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d_math.h
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#ifndef D_MATH_H
#define D_MATH_H
#include <stdbool.h>
#include <stdint.h>
#include <stdlib.h>
#include <math.h>
#include <float.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846264338327950288
#endif
#define D_RNG_A 1103515245
#define D_RNG_C 12345
#define D_RNG_M 2147483648
#define D_MAX_POLY_VERTS 8
typedef struct {
uint64_t seed;
} d_rng;
typedef struct {
float x;
float y;
} d_vec2;
typedef struct {
float x;
float y;
float z;
} d_vec3;
typedef struct {
float x;
float y;
float z;
float w;
} d_vec4;
typedef struct {
uint8_t r;
uint8_t g;
uint8_t b;
uint8_t a;
} d_color;
typedef struct {
float m[16];
} d_mat4;
typedef struct {
float x;
float y;
float z;
float w;
} d_quat;
typedef struct {
float x;
float y;
float w;
float h;
} d_quad;
typedef struct {
d_vec2 p1;
d_vec2 p2;
} d_rect;
typedef struct {
d_vec3 p1;
d_vec3 p2;
} d_box;
typedef struct {
d_vec2 p1;
d_vec2 p2;
} d_line2;
typedef struct {
d_vec3 p1;
d_vec3 p2;
} d_line3;
typedef struct {
d_vec2 verts[D_MAX_POLY_VERTS];
int num_verts;
} d_poly;
typedef struct {
d_vec2 center;
float radius;
} d_circle;
typedef struct {
d_vec2 center;
float radius_x;
float radius_y;
float angle;
} d_ellipse;
typedef struct {
d_vec3 center;
float radius;
} d_sphere;
typedef struct {
d_vec3 normal;
float dist;
} d_plane;
typedef struct {
d_vec2 origin;
d_vec2 dir;
} d_ray2;
typedef struct {
d_vec3 origin;
d_vec3 dir;
} d_ray3;
d_rng d_rng_new(uint64_t seed);
float d_rng_gen(d_rng* rng);
float d_randf(float, float);
int d_randi(int, int);
d_vec2 d_vec2f(float, float);
d_vec2 d_vec2u(void);
d_vec2 d_vec2_add(d_vec2, d_vec2);
d_vec2 d_vec2_sub(d_vec2, d_vec2);
d_vec2 d_vec2_scale(d_vec2, float);
d_vec2 d_vec2_mult(d_vec2, d_vec2);
float d_vec2_dist(d_vec2, d_vec2);
float d_vec2_len(d_vec2);
d_vec2 d_vec2_unit(d_vec2);
d_vec3 d_vec2_cross(d_vec2, d_vec2);
float d_vec2_dot(d_vec2, d_vec2);
d_vec2 d_vec2_normal(d_vec2);
float d_vec2_angle(d_vec2, d_vec2);
d_vec2 d_vec2_min(d_vec2, d_vec2);
d_vec2 d_vec2_max(d_vec2, d_vec2);
d_vec2 d_vec2_rand(d_vec2, d_vec2);
d_vec2 d_vec2_lerp(d_vec2, d_vec2, float);
d_vec2 d_vec2_clamp(d_vec2, d_vec2, d_vec2);
bool d_vec2_eq(d_vec2, d_vec2);
void d_vec2_swap(d_vec2*, d_vec2*);
d_vec3 d_vec3f(float, float, float);
d_vec3 d_vec3u(void);
d_vec3 d_vec3_add(d_vec3, d_vec3);
d_vec3 d_vec3_sub(d_vec3, d_vec3);
d_vec3 d_vec3_scale(d_vec3, float);
d_vec3 d_vec3_mult(d_vec3, d_vec3);
float d_vec3_dist(d_vec3, d_vec3);
float d_vec3_len(d_vec3);
d_vec3 d_vec3_unit(d_vec3);
d_vec3 d_vec3_cross(d_vec3, d_vec3);
