ref: 7ceaaf990116775d287d1683526efa3b2a5c8a08
parent: 55229a0f07a13aeefc6fdda5ddc318307a256fea
author: David <gek@katherine>
date: Sat Mar 6 20:10:32 EST 2021
Automatic commit.
binary files /dev/null b/Raw_Demos/gears differ
--- a/Raw_Demos/include/3dMath.h
+++ b/Raw_Demos/include/3dMath.h
@@ -21,44 +21,7 @@
typedef struct {CHAD_ALIGN int d[3];} ivec3;
typedef struct {CHAD_ALIGN f_ d[4];} vec4;
typedef struct {CHAD_ALIGN f_ d[16];} mat4;
-mat4 swapRowColumnMajor( mat4 in);
-mat4 lookAt( vec3 eye, vec3 at, vec3 up);
-vec4 getrow( mat4 a, uint index);
-vec4 getcol( mat4 a, uint index);
-mat4 identitymat4();
-mat4 scalemat4( vec4 s);
-int invmat4( mat4 m, mat4* invOut);
-mat4 perspective( f_ fov, f_ aspect, f_ near, f_ far);
-vec3 viewport( uint xdim, uint ydim, vec3 input);
-mat4 rotate( vec3 rotation);
-vec3 rotatev3( vec3 in, vec3 axis, f_ ang);
-mat4 translate( vec3 t);
-f_ clampf( f_ a, f_ min, f_ max);
-f_ lengthv3( vec3 a);
-f_ lengthv4( vec4 a);
-vec3 multvec3( vec3 a, vec3 b);
-vec4 multvec4( vec4 a, vec4 b);
-vec3 clampvec3( vec3 a, vec3 min, vec3 max);
-vec4 clampvec4( vec4 a, vec4 min, vec4 max);
-f_ dotv3( vec3 a, vec3 b);
-f_ dotv4( vec4 a, vec4 b);
-mat4 multm4( mat4 a, mat4 b);
-vec4 mat4xvec4( mat4 t, vec4 v);
-vec3 crossv3( vec3 a, vec3 b);
-vec3 scalev3( f_ s, vec3 i);
-
-vec4 scalev4( f_ s, vec4 i);
-vec3 normalizev3( vec3 a);
-vec4 normalizev4( vec4 a);
-vec3 addv3( vec3 a, vec3 b);
-vec4 addv4( vec4 a, vec4 b);
-vec3 subv3( vec3 a, vec3 b);
-vec4 subv4( vec4 a, vec4 b);
-vec3 reflect( vec3 in, vec3 norm);
-vec4 upv3( vec3 in, f_ w);
-vec3 downv4( vec4 in);
-
//Collision detection
//These Algorithms return the penetration vector into
//the shape in the first argument
@@ -69,14 +32,19 @@
vec3 e;
}aabb;
typedef aabb colshape; //c.d[3] determines if it's a sphere or box. 0 or less = box, greater than 0 = sphere
-vec4 spherevsphere( vec4 s1, vec4 s2);
-vec4 boxvbox( aabb b1, aabb b2);
-vec3 closestpointAABB( aabb b, vec3 p);
-vec4 spherevaabb( vec4 sph, aabb box);
-#ifdef CHAD_MATH_IMPL
-mat4 swapRowColumnMajor( mat4 in){
+
+
+static inline vec4 getrow( mat4 a, uint index){
+ return (vec4){
+ .d[0]=a.d[0*4+index],
+ .d[1]=a.d[1*4+index],
+ .d[2]=a.d[2*4+index],
+ .d[3]=a.d[3*4+index]
+ };
+}
+static inline mat4 swapRowColumnMajor( mat4 in){
mat4 result;
vec4 t;
int i = 0;
@@ -90,75 +58,9 @@
memcpy(result.d+i*4, t.d, 4*4);
return result;
}
-mat4 lookAt( vec3 eye, vec3 at, vec3 up){
- mat4 cw = identitymat4();
- vec3 zaxis = normalizev3(subv3(at,eye));
- vec3 xaxis = normalizev3(crossv3(zaxis,up));
- vec3 yaxis = crossv3(xaxis, zaxis);
- zaxis = scalev3(-1,zaxis);
- cw.d[0*4+0] = xaxis.d[0];
- cw.d[1*4+0] = xaxis.d[1];
- cw.d[2*4+0] = xaxis.d[2];
- cw.d[3*4+0] = -dotv3(xaxis,eye);
- cw.d[0*4+1] = yaxis.d[0];
- cw.d[1*4+1] = yaxis.d[1];
- cw.d[2*4+1] = yaxis.d[2];
- cw.d[3*4+1] = -dotv3(yaxis,eye);
-
