return (float)rand()/(float)(RAND_MAX);
}
-static inline float vg_randint(int max)
+static inline int vg_randint(int max)
{
return rand()%max;
}
+static float stable_force( float current, float diff )
+{
+ float fnew = current + diff;
+
+ if( fnew * current < 0.0f )
+ return 0.0f;
+
+ return fnew;
+}
+
#define VG_MIN( A, B ) ((A)<(B)?(A):(B))
#define VG_MAX( A, B ) ((A)>(B)?(A):(B))
v2_muls( a, 1.f / v2_length( a ), a );
}
+static inline void v2_floor( v2f a, v2f b )
+{
+ b[0] = floorf( a[0] );
+ b[1] = floorf( a[1] );
+}
+
/*
* Vector 3
*/
a[0] = 0.f; a[1] = 0.f; a[2] = 0.f; a[3] = 0.f;
}
-static inline void v4_muladds( v3f a, v3f b, float s, v3f d )
+static inline void v4_muls( v4f a, float s, v4f d )
+{
+ d[0] = a[0]*s;
+ d[1] = a[1]*s;
+ d[2] = a[2]*s;
+ d[3] = a[3]*s;
+}
+
+static inline void v4_muladds( v4f a, v4f b, float s, v4f d )
{
d[0] = a[0]+b[0]*s;
d[1] = a[1]+b[1]*s;
v3_copy( res, d );
}
+/*
+ * Transform plane ( xyz, distance )
+ */
+static inline void m4x3_mulp( m4x3f m, v4f p, v4f d )
+{
+ v3f o;
+
+ v3_muls( p, p[3], o );
+ m4x3_mulv( m, o, o );
+ m3x3_mulv( m, p, d );
+
+ d[3] = v3_dot( o, d );
+}
+
/*
* Affine transforms
*/
v3_muls( m[2], s, m[2] );
}
+static inline void m4x3_scalev( m4x3f m, v3f v )
+{
+ v3_muls(m[0], v[0], m[0]);
+ v3_muls(m[1], v[1], m[1]);
+ v3_muls(m[2], v[2], m[2]);
+}
+
static inline void m4x3_rotate_x( m4x3f m, float angle )
{
m4x3f t = M4X3_IDENTITY;
v3_copy( a[1], b[1] );
}
+static inline int box_overlap( boxf a, boxf b )
+{
+ return
+ ( a[0][0] <= b[1][0] && a[1][0] >= b[0][0] ) &&
+ ( a[0][1] <= b[1][1] && a[1][1] >= b[0][1] ) &&
+ ( a[0][2] <= b[1][2] && a[1][2] >= b[0][2] )
+ ;
+}
+
static inline void box_init_inf( boxf box )
{
v3_fill( box[0], INFINITY );
v3_fill( box[0], INFINITY );
v3_fill( box[1], -INFINITY );
- m4x3_expand_aabb_point( m, box, a );
+ m4x3_expand_aabb_point( m, box, (v3f){ a[0], a[1], a[2] } );
m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], a[2] } );
- m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], a[2] } );
m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], a[2] } );
- m4x3_expand_aabb_point( m, box, b );
+ m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], a[2] } );
+
+ m4x3_expand_aabb_point( m, box, (v3f){ a[0], a[1], b[2] } );
m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], b[2] } );
- m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], b[2] } );
m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], b[2] } );
+ m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], b[2] } );
+}
+
+int ray_aabb( boxf box, v3f co, v3f dir, float dist )
+{
+ v3f v0, v1;
+ float tmin, tmax;
+
+ v3_sub( box[0], co, v0 );
+ v3_sub( box[1], co, v1 );
+ v3_div( v0, dir, v0 );
+ v3_div( v1, dir, v1 );
+
+ tmin = vg_minf( v0[0], v1[0] );
+ tmax = vg_maxf( v0[0], v1[0] );
+ tmin = vg_maxf( tmin, vg_minf( v0[1], v1[1] ));
+ tmax = vg_minf( tmax, vg_maxf( v0[1], v1[1] ));
+ tmin = vg_maxf( tmin, vg_minf( v0[2], v1[2] ));
+ tmax = vg_minf( tmax, vg_maxf( v0[2], v1[2] ));
+
+ return tmax >= tmin && tmin < dist && tmax > 0;
}
static inline void m4x3_lookat( m4x3f m, v3f pos, v3f target, v3f up )
{ 0.0f, 1.0f, 0.0f, 0.0f },\
{ 0.0f, 0.0f, 1.0f, 0.0f },\
{ 0.0f, 0.0f, 0.0f, 1.0f }}
+#define M4X4_ZERO {{0.0f, 0.0f, 0.0f, 0.0f },\
+ { 0.0f, 0.0f, 0.0f, 0.0f },\
+ { 0.0f, 0.0f, 0.0f, 0.0f },\
+ { 0.0f, 0.0f, 0.0f, 0.0f }}
