X-Git-Url: https://harrygodden.com/git/?p=vg.git;a=blobdiff_plain;f=vg_m.h;h=e70222ef1bb6b51de5948ecaa257bce90cef92a0;hp=fbb3c45317915d592d4fbb8120390027999944d9;hb=71cdc299d260abd83eec20748578805509d5468f;hpb=fd8875baf8264b20731fb1bffaba4e1393beb189 diff --git a/vg_m.h b/vg_m.h index fbb3c45..e70222e 100644 --- a/vg_m.h +++ b/vg_m.h @@ -56,6 +56,8 @@ static inline float vg_fractf( float a ) return a - floorf( a ); } + +__attribute__ ((deprecated)) static float stable_force( float current, float diff ) { float fnew = current + diff; @@ -66,6 +68,11 @@ static float stable_force( float current, float diff ) return fnew; } +static float vg_cfrictf( float current, float F ) +{ + return -vg_signf(current) * vg_minf( F, fabsf(current) ); +} + static inline int vg_min( int a, int b ) { return a < b? a: b; @@ -1014,7 +1021,7 @@ static inline void m4x3_transform_aabb( m4x3f m, boxf box ) m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], b[2] } ); } -int ray_aabb( boxf box, v3f co, v3f dir, float dist ) +int ray_aabb1( boxf box, v3f co, v3f dir_inv, float dist ) { v3f v0, v1; float tmin, tmax; @@ -1022,8 +1029,8 @@ int ray_aabb( boxf box, v3f co, v3f dir, float dist ) v3_sub( box[0], co, v0 ); v3_sub( box[1], co, v1 ); - v3_div( v0, dir, v0 ); - v3_div( v1, dir, v1 ); + v3_mul( v0, dir_inv, v0 ); + v3_mul( v1, dir_inv, v1 ); tmin = vg_minf( v0[0], v1[0] ); tmax = vg_maxf( v0[0], v1[0] ); @@ -1032,7 +1039,7 @@ int ray_aabb( boxf box, v3f co, v3f dir, float dist ) 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; + return (tmax >= tmin) && (tmin <= dist) && (tmax >= 0.0f); } static inline void m4x3_lookat( m4x3f m, v3f pos, v3f target, v3f up ) @@ -1352,6 +1359,26 @@ static inline void q_nlerp( v4f a, v4f b, float t, v4f d ) q_normalize( d ); } +static void euler_m3x3( v3f angles, m3x3f d ) +{ + float cosY = cosf( angles[0] ), + sinY = sinf( angles[0] ), + cosP = cosf( angles[1] ), + sinP = sinf( angles[1] ), + cosR = cosf( angles[2] ), + sinR = sinf( angles[2] ); + + d[2][0] = -sinY * cosP; + d[2][1] = sinP; + d[2][2] = cosY * cosP; + + d[0][0] = cosY * cosR; + d[0][1] = sinR; + d[0][2] = sinY * cosR; + + v3_cross( d[0], d[2], d[1] ); +} + static inline void q_m3x3( v4f q, m3x3f d ) { float @@ -1777,6 +1804,7 @@ static int ray_tri( v3f tri[3], v3f co, /* Parralel */ a = v3_dot( v0, h ); + if( a > -kEpsilon && a < kEpsilon ) return 0;