],
1135 a30 = a[3][0], a31 = a[3][1], a32 = a[3][2], a33 = a[3][3],
1136
1137 b00 = b[0][0], b01 = b[0][1], b02 = b[0][2], b03 = b[0][3],
1138 b10 = b[1][0], b11 = b[1][1], b12 = b[1][2], b13 = b[1][3],
1139 b20 = b[2][0], b21 = b[2][1], b22 = b[2][2], b23 = b[2][3],
1140 b30 = b[3][0], b31 = b[3][1], b32 = b[3][2], b33 = b[3][3];
1141
1142 d[0][0] = a00*b00 + a10*b01 + a20*b02 + a30*b03;
1143 d[0][1] = a01*b00 + a11*b01 + a21*b02 + a31*b03;
1144 d[0][2] = a02*b00 + a12*b01 + a22*b02 + a32*b03;
1145 d[0][3] = a03*b00 + a13*b01 + a23*b02 + a33*b03;
1146 d[1][0] = a00*b10 + a10*b11 + a20*b12 + a30*b13;
1147 d[1][1] = a01*b10 + a11*b11 + a21*b12 + a31*b13;
1148 d[1][2] = a02*b10 + a12*b11 + a22*b12 + a32*b13;
1149 d[1][3] = a03*b10 + a13*b11 + a23*b12 + a33*b13;
1150 d[2][0] = a00*b20 + a10*b21 + a20*b22 + a30*b23;
1151 d[2][1] = a01*b20 + a11*b21 + a21*b22 + a31*b23;
1152 d[2][2] = a02*b20 + a12*b21 + a22*b22 + a32*b23;
1153 d[2][3] = a03*b20 + a13*b21 + a23*b22 + a33*b23;
1154 d[3][0] = a00*b30 + a10*b31 + a20*b32 + a30*b33;
1155 d[3][1] = a01*b30 + a11*b31 + a21*b32 + a31*b33;
1156 d[3][2] = a02*b30 + a12*b31 + a22*b32 + a32*b33;
1157 d[3][3] = a03*b30 + a13*b31 + a23*b32 + a33*b33;
1158 }
1159
1160 static inline void m4x4_mulv( m4x4f m, v4f v, v4f d )
1161 {
1162 v4f res;
1163
1164 res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0]*v[3];
1165 res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1]*v[3];
1166 res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2] + m[3][2]*v[3];
1167 res[3] = m[0][3]*v[0] + m[1][3]*v[1] + m[2][3]*v[2] + m[3][3]*v[3];
1168
1169 v4_copy( res, d );
1170 }
1171
1172 static inline void m4x4_inv( m4x4f a, m4x4f d )
1173 {
1174 float a00 = a[0][0], a01 = a[0][1], a02 = a[0][2], a03 = a[0][3],
1175 a10 = a[1][0], a11 = a[1][1], a12 = a[1][2], a13 = a[1][3],
1176 a20 = a[2][0], a21 = a[2][1], a22 = a[2][2], a23 = a[2][3],
1177 a30 = a[3][0], a31 = a[3][1], a32 = a[3][2], a33 = a[3][3],
1178 det,
1179 t[6];
1180
1181 t[0] = a22*a33 - a32*a23;
1182 t[1] = a21*a33 - a31*a23;
1183 t[2] = a21*a32 - a31*a22;
1184 t[3] = a20*a33 - a30*a23;
1185 t[4] = a20*a32 - a30*a22;
1186 t[5] = a20*a31 - a30*a21;
1187
1188 d[0][0] = a11*t[0] - a12*t[1] + a13*t[2];
1189 d[1][0] =-(a10*t[0] - a12*t[3] + a13*t[4]);
1190 d[2][0] = a10*t[1] - a11*t[3] + a13*t[5];
1191 d[3][0] =-(a10*t[2] - a11*t[4] + a12*t[5]);
1192
1193 d[0][1] =-(a01*t[0] - a02*t[1] + a03*t[2]);
1194 d[1][1] = a00*t[0] - a02*t[3] + a03*t[4];
1195 d[2][1] =-(a00*t[1] - a01*t[3] + a03*t[5]);
1196 d[3][1] = a00*t[2] - a01*t[4] + a02*t[5];
1197
1198 t[0] = a12*a33 - a32*a13;
1199 t[1] = a11*a33 - a31*a13;
1200 t[2] = a11*a32 - a31*a12;
1201 t[3] = a10*a33 - a30*a13;
1202 t[4] = a10*a32 - a30*a12;
1203 t[5] = a10*a31 - a30*a11;
1204
1205 d[0][2] = a01*t[0] - a02*t[1] + a03*t[2];
1206 d[1][2] =-(a00*t[0] - a02*t[3] + a03*t[4]);
