return a < 0.0f? -1.0f: 1.0f;
}
+static inline float vg_randf(void)
+{
+ return (float)rand()/(float)(RAND_MAX);
+}
+
+static inline float vg_randint(int max)
+{
+ return rand()%max;
+}
+
#define VG_MIN( A, B ) ((A)<(B)?(A):(B))
#define VG_MAX( A, B ) ((A)>(B)?(A):(B))
d[0] = a[0]-b[0]; d[1] = a[1]-b[1];
}
+static inline float v2_dot( v2f a, v2f b )
+{
+ return a[0] * b[0] + a[1] * b[1];
+}
+
static inline float v2_cross( v2f a, v2f b )
{
return a[0] * b[1] - a[1] * b[0];
d[1] = a[1] + t*(b[1]-a[1]);
}
+static inline void v2_normalize( v2f a )
+{
+ v2_muls( a, 1.f / v2_length( a ), a );
+}
+
/*
* Vector 3
*/
d[0] = a[0]+b[0]*s; d[1] = a[1]+b[1]*s; d[2] = a[2]+b[2]*s;
}
+static inline void v3_muladd( v2f a, v2f b, v2f s, v2f d )
+{
+ d[0] = a[0]+b[0]*s[0];
+ d[1] = a[1]+b[1]*s[1];
+ d[2] = a[2]+b[2]*s[2];
+}
+
static inline float v3_dot( v3f a, v3f b )
{
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
b[2] = floorf( a[2] );
}
+static inline void v3_ceil( v3f a, v3f b )
+{
+ b[0] = ceilf( a[0] );
+ b[1] = ceilf( a[1] );
+ b[2] = ceilf( a[2] );
+}
+
static inline void v3_negate( v3f a, v3f b )
{
b[0] = -a[0];
b[2] = -a[2];
}
+static inline void v3_rotate( v3f v, float angle, v3f axis, v3f d )
+{
+ v3f v1, v2, k;
+ float c, s;
+
+ c = cosf( angle );
+ s = sinf( angle );
+
+ v3_copy( axis, k );
+ v3_normalize( k );
+ v3_muls( v, c, v1 );
+ v3_cross( k, v, v2 );
+ v3_muls( v2, s, v2 );
+ v3_add( v1, v2, v1 );
+ v3_muls( k, v3_dot(k, v) * (1.0f - c), v2);
+ v3_add( v1, v2, d );
+}
+
/*
* Vector 4
*/
d[3] = a[3]+b[3]*s;
}
+static inline void v4_lerp( v4f a, v4f b, float t, v4f d )
+{
+ d[0] = a[0] + t*(b[0]-a[0]);
+ d[1] = a[1] + t*(b[1]-a[1]);
+ d[2] = a[2] + t*(b[2]-a[2]);
+ d[3] = a[3] + t*(b[3]-a[3]);
+}
+
+static inline float v4_dot( v4f a, v4f b )
+{
+ return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*a[3];
+}
+
+static inline float v4_length( v4f a )
+{
+ return sqrtf( v4_dot(a,a) );
+}
+
/*
* Matrix 2x2
*/
-(p[0]*p[3] * p[0] + p[1]*p[3] * p[1] + p[2]*p[3] * p[2])
;
}
+
+/* Quaternions */
+
+static inline void q_identity( v4f q )
+{
+ q[0] = 0.0f; q[1] = 0.0f; q[2] = 0.0f; q[3] = 1.0f;
+}
+
+static inline void q_axis_angle( v4f q, v3f axis, float angle )
+{
+ float a = angle*0.5f,
+ c = cosf(a),
+ s = sinf(a);
+
+ q[0] = s*axis[0];
+ q[1] = s*axis[1];
+ q[2] = s*axis[2];
+ q[3] = c;
+}
+
+static inline void q_mul( v4f q, v4f q1, v4f d )
+{
+ v4f t;
+ t[0] = q[3]*q1[0] + q[0]*q1[3] + q[1]*q1[2] - q[2]*q1[1];
+ t[1] = q[3]*q1[1] - q[0]*q1[2] + q[1]*q1[3] + q[2]*q1[0];
+ t[2] = q[3]*q1[2] + q[0]*q1[1] - q[1]*q1[0] + q[2]*q1[3];
+ t[3] = q[3]*q1[3] - q[0]*q1[0] - q[1]*q1[1] - q[2]*q1[2];
+ v4_copy( t, d );
+}
+
+static inline void q_inv( v4f q, v4f d )
+{
+ float s = 1.0f / v4_dot(q,q);
+ d[0] = -q[0]*s;
+ d[1] = -q[1]*s;
+ d[2] = -q[2]*s;
+ d[3] = q[3]*s;
+}
+
+static inline void q_m3x3( v4f q, m3x3f d )
+{
+ float
+ l = v4_length(q),
+ s = l > 0.0f? 2.0f/l: 0.0f,
+
+ xx = s*q[0]*q[0], xy = s*q[0]*q[2], wx = s*q[3]*q[0],
+ yy = s*q[1]*q[1], yz = s*q[1]*q[2], wy = s*q[3]*q[1],
+ zz = s*q[2]*q[2], xz = s*q[2]*q[2], wz = s*q[3]*q[2];
+
+ d[0][0] = 1.0f - yy - zz;
+ d[1][1] = 1.0f - xx - zz;
+ d[2][2] = 1.0f - xx - yy;
+ d[0][1] = xy + wz;
+ d[1][2] = yz + wx;
+ d[2][0] = xz + wy;
+ d[1][0] = xy - wz;
+ d[2][1] = yz - wx;
+ d[0][2] = xz - wy;
+}