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vmath.h
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#ifndef _VMATH_INCLUDE_
#define _VMATH_INCLUDE_
#ifdef VMATH_STATICDEF
#define VMATHDEF static
#else
#define VMATHDEF extern
#endif
#ifdef VMATH_DOUBLEPREC
typedef double scalar;
#else
typedef float scalar;
#endif
// plane: vec4 with x,y,z as its unit normal, w as offset from 0 (in normal dir)
// quat: vec4 with x,y,z as i,j,k components, w as the real component
typedef scalar vec4[4], quat[4], plane[4];
typedef scalar vec3[3];
typedef scalar vec2[2];
// row major
// a,b,c,d are row labels (M[0], M[1], M[2], M[3] resp.)
// x,y,z,w are labels of columns
// v' = Mv (pre-multiplied)
typedef vec4 mat4[4], mat4x4[4];
typedef vec4 mat3x4[3]; // last row is assumed to be {0,0,0,1}
typedef vec3 mat3[3], mat3x3[3];
typedef vec2 mat2[2], mat2x2[2];
// vec4 common
VMATHDEF scalar vec4_dot(vec4 u, vec4 v); // return u . v
VMATHDEF scalar vec4_lensqr(vec4 v); // return |v|^2
VMATHDEF scalar vec4_len(vec4 v); // return |v|
VMATHDEF scalar vec4_len1(vec4 v); // return d1(v, 0)
VMATHDEF scalar vec4_distsqr(vec4 u, vec4 v); // return |u - v|^2
VMATHDEF scalar vec4_dist(vec4 u, vec4 v); // return |u - v|
VMATHDEF scalar vec4_dist1(vec4 u, vec4 v); // return d1(u, v)
VMATHDEF void vec4_zero(vec4 r); // r = 0
VMATHDEF void vec4_setcomp(vec4 r, scalar x, scalar y, scalar z, scalar w); // r = {x, y, z, w} (set components)
VMATHDEF void vec4_setarr(vec4 r, scalar *u); // r = {u} (set array)
VMATHDEF void vec4_copy(vec4 r, vec4 v); // r = v
VMATHDEF void vec4_from_vec2(vec4 r, vec2 v); // r = {v, 0, 0}
VMATHDEF void vec4_from_vec3(vec4 r, vec3 v); // r = {v, 0}
VMATHDEF void vec4_from_mat2(vec4 r, mat2 m); // r = {m[0], m[1]}
VMATHDEF void vec4_smul(vec4 r, scalar s, vec4 v); // r = s * v (scalar multiplication)
VMATHDEF scalar vec4_unit(vec4 r); // r = r / |r|, return old |r|
VMATHDEF scalar vec4_normalize(vec4 r, vec4 v); // r = v / |v|, return |v|
VMATHDEF void vec4_negate(vec4 r, vec4 v); // r = -v
VMATHDEF void vec4_add(vec4 r, vec4 u, vec4 v); // r = u + v
VMATHDEF void vec4_sub(vec4 r, vec4 u, vec4 v); // r = u - v
VMATHDEF void vec4_tmul(vec4 r, vec4 u, vec4 v); // r = u * v (term-wise multiplication)
VMATHDEF void vec4_ma(vec4 r, vec4 u, scalar s, vec4 v); // r = u + t * v (multiply add)
VMATHDEF void vec4_combine(vec4 r, scalar s, vec4 u, scalar t, vec4 v); // r = s * u + t * v (linear combination)
VMATHDEF void vec4_lerp(vec4 r, vec4 u, vec4 v, scalar t); // r = (1 - t) * u + t * v
VMATHDEF void vec4_project(vec4 r, vec4 v, vec4 n); // r = projection of v wrt (unit) n
VMATHDEF void vec4_reject(vec4 r, vec4 v, vec4 n); // r = rejection of v wrt (unit) n
VMATHDEF void vec4_reflect(vec4 r, vec4 v, vec4 n); // r = reflection of v wrt (unit) n
// vec3 common
VMATHDEF scalar vec3_dot(vec3 u, vec3 v);
VMATHDEF scalar vec3_lensqr(vec3 v);
VMATHDEF scalar vec3_len(vec3 v);
VMATHDEF scalar vec3_len1(vec3 v);
VMATHDEF scalar vec3_distsqr(vec3 u, vec3 v);
VMATHDEF scalar vec3_dist(vec3 u, vec3 v);
