#ifndef BH_MATH_H #define BH_MATH_H #include "Common.h" /** * Adds \a a and \a b floating point vectors and stores result into \a out. * * \param a A 4D vector * \param b B 4D vector * \param out Output 4D vector */ void BH_Vec4fAdd(const float *a, const float *b, float *out); /** * Subtracts \a a and \a b floating point vectors and stores result into \a out. * * \param a A 4D vector * \param b B 4D vector * \param out Output 4D vector */ void BH_Vec4fSub(const float *a, const float *b, float *out); /** * Multiplies \a a and \a b floating point vectors and stores result into * \a out. * * \param a A 4D vector * \param b B 4D vector * \param out Output 4D vector */ void BH_Vec4fMul(const float *a, const float *b, float *out); /** * Scales \a a vector by the value \a b and stores result into \a out. * * \param a A 4D vector * \param b B value * \param out Output vector */ void BH_Vec4fScale(const float *a, float b, float *out); /** * Multiples \a a and \a b vectors, adds to \a c and stores result into \a out. * * \param a A 4D vector * \param b B 4D vector * \param c C 4D vector * \param out Output 4D vector */ void BH_Vec4fMulAdd(const float *a, const float *b, const float *c, float *out); /** * Negates \a in vector and stores result into \a out. * * \param in Input 4D vector * \param out Output 4D vector */ void BH_Vec4fNegate(const float *in, float *out); /** * Computes dot product of \a a and \a b vectors and returns the result. * * \param a A 4D vector * \param b B 4D vector */ float BH_Vec4fDot(const float *a, const float *b); /** * Computes length of the \a in vector and returns the result. * * \param in Input 4D vector */ float BH_Vec4fLength(const float *in); /** * Computes normal vector from the \a in and stores result into \a out. * * \param in Input 4D vector * \param out Output 4D vector */ void BH_Vec4fNormal(const float *in, float *out); /** * Computes normal vector from the \a in stores result into \a out and returns * source length of the vector. * * \param in Input 4D vector * \param out Output 4D vector * * \return Returns length prior to normalization */ float BH_Vec4fNormalEx(const float *in, float *out); /** * Computes minimum vector from the \a a and \a b vectors and stores result * into \a out. * * \param a A 4D vector * \param b B 4D vector * \param out Output 4D vector */ void BH_Vec4fMin(const float *a, const float *b, float *out); /** * Computes maximum vector from the \a a and \a b vectors and stores result * into \a out. * * \param a A 4D vector * \param b B 4D vector * \param out Output 4D vector */ void BH_Vec4fMax(const float *a, const float *b, float *out); /** * Interpolates between \a a and \a b vector by \a t amount and stores result * into \a out. * * \param a A 4D vector * \param b B 4D vector * \param t Amount * \param out Output 4D vector */ void BH_Vec4fLerp(const float *a, const float *b, float t, float *out); /** * Projects \a a vector onto \a b vector and stores result into \a out. * * \param a A 4D vector * \param b B 4D vector * \param out Output 4D vector */ void BH_Vec4fProject(const float *a, const float *b, float *out); /** * Computes point from barycentric coordiantes \a v, \a w and points \a a, * \a b and \a c vectors. * * Output vector is calculated as A + v*(B-A) + w*(C-A). * * \param a A 4D vector * \param b B 4D vector * \param c C 4D vector * \param v V barycentric coordinate * \param w W barycentric coordinate * \param out Output 4D vector */ void BH_Vec4fBarycentric(const float *a, const float *b, const float *c, float v, float w, float *out); /** * Adds \a a and \a b floating point vectors and stores result into \a out. * * \param a A 3D vector * \param b B 3D vector * \param out Output 3D vector */ void BH_Vec3fAdd(const float *a, const float *b, float *out); /** * Subtracts \a a and \a b floating point vectors and stores result into \a out. * * \param a A 3D vector * \param b B 3D vector * \param out Output 3D vector */ void BH_Vec3fSub(const float *a, const float *b, float *out); /** * Multiplies \a a and \a b floating point vectors and stores result into * \a out. * * \param a A 3D vector * \param b B 3D vector * \param out Output 3D vector */ void BH_Vec3fMul(const float *a, const float *b, float *out); /** * Scales \a a vector by the value \a b and stores result into \a out. * * \param a A 3D vector * \param b B value * \param out Output 3D vector */ void BH_Vec3fScale(const float *a, float b, float *out); /** * Multiples \a a and \a b vectors, adds to \a c and stores result into \a out. * * \param a A 3D vector * \param b B 3D vector * \param c C 3D vector * \param out