- cw.d[0*4+2] = zaxis.d[0];
- cw.d[1*4+2] = zaxis.d[1];
- cw.d[2*4+2] = zaxis.d[2];
- cw.d[3*4+2] = -dotv3(zaxis,eye);
- cw.d[0*4+3] = 0;
- cw.d[1*4+3] = 0;
- cw.d[2*4+3] = 0;
- cw.d[3*4+3] = 1;
- return cw;
-}
-
-/*
-mat4 lookAt(vec3 eye, vec3 at, vec3 tmp){
- vec3 forw = normalizev3(subv3(eye,at));
-
- vec3 right = crossv3(normalizev3(tmp),forw);
- vec3 tup = crossv3(forw,right);
- mat4 cw = identitymat4();
- cw.d[0*4+0*1] = right.d[0];
- cw.d[0*4+1*1] = right.d[1];
- cw.d[0*4+2*1] = right.d[2];
-
- cw.d[1*4+0*1] = tup.d[0];
- cw.d[1*4+1*1] = tup.d[1];
- cw.d[1*4+2*1] = tup.d[2];
-
- cw.d[2*4+0*1] = forw.d[0];
- cw.d[2*4+1*1] = forw.d[1];
- cw.d[2*4+2*1] = forw.d[2];
-
- cw.d[3*4+0*1] = eye.d[0];
- cw.d[3*4+1*1] = eye.d[1];
- cw.d[3*4+2*1] = eye.d[2];
- cw.d[3*4+3*1] = 1.0;
- return cw;
-}
-*/
-vec4 getrow( mat4 a, uint index){
+static inline vec4 getcol( mat4 a, uint index){
return (vec4){
- .d[0]=a.d[0*4+index],
- .d[1]=a.d[1*4+index],
- .d[2]=a.d[2*4+index],
- .d[3]=a.d[3*4+index]
- };
-}
-vec3 rotatev3( vec3 in, vec3 axis, f_ ang){
- vec3 t1 = scalev3(cosf(ang),in);
- vec3 t2 = scalev3(sinf(ang),crossv3(axis,in));
- vec3 t3 = scalev3((1-cosf(ang))*dotv3(axis,in),axis);
- return addv3(t1,addv3(t2,t3));
-}
-vec4 getcol( mat4 a, uint index){
- return (vec4){
.d[0]=a.d[index*4+0],
.d[1]=a.d[index*4+1],
.d[2]=a.d[index*4+2],
@@ -165,7 +67,7 @@
.d[3]=a.d[index*4+3]
};
}
-mat4 scalemat4( vec4 s){
+static inline mat4 scalemat4( vec4 s){
mat4 ret;
for(int i = 1; i < 16; i++)
ret.d[i]= 0.0;
@@ -175,12 +77,8 @@
ret.d[3*4 + 3] = s.d[3]; //w scale
return ret;
}
-mat4 identitymat4(){
- return scalemat4(
- (vec4){.d[0]=1.0,.d[1]=1.0,.d[2]=1.0,.d[3]=1.0}
- );
-}
-int invmat4( mat4 m, mat4* invOut) //returns 1 if successful
+
+static inline int invmat4( mat4 m, mat4* invOut) //returns 1 if successful
{
mat4 inv;
f_ det;
@@ -306,7 +204,7 @@
invOut->d[i] = inv.d[i] * det;
return 1;
}
-mat4 perspective( f_ fov, f_ aspect, f_ near, f_ far){
+static inline mat4 perspective( f_ fov, f_ aspect, f_ near, f_ far){
mat4 ret;
f_ D2R = 3.14159265358979323 / 180.0;
f_ yScale = 1.0/tanf(D2R * fov/2);
@@ -326,7 +224,7 @@
*/
return ret;
}
-vec3 viewport( uint xdim, uint ydim, vec3 input){
+static inline vec3 viewport( uint xdim, uint ydim, vec3 input){
input.d[0] += 1;
input.d[1] += 1;
input.d[0] *= (f_)xdim / 2.0;
@@ -334,7 +232,7 @@
input.d[2] = (input.d[2])/2.0;
return input;
}
-mat4 rotate( vec3 rotation){
+static inline mat4 rotate( vec3 rotation){
f_ a = rotation.d[0];
f_ b = rotation.d[1];
f_ c = rotation.d[2];
@@ -358,26 +256,20 @@
rm.d[3*4 + 2] = 0;
return rm;
}
-mat4 translate( vec3 t){
- mat4 tm = identitymat4();
- tm.d[3*4+0] = t.d[0];
- tm.d[3*4+1] = t.d[1];
- tm.d[3*4+2] = t.d[2];
- return tm;
-}
-f_ clampf( f_ a, f_ min, f_ max){
+
+static inline f_ clampf( f_ a, f_ min, f_ max){
if(a<min) return min;
if(a>max) return max;
return a;
