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MMath.h
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MMath.h
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#ifndef MMATH_HEADER_FILE
#define MMATH_HEADER_FILE
/* MMath.h -- MMath library file
*
* Copyright (C) 2017 Zachary Wells
*
* This software may be modified and distributed under the terms
* of the MIT license. See the LICENSE file for details.
*/
#include <math.h>
#if defined(__cplusplus)
extern "C" {
#endif
#define MMATH_INLINE static inline
#define MMATH_CONST static const
//Types
#if defined(MMATH_DOUBLE)
typedef double scalar;
#else
typedef float scalar;
#endif
typedef struct vec2_s {
union {
scalar data[2];
struct { scalar x, y; };
//struct { scalar g, a; };
};
} vec2;
typedef struct vec3_s {
union {
scalar data[3];
struct { scalar x, y, z; };
struct { scalar r, g, b; };
};
} vec3;
typedef struct vec4_s {
union {
scalar data[4];
struct { scalar x, y, z, w; };
struct { scalar r, g, b, a; };
};
} vec4;
typedef struct quat_s {
union {
scalar data[4];
vec4 vec;
vec3 axis;
struct { scalar x, y, z, w; };
};
} quat;
typedef struct mat2_s {
union {
scalar data[2 * 2];
vec2 row[2];
struct {
scalar x0, y0;
scalar x1, y1;
};
struct {
vec2 r0;
vec2 r1;
};
};
} mat2;
typedef struct mat3_s {
union {
scalar data[3 * 3];
vec3 row[3];
struct {
scalar x0, y0, z0;
scalar x1, y1, z1;
scalar x2, y2, z2;
};
struct {
vec3 r0;
vec3 r1;
vec3 r2;
};
};
} mat3;
typedef struct mat4_s {
union {
scalar data[4 * 4];
vec4 row[4];
struct {
scalar x0, y0, z0, w0;
scalar x1, y1, z1, w1;
scalar x2, y2, z2, w2;
scalar x3, y3, z3, w3;
};
struct {
vec4 r0;
vec4 r1;
vec4 r2;
vec4 r3;
};
};
} mat4;
typedef struct transform_t {
vec3 pos;
vec3 scale;
quat rot;
} transform;
#if defined(MMATH_DOUBLE)
#define mm_sqrt(var) (sqrt(var))
#define mm_acos(var) (acos(var))
#define mm_asin(var) (asin(var))
#define mm_atan(var) (atan(var))
#define mm_cos(var) (cos(var))
#define mm_sin(var) (sin(var))
#define mm_tan(var) (tan(var))
#define mm_min(x, y) (fmin(x, y))
#define mm_max(x, y) (fmax(x, y))
#define mm_abs(var) (fabs(var))
#else
#define mm_sqrt(var) (sqrtf(var))
#define mm_acos(var) (acosf(var))
#define mm_asin(var) (asinf(var))
#define mm_atan(var) (atanf(var))
#define mm_cos(var) (cosf(var))
#define mm_sin(var) (sinf(var))
#define mm_tan(var) (tanf(var))
#define mm_min(x, y) (fminf(x, y))
#define mm_max(x, y) (fmaxf(x, y))
#define mm_abs(var) (fabsf(var))
#endif
//constants
#define mm_dpi ((scalar)6.283185307179586) //double pi
#define mm_pi ((scalar)3.141592653589793) //pi
#define mm_hpi ((scalar)1.570796326794896) //half pi
//Functions
MMATH_INLINE scalar radians(scalar degrees) {
return degrees * (scalar)0.0174532925199432; //PI / 180
}
MMATH_INLINE scalar degrees(scalar radians) {
