/* * Copyright 2011-2012 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ // simple FPU math lib #ifndef __FPU_MATH_H__ #define __FPU_MATH_H__ #define _USE_MATH_DEFINES #include #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 void vec3Mul(float* __restrict _result, const float* __restrict _a, float _b) { _result[0] = _a[0] * _b; _result[1] = _a[1] * _b; _result[2] = _a[2] * _b; } 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 mtxOrtho(float* _result, float _left, float _right, float _bottom, float _top, float _near, float _far) { const float aa = 2.0f/(_right - _left); const float bb = 2.0f/(_top - _bottom); const float cc = 1.0f/(_far - _near); const float dd = (_left + _right)/(_left - _right); const float ee = (_top + _bottom)/(_bottom - _top); const float ff = _near / (_near - _far); memset(_result, 0, sizeof(float)*16); _result[0] = aa; _result[5] = bb; _result[10] = cc; _result[12] = dd; _result[13] = ee; _result[14] = ff; _result[15] = 1.0f; } 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; } inline void vec4MulMtx(float* __restrict _result, const float* __restrict _vec, const float* __restrict _mat) { _result[0] = _vec[0] * _mat[ 0] + _vec[1] * _mat[4] + _vec[2] * _mat[ 8] + _vec[3] * _mat[12]; _result[1] = _vec[0] * _mat[ 1] + _vec[1] * _mat[5] + _vec[2] * _mat[ 9] + _vec[3] * _mat[13]; _result[2] = _vec[0] * _mat[ 2] + _vec[1] * _mat[6] + _vec[2] * _mat[10] + _vec[3] * _mat[14]; _result[3] = _vec[0] * _mat[ 3] + _vec[1] * _mat[7] + _vec[2] * _mat[11] + _vec[3] * _mat[15]; } inline void mtxMul(float* __restrict _result, const float* __restrict _a, const float* __restrict _b) { vec4MulMtx(&_result[ 0], &_a[ 0], _b); vec4MulMtx(&_result[ 4], &_a[ 4], _b); vec4MulMtx(&_result[ 8], &_a[ 8], _b); vec4MulMtx(&_result[12], &_a[12], _b); } inline void mtxTranspose(float* __restrict _result, const float* __restrict _a) { _result[ 0] = _a[ 0]; _result[ 4] = _a[ 1]; _result[ 8] = _a[ 2]; _result[12] = _a[ 3]; _result[ 1] = _a[ 4]; _result[ 5] = _a[ 5]; _result[ 9] = _a[ 6]; _result[13] = _a[ 7]; _result[ 2] = _a[ 8]; _result[ 6] = _a[ 9]; _result[10] = _a[10]; _result[14] = _a[11]; _result[ 3] = _a[12]; _result[ 7] = _a[13]; _result[11] = _a[14]; _result[15] = _a[15]; } inline void mtxInverse(float* __restrict _result, const float* __restrict _a) { float xx = _a[ 0]; float xy = _a[ 1]; float xz = _a[ 2]; float xw = _a[ 3]; float yx = _a[ 4]; float yy = _a[ 5]; float yz = _a[ 6]; float yw = _a[ 7]; float zx = _a[ 8]; float zy = _a[ 9]; float zz = _a[10]; float zw = _a[11]; float wx = _a[12]; float wy = _a[13]; float wz = _a[14]; float ww = _a[15]; float det = 0.0f; det += xx * (yy*(zz*ww - zw*wz) - yz*(zy*ww - zw*wy) + yw*(zy*wz - zz*wy) ); det -= xy * (yx*(zz*ww - zw*wz) - yz*(zx*ww - zw*wx) + yw*(zx*wz - zz*wx) ); det += xz * (yx*(zy*ww - zw*wy) - yy*(zx*ww - zw*wx) + yw*(zx*wy - zy*wx) ); det -= xw * (yx*(zy*wz - zz*wy) - yy*(zx*wz - zz*wx) + yz*(zx*wy - zy*wx) ); float invDet = 1.0f/det; _result[ 0] = +(yy*(zz*ww - wz*zw) - yz*(zy*ww - wy*zw) + yw*(zy*wz - wy*zz) ) * invDet; _result[ 1] = -(xy*(zz*ww - wz*zw) - xz*(zy*ww - wy*zw) + xw*(zy*wz - wy*zz) ) * invDet; _result[ 2] = +(xy*(yz*ww - wz*yw) - xz*(yy*ww - wy*yw) + xw*(yy*wz - wy*yz) ) * invDet; _result[ 3] = -(xy*(yz*zw - zz*yw) - xz*(yy*zw - zy*yw) + xw*(yy*zz - zy*yz) ) * invDet; _result[ 4] = -(yx*(zz*ww - wz*zw) - yz*(zx*ww - wx*zw) + yw*(zx*wz - wx*zz) ) * invDet; _result[ 5] = +(xx*(zz*ww - wz*zw) - xz*(zx*ww - wx*zw) + xw*(zx*wz - wx*zz) ) * invDet; _result[ 6] = -(xx*(yz*ww - wz*yw) - xz*(yx*ww - wx*yw) + xw*(yx*wz - wx*yz) ) * invDet; _result[ 7] = +(xx*(yz*zw - zz*yw) - xz*(yx*zw - zx*yw) + xw*(yx*zz - zx*yz) ) * invDet; _result[ 8] = +(yx*(zy*ww - wy*zw) - yy*(zx*ww - wx*zw) + yw*(zx*wy - wx*zy) ) * invDet; _result[ 9] = -(xx*(zy*ww - wy*zw) - xy*(zx*ww - wx*zw) + xw*(zx*wy - wx*zy) ) * invDet; _result[10] = +(xx*(yy*ww - wy*yw) - xy*(yx*ww - wx*yw) + xw*(yx*wy - wx*yy) ) * invDet; _result[11] = -(xx*(yy*zw - zy*yw) - xy*(yx*zw - zx*yw) + xw*(yx*zy - zx*yy) ) * invDet; _result[12] = -(yx*(zy*wz - wy*zz) - yy*(zx*wz - wx*zz) + yz*(zx*wy - wx*zy) ) * invDet; _result[13] = +(xx*(zy*wz - wy*zz) - xy*(zx*wz - wx*zz) + xz*(zx*wy - wx*zy) ) * invDet; _result[14] = -(xx*(yy*wz - wy*yz) - xy*(yx*wz - wx*yz) + xz*(yx*wy - wx*yy) ) * invDet; _result[15] = +(xx*(yy*zz - zy*yz) - xy*(yx*zz - zx*yz) + xz*(yx*zy - zx*yy) ) * invDet; } #endif // __FPU_MATH_H__