}
-f_ lengthv3( vec3 a){
+static inline f_ lengthv3( vec3 a){
return sqrtf(a.d[0] * a.d[0] + a.d[1] * a.d[1] + a.d[2] * a.d[2]);
}
-f_ lengthv4( vec4 a){
+static inline f_ lengthv4( vec4 a){
return sqrtf(a.d[0] * a.d[0] + a.d[1] * a.d[1] + a.d[2] * a.d[2] + a.d[3] * a.d[3]);
}
-vec3 multvec3( vec3 a, vec3 b){
+static inline vec3 multvec3( vec3 a, vec3 b){
return (vec3){
.d[0]=a.d[0]*b.d[0],
.d[1]=a.d[1]*b.d[1],
@@ -384,7 +276,7 @@
.d[2]=a.d[2]*b.d[2]
};
}
-vec4 multvec4( vec4 a, vec4 b){
+static inline vec4 multvec4( vec4 a, vec4 b){
return (vec4){
.d[0]=a.d[0]*b.d[0],
.d[1]=a.d[1]*b.d[1],
@@ -392,7 +284,7 @@
.d[3]=a.d[3]*b.d[3]
};
}
-vec3 clampvec3( vec3 a, vec3 min, vec3 max){
+static inline vec3 clampvec3( vec3 a, vec3 min, vec3 max){
vec3 ret;
ret.d[0] = clampf(a.d[0],min.d[0],max.d[0]);
ret.d[1] = clampf(a.d[1],min.d[1],max.d[1]);
@@ -399,7 +291,7 @@
ret.d[2] = clampf(a.d[2],min.d[2],max.d[2]);
return ret;
}
-vec4 clampvec4( vec4 a, vec4 min, vec4 max){
+static inline vec4 clampvec4( vec4 a, vec4 min, vec4 max){
vec4 ret;
ret.d[0] = clampf(a.d[0],min.d[0],max.d[0]);
ret.d[1] = clampf(a.d[1],min.d[1],max.d[1]);
@@ -407,13 +299,13 @@
ret.d[3] = clampf(a.d[3],min.d[3],max.d[3]);
return ret;
}
-f_ dotv3( vec3 a, vec3 b){
+static inline f_ dotv3( vec3 a, vec3 b){
return a.d[0] * b.d[0] + a.d[1] * b.d[1] + a.d[2] * b.d[2];
}
-f_ dotv4( vec4 a, vec4 b){
+static inline f_ dotv4( vec4 a, vec4 b){
return a.d[0] * b.d[0] + a.d[1] * b.d[1] + a.d[2] * b.d[2] + a.d[3] * b.d[3];
}
-mat4 multm4( mat4 a, mat4 b){
+static inline mat4 multm4( mat4 a, mat4 b){
mat4 ret;
for(int i = 0; i < 4; i++)
for(int j = 0; j < 4; j++)
@@ -423,7 +315,7 @@
);
return ret;
}
-vec4 mat4xvec4( mat4 t, vec4 v){
+static inline vec4 mat4xvec4( mat4 t, vec4 v){
uint i = 0;
vec4 vr;
vr.d[0] = t.d[0*4+i] * v.d[0] +
@@ -447,7 +339,7 @@
t.d[3*4+i] * v.d[3];
return vr;
}
-vec3 crossv3( vec3 a, vec3 b){
+static inline vec3 crossv3( vec3 a, vec3 b){
vec3 retval;
retval.d[0] = a.d[1] * b.d[2] - a.d[2] * b.d[1];
retval.d[1] = a.d[2] * b.d[0] - a.d[0] * b.d[2];
@@ -454,32 +346,51 @@
retval.d[2] = a.d[0] * b.d[1] - a.d[1] * b.d[0];
return retval;
}
-vec3 scalev3( f_ s, vec3 i){i.d[0] *= s; i.d[1] *= s; i.d[2] *= s; return i;}
+static inline vec3 scalev3( f_ s, vec3 i){i.d[0] *= s; i.d[1] *= s; i.d[2] *= s; return i;}
-vec4 scalev4( f_ s, vec4 i){i.d[0] *= s; i.d[1] *= s; i.d[2] *= s;i.d[3] *= s; return i;}
-vec3 normalizev3( vec3 a){
+static inline vec4 scalev4( f_ s, vec4 i){i.d[0] *= s; i.d[1] *= s; i.d[2] *= s;i.d[3] *= s; return i;}
+
+static inline vec3 normalizev3( vec3 a){
if(lengthv3(a)==0) return (vec3){.d[0]=0.0,.d[1]=0.0,.d[2]=1.0};
return scalev3(1.0/lengthv3(a), a);
}
-vec4 normalizev4( vec4 a){
+static inline vec4 normalizev4( vec4 a){
if(lengthv4(a)==0) return (vec4){.d[0]=0.0,.d[1]=0.0,.d[2]=1.0,.d[3]=0.0};
return scalev4(1.0/lengthv4(a), a);
}