return radians * (scalar)57.295779513082325; //180 / PI
}
//Vector Math
#define VEC_FOR(integer) for (int i = 0; i < integer; i++)
#define MMATH_GENFUNC_VECNEGATE(integer) \
MMATH_INLINE vec##integer* vec##integer##Negate(vec##integer *dest, const vec##integer *a) { \
VEC_FOR(integer) { \
dest->data[i] = -a->data[i]; \
} \
return dest; \
}
#define MMATH_GENFUNC_VECABS(integer) \
MMATH_INLINE vec##integer* vec##integer##Abs(vec##integer *dest, const vec##integer *a) { \
VEC_FOR(integer) { \
dest->data[i] = mm_abs(a->data[i]); \
} \
return dest; \
}
#define MMATH_GENFUNC_VECADDSCALAR(integer) \
MMATH_INLINE vec##integer* vec##integer##AddScalar(vec##integer *dest, const vec##integer *a, scalar b) { \
VEC_FOR(integer) { \
dest->data[i] = a->data[i] + b; \
} \
return dest; \
}
#define MMATH_GENFUNC_VECSUBSCALAR(integer) \
MMATH_INLINE vec##integer* vec##integer##SubScalar(vec##integer *dest, const vec##integer *a, scalar b) { \
VEC_FOR(integer) { \
dest->data[i] = a->data[i] - b; \
} \
return dest; \
}
#define MMATH_GENFUNC_VECMULSCALAR(integer) \
MMATH_INLINE vec##integer* vec##integer##MulScalar(vec##integer *dest, const vec##integer *a, scalar b) { \
VEC_FOR(integer) { \
dest->data[i] = a->data[i] * b; \
} \
return dest; \
}
#define MMATH_GENFUNC_VECDIVSCALAR(integer) \
MMATH_INLINE vec##integer* vec##integer##DivScalar(vec##integer *dest, const vec##integer *a, scalar b) { \
VEC_FOR(integer) { \
dest->data[i] = a->data[i] / b; \
} \
return dest; \
}
#define MMATH_GENFUNC_VECADD(integer) \
MMATH_INLINE vec##integer* vec##integer##Add(vec##integer *dest, const vec##integer *a, const vec##integer *b) { \
VEC_FOR(integer) { \
dest->data[i] = a->data[i] + b->data[i]; \
} \
return dest; \
}
#define MMATH_GENFUNC_VECSUB(integer) \
MMATH_INLINE vec##integer* vec##integer##Sub(vec##integer *dest, const vec##integer *a, const vec##integer *b) { \
VEC_FOR(integer) { \
dest->data[i] = a->data[i] - b->data[i]; \
} \
return dest; \
}
#define MMATH_GENFUNC_VECMUL(integer) \
MMATH_INLINE vec##integer* vec##integer##Mul(vec##integer *dest, const vec##integer *a, const vec##integer *b) { \
VEC_FOR(integer) { \
dest->data[i] = a->data[i] * b->data[i]; \
} \
return dest; \
}
#define MMATH_GENFUNC_VECDIV(integer) \
MMATH_INLINE vec##integer* vec##integer##Div(vec##integer *dest, const vec##integer *a, const vec##integer *b) { \
VEC_FOR(integer) { \
dest->data[i] = a->data[i] / b->data[i]; \
} \
return dest; \
}
#define MMATH_GENFUNC_VECDOT(integer) \
MMATH_INLINE scalar vec##integer##Dot(const vec##integer *a, const vec##integer *b) { \
scalar ret = 0; \
VEC_FOR(integer) { \
ret += a->data[i] * b->data[i]; \
} \
return ret; \
}
#define MMATH_GENFUNC_VECLEN(integer) \
MMATH_INLINE scalar vec##integer##Length(const vec##integer *a) { \
