49#define inline __inline
52#define LINMATH_H_DEFINE_VEC(n) \
53 typedef float vec##n[n]; \
54 static inline void vec##n##_add(vec##n r, vec##n const a, vec##n const b) { \
56 for (i = 0; i < n; ++i) r[i] = a[i] + b[i]; \
58 static inline void vec##n##_sub(vec##n r, vec##n const a, vec##n const b) { \
60 for (i = 0; i < n; ++i) r[i] = a[i] - b[i]; \
62 static inline void vec##n##_scale(vec##n r, vec##n const v, float const s) { \
64 for (i = 0; i < n; ++i) r[i] = v[i] * s; \
66 static inline float vec##n##_mul_inner(vec##n const a, vec##n const b) { \
69 for (i = 0; i < n; ++i) p += b[i] * a[i]; \
72 static inline float vec##n##_len(vec##n const v) { \
73 return (float)sqrt(vec##n##_mul_inner(v, v)); \
75 static inline void vec##n##_norm(vec##n r, vec##n const v) { \
76 float k = 1.f / vec##n##_len(v); \
77 vec##n##_scale(r, v, k); \
80LINMATH_H_DEFINE_VEC(2)
81LINMATH_H_DEFINE_VEC(3)
82LINMATH_H_DEFINE_VEC(4)
84static inline
void vec3_mul_cross(vec3 r, vec3 const a, vec3 const b) {
85 r[0] = a[1] * b[2] - a[2] * b[1];
86 r[1] = a[2] * b[0] - a[0] * b[2];
87 r[2] = a[0] * b[1] - a[1] * b[0];
90static inline void vec3_reflect(vec3 r, vec3
const v, vec3
const n) {
91 float p = 2.f * vec3_mul_inner(v, n);
93 for (i = 0; i < 3; ++i) r[i] = v[i] - p * n[i];
96static inline void vec4_mul_cross(vec4 r, vec4 a, vec4 b) {
97 r[0] = a[1] * b[2] - a[2] * b[1];
98 r[1] = a[2] * b[0] - a[0] * b[2];
99 r[2] = a[0] * b[1] - a[1] * b[0];
103static inline void vec4_reflect(vec4 r, vec4 v, vec4 n) {
104 float p = 2.f * vec4_mul_inner(v, n);
106 for (i = 0; i < 4; ++i) r[i] = v[i] - p * n[i];
109typedef vec4 mat4x4[4];
110static inline void mat4x4_identity(mat4x4 M) {
112 for (i = 0; i < 4; ++i)
113 for (j = 0; j < 4; ++j) M[i][j] = i == j ? 1.f : 0.f;
115static inline void mat4x4_dup(mat4x4 M, mat4x4 N) {
117 for (i = 0; i < 4; ++i)
118 for (j = 0; j < 4; ++j) M[i][j] = N[i][j];
120static inline void mat4x4_row(vec4 r, mat4x4 M,
int i) {
122 for (k = 0; k < 4; ++k) r[k] = M[k][i];
124static inline void mat4x4_col(vec4 r, mat4x4 M,
int i) {
126 for (k = 0; k < 4; ++k) r[k] = M[i][k];
128static inline void mat4x4_transpose(mat4x4 M, mat4x4 N) {
130 for (j = 0; j < 4; ++j)
131 for (i = 0; i < 4; ++i) M[i][j] = N[j][i];
133static inline void mat4x4_add(mat4x4 M, mat4x4 a, mat4x4 b) {
135 for (i = 0; i < 4; ++i) vec4_add(M[i], a[i], b[i]);
137static inline void mat4x4_sub(mat4x4 M, mat4x4 a, mat4x4 b) {
139 for (i = 0; i < 4; ++i) vec4_sub(M[i], a[i], b[i]);
141static inline void mat4x4_scale(mat4x4 M, mat4x4 a,
float k) {
143 for (i = 0; i < 4; ++i) vec4_scale(M[i], a[i], k);
