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matlib.c
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#include "matlib.h"
#include <string.h>
#include <stdarg.h>
#ifdef __APPLE__
# include <Accelerate/Accelerate.h>
#else
# include <cblas.h>
#endif
void
mat_mul(const Mat *a, const Mat *b, Mat *r)
{
memset(r, 0, sizeof(Mat));
cblas_sgemm(
CblasRowMajor, // row-major order
CblasNoTrans, // don't transpose the first matrix
CblasNoTrans, // ... neither the second
4, 4, 4, // M, N, K sizes
1, // scalar to multiply first
a->data, // first matrix
4, // stride of the first matrix
b->data, // second matrix
4, // stride
1, // scalar to multiply the result by
r->data, // result matrix pointer
4 // stride of result matrix
);
}
void
mat_imul(Mat *m, const Mat *other)
{
Mat tmp;
mat_mul(m, other, &tmp);
*m = tmp;
}
void
mat_mulv(const Mat *m, const Vec *v, Vec *r_v)
{
memset(r_v, 0, sizeof(Vec));
cblas_sgemv(
CblasRowMajor, // row-major order
CblasNoTrans, // do not transpose the matrix
4, 4, // M and N dimensions
1, // scalar to premultiply
m->data, // matrix data
4, // matrix stride
v->data, // vector data
1, // vector inter-element increment
1, // scalar to postmultiply
r_v->data, // result buffer
1 // result buffer inter-element increment
);
}
void
mat_rotate(Mat *m, float x, float y, float z, float angle)
{
Vec v = {{x, y, z}};
mat_rotatev(m, &v, angle);
}
void
mat_rotatev(Mat *m, const Vec *v, float angle)
{
Mat rm, tmp;
mat_ident(&rm);
const float x = v->data[0];
const float y = v->data[1];
const float z = v->data[2];
const float sin_a = sin(angle);
const float cos_a = cos(angle);
const float k = 1 - cos(angle);
rm.data[0] = cos_a + k * x * x;
rm.data[1] = k * x * y - z * sin_a;
rm.data[2] = k * x * z + y * sin_a;
rm.data[4] = k * x * y + z * sin_a;
rm.data[5] = cos_a + k * y * y;
rm.data[6] = k * y * z - x * sin_a;
rm.data[8] = k * x * z - y * sin_a;
rm.data[9] = k * y * z + x * sin_a;
rm.data[10] = cos_a + k * z * z;
rm.data[15] = 1.0f;
mat_mul(&rm, m, &tmp);
memcpy(m, &tmp, sizeof(Mat));
}
void
mat_rotateq(Mat *m, const Qtr *q)
{
float w = q->data[0], x = q->data[1], y = q->data[2], z = q->data[3];
Mat tmp, rm = {{
1.0 - 2.0 * (y * y + z * z), 2.0 * (x * y - z * w), 2.0 * (x * z + y * w), 0.0,
2.0 * (x * y + z * w), 1.0 - 2.0 * (x * x + z * z), 2.0 * (y * z - x * w), 0.0,
2.0 * (x * z - y * w), 2.0 * (y * z + x * w), 1.0 - 2.0 * (x * x + y * y), 0.0,
0.0, 0.0, 0.0, 1.0
}};
mat_mul(m, &rm, &tmp);
*m = tmp;
}
void
mat_scale(Mat *m, float sx, float sy, float sz)
{
Mat sm, tmp;
mat_ident(&sm);
sm.data[0] = sx;
sm.data[5] = sy;
sm.data[10] = sz;
mat_mul(m, &sm, &tmp);
*m = tmp;
}
void
mat_scalev(Mat *m, const Vec *sv)
{
mat_scale(m, sv->data[0], sv->data[1], sv->data[2]);
}
Vec
mat_get_scale(const Mat *m)
{
Vec vx = vec(m->data[0], m->data[4], m->data[8], 0);
Vec vy = vec(m->data[1], m->data[5], m->data[9], 0);