1207 d[2][2] = a00*t[1] - a01*t[3] + a03*t[5];
1208 d[3][2] =-(a00*t[2] - a01*t[4] + a02*t[5]);
1209
1210 t[0] = a12*a23 - a22*a13;
1211 t[1] = a11*a23 - a21*a13;
1212 t[2] = a11*a22 - a21*a12;
1213 t[3] = a10*a23 - a20*a13;
1214 t[4] = a10*a22 - a20*a12;
1215 t[5] = a10*a21 - a20*a11;
1216
1217 d[0][3] =-(a01*t[0] - a02*t[1] + a03*t[2]);
1218 d[1][3] = a00*t[0] - a02*t[3] + a03*t[4];
1219 d[2][3] =-(a00*t[1] - a01*t[3] + a03*t[5]);
1220 d[3][3] = a00*t[2] - a01*t[4] + a02*t[5];
1221
1222 det = 1.0f / (a00*d[0][0] + a01*d[1][0] + a02*d[2][0] + a03*d[3][0]);
1223 v4_muls( d[0], det, d[0] );
1224 v4_muls( d[1], det, d[1] );
1225 v4_muls( d[2], det, d[2] );
1226 v4_muls( d[3], det, d[3] );
1227 }
1228
1229 /*
1230 * Planes (double precision)
1231 */
1232 static inline void tri_to_plane( double a[3], double b[3],
1233 double c[3], double p[4] )
1234 {
1235 double edge0[3];
1236 double edge1[3];
1237 double l;
1238
1239 edge0[0] = b[0] - a[0];
1240 edge0[1] = b[1] - a[1];
1241 edge0[2] = b[2] - a[2];
1242
1243 edge1[0] = c[0] - a[0];
1244 edge1[1] = c[1] - a[1];
1245 edge1[2] = c[2] - a[2];
1246
1247 p[0] = edge0[1] * edge1[2] - edge0[2] * edge1[1];
1248 p[1] = edge0[2] * edge1[0] - edge0[0] * edge1[2];
1249 p[2] = edge0[0] * edge1[1] - edge0[1] * edge1[0];
1250
1251 l = sqrt(p[0] * p[0] + p[1] * p[1] + p[2] * p[2]);
1252 p[3] = (p[0] * a[0] + p[1] * a[1] + p[2] * a[2]) / l;
1253
1254 p[0] = p[0] / l;
1255 p[1] = p[1] / l;
1256 p[2] = p[2] / l;
1257 }
1258
1259 static inline int plane_intersect( double a[4], double b[4],
1260 double c[4], double p[4] )
1261 {
1262 double const epsilon = 1e-8f;
1263
1264 double x[3];
1265 double d;
1266
1267 x[0] = a[1] * b[2] - a[2] * b[1];
1268 x[1] = a[2] * b[0] - a[0] * b[2];
1269 x[2] = a[0] * b[1] - a[1] * b[0];
1270
1271 d = x[0] * c[0] + x[1] * c[1] + x[2] * c[2];
1272
1273 if( d < epsilon && d > -epsilon ) return 0;
1274
1275 p[0] = (b[1] * c[2] - b[2] * c[1]) * -a[3];
1276 p[1] = (b[2] * c[0] - b[0] * c[2]) * -a[3];
1277 p[2] = (b[0] * c[1] - b[1] * c[0]) * -a[3];
1278
1279 p[0] += (c[1] * a[2] - c[2] * a[1]) * -b[3];
1280 p[1] += (c[2] * a[0] - c[0] * a[2]) * -b[3];
1281 p[2] += (c[0] * a[1] - c[1] * a[0]) * -b[3];
1282
1283 p[0] += (a[1] * b[2] - a[2] * b[1]) * -c[3];
1284 p[1] += (a[2] * b[0] - a[0] * b[2]) * -c[3];
1285 p[2] += (a[0] * b[1] - a[1] * b[0]) * -c[3];
1286
1287 p[0] = -p[0] / d;
1288 p[1] = -p[1] / d;
1289 p[2] = -p[2] / d;
1290
1291 return 1;
1292 }
1293
1294 static inline double plane_polarity( double p[4], double a[3] )
1295 {
1296 return
1297 (a[0] * p[0] + a[1] * p[1] + a[2] * p[2])
1298 -(p[0]*p[3] * p[0] + p[1]*p[3] * p[1] + p[2]*p[3] * p[2])
1299 ;
1300 }
1301
1302 /* Quaternions */
1303
1304 static inline void q_identity( v4f q )
1305 {
1306 q[0] = 0.0f; q[1] = 0.0f; q[2] = 0.0f; q[3] = 1.0f;
1307 }
1308