VMATHDEF scalar vec3_dist1(vec3 u, vec3 v);
VMATHDEF void vec3_zero(vec3 r);
VMATHDEF void vec3_setcomp(vec3 r, scalar x, scalar y, scalar z);
VMATHDEF void vec3_setarr(vec3 r, scalar *u);
VMATHDEF void vec3_copy(vec3 r, vec3 v);
VMATHDEF void vec3_from_vec2(vec3 r, vec2 v);
VMATHDEF void vec3_from_vec4(vec3 r, vec4 v);
VMATHDEF void vec3_smul(vec3 r, scalar s, vec3 v);
VMATHDEF scalar vec3_unit(vec3 r);
VMATHDEF scalar vec3_normalize(vec3 r, vec3 v);
VMATHDEF void vec3_negate(vec3 r, vec3 v);
VMATHDEF void vec3_add(vec3 r, vec3 u, vec3 v);
VMATHDEF void vec3_sub(vec3 r, vec3 u, vec3 v);
VMATHDEF void vec3_tmul(vec3 r, vec3 u, vec3 v);
VMATHDEF void vec3_ma(vec3 r, vec3 u, scalar t, vec3 v);
VMATHDEF void vec3_combine(vec3 r, scalar s, vec3 u, scalar t, vec3 v);
VMATHDEF void vec3_lerp(vec3 r, vec3 u, vec3 v, scalar t);
VMATHDEF void vec3_project(vec3 r, vec3 v, vec3 n);
VMATHDEF void vec3_reject(vec3 r, vec3 v, vec3 n);
VMATHDEF void vec3_reflect(vec3 r, vec3 v, vec3 n);
// vec2 common
VMATHDEF scalar vec2_dot(vec2 u, vec2 v);
VMATHDEF scalar vec2_lensqr(vec2 v);
VMATHDEF scalar vec2_len(vec2 v);
VMATHDEF scalar vec2_len1(vec2 v);
VMATHDEF scalar vec2_distsqr(vec2 u, vec2 v);
VMATHDEF scalar vec2_dist(vec2 u, vec2 v);
VMATHDEF scalar vec2_dist1(vec2 u, vec2 v);
VMATHDEF void vec2_zero(vec2 r);
VMATHDEF void vec2_setcomp(vec2 r, scalar x, scalar y);
VMATHDEF void vec2_setarr(vec2 r, scalar *u);
VMATHDEF void vec2_copy(vec2 r, vec2 v);
VMATHDEF void vec2_from_vec3(vec2 r, vec3 v);
VMATHDEF void vec2_from_vec4(vec2 r, vec4 v);
VMATHDEF void vec2_smul(vec2 r, scalar s, vec2 v);
VMATHDEF scalar vec2_unit(vec2 r);
VMATHDEF scalar vec2_normalize(vec2 r, vec2 v);
VMATHDEF void vec2_negate(vec2 r, vec2 v);
VMATHDEF void vec2_add(vec2 r, vec2 u, vec2 v);
VMATHDEF void vec2_sub(vec2 r, vec2 u, vec2 v);
VMATHDEF void vec2_tmul(vec2 r, vec2 u, vec2 v);
VMATHDEF void vec2_ma(vec2 r, vec2 u, scalar t, vec2 v);
VMATHDEF void vec2_combine(vec2 r, scalar s, vec2 u, scalar t, vec2 v);
VMATHDEF void vec2_lerp(vec2 r, vec2 u, vec2 v, scalar t);
VMATHDEF void vec2_project(vec2 r, vec2 v, vec2 n);
VMATHDEF void vec2_reject(vec2 r, vec2 v, vec2 n);
VMATHDEF void vec2_reflect(vec2 r, vec2 v, vec2 n);
// vec other
VMATHDEF scalar vec2_cross(vec2 u, vec2 v); // scalar since first 2 components are always 0
VMATHDEF void vec3_cross(vec3 r, vec3 u, vec3 v); // r = u x v
VMATHDEF void vec4_cross(vec4 r, vec4 u, vec4 v); // r = {vec3(u) x vec3(v), 0}
VMATHDEF void plane_from_points(plane r, vec3 a, vec3 b, vec3 c);
VMATHDEF void vec3_plane_project(vec3 r, vec3 v, plane p); // same as vec3_reject (p has unit normal)
VMATHDEF void vec3_plane_reflect(vec3 r, vec3 v, plane p); // same as vec3_reflect
VMATHDEF scalar plane_unit(plane r); // make normal of r unit, return old normal length
VMATHDEF scalar plane_normalize(plane r, plane p); // r = p and return plane_unit(r)
// mat4 common
VMATHDEF void mat4_zero(mat4 r); // r = 0
VMATHDEF void mat4_id(mat4 r); // r = I
VMATHDEF void mat4_rx(mat4 r, scalar a); // r = R_x (rotation matrix around x with angle a)