Output 3D vector */ void BH_Vec3fMulAdd(const float *a, const float *b, const float *c, float *out); /** * Negates \a in vector and stores result into \a out. * * \param in Input 3D vector * \param out Output 3D vector * */ void BH_Vec3fNegate(const float *in, float *out); /** * Computes dot product of \a a and \a b vectors and returns the result. * * \param a A 3D vector * \param b B 3D vector */ float BH_Vec3fDot(const float *a, const float *b); /** * Computes cross product of \a a and \a b vectors and stores * result into \a out. * * \param a A 3D vector * \param b B 3D vector * \param out Output 3D vector */ void BH_Vec3fCross(const float *a, const float *b, float *out); /** * Computes length of the \a in vector and returns the result. * * \param in Input 3D vector */ float BH_Vec3fLength(const float *in); /** * Computes normal vector from the \a in and stores result into \a out. * * \param in Input 3D vector * \param out Output 3D vector */ void BH_Vec3fNormal(const float *in, float *out); /** * Computes normal vector from the \a in stores result into \a out and returns * source length of the vector. * * \param in Input 3D vector * \param out Output 3D vector * * \return Returns length prior to normalization */ float BH_Vec3fNormalEx(const float *in, float *out); /** * Computes minimum vector from the \a a and \a b vectors and stores result into * \a out. * * \param a A 3D vector * \param b B 3D vector * \param out Output 3D vector */ void BH_Vec3fMin(const float *a, const float *b, float *out); /** * Computes maximum vector from the \a a and \a b vectors and stores result into * \a out. * * \param a A 3D vector * \param b B 3D vector * \param out Output 3D vector */ void BH_Vec3fMax(const float *a, const float *b, float *out); /** * Interpolates between \a a and \a b vector by \a t amount and stores result * into \a out. * * \param a A 3D vector * \param b B 3D vector * \param t Amount * \param out Output 3D vector */ void BH_Vec3fLerp(const float *a, const float *b, float t, float *out); /** * Projects \a a vector onto \a b vector and stores result into \a out. * * \param a A 3D vector * \param b B 3D vector * \param out Output 3D vector */ void BH_Vec3fProject(const float *a, const float *b, float *out); /** * Computes point from barycentric coordiantes \a v, \a w and points \a a, * \a b and \a c vectors. * * Output vector is calculated as A + v*(B-A) + w*(C-A). * * \param a A 3D vector * \param b B 3D vector * \param c C 3D vector * \param v V barycentric coordinate * \param w W barycentric coordinate * \param out Output 3D vector */ void BH_Vec3fBarycentric(const float *a, const float *b, const float *c, float v, float w, float *out); /** * Adds \a a and \a b floating point vectors and stores result into \a out. * * \param a A 2D vector * \param b B 2D vector * \param out Output 2D vector */ void BH_Vec2fAdd(const float *a, const float *b, float *out); /** * Subtracts \a a and \a b floating point vectors and stores result into \a out. * * \param a A 2D vector * \param b B 2D vector * \param out Output 2D vector */ void BH_Vec2fSub(const float *a, const float *b, float *out); /** * Multiplies \a a and \a b floating point vectors and stores result into * \a out. * * \param a A 2D vector * \param b B 2D vector * \param out Output 2D vector */ void BH_Vec2fMul(const float *a, const float *b, float *out); /** * Scales \a a vector by the value \a b and stores result into \a out. * * \param a A 2D vector * \param b B value * \param out Output 2D vector */ void BH_Vec2fScale(const float *a, float b, float *out); /** * Multiples \a a and \a b vectors, adds to \a c and stores result into \a out. * * \param a A 2D vector * \param b B 2D vector * \param c C 2D vector * \param out Output 2D vector */ void BH_Vec2fMulAdd(const float *a, const float *b, const float *c, float *out); /** * Negates \a in vector and stores result into \a out. * * \param in Input 2D vector * \param out Output 2D vector * */ void BH_Vec2fNegate(const float *in, float *out); /** * Computes dot product of \a a and \a b vectors and returns the result. * * \param a A 2D vector * \param b B 2D vector */ float BH_Vec2fDot(const float *a, const float *b); /** * Computes cross product of \a a and \a b vectors and returns the result. * * \param a A 2D vector * \param b B 2D vector */ float BH_Vec2fCross(const float *a, const float *b); /** * Computes length of the \a in vector and returns the result. * * \param in Input 2D vector */ float BH_Vec2fLength(const float *in); /** * Computes normal vector from the \a in and stores result into * \a out. * * \param in Input 2D vector * \param out Output 2D vector */ void BH_Vec2fNormal(const float *in, float *out); /** * Computes normal vector from the \a in stores result into \a out and returns * source length of the vector. * * \param in Input 2D vector * \param out Output 2D vector * * \return Returns length prior to normalization */ float BH_Vec2fNormalEx(const float *in, float *out); /** * Computes minimum vector from the \a a and \a b vectors and stores result into * \a out. * * \param a A 2D vector * \param b B 2D vector * \param out Output 2D vector */ void BH_Vec2fMin(const float *a, const float *b, float *out); /** * Computes maximum vector from the \a a and \a b vectors and stores result into * \a out. * * \param a A 2D vector * \param b B 2D vector * \param out Output 2D vector */ void BH_Vec2fMax(const float *a, const float *b, float *out); /** * Interpolates between \a a and \a b vector by \a t amount and stores result * into \a out. * * \param a A 2D vector * \param b B 2D vector * \param t Amount * \param out Output 2D vector */ void BH_Vec2fLerp(const float *a, const float *b, float t, float *out); /** * Projects \a a vector onto \a b vector and stores result into \a out. * * \param a A 2D vector * \param b B 2D vector * \param out Output 2D vector */ void BH_Vec2fProject(const float *a, const float *b, float *out); /** * Computes point from barycentric coordiantes \a v, \a w and points \a a, * \a b and \a c vectors. * * Output vector is calculated as A + v*(B-A) + w*(C-A). * * \param a A 2D vector * \param b B 2D vector * \param c C 2D vector * \param v V barycentric coordinate * \param w W barycentric coordinate * \param out Output 2D vector */ void BH_Vec2fBarycentric(const float *a, const float *b, const float *c, float u, float v, float *out); /** * Interpolates between \a a and \a b values by \a t amount and returns the * result. * * \param a A 2D vector * \param b B 2D vector * \param t Amount * \param out Output 2D vector */ float BH_Lerpf(float a, float b, float t); /** * Adds \a a and \a b integer vectors and stores result into \a out. * * \param a A 4D vector * \param b B 4D vector * \param out Output 4D vector */ void BH_Vec4iAdd(const int *a, const int *b, int *out); /** * Subtracts \a a and \a b integer vectors and stores result into \a out. * * \param a A 4D vector * \param b B 4D vector * \param out Output 4D vector */ void BH_Vec4iSub(const int *a, const int *b, int *out); /** * Multiplies \a a and \a b integers vectors and stores result into \a out. * * \param a A 4D vector * \param b B 4D vector * \param out Output vector */ void BH_Vec4iMul(const int *a, const int *b, int *out); /** * Scales \a a vector by the value \a b and stores result into \a out. * * \param a A 4D vector * \param b B value * \param out Output 4D vector */ void BH_Vec4iScale(const int *a, int b, int *out); /** * Multiples \a a and \a b vectors, adds to \a c and stores result into \a out. * * \param a A 4D vector * \param b B 4D vector * \param c C 4D vector * \param out Output 4D vector */ void BH_Vec4iMulAdd(const int *a, const int *b, const int *c, int *out); /** * Negates \a in vector and stores result into \a out. * * \param in Input 4D vector * \param out Output 4D vector */ void BH_Vec4iNegate(const int *in, int *out); /** * Computes minimum vector from the \a a and \a b vectors and stores result into * \a out. * * \param a A 4D vector * \param b B 4D vector * \param out Output 4D vector */ void BH_Vec4iMin(const int *a, const int *b, int *out); /** * Computes maximum vector from the \a a and \a b vectors and stores result into * \a out. * * \param a A 4D vector * \param b B 4D vector * \param out Output 4D vector */ void BH_Vec4iMax(const int *a, const int *b, int *out); /** * Adds \a a and \a b integer vectors and stores result into \a out. * * \param a A 3D vector * \param b B 3D vector * \param out Output 3D vector */ void BH_Vec3iAdd(const int *a, const int *b, int *out); /** * Subtracts \a a and \a b integer vectors and stores result into \a out. * * \param a A 3D vector * \param b B 3D vector * \param out Output 3D vector */ void BH_Vec3iSub(const int *a, const int *b, int *out); /** * Multiplies \a a and \a b integers vectors and stores result into \a out. * * \param a A 3D vector * \param b B 3D vector * \param out Output 3D vector */ void BH_Vec3iMul(const int *a, const int *b, int *out); /** * Scales \a a vector by the value \a b and stores result into \a out. * * \param a A 3D vector * \param b B value * \param out Output 3D vector */ void BH_Vec3iScale(const int *a, int b, int *out); /** * Multiples \a a and \a b vectors, adds to \a c and