4coder/4ed_math.h

661 lines
11 KiB
C

/*
* Mr. 4th Dimention - Allen Webster
*
* 15.05.2015
*
* Math functions for 4coder
*
*/
// TOP
#define C_MATH 1
/*
* Scalar operators
*/
#define DEG_TO_RAD (0.0174533f)
inline f32
ABS(f32 x){
if (x < 0) x = -x;
return(x);
}
#if C_MATH
#include <math.h>
inline f32
MOD(f32 x, i32 m){
f32 whole, frac, r;
frac = modff(x, &whole);
r = ((i32)(whole) % m) + frac;
return(r);
}
inline f32
SQRT(f32 x){
f32 r = sqrt(x);
return(r);
}
inline f32
SIN(f32 x_degrees){
f32 r = sinf(x_degrees * DEG_TO_RAD);
return(r);
}
inline f32
COS(f32 x_degrees){
f32 r = cosf(x_degrees * DEG_TO_RAD);
return(r);
}
#endif
/*
* Vectors
*/
struct Vec2{
union{
struct{
f32 x, y;
};
struct{
f32 v[2];
};
};
};
struct Vec3{
union{
struct{
f32 x, y, z;
};
struct{
f32 r, g, b;
};
struct{
Vec2 xy;
f32 _z;
};
struct{
f32 _x;
Vec2 yz;
};
struct{
f32 v[3];
};
};
};
struct Vec4{
union{
struct{
f32 r, g, b, a;
};
struct{
f32 h, s, l, __a;
};
struct{
f32 x, y, z, w;
};
struct{
Vec3 rgb;
f32 _a;
};
struct{
Vec3 xyz;
f32 _w;
};
struct{
f32 _x;
Vec3 yzw;
};
struct{
f32 v[4];
};
};
};
inline internal Vec2
V2(f32 x, f32 y){
Vec2 result;
result.x = x;
result.y = y;
return result;
}
inline internal Vec3
V3(f32 x, f32 y, f32 z){
Vec3 result;
result.x = x;
result.y = y;
result.z = z;
return result;
}
inline internal Vec4
V4(f32 x, f32 y, f32 z, f32 w){
Vec4 result;
result.x = x;
result.y = y;
result.z = z;
result.w = w;
return result;
}
inline internal Vec2
operator+(Vec2 a, Vec2 b){
Vec2 result;
result.x = a.x + b.x;
result.y = a.y + b.y;
return result;
}
inline internal Vec3
operator+(Vec3 a, Vec3 b){
Vec3 result;
result.x = a.x + b.x;
result.y = a.y + b.y;
result.z = a.z + b.z;
return result;
}
inline internal Vec4
operator+(Vec4 a, Vec4 b){
Vec4 result;
result.x = a.x + b.x;
result.y = a.y + b.y;
result.z = a.z + b.z;
result.w = a.w + b.w;
return result;
}
inline internal Vec2
operator-(Vec2 a, Vec2 b){
Vec2 result;
result.x = a.x - b.x;
result.y = a.y - b.y;
return result;
}
inline internal Vec3
operator-(Vec3 a, Vec3 b){
Vec3 result;
result.x = a.x - b.x;
result.y = a.y - b.y;
result.z = a.z - b.z;
return result;
}
inline internal Vec4
operator-(Vec4 a, Vec4 b){
Vec4 result;
result.x = a.x - b.x;
result.y = a.y - b.y;
result.z = a.z - b.z;
result.w = a.w - b.w;
return result;
}
inline internal Vec2
operator*(Vec2 a, f32 k){
Vec2 result;
result.x = a.x * k;
result.y = a.y * k;
return result;
}
inline internal Vec3
operator*(Vec3 a, f32 k){
Vec3 result;
result.x = a.x * k;
result.y = a.y * k;
result.z = a.z * k;
return result;
}
inline internal Vec4
operator*(Vec4 a, f32 k){
Vec4 result;
result.x = a.x * k;
result.y = a.y * k;
result.z = a.z * k;
result.w = a.w * k;
return result;
}
inline internal Vec2
operator*(f32 k, Vec2 a){
Vec2 result;
result.x = a.x * k;
result.y = a.y * k;
return result;
}
inline internal Vec3
operator*(f32 k, Vec3 a){
Vec3 result;
result.x = a.x * k;
result.y = a.y * k;
result.z = a.z * k;
return result;
}
inline internal Vec4
operator*(f32 k, Vec4 a){
Vec4 result;
result.x = a.x * k;
result.y = a.y * k;
result.z = a.z * k;
result.w = a.w * k;
return result;
}
inline internal Vec2&
operator+=(Vec2 &a, Vec2 b){
a = (a + b);