VMATHDEF void mat4_ry(mat4 r, scalar a); // r = R_y
VMATHDEF void mat4_rz(mat4 r, scalar a); // r = R_z
VMATHDEF void mat4_rv(mat4 r, scalar a, scalar x, scalar y, scalar z); // r = R_v (around v:(x,y,z) with angle a)
VMATHDEF void mat4_sv(mat4 r, scalar sx, scalar sy, scalar sz); // r = scale matrix S_v
VMATHDEF void mat4_shear(mat4 r, scalar xy, scalar xz, scalar yx, scalar yz, scalar zx, scalar zy); // xy: of x along y
VMATHDEF void mat4_tv(mat4 r, scalar tx, scalar ty, scalar tz); // r = translation matrix T_v
VMATHDEF void mat4_setarr(mat4 r, scalar *s); // r = [s]
VMATHDEF void mat4_copy(mat4 r, mat4 m); // r = m
VMATHDEF void mat4_from_mat3(mat4 r, mat3 m);
VMATHDEF void mat4_from_mat3x4(mat4 r, mat3x4 m);
VMATHDEF void mat4_setrows(mat4 r, vec4 ra, vec4 rb, vec4 rc, vec4 rd); // r = [ra,rb,rc,rd]
VMATHDEF void mat4_setcols(mat4 r, vec4 cx, vec4 cy, vec4 cz, vec4 cw); // r = [cx,cy,cz,cw]^T
VMATHDEF void mat4_setrowa(mat4 r, vec4 v); // row a of r = v
VMATHDEF void mat4_setrowb(mat4 r, vec4 v);
VMATHDEF void mat4_setrowc(mat4 r, vec4 v);
VMATHDEF void mat4_setrowd(mat4 r, vec4 v);
VMATHDEF void mat4_setcolx(mat4 r, vec4 v); // col x of r = v
VMATHDEF void mat4_setcoly(mat4 r, vec4 v);
VMATHDEF void mat4_setcolz(mat4 r, vec4 v);
VMATHDEF void mat4_setcolw(mat4 r, vec4 v);
VMATHDEF void vec4_mat4_rowa(vec4 r, mat4 m); // r = row a of m
VMATHDEF void vec4_mat4_rowb(vec4 r, mat4 m);
VMATHDEF void vec4_mat4_rowc(vec4 r, mat4 m);
VMATHDEF void vec4_mat4_rowd(vec4 r, mat4 m);
VMATHDEF void vec4_mat4_colx(vec4 r, mat4 m); // r = col x of m
VMATHDEF void vec4_mat4_coly(vec4 r, mat4 m);
VMATHDEF void vec4_mat4_colz(vec4 r, mat4 m);
VMATHDEF void vec4_mat4_colw(vec4 r, mat4 m);
VMATHDEF void mat4_smul(mat4 r, scalar s, mat4 m); // r = s * m (scalar multiplication)
VMATHDEF void mat4_mulrows(mat4 r, mat4 m, scalar a, scalar b, scalar c, scalar d); // multiply rows with scalars
VMATHDEF void mat4_mulrowv(mat4 r, mat4 m, vec4 v); // multiply rows with components of v
VMATHDEF void mat4_negate(mat4 r, mat4 m); // r = -m
VMATHDEF void mat4_add(mat4 r, mat4 f, mat4 g); // r = f + g
VMATHDEF void mat4_sub(mat4 r, mat4 f, mat4 g); // r = f - g
VMATHDEF void mat4_tmul(mat4 r, mat4 f, mat4 g); // r = f * g (term-wise multiplication)
// VMATHDEF void _vec4_mul_mat4(vec4 r, vec4 v, mat4 m); // r = vm (r != v, used internally)
VMATHDEF void mat4_mul(mat4 r, mat4 f, mat4 g); // r = fg (regular matrix multiplication)
VMATHDEF void mat4_ma(mat4 r, mat4 f, scalar t, mat4 g); // r = f + t * g
VMATHDEF void mat4_combine(mat4 r, scalar s, mat4 f, scalar t, mat4 g); // r = s * f + t * g
VMATHDEF void mat4_lerp(mat4 r, mat4 f, mat4 g, scalar t); // r = (1 - t) * f + t * g
VMATHDEF void vec4_mul_mat4(vec4 r, vec4 v, mat4 m); // r = vm
VMATHDEF void vec4_mat4_mul(vec4 r, mat4 m, vec4 v); // r = mv
VMATHDEF void vec3_mat4_mul(vec3 r, mat4 m, vec3 v); // r = mv (affine)
VMATHDEF void mat4_transpose(mat4 r, mat4 m); // r = m^T
VMATHDEF void mat4_transposed(mat4 r); // r = r^T
VMATHDEF void vec4_mat4_trace(vec4 r, mat4 m); // return trace (as) vector