scalar sum = 0; \
VEC_FOR(integer) { \
sum += a->data[i] * a->data[i]; \
} \
return mm_sqrt(sum); \
}
#define MMATH_GENFUNC_VECDIST(integer) \
MMATH_INLINE scalar vec##integer##Distance(const vec##integer *a, const vec##integer *b) { \
vec##integer dir; \
vec##integer##Sub(&dir, b, a); \
return vec##integer##Length(&dir); \
}
#define MMATH_GENFUNC_VECNORM(integer) \
MMATH_INLINE vec##integer* vec##integer##Normalize(vec##integer *dest, const vec##integer *a) { \
scalar len = vec##integer##Length(a); \
if (len == 0) { \
return dest; \
} \
len = 1.f / len; \
VEC_FOR(integer) { \
dest->data[i] = a->data[i] * len; \
} \
return dest; \
}
#define MMATH_GENFUNC_VECLERP(integer) \
MMATH_INLINE vec##integer* vec##integer##Lerp(vec##integer *dest, const vec##integer *f, const vec##integer *l, scalar t) { \
vec##integer temp1; \
vec##integer##Sub(&temp1, l, f); \
vec##integer temp2; \
vec##integer##MulScalar(&temp2, &temp1, t); \
vec##integer##Add(dest, &temp2, f); \
return dest; \
}
#define MMATH_GENFUNC_VECSTANDARD(integer) \
MMATH_GENFUNC_VECADDSCALAR(integer) \
MMATH_GENFUNC_VECSUBSCALAR(integer) \
MMATH_GENFUNC_VECMULSCALAR(integer) \
MMATH_GENFUNC_VECDIVSCALAR(integer) \
MMATH_GENFUNC_VECADD(integer) \
MMATH_GENFUNC_VECSUB(integer) \
MMATH_GENFUNC_VECMUL(integer) \
MMATH_GENFUNC_VECDIV(integer) \
MMATH_GENFUNC_VECDOT(integer) \
MMATH_GENFUNC_VECLEN(integer) \
MMATH_GENFUNC_VECDIST(integer) \
MMATH_GENFUNC_VECNORM(integer) \
MMATH_GENFUNC_VECLERP(integer) \
MMATH_GENFUNC_VECNEGATE(integer) \
MMATH_GENFUNC_VECABS(integer)
MMATH_GENFUNC_VECSTANDARD(2)
MMATH_CONST vec2 vec2Zero = { 0, 0 };
MMATH_CONST vec2 vec2Identity = { 1, 1 };
MMATH_INLINE vec3* vec2ToVec3(vec3 *dest, const vec2 *a, scalar z) {
dest->x = a->x;
dest->y = a->y;
dest->z = z;
return dest;
}
MMATH_INLINE vec4* vec2ToVec4(vec4 *dest, const vec2 *a, scalar z, scalar w) {
dest->x = a->x;
dest->y = a->y;
dest->z = z;
dest->w = w;
return dest;
}
MMATH_GENFUNC_VECSTANDARD(3)
MMATH_CONST vec3 vec3Zero = { 0, 0, 0 };
MMATH_CONST vec3 vec3Identity = { 1, 1, 1 };
MMATH_CONST vec3 vec3XAxis = { 1, 0, 0 };
MMATH_CONST vec3 vec3YAxis = { 0, 1, 0 };
MMATH_CONST vec3 vec3ZAxis = { 0, 0, 1 };
MMATH_INLINE vec2* vec3ToVec2(vec2 *dest, const vec3 *a) {
dest->x = a->x;
dest->y = a->y;
return dest;
}
MMATH_INLINE vec4* vec3ToVec4(vec4 *dest, const vec3 *a, scalar w) {
dest->x = a->x;
dest->y = a->y;
dest->z = a->z;
dest->w = w;
return dest;
}
MMATH_INLINE vec3* vec3Cross(vec3 *dest, const vec3 *a, const vec3 *b) {
dest->x = a->y * b->z - a->z * b->y;
dest->y = a->z * b->x - a->x * b->z;
dest->z = a->x * b->y - a->y * b->x;
return dest;
}
MMATH_GENFUNC_VECSTANDARD(4)
MMATH_CONST vec4 vec4Zero = { 0, 0, 0, 0 };
MMATH_CONST vec4 vec4Identity = { 1, 1, 1, 1 };
