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3D Linear Algebra Library in C99 (Tested with OpenGL)
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/* This is free and unencumbered software released into the public domain. | |
Anyone is free to copy, modify, publish, use, compile, sell, or | |
distribute this software, either in source code form or as a compiled | |
binary, for any purpose, commercial or non-commercial, and by any | |
means. | |
In jurisdictions that recognize copyright laws, the author or authors | |
of this software dedicate any and all copyright interest in the | |
software to the public domain. We make this dedication for the benefit | |
of the public at large and to the detriment of our heirs and | |
successors. We intend this dedication to be an overt act of | |
relinquishment in perpetuity of all present and future rights to this | |
software under copyright law. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | |
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF | |
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. | |
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR | |
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, | |
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR | |
OTHER DEALINGS IN THE SOFTWARE. | |
For more information, please refer to <http://unlicense.org/> | |
*/ | |
#pragma once | |
#include <math.h> | |
/* Magic Numbers, weild with caution */ | |
#define QUAT_MAG_EPSILON 0.00001f | |
/* Constants */ | |
# define M_E 2.7182818284590452354 /* e */ | |
# define M_LOG2E 1.4426950408889634074 /* log_2 e */ | |
# define M_LOG10E 0.43429448190325182765 /* log_10 e */ | |
# define M_LN2 0.69314718055994530942 /* log_e 2 */ | |
# define M_LN10 2.30258509299404568402 /* log_e 10 */ | |
# define M_PI 3.14159265358979323846 /* pi */ | |
# define M_PI_2 1.57079632679489661923 /* pi/2 */ | |
# define M_PI_4 0.78539816339744830962 /* pi/4 */ | |
# define M_1_PI 0.31830988618379067154 /* 1/pi */ | |
# define M_2_PI 0.63661977236758134308 /* 2/pi */ | |
# define M_2_SQRTPI 1.12837916709551257390 /* 2/sqrt(pi) */ | |
# define M_SQRT2 1.41421356237309504880 /* sqrt(2) */ | |
# define M_SQRT1_2 0.70710678118654752440 /* 1/sqrt(2) */ | |
/* Data Structures */ | |
typedef struct { | |
float x, y, z, _pad; | |
} Vector; | |
typedef struct { | |
float r, i, j, k; | |
} Quaternion; | |
typedef union { | |
float elem[16]; | |
struct { | |
float m00, m01, m02, m03; | |
float m10, m11, m12, m13; | |
float m20, m21, m22, m23; | |
float m30, m31, m32, m33; | |
}; | |
} Matrix; | |
/* Utility */ | |
static inline float | |
radians (float degree) | |
{ | |
return degree * M_PI / 180.0; | |
} | |
static inline float | |
degrees (float radian) | |
{ | |
return radian * 180.0 / M_PI; | |
} | |
/* Vectors */ | |
static inline Vector | |
vecNew (float x, float y, float z) | |
{ | |
return (Vector){x, y, z, 1}; | |
} | |
static inline Vector | |
vecInvert (Vector v) | |
{ | |
return vecNew(-v.x, -v.y, -v.z); | |
} | |
static inline Vector | |
vecAdd (Vector v, Vector u) | |
{ | |
return vecNew(v.x + u.x, | |
v.y + u.y, | |
v.z + u.z); | |
} | |