VMATHDEF scalar mat4_inverse(mat4 r, mat4 m); // r = inverse(m), return det of m
VMATHDEF scalar mat4_trace(mat4 m); // return trace
VMATHDEF scalar mat4_det3(mat4 m); // return determinant of inner 3x3
VMATHDEF scalar mat4_det(mat4 m); // return determinant of m
// mat3x4 common
VMATHDEF void mat3x4_zero(mat3x4 r);
VMATHDEF void mat3x4_id(mat3x4 r);
VMATHDEF void mat3x4_rx(mat3x4 r, scalar a);
VMATHDEF void mat3x4_ry(mat3x4 r, scalar a);
VMATHDEF void mat3x4_rz(mat3x4 r, scalar a);
VMATHDEF void mat3x4_rv(mat3x4 r, scalar a, scalar x, scalar y, scalar z);
VMATHDEF void mat3x4_sv(mat3x4 r, scalar sx, scalar sy, scalar sz);
VMATHDEF void mat3x4_shear(mat3x4 r, scalar xy, scalar xz, scalar yx, scalar yz, scalar zx, scalar zy);
VMATHDEF void mat3x4_tv(mat3x4 r, scalar tx, scalar ty, scalar tz);
VMATHDEF void mat3x4_setarr(mat3x4 r, scalar *s);
VMATHDEF void mat3x4_copy(mat3x4 r, mat3x4 m);
VMATHDEF void mat3x4_from_mat3(mat3x4 r, mat3 m);
VMATHDEF void mat3x4_from_mat4(mat3x4 r, mat4 m);
VMATHDEF void mat3x4_setrows(mat3x4 r, vec4 ra, vec4 rb, vec4 rc);
VMATHDEF void mat3x4_setcols(mat3x4 r, vec3 cx, vec3 cy, vec3 cz, vec3 cw);
VMATHDEF void mat3x4_setrowa(mat3x4 r, vec4 v);
VMATHDEF void mat3x4_setrowb(mat3x4 r, vec4 v);
VMATHDEF void mat3x4_setrowc(mat3x4 r, vec4 v);
VMATHDEF void mat3x4_setcolx(mat3x4 r, vec3 v);
VMATHDEF void mat3x4_setcoly(mat3x4 r, vec3 v);
VMATHDEF void mat3x4_setcolz(mat3x4 r, vec3 v);
VMATHDEF void mat3x4_setcolw(mat3x4 r, vec3 v);
VMATHDEF void vec4_mat3x4_rowa(vec4 r, mat3x4 m);
VMATHDEF void vec4_mat3x4_rowb(vec4 r, mat3x4 m);
VMATHDEF void vec4_mat3x4_rowc(vec4 r, mat3x4 m);
VMATHDEF void vec3_mat3x4_colx(vec3 r, mat3x4 m);
VMATHDEF void vec3_mat3x4_coly(vec3 r, mat3x4 m);
VMATHDEF void vec3_mat3x4_colz(vec3 r, mat3x4 m);
VMATHDEF void vec3_mat3x4_colw(vec3 r, mat3x4 m);
VMATHDEF void mat3x4_smul(mat3x4 r, scalar s, mat3x4 m);
VMATHDEF void mat3x4_mulrows(mat3x4 r, mat3x4 m, scalar a, scalar b, scalar c);
VMATHDEF void mat3x4_mulrowv(mat3x4 r, mat3x4 m, vec3 v);
VMATHDEF void mat3x4_negate(mat3x4 r, mat3x4 m);
VMATHDEF void mat3x4_add(mat3x4 r, mat3x4 f, mat3x4 g);
VMATHDEF void mat3x4_sub(mat3x4 r, mat3x4 f, mat3x4 g);
VMATHDEF void mat3x4_tmul(mat3x4 r, mat3x4 f, mat3x4 g);
// VMATHDEF void _vec4_mul_mat3x4(vec4 r, vec4 v, mat3x4 m);
VMATHDEF void mat3x4_mul(mat3x4 r, mat3x4 f, mat3x4 g);
VMATHDEF void mat3x4_ma(mat3x4 r, mat3x4 f, scalar t, mat3x4 g);
VMATHDEF void mat3x4_combine(mat3x4 r, scalar s, mat3x4 f, scalar t, mat3x4 g);
VMATHDEF void mat3x4_lerp(mat3x4 r, mat3x4 f, mat3x4 g, scalar t);
VMATHDEF void vec4_mul_mat3x4(vec4 r, vec4 v, mat3x4 m);
VMATHDEF void vec4_mat3x4_mul(vec4 r, mat3x4 m, vec4 v);
VMATHDEF void vec3_mat3x4_mul(vec3 r, mat3x4 m, vec3 v);
VMATHDEF void mat3x4_transpose(mat3x4 r, mat3x4 m);
VMATHDEF void mat3x4_transposed(mat3x4 r);
VMATHDEF void vec3_mat3x4_trace(vec3 r, mat3x4 m);
VMATHDEF scalar mat3x4_inverse(mat3x4 r, mat3x4 m);
VMATHDEF scalar mat3x4_trace(mat3x4 m);
VMATHDEF scalar mat3x4_det(mat3x4 m);
// mat3 common