return a;
}
inline internal Vec3&
operator+=(Vec3 &a, Vec3 b){
a = (a + b);
return a;
}
inline internal Vec4&
operator+=(Vec4 &a, Vec4 b){
a = (a + b);
return a;
}
inline internal Vec2&
operator-=(Vec2 &a, Vec2 b){
a = (a - b);
return a;
}
inline internal Vec3&
operator-=(Vec3 &a, Vec3 b){
a = (a - b);
return a;
}
inline internal Vec4&
operator-=(Vec4 &a, Vec4 b){
a = (a - b);
return a;
}
inline internal Vec2&
operator*=(Vec2 &a, f32 k){
a = (a * k);
return a;
}
inline internal Vec3&
operator*=(Vec3 &a, f32 k){
a = (a * k);
return a;
}
inline internal Vec4&
operator*=(Vec4 &a, f32 k){
a = (a * k);
return a;
}
inline internal f32
dot(Vec2 a, Vec2 b){
f32 result;
result = a.x*b.x + a.y*b.y;
return result;
}
inline internal f32
dot(Vec3 a, Vec3 b){
f32 result;
result = a.x*b.x + a.y*b.y + a.z*b.z;
return result;
}
inline internal f32
dot(Vec4 a, Vec4 b){
f32 result;
result = a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w;
return result;
}
inline internal Vec3
cross(Vec3 a, Vec3 b){
Vec3 result;
result.x = a.y*b.z - b.y*a.z;
result.y = a.z*b.x - b.z*a.x;
result.z = a.x*b.y - b.x*a.y;
return result;
}
inline internal Vec2
hadamard(Vec2 a, Vec2 b){
Vec2 result;
result.x = a.x*b.x;
result.y = a.y*b.y;
return result;
}
inline internal Vec3
hadamard(Vec3 a, Vec3 b){
Vec3 result;
result.x = a.x*b.x;
result.y = a.y*b.y;
result.z = a.z*b.z;
return result;
}
inline internal Vec4
hadamard(Vec4 a, Vec4 b){
Vec4 result;
result.x = a.x*b.x;
result.y = a.y*b.y;
result.z = a.z*b.z;
result.w = a.w*b.w;
return result;
}
inline internal Vec2
perp(Vec2 v){
Vec2 result;
result.x = -v.y;
result.y = v.x;
return result;
}
inline Vec2
polar_to_cartesian(f32 theta_degrees, f32 length){
Vec2 result;
result.x = COS(theta_degrees)*length;
result.y = SIN(theta_degrees)*length;
return result;
}
inline Vec2
rotate(Vec2 v, f32 theta_degrees){
Vec2 result;
f32 c, s;
c = COS(theta_degrees);
s = SIN(theta_degrees);
result.x = v.x*c - v.y*s;
result.y = v.x*s + v.y*c;
return result;
}
/*
* Lerps, Clamps, Thresholds, Etc
*/
inline f32
lerp(f32 a, f32 t, f32 b){
return(a + (b-a)*t);
}
inline i32
lerp(i32 a, f32 t, i32 b){
return ((i32)(lerp((f32)a, t, (f32)b)));
}
inline Vec2
lerp(Vec2 a, f32 t, Vec2 b){
return(a + (b-a)*t);
}
inline Vec3
lerp(Vec3 a, f32 t, Vec3 b){
return(a + (b-a)*t);
}
inline Vec4
lerp(Vec4 a, f32 t, Vec4 b){
return(a + (b-a)*t);
}
inline f32
unlerp(f32 a, f32 x, f32 b){
f32 r = x;
if (b > a){
r = (x - a) / (b - a);
}
return(r);
}
inline f32
clamp_bottom(f32 a, f32 n){
if (n < a) n = a;
return (n);
}
inline f32
clamp_top(f32 n, f32 z){
if (n > z) n = z;
return (n);
}
inline f32
clamp(f32 a, f32 n, f32 z){
if (n < a) n = a;
else if (n > z) n = z;
return (n);
}
inline i32
clamp_bottom(i32 a, i32 n){
if (n < a) n = a;
return (n);
}
inline i32
clamp_top(i32 n, i32 z){
if (n > z) n = z;
return (n);
}
inline i32
clamp(i32 a, i32 n, i32 z){
if (n < a) n = a;
else if (n > z) n = z;
return (n);
}
/*
* Color
*/
// TODO(allen): Convert colors to Vec4
inline u32
color_blend(u32 a, f32 t, u32 b){
union{
u8 byte[4];
u32 comp;
} A, B, R;
A.comp = a;
B.comp = b;
R.byte[0] = (u8)lerp(A.byte[0], t, B.byte[0]);
R.byte[1] = (u8)lerp(A.byte[1], t, B.byte[1]);
