/* * Copyright 2011-2012 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #ifndef __MATH_H__ #define __MATH_H__ #define _USE_MATH_DEFINES #include inline void vec3Add(float* __restrict _result, const float* __restrict _a, const float* __restrict _b) { _result[0] = _a[0] + _b[0]; _result[1] = _a[1] + _b[1]; _result[2] = _a[2] + _b[2]; } inline void vec3Sub(float* __restrict _result, const float* __restrict _a, const float* __restrict _b) { _result[0] = _a[0] - _b[0]; _result[1] = _a[1] - _b[1]; _result[2] = _a[2] - _b[2]; } inline void vec3Mul(float* __restrict _result, const float* __restrict _a, const float* __restrict _b) { _result[0] = _a[0] * _b[0]; _result[1] = _a[1] * _b[1]; _result[2] = _a[2] * _b[2]; } inline float vec3Dot(const float* __restrict _a, const float* __restrict _b) { return _a[0]*_b[0] + _a[1]*_b[1] + _a[2]*_b[2]; } inline void vec3Cross(float* __restrict _result, const float* __restrict _a, const float* __restrict _b) { _result[0] = _a[1]*_b[2] - _a[2]*_b[1]; _result[1] = _a[2]*_b[0] - _a[0]*_b[2]; _result[2] = _a[0]*_b[1] - _a[1]*_b[0]; } inline void vec3Norm(float* __restrict _result, const float* __restrict _a) { float scale = 1.0f/sqrtf(vec3Dot(_a, _a) ); _result[0] = _a[0] * scale; _result[1] = _a[1] * scale; _result[2] = _a[2] * scale; } inline void mtxIdentity(float* _result) { memset(_result, 0, sizeof(float)*16); _result[0] = _result[5] = _result[10] = _result[15] = 1.0f; } inline void mtxLookAt(float* __restrict _result, const float* __restrict _eye, const float* __restrict _at) { float tmp[4]; vec3Sub(tmp, _at, _eye); float view[4]; vec3Norm(view, tmp); float up[3] = { 0.0f, 1.0f, 0.0f }; vec3Cross(tmp, up, view); float right[4]; vec3Norm(right, tmp); vec3Cross(up, view, right); memset(_result, 0, sizeof(float)*16); _result[ 0] = right[0]; _result[ 1] = up[0]; _result[ 2] = view[0]; _result[ 4] = right[1]; _result[ 5] = up[1]; _result[ 6] = view[1]; _result[ 8] = right[2]; _result[ 9] = up[2]; _result[10] = view[2]; _result[12] = -vec3Dot(right, _eye); _result[13] = -vec3Dot(up, _eye); _result[14] = -vec3Dot(view, _eye); _result[15] = 1.0f; } inline void mtxProj(float* _result, float _fovy, float _aspect, float _near, float _far) { float height = 1.0f/tanf(_fovy*( (float)M_PI/180.0f)*0.5f); float width = height * 1.0f/_aspect; float aa = _far/(_far-_near); float bb = -_near * aa; memset(_result, 0, sizeof(float)*16); _result[0] = width; _result[5] = height; _result[10] = aa; _result[11] = 1.0f; _result[14] = bb; } void mtxRotateXY(float* _result, float _ax, float _ay) { float sinx = sinf(_ax); float cosx = cosf(_ax); float siny = sinf(_ay); float cosy = cosf(_ay); memset(_result, 0, sizeof(float)*16); _result[ 0] = cosy; _result[ 2] = -siny; _result[ 4] = -sinx * siny; _result[ 5] = cosx; _result[ 6] = -sinx * cosy; _result[ 8] = cosx * siny; _result[ 9] = sinx; _result[10] = cosx * cosy; _result[15] = 1.0f; } #endif // __MATH_H__