stores result into \a out. * * \param a A 3D vector * \param b B 3D vector * \param c C 3D vector * \param out Output 3D vector */ void BH_Vec3iMulAdd(const int *a, const int *b, const int *c, int *out); /** * Negates \a in vector and stores result into \a out. * * \param in Input 3D vector * \param out Output 3D vector * */ void BH_Vec3iNegate(const int *in, int *out); /** * Computes minimum vector from the \a a and \a b vectors and stores result into * \a out. * * \param a A 3D vector * \param b B 3D vector * \param out Output 3D vector */ void BH_Vec3iMin(const int *a, const int *b, int *out); /** * Computes maximum vector from the \a a and \a b vectors and stores result into * \a out. * * \param a A 3D vector * \param b B 3D vector * \param out Output 3D vector */ void BH_Vec3iMax(const int *a, const int *b, int *out); /** * Adds \a a and \a b integer vectors and stores result into \a out. * * \param a A 2D vector * \param b B 2D vector * \param out Output 2D vector */ void BH_Vec2iAdd(const int *a, const int *b, int *out); /** * Subtracts \a a and \a b integer vectors and stores result into \a out. * * \param a A 2D vector * \param b B 2D vector * \param out Output 2D vector */ void BH_Vec2iSub(const int *a, const int *b, int *out); /** * Multiplies \a a and \a b integers vectors and stores result into \a out. * * \param a A 2D vector * \param b B 2D vector * \param out Output 2D vector */ void BH_Vec2iMul(const int *a, const int *b, int *out); /** * Scales \a a vector by the value \a b and stores result into \a out. * * \param a A 2D vector * \param b B 2D value * \param out Output 2D vector */ void BH_Vec2iScale(const int *a, int b, int *out); /** * Multiples \a a and \a b vectors, adds to \a c and stores result into \a out. * * \param a A 2D vector * \param b B 2D vector * \param c C 2D vector * \param out Output 2D vector */ void BH_Vec2iMulAdd(const int *a, const int *b, const int *c, int *out); /** * Negates \a in vector and stores result into \a out. * * \param in Input 2D vector * \param out Output 2D vector * */ void BH_Vec2iNegate(const int *in, int *out); /** * Computes minimum vector from the \a a and \a b vectors and stores result into * \a out. * * \param a A 2D vector * \param b B 2D vector * \param out Output 2D vector */ void BH_Vec2iMin(const int *a, const int *b, int *out); /** * Computes maximum vector from the \a a and \a b vectors and stores result into * \a out. * * \param a A 2D vector * \param b B 2D vector * \param out Output 2D vector */ void BH_Vec2iMax(const int *a, const int *b, int *out); /** * Adds \a a and \a b floating point quaternions and stores result into \a out. * * \param a A quaternion * \param b B quaternion * \param out Output quaternion */ #define BH_Quat4fAdd(a, b, out) \ BH_Vec4fAdd(a, b, out) /** * Subtracts \a a and \a b floating point quaternions and stores result into * \a out. * * \param a A quaternion * \param b B quaternion * \param out Output quaternion */ #define BH_Quat4fSub(a, b, out) \ BH_Vec4fSub(a, b, out) /** * Scales \a a quaternion by the value \a b and stores result into \a out. * * \param a A quaternion * \param b B value * \param out Output quaternion */ #define BH_Quat4fScale(a, b, out) \ BH_Vec4fScale(a, b, out) /** * Negates \a in quaternion and stores result into \a out. * * \param in Input quaternion * \param out Output quaternion */ #define BH_Quat4fNegate(in, out) \ BH_Vec4fNegate(in, out) /** * Computes dot product of \a a and \a b quaternions and returns the result. * * \param a A quaternion * \param b B quaternion */ #define BH_Quat4fDot(a, b) \ BH_Vec4fDot(a, b) /** * Computes length of the \a in quaternion and returns the result. * * \param in Input quaternion */ #define BH_Quat4fLength(in) \ BH_Vec4fLength(in) /** * Computes normal quaternion from the \a in and stores result into \a out. * * \param in Input quaternion * \param out Output quaternion */ #define BH_Quat4fNormal(in, out) \ BH_Vec4fNormal(in, out) /** * Interpolates between \a a and \a b quaternion by \a t amount and stores * result into \a out. * * \param a A quaternion * \param b B quaternion * \param t Amount * \param out Output quaternion */ #define BH_Quat4fLerp(a, b, t, out) \ BH_Vec4fLerp(a, b, t, out) /** * Stores identity quaternion into \a out. * * \param out Output quaternion. */ void BH_Quat4fIdentity(float *out); /** * Conjugates the \a in quaternion and stores result into \a out. * * \param in Input quaternion * \param out Output quaternion */ void BH_Quat4fConjugate(const float *in, float *out); /** * Computes the inverse of the \a in quaternion and stores result into \a out. * * \param