10#define LINMATH_H_DEFINE_VEC(n) \
11 typedef float vec##n[n]; \
12 static inline void vec##n##_add(vec##n r, vec##n const a, vec##n const b) { \
14 for (i = 0; i < n; ++i) r[i] = a[i] + b[i]; \
16 static inline void vec##n##_sub(vec##n r, vec##n const a, vec##n const b) { \
18 for (i = 0; i < n; ++i) r[i] = a[i] - b[i]; \
20 static inline void vec##n##_scale(vec##n r, vec##n const v, float const s) { \
22 for (i = 0; i < n; ++i) r[i] = v[i] * s; \
24 static inline float vec##n##_mul_inner(vec##n const a, vec##n const b) { \
27 for (i = 0; i < n; ++i) p += b[i] * a[i]; \
30 static inline float vec##n##_len(vec##n const v) { \
31 return (float)sqrt(vec##n##_mul_inner(v, v)); \
33 static inline void vec##n##_norm(vec##n r, vec##n const v) { \
34 float k = 1.f / vec##n##_len(v); \
35 vec##n##_scale(r, v, k); \
38LINMATH_H_DEFINE_VEC(2)
39LINMATH_H_DEFINE_VEC(3)
40LINMATH_H_DEFINE_VEC(4)
42static inline
void vec3_mul_cross(vec3 r, vec3 const a, vec3 const b) {
43 r[0] = a[1] * b[2] - a[2] * b[1];
44 r[1] = a[2] * b[0] - a[0] * b[2];
45 r[2] = a[0] * b[1] - a[1] * b[0];
48static inline void vec3_reflect(vec3 r, vec3
const v, vec3
const n) {
49 float p = 2.f * vec3_mul_inner(v, n);
51 for (i = 0; i < 3; ++i) r[i] = v[i] - p * n[i];
54static inline void vec4_mul_cross(vec4 r, vec4 a, vec4 b) {
55 r[0] = a[1] * b[2] - a[2] * b[1];
56 r[1] = a[2] * b[0] - a[0] * b[2];
57 r[2] = a[0] * b[1] - a[1] * b[0];
61static inline void vec4_reflect(vec4 r, vec4 v, vec4 n) {
62 float p = 2.f * vec4_mul_inner(v, n);
64 for (i = 0; i < 4; ++i) r[i] = v[i] - p * n[i];
67typedef vec4 mat4x4[4];
68static inline void mat4x4_identity(mat4x4 M) {
70 for (i = 0; i < 4; ++i)
71 for (j = 0; j < 4; ++j) M[i][j] = i == j ? 1.f : 0.f;
73static inline void mat4x4_dup(mat4x4 M, mat4x4 N) {
75 for (i = 0; i < 4; ++i)
76 for (j = 0; j < 4; ++j) M[i][j] = N[i][j];
78static inline void mat4x4_row(vec4 r, mat4x4 M,
int i) {
80 for (k = 0; k < 4; ++k) r[k] = M[k][i];
82static inline void mat4x4_col(vec4 r, mat4x4 M,
int i) {
84 for (k = 0; k < 4; ++k) r[k] = M[i][k];
86static inline void mat4x4_transpose(mat4x4 M, mat4x4 N) {
88 for (j = 0; j < 4; ++j)
89 for (i = 0; i < 4; ++i) M[i][j] = N[j][i];
91static inline void mat4x4_add(mat4x4 M, mat4x4 a, mat4x4 b) {
93 for (i = 0; i < 4; ++i) vec4_add(M[i], a[i], b[i]);
95static inline void mat4x4_sub(mat4x4 M, mat4x4 a, mat4x4 b) {
97 for (i = 0; i < 4; ++i) vec4_sub(M[i], a[i], b[i]);
99static inline void mat4x4_scale(mat4x4 M, mat4x4 a,
float k) {
101 for (i = 0; i < 4; ++i) vec4_scale(M[i], a[i], k);