1309 static inline void q_axis_angle( v4f q, v3f axis, float angle )
1310 {
1311 float a = angle*0.5f,
1312 c = cosf(a),
1313 s = sinf(a);
1314
1315 q[0] = s*axis[0];
1316 q[1] = s*axis[1];
1317 q[2] = s*axis[2];
1318 q[3] = c;
1319 }
1320
1321 static inline void q_mul( v4f q, v4f q1, v4f d )
1322 {
1323 v4f t;
1324 t[0] = q[3]*q1[0] + q[0]*q1[3] + q[1]*q1[2] - q[2]*q1[1];
1325 t[1] = q[3]*q1[1] - q[0]*q1[2] + q[1]*q1[3] + q[2]*q1[0];
1326 t[2] = q[3]*q1[2] + q[0]*q1[1] - q[1]*q1[0] + q[2]*q1[3];
1327 t[3] = q[3]*q1[3] - q[0]*q1[0] - q[1]*q1[1] - q[2]*q1[2];
1328 v4_copy( t, d );
1329 }
1330
1331 static inline void q_normalize( v4f q )
1332 {
1333 float s = 1.0f/ sqrtf(v4_dot(q,q));
1334 q[0] *= s;
1335 q[1] *= s;
1336 q[2] *= s;
1337 q[3] *= s;
1338 }
1339
1340 static inline void q_inv( v4f q, v4f d )
1341 {
1342 float s = 1.0f / v4_dot(q,q);
1343 d[0] = -q[0]*s;
1344 d[1] = -q[1]*s;
1345 d[2] = -q[2]*s;
1346 d[3] = q[3]*s;
1347 }
1348
1349 static inline void q_nlerp( v4f a, v4f b, float t, v4f d )
1350 {
1351 if( v4_dot(a,b) < 0.0f )
1352 {
1353 v4_muls( b, -1.0f, d );
1354 v4_lerp( a, d, t, d );
1355 }
1356 else
1357 v4_lerp( a, b, t, d );
1358
1359 q_normalize( d );
1360 }
1361
1362 static void euler_m3x3( v3f angles, m3x3f d )
1363 {
1364 float cosY = cosf( angles[0] ),
1365 sinY = sinf( angles[0] ),
1366 cosP = cosf( angles[1] ),
1367 sinP = sinf( angles[1] ),
1368 cosR = cosf( angles[2] ),
1369 sinR = sinf( angles[2] );
1370
1371 d[2][0] = -sinY * cosP;
1372 d[2][1] = sinP;
1373 d[2][2] = cosY * cosP;
1374
1375 d[0][0] = cosY * cosR;
1376 d[0][1] = sinR;
1377 d[0][2] = sinY * cosR;
1378
1379 v3_cross( d[0], d[2], d[1] );
1380 }
1381
1382 static inline void q_m3x3( v4f q, m3x3f d )
1383 {
1384 float
1385 l = v4_length(q),
1386 s = l > 0.0f? 2.0f/l: 0.0f,
1387
1388 xx = s*q[0]*q[0], xy = s*q[0]*q[1], wx = s*q[3]*q[0],
1389 yy = s*q[1]*q[1], yz = s*q[1]*q[2], wy = s*q[3]*q[1],
1390 zz = s*q[2]*q[2], xz = s*q[0]*q[2], wz = s*q[3]*q[2];
1391
1392 d[0][0] = 1.0f - yy - zz;
1393 d[1][1] = 1.0f - xx - zz;
1394 d[2][2] = 1.0f - xx - yy;
1395 d[0][1] = xy + wz;
1396 d[1][2] = yz + wx;
1397 d[2][0] = xz + wy;
1398 d[1][0] = xy - wz;
1399 d[2][1] = yz - wx;
1400 d[0][2] = xz - wy;
1401 }
1402
1403 static void m3x3_q( m3x3f m, v4f q )
1404 {
1405 float diag, r, rinv;
1406
1407 diag = m[0][0] + m[1][1] + m[2][2];
1408 if( diag >= 0.0f )
1409 {
1410 r = sqrtf( 1.0f + diag );
1411 rinv = 0.5f / r;
1412 q[0] = rinv * (m[1][2] - m[2][1]);
1413 q[1] = rinv * (m[2][0] - m[0][2]);
1414 q[2] = rinv * (m[0][1] - m[1][0]);
1415 q[3] = r * 0.5f;
1416 }
1417 else if( m[0][0] >= m[1][1] && m[0][0] >= m[2][2] )
1418 {
1419 r = sqrtf( 1.0f - m[1][1] - m[2][2] + m[0][0] );
1420 rinv = 0.5f / r;
1421 q[0] = r * 0.5f;
1422 q[1] = rinv * (m[0][1] + m[1][0]);
1423 q[2] = rinv * (m[0][2] + m[2][0]);
1424 q[3] = rinv * (m[1][2] - m[2][1]);
