#ifndef LINMATH_H #define LINMATH_H #include #include typedef float vec3[3]; static inline void vec3_add(vec3 r, vec3 a, vec3 b) { int i; for(i=0; i<3; ++i) r[i] = a[i] + b[i]; } static inline void vec3_sub(vec3 r, vec3 a, vec3 b) { int i; for(i=0; i<3; ++i) r[i] = a[i] - b[i]; } static inline void vec3_scale(vec3 r, vec3 v, float s) { int i; for(i=0; i<3; ++i) r[i] = v[i] * s; } static inline float vec3_mul_inner(vec3 a, vec3 b) { float p = 0.; int i; for(i=0; i<3; ++i) p += b[i]*a[i]; return p; } static inline void vec3_mul_cross(vec3 r, vec3 a, vec3 b) { vec3 c; c[0] = a[1]*b[2] - a[2]*b[1]; c[1] = a[2]*b[0] - a[0]*b[2]; c[2] = a[0]*b[1] - a[1]*b[0]; memcpy(r, c, sizeof(c)); } static inline float vec3_len(vec3 v) { return sqrtf(vec3_mul_inner(v,v)); } static inline void vec3_norm(vec3 r, vec3 v) { float k = 1.0 / vec3_len(v); vec3_scale(r, v, k); } typedef float vec4[4]; static inline void vec4_add(vec4 r, vec4 a, vec4 b) { int i; for(i=0; i<4; ++i) r[i] = a[i] + b[i]; } static inline void vec4_sub(vec4 r, vec4 a, vec4 b) { int i; for(i=0; i<4; ++i) r[i] = a[i] - b[i]; } static inline void vec4_scale(vec4 r, vec4 v, float s) { int i; for(i=0; i<4; ++i) r[i] = v[i] * s; } static inline float vec4_mul_inner(vec4 a, vec4 b) { float p = 0.; int i; for(i=0; i<4; ++i) p += b[i]*a[i]; return p; } static inline void vec4_mul_cross(vec4 r, vec4 a, vec4 b) { vec4 c; c[0] = a[1]*b[2] - a[2]*b[1]; c[1] = a[2]*b[0] - a[0]*b[2]; c[2] = a[0]*b[1] - a[1]*b[0]; c[3] = 1.; memcpy(r, c, sizeof(c)); } static inline float vec4_len(vec4 v) { return sqrtf(vec4_mul_inner(v,v)); } static inline void vec4_norm(vec4 r, vec4 v) { float k = 1.0 / vec4_len(v); vec4_scale(r, v, k); } typedef vec4 mat4x4[4]; static inline void mat4x4_identity(mat4x4 M) { int i, j; for(j=0; j<4; ++j) for(i=0; i<4; ++i) { M[i][j] = i==j ? 1 : 0; } } static inline void mat4x4_dup(mat4x4 M, mat4x4 N) { int i, j; for(j=0; j<4; ++j) { for(i=0; i<4; ++i) { M[i][j] = N[i][j]; } } } static inline void mat4x4_row(vec4 r, mat4x4 M, int i) { int k; for(k=0; k<4; ++k) r[k] = M[k][i]; } static inline void mat4x4_col(vec4 r, mat4x4 M, int i) { int k; for(k=0; k<4; ++k) r[k] = M[i][k]; } static inline void mat4x4_transpose(mat4x4 M, mat4x4 N) { int i, j; mat4x4 R; for(j=0; j<4; ++j) { for(i=0; i<4; ++i) { R[i][j] = N[j][i]; } } memcpy(M, R, sizeof(R)); } static inline void mat4x4_add(mat4x4 M, mat4x4 a, mat4x4 b) { int i; for(i=0; i<4; ++i) vec4_add(M[i], a[i], b[i]); } static inline void mat4x4_sub(mat4x4 M, mat4x4 a, mat4x4 b) { int i; for(i=0; i<4; ++i) vec4_sub(M[i], a[i], b[i]); } static inline void mat4x4_scale(mat4x4 M, mat4x4 a, float k) { int i; for(i=0; i<4; ++i) vec4_scale(M[i], a[i], k); } static inline void mat4x4_scale_aniso(mat4x4 M, mat4x4 a, float x, float y, float z) { vec4_scale(M[0], a[0], x); vec4_scale(M[1], a[1], y); vec4_scale(M[2], a[2], z); } static inline void mat4x4_mul(mat4x4 M, mat4x4 a, mat4x4 