float d_vec3_dot(d_vec3, d_vec3);
d_vec3 d_vec3_min(d_vec3, d_vec3);
d_vec3 d_vec3_max(d_vec3, d_vec3);
d_vec3 d_vec3_rand(d_vec3, d_vec3);
d_vec3 d_vec3_lerp(d_vec3, d_vec3, float);
d_vec3 d_vec3_clamp(d_vec3, d_vec3, d_vec3);
bool d_vec3_eq(d_vec3, d_vec3);
void d_vec3_swap(d_vec3*, d_vec3*);
d_vec4 d_vec4f(float, float, float, float);
d_vec4 d_vec4u(void);
d_color d_colori(uint8_t, uint8_t, uint8_t, uint8_t);
d_color d_colorf(float, float, float, float);
d_color d_colorx(uint32_t hex);
d_color d_color_mix(d_color c1, d_color c2);
d_color d_color_darken(d_color c, int d);
d_color d_color_lighten(d_color c, int l);
d_color d_coloru(void);
bool d_color_eq(d_color, d_color);
d_color d_color_lerp(d_color from, d_color to, float t);
d_mat4 d_mat4u(void);
d_mat4 d_mat4_identity(void);
d_mat4 d_mat4_mult(d_mat4, d_mat4);
d_vec4 d_mat4_mult_vec4(d_mat4, d_vec4);
d_vec3 d_mat4_mult_vec3(d_mat4, d_vec3);
d_vec2 d_mat4_mult_vec2(d_mat4, d_vec2);
d_mat4 d_mat4_invert(d_mat4);
d_mat4 d_mat4_scale(d_vec3);
d_mat4 d_mat4_translate(d_vec3);
d_mat4 d_mat4_ortho(float w, float n, float near, float far);
d_mat4 d_mat4_persp(float fov, float aspect, float far, float near);
d_mat4 d_mat4_view(d_vec3 pos, d_vec3 dir, d_vec3 up);
d_mat4 d_mat4_rot_x(float);
d_mat4 d_mat4_rot_y(float);
d_mat4 d_mat4_rot_z(float);
d_mat4 d_mat4_rot_quat(d_quat);
d_mat4 d_mat4_lerp(d_mat4 m1, d_mat4 m2, float t);
d_quat d_quatu(void);
d_quat d_quat_mult(d_quat q1, d_quat q2);
d_quad d_quadu(void);
void d_rect_fix(d_rect* r);
float d_rect_area(d_rect r);
d_poly d_rect_to_poly(d_rect r);
d_poly d_rect_transform(d_rect r, d_mat4 t);
d_poly d_poly_transform(d_poly p, d_mat4 t);
d_rect d_poly_bbox(d_poly p);
bool d_col_pt_pt(d_vec2 p1, d_vec2 p2);
bool d_col_pt_line(d_vec2 p, d_line2 l);
bool d_col_pt_rect(d_vec2 pt, d_rect r);
bool d_col_pt_circle(d_vec2 pt, d_circle c);
bool d_col_pt_poly(d_vec2 l, d_poly p);
bool d_col_line_line(d_line2 l1, d_line2 l2);
bool d_col_line_rect(d_line2 l, d_rect r);
bool d_col_line_circle(d_line2 l, d_circle c);
bool d_col_line_poly(d_line2 l, d_poly p);
bool d_col_circle_circle(d_circle c1, d_circle c2);
bool d_col_circle_rect(d_circle c, d_rect r);
bool d_col_circle_poly(d_circle c, d_poly p);
bool d_col_rect_rect(d_rect r1, d_rect r2);
bool d_col_rect_poly(d_rect r, d_poly p);
bool d_col_poly_poly(d_poly p1, d_poly p2);
bool d_col_sat(d_poly p1, d_poly p2, d_vec2* dis);
float d_deg2rad(float);
float d_rad2deg(float);
float d_clampf(float, float, float);
int d_clampi(int, int, int);
float d_lerpf(float, float, float);
float d_mapf(float, float, float, float, float);
int d_mapi(int, int, int, int, int);
void d_swapi(int*, int*);