-vec3 addv3( vec3 aa, vec3 b){
+static inline vec3 addv3( vec3 aa, vec3 b){
vec3 a = aa;
a.d[0] += b.d[0]; a.d[1] += b.d[1]; a.d[2] += b.d[2]; return a;
}
-vec4 addv4( vec4 aa, vec4 b){
+static inline vec3 rotatev3( vec3 in, vec3 axis, f_ ang){
+ vec3 t1 = scalev3(cosf(ang),in);
+ vec3 t2 = scalev3(sinf(ang),crossv3(axis,in));
+ vec3 t3 = scalev3((1-cosf(ang))*dotv3(axis,in),axis);
+ return addv3(t1,addv3(t2,t3));
+}
+static inline vec4 addv4( vec4 aa, vec4 b){
vec4 a = aa;
a.d[0] += b.d[0]; a.d[1] += b.d[1]; a.d[2] += b.d[2]; a.d[3] += b.d[3]; return a;
}
-vec3 subv3( vec3 a, vec3 b){
+static inline vec3 subv3( vec3 a, vec3 b){
return addv3(a,scalev3(-1,b));
}
-vec4 subv4( vec4 a, vec4 b){
+static inline mat4 identitymat4(){
+ return scalemat4(
+ (vec4){.d[0]=1.0,.d[1]=1.0,.d[2]=1.0,.d[3]=1.0}
+ );
+}
+static inline mat4 translate( vec3 t){
+ mat4 tm = identitymat4();
+ tm.d[3*4+0] = t.d[0];
+ tm.d[3*4+1] = t.d[1];
+ tm.d[3*4+2] = t.d[2];
+ return tm;
+}
+static inline vec4 subv4( vec4 a, vec4 b){
return addv4(a,scalev4(-1,b));
}
-vec3 reflect( vec3 in, vec3 norm){
+static inline vec3 reflect( vec3 in, vec3 norm){
return
addv3(in, //I +
scalev3(-2.0*dotv3(norm, in), //-2.0 * dotv3(norm,in) *
@@ -487,7 +398,7 @@
)
);
}
-vec4 upv3( vec3 in, f_ w){
+static inline vec4 upv3( vec3 in, f_ w){
return (vec4){
.d[0]=in.d[0],
.d[1]=in.d[1],
@@ -495,7 +406,7 @@
.d[3]=w
};
}
-vec3 downv4( vec4 in){
+static inline vec3 downv4( vec4 in){
return (vec3){
.d[0]=in.d[0],
.d[1]=in.d[1],
@@ -502,13 +413,39 @@
.d[2]=in.d[2]
};
}
+static inline mat4 lookAt( vec3 eye, vec3 at, vec3 up){
+ mat4 cw = identitymat4();
+ vec3 zaxis = normalizev3(subv3(at,eye));
+ vec3 xaxis = normalizev3(crossv3(zaxis,up));
+ vec3 yaxis = crossv3(xaxis, zaxis);
+ zaxis = scalev3(-1,zaxis);
+ cw.d[0*4+0] = xaxis.d[0];
+ cw.d[1*4+0] = xaxis.d[1];
+ cw.d[2*4+0] = xaxis.d[2];
+ cw.d[3*4+0] = -dotv3(xaxis,eye);
+ cw.d[0*4+1] = yaxis.d[0];
+ cw.d[1*4+1] = yaxis.d[1];
+ cw.d[2*4+1] = yaxis.d[2];
+ cw.d[3*4+1] = -dotv3(yaxis,eye);
+
+ cw.d[0*4+2] = zaxis.d[0];
+ cw.d[1*4+2] = zaxis.d[1];
+ cw.d[2*4+2] = zaxis.d[2];
+ cw.d[3*4+2] = -dotv3(zaxis,eye);
+ cw.d[0*4+3] = 0;
+ cw.d[1*4+3] = 0;
+ cw.d[2*4+3] = 0;
+ cw.d[3*4+3] = 1;
+ return cw;
+}
+
//Collision detection
//These Algorithms return the penetration vector into
//the shape in the first argument
//With depth of penetration in element 4
//if depth of penetration is zero or lower then there is no penetration.
-vec4 spherevsphere( vec4 s1, vec4 s2){ //x,y,z,radius
+static inline vec4 spherevsphere( vec4 s1, vec4 s2){ //x,y,z,radius
vec4 ret;
vec3 diff = subv3(
downv4(s2),
@@ -528,7 +465,7 @@
);
return ret;
}
-vec4 boxvbox( aabb b1, aabb b2){ //Just points along the minimum separating axis, Nothing fancy.
+static inline vec4 boxvbox( aabb b1, aabb b2){ //Just points along the minimum separating axis, Nothing fancy.
