m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], b[2] } );
}
+static inline void m4x3_lookat( m4x3f m, v3f pos, v3f target, v3f up )
+{
+ v3f dir;
+ v3_sub( target, pos, dir );
+ v3_normalize( dir );
+
+ v3_negate( dir, m[2] );
+
+ v3_cross( up, m[2], m[0] );
+ v3_normalize( m[0] );
+
+ v3_cross( m[2], m[0], m[1] );
+ v3_copy( pos, m[3] );
+}
+
/*
* Matrix 4x4
*/
v4_copy( t, d );
}
+static inline void q_normalize( v4f q )
+{
+ float s = 1.0f/ sqrtf(v4_dot(q,q));
+ q[0] *= s;
+ q[1] *= s;
+ q[2] *= s;
+ q[3] *= s;
+}
+
static inline void q_inv( v4f q, v4f d )
{
float s = 1.0f / v4_dot(q,q);
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],
+ xx = s*q[0]*q[0], xy = s*q[0]*q[1], 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];
+ zz = s*q[2]*q[2], xz = s*q[0]*q[2], wz = s*q[3]*q[2];
d[0][0] = 1.0f - yy - zz;
d[1][1] = 1.0f - xx - zz;