static void m4x4_projection( m4x4f m, float angle,
float ratio, float near, float far )
m4x4_copy( id, a );
}
+static inline void m4x4_zero( m4x4f a )
+{
+ m4x4f zero = M4X4_ZERO;
+ m4x4_copy( zero, a );
+}
+
static inline void m4x4_mul( m4x4f a, m4x4f b, m4x4f d )
{
float a00 = a[0][0], a01 = a[0][1], a02 = a[0][2], a03 = a[0][3],
d[3][3] = a03*b30 + a13*b31 + a23*b32 + a33*b33;
}
+static inline void m4x4_mulv( m4x4f m, v4f v, v4f d )
+{
+ v4f res;
+
+ res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0]*v[3];
+ res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1]*v[3];
+ res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2] + m[3][2]*v[3];
+ res[3] = m[0][3]*v[0] + m[1][3]*v[1] + m[2][3]*v[2] + m[3][3]*v[3];
+
+ v4_copy( res, d );
+}
+
+static inline void m4x4_inv( m4x4f a, m4x4f d )
+{
+ float a00 = a[0][0], a01 = a[0][1], a02 = a[0][2], a03 = a[0][3],
+ a10 = a[1][0], a11 = a[1][1], a12 = a[1][2], a13 = a[1][3],
+ a20 = a[2][0], a21 = a[2][1], a22 = a[2][2], a23 = a[2][3],
+ a30 = a[3][0], a31 = a[3][1], a32 = a[3][2], a33 = a[3][3],
+ det,
+ t[6];
+
+ t[0] = a22*a33 - a32*a23;
+ t[1] = a21*a33 - a31*a23;
+ t[2] = a21*a32 - a31*a22;
+ t[3] = a20*a33 - a30*a23;
+ t[4] = a20*a32 - a30*a22;
+ t[5] = a20*a31 - a30*a21;
+
+ d[0][0] = a11*t[0] - a12*t[1] + a13*t[2];
+ d[1][0] =-(a10*t[0] - a12*t[3] + a13*t[4]);
+ d[2][0] = a10*t[1] - a11*t[3] + a13*t[5];
+ d[3][0] =-(a10*t[2] - a11*t[4] + a12*t[5]);
+
+ d[0][1] =-(a01*t[0] - a02*t[1] + a03*t[2]);
+ d[1][1] = a00*t[0] - a02*t[3] + a03*t[4];
+ d[2][1] =-(a00*t[1] - a01*t[3] + a03*t[5]);
+ d[3][1] = a00*t[2] - a01*t[4] + a02*t[5];
+
+ t[0] = a12*a33 - a32*a13;
+ t[1] = a11*a33 - a31*a13;
+ t[2] = a11*a32 - a31*a12;
+ t[3] = a10*a33 - a30*a13;
+ t[4] = a10*a32 - a30*a12;
+ t[5] = a10*a31 - a30*a11;
+
+ d[0][2] = a01*t[0] - a02*t[1] + a03*t[2];
+ d[1][2] =-(a00*t[0] - a02*t[3] + a03*t[4]);
+ d[2][2] = a00*t[1] - a01*t[3] + a03*t[5];
+ d[3][2] =-(a00*t[2] - a01*t[4] + a02*t[5]);
+
+ t[0] = a12*a23 - a22*a13;
+ t[1] = a11*a23 - a21*a13;
+ t[2] = a11*a22 - a21*a12;
+ t[3] = a10*a23 - a20*a13;
+ t[4] = a10*a22 - a20*a12;
+ t[5] = a10*a21 - a20*a11;
+
+ d[0][3] =-(a01*t[0] - a02*t[1] + a03*t[2]);
+ d[1][3] = a00*t[0] - a02*t[3] + a03*t[4];
+ d[2][3] =-(a00*t[1] - a01*t[3] + a03*t[5]);
+ d[3][3] = a00*t[2] - a01*t[4] + a02*t[5];
+
+ det = 1.0f / (a00*d[0][0] + a01*d[1][0] + a02*d[2][0] + a03*d[3][0]);
+ v4_muls( d[0], det, d[0] );
+ v4_muls( d[1], det, d[1] );
+ v4_muls( d[2], det, d[2] );
+ v4_muls( d[3], det, d[3] );
+}
+
/*
* Planes (double precision)
*/
q[3] = rinv * (m[0][1] - m[1][0]);
}
}
+
+static int ray_tri( v3f tri[3], v3f co, v3f dir, float *dist )
+{
+ float const kEpsilon = 0.00001f;
+
+ v3f v0, v1, h, s, q, n;
+ float a,f,u,v,t;
+
+ float *pa = tri[0],
+ *pb = tri[1],
+ *pc = tri[2];
+
+ v3_sub( pb, pa, v0 );
+ v3_sub( pc, pa, v1 );
+ v3_cross( dir, v1, h );
+ v3_cross( v0, v1, n );
+
+ if( v3_dot( n, dir ) > 0.0f ) /* Backface culling */
+ return 0;
+
+ /* Parralel */
+ a = v3_dot( v0, h );
+ if( a > -kEpsilon && a < kEpsilon )
+ return 0;
+
+ f = 1.0f/a;
+ v3_sub( co, pa, s );
+
+ u = f * v3_dot(s, h);
+ if( u < 0.0f || u > 1.0f )
+ return 0;
+
+ v3_cross( s, v0, q );
+ v = f * v3_dot( dir, q );
+ if( v < 0.0f || u+v > 1.0f )
+ return 0;
+
+ t = f * v3_dot(v1, q);
+ if( t > kEpsilon )
+ {
+ *dist = t;
+ return 1;
+ }
+ else return 0;
+}