static inline Vector | |
vecSub (Vector v, Vector u) | |
{ | |
return vecNew(v.x - u.x, | |
v.y - u.y, | |
v.z - u.z); | |
} | |
static inline Vector | |
vecMul (Vector v, Vector u) | |
{ | |
return vecNew(v.x * u.x, | |
v.y * u.y, | |
v.z * u.z); | |
} | |
static inline Vector | |
vecScale (Vector v, float r) | |
{ | |
return vecNew(v.x * r, | |
v.y * r, | |
v.z * r); | |
} | |
static inline float | |
vecDot (Vector v, Vector u) | |
{ | |
return ((v.x * u.x) + | |
(v.y * u.y) + | |
(v.z * u.z)); | |
} | |
static inline Vector | |
vecCross (Vector v, Vector u) | |
{ | |
return vecNew((v.y * u.z) - (v.z * u.y), | |
(v.z * u.x) - (v.x * u.z), | |
(v.x * u.y) - (v.y * u.x)); | |
} | |
static inline Vector | |
vecLerp (Vector v, Vector u, float factor) | |
{ | |
return vecNew(v.x + factor * (u.x - v.x), | |
v.y + factor * (u.y - v.y), | |
v.z + factor * (u.z - v.z)); | |
} | |
static inline float | |
vecMag (Vector v) | |
{ | |
return sqrtf((v.x * v.x) + | |
(v.y * v.y) + | |
(v.z * v.z)); | |
} | |
static inline float | |
vecMagSq (Vector v) | |
{ | |
return ((v.x * v.x) + | |
(v.y * v.y) + | |
(v.z * v.z)); | |
} | |
static inline Vector | |
vecNorm (Vector v) | |
{ | |
float mag = vecMag(v); | |
if (mag > 0) { | |
return vecNew(v.x / mag, v.y / mag, v.z / mag); | |
} else { | |
return vecNew(0,0,0); | |
} | |
} | |
/* Quaternion */ | |
static inline Quaternion | |
quatNew(float a, float b, float c, float d) | |
{ | |
Quaternion q; | |
q.r = a; | |
q.i = b; | |
q.j = c; | |
q.k = d; | |
return q; | |
} | |
static inline Quaternion | |
quatMul(Quaternion q, Quaternion p) | |
{ | |
return quatNew((q.r * p.r) - (q.i * p.i) - (q.j * p.j) - (q.k * p.k), | |
(q.r * p.i) + (q.i * p.r) + (q.j * p.k) - (q.k * p.j), | |
(q.r * p.j) + (q.j * p.r) + (q.k * p.i) - (q.i * p.k), | |
(q.r * p.k) + (q.k * p.r) + (q.i * p.j) - (q.j * p.i)); | |
} | |
static inline float | |
quatMagSq(Quaternion q) | |
{ | |
return ((q.r * q.r) + | |
(q.i * q.i) + | |
(q.j * q.j) + | |
(q.k * q.k)); | |
} | |
static inline float | |
quatMag(Quaternion q) | |
{ | |
return sqrtf(quatMagSq(q)); | |
} | |
static inline Quaternion | |
quatNormalize(Quaternion q) | |
{ | |
float len_inv = 1.0f/quatMag(q); | |
Quaternion p; | |
if (len_inv <= QUAT_MAG_EPSILON) { | |
p.r = 1; | |
p.i = 0; | |
p.j = 0; | |
p.k = 0; | |
return p; | |
} | |
p.r = q.r * len_inv; | |
p.i = q.i * len_inv; | |
p.j = q.j * len_inv; | |
p.k = q.k * len_inv; | |
return p; | |
} | |
/* Matrix */ | |
/* WARNING: DO NOT modify this code to accept or return pointers | |
* as arguements or return values, respectively. Since this code will | |
* most probably be inlined, using pointers will stop optimizer's | |
* data flow analysis. | |
*/ | |
static inline Matrix | |
matNew(void) | |
{ | |
Matrix m; | |
m.elem[0] = 1; | |
m.elem[1] = 0; | |
m.elem[2] = 0; | |
m.elem[3] = 0; | |
m.elem[4] = 0; | |
m.elem[5] = 1; | |
m.elem[6] = 0; | |
m.elem[7] = 0; | |
m.elem[8] = 0; | |
m.elem[9] = 0; | |
m.elem[10] = 1; | |
m.elem[11] = 0; | |
m.elem[12] = 0; | |
m.elem[13] = 0; | |
m.elem[14] = 0; | |
m.elem[15] = 1; | |
return m; | |
} | |
static inline Matrix | |
matAdd (Matrix m, Matrix n) | |
{ | |