103static inline void mat4x4_scale_aniso(mat4x4 M, mat4x4 a,
float x,
float y,
106 vec4_scale(M[0], a[0], x);
107 vec4_scale(M[1], a[1], y);
108 vec4_scale(M[2], a[2], z);
109 for (i = 0; i < 4; ++i) {
113static inline void mat4x4_mul(mat4x4 M, mat4x4 a, mat4x4 b) {
116 for (c = 0; c < 4; ++c)
117 for (r = 0; r < 4; ++r) {
119 for (k = 0; k < 4; ++k) temp[c][r] += a[k][r] * b[c][k];
123static inline void mat4x4_mul_vec4(vec4 r, mat4x4 M, vec4 v) {
125 for (j = 0; j < 4; ++j) {
127 for (i = 0; i < 4; ++i) r[j] += M[i][j] * v[i];
130static inline void mat4x4_translate(mat4x4 T,
float x,
float y,
float z) {
136static inline void mat4x4_translate_in_place(mat4x4 M,
float x,
float y,
138 vec4 t = {x, y, z, 0};
141 for (i = 0; i < 4; ++i) {
143 M[3][i] += vec4_mul_inner(r, t);
146static inline void mat4x4_from_vec3_mul_outer(mat4x4 M, vec3 a, vec3 b) {
148 for (i = 0; i < 4; ++i)
149 for (j = 0; j < 4; ++j) M[i][j] = i < 3 && j < 3 ? a[i] * b[j] : 0.f;
151static inline void mat4x4_rotate(mat4x4 R, mat4x4 M,
float x,
float y,
float z,
153 float s = sinf(angle);
154 float c = cosf(angle);
157 if (vec3_len(u) > 1e-4) {
161 mat4x4_from_vec3_mul_outer(T, u, u);
170 mat4x4_scale(S, S, s);
175 mat4x4_scale(C, C, c);
186static inline void mat4x4_rotate_X(mat4x4 Q, mat4x4 M,
float angle) {
187 float s = sinf(angle);
188 float c = cosf(angle);
189 mat4x4 R = {{1.f, 0.f, 0.f, 0.f},
192 {0.f, 0.f, 0.f, 1.f}};
195static inline void mat4x4_rotate_Y(mat4x4 Q, mat4x4 M,
float angle) {
196 float s = sinf(angle);
197 float c = cosf(angle);
198 mat4x4 R = {{c, 0.f, s, 0.f},
199 {0.f, 1.f, 0.f, 0.f},
201 {0.f, 0.f, 0.f, 1.f}};
204static inline void mat4x4_rotate_Z(mat4x4 Q, mat4x4 M,
float angle) {
205 float s = sinf(angle);
206 float c = cosf(angle);
207 mat4x4 R = {{c, s, 0.f, 0.f},
209 {0.f, 0.f, 1.f, 0.f},
210 {0.f, 0.f, 0.f, 1.f}};
213static inline void mat4x4_invert(mat4x4 T, mat4x4 M) {
217 s[0] = M[0][0] * M[1][1] - M[1][0] * M[0][1];
218 s[1] = M[0][0] * M[1][2] - M[1][0] * M[0][2];
219 s[2] = M[0][0] * M[1][3] - M[1][0] * M[0][3];
220 s[3] = M[0][1] * M[1][2] - M[1][1] * M[0][2];
221 s[4] = M[0][1] * M[1][3] - M[1][1] * M[0][3];
222 s[5] = M[0][2] * M[1][3] - M[1][2] * M[0][3];
224 c[0] = M[2][0] * M[3][1] - M[3][0] * M[2][1];
225 c[1] = M[2][0] * M[3][2] - M[3][0] * M[2][2];
226 c[2] = M[2][0] * M[3][3] - M[3][0] * M[2][3];
227 c[3] = M[2][1] * M[3][2] - M[3][1] * M[2][2];
228 c[4] = M[2][1] * M[3][3] - M[3][1] * M[2][3];
229 c[5] = M[2][2] * M[3][3] - M[3][2] * M[2][3];
232 idet = 1.0f / (s[0] * c[5] - s[1] * c[4] + s[2] * c[3] + s[3] * c[2] -
233 s[4] * c[1] + s[5] * c[0]);