MMATH_INLINE vec2* vec4ToVec2(vec2 *dest, const vec4 *a) {
dest->x = a->x;
dest->y = a->y;
return dest;
}
MMATH_INLINE vec3* vec4ToVec3(vec3 *dest, const vec4 *a) {
dest->x = a->x;
dest->y = a->y;
dest->z = a->z;
return dest;
}
MMATH_INLINE vec3* vec4DivW(vec3 *dest, const vec4 *a) {
scalar w = (scalar)1.0 / a->w;
dest->x = a->x * w;
dest->y = a->y * w;
dest->z = a->z * w;
return dest;
}
//Quaternion Math
MMATH_CONST quat quatIndentity = { 0, 0, 0, 1 };
MMATH_INLINE scalar quatLength(const quat *a) {
return vec4Length((const vec4*)a);
}
MMATH_INLINE quat* quatNormalize(quat *dest, const quat *a) {
vec4Normalize((vec4*)dest, (const vec4*)a);
return dest;
}
MMATH_INLINE quat* quatAddScalar(quat *dest, const quat *a, scalar b) {
vec4AddScalar((vec4*)dest, (const vec4*)a, b);
return dest;
}
MMATH_INLINE quat* quatMulScalar(quat *dest, const quat *a, scalar b) {
vec4MulScalar((vec4*)dest, (const vec4*)a, b);
return dest;
}
MMATH_INLINE quat* quatAdd(quat *dest, const quat *a, const quat *b) {
vec4Add((vec4*)dest, (const vec4*)a, (const vec4*)b);
return dest;
}
MMATH_INLINE quat* quatMul(quat *dest, const quat *a, const quat *b) {
dest->w = a->w * b->w - vec3Dot(&a->axis, &b->axis);
vec3 BwAv, AwBv, abv, AxB;
vec3Add(&abv, vec3MulScalar(&BwAv, &a->axis, b->w),
vec3MulScalar(&AwBv, &b->axis, a->w));
vec3Add(&dest->axis, &abv, vec3Cross(&AxB, &a->axis, &b->axis));
return dest;
}
MMATH_INLINE vec3* quatMulVec3(vec3 *dest, const quat *a, const vec3 *b) {
vec3 cross1;
vec3Cross(&cross1, &a->axis, b);
vec3 t;
vec3MulScalar(&t, &cross1, (scalar)2.0);
vec3 tw;
vec3MulScalar(&tw, &t, a->w);
vec3 cross2;
vec3Cross(&cross2, &a->axis, &t);
vec3 tw_cross;
vec3Add(&tw_cross, &tw, &cross2);
vec3Add(dest, b, &tw_cross);
return dest;
}
MMATH_INLINE quat* quatNegate(quat *dest, const quat *a) {
dest->x = -a->x;
dest->y = -a->y;
dest->z = -a->z;
dest->w = -a->w;
return dest;
}
MMATH_INLINE quat* quatConjugate(quat *dest, const quat *a) {
dest->x = -a->x;
dest->y = -a->y;
dest->z = -a->z;
dest->w = a->w;
return dest;
}
MMATH_INLINE quat* quatInverse(quat *dest, const quat *a) {
quatConjugate(dest, a);
scalar length = quatLength(a);
if (length - ((scalar)1.0) <= 0.00001) {
scalar l2 = (scalar)1.0 / (length * length);
dest->x *= l2;
dest->y *= l2;
dest->z *= l2;
dest->w *= l2;
}
return dest;
}
//pitch X | yaw Y | roll Z
MMATH_INLINE quat* quatEuler(quat *dest, const vec3 *e) {
scalar cy = mm_cos(e->y * (scalar)0.5);
scalar sy = mm_sin(e->y * (scalar)0.5);
scalar cr = mm_cos(e->z * (scalar)0.5);
scalar sr = mm_sin(e->z * (scalar)0.5);
scalar cp = mm_cos(e->x * (scalar)0.5);
scalar sp = mm_sin(e->x * (scalar)0.5);
dest->x = cy * sr * cp - sy * cr * sp;
dest->y = cy * cr * sp + sy * sr * cp;
dest->z = sy * cr * cp - cy * sr * sp;