Vec vz = vec(m->data[2], m->data[6], m->data[10], 0);
return vec(vec_mag(&vx), vec_mag(&vy), vec_mag(&vz), 0);
}
Vec
mat_get_translation(const Mat *m)
{
Vec o = vec(0, 0, 0, 1);
Vec pos, result;
mat_mulv(m, &o, &pos);
vec_mulf(&pos, -1.0f, &result);
return result;
}
Qtr
mat_get_rotation(const Mat *m)
{
const float *mat = m->data;
float t = 1 + mat[0] + mat[5] + mat[10], s, x, y, z, w;
if (fabs(t) > 0.00000001) {
s = sqrt(t) * 2;
x = (mat[9] - mat[6]) / s;
y = (mat[2] - mat[8]) / s;
z = (mat[4] - mat[1]) / s;
w = 0.25 * s;
} else if (mat[0] > mat[5] && mat[0] > mat[10]) {
s = sqrt(1.0 + mat[0] - mat[5] - mat[10]) * 2;
x = 0.25 * s;
y = (mat[4] + mat[1]) / s;
z = (mat[2] + mat[8]) / s;
w = (mat[9] - mat[6]) / s;
} else if (mat[5] > mat[10]) {
s = sqrt(1.0 + mat[5] - mat[0] - mat[10]) * 2;
x = (mat[4] + mat[1]) / s;
y = 0.25 * s;
z = (mat[9] + mat[6]) / s;
w = (mat[2] - mat[8]) / s;
} else {
s = sqrt(1.0 + mat[10] - mat[0] - mat[5]) * 2;
x = (mat[2] + mat[8]) / s;
y = (mat[9] + mat[6]) / s;
z = 0.25 * s;
w = (mat[4] - mat[1]) / s;
}
return qtr(w, x, y, z);
}
void
mat_translate(Mat *m, float tx, float ty, float tz)
{
Mat tm, tmp;
mat_ident(&tm);
tm.data[3] = tx;
tm.data[7] = ty;
tm.data[11] = tz;
mat_mul(m, &tm, &tmp);
*m = tmp;
}
void
mat_translatev(Mat *m, const Vec *tv)
{
mat_translate(m, tv->data[0], tv->data[1], tv->data[2]);
}
void
mat_ident(Mat *m)
{
memset(m, 0, sizeof(Mat));
m->data[0] = m->data[5] = m->data[10] = m->data[15] = 1;
}
int
mat_inverse(Mat *m, Mat *out_m)
{
float inv[16], det;
float *mdata = m->data;
float *out_mdata = out_m->data;
inv[0] = mdata[5] * mdata[10] * mdata[15] -
mdata[5] * mdata[11] * mdata[14] -
mdata[9] * mdata[6] * mdata[15] +
mdata[9] * mdata[7] * mdata[14] +
mdata[13] * mdata[6] * mdata[11] -
mdata[13] * mdata[7] * mdata[10];
inv[4] = -mdata[4] * mdata[10] * mdata[15] +
mdata[4] * mdata[11] * mdata[14] +
mdata[8] * mdata[6] * mdata[15] -
mdata[8] * mdata[7] * mdata[14] -
mdata[12] * mdata[6] * mdata[11] +
mdata[12] * mdata[7] * mdata[10];
inv[8] = mdata[4] * mdata[9] * mdata[15] -
mdata[4] * mdata[11] * mdata[13] -
mdata[8] * mdata[5] * mdata[15] +
mdata[8] * mdata[7] * mdata[13] +
mdata[12] * mdata[5] * mdata[11] -
mdata[12] * mdata[7] * mdata[9];
inv[12] = -mdata[4] * mdata[9] * mdata[14] +
mdata[4] * mdata[10] * mdata[13] +
mdata[8] * mdata[5] * mdata[14] -
mdata[8] * mdata[6] * mdata[13] -
mdata[12] * mdata[5] * mdata[10] +
mdata[12] * mdata[6] * mdata[9];
inv[1] = -mdata[1] * mdata[10] * mdata[15] +
mdata[1] * mdata[11] * mdata[14] +
mdata[9] * mdata[2] * mdata[15] -
mdata[9] * mdata[3] * mdata[14] -
mdata[13] * mdata[2] * mdata[11] +
mdata[13] * mdata[3] * mdata[10];
inv[5] = mdata[0] * mdata[10] * mdata[15] -
mdata[0] * mdata[11] * mdata[14] -
mdata[8] * mdata[2] * mdata[15] +
mdata[8] * mdata[3] * mdata[14] +