235 T[0][0] = (M[1][1] * c[5] - M[1][2] * c[4] + M[1][3] * c[3]) * idet;
236 T[0][1] = (-M[0][1] * c[5] + M[0][2] * c[4] - M[0][3] * c[3]) * idet;
237 T[0][2] = (M[3][1] * s[5] - M[3][2] * s[4] + M[3][3] * s[3]) * idet;
238 T[0][3] = (-M[2][1] * s[5] + M[2][2] * s[4] - M[2][3] * s[3]) * idet;
240 T[1][0] = (-M[1][0] * c[5] + M[1][2] * c[2] - M[1][3] * c[1]) * idet;
241 T[1][1] = (M[0][0] * c[5] - M[0][2] * c[2] + M[0][3] * c[1]) * idet;
242 T[1][2] = (-M[3][0] * s[5] + M[3][2] * s[2] - M[3][3] * s[1]) * idet;
243 T[1][3] = (M[2][0] * s[5] - M[2][2] * s[2] + M[2][3] * s[1]) * idet;
245 T[2][0] = (M[1][0] * c[4] - M[1][1] * c[2] + M[1][3] * c[0]) * idet;
246 T[2][1] = (-M[0][0] * c[4] + M[0][1] * c[2] - M[0][3] * c[0]) * idet;
247 T[2][2] = (M[3][0] * s[4] - M[3][1] * s[2] + M[3][3] * s[0]) * idet;
248 T[2][3] = (-M[2][0] * s[4] + M[2][1] * s[2] - M[2][3] * s[0]) * idet;
250 T[3][0] = (-M[1][0] * c[3] + M[1][1] * c[1] - M[1][2] * c[0]) * idet;
251 T[3][1] = (M[0][0] * c[3] - M[0][1] * c[1] + M[0][2] * c[0]) * idet;
252 T[3][2] = (-M[3][0] * s[3] + M[3][1] * s[1] - M[3][2] * s[0]) * idet;
253 T[3][3] = (M[2][0] * s[3] - M[2][1] * s[1] + M[2][2] * s[0]) * idet;
255static inline void mat4x4_orthonormalize(mat4x4 R, mat4x4 M) {
260 vec3_norm(R[2], R[2]);
262 s = vec3_mul_inner(R[1], R[2]);
263 vec3_scale(h, R[2], s);
264 vec3_sub(R[1], R[1], h);
265 vec3_norm(R[2], R[2]);
267 s = vec3_mul_inner(R[1], R[2]);
268 vec3_scale(h, R[2], s);
269 vec3_sub(R[1], R[1], h);
270 vec3_norm(R[1], R[1]);
272 s = vec3_mul_inner(R[0], R[1]);
273 vec3_scale(h, R[1], s);
274 vec3_sub(R[0], R[0], h);
275 vec3_norm(R[0], R[0]);
278static inline void mat4x4_frustum(mat4x4 M,
float l,
float r,
float b,
float t,
280 M[0][0] = 2.f * n / (r - l);
281 M[0][1] = M[0][2] = M[0][3] = 0.f;
283 M[1][1] = 2.f * n / (t - b);
284 M[1][0] = M[1][2] = M[1][3] = 0.f;
286 M[2][0] = (r + l) / (r - l);
287 M[2][1] = (t + b) / (t - b);
288 M[2][2] = -(f + n) / (f - n);
291 M[3][2] = -2.f * (f * n) / (f - n);
292 M[3][0] = M[3][1] = M[3][3] = 0.f;
294static inline void mat4x4_ortho(mat4x4 M,
float l,
float r,
float b,
float t,
296 M[0][0] = 2.f / (r - l);
297 M[0][1] = M[0][2] = M[0][3] = 0.f;
299 M[1][1] = 2.f / (t - b);
300 M[1][0] = M[1][2] = M[1][3] = 0.f;
302 M[2][2] = -2.f / (f - n);
303 M[2][0] = M[2][1] = M[2][3] = 0.f;
305 M[3][0] = -(r + l) / (r - l);
306 M[3][1] = -(t + b) / (t - b);
307 M[3][2] = -(f + n) / (f - n);
310static inline void mat4x4_perspective(mat4x4 m,
float y_fov,
float aspect,
314 float const a = 1.f / (float)tan(y_fov / 2.f);