145static inline void mat4x4_scale_aniso(mat4x4 M, mat4x4 a,
float x,
float y,
148 vec4_scale(M[0], a[0], x);
149 vec4_scale(M[1], a[1], y);
150 vec4_scale(M[2], a[2], z);
151 for (i = 0; i < 4; ++i) {
155static inline void mat4x4_mul(mat4x4 M, mat4x4 a, mat4x4 b) {
158 for (c = 0; c < 4; ++c)
159 for (r = 0; r < 4; ++r) {
161 for (k = 0; k < 4; ++k) temp[c][r] += a[k][r] * b[c][k];
165static inline void mat4x4_mul_vec4(vec4 r, mat4x4 M, vec4 v) {
167 for (j = 0; j < 4; ++j) {
169 for (i = 0; i < 4; ++i) r[j] += M[i][j] * v[i];
172static inline void mat4x4_translate(mat4x4 T,
float x,
float y,
float z) {
178static inline void mat4x4_translate_in_place(mat4x4 M,
float x,
float y,
180 vec4 t = {x, y, z, 0};
183 for (i = 0; i < 4; ++i) {
185 M[3][i] += vec4_mul_inner(r, t);
188static inline void mat4x4_from_vec3_mul_outer(mat4x4 M, vec3 a, vec3 b) {
190 for (i = 0; i < 4; ++i)
191 for (j = 0; j < 4; ++j) M[i][j] = i < 3 && j < 3 ? a[i] * b[j] : 0.f;
193static inline void mat4x4_rotate(mat4x4 R, mat4x4 M,
float x,
float y,
float z,
195 float s = sinf(angle);
196 float c = cosf(angle);
199 if (vec3_len(u) > 1e-4) {
203 mat4x4_from_vec3_mul_outer(T, u, u);
212 mat4x4_scale(S, S, s);
217 mat4x4_scale(C, C, c);
228static inline void mat4x4_rotate_X(mat4x4 Q, mat4x4 M,
float angle) {
229 float s = sinf(angle);
230 float c = cosf(angle);
231 mat4x4 R = {{1.f, 0.f, 0.f, 0.f},
234 {0.f, 0.f, 0.f, 1.f}};
237static inline void mat4x4_rotate_Y(mat4x4 Q, mat4x4 M,
float angle) {
238 float s = sinf(angle);
239 float c = cosf(angle);
240 mat4x4 R = {{c, 0.f, s, 0.f},
241 {0.f, 1.f, 0.f, 0.f},
243 {0.f, 0.f, 0.f, 1.f}};
246static inline void mat4x4_rotate_Z(mat4x4 Q, mat4x4 M,
float angle) {
247 float s = sinf(angle);
248 float c = cosf(angle);
249 mat4x4 R = {{c, s, 0.f, 0.f},
251 {0.f, 0.f, 1.f, 0.f},
252 {0.f, 0.f, 0.f, 1.f}};
255static inline void mat4x4_invert(mat4x4 T, mat4x4 M) {
259 s[0] = M[0][0] * M[1][1] - M[1][0] * M[0][1];
260 s[1] = M[0][0] * M[1][2] - M[1][0] * M[0][2];
261 s[2] = M[0][0] * M[1][3] - M[1][0] * M[0][3];
262 s[3] = M[0][1] * M[1][2] - M[1][1] * M[0][2];
263 s[4] = M[0][1] * M[1][3] - M[1][1] * M[0][3];
264 s[5] = M[0][2] * M[1][3] - M[1][2] * M[0][3];
266 c[0] = M[2][0] * M[3][1] - M[3][0] * M[2][1];
267 c[1] = M[2][0] * M[3][2] - M[3][0] * M[2][2];
268 c[2] = M[2][0] * M[3][3] - M[3][0] * M[2][3];
269 c[3] = M[2][1] * M[3][2] - M[3][1] * M[2][2];
270 c[4] = M[2][1] * M[3][3] - M[3][1] * M[2][3];
271 c[5] = M[2][2] * M[3][3] - M[3][2] * M[2][3];
274 idet = 1.0f / (s[0] * c[5] - s[1] * c[4] + s[2] * c[3] + s[3] * c[2] -