R.byte[2] = (u8)lerp(A.byte[2], t, B.byte[2]);
R.byte[3] = (u8)lerp(A.byte[3], t, B.byte[3]);
return R.comp;
}
inline Vec3
unpack_color3(u32 color){
Vec3 result;
result.r = ((color >> 16) & 0xFF) / 255.f;
result.g = ((color >> 8) & 0xFF) / 255.f;
result.b = ((color >> 0) & 0xFF) / 255.f;
return result;
}
inline Vec4
unpack_color4(u32 color){
Vec4 result;
result.a = ((color >> 24) & 0xFF) / 255.f;
result.r = ((color >> 16) & 0xFF) / 255.f;
result.g = ((color >> 8) & 0xFF) / 255.f;
result.b = ((color >> 0) & 0xFF) / 255.f;
return result;
}
inline u32
pack_color4(Vec4 color){
u32 result =
((u8)(color.a * 255) << 24) |
((u8)(color.r * 255) << 16) |
((u8)(color.g * 255) << 8) |
((u8)(color.b * 255) << 0);
return result;
}
internal Vec4
rgba_to_hsla(Vec4 rgba){
Vec4 hsla = {};
f32 max, min, delta;
i32 maxc;
hsla.a = rgba.a;
max = rgba.r; min = rgba.r;
maxc = 0;
if (rgba.r < rgba.g){
max = rgba.g;
maxc = 1;
}
if (rgba.b > max){
max = rgba.b;
maxc = 2;
}
if (rgba.r > rgba.g){
min = rgba.g;
}
if (rgba.b < min){
min = rgba.b;
}
delta = max - min;
hsla.z = (max + min) * .5f;
if (delta == 0){
hsla.x = 0.f;
hsla.y = 0.f;
}
else{
switch (maxc){
case 0:
{
hsla.x = (rgba.g - rgba.b) / delta;
hsla.x += (rgba.g < rgba.b) * 6.f;
}break;
case 1:
{
hsla.x = (rgba.b - rgba.r) / delta;
hsla.x += 2.f;
}break;
case 2:
{
hsla.x = (rgba.r - rgba.g) / delta;
hsla.x += 4.f;
}break;
}
hsla.x *= (1/6.f); // * 60 / 360
hsla.y = delta / (1.f - ABS(2.f*hsla.z - 1.f));
}
return hsla;
}
internal Vec4
hsla_to_rgba(Vec4 hsla){
if (hsla.h >= 1.f) hsla.h = 0.f;
Vec4 rgba = {0};
f32 C = (1.f - ABS(2*hsla.z - 1.f)) * hsla.y;
f32 X = C * (1.f-ABS(MOD(hsla.x*6.f, 2)-1.f));
f32 m = hsla.z - C*.5f;
i32 H = floor32(hsla.x * 6.f);
rgba.a = hsla.a;
switch (H){
case 0: rgba.r = C; rgba.g = X; rgba.b = 0; break;
case 1: rgba.r = X; rgba.g = C; rgba.b = 0; break;
case 2: rgba.r = 0; rgba.g = C; rgba.b = X; break;
case 3: rgba.r = 0; rgba.g = X; rgba.b = C; break;
case 4: rgba.r = X; rgba.g = 0; rgba.b = C; break;
case 5: rgba.r = C; rgba.g = 0; rgba.b = X; break;
}
rgba.r += m;
rgba.g += m;
rgba.b += m;
return(rgba);
}
//
// Rectangle Operations
//
inline i32_Rect
i32R(int32_t l, int32_t t, int32_t r, int32_t b){
i32_Rect rect;
rect.x0 = l; rect.y0 = t;
rect.x1 = r; rect.y1 = b;
return(rect);
}
inline f32_Rect
f32R(float l, float t, float r, float b){
f32_Rect rect;
rect.x0 = l; rect.y0 = t;
rect.x1 = r; rect.y1 = b;
return(rect);
}
inline f32_Rect
f32R(i32_Rect r){
f32_Rect rect;
rect.x0 = (float)r.x0;
rect.y0 = (float)r.y0;
rect.x1 = (float)r.x1;
rect.y1 = (float)r.y1;
return(rect);
}
inline int32_t
rect_equal(i32_Rect r1, i32_Rect r2){
int32_t result = (r1.x0 == r2.x0 && r1.y0 == r2.y0 && r1.x1 == r2.x1 && r1.y1 == r2.y1);
return(result);
}
inline int32_t
hit_check(int32_t x, int32_t y, int32_t x0, int32_t y0, int32_t x1, int32_t y1){
return (x >= x0 && x < x1 && y >= y0 && y < y1);
}
inline int32_t
hit_check(int32_t x, int32_t y, i32_Rect rect){
return (hit_check(x, y, rect.x0, rect.y0, rect.x1, rect.y1));
}
inline i32_Rect
get_inner_rect(i32_Rect outer, int32_t margin){
i32_Rect r;
r.x0 = outer.x0 + margin;
r.y0 = outer.y0 + margin;
r.x1 = outer.x1 - margin;
r.y1 = outer.y1 - margin;
return r;
}
// BOTTOM