Matrix o; | |
for (int i = 0; i < 16; ++i) { | |
o.elem[i] = m.elem[i] + n.elem[i]; | |
} | |
return o; | |
} | |
static inline Matrix | |
matSub(Matrix m, Matrix n) | |
{ | |
Matrix o; | |
for (int i = 0; i < 16; ++i) { | |
o.elem[i] = m.elem[i] + n.elem[i]; | |
} | |
return o; | |
} | |
static inline Matrix | |
matMul (Matrix m, Matrix n) | |
{ | |
Matrix o; | |
for (int i = 0; i < 16; i = i + 4) { | |
for (int j = 0; j < 16; j = j + 4) { | |
int index = i/4; | |
o.elem[index+j] = ((m.elem[index] * n.elem[j]) + | |
(m.elem[index+4] * n.elem[j+1]) + | |
(m.elem[index+8] * n.elem[j+2]) + | |
(m.elem[index+12] * n.elem[j+3])); | |
} | |
} | |
return o; | |
} | |
static inline Matrix | |
matMulR (Matrix m, float r) | |
{ | |
Matrix n; | |
for (int i = 0; i < 16; ++i) { | |
n.elem[i] = m.elem[i] * r; | |
} | |
return n; | |
} | |
static inline float | |
matDeterminant(Matrix m) | |
{ | |
float a = (m.elem[6] * m.elem[11]) - (m.elem[10] * m.elem[7]); | |
float b = (m.elem[10] * m.elem[15]) - (m.elem[14] * m.elem[11]); | |
float c = (m.elem[6] * m.elem[15]) - (m.elem[14] * m.elem[7]); | |
float d = (m.elem[2] * m.elem[11]) - (m.elem[10] * m.elem[3]); | |
float e = (m.elem[2] * m.elem[15]) - (m.elem[14] * m.elem[3]); | |
float f = (m.elem[2] * m.elem[7]) - (m.elem[6] * m.elem[3]); | |
float aa = (m.elem[5] * b) - (m.elem[9] * c) + (m.elem[13] * a); | |
float bb = (m.elem[1] * b) - (m.elem[9] * e) + (m.elem[13] * d); | |
float cc = (m.elem[1] * c) - (m.elem[5] * e) + (m.elem[13] * f); | |
float dd = (m.elem[1] * a) - (m.elem[5] * d) + (m.elem[9] * f); | |
float det = ((m.elem[0] * aa) - (m.elem[4] * bb) + | |
(m.elem[8] * cc) - (m.elem[12] * dd)); | |
return det; | |
} | |
static inline Matrix | |
matInverse (Matrix m) | |
{ | |
Matrix n; | |
n.elem[0] = ((m.elem[5] * m.elem[10] * m.elem[15]) - | |
(m.elem[5] * m.elem[11] * m.elem[14]) - | |
(m.elem[9] * m.elem[6] * m.elem[15]) + | |
(m.elem[9] * m.elem[7] * m.elem[14]) + | |
(m.elem[13] * m.elem[6] * m.elem[11]) - | |
(m.elem[13] * m.elem[7] * m.elem[10])); | |
n.elem[1] = ((-m.elem[4] * m.elem[10] * m.elem[15]) + | |
(m.elem[4] * m.elem[11] * m.elem[14]) + | |
(m.elem[8] * m.elem[6] * m.elem[15]) - | |
(m.elem[8] * m.elem[7] * m.elem[14]) - | |
(m.elem[12] * m.elem[6] * m.elem[11]) + | |
(m.elem[12] * m.elem[7] * m.elem[10])); | |
n.elem[2] = ((m.elem[4] * m.elem[9] * m.elem[15]) - | |
(m.elem[4] * m.elem[11] * m.elem[13]) - | |
(m.elem[8] * m.elem[5] * m.elem[15]) + | |
(m.elem[8] * m.elem[7] * m.elem[13]) + | |
(m.elem[12] * m.elem[5] * m.elem[11]) - | |
(m.elem[12] * m.elem[7] * m.elem[9])); | |
n.elem[3] = ((-m.elem[4] * m.elem[9] * m.elem[14]) + | |
(m.elem[4] * m.elem[10] * m.elem[13]) + | |
(m.elem[8] * m.elem[5] * m.elem[14]) - | |
(m.elem[8] * m.elem[6] * m.elem[13]) - | |
(m.elem[12] * m.elem[5] * m.elem[10]) + | |
(m.elem[12] * m.elem[6] * m.elem[9])); | |
n.elem[4] = ((-m.elem[1] * m.elem[10] * m.elem[15]) + | |
(m.elem[1] * m.elem[11] * m.elem[14]) + | |
(m.elem[9] * m.elem[2] * m.elem[15]) - | |
(m.elem[9] * m.elem[3] * m.elem[14]) - | |
(m.elem[13] * m.elem[2] * m.elem[11]) + | |
(m.elem[13] * m.elem[3] * m.elem[10])); | |
