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bhlib/src/Math/Mat4f.c
Mikhail Romanko b0fbfcd69e Split Math.c into smaller files
Friend said that Math.c was too big and complicated.
2025-02-28 10:08:05 +03:00

447 lines
11 KiB
C

#include <BH/Math.h>
#include <string.h>
#include <math.h>
#define EPSILON 0.00001f
#define PI 3.14159265358979323846f
void BH_Mat4fIdentity(float *out)
{
const float ident[16] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
memcpy(out, ident, sizeof(ident));
}
void BH_Mat4fAdd(const float *a,
const float *b,
float *out)
{
BH_Vec4fAdd(&a[0], &b[0], &out[0]);
BH_Vec4fAdd(&a[4], &b[4], &out[4]);
BH_Vec4fAdd(&a[8], &b[8], &out[8]);
BH_Vec4fAdd(&a[12], &b[12], &out[12]);
}
void BH_Mat4fSub(const float *a,
const float *b,
float *out)
{
BH_Vec4fSub(&a[0], &b[0], &out[0]);
BH_Vec4fSub(&a[4], &b[4], &out[4]);
BH_Vec4fSub(&a[8], &b[8], &out[8]);
BH_Vec4fSub(&a[12], &b[12], &out[12]);
}
void BH_Mat4fMul(const float *a,
const float *b,
float *out)
{
float tmp[16], row[4];
row[0] = row[1] = row[2] = row[3] = b[0]; BH_Vec4fMul(&a[0], row, &tmp[0]);
row[0] = row[1] = row[2] = row[3] = b[1]; BH_Vec4fMulAdd(&a[4], row, &tmp[0], &tmp[0]);
row[0] = row[1] = row[2] = row[3] = b[2]; BH_Vec4fMulAdd(&a[8], row, &tmp[0], &tmp[0]);
row[0] = row[1] = row[2] = row[3] = b[3]; BH_Vec4fMulAdd(&a[12], row, &tmp[0], &tmp[0]);
row[0] = row[1] = row[2] = row[3] = b[4]; BH_Vec4fMul(&a[0], row, &tmp[4]);
row[0] = row[1] = row[2] = row[3] = b[5]; BH_Vec4fMulAdd(&a[4], row, &tmp[4], &tmp[4]);
row[0] = row[1] = row[2] = row[3] = b[6]; BH_Vec4fMulAdd(&a[8], row, &tmp[4], &tmp[4]);
row[0] = row[1] = row[2] = row[3] = b[7]; BH_Vec4fMulAdd(&a[12], row, &tmp[4], &tmp[4]);
row[0] = row[1] = row[2] = row[3] = b[8]; BH_Vec4fMul(&a[0], row, &tmp[8]);
row[0] = row[1] = row[2] = row[3] = b[9]; BH_Vec4fMulAdd(&a[4], row, &tmp[8], &tmp[8]);
row[0] = row[1] = row[2] = row[3] = b[10]; BH_Vec4fMulAdd(&a[8], row, &tmp[8], &tmp[8]);
row[0] = row[1] = row[2] = row[3] = b[11]; BH_Vec4fMulAdd(&a[12], row, &tmp[8], &tmp[8]);
row[0] = row[1] = row[2] = row[3] = b[12]; BH_Vec4fMul(&a[0], row, &tmp[12]);
row[0] = row[1] = row[2] = row[3] = b[13]; BH_Vec4fMulAdd(&a[4], row, &tmp[12], &tmp[12]);
row[0] = row[1] = row[2] = row[3] = b[14]; BH_Vec4fMulAdd(&a[8], row, &tmp[12], &tmp[12]);
row[0] = row[1] = row[2] = row[3] = b[15]; BH_Vec4fMulAdd(&a[12], row, &tmp[12], &tmp[12]);
memcpy(out, tmp, sizeof(tmp));
}
void BH_Mat4fScale(const float *a,
float b,
float *out)
{
BH_Vec4fScale(&a[0], b, &out[0]);
BH_Vec4fScale(&a[4], b, &out[4]);
BH_Vec4fScale(&a[8], b, &out[8]);
BH_Vec4fScale(&a[12], b, &out[12]);
}
void BH_Mat4fTranspose(const float *in,
float *out)
{
float tmp[16];
tmp[0] = in[0]; tmp[4] = in[1]; tmp[8] = in[2]; tmp[12] = in[3];
tmp[1] = in[4]; tmp[5] = in[5]; tmp[9] = in[6]; tmp[13] = in[7];
tmp[2] = in[8]; tmp[6] = in[9]; tmp[10] = in[10]; tmp[14] = in[11];
tmp[3] = in[12]; tmp[7] = in[13]; tmp[11] = in[14]; tmp[15] = in[15];
memcpy(out, tmp, sizeof(tmp));
}
float BH_Mat4fTrace(const float *in)
{
return in[0] + in[5] + in[10] + in[15];
}
float BH_Mat4fDet(const float *in)
{
float a, b, c, d, e, f, result;
a = in[2] * in[7] - in[3] * in[6];
b = in[2] * in[11] - in[3] * in[10];