vec4 ret = (vec4){
.d[0]=0,
.d[1]=0,
@@ -573,12 +510,12 @@
}
return ret;
}
-vec3 closestpointAABB( aabb b, vec3 p){
+static inline vec3 closestpointAABB( aabb b, vec3 p){
vec3 b1min = subv3(downv4(b.c),b.e);
vec3 b1max = addv3(downv4(b.c),b.e);
return clampvec3(p,b1min,b1max);
}
-vec4 spherevaabb( vec4 sph, aabb box){
+static inline vec4 spherevaabb( vec4 sph, aabb box){
vec4 ret;
vec3 p = closestpointAABB(box,downv4(sph));
vec3 v = subv3(p,downv4(sph));
@@ -611,7 +548,7 @@
}
//end of chad math impl
-#endif
+
//END Math_Library.h~~~~~~~~~~~~~~~~~~~~
#endif
binary files /dev/null b/SDL_Examples/gears differ
binary files /dev/null b/SDL_Examples/helloworld differ
--- a/SDL_Examples/include/3dMath.h
+++ b/SDL_Examples/include/3dMath.h
@@ -21,44 +21,7 @@
typedef struct {CHAD_ALIGN int d[3];} ivec3;
typedef struct {CHAD_ALIGN f_ d[4];} vec4;
typedef struct {CHAD_ALIGN f_ d[16];} mat4;
-mat4 swapRowColumnMajor( mat4 in);
-mat4 lookAt( vec3 eye, vec3 at, vec3 up);
-vec4 getrow( mat4 a, uint index);
-vec4 getcol( mat4 a, uint index);
-mat4 identitymat4();
-mat4 scalemat4( vec4 s);
-int invmat4( mat4 m, mat4* invOut);
-mat4 perspective( f_ fov, f_ aspect, f_ near, f_ far);
-vec3 viewport( uint xdim, uint ydim, vec3 input);
-mat4 rotate( vec3 rotation);
-vec3 rotatev3( vec3 in, vec3 axis, f_ ang);
-mat4 translate( vec3 t);
-f_ clampf( f_ a, f_ min, f_ max);
-f_ lengthv3( vec3 a);
-f_ lengthv4( vec4 a);
-vec3 multvec3( vec3 a, vec3 b);
-vec4 multvec4( vec4 a, vec4 b);
-vec3 clampvec3( vec3 a, vec3 min, vec3 max);
-vec4 clampvec4( vec4 a, vec4 min, vec4 max);
-f_ dotv3( vec3 a, vec3 b);
-f_ dotv4( vec4 a, vec4 b);
-mat4 multm4( mat4 a, mat4 b);
-vec4 mat4xvec4( mat4 t, vec4 v);
-vec3 crossv3( vec3 a, vec3 b);
-vec3 scalev3( f_ s, vec3 i);
-
-vec4 scalev4( f_ s, vec4 i);
-vec3 normalizev3( vec3 a);
-vec4 normalizev4( vec4 a);
-vec3 addv3( vec3 a, vec3 b);
-vec4 addv4( vec4 a, vec4 b);
-vec3 subv3( vec3 a, vec3 b);
-vec4 subv4( vec4 a, vec4 b);
-vec3 reflect( vec3 in, vec3 norm);
-vec4 upv3( vec3 in, f_ w);
-vec3 downv4( vec4 in);
-
//Collision detection
//These Algorithms return the penetration vector into
//the shape in the first argument
@@ -69,14 +32,19 @@
vec3 e;
}aabb;
typedef aabb colshape; //c.d[3] determines if it's a sphere or box. 0 or less = box, greater than 0 = sphere
-vec4 spherevsphere( vec4 s1, vec4 s2);
-vec4 boxvbox( aabb b1, aabb b2);
-vec3 closestpointAABB( aabb b, vec3 p);
-vec4 spherevaabb( vec4 sph, aabb box);
-#ifdef CHAD_MATH_IMPL
-mat4 swapRowColumnMajor( mat4 in){
+
+
+static inline vec4 getrow( mat4 a, uint index){
+ return (vec4){
+ .d[0]=a.d[0*4+index],
+ .d[1]=a.d[1*4+index],
+ .d[2]=a.d[2*4+index],
+ .d[3]=a.d[3*4+index]
+ };
+}
+static inline mat4 swapRowColumnMajor( mat4 in){
mat4 result;
vec4 t;
int i = 0;
@@ -90,75 +58,9 @@
memcpy(result.d+i*4, t.d, 4*4);
return result;
}
-mat4 lookAt( vec3 eye, vec3 at, vec3 up){
- mat4 cw = identitymat4();
- vec3 zaxis = normalizev3(subv3(at,eye));
- vec3 xaxis = normalizev3(crossv3(zaxis,up));
- vec3 yaxis = crossv3(xaxis, zaxis);
- zaxis = scalev3(-1,zaxis);
- cw.d[0*4+0] = xaxis.d[0];
- cw.d[1*4+0] = xaxis.d[1];