void d_swapf(float*, float*);
// https://stackoverflow.com/a/28074198/4584387
#define V_FUNC_CHOOSER(_f1, _f2, _f3, ...) _f3
#define V_FUNC_RECOMPOSER(args) V_FUNC_CHOOSER args
#define V_CHOOSE_FROM_ARG_COUNT(...) V_FUNC_RECOMPOSER((__VA_ARGS__, V_2, V_1, ))
#define V_NO_ARG_EXPANDER() ,,V_0
#define V_MACRO_CHOOSER(...) V_CHOOSE_FROM_ARG_COUNT(V_NO_ARG_EXPANDER __VA_ARGS__ ())
#define V_2(x, y) ((d_vec2) { (x), (y) })
#define V_1(x) V_2((x), (x))
#define V_0() V_2(0, 0)
#define V(...) V_MACRO_CHOOSER(__VA_ARGS__)(__VA_ARGS__)
#define V3_FUNC_CHOOSER(_f1, _f2, _f3, _f4, ...) _f4
#define V3_FUNC_RECOMPOSER(args) V3_FUNC_CHOOSER args
#define V3_CHOOSE_FROM_ARG_COUNT(...) V3_FUNC_RECOMPOSER((__VA_ARGS__, V3_3, V3_2, V3_1, ))
#define V3_NO_ARG_EXPANDER() ,,V3_0
#define V3_MACRO_CHOOSER(...) V3_CHOOSE_FROM_ARG_COUNT(V3_NO_ARG_EXPANDER __VA_ARGS__ ())
#define V3_3(x, y, z) ((d_vec3) { (x), (y), (z) })
#define V3_2(x, y) ((d_vec3) { (x), (y), (0) })
#define V3_1(x) V3_3(x, x, x)
#define V3_0() V3_3(0, 0, 0)
#define V3(...) V3_MACRO_CHOOSER(__VA_ARGS__)(__VA_ARGS__)
#define C_FUNC_CHOOSER(_f1, _f2, _f3, _f4, _f5, ...) _f5
#define C_FUNC_RECOMPOSER(args) C_FUNC_CHOOSER args
#define C_CHOOSE_FROM_ARG_COUNT(...) C_FUNC_RECOMPOSER((__VA_ARGS__, C_4, C_3, C_2, C_1, ))
#define C_NO_ARG_EXPANDER() ,,C_0
#define C_MACRO_CHOOSER(...) C_CHOOSE_FROM_ARG_COUNT(C_NO_ARG_EXPANDER __VA_ARGS__ ())
#define C_4(r, g, b, a) ((d_color) { (r), (g), (b), (a) })
#define C_3(r, g, b) ((d_color) { (r), (g), (b), (255) })
#define C_2(g, a) ((d_color) { (g), (g), (g), (a) })
#define C_1(x) (d_colorx(x))
#define C_0() C_1(0xffffff)
#define C(...) C_MACRO_CHOOSER(__VA_ARGS__)(__VA_ARGS__)
#define R_FUNC_CHOOSER(_f1, _f2, _f3, ...) _f3
#define R_FUNC_RECOMPOSER(args) R_FUNC_CHOOSER args
#define R_CHOOSE_FROM_ARG_COUNT(...) R_FUNC_RECOMPOSER((__VA_ARGS__, R_2, R_1, ))
#define R_NO_ARG_EXPANDER() ,,R_0
#define R_MACRO_CHOOSER(...) R_CHOOSE_FROM_ARG_COUNT(R_NO_ARG_EXPANDER __VA_ARGS__ ())
#define R_2(x, y) (d_randf((x), (y)))
#define R_1(x) R_2(0, (x))
#define R_0() R_2(0, 1)
#define R(...) R_MACRO_CHOOSER(__VA_ARGS__)(__VA_ARGS__)
#endif
#if defined(D_MATH_IMPL) || defined(D_IMPL)
#ifndef D_MATH_IMPL_ONCE
#define D_MATH_IMPL_ONCE
d_rng d_rng_new(uint64_t seed) {
return (d_rng) {
.seed = seed,
};
}
float d_rng_gen(d_rng* rng) {
rng->seed = (D_RNG_A * rng->seed + D_RNG_C) % D_RNG_M;
return (float)(rng->seed) / (float)D_RNG_M;
}
float d_randf(float low, float hi) {
return low + (float)rand() / (float)RAND_MAX * (hi - low);
}
int d_randi(int low, int hi) {
return low + (int)rand() / (int)RAND_MAX * (hi - low);
}
d_vec2 d_vec2f(float x, float y) {