c = in[2] * in[15] - in[3] * in[14];
d = in[6] * in[11] - in[7] * in[10];
e = in[6] * in[15] - in[7] * in[14];
f = in[10] * in[15] - in[11] * in[14];
result = 0.0f;
result += in[0] * (in[5] * f - in[9] * e + in[13] * d);
result -= in[4] * (in[1] * f - in[9] * c + in[13] * b);
result += in[8] * (in[1] * e - in[5] * c + in[13] * a);
result -= in[12] * (in[1] * d - in[5] * b + in[9] * a);
return result;
}
int BH_Mat4fInverse(const float *in,
float *out)
{
float a, b, c, d, e, f, det;
float tmp[16];
a = in[2] * in[7] - in[3] * in[6];
b = in[2] * in[11] - in[3] * in[10];
c = in[2] * in[15] - in[3] * in[14];
d = in[6] * in[11] - in[7] * in[10];
e = in[6] * in[15] - in[7] * in[14];
f = in[10] * in[15] - in[11] * in[14];
tmp[0] = (in[5] * f - in[9] * e + in[13] * d);
tmp[1] = -(in[1] * f - in[9] * c + in[13] * b);
tmp[2] = (in[1] * e - in[5] * c + in[13] * a);
tmp[3] = -(in[1] * d - in[5] * b + in[9] * a);
det = 0.0f;
det += in[0] * tmp[0];
det += in[4] * tmp[1];
det += in[8] * tmp[2];
det += in[12] * tmp[3];
if (fabsf(det) < EPSILON)
return BH_ERROR;
tmp[4] = -(in[4] * f - in[8] * e + in[12] * d);
tmp[5] = (in[0] * f - in[8] * c + in[12] * b);
tmp[6] = -(in[0] * e - in[4] * c + in[12] * a);
tmp[7] = (in[0] * d - in[4] * b + in[8] * a);
a = in[1] * in[7] - in[3] * in[5];
b = in[1] * in[11] - in[3] * in[9];
c = in[1] * in[15] - in[3] * in[13];
d = in[5] * in[11] - in[7] * in[9];
e = in[5] * in[15] - in[7] * in[13];
f = in[9] * in[15] - in[11] * in[13];
tmp[8] = (in[4] * f - in[8] * e + in[12] * d);
tmp[9] = -(in[0] * f - in[8] * c + in[12] * b);
tmp[10] = (in[0] * e - in[4] * c + in[12] * a);
tmp[11] = -(in[0] * d - in[4] * b + in[8] * a);
a = in[1] * in[6] - in[2] * in[5];
b = in[1] * in[10] - in[2] * in[9];
c = in[1] * in[14] - in[2] * in[13];
d = in[5] * in[10] - in[6] * in[9];
e = in[5] * in[14] - in[6] * in[13];
f = in[9] * in[14] - in[10] * in[13];
tmp[12] = -(in[4] * f - in[8] * e + in[12] * d);
tmp[13] = (in[0] * f - in[8] * c + in[12] * b);
tmp[14] = -(in[0] * e - in[4] * c + in[12] * a);
tmp[15] = (in[0] * d - in[4] * b + in[8] * a);
BH_Mat4fScale(tmp, 1.0f / det, out);
return BH_OK;
}
void BH_Mat4fFromScale(float x,
float y,
float z,
float *out)
{
BH_Mat4fIdentity(out);
out[0] = x;
out[5] = y;
out[10] = z;
}
void BH_Mat4fFromTranslation(float x,
float y,
float z,
float *out)
{
BH_Mat4fIdentity(out);
out[12] = x;
out[13] = y;
out[14] = z;
}
void BH_Mat4fFromRotationX(float angle,
float *out)
{
float c, s;
c = cosf(angle);
s = sinf(angle);
BH_Mat4fIdentity(out);
out[5] = c;
out[6] = s;
out[9] = -s;
out[10] = c;
}
void BH_Mat4fFromRotationY(float angle,
float *out)
{
float c, s;
c = cosf(angle);
s = sinf(angle);
BH_Mat4fIdentity(out);
out[0] = c;
out[2] = -s;
out[8] = s;
out[10] = c;
}
void BH_Mat4fFromRotationZ(float angle,
float *out)
{
float c, s;
c = cosf(angle);
s = sinf(angle);
BH_Mat4fIdentity(out);
out[0] = c;
out[1] = s;
out[4] = -s;
out[5] = c;
}
void BH_Mat4fFromAxis(const float *axis,
float angle,
float *out)
{
float x, y, z, length;
float c, s, moc, xx, xy, xz, yy, yz, zz;
length = BH_Vec3fLength(axis);
BH_Mat4fIdentity(out);
if (fabsf(length) < EPSILON)
return;
x = axis[0] / length;
y = axis[1] / length;
z = axis[2] / length;