mdata[12] * mdata[2] * mdata[11] -
mdata[12] * mdata[3] * mdata[10];
inv[9] = -mdata[0] * mdata[9] * mdata[15] +
mdata[0] * mdata[11] * mdata[13] +
mdata[8] * mdata[1] * mdata[15] -
mdata[8] * mdata[3] * mdata[13] -
mdata[12] * mdata[1] * mdata[11] +
mdata[12] * mdata[3] * mdata[9];
inv[13] = mdata[0] * mdata[9] * mdata[14] -
mdata[0] * mdata[10] * mdata[13] -
mdata[8] * mdata[1] * mdata[14] +
mdata[8] * mdata[2] * mdata[13] +
mdata[12] * mdata[1] * mdata[10] -
mdata[12] * mdata[2] * mdata[9];
inv[2] = mdata[1] * mdata[6] * mdata[15] -
mdata[1] * mdata[7] * mdata[14] -
mdata[5] * mdata[2] * mdata[15] +
mdata[5] * mdata[3] * mdata[14] +
mdata[13] * mdata[2] * mdata[7] -
mdata[13] * mdata[3] * mdata[6];
inv[6] = -mdata[0] * mdata[6] * mdata[15] +
mdata[0] * mdata[7] * mdata[14] +
mdata[4] * mdata[2] * mdata[15] -
mdata[4] * mdata[3] * mdata[14] -
mdata[12] * mdata[2] * mdata[7] +
mdata[12] * mdata[3] * mdata[6];
inv[10] = mdata[0] * mdata[5] * mdata[15] -
mdata[0] * mdata[7] * mdata[13] -
mdata[4] * mdata[1] * mdata[15] +
mdata[4] * mdata[3] * mdata[13] +
mdata[12] * mdata[1] * mdata[7] -
mdata[12] * mdata[3] * mdata[5];
inv[14] = -mdata[0] * mdata[5] * mdata[14] +
mdata[0] * mdata[6] * mdata[13] +
mdata[4] * mdata[1] * mdata[14] -
mdata[4] * mdata[2] * mdata[13] -
mdata[12] * mdata[1] * mdata[6] +
mdata[12] * mdata[2] * mdata[5];
inv[3] = -mdata[1] * mdata[6] * mdata[11] +
mdata[1] * mdata[7] * mdata[10] +
mdata[5] * mdata[2] * mdata[11] -
mdata[5] * mdata[3] * mdata[10] -
mdata[9] * mdata[2] * mdata[7] +
mdata[9] * mdata[3] * mdata[6];
inv[7] = mdata[0] * mdata[6] * mdata[11] -
mdata[0] * mdata[7] * mdata[10] -
mdata[4] * mdata[2] * mdata[11] +
mdata[4] * mdata[3] * mdata[10] +
mdata[8] * mdata[2] * mdata[7] -
mdata[8] * mdata[3] * mdata[6];
inv[11] = -mdata[0] * mdata[5] * mdata[11] +
mdata[0] * mdata[7] * mdata[9] +
mdata[4] * mdata[1] * mdata[11] -
mdata[4] * mdata[3] * mdata[9] -
mdata[8] * mdata[1] * mdata[7] +
mdata[8] * mdata[3] * mdata[5];
inv[15] = mdata[0] * mdata[5] * mdata[10] -
mdata[0] * mdata[6] * mdata[9] -
mdata[4] * mdata[1] * mdata[10] +
mdata[4] * mdata[2] * mdata[9] +
mdata[8] * mdata[1] * mdata[6] -
mdata[8] * mdata[2] * mdata[5];
det = mdata[0] * inv[0] + mdata[1] * inv[4] +
mdata[2] * inv[8] + mdata[3] * inv[12];
if (det == 0)
return 0;
det = 1.0 / det;
for (int i = 0; i < 16; i++)
out_mdata[i] = inv[i] * det;
return 1;
}
void
mat_transpose(Mat *m, Mat *out_m)
{
for (short i = 0; i < 4; i++) {
for (short j = 0; j < 4; j++) {
out_m->data[i * 4 + j] = m->data[j * 4 + i];
}
}
}
void
mat_lookat(
Mat *m,
float eye_x, float eye_y, float eye_z,
float center_x, float center_y, float center_z,
float up_x, float up_y, float up_z
) {
Vec eye = vec(eye_x, eye_y, eye_z, 0);
Vec center = vec(center_x, center_y, center_z, 0);
Vec up = vec(up_x, up_y, up_z, 0);
mat_lookatv(m, &eye, ¢er, &up);