return (d_vec2) {
.x = x,
.y = y,
};
}
d_vec2 d_vec2u(void) {
return d_vec2f(0.0, 0.0);
}
d_vec2 d_vec2_add(d_vec2 p1, d_vec2 p2) {
return (d_vec2) {
.x = p1.x + p2.x,
.y = p1.y + p2.y,
};
}
d_vec2 d_vec2_sub(d_vec2 p1, d_vec2 p2) {
return (d_vec2) {
.x = p1.x - p2.x,
.y = p1.y - p2.y,
};
}
d_vec2 d_vec2_scale(d_vec2 p, float s) {
return (d_vec2) {
.x = p.x * s,
.y = p.y * s,
};
}
d_vec2 d_vec2_mult(d_vec2 p1, d_vec2 p2) {
return (d_vec2) {
.x = p1.x * p2.x,
.y = p1.y * p2.y,
};
}
float d_vec2_dist(d_vec2 p1, d_vec2 p2) {
return sqrt(
(p1.x - p2.x) * (p1.x - p2.x) +
(p1.y - p2.y) * (p1.y - p2.y)
);
}
float d_vec2_len(d_vec2 p) {
return d_vec2_dist(p, d_vec2f(0.0, 0.0));
}
d_vec2 d_vec2_unit(d_vec2 p) {
return d_vec2_scale(p, 1.0 / d_vec2_len(p));
}
d_vec3 d_vec2_cross(d_vec2 p1, d_vec2 p2) {
return d_vec3_cross(d_vec3f(p1.x, p1.y, 0.0), d_vec3f(p2.x, p2.y, 0.0));
}
float d_vec2_dot(d_vec2 p1, d_vec2 p2) {
return p1.x * p2.x + p1.y * p2.y;
}
d_vec2 d_vec2_normal(d_vec2 p) {
return d_vec2f(p.y, -p.x);
}
float d_vec2_angle(d_vec2 p1, d_vec2 p2) {
return atan2(p1.y - p2.y, p1.x - p2.x);
}
d_vec2 d_vec2_min(d_vec2 a, d_vec2 b) {
return (d_vec2) {
.x = fminf(a.x, b.x),
.y = fminf(a.y, b.y),
};
}
d_vec2 d_vec2_max(d_vec2 a, d_vec2 b) {
return (d_vec2) {
.x = fmaxf(a.x, b.x),
.y = fmaxf(a.y, b.y),
};
}
d_vec2 d_vec2_lerp(d_vec2 from, d_vec2 to, float t) {
return (d_vec2) {
.x = d_lerpf(from.x, to.x, t),
.y = d_lerpf(from.y, to.y, t),
};
}
d_vec2 d_vec2_rand(d_vec2 p1, d_vec2 p2) {
return (d_vec2) {
.x = d_randf(p1.x, p2.x),
.y = d_randf(p1.y, p2.y),
};
}
d_vec2 d_vec2_clamp(d_vec2 p, d_vec2 low, d_vec2 hi) {
return (d_vec2) {
.x = d_clampf(p.x, low.x, hi.x),
.y = d_clampf(p.x, low.y, hi.y),
};
}
bool d_vec2_eq(d_vec2 p1, d_vec2 p2) {
return p1.x == p2.x && p1.y == p2.y;
}
void d_vec2_swap(d_vec2* p1, d_vec2* p2) {
d_vec2 p3 = *p2;
*p2 = *p1;
*p1 = p3;
}
d_vec3 d_vec3f(float x, float y, float z) {
return (d_vec3) {
.x = x,
.y = y,
.z = z,
};
}
d_vec3 d_vec3u(void) {
return d_vec3f(0.0, 0.0, 0.0);
}
d_vec3 d_vec3_add(d_vec3 p1, d_vec3 p2) {
return (d_vec3) {
.x = p1.x + p2.x,
.y = p1.y + p2.y,
.z = p1.z + p2.z,
};
}
d_vec3 d_vec3_sub(d_vec3 p1, d_vec3 p2) {
return (d_vec3) {
.x = p1.x - p2.x,
.y = p1.y - p2.y,
.z = p1.z - p2.z,
};
}
d_vec3 d_vec3_scale(d_vec3 p, float s) {
return (d_vec3) {
.x = p.x * s,
.y = p.y * s,
.z = p.z * s,
};
}
d_vec3 d_vec3_mult(d_vec3 p1, d_vec3 p2) {
return (d_vec3) {
.x = p1.x * p2.x,
.y = p1.y * p2.y,
.z = p1.z * p2.z,
};
}
float d_vec3_dist(d_vec3 p1, d_vec3 p2) {
return sqrt(
(p1.x - p2.x) * (p1.x - p2.x) +
(p1.y - p2.y) * (p1.y - p2.y) +
(p1.z - p2.z) * (p1.z - p2.z)