1425 }
1426 else if( m[1][1] >= m[2][2] )
1427 {
1428 r = sqrtf( 1.0f - m[0][0] - m[2][2] + m[1][1] );
1429 rinv = 0.5f / r;
1430 q[0] = rinv * (m[0][1] + m[1][0]);
1431 q[1] = r * 0.5f;
1432 q[2] = rinv * (m[1][2] + m[2][1]);
1433 q[3] = rinv * (m[2][0] - m[0][2]);
1434 }
1435 else
1436 {
1437 r = sqrtf( 1.0f - m[0][0] - m[1][1] + m[2][2] );
1438 rinv = 0.5f / r;
1439 q[0] = rinv * (m[0][2] + m[2][0]);
1440 q[1] = rinv * (m[1][2] + m[2][1]);
1441 q[2] = r * 0.5f;
1442 q[3] = rinv * (m[0][1] - m[1][0]);
1443 }
1444 }
1445
1446 enum contact_type
1447 {
1448 k_contact_type_default,
1449 k_contact_type_disabled,
1450 k_contact_type_edge
1451 };
1452
1453 /*
1454 * -----------------------------------------------------------------------------
1455 * Closest point functions
1456 * -----------------------------------------------------------------------------
1457 */
1458
1459 /*
1460 * These closest point tests were learned from Real-Time Collision Detection by
1461 * Christer Ericson
1462 */
1463 VG_STATIC float closest_segment_segment( v3f p1, v3f q1, v3f p2, v3f q2,
1464 float *s, float *t, v3f c1, v3f c2)
1465 {
1466 v3f d1,d2,r;
1467 v3_sub( q1, p1, d1 );
1468 v3_sub( q2, p2, d2 );
1469 v3_sub( p1, p2, r );
1470
1471 float a = v3_length2( d1 ),
1472 e = v3_length2( d2 ),
1473 f = v3_dot( d2, r );
1474
1475 const float kEpsilon = 0.0001f;
1476
1477 if( a <= kEpsilon && e <= kEpsilon )
1478 {
1479 *s = 0.0f;
1480 *t = 0.0f;
1481 v3_copy( p1, c1 );
1482 v3_copy( p2, c2 );
1483
1484 v3f v0;
1485 v3_sub( c1, c2, v0 );
1486
1487 return v3_length2( v0 );
1488 }
1489
1490 if( a<= kEpsilon )
1491 {
1492 *s = 0.0f;
1493 *t = vg_clampf( f / e, 0.0f, 1.0f );
1494 }
1495 else
1496 {
1497 float c = v3_dot( d1, r );
1498 if( e <= kEpsilon )
1499 {
1500 *t = 0.0f;
1501 *s = vg_clampf( -c / a, 0.0f, 1.0f );
1502 }
1503 else
1504 {
1505 float b = v3_dot(d1,d2),
1506 d = a*e-b*b;
1507
1508 if( d != 0.0f )
1509 {
1510 *s = vg_clampf((b*f - c*e)/d, 0.0f, 1.0f);
1511 }
1512 else
1513 {
1514 *s = 0.0f;
1515 }
1516
1517 *t = (b*(*s)+f) / e;
1518
1519 if( *t < 0.0f )
1520 {
1521 *t = 0.0f;
1522 *s = vg_clampf( -c / a, 0.0f, 1.0f );
1523 }
1524 else if( *t > 1.0f )
1525 {
1526 *t = 1.0f;
1527 *s = vg_clampf((b-c)/a,0.0f,1.0f);
1528 }
1529 }
1530 }
1531
1532 v3_muladds( p1, d1, *s, c1 );
1533 v3_muladds( p2, d2, *t, c2 );
1534
1535 v3f v0;
1536 v3_sub( c1, c2, v0 );
1537 return v3_length2( v0 );
1538 }
1539
1540 VG_STATIC void closest_point_aabb( v3f p, boxf box, v3f dest )
1541 {
1542 v3_maxv( p, box[0], dest );
1543 v3_minv( dest, box[1], dest );
1544 }
1545
1546 VG_STATIC void closest_point_obb( v3f p, boxf box,
1547 m4x3f mtx, m4x3f inv_mtx, v3f dest )
1548 {
1549 v3f local;
1550 m4x3_mulv( inv_mtx, p, local );
1551 closest_point_aabb( local, box, local );
1552 m4x3_mulv( mtx, local, dest );
1553 }
1554
