return vg_minf( max, vg_maxf( a, min ) );
}
+static inline float vg_signf( float a )
+{
+ return a < 0.0f? -1.0f: 1.0f;
+}
+
#define VG_MIN( A, B ) ((A)<(B)?(A):(B))
#define VG_MAX( A, B ) ((A)>(B)?(A):(B))
a[2] = v;
}
+static inline void v3_floor( v3f a, v3f b )
+{
+ b[0] = floorf( a[0] );
+ b[1] = floorf( a[1] );
+ b[2] = floorf( a[2] );
+}
+
+static inline void v3_negate( v3f a, v3f b )
+{
+ b[0] = -a[0];
+ b[1] = -a[1];
+ b[2] = -a[2];
+}
+
/*
* Vector 4
*/
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 )
+{
+ d[0] = a[0]+b[0]*s;
+ d[1] = a[1]+b[1]*s;
+ d[2] = a[2]+b[2]*s;
+ d[3] = a[3]+b[3]*s;
+}
+
/*
* Matrix 2x2
*/
m4x3_mul( m, t, m );
}
+static inline void m4x3_expand( m4x3f m, m4x4f d )
+{
+ v3_copy( m[0], d[0] );
+ v3_copy( m[1], d[1] );
+ v3_copy( m[2], d[2] );
+ v3_copy( m[3], d[3] );
+ d[0][3] = 0.0f;
+ d[1][3] = 0.0f;
+ d[2][3] = 0.0f;
+ d[3][3] = 1.0f;
+}
+
static inline void m4x3_expand_aabb_point( m4x3f m, boxf box, v3f point )
{
v3f v;
m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], b[2] } );
}
+/*
+ * Matrix 4x4
+ */
+
+#define M4X4_IDENTITY {{1.0f, 0.0f, 0.0f, 0.0f },\
+ { 0.0f, 1.0f, 0.0f, 0.0f },\
+ { 0.0f, 0.0f, 1.0f, 0.0f },\
+ { 0.0f, 0.0f, 0.0f, 1.0f }}
+
+static void m4x4_projection( m4x4f m, float angle,
+ float ratio, float near, float far )
+{
+ float scale = tanf( angle * 0.5f * VG_PIf / 180.0f ) * near,
+ r = ratio * scale,
+ l = -r,
+ t = scale,
+ b = -t;
+
+ m[0][0] = 2.0f * near / (r - l);
+ m[0][1] = 0.0f;
+ m[0][2] = 0.0f;
+ m[0][3] = 0.0f;
+ m[1][0] = 0.0f;
+ m[1][1] = 2.0f * near / (t - b);
+ m[1][2] = 0.0f;
+ m[1][3] = 0.0f;
+ m[2][0] = (r + l) / (r - l);
+ m[2][1] = (t + b) / (t - b);
+ m[2][2] = -(far + near) / (far - near);
+ m[2][3] = -1.0f;
+ m[3][0] = 0.0f;
+ m[3][1] = 0.0f;
+ m[3][2] = -2.0f * far * near / (far - near);
+ m[3][3] = 0.0f;
+}
+
+static void m4x4_translate( m4x4f m, v3f v )
+{
+ v4_muladds( m[3], m[0], v[0], m[3] );
+ v4_muladds( m[3], m[1], v[1], m[3] );
+ v4_muladds( m[3], m[2], v[2], m[3] );
+}
+
+static inline void m4x4_copy( m4x4f a, m4x4f b )
+{
+ v4_copy( a[0], b[0] );
+ v4_copy( a[1], b[1] );
+ v4_copy( a[2], b[2] );
+ v4_copy( a[3], b[3] );
+}
+
+static inline void m4x4_identity( m4x4f a )
+{
+ m4x4f id = M4X4_IDENTITY;
+ m4x4_copy( id, 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],
+ 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],
+
+ b00 = b[0][0], b01 = b[0][1], b02 = b[0][2], b03 = b[0][3],
+ b10 = b[1][0], b11 = b[1][1], b12 = b[1][2], b13 = b[1][3],
+ b20 = b[2][0], b21 = b[2][1], b22 = b[2][2], b23 = b[2][3],
+ b30 = b[3][0], b31 = b[3][1], b32 = b[3][2], b33 = b[3][3];
+
+ d[0][0] = a00*b00 + a10*b01 + a20*b02 + a30*b03;
+ d[0][1] = a01*b00 + a11*b01 + a21*b02 + a31*b03;
+ d[0][2] = a02*b00 + a12*b01 + a22*b02 + a32*b03;
+ d[0][3] = a03*b00 + a13*b01 + a23*b02 + a33*b03;
+ d[1][0] = a00*b10 + a10*b11 + a20*b12 + a30*b13;
+ d[1][1] = a01*b10 + a11*b11 + a21*b12 + a31*b13;
+ d[1][2] = a02*b10 + a12*b11 + a22*b12 + a32*b13;
+ d[1][3] = a03*b10 + a13*b11 + a23*b12 + a33*b13;
+ d[2][0] = a00*b20 + a10*b21 + a20*b22 + a30*b23;
+ d[2][1] = a01*b20 + a11*b21 + a21*b22 + a31*b23;
+ d[2][2] = a02*b20 + a12*b21 + a22*b22 + a32*b23;
+ d[2][3] = a03*b20 + a13*b21 + a23*b22 + a33*b23;
+ d[3][0] = a00*b30 + a10*b31 + a20*b32 + a30*b33;
+ d[3][1] = a01*b30 + a11*b31 + a21*b32 + a31*b33;
+ d[3][2] = a02*b30 + a12*b31 + a22*b32 + a32*b33;
+ d[3][3] = a03*b30 + a13*b31 + a23*b32 + a33*b33;
+}
+
/*
* Planes (double precision)
*/