}
void
mat_lookatv(Mat *m, const Vec *eye, const Vec *center, const Vec *up)
{
Vec z;
vec_sub(center, eye, &z);
vec_norm(&z);
Vec up_norm;
memcpy(&up_norm, up, sizeof(Vec));
vec_norm(&up_norm);
Vec x;
vec_cross(&z, &up_norm, &x);
vec_norm(&x);
Vec y;
vec_cross(&x, &z, &y);
vec_norm(&y);
Mat lookat = {{
x.data[0], x.data[1], x.data[2], 0.0,
y.data[0], y.data[1], y.data[2], 0.0,
-z.data[0], -z.data[1], -z.data[2], 0.0,
0, 0, 0, 1
}};
mat_translate(&lookat, -eye->data[0], -eye->data[1], -eye->data[2]);
memcpy(m, &lookat, sizeof(Mat));
}
void
mat_ortho(Mat *m, float l, float r, float t, float b, float n, float f)
{
float x = 2.0f / (r - l);
float y = 2.0f / (t - b);
float z = -2.0f / (f - n);
float tx = -(r + l) / (r - l);
float ty = -(t + b) / (t - b);
float tz = -(f + n) / (f - n);
Mat ortho = {{
x, 0, 0, tx,
0, y, 0, ty,
0, 0, z, tz,
0, 0, 0, 1
}};
memcpy(m, &ortho, sizeof(Mat));
}
void
mat_persp(Mat *m, float fovy, float aspect, float n, float f)
{
fovy = M_PI / 180.0 * fovy;
float y = 1.0 / (fovy / 2.0);
float x = y / aspect;
float z = (f + n) / (n - f);
float tz = (2 * f * n) / (n - f);
Mat persp = {{
x, 0, 0, 0,
0, y, 0, 0,
0, 0, z, tz,
0, 0, -1, 0
}};
memcpy(m, &persp, sizeof(Mat));
}
Vec
vec(float x, float y, float z, float w)
{
Vec v = {{ x, y, z, w }};
return v;
}
void
vec_addf(const Vec *v, float scalar, Vec *r_v)
{
r_v->data[0] = v->data[0] + scalar;
r_v->data[1] = v->data[1] + scalar;
r_v->data[2] = v->data[2] + scalar;
r_v->data[3] = v->data[3] + scalar;
}
void
vec_iaddf(Vec *v, float scalar)
{
vec_addf(v, scalar, v);
}
void
vec_add(const Vec *a, const Vec *b, Vec *r_v)
{
r_v->data[0] = a->data[0] + b->data[0];
r_v->data[1] = a->data[1] + b->data[1];
r_v->data[2] = a->data[2] + b->data[2];
r_v->data[3] = a->data[3] + b->data[3];
}
void
vec_iadd(Vec *v, const Vec *other)
{
vec_add(v, other, v);
}
void
vec_subf(const Vec *v, float scalar, Vec *r_v)
{
r_v->data[0] = v->data[0] - scalar;
r_v->data[1] = v->data[1] - scalar;
r_v->data[2] = v->data[2] - scalar;
r_v->data[3] = v->data[3] - scalar;
}
void
vec_isubf(Vec *v, float scalar)
{
vec_subf(v, scalar, v);
}
void
vec_sub(const Vec *a, const Vec *b, Vec *r_v)
{
r_v->data[0] = a->data[0] - b->data[0];
r_v->data[1] = a->data[1] - b->data[1];
r_v->data[2] = a->data[2] - b->data[2];
r_v->data[3] = a->data[3] - b->data[3];
}
void
vec_isub(Vec *v, const Vec *other)
{
vec_sub(v, other, v);
}
void
vec_mulf(const Vec *v, float scalar, Vec *r_v)
{
r_v->data[0] = v->data[0] * scalar;
r_v->data[1] = v->data[1] * scalar;
r_v->data[2] = v->data[2] * scalar;
r_v->data[3] = v->data[3] * scalar;
}
void
vec_imulf(Vec *v, float scalar)
{
vec_mulf(v, scalar, v);
}
float
vec_dot(const Vec *a, const Vec *b)
{
return cblas_sdot(3, a->data, 1, b->data, 1);
}
float
vec_mag(const Vec *v)
{
float x = v->data[0], y = v->data[1], z = v->data[2];