);
}
float d_vec3_len(d_vec3 p) {
return d_vec3_dist(p, d_vec3f(0.0, 0.0, 0.0));
}
d_vec3 d_vec3_unit(d_vec3 p) {
return d_vec3_scale(p, 1.0 / d_vec3_len(p));
}
d_vec3 d_vec3_cross(d_vec3 p1, d_vec3 p2) {
return (d_vec3) {
.x = (p1.y * p2.z) - (p1.z * p2.y),
.y = (p1.z * p2.x) - (p1.x * p2.z),
.z = (p1.x * p2.y) - (p1.y * p2.x),
};
}
float d_vec3_dot(d_vec3 p1, d_vec3 p2) {
return p1.x * p2.x + p1.y * p2.y + p1.z * p2.z;
}
d_vec3 d_vec3_min(d_vec3 a, d_vec3 b) {
return (d_vec3) {
.x = fminf(a.x, b.x),
.y = fminf(a.y, b.y),
.z = fminf(a.z, b.z),
};
}
d_vec3 d_vec3_max(d_vec3 a, d_vec3 b) {
return (d_vec3) {
.x = fmaxf(a.x, b.x),
.y = fmaxf(a.y, b.y),
.z = fmaxf(a.z, b.z),
};
}
d_vec3 d_vec3_lerp(d_vec3 from, d_vec3 to, float t) {
return (d_vec3) {
.x = d_lerpf(from.x, to.x, t),
.y = d_lerpf(from.y, to.y, t),
.z = d_lerpf(from.z, to.z, t),
};
}
d_vec3 d_vec3_rand(d_vec3 p1, d_vec3 p2) {
return (d_vec3) {
.x = d_randf(p1.x, p2.x),
.y = d_randf(p1.y, p2.y),
.z = d_randf(p1.z, p2.z),
};
}
d_vec3 d_vec3_clamp(d_vec3 p, d_vec3 low, d_vec3 hi) {
return (d_vec3) {
.x = d_clampf(p.x, low.x, hi.x),
.y = d_clampf(p.x, low.y, hi.y),
.z = d_clampf(p.x, low.z, hi.z),
};
}
bool d_vec3_eq(d_vec3 p1, d_vec3 p2) {
return p1.x == p2.x && p1.y == p2.y && p1.z == p2.z;
}
void d_vec3_swap(d_vec3* p1, d_vec3* p2) {
d_vec3 p3 = *p2;
*p2 = *p1;
*p1 = p3;
}
d_vec4 d_vec4f(float x, float y, float z, float w) {
return (d_vec4) {
.x = x,
.y = y,
.z = z,
.w = w,
};
}
d_vec4 d_vec4u(void) {
return d_vec4f(0.0, 0.0, 0.0, 1.0);
}
d_color d_colori(uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
return (d_color) {
.r = r,
.g = g,
.b = b,
.a = a,
};
}
d_color d_colorf(float r, float g, float b, float a) {
return (d_color) {
.r = r * 255,
.g = g * 255,
.b = b * 255,
.a = a * 255,
};
}
d_color d_colorx(uint32_t hex) {
return hex > 16777215 ? (d_color) {
.r = ((hex >> 24) & 0xff),
.g = ((hex >> 16) & 0xff),
.b = ((hex >> 8) & 0xff),
.a = ((hex >> 0) & 0xff),
} : (d_color) {
.r = ((hex >> 16) & 0xff),
.g = ((hex >> 8) & 0xff),
.b = ((hex >> 0) & 0xff),
.a = 255,
};
}
d_color d_coloru(void) {
return (d_color) {
.r = 255,
.g = 255,
.b = 255,
.a = 255,
};
}
d_color d_color_mix(d_color c1, d_color c2) {
return (d_color) {
.r = c1.r * c2.r / 255,
.g = c1.g * c2.g / 255,
.b = c1.b * c2.b / 255,
.a = c1.a * c2.a / 255,
};
}
d_color d_color_darken(d_color c, int d) {
return (d_color) {
.r = d_clampi(c.r - d, 0, 255),
.g = d_clampi(c.g - d, 0, 255),
.b = d_clampi(c.b - d, 0, 255),
.a = c.a,
};
}
d_color d_color_lighten(d_color c, int l) {
return d_color_darken(c, -l);
}
bool d_color_eq(d_color c1, d_color c2) {