b) { int k, r, c; mat4x4 R; for(r=0; r<4; ++r) for(c=0; c<4; ++c) { R[c][r] = 0; for(k=0; k<4; ++k) { R[c][r] += a[k][r] * b[c][k]; } } memcpy(M, R, sizeof(R)); } static inline void mat4x4_mul_vec4(vec4 r, mat4x4 M, vec4 v) { vec4 r_; int i, j; for(j=0; j<4; ++j) { r_[j] = 0.; for(i=0; i<4; ++i) { r_[j] += M[i][j] * v[i]; } } memcpy(r, r_, sizeof(r_)); } static inline void mat4x4_translate(mat4x4 T, float x, float y, float z) { mat4x4_identity(T); T[3][0] = x; T[3][1] = y; T[3][2] = z; } static inline void mat4x4_translate_in_place(mat4x4 M, float x, float y, float z) { vec4 t = {x, y, z, 1}; vec4 r; int i; for (i = 0; i < 4; ++i) { mat4x4_row(r, M, i); M[3][i] += vec4_mul_inner(r, t); } } static inline void mat4x4_from_vec3_mul_outer(mat4x4 M, vec3 a, vec3 b) { int i, j; for(i=0; i<4; ++i) for(j=0; j<4; ++j) { M[i][j] = i<3 && j<3 ? a[i] * b[j] : 0.; } } static inline void mat4x4_rotate(mat4x4 R, mat4x4 M, float x, float y, float z, float angle) { float s = sinf(angle); float c = cosf(angle); vec3 u = {x, y, z}; vec3_norm(u, u); { mat4x4 T; mat4x4_from_vec3_mul_outer(T, u, u); mat4x4 S = { { 0, u[2], -u[1], 0}, {-u[2], 0, u[0], 0}, { u[1], -u[0], 0, 0}, { 0, 0, 0, 0} }; mat4x4_scale(S, S, s); mat4x4 C; mat4x4_identity(C); mat4x4_sub(C, C, T); mat4x4_scale(C, C, c); mat4x4_add(T, T, C); mat4x4_add(T, T, S); T[3][3] = 1.; mat4x4_mul(R, M, T); } } static inline void mat4x4_rotate_X(mat4x4 Q, mat4x4 M, float angle) { float s = sinf(angle); float c = cosf(angle); mat4x4 R = { {1, 0, 0, 0}, {0, c, s, 0}, {0,-s, c, 0}, {0, 0, 0, 1} }; mat4x4_mul(Q, M, R); } static inline void mat4x4_rotate_Y(mat4x4 Q, mat4x4 M, float angle) { float s = sinf(angle); float c = cosf(angle); mat4x4 R = { { c, 0, s, 0}, { 0, 1, 0, 0}, {-s, 0, c, 0}, { 0, 0, 0, 1} }; mat4x4_mul(Q, M, R); } static inline void mat4x4_rotate_Z(mat4x4 Q, mat4x4 M, float angle) { float s = sinf(angle); float c = cosf(angle); mat4x4 R = { { c, s, 0, 0}, {-s, c, 0, 0}, { 0, 0, 1, 0}, { 0, 0, 0, 1} }; mat4x4_mul(Q, M, R); } static inline void mat4x4_invert(mat4x4 T, mat4x4 M) { mat4x4 R; R[0][0] = M[1][1]*(M[2][2]*M[3][3] - M[2][3]*M[3][2]) - M[2][1]*(M[1][2]*M[3][3] - M[1][3]*M[3][2]) - M[3][1]*(M[1][3]*M[2][2] - M[1][2]*M[2][3]); R[0][1] = M[0][1]*(M[2][3]*M[3][2] - M[2][2]*M[3][3]) - M[2][1]*(M[0][3]*M[3][2] - M[0][2]*M[3][3]) - M[3][1]*(M[0][2]*M[2][3] - M[0][3]*M[2][2]); R[0][2] = M[0][1]*(M[1][2]*M[3][3] - M[1][3]*M[3][2]) - M[1][1]*(M[0][2]*M[3][3] - M[0][3]*M[3][2]) - M[3][1]*(M[0][3]*M[1][2] - M[0][2]*M[1][3]); R[0][3] = M[0][1]*(M[1][3]*M[2][2] - M[1][2]*M[2][3]) - M[1][1]*(M[0][3]*M[2][2] - M[0][2]*M[2][3]) - M[2][1]*(M[0][2]*M[1][3] - M[0][3]*M[1][2]); R[1][0] = M[1][0]*(M[2][3]*M[3][2] - M[2][2]*M[3][3]) - M[2][0]*(M[1][3]*M[3][2] - M[1][2]*M[3][3]) - M[3][0]*(M[1][2]*M[2][3] - M[1][3]*M[2][2]); R[1][1] = M[0][0]*(M[2][2]*M[3][3] - M[2][3]*M[3][2]) - M[2][0]*(M[0][2]*M[3][3] - M[0][3]*M[3][2]) - M[3][0]*(M[0][3]*