c = cosf(angle);
s = sinf(angle);
moc = 1.0f - c;
xx = x * x;
xy = x * y;
xz = x * z;
yy = y * y;
yz = y * z;
zz = z * z;
out[0] = c + xx * moc;
out[1] = xy * moc + z * s;
out[2] = xz * moc - y * s;
out[4] = xy * moc - z * s;
out[5] = c + yy * moc;
out[6] = yz * moc + x * s;
out[8] = xz * moc + y * s;
out[9] = yz * moc - x * s;
out[10] = c + zz * moc;
}
void BH_Mat4fFromEuler(float roll,
float pitch,
float yaw,
float *out)
{
float rs, rc, ys, yc, ps, pc;
rs = sinf(roll);
rc = cosf(roll);
ps = sinf(pitch);
pc = cosf(pitch);
ys = sinf(yaw);
yc = cosf(yaw);
BH_Mat4fIdentity(out);
out[0] = pc * yc;
out[1] = pc * ys;
out[2] = -ps;
out[4] = ps * rs * yc - rc * ys;
out[5] = ps * rs * ys + rc * yc;
out[6] = pc * rs;
out[8] = rs * ys + ps * rc * yc;
out[9] = ps * rc * ys - rs * yc;
out[10] = pc * rc;
}
void BH_Mat4fFromQuat4f(const float *in,
float *out)
{
BH_Quat4fToMat4f(in, out);
}
void BH_Mat4fFromOrtho(float xMin,
float xMax,
float yMin,
float yMax,
float zMin,
float zMax,
float *out)
{
float dx, dy, dz;
dx = xMax - xMin;
dy = yMax - yMin;
dz = zMax - zMin;
BH_Mat4fIdentity(out);
out[0] = 2.0f / dx;
out[5] = 2.0f / dy;
out[10] = -2.0f / dz;
out[12] = -(xMax + xMin) / dx;
out[13] = -(yMax + yMin) / dy;
out[14] = -(zMax + zMin) / dz;
}
void BH_Mat4fFromFrustum(float fov,
float aspect,
float zMin,
float zMax,
float *out)
{
float t, dz;
dz = zMax - zMin;
t = tanf(fov / 2.0f);
BH_Mat4fIdentity(out);
out[0] = 1.0f / (aspect * t);
out[5] = 1.0f / t;
out[10] = -(zMax + zMin) / dz;
out[11] = -1.0f;
out[14] = -(2.0f * zMax * zMin) / dz;
out[15] = 0.0f;
}
void BH_Mat4fFromLookAt(const float *position,
const float *at,
const float *up,
float *out)
{
float cameraDir[3], cameraRight[3], cameraUp[3];
BH_Vec3fSub(position, at, cameraDir);
BH_Vec3fNormal(cameraDir, cameraDir);
BH_Vec3fCross(up, cameraDir, cameraRight);
BH_Vec3fNormal(cameraRight, cameraRight);
BH_Vec3fCross(cameraDir, cameraRight, cameraUp);
out[0] = cameraRight[0];
out[1] = cameraUp[0];
out[2] = cameraDir[0];
out[3] = 0.0f;
out[4] = cameraRight[1];
out[5] = cameraUp[1];
out[6] = cameraDir[1];
out[7] = 0.0f;
out[8] = cameraRight[2];
out[9] = cameraUp[2];
out[10] = cameraDir[2];
out[11] = 0.0f;
out[12] = -BH_Vec3fDot(cameraRight, position);
out[13] = -BH_Vec3fDot(cameraUp, position);
out[14] = -BH_Vec3fDot(cameraDir, position);
out[15] = 1.0f;
}
void BH_Mat4fApplyVec4f(const float *a,
const float *b,
float *out)
{
float tmp[4], row[4];
row[0] = row[1] = row[2] = row[3] = b[0]; BH_Vec4fMul(&a[0], row, tmp);
row[0] = row[1] = row[2] = row[3] = b[1]; BH_Vec4fMulAdd(&a[4], row, tmp, tmp);
row[0] = row[1] = row[2] = row[3] = b[2]; BH_Vec4fMulAdd(&a[8], row, tmp, tmp);
row[0] = row[1] = row[2] = row[3] = b[3]; BH_Vec4fMulAdd(&a[12], row, tmp, tmp);
memcpy(out, tmp, sizeof(tmp));
}
void BH_Mat4fApplyVec3f(const float *a,
const float *b,
float *out)
{
float tmp[4], row[4];
row[0] = row[1] = row[2] = row[3] = b[0]; BH_Vec4fMul(&a[0], row, tmp);
row[0] = row[1] = row[2] = row[3] = b[1]; BH_Vec4fMulAdd(&a[4], row, tmp, tmp);
row[0] = row[1] = row[2] = row[3] = b[2]; BH_Vec4fMulAdd(&a[8], row, tmp, tmp);
row[0] = row[1] = row[2] = row[3] = 1.0f; BH_Vec4fMulAdd(&a[12], row, tmp, tmp);
memcpy(out, tmp, sizeof(float) * 3);
}