- cw.d[2*4+0] = xaxis.d[2];
- cw.d[3*4+0] = -dotv3(xaxis,eye);
- cw.d[0*4+1] = yaxis.d[0];
- cw.d[1*4+1] = yaxis.d[1];
- cw.d[2*4+1] = yaxis.d[2];
- cw.d[3*4+1] = -dotv3(yaxis,eye);
-
- cw.d[0*4+2] = zaxis.d[0];
- cw.d[1*4+2] = zaxis.d[1];
- cw.d[2*4+2] = zaxis.d[2];
- cw.d[3*4+2] = -dotv3(zaxis,eye);
- cw.d[0*4+3] = 0;
- cw.d[1*4+3] = 0;
- cw.d[2*4+3] = 0;
- cw.d[3*4+3] = 1;
- return cw;
-}
-
-/*
-mat4 lookAt(vec3 eye, vec3 at, vec3 tmp){
- vec3 forw = normalizev3(subv3(eye,at));
-
- vec3 right = crossv3(normalizev3(tmp),forw);
- vec3 tup = crossv3(forw,right);
- mat4 cw = identitymat4();
- cw.d[0*4+0*1] = right.d[0];
- cw.d[0*4+1*1] = right.d[1];
- cw.d[0*4+2*1] = right.d[2];
-
- cw.d[1*4+0*1] = tup.d[0];
- cw.d[1*4+1*1] = tup.d[1];
- cw.d[1*4+2*1] = tup.d[2];
-
- cw.d[2*4+0*1] = forw.d[0];
- cw.d[2*4+1*1] = forw.d[1];
- cw.d[2*4+2*1] = forw.d[2];
-
- cw.d[3*4+0*1] = eye.d[0];
- cw.d[3*4+1*1] = eye.d[1];
- cw.d[3*4+2*1] = eye.d[2];
- cw.d[3*4+3*1] = 1.0;
- return cw;
-}
-*/
-vec4 getrow( mat4 a, uint index){
+static inline vec4 getcol( mat4 a, uint index){
return (vec4){
- .d[0]=a.d[0*4+index],
- .d[1]=a.d[1*4+index],
- .d[2]=a.d[2*4+index],
- .d[3]=a.d[3*4+index]
- };
-}
-vec3 rotatev3( vec3 in, vec3 axis, f_ ang){
- vec3 t1 = scalev3(cosf(ang),in);
- vec3 t2 = scalev3(sinf(ang),crossv3(axis,in));
- vec3 t3 = scalev3((1-cosf(ang))*dotv3(axis,in),axis);
- return addv3(t1,addv3(t2,t3));
-}
-vec4 getcol( mat4 a, uint index){
- return (vec4){
.d[0]=a.d[index*4+0],
.d[1]=a.d[index*4+1],
.d[2]=a.d[index*4+2],
@@ -165,7 +67,7 @@
.d[3]=a.d[index*4+3]
};
}
-mat4 scalemat4( vec4 s){
+static inline mat4 scalemat4( vec4 s){
mat4 ret;
for(int i = 1; i < 16; i++)
ret.d[i]= 0.0;
@@ -175,12 +77,8 @@
ret.d[3*4 + 3] = s.d[3]; //w scale
return ret;
}
-mat4 identitymat4(){
- return scalemat4(
- (vec4){.d[0]=1.0,.d[1]=1.0,.d[2]=1.0,.d[3]=1.0}
- );
-}
-int invmat4( mat4 m, mat4* invOut) //returns 1 if successful
+
+static inline int invmat4( mat4 m, mat4* invOut) //returns 1 if successful
{
mat4 inv;
f_ det;
@@ -306,7 +204,7 @@
invOut->d[i] = inv.d[i] * det;
return 1;
}
-mat4 perspective( f_ fov, f_ aspect, f_ near, f_ far){
+static inline mat4 perspective( f_ fov, f_ aspect, f_ near, f_ far){
mat4 ret;
f_ D2R = 3.14159265358979323 / 180.0;
f_ yScale = 1.0/tanf(D2R * fov/2);
@@ -326,7 +224,7 @@
*/
return ret;
}
-vec3 viewport( uint xdim, uint ydim, vec3 input){
+static inline vec3 viewport( uint xdim, uint ydim, vec3 input){
input.d[0] += 1;
input.d[1] += 1;
input.d[0] *= (f_)xdim / 2.0;
@@ -334,7 +232,7 @@
input.d[2] = (input.d[2])/2.0;
return input;
}
-mat4 rotate( vec3 rotation){
+static inline mat4 rotate( vec3 rotation){
f_ a = rotation.d[0];
f_ b = rotation.d[1];
f_ c = rotation.d[2];
@@ -358,26 +256,20 @@
rm.d[3*4 + 2] = 0;
return rm;
}
-mat4 translate( vec3 t){
- mat4 tm = identitymat4();
- tm.d[3*4+0] = t.d[0];
- tm.d[3*4+1] = t.d[1];
- tm.d[3*4+2] = t.d[2];
- return tm;
-}
-f_ clampf( f_ a, f_ min, f_ max){
+
+static inline f_ clampf( f_ a, f_ min, f_ max){
if(a<min) return min;
if(a>max) return max;
return a;
}
-f_ lengthv3( vec3 a){
+static inline f_ lengthv3( vec3 a){