return sqrt(x * x + y * y + z * z);
}
void
vec_norm(Vec *v)
{
vec_mulf(v, 1.0f / vec_mag(v), v);
}
void
vec_clamp(Vec *v, float value)
{
if (vec_mag(v) > value) {
vec_norm(v);
vec_imulf(v, value);
}
}
void
vec_cross(const Vec *a, const Vec *b, Vec *r_v)
{
r_v->data[0] = a->data[1] * b->data[2] - a->data[2] * b->data[1];
r_v->data[1] = a->data[2] * b->data[0] - a->data[0] * b->data[2];
r_v->data[2] = a->data[0] * b->data[1] - a->data[1] * b->data[0];
r_v->data[3] = 0; // no cross product exists for 4D vectors
}
void
vec_lerp(const Vec *a, const Vec *b, float t, Vec *r_v)
{
Vec at, bt;
vec_mulf(a, 1 - t, &at);
vec_mulf(b, t, &bt);
vec_add(&at, &bt, r_v);
}
Qtr
qtr(float w, float x, float y, float z)
{
Qtr q = {{w, x, y, z}};
return q;
}
void
qtr_rotate(Qtr *q, float x, float y, float z, float angle)
{
float s = sin(angle / 2.0f);
Qtr tmp, rq = {{
cos(angle / 2.0f),
x * s,
y * s,
z * s,
}};
qtr_mul(q, &rq, &tmp);
*q = tmp;
}
void
qtr_rotatev(Qtr *q, const Vec *axis, float angle)
{
float s = sin(angle / 2.0f);
Qtr tmp, rq = {{
cos(angle / 2.0f),
axis->data[0] * s,
axis->data[1] * s,
axis->data[2] * s,
}};
qtr_mul(q, &rq, &tmp);
*q = tmp;
}
void
qtr_mulf(const Qtr *a, float scalar, Qtr *r_q)
{
r_q->data[0] = a->data[0] * scalar;
r_q->data[1] = a->data[1] * scalar;
r_q->data[2] = a->data[2] * scalar;
r_q->data[3] = a->data[3] * scalar;
}
void
qtr_imulf(Qtr *q, float scalar)
{
q->data[0] *= scalar;
q->data[1] *= scalar;
q->data[2] *= scalar;
q->data[3] *= scalar;
}
void
qtr_mul(const Qtr *a, const Qtr *b, Qtr *r_q)
{
r_q->data[1] = a->data[1] * b->data[0] + a->data[2] * b->data[3] - a->data[3] * b->data[2] + a->data[0] * b->data[1];
r_q->data[2] = -a->data[1] * b->data[3] + a->data[2] * b->data[0] + a->data[3] * b->data[1] + a->data[0] * b->data[2];
r_q->data[3] = a->data[1] * b->data[2] - a->data[2] * b->data[1] + a->data[3] * b->data[0] + a->data[0] * b->data[3];
r_q->data[0] = -a->data[1] * b->data[1] - a->data[2] * b->data[2] - a->data[3] * b->data[3] + a->data[0] * b->data[0];
}
void
qtr_imul(Qtr *q, const Qtr *other)
{
Qtr tmp;
qtr_mul(q, other, &tmp);
*q = tmp;
}
void
qtr_add(const Qtr *a, const Qtr *b, Qtr *r_q)
{
r_q->data[0] = a->data[0] + b->data[0];
r_q->data[1] = a->data[1] + b->data[1];
r_q->data[2] = a->data[2] + b->data[2];
r_q->data[3] = a->data[3] + b->data[3];
}
void
qtr_iadd(Qtr *q, const Qtr *other)
{
q->data[0] += other->data[0];
q->data[1] += other->data[1];
q->data[2] += other->data[2];
q->data[3] += other->data[3];
}
void
qtr_norm(Qtr *q)
{
float n = sqrt(
q->data[0] * q->data[0] +
q->data[1] * q->data[1] +
q->data[2] * q->data[2] +
q->data[3] * q->data[3]
);
q->data[0] /= n;
q->data[1] /= n;
q->data[2] /= n;
q->data[3] /= n;
}
void
qtr_lerp(const Qtr *a, const Qtr *b, float t, Qtr *r_q)
{
Qtr at, bt;
qtr_mulf(a, 1 - t, &at);
qtr_mulf(b, t, &bt);
qtr_add(&at, &bt, r_q);
qtr_norm(r_q);
}