dest->w = cy * cr * cp + sy * sr * sp;
return dest;
}
//MMATH_INLINE void quatToEuler(vec3 *dest, const quat *q) {
//TODO: make this
//}
MMATH_INLINE quat* quatAxisAngle(quat *dest, const vec3 *axis, scalar r) {
scalar a2 = r * (scalar)0.5;
vec3MulScalar(&dest->axis, axis, mm_sin(a2));
dest->w = mm_cos(a2);
return dest;
}
MMATH_INLINE mat3* quatToMat3(mat3 *dest, const quat *a) {
scalar x2 = a->x * a->x,
y2 = a->y * a->y,
z2 = a->z * a->z,
xy = a->x * a->y,
xz = a->x * a->z,
yz = a->y * a->z,
xw = a->x * a->w,
yw = a->y * a->w,
zw = a->z * a->w;
mat3 ret = {
1-(2*(y2+z2)), 2*(xy+zw), 2*(xz-yw),
2*(xy-zw), 1-(2*(x2+z2)), 2*(yz+xw),
2*(xz+yw), 2*(yz-xw), 1-(2*(x2+y2))
};
*dest = ret;
return dest;
}
MMATH_INLINE mat4* mat3ToMat4(mat4 *dest, const mat3 *a);
MMATH_INLINE mat4* quatToMat4(mat4 *dest, const quat *a) {
mat3 ret;
quatToMat3(&ret, a);
mat3ToMat4(dest, &ret);
return dest;
}
MMATH_INLINE quat* quatSlerp(quat *dest, const quat * f, const quat *l, scalar t) {
scalar dot = vec4Dot((const vec4*)f, (const vec4*)l);
if (dot < (scalar)0.0) {
dot = -dot;
quatInverse(dest, l);
} else {
*dest = *l;
}
if (dot < (scalar)0.95) {
scalar angle = mm_acos(dot);
quat fp;
quatMulScalar(&fp, f, mm_sin(angle * (1 - t)));
quat temp;
quatMulScalar(&temp, dest, mm_sin(angle * t));
quatAdd(dest, &fp, &temp);
quatMulScalar(&temp, dest, (scalar)1.0 / mm_sin(angle));
*dest = temp;
} else {
quat temp;
vec4Lerp((vec4*)&temp, (const vec4*)f, (const vec4*)dest, t);
*dest = temp;
}
return dest;
}
//Matrix Math
#define MAT_FOR_FLAT(integer) for (int i = 0; i < integer * integer; i++)
#define MAT_FOR(integer) for (int x = 0; x < integer; x++) for (int y = 0; y < integer; y++)
#define MMATH_GENFUNC_MATTRPOSE(integer) \
MMATH_INLINE mat##integer* mat##integer##Transpose(mat##integer * dest, const mat##integer *a) { \
MAT_FOR(integer) { \
dest->row[x].data[y] = a->row[y].data[x]; \
} \
return dest; \
}
#define MMATH_GENFUNC_MATDIAG(integer) \
MMATH_INLINE mat##integer* mat##integer##Diagonal(mat##integer *dest, scalar f) { \
*dest = (mat##integer) {0}; \
for (int i = 0; i < integer * integer; i += integer + 1) { \
dest->data[i] = f; \
} \
return dest; \
}
#define MMATH_GENFUNC_MATADD(integer) \
MMATH_INLINE mat##integer* mat##integer##Add(mat##integer *dest, const mat##integer *a, const mat##integer *b) { \
MAT_FOR_FLAT(integer) { \
dest->data[i] = a->data[i] + b->data[i]; \
} \
return dest; \
}
#define MMATH_GENFUNC_MATSUB(integer) \
MMATH_INLINE mat##integer* mat##integer##Sub(mat##integer *dest, const mat##integer *a, const mat##integer *b) { \
MAT_FOR_FLAT(integer) { \
dest->data[i] = a->data[i] - b->data[i]; \
} \
return dest; \
}
#define MMATH_GENFUNC_MATMUL(integer) \
MMATH_INLINE mat##integer* mat##integer##Mul(mat##integer *dest, const mat##integer *a, const mat##integer *b) { \