return sqrtf(a.d[0] * a.d[0] + a.d[1] * a.d[1] + a.d[2] * a.d[2]);
}
-f_ lengthv4( vec4 a){
+static inline f_ lengthv4( vec4 a){
return sqrtf(a.d[0] * a.d[0] + a.d[1] * a.d[1] + a.d[2] * a.d[2] + a.d[3] * a.d[3]);
}
-vec3 multvec3( vec3 a, vec3 b){
+static inline vec3 multvec3( vec3 a, vec3 b){
return (vec3){
.d[0]=a.d[0]*b.d[0],
.d[1]=a.d[1]*b.d[1],
@@ -384,7 +276,7 @@
.d[2]=a.d[2]*b.d[2]
};
}
-vec4 multvec4( vec4 a, vec4 b){
+static inline vec4 multvec4( vec4 a, vec4 b){
return (vec4){
.d[0]=a.d[0]*b.d[0],
.d[1]=a.d[1]*b.d[1],
@@ -392,7 +284,7 @@
.d[3]=a.d[3]*b.d[3]
};
}
-vec3 clampvec3( vec3 a, vec3 min, vec3 max){
+static inline vec3 clampvec3( vec3 a, vec3 min, vec3 max){
vec3 ret;
ret.d[0] = clampf(a.d[0],min.d[0],max.d[0]);
ret.d[1] = clampf(a.d[1],min.d[1],max.d[1]);
@@ -399,7 +291,7 @@
ret.d[2] = clampf(a.d[2],min.d[2],max.d[2]);
return ret;
}
-vec4 clampvec4( vec4 a, vec4 min, vec4 max){
+static inline vec4 clampvec4( vec4 a, vec4 min, vec4 max){
vec4 ret;
ret.d[0] = clampf(a.d[0],min.d[0],max.d[0]);
ret.d[1] = clampf(a.d[1],min.d[1],max.d[1]);
@@ -407,13 +299,13 @@
ret.d[3] = clampf(a.d[3],min.d[3],max.d[3]);
return ret;
}
-f_ dotv3( vec3 a, vec3 b){
+static inline f_ dotv3( vec3 a, vec3 b){
return a.d[0] * b.d[0] + a.d[1] * b.d[1] + a.d[2] * b.d[2];
}
-f_ dotv4( vec4 a, vec4 b){
+static inline f_ dotv4( vec4 a, vec4 b){
return a.d[0] * b.d[0] + a.d[1] * b.d[1] + a.d[2] * b.d[2] + a.d[3] * b.d[3];
}
-mat4 multm4( mat4 a, mat4 b){
+static inline mat4 multm4( mat4 a, mat4 b){
mat4 ret;
for(int i = 0; i < 4; i++)
for(int j = 0; j < 4; j++)
@@ -423,7 +315,7 @@
);
return ret;
}
-vec4 mat4xvec4( mat4 t, vec4 v){
+static inline vec4 mat4xvec4( mat4 t, vec4 v){
uint i = 0;
vec4 vr;
vr.d[0] = t.d[0*4+i] * v.d[0] +
@@ -447,7 +339,7 @@
t.d[3*4+i] * v.d[3];
return vr;
}
-vec3 crossv3( vec3 a, vec3 b){
+static inline vec3 crossv3( vec3 a, vec3 b){
vec3 retval;
retval.d[0] = a.d[1] * b.d[2] - a.d[2] * b.d[1];
retval.d[1] = a.d[2] * b.d[0] - a.d[0] * b.d[2];
@@ -454,32 +346,51 @@
retval.d[2] = a.d[0] * b.d[1] - a.d[1] * b.d[0];
return retval;
}
-vec3 scalev3( f_ s, vec3 i){i.d[0] *= s; i.d[1] *= s; i.d[2] *= s; return i;}
+static inline vec3 scalev3( f_ s, vec3 i){i.d[0] *= s; i.d[1] *= s; i.d[2] *= s; return i;}
-vec4 scalev4( f_ s, vec4 i){i.d[0] *= s; i.d[1] *= s; i.d[2] *= s;i.d[3] *= s; return i;}
-vec3 normalizev3( vec3 a){
+static inline vec4 scalev4( f_ s, vec4 i){i.d[0] *= s; i.d[1] *= s; i.d[2] *= s;i.d[3] *= s; return i;}
+
+static inline vec3 normalizev3( vec3 a){
if(lengthv3(a)==0) return (vec3){.d[0]=0.0,.d[1]=0.0,.d[2]=1.0};
return scalev3(1.0/lengthv3(a), a);
}
-vec4 normalizev4( vec4 a){
+static inline vec4 normalizev4( vec4 a){
if(lengthv4(a)==0) return (vec4){.d[0]=0.0,.d[1]=0.0,.d[2]=1.0,.d[3]=0.0};
return scalev4(1.0/lengthv4(a), a);
}
-vec3 addv3( vec3 aa, vec3 b){
+static inline vec3 addv3( vec3 aa, vec3 b){
vec3 a = aa;
a.d[0] += b.d[0]; a.d[1] += b.d[1]; a.d[2] += b.d[2]; return a;
}
-vec4 addv4( vec4 aa, vec4 b){
+static inline vec3 rotatev3( vec3 in, vec3 axis, f_ ang){
+ vec3 t1 = scalev3(cosf(ang),in);
+ vec3 t2 = scalev3(sinf(ang),crossv3(axis,in));