VMATHDEF void mat3_zero(mat3 r);
VMATHDEF void mat3_id(mat3 r);
VMATHDEF void mat3_rx(mat3 r, scalar a);
VMATHDEF void mat3_ry(mat3 r, scalar a);
VMATHDEF void mat3_rz(mat3 r, scalar a);
VMATHDEF void mat3_r2d(mat3 r, scalar a);
VMATHDEF void mat3_rv(mat3 r, scalar a, scalar x, scalar y, scalar z);
VMATHDEF void mat3_t2d(mat3 r, scalar tx, scalar ty);
VMATHDEF void mat3_sv(mat3 r, scalar sx, scalar sy, scalar sz);
VMATHDEF void mat3_s2d(mat3 r, scalar sx, scalar sy);
VMATHDEF void mat3_shear(mat3 r, scalar xy, scalar xz, scalar yx, scalar yz, scalar zx, scalar zy);
VMATHDEF void mat3_shear2d(mat3 r, scalar x, scalar y);
VMATHDEF void mat3_setarr(mat3 r, scalar *s);
VMATHDEF void mat3_copy(mat3 r, mat3 m);
VMATHDEF void mat3_from_mat4(mat3 r, mat4 m);
VMATHDEF void mat3_from_mat3x4(mat3 r, mat3x4 m);
VMATHDEF void mat3_setrows(mat3 r, vec3 ra, vec3 rb, vec3 rc);
VMATHDEF void mat3_setcols(mat3 r, vec3 cx, vec3 cy, vec3 cz);
VMATHDEF void mat3_setrowa(mat3 r, vec3 v);
VMATHDEF void mat3_setrowb(mat3 r, vec3 v);
VMATHDEF void mat3_setrowc(mat3 r, vec3 v);
VMATHDEF void mat3_setcolx(mat3 r, vec3 v);
VMATHDEF void mat3_setcoly(mat3 r, vec3 v);
VMATHDEF void mat3_setcolz(mat3 r, vec3 v);
VMATHDEF void vec3_mat3_rowa(vec3 r, mat3 m);
VMATHDEF void vec3_mat3_rowb(vec3 r, mat3 m);
VMATHDEF void vec3_mat3_rowc(vec3 r, mat3 m);
VMATHDEF void vec3_mat3_colx(vec3 r, mat3 m);
VMATHDEF void vec3_mat3_coly(vec3 r, mat3 m);
VMATHDEF void vec3_mat3_colz(vec3 r, mat3 m);
VMATHDEF void mat3_smul(mat3 r, scalar s, mat3 m);
VMATHDEF void mat3_mulrows(mat3 r, mat3 m, scalar a, scalar b, scalar c);
VMATHDEF void mat3_mulrowv(mat3 r, mat3 m, vec3 v);
VMATHDEF void mat3_negate(mat3 r, mat3 m);
VMATHDEF void mat3_add(mat3 r, mat3 f, mat3 g);
VMATHDEF void mat3_sub(mat3 r, mat3 f, mat3 g);
VMATHDEF void mat3_tmul(mat3 r, mat3 f, mat3 g);
// VMATHDEF void _vec3_mul_mat3(vec3 r, vec3 v, mat3 m);
VMATHDEF void mat3_mul(mat3 r, mat3 f, mat3 g);
VMATHDEF void mat3_ma(mat3 r, mat3 f, scalar t, mat3 g);
VMATHDEF void mat3_combine(mat3 r, scalar s, mat3 f, scalar t, mat3 g);
VMATHDEF void mat3_lerp(mat3 r, mat3 f, mat3 g, scalar t);
VMATHDEF void vec3_mul_mat3(vec3 r, vec3 v, mat3 m);
VMATHDEF void vec3_mat3_mul(vec3 r, mat3 m, vec3 v);
VMATHDEF void vec2_mat3_mul(vec2 r, mat3 m, vec2 v);
VMATHDEF void mat3_transpose(mat3 r, mat3 m);
VMATHDEF void mat3_transposed(mat3 r);
VMATHDEF void vec3_mat3_trace(vec3 r, mat3 m);
VMATHDEF scalar mat3_inverse(mat3 r, mat3 m);
VMATHDEF scalar mat3_trace(mat3 m);
VMATHDEF scalar mat3_det(mat3 m);
// mat2 common
VMATHDEF void mat2_zero(mat2 r);
VMATHDEF void mat2_id(mat2 r);
VMATHDEF void mat2_r2d(mat2 r, scalar a); // around origin/z
VMATHDEF void mat2_s2d(mat2 r, scalar sx, scalar sy);
VMATHDEF void mat2_shear(mat2 r, scalar x, scalar y);
VMATHDEF void mat2_setarr(mat2 r, scalar *s);
VMATHDEF void mat2_copy(mat2 r, mat2 m);
VMATHDEF void mat2_from_vec4(mat2 r, vec4 v);
VMATHDEF void mat2_setrows(mat2 r, vec2 a, vec2 b);
VMATHDEF void mat2_setcols(mat2 r, vec2 a, vec2 b);
VMATHDEF void mat2_setrowa(mat2 r, vec2 v);