in Input quaternion * \param out Output quaternion */ void BH_Quat4fInverse(const float *in, float *out); /** * Multiplies the \a a and \a b quaternions and stores result into \a out. * * \param a A quaternion * \param b B quaternion * \param out Output quaternion */ void BH_Quat4fMul(const float *a, const float *b, float *out); /** * Spherically interpolates between \a a and \a b quaternions by \a t amount and * stores result into \a out. * * \param a A quaternion * \param b B quaternion * \param t Amount * \param out Output quaternion */ void BH_Quat4fSlerp(const float *a, const float *b, float t, float *out); /** * Computes the quaternion that represents \a roll, \a pitch, \a yaw (euler * angles) and stores result into \a out. * * Order of the rotation is ZYX (yaw, pitch, roll) * * \param roll Roll * \param pitch Pitch * \param yaw Yaw * \param out Output quaternion */ void BH_Quat4fFromEuler(float roll, float pitch, float yaw, float *out); /** * Computes quaternion that represents rotation by angle \a angle around * axis \a axis and stores result into \a out. * * \param axis Axis 3D vector * \param angle Angle * \param out Output quaternion */ void BH_Quat4fFromAxis(const float *axis, float angle, float *out); /** * Computes euler angles from quaternion \a in and stores result into \a roll, * \a pitch, \a yaw. * * Order of the rotation is ZYX (yaw, pitch, roll) * * \param in Input quaternion * \param roll Output roll * \param pitch Output pitch * \param yaw Output yaw */ void BH_Quat4fToEuler(const float *in, float *roll, float *pitch, float *yaw); /** * Computes rotation around axis from quaternion \a in and stores result into * \a axis and \a angle. * * \param in Input quaternion * \param axis Output axis 3D vector * \param angle Output angle */ void BH_Quat4fToAxis(const float *in, float *axis, float *angle); /** * Computes 4x4 rotation matrix from quaternion \a in and stores result into * \a out. * * \param in Input quaternion * \param out Output 4x4 matrix */ void BH_Quat4fToMat4f(const float *in, float *out); /** * Stores identity matrix into \a out. * * \param out Output 4x4 matrix. */ void BH_Mat4fIdentity(float *out); /** * Adds \a a and \a b floating point matricies and stores result into \a out. * * \param a A 4x4 matrix * \param b B 4x4 matrix * \param out Output 4x4 matrix */ void BH_Mat4fAdd(const float *a, const float *b, float *out); /** * Subtracts \a a and \a b floating point matricies and stores result into * \a out. * * \param a A 4x4 matrix * \param b B 4x4 matrix * \param out Output 4x4 matrix */ void BH_Mat4fSub(const float *a, const float *b, float *out); /** * Multiplies \a a and \a b floating point matricies and stores result into * \a out. * * \param a A 4x4 matrix * \param b B 4x4 matrix * \param out Output 4x4 matrix */ void BH_Mat4fMul(const float *a, const float *b, float *out); /** * Scales \a a matrix by the value \a b and stores result into \a out. * * \param a A 4x4 matrix * \param b B value * \param out Output 4x4 matrix */ void BH_Mat4fScale(const float *a, float b, float *out); /** * Transposes matrix \a in and stores result into \a out. * * \param in Input 4x4 matrix * \param out Output 4x4 matrix */ void BH_Mat4fTranspose(const float *in, float *out); /** * Computes \a in matrix trace and returns the result. * * \param in Input 4x4 matrix */ float BH_Mat4fTrace(const float *in); /** * Computes \a in matrix determinant and returns the result. * * \param in Input 4x4 matrix */ float BH_Mat4fDet(const float *in); /** * Computes inverse of \a in matrix and stores result into \a out. * * \param in Input 4x4 matrix * \param out OUtput 4x4 matrix * * \return On success, returns zero. * \return On failure, returns error code. */ int BH_Mat4fInverse(const float *in, float *out); /** * Computes scaling matrix from values \a x, \a y, \a z and stores result into * \a out. * * \param x X scale * \param y Y scale * \param z Z scale * \param out Output 4x4 matrix */ void BH_Mat4fFromScale(float x, float y, float z, float *out); /** * Computes translation matrix from values \a x, \a y, \a z and stores result * into \a out. * * \param x X translation * \param y Y translation * \param z Z translation * \param out Output 4x4 matrix */ void BH_Mat4fFromTranslation(float x, float y, float z, float *out); /** * Computes rotation matrix around x axis with angle \a angle and stores * result \a out. * * \param angle Angle * \param out Output 4x4 matrix */ void BH_Mat4fFromRotationX(float angle, float *out); /** * Computes rotation matrix around y axis with angle \a angle and stores * result \a out. * * \param