275 s[4] * c[1] + s[5] * c[0]);
277 T[0][0] = (M[1][1] * c[5] - M[1][2] * c[4] + M[1][3] * c[3]) * idet;
278 T[0][1] = (-M[0][1] * c[5] + M[0][2] * c[4] - M[0][3] * c[3]) * idet;
279 T[0][2] = (M[3][1] * s[5] - M[3][2] * s[4] + M[3][3] * s[3]) * idet;
280 T[0][3] = (-M[2][1] * s[5] + M[2][2] * s[4] - M[2][3] * s[3]) * idet;
282 T[1][0] = (-M[1][0] * c[5] + M[1][2] * c[2] - M[1][3] * c[1]) * idet;
283 T[1][1] = (M[0][0] * c[5] - M[0][2] * c[2] + M[0][3] * c[1]) * idet;
284 T[1][2] = (-M[3][0] * s[5] + M[3][2] * s[2] - M[3][3] * s[1]) * idet;
285 T[1][3] = (M[2][0] * s[5] - M[2][2] * s[2] + M[2][3] * s[1]) * idet;
287 T[2][0] = (M[1][0] * c[4] - M[1][1] * c[2] + M[1][3] * c[0]) * idet;
288 T[2][1] = (-M[0][0] * c[4] + M[0][1] * c[2] - M[0][3] * c[0]) * idet;
289 T[2][2] = (M[3][0] * s[4] - M[3][1] * s[2] + M[3][3] * s[0]) * idet;
290 T[2][3] = (-M[2][0] * s[4] + M[2][1] * s[2] - M[2][3] * s[0]) * idet;
292 T[3][0] = (-M[1][0] * c[3] + M[1][1] * c[1] - M[1][2] * c[0]) * idet;
293 T[3][1] = (M[0][0] * c[3] - M[0][1] * c[1] + M[0][2] * c[0]) * idet;
294 T[3][2] = (-M[3][0] * s[3] + M[3][1] * s[1] - M[3][2] * s[0]) * idet;
295 T[3][3] = (M[2][0] * s[3] - M[2][1] * s[1] + M[2][2] * s[0]) * idet;
297static inline void mat4x4_orthonormalize(mat4x4 R, mat4x4 M) {
302 vec3_norm(R[2], R[2]);
304 s = vec3_mul_inner(R[1], R[2]);
305 vec3_scale(h, R[2], s);
306 vec3_sub(R[1], R[1], h);
307 vec3_norm(R[2], R[2]);
309 s = vec3_mul_inner(R[1], R[2]);
310 vec3_scale(h, R[2], s);
311 vec3_sub(R[1], R[1], h);
312 vec3_norm(R[1], R[1]);
314 s = vec3_mul_inner(R[0], R[1]);
315 vec3_scale(h, R[1], s);
316 vec3_sub(R[0], R[0], h);
317 vec3_norm(R[0], R[0]);
320static inline void mat4x4_frustum(mat4x4 M,
float l,
float r,
float b,
float t,
322 M[0][0] = 2.f * n / (r - l);
323 M[0][1] = M[0][2] = M[0][3] = 0.f;
325 M[1][1] = 2.f * n / (t - b);
326 M[1][0] = M[1][2] = M[1][3] = 0.f;
328 M[2][0] = (r + l) / (r - l);
329 M[2][1] = (t + b) / (t - b);
330 M[2][2] = -(f + n) / (f - n);
333 M[3][2] = -2.f * (f * n) / (f - n);
334 M[3][0] = M[3][1] = M[3][3] = 0.f;
336static inline void mat4x4_ortho(mat4x4 M,
float l,
float r,
float b,
float t,
338 M[0][0] = 2.f / (r - l);
339 M[0][1] = M[0][2] = M[0][3] = 0.f;
341 M[1][1] = 2.f / (t - b);
342 M[1][0] = M[1][2] = M[1][3] = 0.f;
344 M[2][2] = -2.f / (f - n);
345 M[2][0] = M[2][1] = M[2][3] = 0.f;
347 M[3][0] = -(r + l) / (r - l);
348 M[3][1] = -(t + b) / (t - b);
349 M[3][2] = -(f + n) / (f - n);
352static inline void mat4x4_perspective(mat4x4 m,
float y_fov,
float aspect,
356 float const a = 1.f / (float)tan(y_fov / 2.f);