VMATHDEF void mat2_setrowb(mat2 r, vec2 v);
VMATHDEF void mat2_setcolx(mat2 r, vec2 v);
VMATHDEF void mat2_setcoly(mat2 r, vec2 v);
VMATHDEF void vec2_mat2_rowa(vec2 r, mat2 m);
VMATHDEF void vec2_mat2_rowb(vec2 r, mat2 m);
VMATHDEF void vec2_mat2_colx(vec2 r, mat2 m);
VMATHDEF void vec2_mat2_coly(vec2 r, mat2 m);
VMATHDEF void mat2_smul(mat2 r, scalar s, mat2 m);
VMATHDEF void mat2_mulrows(mat2 r, mat2 m, scalar a, scalar b);
VMATHDEF void mat2_mulrowv(mat2 r, mat2 m, vec2 v);
VMATHDEF void mat2_negate(mat2 r, mat2 m);
VMATHDEF void mat2_add(mat2 r, mat2 f, mat2 g);
VMATHDEF void mat2_sub(mat2 r, mat2 f, mat2 g);
VMATHDEF void mat2_tmul(mat2 r, mat2 f, mat2 g);
// VMATHDEF void _vec2_mul_mat2(vec2 r, vec2 v, mat2 m);
VMATHDEF void mat2_mul(mat2 r, mat2 f, mat2 g);
VMATHDEF void mat2_ma(mat2 r, mat2 f, scalar t, mat2 g);
VMATHDEF void mat2_combine(mat2 r, scalar s, mat2 f, scalar t, mat2 g);
VMATHDEF void mat2_lerp(mat2 r, mat2 f, mat2 g, scalar t);
VMATHDEF void vec2_mul_mat2(vec2 r, vec2 v, mat2 m);
VMATHDEF void vec2_mat2_mul(vec2 r, mat2 m, vec2 v);
VMATHDEF void mat2_transpose(mat2 r, mat2 m);
VMATHDEF void mat2_transposed(mat2 r);
VMATHDEF void vec2_mat2_trace(vec2 r, mat2 m);
VMATHDEF scalar mat2_inverse(mat2 r, mat2 m);
VMATHDEF scalar mat2_trace(mat2 m);
VMATHDEF scalar mat2_det(mat2 m);
// quat common (also vec4)
VMATHDEF void quat_id(quat r); // r = 1
// q = rotation around axis:v with angle:a, return len(x, y, z)
VMATHDEF scalar quat_from_rot(quat r, scalar a, scalar x, scalar y, scalar z);
VMATHDEF scalar quat_inv(quat r, quat q); // r = inverse of q, return len(q)
VMATHDEF void quat_conj(quat r, quat q); // r = conjugate of q
VMATHDEF void quat_from_vec3(quat r, vec3 v); // r = v ({x, y, z, 0})
VMATHDEF void vec3_from_quat(vec3 r, quat q); // r = q ({x, y, z})
VMATHDEF void quat_mul(quat r, quat u, quat v); // r = u * v (quat mult.)
VMATHDEF void quat_mul_vec3(quat r, quat q, vec3 v); // quat_mul with v = {x, y, z, 0}
VMATHDEF void quat_vec3_mul(quat r, vec3 v, quat q);
VMATHDEF void vec3_quat_rotate(vec3 r, quat q, vec3 v); //r = q * v * inv(q)
VMATHDEF void mat3_from_quat(mat3 r, quat q); // q is unit
VMATHDEF void quat_from_mat3(quat r, mat3 m);
// mat3x4 m from scale:s rotation:r translation:t
VMATHDEF void mat3x4_from_srt(mat3x4 r, vec3 vs, quat qr, vec3 vt);
// z direction: dir
VMATHDEF void mat3_from_dir(mat3 r, vec3 dir);
#endif // _VMATH_INCLUDE_
// IMPLEMENTATION
#ifdef VMATH_IMPLEMENTATION
#include <math.h>
#ifndef VMATH_NOSTDMEM
#include <string.h>
#define vmemset memset
#define vmemcpy memcpy
#else
static void *vmemset(void *d, int c, unsigned n)
{
unsigned char *dd = d;
for (unsigned i = 0; i < n; i++)
dd[i] = c;
return d;
}
static void *vmemcpy(void *d, const void *s, unsigned n)
{
unsigned char *dd = d;
const unsigned char *ss = s;
for (unsigned i = 0; i < n; i++)
dd[i] = ss[i];
return d;
}
#endif
#ifndef VMATH_DOUBLEPREC
#define VP(X) X##.0F
#define vsqrt(X) sqrtf(X)
#define vabs(X) fabsf(X)
#define vsin(X) sinf(X)
#define vcos(X) cosf(X)
#define vtan(X) tanf(X)