angle Angle * \param out Output 4x4 matrix */ void BH_Mat4fFromRotationY(float angle, float *out); /** * Computes rotation matrix around z axis with angle \a angle and stores * result \a out. * * \param angle Angle * \param out Output 4x4 matrix */ void BH_Mat4fFromRotationZ(float angle, float *out); /** * Computes rotation matrix around axis \a axis with angle \a angle and stores * result \a out. * * \param axis Axis 3D vector * \param angle Angle * \param out Output 4x4 matrix */ void BH_Mat4fFromAxis(const float *axis, float angle, float *out); /** * Computes the rotation matrix that represents \a roll, \a pitch, \a yaw (euler * angles) and stores result into \a out. * * Order of the rotation is ZYX (yaw, pitch, roll) * * \param roll Roll * \param pitch Pitch * \param yaw Yaw * \param out Output 4x4 matrix */ void BH_Mat4fFromEuler(float roll, float pitch, float yaw, float *out); /** * Computes 4x4 rotation matrix from quaternion \a in and stores result into * \a out. * * \param in Input quaternion * \param out Output 4x4 matrix */ void BH_Mat4fFromQuat4f(const float *in, float *out); /** * Computes orthographic projection matrix and stores result into \a out. * * \param x_min Min x value * \param x_max Max x value * \param y_min Min y value * \param y_max Max y value * \param z_min Min z value * \param z_max Max z value * \param out Output 4x4 matrix */ void BH_Mat4fFromOrtho(float xMin, float xMax, float yMin, float yMax, float zMin, float zMax, float *out); /** * Computes perspective projection matrix and stores result into \a out. * * \param fov Field of view * \param aspect Aspect ratio * \param z_min Min z value * \param z_max Max z value * \param out Output 4x4 matrix */ void BH_Mat4fFromFrustum(float fov, float aspect, float zMin, float zMax, float *out); /** * Computes camera view matrix and stores result into \a out. * * \param position Position vector * \param at Target vector * \param up Up vector * \param out Output 4x4 matrix */ void BH_Mat4fFromLookAt(const float *position, const float *at, const float *up, float *out); /** * Multiplies matrix \a a by vector \a b and stores result into \a out. * * \param a A 4x4 matrix * \param b B 4D vector * \param out Output 4D vector */ void BH_Mat4fApplyVec4f(const float *a, const float *b, float *out); /** * Multiplies matrix \a a by vector \a b and stores result into \a out. * * \param a A 4x4 matrix * \param b B 3D vector * \param out Output 3D vector */ void BH_Mat4fApplyVec3f(const float *a, const float *b, float *out); /** * Stores identity matrix into \a out. * * \param out Output 3x3 matrix. */ void BH_Mat3fIdentity(float *out); /** * Adds \a a and \a b floating point matricies and stores result into \a out. * * \param a A 3x3 matrix * \param b B 3x3 matrix * \param out Output 3x3 matrix */ void BH_Mat3fAdd(const float *a, const float *b, float *out); /** * Subtracts \a a and \a b floating point matricies and stores result into * \a out. * * \param a A 3x3 matrix * \param b B 3x3 matrix * \param out Output 3x3 matrix */ void BH_Mat3fSub(const float *a, const float *b, float *out); /** * Multiplies \a a and \a b floating point matricies and stores result into * \a out. * * \param a A 3x3 matrix * \param b B 3x3 matrix * \param out Output 3x3 matrix */ void BH_Mat3fMul(const float *a, const float *b, float *out); /** * Scales \a a matrix by the value \a b and stores result into \a out. * * \param a A 3x3 matrix * \param b B value * \param out Output 3x3 matrix */ void BH_Mat3fScale(const float *a, float b, float *out); /** * Transposes matrix \a in and stores result into \a out. * * \param in Input 3x3 matrix * \param out Output 3x3 matrix */ void BH_Mat3fTranspose(const float *in, float *out); /** * Computes \a in matrix trace and returns the result. * * \param in Input 3x3 matrix */ float BH_Mat3fTrace(const float *in); /** * Computes \a in matrix determinant and returns the result. * * \param in Input 3x3 matrix */ float BH_Mat3fDet(const float *in); /** * Computes inverse of \a in matrix and stores result into \a out. * * \param in Input 3x3 matrix * \param out OUtput 3x3 matrix * * \return On success, returns zero. * \return On failure, returns error code. */ int BH_Mat3fInverse(const float *in, float *out); /** * Computes scaling matrix from values \a x, \a y and stores result into * \a out. * * \param x X scale * \param y Y scale * \param out Output 3x3 matrix */ void BH_Mat3fFromScale(float x, float y, float *out); /** * Computes translation matrix from values \a x, \a y and stores result * into \a out. * * \param x X translation * \param y Y translation * \param out