316 m[0][0] = a / aspect;
328 m[2][2] = -((f + n) / (f - n));
333 m[3][2] = -((2.f * f * n) / (f - n));
336static inline void mat4x4_look_at(mat4x4 m, vec3 eye, vec3 center, vec3 up) {
347 vec3_sub(f, center, eye);
350 vec3_mul_cross(s, f, up);
353 vec3_mul_cross(t, s, f);
375 mat4x4_translate_in_place(m, -eye[0], -eye[1], -eye[2]);
378typedef float quat[4];
379static inline void quat_identity(quat q) {
380 q[0] = q[1] = q[2] = 0.f;
383static inline void quat_add(quat r, quat a, quat b) {
385 for (i = 0; i < 4; ++i) r[i] = a[i] + b[i];
387static inline void quat_sub(quat r, quat a, quat b) {
389 for (i = 0; i < 4; ++i) r[i] = a[i] - b[i];
391static inline void quat_mul(quat r, quat p, quat q) {
393 vec3_mul_cross(r, p, q);
394 vec3_scale(w, p, q[3]);
396 vec3_scale(w, q, p[3]);
398 r[3] = p[3] * q[3] - vec3_mul_inner(p, q);
400static inline void quat_scale(quat r, quat v,
float s) {
402 for (i = 0; i < 4; ++i) r[i] = v[i] * s;
404static inline float quat_inner_product(quat a, quat b) {
407 for (i = 0; i < 4; ++i) p += b[i] * a[i];
410static inline void quat_conj(quat r, quat q) {
412 for (i = 0; i < 3; ++i) r[i] = -q[i];
415static inline void quat_rotate(quat r,
float angle, vec3 axis) {
418 vec3_scale(v, axis, sinf(angle / 2));
419 for (i = 0; i < 3; ++i) r[i] = v[i];
420 r[3] = cosf(angle / 2);
422#define quat_norm vec4_norm
423static inline void quat_mul_vec3(vec3 r, quat q, vec3 v) {
429 vec3 t = {q[0], q[1], q[2]};
430 vec3 u = {q[0], q[1], q[2]};
432 vec3_mul_cross(t, t, v);
435 vec3_mul_cross(u, u, t);
436 vec3_scale(t, t, q[3]);
441static inline void mat4x4_from_quat(mat4x4 M, quat q) {
451 M[0][0] = a2 + b2 - c2 - d2;
452 M[0][1] = 2.f * (b * c + a * d);
453 M[0][2] = 2.f * (b * d - a * c);
456 M[1][0] = 2 * (b * c - a * d);
457 M[1][1] = a2 - b2 + c2 - d2;
458 M[1][2] = 2.f * (c * d + a * b);
461 M[2][0] = 2.f * (b * d + a * c);
462 M[2][1] = 2.f * (c * d - a * b);
463 M[2][2] = a2 - b2 - c2 + d2;
466 M[3][0] = M[3][1] = M[3][2] = 0.f;
470static inline void mat4x4o_mul_quat(mat4x4 R, mat4x4 M, quat q) {
473 quat_mul_vec3(R[0], q, M[0]);
474 quat_mul_vec3(R[1], q, M[1]);
475 quat_mul_vec3(R[2], q, M[2]);
477 R[3][0] = R[3][1] = R[3][2] = 0.f;
480static inline void quat_from_mat4x4(quat q, mat4x4 M) {
484 int perm[] = {0, 1, 2, 0, 1};
487 for (i = 0; i < 3; i++) {
494 r = (float)sqrt(1.f + M[p[0]][p[0]] - M[p[1]][p[1]] - M[p[2]][p[2]]);
498 q[1] = q[2] = q[3] = 0.f;
503 q[1] = (M[p[0]][p[1]] - M[p[1]][p[0]]) / (2.f * r);
504 q[2] = (M[p[2]][p[0]] - M[p[0]][p[2]]) / (2.f * r);
505 q[3] = (M[p[2]][p[1]] - M[p[1]][p[2]]) / (2.f * r);