return c1.r == c2.r && c1.g == c2.g && c1.b == c2.b && c1.a == c2.a;
}
d_color d_color_lerp(d_color from, d_color to, float t) {
return (d_color) {
.r = (int)d_lerpf(from.r, to.r, t),
.g = (int)d_lerpf(from.g, to.g, t),
.b = (int)d_lerpf(from.b, to.b, t),
.a = (int)d_lerpf(from.a, to.a, t),
};
}
d_mat4 d_mat4u(void) {
return d_mat4_identity();
}
d_mat4 d_mat4_identity(void) {
return (d_mat4) {
.m = {
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
},
};
}
d_mat4 d_mat4_mult(d_mat4 m1, d_mat4 m2) {
d_mat4 out = d_mat4u();
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
out.m[i * 4 + j] =
m1.m[0 * 4 + j] * m2.m[i * 4 + 0] +
m1.m[1 * 4 + j] * m2.m[i * 4 + 1] +
m1.m[2 * 4 + j] * m2.m[i * 4 + 2] +
m1.m[3 * 4 + j] * m2.m[i * 4 + 3];
}
}
return out;
}
d_vec4 d_mat4_mult_vec4(d_mat4 m, d_vec4 p) {
return (d_vec4) {
.x = p.x * m.m[0] + p.y * m.m[4] + p.z * m.m[8] + p.w * m.m[12],
.y = p.x * m.m[1] + p.y * m.m[5] + p.z * m.m[9] + p.w * m.m[13],
.z = p.x * m.m[2] + p.y * m.m[6] + p.z * m.m[10] + p.w * m.m[14],
.w = p.x * m.m[3] + p.y * m.m[7] + p.z * m.m[11] + p.w * m.m[15]
};
}
d_vec3 d_mat4_mult_vec3(d_mat4 m, d_vec3 p) {
d_vec4 p4 = d_mat4_mult_vec4(m, d_vec4f(p.x, p.y, p.z, 1.0));
return d_vec3f(p4.x, p4.y, p4.z);
}
d_vec2 d_mat4_mult_vec2(d_mat4 m, d_vec2 p) {
d_vec3 p3 = d_mat4_mult_vec3(m, d_vec3f(p.x, p.y, 0.0));
return d_vec2f(p3.x, p3.y);
}
d_mat4 d_mat4_invert(d_mat4 m) {
d_mat4 out = d_mat4u();
float f00 = m.m[10] * m.m[15] - m.m[14] * m.m[11];
float f01 = m.m[9] * m.m[15] - m.m[13] * m.m[11];
float f02 = m.m[9] * m.m[14] - m.m[13] * m.m[10];
float f03 = m.m[8] * m.m[15] - m.m[12] * m.m[11];
float f04 = m.m[8] * m.m[14] - m.m[12] * m.m[10];
float f05 = m.m[8] * m.m[13] - m.m[12] * m.m[9];
float f06 = m.m[6] * m.m[15] - m.m[14] * m.m[7];
float f07 = m.m[5] * m.m[15] - m.m[13] * m.m[7];
float f08 = m.m[5] * m.m[14] - m.m[13] * m.m[6];
float f09 = m.m[4] * m.m[15] - m.m[12] * m.m[7];
float f10 = m.m[4] * m.m[14] - m.m[12] * m.m[6];
float f11 = m.m[5] * m.m[15] - m.m[13] * m.m[7];
float f12 = m.m[4] * m.m[13] - m.m[12] * m.m[5];
float f13 = m.m[6] * m.m[11] - m.m[10] * m.m[7];
float f14 = m.m[5] * m.m[11] - m.m[9] * m.m[7];
float f15 = m.m[5] * m.m[10] - m.m[9] * m.m[6];
float f16 = m.m[4] * m.m[11] - m.m[8] * m.m[7];
float f17 = m.m[4] * m.m[10] - m.m[8] * m.m[6];
float f18 = m.m[4] * m.m[9] - m.m[8] * m.m[5];
out.m[0] = m.m[5] * f00 - m.m[6] * f01 + m.m[7] * f02;
out.m[4] = -(m.m[4] * f00 - m.m[6] * f03 + m.m[7] * f04);
out.m[8] = m.m[4] * f01 - m.m[5] * f03 + m.m[7] * f05;
out.m[12] = -(m.m[4] * f02 - m.m[5] * f04 + m.m[6] * f05);
out.m[1] = -(m.m[1] * f00 - m.m[2] * f01 + m.m[3] * f02);