+ vec3 t3 = scalev3((1-cosf(ang))*dotv3(axis,in),axis);
+ return addv3(t1,addv3(t2,t3));
+}
+static inline vec4 addv4( vec4 aa, vec4 b){
vec4 a = aa;
a.d[0] += b.d[0]; a.d[1] += b.d[1]; a.d[2] += b.d[2]; a.d[3] += b.d[3]; return a;
}
-vec3 subv3( vec3 a, vec3 b){
+static inline vec3 subv3( vec3 a, vec3 b){
return addv3(a,scalev3(-1,b));
}
-vec4 subv4( vec4 a, vec4 b){
+static inline mat4 identitymat4(){
+ return scalemat4(
+ (vec4){.d[0]=1.0,.d[1]=1.0,.d[2]=1.0,.d[3]=1.0}
+ );
+}
+static inline mat4 translate( vec3 t){
+ mat4 tm = identitymat4();
+ tm.d[3*4+0] = t.d[0];
+ tm.d[3*4+1] = t.d[1];
+ tm.d[3*4+2] = t.d[2];
+ return tm;
+}
+static inline vec4 subv4( vec4 a, vec4 b){
return addv4(a,scalev4(-1,b));
}
-vec3 reflect( vec3 in, vec3 norm){
+static inline vec3 reflect( vec3 in, vec3 norm){
return
addv3(in, //I +
scalev3(-2.0*dotv3(norm, in), //-2.0 * dotv3(norm,in) *
@@ -487,7 +398,7 @@
)
);
}
-vec4 upv3( vec3 in, f_ w){
+static inline vec4 upv3( vec3 in, f_ w){
return (vec4){
.d[0]=in.d[0],
.d[1]=in.d[1],
@@ -495,7 +406,7 @@
.d[3]=w
};
}
-vec3 downv4( vec4 in){
+static inline vec3 downv4( vec4 in){
return (vec3){
.d[0]=in.d[0],
.d[1]=in.d[1],
@@ -502,13 +413,39 @@
.d[2]=in.d[2]
};
}
+static inline mat4 lookAt( vec3 eye, vec3 at, vec3 up){
+ mat4 cw = identitymat4();
+ vec3 zaxis = normalizev3(subv3(at,eye));
+ vec3 xaxis = normalizev3(crossv3(zaxis,up));
+ vec3 yaxis = crossv3(xaxis, zaxis);
+ zaxis = scalev3(-1,zaxis);
+ cw.d[0*4+0] = xaxis.d[0];
+ cw.d[1*4+0] = xaxis.d[1];
+ cw.d[2*4+0] = xaxis.d[2];
+ cw.d[3*4+0] = -dotv3(xaxis,eye);
+ cw.d[0*4+1] = yaxis.d[0];
+ cw.d[1*4+1] = yaxis.d[1];
+ cw.d[2*4+1] = yaxis.d[2];
+ cw.d[3*4+1] = -dotv3(yaxis,eye);
+
+ cw.d[0*4+2] = zaxis.d[0];
+ cw.d[1*4+2] = zaxis.d[1];
+ cw.d[2*4+2] = zaxis.d[2];
+ cw.d[3*4+2] = -dotv3(zaxis,eye);
+ cw.d[0*4+3] = 0;
+ cw.d[1*4+3] = 0;
+ cw.d[2*4+3] = 0;
+ cw.d[3*4+3] = 1;
+ return cw;
+}
+
//Collision detection
//These Algorithms return the penetration vector into
//the shape in the first argument
//With depth of penetration in element 4
//if depth of penetration is zero or lower then there is no penetration.
-vec4 spherevsphere( vec4 s1, vec4 s2){ //x,y,z,radius
+static inline vec4 spherevsphere( vec4 s1, vec4 s2){ //x,y,z,radius
vec4 ret;
vec3 diff = subv3(
downv4(s2),
@@ -528,7 +465,7 @@
);
return ret;
}
-vec4 boxvbox( aabb b1, aabb b2){ //Just points along the minimum separating axis, Nothing fancy.
+static inline vec4 boxvbox( aabb b1, aabb b2){ //Just points along the minimum separating axis, Nothing fancy.
vec4 ret = (vec4){
.d[0]=0,
.d[1]=0,
@@ -573,12 +510,12 @@
}
return ret;
}
-vec3 closestpointAABB( aabb b, vec3 p){
+static inline vec3 closestpointAABB( aabb b, vec3 p){
vec3 b1min = subv3(downv4(b.c),b.e);
vec3 b1max = addv3(downv4(b.c),b.e);
return clampvec3(p,b1min,b1max);
}
-vec4 spherevaabb( vec4 sph, aabb box){
+static inline vec4 spherevaabb( vec4 sph, aabb box){
vec4 ret;
vec3 p = closestpointAABB(box,downv4(sph));
vec3 v = subv3(p,downv4(sph));
@@ -611,7 +548,7 @@
}
//end of chad math impl
-#endif
+
//END Math_Library.h~~~~~~~~~~~~~~~~~~~~
#endif
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