#define vacos(X) acosf(X)
#else
#define VP(X) X##.0
#define vsqrt(X) sqrt(X)
#define vabs(X) fabs(X)
#define vsin(X) sin(X)
#define vcos(X) cos(X)
#define vtan(X) tan(X)
#define vacos(X) acos(X)
#endif
// -------------------
// --- common vec4 ---
// -------------------
VMATHDEF scalar vec4_dot(vec4 u, vec4 v)
{
return u[0] * v[0] + u[1] * v[1] + u[2] * v[2] + u[3] * v[3];
}
VMATHDEF scalar vec4_lensqr(vec4 v)
{
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3];
}
VMATHDEF scalar vec4_len(vec4 v)
{
return vsqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3]);
}
VMATHDEF scalar vec4_len1(vec4 v)
{
return vabs(v[0]) + vabs(v[1]) + vabs(v[2]) + vabs(v[3]);
}
VMATHDEF scalar vec4_distsqr(vec4 u, vec4 v)
{
scalar t, d;
t = u[0] - v[0]; d = t * t;
t = u[1] - v[1]; d += t * t;
t = u[2] - v[2]; d += t * t;
t = u[3] - v[3]; d += t * t;
return d;
}
VMATHDEF scalar vec4_dist(vec4 u, vec4 v)
{
scalar t, d;
t = u[0] - v[0]; d = t * t;
t = u[1] - v[1]; d += t * t;
t = u[2] - v[2]; d += t * t;
t = u[3] - v[3]; d += t * t;
return vsqrt(d);
}
VMATHDEF scalar vec4_dist1(vec4 u, vec4 v)
{
return vabs(u[0] - v[0]) + vabs(u[1] - v[1])
+ vabs(u[2] - v[2]) + vabs(u[3] - v[3]);
}
VMATHDEF void vec4_zero(vec4 r)
{
r[0] = r[1] = r[2] = r[3] = 0;
}
VMATHDEF void vec4_setcomp(vec4 r, scalar x, scalar y, scalar z, scalar w)
{
r[0] = x; r[1] = y; r[2] = z; r[3] = w;
}
VMATHDEF void vec4_setarr(vec4 r, scalar *u)
{
r[0] = u[0]; r[1] = u[1]; r[2] = u[2]; r[3] = u[3];
}
VMATHDEF void vec4_copy(vec4 r, vec4 v)
{
r[0] = v[0]; r[1] = v[1];
r[2] = v[2]; r[3] = v[3];
}
VMATHDEF void vec4_from_vec2(vec4 r, vec2 v)
{
r[0] = v[0]; r[1] = v[1];
r[2] = r[3] = 0;
}
VMATHDEF void vec4_from_vec3(vec4 r, vec3 v)
{
r[0] = v[0]; r[1] = v[1]; r[2] = v[2];
r[3] = 0;
}
VMATHDEF void vec4_from_mat2(vec4 r, mat2 m)
{
r[0] = m[0][0]; r[1] = m[0][1];
r[2] = m[1][0]; r[3] = m[1][1];
}
VMATHDEF void vec4_smul(vec4 r, scalar s, vec4 v)
{
r[0] = s * v[0]; r[1] = s * v[1];
r[2] = s * v[2]; r[3] = s * v[3];
}
VMATHDEF scalar vec4_unit(vec4 r)
{
scalar s = r[0] * r[0] + r[1] * r[1] + r[2] * r[2] + r[3] * r[3];
if (s == 0) return 0;
s = vsqrt(s);
r[0] /= s; r[1] /= s; r[2] /= s; r[3] /= s;
return s;
}
VMATHDEF scalar vec4_normalize(vec4 r, vec4 v)
{
r[0] = v[0]; r[1] = v[1]; r[2] = v[2]; r[3] = v[3];
return vec3_unit(r);
}
VMATHDEF void vec4_negate(vec4 r, vec4 v)
{
r[0] = -(v[0]); r[1] = -(v[1]);
r[2] = -(v[2]); r[3] = -(v[3]);
}
VMATHDEF void vec4_add(vec4 r, vec4 u, vec4 v)
{
r[0] = u[0] + v[0]; r[1] = u[1] + v[1];
r[2] = u[2] + v[2]; r[3] = u[3] + v[3];
}
VMATHDEF void vec4_sub(vec4 r, vec4 u, vec4 v)
{
r[0] = u[0] - v[0]; r[1] = u[1] - v[1];
r[2] = u[2] - v[2]; r[3] = u[3] - v[3];
}
VMATHDEF void vec4_tmul(vec4 r, vec4 u, vec4 v)
{
r[0] = u[0] * v[0]; r[1] = u[1] * v[1];
r[2] = u[2] * v[2]; r[3] = u[3] * v[3];
}
VMATHDEF void vec4_ma(vec4 r, vec4 u, scalar s, vec4 v)
{
r[0] = u[0] + s * v[0]; r[1] = u[1] + s * v[1];
r[2] = u[2] + s * v[2]; r[3] = u[3] + s * v[3];
}
VMATHDEF void vec4_combine(vec4 r, scalar s, vec4 u, scalar t, vec4 v)
{
