bgfx/examples/common/math.h

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2012-09-17 04:36:08 +04:00
/*
* 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 <math.h>
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__