out.m[5] = m.m[0] * f00 - m.m[2] * f03 + m.m[3] * f04;
out.m[9] = -(m.m[0] * f01 - m.m[1] * f03 + m.m[3] * f05);
out.m[13] = m.m[0] * f02 - m.m[1] * f04 + m.m[2] * f05;
out.m[2] = m.m[1] * f06 - m.m[2] * f07 + m.m[3] * f08;
out.m[6] = -(m.m[0] * f06 - m.m[2] * f09 + m.m[3] * f10);
out.m[10] = m.m[0] * f11 - m.m[1] * f09 + m.m[3] * f12;
out.m[14] = -(m.m[0] * f08 - m.m[1] * f10 + m.m[2] * f12);
out.m[3] = -(m.m[1] * f13 - m.m[2] * f14 + m.m[3] * f15);
out.m[7] = m.m[0] * f13 - m.m[2] * f16 + m.m[3] * f17;
out.m[11] = -(m.m[0] * f14 - m.m[1] * f16 + m.m[3] * f18);
out.m[15] = m.m[0] * f15 - m.m[1] * f17 + m.m[2] * f18;
float det =
m.m[0] * out.m[0] +
m.m[1] * out.m[4] +
m.m[2] * out.m[8] +
m.m[3] * out.m[12];
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
out.m[i * 4 + j] *= (1.0 / det);
}
}
return out;
}
d_mat4 d_mat4_scale(d_vec3 s) {
return (d_mat4) {
.m = {
s.x, 0.0, 0.0, 0.0,
0.0, s.y, 0.0, 0.0,
0.0, 0.0, s.z, 0.0,
0.0, 0.0, 0.0, 1.0,
},
};
}
d_mat4 d_mat4_translate(d_vec3 p) {
return (d_mat4) {
.m = {
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
p.x, p.y, p.z, 1.0,
},
};
}
d_mat4 d_mat4_rot_x(float a) {
return (d_mat4) {
.m = {
1.0, 0.0, 0.0, 0.0,
0.0, cos(-a), -sin(-a), 0.0,
0.0, sin(-a), cos(-a), 0.0,
0.0, 0.0, 0.0, 1.0,
},
};
}
d_mat4 d_mat4_rot_y(float a) {
return (d_mat4) {
.m = {
cos(-a), 0.0, -sin(-a), 0.0,
0.0, 1.0, 0.0, 0.0,
sin(-a), 0.0, cos(-a), 0.0,
0.0, 0.0, 0.0, 1.0,
},
};
}
d_mat4 d_mat4_rot_z(float a) {
return (d_mat4) {
.m = {
cos(-a), -sin(-a), 0.0, 0.0,
sin(-a), cos(-a), 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
},
};
}
d_mat4 d_mat4_rot_quat(d_quat q) {
return d_mat4_mult(
(d_mat4) {
q.w, q.z, -q.y, q.x,
-q.z, q.w, q.x, q.y,
q.y, -q.x, q.w, q.z,
-q.x, -q.y, -q.z, q.w
},
(d_mat4) {
q.w, q.z, -q.y, -q.x,
-q.z, q.w, q.x, -q.y,
q.y, -q.x, q.w, -q.z,
q.x, q.y, q.z, q.w
}
);
}
d_mat4 d_mat4_lerp(d_mat4 m1, d_mat4 m2, float t) {
d_mat4 m3;
for (int i = 0; i < 16; i++) {
m3.m[i] = d_lerpf(m1.m[i], m2.m[i], t);
}
return m3;
}
d_mat4 d_mat4_ortho(float w, float h, float near, float far) {
float left = -w / 2.0;
float right = w / 2.0;
float bottom = -h / 2.0;
float top = h / 2.0;
float tx = -(right + left) / (right - left);
float ty = -(top + bottom) / (top - bottom);
float tz = -(far + near) / (far - near);
return (d_mat4) {
.m = {
2.0 / (right - left), 0.0, 0.0, 0.0,
0.0, 2.0 / (top - bottom), 0.0, 0.0,
0.0, 0.0, -2.0 / (far - near), 0.0,
tx, ty, tz, 1.0,
},
};
}
d_mat4 d_mat4_persp(float fov, float aspect, float near, float far) {
float f = 1.0 / tan(fov / 2.0);
return (d_mat4) {
.m = {
-f / aspect, 0.0, 0.0, 0.0,
0.0, f, 0.0, 0.0,
0.0, 0.0, (far + near) / (far - near), 1.0,