1555 VG_STATIC float closest_point_segment( v3f a, v3f b, v3f point, v3f dest )
1556 {
1557 v3f v0, v1;
1558 v3_sub( b, a, v0 );
1559 v3_sub( point, a, v1 );
1560
1561 float t = v3_dot( v1, v0 ) / v3_length2(v0);
1562 t = vg_clampf(t,0.0f,1.0f);
1563 v3_muladds( a, v0, t, dest );
1564 return t;
1565 }
1566
1567 VG_STATIC void closest_on_triangle( v3f p, v3f tri[3], v3f dest )
1568 {
1569 v3f ab, ac, ap;
1570 float d1, d2;
1571
1572 /* Region outside A */
1573 v3_sub( tri[1], tri[0], ab );
1574 v3_sub( tri[2], tri[0], ac );
1575 v3_sub( p, tri[0], ap );
1576
1577 d1 = v3_dot(ab,ap);
1578 d2 = v3_dot(ac,ap);
1579 if( d1 <= 0.0f && d2 <= 0.0f )
1580 {
1581 v3_copy( tri[0], dest );
1582 v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
1583 return;
1584 }
1585
1586 /* Region outside B */
1587 v3f bp;
1588 float d3, d4;
1589
1590 v3_sub( p, tri[1], bp );
1591 d3 = v3_dot( ab, bp );
1592 d4 = v3_dot( ac, bp );
1593
1594 if( d3 >= 0.0f && d4 <= d3 )
1595 {
1596 v3_copy( tri[1], dest );
1597 v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
1598 return;
1599 }
1600
1601 /* Edge region of AB */
1602 float vc = d1*d4 - d3*d2;
1603 if( vc <= 0.0f && d1 >= 0.0f && d3 <= 0.0f )
1604 {
1605 float v = d1 / (d1-d3);
1606 v3_muladds( tri[0], ab, v, dest );
1607 v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
1608 return;
1609 }
1610
1611 /* Region outside C */
1612 v3f cp;
1613 float d5, d6;
1614 v3_sub( p, tri[2], cp );
1615 d5 = v3_dot(ab, cp);
1616 d6 = v3_dot(ac, cp);
1617
1618 if( d6 >= 0.0f && d5 <= d6 )
1619 {
1620 v3_copy( tri[2], dest );
1621 v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
1622 return;
1623 }
1624
1625 /* Region of AC */
1626 float vb = d5*d2 - d1*d6;
1627 if( vb <= 0.0f && d2 >= 0.0f && d6 <= 0.0f )
1628 {
1629 float w = d2 / (d2-d6);
1630 v3_muladds( tri[0], ac, w, dest );
1631 v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
1632 return;
1633 }
1634
1635 /* Region of BC */
1636 float va = d3*d6 - d5*d4;
1637 if( va <= 0.0f && (d4-d3) >= 0.0f && (d5-d6) >= 0.0f )
1638 {
1639 float w = (d4-d3) / ((d4-d3) + (d5-d6));
1640 v3f bc;
1641 v3_sub( tri[2], tri[1], bc );
1642 v3_muladds( tri[1], bc, w, dest );
1643 v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
1644 return;
1645 }
1646
1647 /* P inside region, Q via barycentric coordinates uvw */
1648 float d = 1.0f/(va+vb+vc),
1649 v = vb*d,
1650 w = vc*d;
1651
1652 v3_muladds( tri[0], ab, v, dest );
1653 v3_muladds( dest, ac, w, dest );
1654 }
1655
1656 VG_STATIC enum contact_type closest_on_triangle_1( v3f p, v3f tri[3], v3f dest )
1657 {
1658 v3f ab, ac, ap;
1659 float d1, d2;
1660
1661 /* Region outside A */
1662 v3_sub( tri[1], tri[0], ab );
1663 v3_sub( tri[2], tri[0], ac );
1664 v3_sub( p, tri[0], ap );
1665
1666 d1 = v3_dot(ab,ap);
1667 d2 = v3_dot(ac,ap);
1668 if( d1 <= 0.0f && d2 <= 0.0f )
1669 {
1670 v3_copy( tri[0], dest );
