X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=dosdemo;a=blobdiff_plain;f=src%2Fcgmath%2Fcgmmisc.inl;fp=src%2Fcgmath%2Fcgmmisc.inl;h=0000000000000000000000000000000000000000;hp=6cfa37d0e418a90ecca10359a4fbe8d21e5bbabf;hb=3c8a42c780f4fb7817badbc136f7312aa20dd5ef;hpb=b6c89d9ffbb08c5286448de4773290f0924a420b diff --git a/src/cgmath/cgmmisc.inl b/src/cgmath/cgmmisc.inl deleted file mode 100644 index 6cfa37d..0000000 --- a/src/cgmath/cgmmisc.inl +++ /dev/null @@ -1,154 +0,0 @@ -/* gph-cmath - C graphics math library - * Copyright (C) 2018 John Tsiombikas - * - * This program is free software. Feel free to use, modify, and/or redistribute - * it under the terms of the MIT/X11 license. See LICENSE for details. - * If you intend to redistribute parts of the code without the LICENSE file - * replace this paragraph with the full contents of the LICENSE file. - */ -#include - -static inline float cgm_deg_to_rad(float deg) -{ - return M_PI * deg / 180.0f; -} - -static inline float cgm_rad_to_deg(float rad) -{ - return 180.0f * rad / M_PI; -} - -static inline float cgm_smoothstep(float a, float b, float x) -{ - if(x < a) return 0.0f; - if(x >= b) return 1.0f; - - x = (x - a) / (b - a); - return x * x * (3.0f - 2.0f * x); -} - -static inline float cgm_lerp(float a, float b, float t) -{ - return a + (b - a) * t; -} - -static inline float cgm_bezier(float a, float b, float c, float d, float t) -{ - float omt, omt3, t3, f; - t3 = t * t * t; - omt = 1.0f - t; - omt3 = omt * omt * omt; - f = 3.0f * t * omt; - - return (a * omt3) + (b * f * omt) + (c * f * t) + (d * t3); -} - -static inline void cgm_discrand(cgm_vec3 *pt, float rad) -{ - float theta = 2.0f * M_PI * (float)rand() / RAND_MAX; - float r = sqrt((float)rand() / RAND_MAX) * rad; - pt->x = cos(theta) * r; - pt->y = sin(theta) * r; - pt->z = 0.0f; -} - -static inline void cgm_sphrand(cgm_vec3 *pt, float rad) -{ - float u, v, theta, phi; - - u = (float)rand() / RAND_MAX; - v = (float)rand() / RAND_MAX; - - theta = 2.0f * M_PI * u; - phi = acos(2.0f * v - 1.0f); - - pt->x = cos(theta) * sin(phi) * rad; - pt->y = sin(theta) * sin(phi) * rad; - pt->z = cos(phi) * rad; -} - -static inline void cgm_unproject(cgm_vec3 *res, const cgm_vec3 *norm_scrpos, - const float *inv_viewproj) -{ - cgm_vec4 pos; - - pos.x = 2.0f * norm_scrpos->x - 1.0f; - pos.y = 2.0f * norm_scrpos->y - 1.0f; - pos.z = 2.0f * norm_scrpos->z - 1.0f; - pos.w = 1.0f; - - cgm_wmul_m4v4(&pos, inv_viewproj); - - res->x = pos.x / pos.w; - res->y = pos.y / pos.w; - res->z = pos.z / pos.w; -} - -static inline void cgm_glu_unproject(float winx, float winy, float winz, - const float *view, const float *proj, const int *vp, - float *objx, float *objy, float *objz) -{ - cgm_vec3 npos, res; - float inv_pv[16]; - - cgm_mcopy(inv_pv, proj); - cgm_mmul(inv_pv, view); - - npos.x = (winx - vp[0]) / vp[2]; - npos.y = (winy - vp[1]) / vp[4]; - npos.z = winz; - - cgm_unproject(&res, &npos, inv_pv); - - *objx = res.x; - *objy = res.y; - *objz = res.z; -} - -static inline void cgm_pick_ray(cgm_ray *ray, float nx, float ny, - const float *viewmat, const float *projmat) -{ - cgm_vec3 npos, farpt; - float inv_pv[16]; - - cgm_mcopy(inv_pv, projmat); - cgm_mmul(inv_pv, viewmat); - - cgm_vcons(&npos, nx, ny, 0.0f); - cgm_unproject(&ray->origin, &npos, inv_pv); - npos.z = 1.0f; - cgm_unproject(&farpt, &npos, inv_pv); - - ray->dir.x = farpt.x - ray->origin.x; - ray->dir.y = farpt.y - ray->origin.y; - ray->dir.z = farpt.z - ray->origin.z; -} - -static inline void cgm_raypos(cgm_vec3 *p, const cgm_ray *ray, float t) -{ - p->x = ray->origin.x + ray->dir.x * t; - p->y = ray->origin.y + ray->dir.y * t; - p->z = ray->origin.z + ray->dir.z * t; -} - -static inline void cgm_bary(cgm_vec3 *bary, const cgm_vec3 *a, - const cgm_vec3 *b, const cgm_vec3 *c, const cgm_vec3 *pt) -{ - float d00, d01, d11, d20, d21, denom; - cgm_vec3 v0 = *b, v1 = *c, v2 = *pt; - - cgm_vsub(&v0, a); - cgm_vsub(&v1, a); - cgm_vsub(&v2, a); - - d00 = cgm_vdot(&v0, &v0); - d01 = cgm_vdot(&v0, &v1); - d11 = cgm_vdot(&v1, &v1); - d20 = cgm_vdot(&v2, &v0); - d21 = cgm_vdot(&v2, &v1); - denom = d00 * d11 - d01 * d01; - - bary->y = (d11 * d20 - d01 * d21) / denom; - bary->z = (d00 * d21 - d01 * d20) / denom; - bary->x = 1.0f - bary->y - bary->z; -}