M[2][2] - M[0][2]*M[2][3]); R[1][2] = M[0][0]*(M[1][3]*M[3][2] - M[1][2]*M[3][3]) - M[1][0]*(M[0][3]*M[3][2] - M[0][2]*M[3][3]) - M[3][0]*(M[0][2]*M[1][3] - M[0][3]*M[1][2]); R[1][3] = M[0][0]*(M[1][2]*M[2][3] - M[1][3]*M[2][2]) - M[1][0]*(M[0][2]*M[2][3] - M[0][3]*M[2][2]) - M[2][0]*(M[0][3]*M[1][2] - M[0][2]*M[1][3]); R[2][0] = M[1][0]*(M[2][1]*M[3][3] - M[2][3]*M[3][1]) - M[2][0]*(M[1][1]*M[3][3] - M[1][3]*M[3][1]) - M[3][0]*(M[1][3]*M[2][1] - M[1][1]*M[2][3]); R[2][1] = M[0][0]*(M[2][3]*M[3][1] - M[2][1]*M[3][3]) - M[2][0]*(M[0][3]*M[3][1] - M[0][1]*M[3][3]) - M[3][0]*(M[0][1]*M[2][3] - M[0][3]*M[2][1]); R[2][2] = M[0][0]*(M[1][1]*M[3][3] - M[1][3]*M[3][1]) - M[1][0]*(M[0][1]*M[3][3] - M[0][3]*M[3][1]) - M[3][0]*(M[0][3]*M[1][1] - M[0][1]*M[1][3]); R[2][3] = M[0][0]*(M[1][3]*M[2][1] - M[1][1]*M[2][3]) - M[1][0]*(M[0][3]*M[2][1] - M[0][1]*M[2][3]) - M[2][0]*(M[0][1]*M[1][3] - M[0][3]*M[1][1]); R[3][0] = M[1][0]*(M[2][2]*M[3][1] - M[2][1]*M[3][2]) - M[2][0]*(M[1][2]*M[3][1] - M[1][1]*M[3][2]) - M[3][0]*(M[1][1]*M[2][2] - M[1][2]*M[2][1]); R[3][1] = M[0][0]*(M[2][1]*M[3][2] - M[2][2]*M[3][1]) - M[2][0]*(M[0][1]*M[3][2] - M[0][2]*M[3][1]) - M[3][0]*(M[0][2]*M[2][1] - M[0][1]*M[2][2]); R[3][2] = M[0][0]*(M[1][2]*M[3][1] - M[1][1]*M[3][2]) - M[1][0]*(M[0][2]*M[3][1] - M[0][1]*M[3][2]) - M[3][0]*(M[0][1]*M[1][2] - M[0][2]*M[1][1]); R[3][3] = M[0][0]*(M[1][1]*M[2][2] - M[1][2]*M[2][1]) - M[1][0]*(M[0][1]*M[2][2] - M[0][2]*M[2][1]) - M[2][0]*(M[0][2]*M[1][1] - M[0][1]*M[1][2]); memcpy(T, R, sizeof(T)); } static inline void mat4x4_frustum(mat4x4 M, float l, float r, float b, float t, float n, float f) { M[0][0] = 2.*n/(r-l); M[0][1] = M[0][2] = M[0][3] = 0.; M[1][1] = 2.*n/(t-b); M[1][0] = M[1][2] = M[1][3] = 0.; M[2][0] = (r+l)/(r-l); M[2][1] = (t+b)/(t-b); M[2][2] = -(f+n)/(f-n); M[2][3] = -1; M[3][2] = -2.*(f*n)/(f-n); M[3][0] = M[3][1] = M[3][3] = 0.; } static inline void mat4x4_ortho(mat4x4 M, float l, float r, float b, float t, float n, float f) { M[0][0] = 2./(r-l); M[0][1] = M[0][2] = M[0][3] = 0.; M[1][1] = 2./(t-b); M[1][0] = M[1][2] = M[1][3] = 0.; M[2][2] = -2./(f-n); M[2][0] = M[2][1] = M[2][3] = 0.; M[3][0] = -(r+l)/(r-l); M[3][1] = -(t+b)/(t-b); M[3][2] = -(f+n)/(f-n); M[3][3] = 1.; } static inline void mat4x4_perspective(mat4x4 m, float y_fov_in_degrees, float aspect, float n, float f) { /* Adapted from Android's OpenGL Matrix.java. */ float const angle_in_radians = (float) (y_fov_in_degrees * M_PI / 180.0); float const a = (float) (1.0 / tan(angle_in_radians / 2.0)); m[0][0] = a / aspect; m[1][0] = 0.0f; m[2][0] = 0.0f; m[3][0] = 0.0f; m[1][0] = 0.0f; m[1][1] = a; m[1][2] = 0.0f; m[1][3] = 0.0f; m[2][0] = 0.0f; m[2][1] = 0.0f; m[2][2] = -((f + n) / (f - n)); m[2][3] = -1.0f; m[3][0] = 0.0f; m[3][1] = 0.0f; m[3][2] = -((2.0f * f * n) / (f - n)); m[3][3] = 0.0f; } static inline void mat4x4_look_at(mat4x4 m, vec3 eye, vec3 center, vec3 up) { /* Adapted from