1671 return k_contact_type_default;
1672 }
1673
1674 /* Region outside B */
1675 v3f bp;
1676 float d3, d4;
1677
1678 v3_sub( p, tri[1], bp );
1679 d3 = v3_dot( ab, bp );
1680 d4 = v3_dot( ac, bp );
1681
1682 if( d3 >= 0.0f && d4 <= d3 )
1683 {
1684 v3_copy( tri[1], dest );
1685 return k_contact_type_edge;
1686 }
1687
1688 /* Edge region of AB */
1689 float vc = d1*d4 - d3*d2;
1690 if( vc <= 0.0f && d1 >= 0.0f && d3 <= 0.0f )
1691 {
1692 float v = d1 / (d1-d3);
1693 v3_muladds( tri[0], ab, v, dest );
1694 return k_contact_type_edge;
1695 }
1696
1697 /* Region outside C */
1698 v3f cp;
1699 float d5, d6;
1700 v3_sub( p, tri[2], cp );
1701 d5 = v3_dot(ab, cp);
1702 d6 = v3_dot(ac, cp);
1703
1704 if( d6 >= 0.0f && d5 <= d6 )
1705 {
1706 v3_copy( tri[2], dest );
1707 return k_contact_type_edge;
1708 }
1709
1710 /* Region of AC */
1711 float vb = d5*d2 - d1*d6;
1712 if( vb <= 0.0f && d2 >= 0.0f && d6 <= 0.0f )
1713 {
1714 float w = d2 / (d2-d6);
1715 v3_muladds( tri[0], ac, w, dest );
1716 return k_contact_type_edge;
1717 }
1718
1719 /* Region of BC */
1720 float va = d3*d6 - d5*d4;
1721 if( va <= 0.0f && (d4-d3) >= 0.0f && (d5-d6) >= 0.0f )
1722 {
1723 float w = (d4-d3) / ((d4-d3) + (d5-d6));
1724 v3f bc;
1725 v3_sub( tri[2], tri[1], bc );
1726 v3_muladds( tri[1], bc, w, dest );
1727 return k_contact_type_edge;
1728 }
1729
1730 /* P inside region, Q via barycentric coordinates uvw */
1731 float d = 1.0f/(va+vb+vc),
1732 v = vb*d,
1733 w = vc*d;
1734
1735 v3_muladds( tri[0], ab, v, dest );
1736 v3_muladds( dest, ac, w, dest );
1737
1738 return k_contact_type_default;
1739 }
1740
1741
1742 static void closest_point_elipse( v2f p, v2f e, v2f o )
1743 {
1744 v2f pabs, ei, e2, ve, t;
1745
1746 v2_abs( p, pabs );
1747 v2_div( (v2f){ 1.0f, 1.0f }, e, ei );
1748 v2_mul( e, e, e2 );
1749 v2_mul( ei, (v2f){ e2[0]-e2[1], e2[1]-e2[0] }, ve );
1750
1751 v2_fill( t, 0.70710678118654752f );
1752
1753 for( int i=0; i<3; i++ )
1754 {
1755 v2f v, u, ud, w;
1756
1757 v2_mul( ve, t, v ); /* ve*t*t*t */
1758 v2_mul( v, t, v );
1759 v2_mul( v, t, v );
1760
1761 v2_sub( pabs, v, u );
1762 v2_normalize( u );
1763
1764 v2_mul( t, e, ud );
1765 v2_sub( ud, v, ud );
1766
1767 v2_muls( u, v2_length( ud ), u );
1768
1769 v2_add( v, u, w );
1770 v2_mul( w, ei, w );
1771
1772 v2_maxv( (v2f){0.0f,0.0f}, w, t );
1773 v2_normalize( t );
1774 }
1775
1776 v2_mul( t, e, o );
1777 v2_copysign( o, p );
1778 }
1779
1780 /*
1781 * Raycasts
1782 */
1783
1784 /* Time of intersection with ray vs triangle */
1785 static int ray_tri( v3f tri[3], v3f co,
1786 v3f dir, float *dist )
1787 {
1788 float const kEpsilon = 0.00001f;
1789
1790 v3f v0, v1, h, s, q, n;
1791 float a,f,u,v,t;
1792
1793 float *pa = tri[0],
1794 *pb = tri[1],
1795 *pc = tri[2];
1796
1797 v3_sub( pb, pa, v0 );
1798 v3_sub( pc, pa, v1 );
1799 v3_cross( dir, v1, h );
