ref: b2e3ae80dd3e5f152cdf35bf58473b8d6cef0ef4
dir: /src/types.h/
#ifndef TYPES_H #define TYPES_H #include <stdint.h> #include <stdbool.h> #include <stdio.h> #include <stdlib.h> #include <math.h> typedef union rgba_t { struct { uint8_t r, g, b, a; } as_rgba; uint8_t as_components[4]; uint32_t as_uint32; } rgba_t; typedef struct { float x, y; } vec2_t; typedef struct { int32_t x, y; } vec2i_t; typedef struct { float x, y, z; } vec3_t; typedef union { float m[16]; float cols[4][4]; } mat4_t; typedef struct { vec3_t pos; vec2_t uv; rgba_t color; } vertex_t; typedef struct { vertex_t vertices[3]; } tris_t; #define rgba(R, G, B, A) ((rgba_t){.as_rgba = {.r = R, .g = G, .b = B, .a = A}}) #define vec2(X, Y) ((vec2_t){.x = X, .y = Y}) #define vec3(X, Y, Z) ((vec3_t){.x = X, .y = Y, .z = Z}) #define vec2i(X, Y) ((vec2i_t){.x = X, .y = Y}) #define mat4(m0,m1,m2,m3,m4,m5,m6,m7,m8,m9,m10,m11,m12,m13,m14,m15) \ (mat4_t){.m = { \ m0, m1, m2, m3, \ m4, m5, m6, m7, \ m8, m9, m10, m11, \ m12, m13, m14, m15 \ }} #define mat4_identity() mat4( \ 1, 0, 0, 0, \ 0, 1, 0, 0, \ 0, 0, 1, 0, \ 0, 0, 0, 1 \ ) static inline vec2_t vec2_mulf(vec2_t a, float f) { return vec2( a.x * f, a.y * f ); } static inline vec2i_t vec2i_mulf(vec2i_t a, float f) { return vec2i( a.x * f, a.y * f ); } static inline vec3_t vec3_add(vec3_t a, vec3_t b) { return vec3( a.x + b.x, a.y + b.y, a.z + b.z ); } static inline vec3_t vec3_sub(vec3_t a, vec3_t b) { return vec3( a.x - b.x, a.y - b.y, a.z - b.z ); } static inline vec3_t vec3_mul(vec3_t a, vec3_t b) { return vec3( a.x * b.x, a.y * b.y, a.z * b.z ); } static inline vec3_t vec3_mulf(vec3_t a, float f) { return vec3( a.x * f, a.y * f, a.z * f ); } static inline vec3_t vec3_inv(vec3_t a) { return vec3(-a.x, -a.y, -a.z); } static inline vec3_t vec3_divf(vec3_t a, float f) { return vec3( a.x / f, a.y / f, a.z / f ); } static inline float vec3_len(vec3_t a) { return sqrt(a.x * a.x + a.y * a.y + a.z * a.z); } static inline vec3_t vec3_cross(vec3_t a, vec3_t b) { return vec3( a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x ); } static inline float vec3_dot(vec3_t a, vec3_t b) { return a.x * b.x + a.y * b.y + a.z * b.z; } static inline vec3_t vec3_lerp(vec3_t a, vec3_t b, float t) { return vec3( a.x + t * (b.x - a.x), a.y + t * (b.y - a.y), a.z + t * (b.z - a.z) ); } static inline vec3_t vec3_normalize(vec3_t a) { float length = vec3_len(a); return vec3( a.x / length, a.y / length, a.z / length ); } static inline float wrap_angle(float a) { a = fmod(a + M_PI, M_PI * 2); if (a < 0) { a += M_PI * 2; } return a - M_PI; } float vec3_angle(vec3_t a, vec3_t b); vec3_t vec3_wrap_angle(vec3_t a); vec3_t vec3_normalize(vec3_t a); vec3_t vec3_project_to_ray(vec3_t p, vec3_t r0, vec3_t r1); float vec3_distance_to_plane(vec3_t p, vec3_t plane_pos, vec3_t plane_normal); vec3_t vec3_reflect(vec3_t incidence, vec3_t normal, float f); float wrap_angle(float a); vec3_t vec3_transform(vec3_t a, mat4_t *mat); void mat4_set_translation(mat4_t *mat, vec3_t pos); void mat4_set_yaw_pitch_roll(mat4_t *m, vec3_t rot); void mat4_set_roll_pitch_yaw(mat4_t *mat, vec3_t rot); void mat4_translate(mat4_t *mat, vec3_t translation); void mat4_mul(mat4_t *res, mat4_t *a, mat4_t *b); #endif