diff options
-rw-r--r-- | README | 2 | ||||
-rw-r--r-- | linmath.h | 142 |
2 files changed, 89 insertions, 55 deletions
@@ -1,6 +1,6 @@ # linmath.h -- A small library for linear math as required for computer graphics -linmath.h provides the most used types required programming computer graphice: +linmath.h provides the most used types required for programming computer graphics: vec3 -- 3 element vector of floats vec4 -- 4 element vector of floats (4th component used for homogenous computations) @@ -3,27 +3,33 @@ #include <math.h> +#ifdef LINMATH_NO_INLINE +#define LINMATH_H_FUNC static +#else +#define LINMATH_H_FUNC static inline +#endif + #define LINMATH_H_DEFINE_VEC(n) \ typedef float vec##n[n]; \ -static inline void vec##n##_add(vec##n r, vec##n const a, vec##n const b) \ +LINMATH_H_FUNC void vec##n##_add(vec##n r, vec##n const a, vec##n const b) \ { \ int i; \ for(i=0; i<n; ++i) \ r[i] = a[i] + b[i]; \ } \ -static inline void vec##n##_sub(vec##n r, vec##n const a, vec##n const b) \ +LINMATH_H_FUNC void vec##n##_sub(vec##n r, vec##n const a, vec##n const b) \ { \ int i; \ for(i=0; i<n; ++i) \ r[i] = a[i] - b[i]; \ } \ -static inline void vec##n##_scale(vec##n r, vec##n const v, float const s) \ +LINMATH_H_FUNC void vec##n##_scale(vec##n r, vec##n const v, float const s) \ { \ int i; \ for(i=0; i<n; ++i) \ r[i] = v[i] * s; \ } \ -static inline float vec##n##_mul_inner(vec##n const a, vec##n const b) \ +LINMATH_H_FUNC float vec##n##_mul_inner(vec##n const a, vec##n const b) \ { \ float p = 0.f; \ int i; \ @@ -31,22 +37,22 @@ static inline float vec##n##_mul_inner(vec##n const a, vec##n const b) \ p += b[i]*a[i]; \ return p; \ } \ -static inline float vec##n##_len(vec##n const v) \ +LINMATH_H_FUNC float vec##n##_len(vec##n const v) \ { \ return sqrtf(vec##n##_mul_inner(v,v)); \ } \ -static inline void vec##n##_norm(vec##n r, vec##n const v) \ +LINMATH_H_FUNC void vec##n##_norm(vec##n r, vec##n const v) \ { \ float k = 1.f / vec##n##_len(v); \ vec##n##_scale(r, v, k); \ } \ -static inline void vec##n##_min(vec##n r, vec##n a, vec##n b) \ +LINMATH_H_FUNC void vec##n##_min(vec##n r, vec##n const a, vec##n const b) \ { \ int i; \ for(i=0; i<n; ++i) \ r[i] = a[i]<b[i] ? a[i] : b[i]; \ } \ -static inline void vec##n##_max(vec##n r, vec##n a, vec##n b) \ +LINMATH_H_FUNC void vec##n##_max(vec##n r, vec##n const a, vec##n const b) \ { \ int i; \ for(i=0; i<n; ++i) \ @@ -57,14 +63,14 @@ LINMATH_H_DEFINE_VEC(2) LINMATH_H_DEFINE_VEC(3) LINMATH_H_DEFINE_VEC(4) -static inline void vec3_mul_cross(vec3 r, vec3 const a, vec3 const b) +LINMATH_H_FUNC void vec3_mul_cross(vec3 r, vec3 const a, vec3 const b) { r[0] = a[1]*b[2] - a[2]*b[1]; r[1] = a[2]*b[0] - a[0]*b[2]; r[2] = a[0]*b[1] - a[1]*b[0]; } -static inline void vec3_reflect(vec3 r, vec3 const v, vec3 const n) +LINMATH_H_FUNC void vec3_reflect(vec3 r, vec3 const v, vec3 const n) { float p = 2.f * vec3_mul_inner(v, n); int i; @@ -72,7 +78,7 @@ static inline void vec3_reflect(vec3 r, vec3 const v, vec3 const n) r[i] = v[i] - p*n[i]; } -static inline void vec4_mul_cross(vec4 r, vec4 a, vec4 b) +LINMATH_H_FUNC void vec4_mul_cross(vec4 r, vec4 a, vec4 b) { r[0] = a[1]*b[2] - a[2]*b[1]; r[1] = a[2]*b[0] - a[0]*b[2]; @@ -80,7 +86,7 @@ static inline void vec4_mul_cross(vec4 r, vec4 a, vec4 b) r[3] = 1.f; } -static inline void vec4_reflect(vec4 r, vec4 v, vec4 n) +LINMATH_H_FUNC void vec4_reflect(vec4 r, vec4 v, vec4 n) { float p = 2.f*vec4_mul_inner(v, n); int i; @@ -89,58 +95,58 @@ static inline void vec4_reflect(vec4 r, vec4 v, vec4 n) } typedef vec4 mat4x4[4]; -static inline void mat4x4_identity(mat4x4 M) +LINMATH_H_FUNC void mat4x4_identity(mat4x4 M) { int i, j; for(i=0; i<4; ++i) for(j=0; j<4; ++j) M[i][j] = i==j ? 1.f : 0.f; } -static inline void mat4x4_dup(mat4x4 M, mat4x4 N) +LINMATH_H_FUNC void mat4x4_dup(mat4x4 M, mat4x4 N) { int i, j; for(i=0; i<4; ++i) for(j=0; j<4; ++j) M[i][j] = N[i][j]; } -static inline void mat4x4_row(vec4 r, mat4x4 M, int i) +LINMATH_H_FUNC 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) +LINMATH_H_FUNC 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) +LINMATH_H_FUNC void mat4x4_transpose(mat4x4 M, mat4x4 N) { int i, j; for(j=0; j<4; ++j) for(i=0; i<4; ++i) M[i][j] = N[j][i]; } -static inline void mat4x4_add(mat4x4 M, mat4x4 a, mat4x4 b) +LINMATH_H_FUNC 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) +LINMATH_H_FUNC 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) +LINMATH_H_FUNC 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) +LINMATH_H_FUNC void mat4x4_scale_aniso(mat4x4 M, mat4x4 a, float x, float y, float z) { int i; vec4_scale(M[0], a[0], x); @@ -150,7 +156,7 @@ static inline void mat4x4_scale_aniso(mat4x4 M, mat4x4 a, float x, float y, floa M[3][i] = a[3][i]; } } -static inline void mat4x4_mul(mat4x4 M, mat4x4 a, mat4x4 b) +LINMATH_H_FUNC void mat4x4_mul(mat4x4 M, mat4x4 a, mat4x4 b) { mat4x4 temp; int k, r, c; @@ -161,7 +167,7 @@ static inline void mat4x4_mul(mat4x4 M, mat4x4 a, mat4x4 b) } mat4x4_dup(M, temp); } -static inline void mat4x4_mul_vec4(vec4 r, mat4x4 M, vec4 v) +LINMATH_H_FUNC void mat4x4_mul_vec4(vec4 r, mat4x4 M, vec4 v) { int i, j; for(j=0; j<4; ++j) { @@ -170,14 +176,14 @@ static inline void mat4x4_mul_vec4(vec4 r, mat4x4 M, vec4 v) r[j] += M[i][j] * v[i]; } } -static inline void mat4x4_translate(mat4x4 T, float x, float y, float z) +LINMATH_H_FUNC 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) +LINMATH_H_FUNC void mat4x4_translate_in_place(mat4x4 M, float x, float y, float z) { vec4 t = {x, y, z, 0}; vec4 r; @@ -187,13 +193,13 @@ static inline void mat4x4_translate_in_place(mat4x4 M, float x, float y, float z M[3][i] += vec4_mul_inner(r, t); } } -static inline void mat4x4_from_vec3_mul_outer(mat4x4 M, vec3 a, vec3 b) +LINMATH_H_FUNC 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.f; } -static inline void mat4x4_rotate(mat4x4 R, mat4x4 M, float x, float y, float z, float angle) +LINMATH_H_FUNC void mat4x4_rotate(mat4x4 R, mat4x4 M, float x, float y, float z, float angle) { float s = sinf(angle); float c = cosf(angle); @@ -227,7 +233,7 @@ static inline void mat4x4_rotate(mat4x4 R, mat4x4 M, float x, float y, float z, mat4x4_dup(R, M); } } -static inline void mat4x4_rotate_X(mat4x4 Q, mat4x4 M, float angle) +LINMATH_H_FUNC void mat4x4_rotate_X(mat4x4 Q, mat4x4 M, float angle) { float s = sinf(angle); float c = cosf(angle); @@ -239,19 +245,19 @@ static inline void mat4x4_rotate_X(mat4x4 Q, mat4x4 M, float angle) }; mat4x4_mul(Q, M, R); } -static inline void mat4x4_rotate_Y(mat4x4 Q, mat4x4 M, float angle) +LINMATH_H_FUNC void mat4x4_rotate_Y(mat4x4 Q, mat4x4 M, float angle) { float s = sinf(angle); float c = cosf(angle); mat4x4 R = { - { c, 0.f, s, 0.f}, + { c, 0.f, -s, 0.f}, { 0.f, 1.f, 0.f, 0.f}, - { -s, 0.f, c, 0.f}, + { s, 0.f, c, 0.f}, { 0.f, 0.f, 0.f, 1.f} }; mat4x4_mul(Q, M, R); } -static inline void mat4x4_rotate_Z(mat4x4 Q, mat4x4 M, float angle) +LINMATH_H_FUNC void mat4x4_rotate_Z(mat4x4 Q, mat4x4 M, float angle) { float s = sinf(angle); float c = cosf(angle); @@ -263,7 +269,7 @@ static inline void mat4x4_rotate_Z(mat4x4 Q, mat4x4 M, float angle) }; mat4x4_mul(Q, M, R); } -static inline void mat4x4_invert(mat4x4 T, mat4x4 M) +LINMATH_H_FUNC void mat4x4_invert(mat4x4 T, mat4x4 M) { float s[6]; float c[6]; @@ -304,7 +310,7 @@ static inline void mat4x4_invert(mat4x4 T, mat4x4 M) T[3][2] = (-M[3][0] * s[3] + M[3][1] * s[1] - M[3][2] * s[0]) * idet; T[3][3] = ( M[2][0] * s[3] - M[2][1] * s[1] + M[2][2] * s[0]) * idet; } -static inline void mat4x4_orthonormalize(mat4x4 R, mat4x4 M) +LINMATH_H_FUNC void mat4x4_orthonormalize(mat4x4 R, mat4x4 M) { mat4x4_dup(R, M); float s = 1.; @@ -315,12 +321,11 @@ static inline void mat4x4_orthonormalize(mat4x4 R, mat4x4 M) s = vec3_mul_inner(R[1], R[2]); vec3_scale(h, R[2], s); vec3_sub(R[1], R[1], h); - vec3_norm(R[2], R[2]); + vec3_norm(R[1], R[1]); - s = vec3_mul_inner(R[1], R[2]); + s = vec3_mul_inner(R[0], R[2]); vec3_scale(h, R[2], s); - vec3_sub(R[1], R[1], h); - vec3_norm(R[1], R[1]); + vec3_sub(R[0], R[0], h); s = vec3_mul_inner(R[0], R[1]); vec3_scale(h, R[1], s); @@ -328,7 +333,7 @@ static inline void mat4x4_orthonormalize(mat4x4 R, mat4x4 M) vec3_norm(R[0], R[0]); } -static inline void mat4x4_frustum(mat4x4 M, float l, float r, float b, float t, float n, float f) +LINMATH_H_FUNC void mat4x4_frustum(mat4x4 M, float l, float r, float b, float t, float n, float f) { M[0][0] = 2.f*n/(r-l); M[0][1] = M[0][2] = M[0][3] = 0.f; @@ -344,7 +349,7 @@ static inline void mat4x4_frustum(mat4x4 M, float l, float r, float b, float t, M[3][2] = -2.f*(f*n)/(f-n); M[3][0] = M[3][1] = M[3][3] = 0.f; } -static inline void mat4x4_ortho(mat4x4 M, float l, float r, float b, float t, float n, float f) +LINMATH_H_FUNC void mat4x4_ortho(mat4x4 M, float l, float r, float b, float t, float n, float f) { M[0][0] = 2.f/(r-l); M[0][1] = M[0][2] = M[0][3] = 0.f; @@ -360,7 +365,7 @@ static inline void mat4x4_ortho(mat4x4 M, float l, float r, float b, float t, fl M[3][2] = -(f+n)/(f-n); M[3][3] = 1.f; } -static inline void mat4x4_perspective(mat4x4 m, float y_fov, float aspect, float n, float f) +LINMATH_H_FUNC void mat4x4_perspective(mat4x4 m, float y_fov, float aspect, float n, float f) { /* NOTE: Degrees are an unhandy unit to work with. * linmath.h uses radians for everything! */ @@ -386,7 +391,7 @@ static inline void mat4x4_perspective(mat4x4 m, float y_fov, float aspect, float m[3][2] = -((2.f * f * n) / (f - n)); m[3][3] = 0.f; } -static inline void mat4x4_look_at(mat4x4 m, vec3 eye, vec3 center, vec3 up) +LINMATH_H_FUNC 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 */ @@ -429,24 +434,24 @@ static inline void mat4x4_look_at(mat4x4 m, vec3 eye, vec3 center, vec3 up) } typedef float quat[4]; -static inline void quat_identity(quat q) +LINMATH_H_FUNC void quat_identity(quat q) { q[0] = q[1] = q[2] = 0.f; q[3] = 1.f; } -static inline void quat_add(quat r, quat a, quat b) +LINMATH_H_FUNC 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) +LINMATH_H_FUNC 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) +LINMATH_H_FUNC void quat_mul(quat r, quat p, quat q) { vec3 w; vec3_mul_cross(r, p, q); @@ -456,13 +461,13 @@ static inline void quat_mul(quat r, quat p, quat q) 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) +LINMATH_H_FUNC 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) +LINMATH_H_FUNC float quat_inner_product(quat a, quat b) { float p = 0.f; int i; @@ -470,14 +475,14 @@ static inline float quat_inner_product(quat a, quat b) p += b[i]*a[i]; return p; } -static inline void quat_conj(quat r, quat q) +LINMATH_H_FUNC void quat_conj(quat r, quat q) { int i; for(i=0; i<3; ++i) r[i] = -q[i]; r[3] = q[3]; } -static inline void quat_rotate(quat r, float angle, vec3 axis) { +LINMATH_H_FUNC void quat_rotate(quat r, float angle, vec3 axis) { vec3 v; vec3_scale(v, axis, sinf(angle / 2)); int i; @@ -486,7 +491,7 @@ static inline void quat_rotate(quat r, float angle, vec3 axis) { r[3] = cosf(angle / 2); } #define quat_norm vec4_norm -static inline void quat_mul_vec3(vec3 r, quat q, vec3 v) +LINMATH_H_FUNC void quat_mul_vec3(vec3 r, quat q, vec3 v) { /* * Method by Fabian 'ryg' Giessen (of Farbrausch) @@ -506,7 +511,7 @@ v' = v + q.w * t + cross(q.xyz, t) vec3_add(r, v, t); vec3_add(r, r, u); } -static inline void mat4x4_from_quat(mat4x4 M, quat q) +LINMATH_H_FUNC void mat4x4_from_quat(mat4x4 M, quat q) { float a = q[3]; float b = q[0]; @@ -536,7 +541,7 @@ static inline void mat4x4_from_quat(mat4x4 M, quat q) M[3][3] = 1.f; } -static inline void mat4x4o_mul_quat(mat4x4 R, mat4x4 M, quat q) +LINMATH_H_FUNC void mat4x4o_mul_quat(mat4x4 R, mat4x4 M, quat q) { /* XXX: The way this is written only works for othogonal matrices. */ /* TODO: Take care of non-orthogonal case. */ @@ -547,7 +552,7 @@ static inline void mat4x4o_mul_quat(mat4x4 R, mat4x4 M, quat q) R[3][0] = R[3][1] = R[3][2] = 0.f; R[3][3] = 1.f; } -static inline void quat_from_mat4x4(quat q, mat4x4 M) +LINMATH_H_FUNC void quat_from_mat4x4(quat q, mat4x4 M) { float r=0.f; int i; @@ -577,4 +582,33 @@ static inline void quat_from_mat4x4(quat q, mat4x4 M) q[3] = (M[p[2]][p[1]] - M[p[1]][p[2]])/(2.f*r); } +LINMATH_H_FUNC void mat4x4_arcball(mat4x4 R, mat4x4 M, vec2 _a, vec2 _b, float s) +{ + vec2 a; memcpy(a, _a, sizeof(a)); + vec2 b; memcpy(b, _b, sizeof(b)); + + float z_a = 0.; + float z_b = 0.; + + if(vec2_len(a) < 1.) { + z_a = sqrtf(1. - vec2_mul_inner(a, a)); + } else { + vec2_norm(a, a); + } + + if(vec2_len(b) < 1.) { + z_b = sqrtf(1. - vec2_mul_inner(b, b)); + } else { + vec2_norm(b, b); + } + + vec3 a_ = {a[0], a[1], z_a}; + vec3 b_ = {b[0], b[1], z_b}; + + vec3 c_; + vec3_mul_cross(c_, a_, b_); + + float const angle = acos(vec3_mul_inner(a_, b_)) * s; + mat4x4_rotate(R, M, c_[0], c_[1], c_[2], angle); +} #endif |