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