Output 3x3 matrix */ void BH_Mat3fFromTranslation(float x, float y, float *out); /** * Computes rotation matrix around with angle \a angle and stores result \a out. * * \param angle Angle * \param out Output 3x3 matrix */ void BH_Mat3fFromRotation(float angle, float *out); /** * Multiplies matrix \a a by vector \a b and stores result into \a out. * * \param a A 3x3 matrix * \param b B 3D vector * \param out Output 3D vector */ void BH_Mat3fApplyVec3f(float *a, float *b, float *out); /** * Multiplies matrix \a a by vector \a b and stores result into \a out. * * \param a A 3x3 matrix * \param b B 2D vector * \param out Output 2D vector */ void BH_Mat3fApplyVec2f(float *a, float *b, float *out); /** * Computes plane from points \a a, \a b, \a c and stores result into \a out. * * X, Y, Z components of the \a out vector are plane normal, W component is a * distance from the origin (0,0,0) to the plane. * * It is assumed, that points provided in clockwise order. * * If points form degenerate triangle, this function will return error. * * \param a A 3D vector * \param b B 3D vector * \param c C 3D vector * \param out Output 4D vector * * \return On success, returns zero. * \return On failure, returns error-code. */ int BH_PlaneFromPoints(const float *a, const float *b, const float *c, float *out); /** * Computes distance from \a plane to the \a point and returns result. * * \param plane Plane 4D vector * \param point Point 3D vector * * \return Returns distance from plane to point. */ float BH_PlaneDistance(const float *plane, const float *point); /** * Computes closest point on the \a plane to the \a point and stores result * into \a out. * * \param plane Plane 4D vector * \param point Point 3D vector * \param out Output 3D vector */ void BH_PlaneClosestPoint(const float *plane, const float *point, float *out); /** * Computes time of intersection \a t between ray (given \a start and * \a direction) and \a plane and stores intersection point into \a out. * * The returned intersection time \a t is for the ray. * * \param start Start 3D vector * \param direction Direction 3D vector * \param plane Plane 4D vector * \param t Time of intersection * \param out Output 3D vector * * \return On success, returns zero. * \return On failure, returns error code. */ int BH_Ray3fIntersectPlane(const float *start, const float *direction, const float *plane, float *t, float *out); /** * Computes time of intersection \a t between ray (given \a start and * \a direction) and triangle formed by \a a, \a b, \a c points and intersection * point into \a out. * * The returned intersection time \a t is for the ray. * * \param start Start 3D vector * \param direction Direction 3D vector * \param a A 3D vector * \param b B 3D vector * \param c C 3D vector * \param t Time of intersection * \param out Output 3D vector * * \return On success, returns zero. * \return On failure, returns error code. */ int BH_Ray3fIntersectTriangle(const float *start, const float *direction, const float *a, const float *b, const float *c, float *t, float *out); /** * Computes time of intesection \a t between line segment (given \a a and \a b * points) and \a plane and stores intersection point into \a out. * * The returned intersection time \a t is for the segment. * * \param a A 3D vector * \param b B 3D vector * \param plane Plane 4D vector * \param t Time of intersection * \param out Output 3D vector * * \return On success, returns zero. * \return On failure, returns error code. */ int BH_Segment3fIntersectPlane(const float *start, const float *end, const float *plane, float *t, float *out); /** * Computes time of intersection \a t between segment (given \a start and * \a end) and triangle formed by \a a, \a b, \a c points and intersection * point into \a out. * * The returned intersection time \a t is for the segment. * * \param start Start 3D vector * \param direction Direction 3D vector * \param a A 3D vector * \param b B 3D vector * \param c C 3D vector * \param t Time of intersection * \param out Output 3D vector * * \return On success, returns zero. * \return On failure, returns error code. */ int BH_Segment3fIntersectTriangle(const float *start, const float *end, const float *a, const float *b, const float *c, float *t, float *out); /** * Computes barycentric coordinates from \a point and triangle made of \a a, * \a b, \a c points and stores result into \a out. * * \param a A 3D vector * \param b B 3D vector * \param c C 3D vector * \param point Point 3D vector * \param out Output 3D vector */ void BH_Triangle3fBarycentric(const float *a, const float *b, const float *c, const float *point, float *out); /** * Computes line from \a a and \a b points and stores result into \a out. * * \param a A 2D vector * \param b B 2D vector * \param out Output 3D vector * * \return On success, returns zero. * \return On failure, returns error code. */ int BH_LineFromPoints(const float *a, const float *b, float *out); /** * Computes distance from \a line to the \a point and returns result. * * \param line Line 3D vector * \param point Point 2D vector * * \return Returns distance from plane to point. */ float BH_LineDistance(const float *line, const float *point); /** * Computes closest point on the \a line to the \a point and stores result into * \a out. * * \param line Line 3D vector * \param point Point 2D vector * \param out Output 2D vector */ void BH_LineClosestPoint(const float *line, const float *point, float *out); /** * Computes time of intersection \a t between ray (given \a start and * \a direction) and \a line and stores intersection point into \a out. * * The returned intersection time \a t is for the ray. * * \param start Start 2D vector * \param direction Direction 2D vector * \param line Line 3D vector * \param t Time of intersection * \param out Output 2D vector * * \return On success, returns zero. * \return On failure, returns error code. */ int BH_Ray2fIntersectLine(const float *start, const float *direction, const float *line, float *t, float *out); /** * Computes time of intersection \a time1 and \a time2 between one line (given * \a startA and \a directionA) and other line (given \a startB and * \a directionB). * * \param startA A Start 2D vector * \param directionA A Direction 2D vector * \param startB B Start 2D vector * \param directionB B Direction 2D vector * \param time1 Time of intersection of first line * \param time2 Time of intersection of second line * * \return On success, returns zero. * \return On failure, returns error code. */ int BH_Ray2fIntersectTime(const float *startA, const float *directionA, const float *startB, const float *directionB, float *time1, float *time2); /** * Computes time of intersection \a t between one ray (given \a startA and * \a directionA) and other ray (given \a startB and \a directionB) and stores * intersection point into \a out. * * The returned intersection time \a t is for the first ray. * * \param startA A Start 2D vector * \param directionA A Direction 2D vector * \param startB B Start 2D vector * \param directionB B Direction 2D vector * \param t Time of intersection * \param out Output 2D vector * * \return On success, returns zero. * \return On failure, returns error code. */ int BH_Ray2fIntersectRay(const float *startA, const float *directionA, const float *startB, const float *directionB, float *t, float *out); /** * Computes time of intersection \a t between one ray (given \a startA and * \a directionA) and segment (given \a startB and \a endB) and stores result * into \a out. * * The returned intersection time \a t is for the ray. * * \param startA A Start 2D vector * \param directionA A Direction 2D vector * \param startB B Start 2D vector * \param endB B End 2D vector * \param t Time of intersection * \param out Output 2D vector * * \return On success, returns zero. * \return On failure, returns error code. */ int BH_Ray2fIntersectSegment(const float *startA, const float *directionA, const float *startB, const float *endB, float *t, float *out); /** * Computes time of intersection \a t between segment (given \a start and * \a end) and \a line and stores intersection point into \a out. * * The returned intersection time \a t is for the segment. * * \param start Start 2D vector * \param end End 2D vector * \param line Line 3D vector * \param t Time of intersection * \param out Output 2D vector * * \return On success, returns zero. * \return On failure, returns error code. */ int BH_Segment2fIntersectLine(const float *start, const float *end, const float *line, float *t, float *out); /** * Computes time of intersection \a t between one segment (given \a startA and * \a endA) and other sergment (given \a startB and \a endB) and stores * intersection point into \a out. * * The returned intersection time \a t is for the first segment. * * \param startA A Start 2D vector * \param endA A End 2D vector * \param startB B Start 2D vector * \param endB B End 2D vector * \param t Time of intersection * \param out Output 2D vector * * \return On success, returns zero. * \return On failure, returns error code. */ int BH_Segment2fIntersectSegment(const float *startA, const float *endA, const float *startB, const float *endB, float *t, float *out); #endif /* BH_MATH_H */