358 m[0][0] = a / aspect;
370 m[2][2] = -((f + n) / (f - n));
375 m[3][2] = -((2.f * f * n) / (f - n));
378static inline void mat4x4_look_at(mat4x4 m, vec3 eye, vec3 center, vec3 up) {
389 vec3_sub(f, center, eye);
392 vec3_mul_cross(s, f, up);
395 vec3_mul_cross(t, s, f);
417 mat4x4_translate_in_place(m, -eye[0], -eye[1], -eye[2]);
420typedef float quat[4];
421static inline void quat_identity(quat q) {
422 q[0] = q[1] = q[2] = 0.f;
425static inline void quat_add(quat r, quat a, quat b) {
427 for (i = 0; i < 4; ++i) r[i] = a[i] + b[i];
429static inline void quat_sub(quat r, quat a, quat b) {
431 for (i = 0; i < 4; ++i) r[i] = a[i] - b[i];
433static inline void quat_mul(quat r, quat p, quat q) {
435 vec3_mul_cross(r, p, q);
436 vec3_scale(w, p, q[3]);
438 vec3_scale(w, q, p[3]);
440 r[3] = p[3] * q[3] - vec3_mul_inner(p, q);
442static inline void quat_scale(quat r, quat v,
float s) {
444 for (i = 0; i < 4; ++i) r[i] = v[i] * s;
446static inline float quat_inner_product(quat a, quat b) {
449 for (i = 0; i < 4; ++i) p += b[i] * a[i];
452static inline void quat_conj(quat r, quat q) {
454 for (i = 0; i < 3; ++i) r[i] = -q[i];
457static inline void quat_rotate(quat r,
float angle, vec3 axis) {
460 vec3_scale(v, axis, sinf(angle / 2));
461 for (i = 0; i < 3; ++i) r[i] = v[i];
462 r[3] = cosf(angle / 2);
464#define quat_norm vec4_norm
465static inline void quat_mul_vec3(vec3 r, quat q, vec3 v) {
471 vec3 t = {q[0], q[1], q[2]};
472 vec3 u = {q[0], q[1], q[2]};
474 vec3_mul_cross(t, t, v);
477 vec3_mul_cross(u, u, t);
478 vec3_scale(t, t, q[3]);
483static inline void mat4x4_from_quat(mat4x4 M, quat q) {
493 M[0][0] = a2 + b2 - c2 - d2;
494 M[0][1] = 2.f * (b * c + a * d);
495 M[0][2] = 2.f * (b * d - a * c);
498 M[1][0] = 2 * (b * c - a * d);
499 M[1][1] = a2 - b2 + c2 - d2;
500 M[1][2] = 2.f * (c * d + a * b);
503 M[2][0] = 2.f * (b * d + a * c);
504 M[2][1] = 2.f * (c * d - a * b);
505 M[2][2] = a2 - b2 - c2 + d2;
508 M[3][0] = M[3][1] = M[3][2] = 0.f;
512static inline void mat4x4o_mul_quat(mat4x4 R, mat4x4 M, quat q) {
515 quat_mul_vec3(R[0], q, M[0]);
516 quat_mul_vec3(R[1], q, M[1]);
517 quat_mul_vec3(R[2], q, M[2]);
519 R[3][0] = R[3][1] = R[3][2] = 0.f;
522static inline void quat_from_mat4x4(quat q, mat4x4 M) {
526 int perm[] = {0, 1, 2, 0, 1};
529 for (i = 0; i < 3; i++) {
536 r = (float)sqrt(1.f + M[p[0]][p[0]] - M[p[1]][p[1]] - M[p[2]][p[2]]);
540 q[1] = q[2] = q[3] = 0.f;
545 q[1] = (M[p[0]][p[1]] - M[p[1]][p[0]]) / (2.f * r);
546 q[2] = (M[p[2]][p[0]] - M[p[0]][p[2]]) / (2.f * r);
547 q[3] = (M[p[2]][p[1]] - M[p[1]][p[2]]) / (2.f * r);