*dest = (mat##integer){0}; \
MAT_FOR(integer) { \
VEC_FOR(integer) { \
dest->row[x].data[y] += a->row[x].data[i] * b->row[i].data[y]; \
} \
} \
return dest; \
}
#define MMATH_GENFUNC_MATMULSCALAR(integer) \
MMATH_INLINE mat##integer* mat##integer##MulScalar(mat##integer *dest, const mat##integer *a, scalar b) { \
MAT_FOR_FLAT(integer) { \
dest->data[i] = a->data[i] * b; \
} \
return dest; \
}
#define MMATH_GENFUNC_MATMULVEC(integer) \
MMATH_INLINE vec##integer* mat##integer##MulVec##integer(vec##integer *dest, const mat##integer *a, const vec##integer *b) { \
*dest = (vec##integer){0}; \
VEC_FOR(integer) { \
for (int c = 0; c < integer; c++) { \
dest->data[i] += a->row[c].data[i] * b->data[c]; \
} \
} \
return dest; \
}
#define MMATH_GENFUNC_MATSTANDARD(integer) \
MMATH_GENFUNC_MATTRPOSE(integer) \
MMATH_GENFUNC_MATDIAG(integer) \
MMATH_GENFUNC_MATADD(integer) \
MMATH_GENFUNC_MATSUB(integer) \
MMATH_GENFUNC_MATMUL(integer) \
MMATH_GENFUNC_MATMULSCALAR(integer) \
MMATH_GENFUNC_MATMULVEC(integer)
MMATH_GENFUNC_MATSTANDARD(2)
MMATH_CONST mat2 mat2Identity = {
1, 0,
0, 1
};
MMATH_INLINE mat3* mat2ToMat3(mat3 *dest, const mat2 *a) {
mat3 ret = {
a->x0, a->y0, 0,
a->x1, a->y1, 0,
0, 0, 1
};
*dest = ret;
return dest;
}
MMATH_INLINE mat4* mat2ToMat4(mat4 *dest, const mat2 *a) {
mat4 ret = {
a->x0, a->y0, 0, 0,
a->x1, a->y1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
*dest = ret;
return dest;
}
MMATH_GENFUNC_MATSTANDARD(3)
MMATH_CONST mat3 mat3Identity = {
1, 0, 0,
0, 1, 0,
0, 0, 1
};
MMATH_INLINE mat2* mat3ToMat2(mat2 *dest, const mat3 *a) {
mat2 ret = {
a->x0, a->y0,
a->x1, a->y1
};
*dest = ret;
return dest;
}
MMATH_INLINE mat4* mat3ToMat4(mat4 *dest, const mat3 *a) {
mat4 ret = {
a->x0, a->y0, a->z0, 0,
a->x1, a->y1, a->z1, 0,
a->x2, a->y2, a->z2, 0,
0, 0, 0, 1
};
*dest = ret;
return dest;
}
//MMATH_INLINE void mat3Inverse(mat3 *dest, const mat3 *a) {
// mat3 ret; TODO: also make this
//}
MMATH_INLINE mat3* mat3RotateX(mat3 *dest, scalar r) {
scalar c = mm_cos(r);
scalar s = mm_sin(r);
mat3 ret = {
1, 0, 0,
0, c, s,
0,-s, c
};
*dest = ret;
return dest;
}
MMATH_INLINE mat3* mat3RotateY(mat3 *dest, scalar r) {
scalar c = mm_cos(r);
scalar s = mm_sin(r);
mat3 ret = {
c, 0,-s,
0, 1, 0,
s, 0, c
};
*dest = ret;
return dest;
}
MMATH_INLINE mat3* mat3RotateZ(mat3 *dest, scalar r) {
scalar c = mm_cos(r);
scalar s = mm_sin(r);
mat3 ret = {
c, s, 0,
-s, c, 0,
0, 0, 1
};
*dest = ret;
return dest;
}
MMATH_GENFUNC_MATSTANDARD(4)
MMATH_CONST mat4 mat4Identity = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
MMATH_INLINE mat4* mat4Scale(mat4 *dest, const vec3 *s) {
mat4 ret = {
s->x, 0, 0, 0,
0, s->y, 0, 0,
0, 0, s->z, 0,
0, 0, 0, 1
};
*dest = ret;
return dest;