0.0, 0.0, -(2.0 * far * near) / (far - near), 0.0,
}
};
}
d_mat4 d_mat4_view(d_vec3 pos, d_vec3 dir, d_vec3 up) {
d_vec3 z = d_vec3_unit(dir);
d_vec3 x = d_vec3_unit(d_vec3_cross(up, z));
d_vec3 y = d_vec3_cross(z, x);
return (d_mat4) {
.m = {
x.x, y.x, z.x, 0.0,
x.y, y.y, z.y, 0.0,
x.z, y.z, z.z, 0.0,
-d_vec3_dot(x, pos), -d_vec3_dot(y, pos), -d_vec3_dot(z, pos), 1.0,
},
};
}
d_quat d_quatu(void) {
return (d_quat) { 0.0, 0.0, 0.0, 1.0 };
}
d_quat d_quat_mult(d_quat q1, d_quat q2) {
return (d_quat) {
q1.x * q2.x,
q1.y * q2.y,
q1.z * q2.z,
q1.w * q2.w
};
}
d_quad d_quadu(void) {
return (d_quad) { 0.0, 0.0, 1.0, 1.0 };
}
void d_rect_fix(d_rect* r) {
d_vec2 pp1 = d_vec2_min(r->p1, r->p2);
d_vec2 pp2 = d_vec2_max(r->p1, r->p2);
r->p1 = pp1;
r->p2 = pp2;
}
d_poly d_rect_to_poly(d_rect r) {
return (d_poly) {
.num_verts = 4,
.verts = {
r.p1,
V(r.p2.x, r.p1.y),
r.p2,
V(r.p1.x, r.p2.y),
},
};
}
d_poly d_rect_transform(d_rect r, d_mat4 t) {
return d_poly_transform(d_rect_to_poly(r), t);
}
d_poly d_poly_transform(d_poly p, d_mat4 t) {
for (int i = 0; i < p.num_verts; i++) {
p.verts[i] = d_mat4_mult_vec2(t, p.verts[i]);
}
return p;
}
d_rect d_poly_bbox(d_poly p) {
d_vec2 p1 = d_vec2f(FLT_MAX, FLT_MAX);
d_vec2 p2 = d_vec2f(-FLT_MAX, -FLT_MAX);
for (int i = 0; i < p.num_verts; i++) {
d_vec2 pt = p.verts[i];
p1.x = fminf(p1.x, pt.x);
p2.x = fmaxf(p2.x, pt.x);
p1.y = fminf(p1.y, pt.y);
p2.y = fmaxf(p2.y, pt.y);
}
return (d_rect) { p1, p2 };
}
bool d_col_pt_pt(d_vec2 p1, d_vec2 p2) {
return p1.x == p2.x && p1.y == p2.y;
}
bool d_col_pt_line(d_vec2 p, d_line2 l) {
float cross =
(p.y - l.p1.y) * (l.p2.x - l.p1.x)
- (p.x - l.p1.x) * (l.p2.y - l.p1.y);
if (cross != 0) {
return false;
}
if (d_col_pt_rect(p, (d_rect) { l.p1, l.p2 })) {
return false;
}
return true;
}
bool d_col_pt_circle(d_vec2 pt, d_circle c) {
return d_vec2_dist(pt, c.center) <= c.radius;
}
bool d_col_pt_rect(d_vec2 pt, d_rect r) {
d_rect_fix(&r);
return
pt.x >= r.p1.x
&& pt.x <= r.p2.x
&& pt.y >= r.p1.y
&& pt.y <= r.p2.y;
}
bool d_col_pt_poly(d_vec2 pt, d_poly poly) {
bool c = false;
d_vec2* p = poly.verts;
for (int i = 0, j = poly.num_verts - 1; i < poly.num_verts; j = i++) {
if (
((p[i].y > pt.y) != (p[j].y > pt.y))
&& (pt.x < (p[j].x - p[i].x) * (pt.y - p[i].y) / (p[j].y - p[i].y) + p[i].x)
) {
c = !c;
}
}
return c;
}
bool d_col_line_line(d_line2 l1, d_line2 l2) {
float a =
(
(l2.p2.x - l2.p1.x)
* (l1.p1.y - l2.p1.y)
- (l2.p2.y - l2.p1.y)
* (l1.p1.x - l2.p1.x)
)
/
(
(l2.p2.y - l2.p1.y)
* (l1.p2.x - l1.p1.x)
- (l2.p2.x - l2.p1.x)
* (l1.p2.y - l1.p1.y)
);
float b =
(
(l1.p2.x - l1.p1.x)
* (l1.p1.y - l2.p1.y)
- (l1.p2.y - l1.p1.y)
* (l1.p1.x - l2.p1.x)