//Copyright 2013,2016 <>< C. N. Lohr. This file licensed under the terms of the MIT/x11 license. #ifndef _LINMATH_H #define _LINMATH_H //Yes, I know it's kind of arbitrary. #define DEFAULT_EPSILON 0.001 //For printf #define PFTHREE(x) (x)[0], (x)[1], (x)[2] #define PFFOUR(x) (x)[0], (x)[1], (x)[2], (x)[3] #define LINMATHPI ((FLT)3.141592653589) //uncomment the following line to use double precision instead of single precision. //#define USE_DOUBLE #ifdef USE_DOUBLE #define FLT double #define FLT_SQRT sqrt #define FLT_TAN tan #define FLT_SIN sin #define FLT_COS cos #define FLT_ACOS acos #define FLT_ASIN asin #define FLT_ATAN2 atan2 #define FLT_FABS__ fabs #else #define FLT float #define FLT_SQRT sqrtf #define FLT_TAN tanf #define FLT_SIN sinf #define FLT_COS cosf #define FLT_ACOS acosf #define FLT_ASIN asinf #define FLT_ATAN2 atan2f #define FLT_FABS__ fabsf #endif #ifdef TCC #define FLT_FABS(x) (((x)<0)?(-(x)):(x)) #else #define FLT_FABS FLT_FABS__ #endif typedef FLT LinmathQuat[4]; // This is the [wxyz] quaternion, in wxyz format. typedef FLT LinmathPoint3d[3]; typedef FLT linmathVec3d[3]; typedef struct LinmathPose { LinmathPoint3d Pos; LinmathQuat Rot; } LinmathPose; extern LinmathQuat LinmathQuat_Identity; extern LinmathPose LinmathPose_Identity; //NOTE: Inputs may never be output with cross product. void cross3d( FLT * out, const FLT * a, const FLT * b ); void sub3d( FLT * out, const FLT * a, const FLT * b ); void add3d( FLT * out, const FLT * a, const FLT * b ); void scale3d( FLT * out, const FLT * a, FLT scalar ); void normalize3d( FLT * out, const FLT * in ); FLT dot3d( const FLT * a, const FLT * b ); //Returns 0 if equal. If either argument is null, 0 will ALWAYS be returned. int compare3d( const FLT * a, const FLT * b, FLT epsilon ); void copy3d( FLT * out, const FLT * in ); FLT magnitude3d(const FLT * a ); FLT anglebetween3d( FLT * a, FLT * b ); void rotatearoundaxis(FLT *outvec3, FLT *invec3, FLT *axis, FLT angle); void angleaxisfrom2vect(FLT *angle, FLT *axis, FLT *src, FLT *dest); void axisanglefromquat(FLT *angle, FLT *axis, LinmathQuat quat); //Quaternion things... typedef FLT LinmathEulerAngle[3]; void quatsetnone(LinmathQuat q); void quatcopy(LinmathQuat q, const LinmathQuat qin); void quatfromeuler(LinmathQuat q, const LinmathEulerAngle euler); void quattoeuler(LinmathEulerAngle euler, const LinmathQuat q); void quatfromaxisangle(LinmathQuat q, const FLT *axis, FLT radians); FLT quatmagnitude(const LinmathQuat q); FLT quatinvsqmagnitude(const LinmathQuat q); void quatnormalize(LinmathQuat qout, const LinmathQuat qin); // Safe for in to be same as out. void quattomatrix(FLT *matrix44, const LinmathQuat q); void quatfrommatrix(LinmathQuat q, const FLT *matrix44); void quatfrommatrix33(LinmathQuat q, const FLT *matrix33); void quatgetconjugate(LinmathQuat qout, const LinmathQuat qin); void quatgetreciprocal(LinmathQuat qout, const LinmathQuat qin); void quatsub(LinmathQuat qout, const LinmathQuat a, const LinmathQuat b); void quatadd(LinmathQuat qout, const LinmathQuat a, const LinmathQuat b); void quatrotateabout(LinmathQuat qout, const LinmathQuat a, const LinmathQuat b); // same as quat multiply, not piecewise multiply. void quatscale(LinmathQuat qout, const LinmathQuat qin, FLT s); FLT quatinnerproduct(const LinmathQuat qa, const LinmathQuat qb); void quatouterproduct(FLT *outvec3, LinmathQuat qa, LinmathQuat qb); void quatevenproduct(LinmathQuat q, LinmathQuat qa, LinmathQuat qb); void quatoddproduct(FLT *outvec3, LinmathQuat qa, LinmathQuat qb); void quatslerp(LinmathQuat q, const LinmathQuat qa, const LinmathQuat qb, FLT t); void quatrotatevector(FLT *vec3out, const LinmathQuat quat, const FLT *vec3in); void quatfrom2vectors(LinmathQuat q, const FLT *src, const FLT *dest); // This is the quat equivalent of 'pout = pose * pin' if pose were a 4x4 matrix in homogenous space void ApplyPoseToPoint(LinmathPoint3d pout, const LinmathPose *pose, const LinmathPoint3d pin); // This is the quat equivalent of 'pout = lhs_pose * rhs_pose' if poses were a 4x4 matrix in homogenous space void ApplyPoseToPose(LinmathPose *pout, const LinmathPose *lhs_pose, const LinmathPose *rhs_pose); // This is the quat equivlant of 'pose_in^-1'; so that ApplyPoseToPose(..., InvertPose(..., pose_in), pose_in) == // Identity ( [0, 0, 0], [1, 0, 0, 0] ) // by definition. void InvertPose(LinmathPose *poseout, const LinmathPose *pose_in); // Matrix Stuff typedef struct { FLT val[3][3]; // row, column } Matrix3x3; void rotate_vec(FLT *out, const FLT *in, Matrix3x3 rot); void rotation_between_vecs_to_m3(Matrix3x3 *m, const FLT v1[3], const FLT v2[3]); Matrix3x3 inverseM33(const Matrix3x3 mat); void matrix44copy(FLT * mout, const FLT * minm ); void matrix44transpose(FLT * mout, const FLT * minm ); #endif