1800 v3_cross( v0, v1, n );
1801
1802 if( v3_dot( n, dir ) > 0.0f ) /* Backface culling */
1803 return 0;
1804
1805 /* Parralel */
1806 a = v3_dot( v0, h );
1807
1808 if( a > -kEpsilon && a < kEpsilon )
1809 return 0;
1810
1811 f = 1.0f/a;
1812 v3_sub( co, pa, s );
1813
1814 u = f * v3_dot(s, h);
1815 if( u < 0.0f || u > 1.0f )
1816 return 0;
1817
1818 v3_cross( s, v0, q );
1819 v = f * v3_dot( dir, q );
1820 if( v < 0.0f || u+v > 1.0f )
1821 return 0;
1822
1823 t = f * v3_dot(v1, q);
1824 if( t > kEpsilon )
1825 {
1826 *dist = t;
1827 return 1;
1828 }
1829 else return 0;
1830 }
1831
1832 /* time of intersection with ray vs sphere */
1833 static int ray_sphere( v3f c, float r,
1834 v3f co, v3f dir, float *t )
1835 {
1836 v3f m;
1837 v3_sub( co, c, m );
1838
1839 float b = v3_dot( m, dir ),
1840 c1 = v3_dot( m, m ) - r*r;
1841
1842 /* Exit if r’s origin outside s (c > 0) and r pointing away from s (b > 0) */
1843 if( c1 > 0.0f && b > 0.0f )
1844 return 0;
1845
1846 float discr = b*b - c1;
1847
1848 /* A negative discriminant corresponds to ray missing sphere */
1849 if( discr < 0.0f )
1850 return 0;
1851
1852 /*
1853 * Ray now found to intersect sphere, compute smallest t value of
1854 * intersection
1855 */
1856 *t = -b - sqrtf( discr );
1857
1858 /* If t is negative, ray started inside sphere so clamp t to zero */
1859 if( *t < 0.0f )
1860 *t = 0.0f;
1861
1862 return 1;
1863 }
1864
1865 /*
1866 * time of intersection of ray vs cylinder
1867 * The cylinder does not have caps but is finite
1868 *
1869 * Heavily adapted from regular segment vs cylinder from:
1870 * Real-Time Collision Detection
1871 */
1872 static int ray_uncapped_finite_cylinder( v3f q, v3f p, float r,
1873 v3f co, v3f dir, float *t )
1874 {
1875 v3f d, m, n, sb;
1876 v3_muladds( co, dir, 1.0f, sb );
1877
1878 v3_sub( q, p, d );
1879 v3_sub( co, p, m );
1880 v3_sub( sb, co, n );
1881
1882 float md = v3_dot( m, d ),
1883 nd = v3_dot( n, d ),
1884 dd = v3_dot( d, d ),
1885 nn = v3_dot( n, n ),
1886 mn = v3_dot( m, n ),
1887 a = dd*nn - nd*nd,
1888 k = v3_dot( m, m ) - r*r,
1889 c = dd*k - md*md;
1890
1891 if( fabsf(a) < 0.00001f )
1892 {
1893 /* Segment runs parallel to cylinder axis */
1894 return 0;
1895 }
1896
1897 float b = dd*mn - nd*md,
1898 discr = b*b - a*c;
1899
1900 if( discr < 0.0f )
1901 return 0; /* No real roots; no intersection */
1902
1903 *t = (-b - sqrtf(discr)) / a;
1904 if( *t < 0.0f )
1905 return 0; /* Intersection behind ray */
1906
1907 /* Check within cylinder segment */
1908 if( md + (*t)*nd < 0.0f )
1909 return 0;
1910
1911 if( md + (*t)*nd > dd )
1912 return 0;
1913
1914 /* Segment intersects cylinder between the endcaps; t is correct */
1915 return 1;
1916 }
1917
1918 /*
1919 * Time of intersection of sphere and triangle. Origin must be outside the
1920 * colliding area. This is a fairly long procedure.