}
MMATH_INLINE mat4* mat4Translate(mat4 *dest, const vec3 *t) {
mat4 ret = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
t->x, t->y, t->z, 1
};
*dest = ret;
return dest;
}
MMATH_INLINE mat4* mat4Perspective(mat4 *dest, scalar aspect, scalar fovY, scalar zNear, scalar zFar) {
scalar f = (scalar)1.0 / mm_tan(fovY * (scalar)0.5);
scalar nf = (scalar)1.0 / (zNear - zFar);
mat4 ret = {
f/aspect, 0, 0, 0,
0, f, 0, 0,
0, 0, (zFar+zNear)*nf, -1,
0, 0, (2*zFar*zNear)*nf, 0
};
*dest = ret;
return dest;
}
MMATH_INLINE mat4* mat4Ortho(mat4 *dest, scalar left, scalar right, scalar top, scalar bottom, scalar zNear, scalar zFar) {
scalar tb = top - bottom;
scalar rf = right - left;
scalar fn = zFar - zNear;
mat4 ret = {
2/rf, 0, 0, 0,
0, 2/tb, 0, 0,
0, 0, -2/fn, 0,
-(right + left)/rf, -(top + bottom)/tb, -(zFar + zNear)/fn, 1
};
*dest = ret;
return dest;
}
MMATH_INLINE mat4* mat4LookAt(mat4 *dest, const vec3 *eye, const vec3 *center, const vec3 *up) {
vec3 temp;
vec3Sub(&temp, center, eye);
vec3 z;
vec3Normalize(&z, &temp);
vec3 x;
vec3Cross(&temp, up, &z);
vec3Normalize(&x, &temp);
vec3 y;
vec3Cross(&temp, &z, &x);
vec3Normalize(&y, &temp);
scalar n_dot_x = -vec3Dot(&x, eye);
scalar n_dot_y = -vec3Dot(&y, eye);
scalar n_dot_z = -vec3Dot(&z, eye);
mat4 ret = {
x.x, y.x, z.x, 0,
x.y, y.y, z.y, 0,
x.z, y.z, z.z, 0,
n_dot_x, n_dot_y, n_dot_z, 1
};
*dest = ret;
return dest;
}
MMATH_INLINE mat2* mat4ToMat2(mat2 *dest, const mat4 *a) {
mat2 ret = {
a->x0, a->y0,
a->x1, a->y1
};
*dest = ret;
return dest;
}
MMATH_INLINE mat3* mat4ToMat3(mat3 *dest, const mat4 *a) {
mat3 ret = {
a->x0, a->y0, a->z0,
a->x1, a->y1, a->z1,
a->x2, a->y2, a->z2
};
*dest = ret;
return dest;
}
//Transformations
MMATH_CONST transform transformIdentity = { {0,0,0}, {1,1,1}, {0,0,0,1} };
MMATH_INLINE mat4* transformToMat4(mat4 *dest, const transform *t) {
mat4 ret = {
t->scale.x, 0, 0, 0,
0, t->scale.y, 0, 0,
0, 0, t->scale.z, 0,
t->pos.x, t->pos.y, t->pos.z, 1
};
mat4 rotate;
quatToMat4(&rotate, &t->rot);
mat4Mul(dest, &rotate, &ret);
return dest;
}
//TODO: Solve transform inverse (this could mean a lot)
MMATH_INLINE transform* transformMul(transform *dest, const transform *a, const transform *b) {
vec3 pos;
quatMulVec3(&pos, &a->rot, &b->pos);
vec3 posScale;
vec3Mul(&posScale, &pos, &a->scale);
vec3Add(&dest->pos, &posScale, &a->pos);
vec3Mul(&dest->scale, &a->scale, &b->scale);
quatMul(&dest->rot, &a->rot, &b->rot);
return dest;
}
MMATH_INLINE transform* transformLerp(transform *dest, const transform *f, const transform *l, scalar t) {
vec3Lerp(&dest->pos, &f->pos, &l->pos, t);
vec3Lerp(&dest->scale, &f->scale, &l->scale, t);
quatSlerp(&dest->rot, &f->rot, &l->rot, t);
return dest;
}
#if defined(__cplusplus)
}
#endif
#endif //MMATH_HEADER_FILE