n.elem[5] = ((m.elem[0] * m.elem[10] * m.elem[15]) - | |
(m.elem[0] * m.elem[11] * m.elem[14]) - | |
(m.elem[8] * m.elem[2] * m.elem[15]) + | |
(m.elem[8] * m.elem[3] * m.elem[14]) + | |
(m.elem[12] * m.elem[2] * m.elem[11]) - | |
(m.elem[12] * m.elem[3] * m.elem[10])); | |
n.elem[6] = ((-m.elem[0] * m.elem[9] * m.elem[15]) + | |
(m.elem[0] * m.elem[11] * m.elem[13]) + | |
(m.elem[8] * m.elem[1] * m.elem[15]) - | |
(m.elem[8] * m.elem[3] * m.elem[13]) - | |
(m.elem[12] * m.elem[1] * m.elem[11]) + | |
(m.elem[12] * m.elem[3] * m.elem[9])); | |
n.elem[7] = ((m.elem[0] * m.elem[9] * m.elem[14]) - | |
(m.elem[0] * m.elem[10] * m.elem[13]) - | |
(m.elem[8] * m.elem[1] * m.elem[14]) + | |
(m.elem[8] * m.elem[2] * m.elem[13]) + | |
(m.elem[12] * m.elem[1] * m.elem[10]) - | |
(m.elem[12] * m.elem[2] * m.elem[9])); | |
n.elem[8] = ((m.elem[1] * m.elem[6] * m.elem[15]) - | |
(m.elem[1] * m.elem[7] * m.elem[14]) - | |
(m.elem[5] * m.elem[2] * m.elem[15]) + | |
(m.elem[5] * m.elem[3] * m.elem[14]) + | |
(m.elem[13] * m.elem[2] * m.elem[7]) - | |
(m.elem[13] * m.elem[3] * m.elem[6])); | |
n.elem[9] = ((-m.elem[0] * m.elem[6] * m.elem[15]) + | |
(m.elem[0] * m.elem[7] * m.elem[14]) + | |
(m.elem[4] * m.elem[2] * m.elem[15]) - | |
(m.elem[4] * m.elem[3] * m.elem[14]) - | |
(m.elem[12] * m.elem[2] * m.elem[7]) + | |
(m.elem[12] * m.elem[3] * m.elem[6])); | |
n.elem[10] = ((m.elem[0] * m.elem[5] * m.elem[15]) - | |
(m.elem[0] * m.elem[7] * m.elem[13]) - | |
(m.elem[4] * m.elem[1] * m.elem[15]) + | |
(m.elem[4] * m.elem[3] * m.elem[13]) + | |
(m.elem[12] * m.elem[1] * m.elem[7]) - | |
(m.elem[12] * m.elem[3] * m.elem[5])); | |
n.elem[11] = ((-m.elem[0] * m.elem[5] * m.elem[14]) + | |
(m.elem[0] * m.elem[6] * m.elem[13]) + | |
(m.elem[4] * m.elem[1] * m.elem[14]) - | |
(m.elem[4] * m.elem[2] * m.elem[13]) - | |
(m.elem[12] * m.elem[1] * m.elem[6]) + | |
(m.elem[12] * m.elem[2] * m.elem[5])); | |
n.elem[12] = ((-m.elem[1] * m.elem[6] * m.elem[11]) + | |
(m.elem[1] * m.elem[7] * m.elem[10]) + | |
(m.elem[5] * m.elem[2] * m.elem[11]) - | |
(m.elem[5] * m.elem[3] * m.elem[10]) - | |
(m.elem[9] * m.elem[2] * m.elem[7]) + | |
(m.elem[9] * m.elem[3] * m.elem[6])); | |
n.elem[13] = ((m.elem[0] * m.elem[6] * m.elem[11]) - | |
(m.elem[0] * m.elem[7] * m.elem[10]) - | |
(m.elem[4] * m.elem[2] * m.elem[11]) + | |
(m.elem[4] * m.elem[3] * m.elem[10]) + | |
(m.elem[8] * m.elem[2] * m.elem[7]) - | |
(m.elem[8] * m.elem[3] * m.elem[6])); | |
n.elem[14] = ((-m.elem[0] * m.elem[5] * m.elem[11]) + | |
(m.elem[0] * m.elem[7] * m.elem[9]) + | |
(m.elem[4] * m.elem[1] * m.elem[11]) - | |
(m.elem[4] * m.elem[3] * m.elem[9]) - | |
(m.elem[8] * m.elem[1] * m.elem[7]) + | |
(m.elem[8] * m.elem[3] * m.elem[5])); | |
n.elem[15] = ((m.elem[0] * m.elem[5] * m.elem[10]) - | |
(m.elem[0] * m.elem[6] * m.elem[9]) - | |
(m.elem[4] * m.elem[1] * m.elem[10]) + | |
(m.elem[4] * m.elem[2] * m.elem[9]) + | |
(m.elem[8] * m.elem[1] * m.elem[6]) - | |
(m.elem[8] * m.elem[2] * m.elem[5])); | |
float det = (m.elem[0] * n.elem[0] + | |
m.elem[1] * n.elem[1] + | |
m.elem[2] * n.elem[2] + | |
m.elem[3] * n.elem[3]); | |
det = 1.0 / det; | |
return matMulR(n, det); | |
} | |
static inline Matrix | |