1921 */
1922 static int spherecast_triangle( v3f tri[3],
1923 v3f co, v3f dir, float r, float *t, v3f n )
1924 {
1925 v3f sum[3];
1926 v3f v0, v1;
1927
1928 v3_sub( tri[1], tri[0], v0 );
1929 v3_sub( tri[2], tri[0], v1 );
1930 v3_cross( v0, v1, n );
1931 v3_normalize( n );
1932 v3_muladds( tri[0], n, r, sum[0] );
1933 v3_muladds( tri[1], n, r, sum[1] );
1934 v3_muladds( tri[2], n, r, sum[2] );
1935
1936 int hit = 0;
1937 float t_min = INFINITY,
1938 t1;
1939
1940 if( ray_tri( sum, co, dir, &t1 ) )
1941 {
1942 t_min = vg_minf( t_min, t1 );
1943 hit = 1;
1944 }
1945
1946 /*
1947 * Currently disabled; ray_sphere requires |d| = 1. it is not very important.
1948 */
1949 #if 0
1950 for( int i=0; i<3; i++ )
1951 {
1952 if( ray_sphere( tri[i], r, co, dir, &t1 ) )
1953 {
1954 t_min = vg_minf( t_min, t1 );
1955 hit = 1;
1956 }
1957 }
1958 #endif
1959
1960 for( int i=0; i<3; i++ )
1961 {
1962 int i0 = i,
1963 i1 = (i+1)%3;
1964
1965 if( ray_uncapped_finite_cylinder( tri[i0], tri[i1], r, co, dir, &t1 ) )
1966 {
1967 if( t1 < t_min )
1968 {
1969 t_min = t1;
1970
1971 v3f co1, ct, cx;
1972 v3_add( dir, co, co1 );
1973 v3_lerp( co, co1, t_min, ct );
1974
1975 closest_point_segment( tri[i0], tri[i1], ct, cx );
1976 v3_sub( ct, cx, n );
1977 v3_normalize( n );
1978 }
1979
1980 hit = 1;
1981 }
1982 }
1983
1984 *t = t_min;
1985 return hit;
1986 }
1987
1988 static inline float vg_randf(void)
1989 {
1990 return (float)rand()/(float)(RAND_MAX);
1991 }
1992
1993 static inline void vg_rand_dir(v3f dir)
1994 {
1995 dir[0] = vg_randf();
1996 dir[1] = vg_randf();
1997 dir[2] = vg_randf();
1998
1999 v3_muls( dir, 2.0f, dir );
2000 v3_sub( dir, (v3f){1.0f,1.0f,1.0f}, dir );
2001
2002 v3_normalize( dir );
2003 }
2004
2005 static inline void vg_rand_sphere( v3f co )
2006 {
2007 vg_rand_dir(co);
2008 v3_muls( co, cbrtf( vg_randf() ), co );
2009 }
2010
2011 static inline int vg_randint(int max)
2012 {
2013 return rand()%max;
2014 }
2015
2016 static void eval_bezier_time( v3f p0, v3f p1, v3f h0, v3f h1, float t, v3f p )
2017 {
2018 float tt = t*t,
2019 ttt = tt*t;
2020
2021 v3_muls( p1, ttt, p );
2022 v3_muladds( p, h1, 3.0f*tt -3.0f*ttt, p );
2023 v3_muladds( p, h0, 3.0f*ttt -6.0f*tt +3.0f*t, p );
2024 v3_muladds( p, p0, 3.0f*tt -ttt -3.0f*t +1.0f, p );
2025 }
2026
2027 #endif /* VG_M_H */