Android's OpenGL Matrix.java. */ // See the OpenGL GLUT documentation for gluLookAt for a description // of the algorithm. We implement it in a straightforward way: vec3 f; vec3_sub(f, center, eye); vec3_norm(f, f); vec3 s; vec3_mul_cross(s, f, up); vec3_norm(s, s); vec3 u; vec3_mul_cross(u, s, f); m[0][0] = s[0]; m[0][1] = u[0]; m[0][2] = -f[0]; m[0][3] = 0.0f; m[1][0] = s[1]; m[1][1] = u[1]; m[1][2] = -f[1]; m[1][3] = 0.0f; m[2][0] = s[2]; m[2][1] = u[2]; m[2][2] = -f[2]; m[2][3] = 0.0f; m[3][0] = 0.0f; m[3][1] = 0.0f; m[3][2] = 0.0f; m[3][3] = 1.0f; mat4x4_translate_in_place(m, -eye[0], -eye[1], -eye[2]); } typedef float quat[4]; static inline void quat_identity(quat q) { q[0] = q[1] = q[2] = 0.; q[3] = 1.; } static inline void quat_add(quat r, quat a, quat b) { int i; for(i=0; i<4; ++i) r[i] = a[i] + b[i]; } static inline void quat_sub(quat r, quat a, quat b) { int i; for(i=0; i<4; ++i) r[i] = a[i] - b[i]; } static inline void quat_mul(quat r, quat p, quat q) { vec3 w; vec3_mul_cross(r, p, q); vec3_scale(w, p, q[3]); vec3_add(r, r, w); vec3_scale(w, q, p[3]); vec3_add(r, r, w); r[3] = p[3]*q[3] - vec3_mul_inner(p, q); } static inline void quat_scale(quat r, quat v, float s) { int i; for(i=0; i<4; ++i) r[i] = v[i] * s; } static inline float quat_inner_product(quat a, quat b) { float p = 0.; int i; for(i=0; i<4; ++i) p += b[i]*a[i]; return p; } static inline void quat_conj(quat r, quat q) { int i; for(i=0; i<3; ++i) r[i] = -q[i]; r[3] = q[3]; } #define quat_norm vec4_norm static inline void quat_mul_vec3(vec3 r, quat q, vec3 v) { quat q_; quat v_ = {v[0], v[1], v[2], 0.}; quat_conj(q_, q); quat_norm(q_, q_); quat_mul(q_, v_, q_); quat_mul(q_, q, q_); memcpy(r, q_, sizeof(r)); } static inline void mat4x4_from_quat(mat4x4 M, quat q) { float a = q[3]; float b = q[0]; float c = q[1]; float d = q[2]; float a2 = a*a; float b2 = b*b; float c2 = c*c; float d2 = d*d; M[0][0] = a2 + b2 - c2 - d2; M[0][1] = 2*(b*c + a*d); M[0][2] = 2*(b*d - a*c); M[0][3] = 0.; M[1][0] = 2*(b*c - a*d); M[1][1] = a2 - b2 + c2 - d2; M[1][2] = 2*(c*d + a*b); M[1][3] = 0.; M[2][0] = 2*(b*d + a*c); M[2][1] = 2*(c*d - a*b); M[2][2] = a2 - b2 - c2 + d2; M[2][3] = 0.; M[3][0] = M[3][1] = M[3][2] = 0.; M[3][3] = 1.; } static inline void mat4x4_mul_quat(mat4x4 R, mat4x4 M, quat q) { quat_mul_vec3(R[0], M[0], q); quat_mul_vec3(R[1], M[1], q); quat_mul_vec3(R[2], M[2], q); R[3][0] = R[3][1] = R[3][2] = 0.; R[3][3] = 1.; } static inline void quat_from_mat4x4(quat q, mat4x4 M) { float r=0.; int i; int perm[] = { 0, 1, 2, 0, 1 }; int *p = perm; for(i = 0; i<3; i++) { float m = M[i][i]; if( m < r ) continue; m = r; p = &perm[i]; } r = sqrtf(1. + M[p[0]][p[0]] - M[p[1]][p[1]] - M[p[2]][p[2]] ); if(r < 1e-6) { q[0] = 1.; q[1] = q[2] = q[3] = 0.; return; } q[0] = r/2.; q[1] = (M[p[0]][p[1]] - M[p[1]][p[0]])/(2.*r); q[2] = (M[p[2]][p[0]] - M[p[0]][p[2]])/(2.*r); q[3] = (M[p[2]][p[1]] - M[p[1]][p[2]])/(2.*r); } #endif