matTranslate(Vector v) | |
{ | |
Matrix m; | |
m.elem[0] = 1; | |
m.elem[1] = 0; | |
m.elem[2] = 0; | |
m.elem[3] = 0; | |
m.elem[4] = 0; | |
m.elem[5] = 1; | |
m.elem[6] = 0; | |
m.elem[7] = 0; | |
m.elem[8] = 0; | |
m.elem[9] = 0; | |
m.elem[10] = 1; | |
m.elem[11] = 0; | |
m.elem[12] = v.x; | |
m.elem[13] = v.y; | |
m.elem[14] = v.z; | |
m.elem[15] = 1; | |
return m; | |
} | |
static inline Matrix | |
matRotate(Quaternion q) | |
{ | |
Matrix m; | |
m.elem[0] = 1 - (2 * q.j * q.j) - (2 * q.k * q.k); | |
m.elem[1] = (2 * q.i * q.j) + (2 * q.k * q.r); | |
m.elem[2] = (2 * q.i * q.k) - (2 * q.j * q.r); | |
m.elem[3] = 0; | |
m.elem[4] = (2 * q.i * q.j) - (2 * q.k * q.r); | |
m.elem[5] = 1 - (2 * q.i * q.i) - (2 * q.k * q.k); | |
m.elem[6] = (2 * q.j * q.k) + (2 * q.i * q.r); | |
m.elem[7] = 0; | |
m.elem[8] = (2 * q.i * q.k) + (2 * q.j * q.r); | |
m.elem[9] = (2 * q.j * q.k) - (2 * q.i * q.r); | |
m.elem[10] = 1 - (2 * q.i * q.i) - (2 * q.j * q.j); | |
m.elem[11] = 0; | |
m.elem[12] = 0; | |
m.elem[13] = 0; | |
m.elem[14] = 0; | |
m.elem[15] = 1; | |
return m; | |
} | |
static inline Matrix | |
matScale(Vector v) | |
{ | |
Matrix m; | |
m.elem[0] = v.x; | |
m.elem[1] = 0; | |
m.elem[2] = 0; | |
m.elem[3] = 0; | |
m.elem[4] = 0; | |
m.elem[5] = v.y; | |
m.elem[6] = 0; | |
m.elem[7] = 0; | |
m.elem[8] = 0; | |
m.elem[9] = 0; | |
m.elem[10] = v.z; | |
m.elem[11] = 0; | |
m.elem[12] = 0; | |
m.elem[13] = 0; | |
m.elem[14] = 0; | |
m.elem[15] = 1; | |
return m; | |
} | |
static inline Matrix | |
matLookAt (Vector eye, Vector lookat, Vector world_up) | |
{ | |
Vector direction = vecSub(lookat, eye); | |
direction = vecNorm(direction); | |
Vector right = vecCross(direction, world_up); | |
right = vecNorm(right); | |
Vector up = vecCross(right, direction); | |
Matrix m; | |
m.elem[0] = right.x; | |
m.elem[1] = up.x; | |
m.elem[2] = -direction.x; | |
m.elem[3] = 0.0; | |
m.elem[4] = right.y; | |
m.elem[5] = up.y; | |
m.elem[6] = -direction.y; | |
m.elem[7] = 0.0; | |
m.elem[8] = right.z; | |
m.elem[9] = up.z; | |
m.elem[10] = -direction.z; | |
m.elem[11] = 0.0; | |
m.elem[12] = 0.0; | |
m.elem[13] = 0.0; | |
m.elem[14] = 0.0; | |
m.elem[15] = 1.0; | |
Matrix n = matTranslate(vecInvert(eye)); | |
return matMul(m, n); | |
} | |
static inline Matrix | |
matPerspective (float y_fov, float aspect, float near_plane, float far_plane) | |
{ | |
float a = 1.0/tan(y_fov/2.0); | |
float plane_add = far_plane + near_plane; | |
float plane_sub = far_plane - near_plane; | |
Matrix m; | |
m.elem[0] = a / aspect; | |
m.elem[1] = 0.0; | |
m.elem[2] = 0.0; | |
m.elem[3] = 0.0; | |
m.elem[4] = 0.0; | |
m.elem[5] = a; | |
m.elem[6] = 0.0; | |
m.elem[7] = 0.0; | |
m.elem[8] = 0.0; | |
m.elem[9] = 0.0; | |
m.elem[10] = -plane_add/plane_sub; | |
m.elem[11] = -1.0; | |
m.elem[12] = 0.0; | |
m.elem[13] = 0.0; | |
m.elem[14] = -((2.0 * far_plane * near_plane) / plane_sub); | |
m.elem[15] = 0.0; | |
return m; | |
} |
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@r-lyeh It's going to be just a single file (and in a directory with lots of other helper files in my engine). Is there any advantage in creating a repo in this case?