r[0] = s * u[0] + t * v[0]; r[1] = s * u[1] + t * v[1];
r[2] = s * u[2] + t * v[2]; r[3] = s * u[3] + t * v[3];
}
VMATHDEF void vec4_lerp(vec4 r, vec4 u, vec4 v, scalar t)
{
scalar s = VP(1) - t;
r[0] = s * u[0] + t * v[0]; r[1] = s * u[1] + t * v[1];
r[2] = s * u[2] + t * v[2]; r[3] = s * u[3] + t * v[3];
}
VMATHDEF void vec4_project(vec4 r, vec4 v, vec4 n)
{
vec4_smul(r, vec4_dot(n, v), n);
}
VMATHDEF void vec4_reject(vec4 r, vec4 v, vec4 n)
{
vec4_ma(r, v, -vec4_dot(n, v), n);
}
VMATHDEF void vec4_reflect(vec4 r, vec4 v, vec4 n)
{
vec4_ma(r, v, -VP(2) * vec4_dot(n, v), n);
}
// -------------------
// --- common vec3 ---
// -------------------
VMATHDEF scalar vec3_dot(vec3 u, vec3 v)
{
return u[0] * v[0] + u[1] * v[1] + u[2] * v[2];
}
VMATHDEF scalar vec3_lensqr(vec3 v)
{
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
}
VMATHDEF scalar vec3_len(vec3 v)
{
return vsqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
}
VMATHDEF scalar vec3_len1(vec3 v)
{
return vabs(v[0]) + vabs(v[1]) + vabs(v[2]);
}
VMATHDEF scalar vec3_distsqr(vec3 u, vec3 v)
{
scalar t, d;
t = u[0] - v[0]; d = t * t;
t = u[1] - v[1]; d += t * t;
t = u[2] - v[2]; d += t * t;
return d;
}
VMATHDEF scalar vec3_dist(vec3 u, vec3 v)
{
scalar t, d;
t = u[0] - v[0]; d = t * t;
t = u[1] - v[1]; d += t * t;
t = u[2] - v[2]; d += t * t;
return vsqrt(d);
}
VMATHDEF scalar vec3_dist1(vec3 u, vec3 v)
{
return vabs(u[0] - v[0]) + vabs(u[1] - v[1]) + vabs(u[2] - v[2]);
}
VMATHDEF void vec3_zero(vec3 r)
{
r[0] = r[1] = r[2] = 0;
}
VMATHDEF void vec3_setcomp(vec3 r, scalar x, scalar y, scalar z)
{
r[0] = x; r[1] = y; r[2] = z;
}
VMATHDEF void vec3_setarr(vec3 r, scalar *u)
{
r[0] = u[0]; r[1] = u[1]; r[2] = u[2];
}
VMATHDEF void vec3_copy(vec3 r, vec3 v)
{
r[0] = v[0]; r[1] = v[1]; r[2] = v[2];
}
VMATHDEF void vec3_from_vec2(vec3 r, vec2 v)
{
r[0] = v[0]; r[1] = v[1]; r[2] = 0;
}
VMATHDEF void vec3_from_vec4(vec3 r, vec4 v)
{
r[0] = v[0]; r[1] = v[1]; r[2] = v[2];
}
VMATHDEF void vec3_smul(vec3 r, scalar s, vec3 v)
{
r[0] = s * v[0]; r[1] = s * v[1]; r[2] = s * v[2];
}
VMATHDEF scalar vec3_unit(vec3 r)
{
scalar s = r[0] * r[0] + r[1] * r[1] + r[2] * r[2];
if (s == 0) return 0;
s = vsqrt(s);
r[0] /= s; r[1] /= s; r[2] /= s;
return s;
}
VMATHDEF scalar vec3_normalize(vec3 r, vec3 v)
{
r[0] = v[0]; r[1] = v[1]; r[2] = v[2];
return vec3_unit(r);
}
VMATHDEF void vec3_negate(vec3 r, vec3 v)
{
r[0] = -(v[0]); r[1] = -(v[1]); r[2] = -(v[2]);
}
VMATHDEF void vec3_add(vec3 r, vec3 u, vec3 v)
{
r[0] = u[0] + v[0]; r[1] = u[1] + v[1]; r[2] = u[2] + v[2];
}
VMATHDEF void vec3_sub(vec3 r, vec3 u, vec3 v)
{
r[0] = u[0] - v[0]; r[1] = u[1] - v[1]; r[2] = u[2] - v[2];
}
VMATHDEF void vec3_tmul(vec3 r, vec3 u, vec3 v)
{
r[0] = u[0] * v[0]; r[1] = u[1] * v[1]; r[2] = u[2] * v[2];
}
VMATHDEF void vec3_ma(vec3 r, vec3 u, scalar t, vec3 v)
{
r[0] = u[0] + t * v[0]; r[1] = u[1] + t * v[1]; r[2] = u[2] + t * v[2];
}
VMATHDEF void vec3_combine(vec3 r, scalar s, vec3 u, scalar t, vec3 v)
{
r[0] = s * u[0] + t * v[0]; r[1] = s * u[1] + t * v[1];
r[2] = s * u[2] + t * v[2];
}
VMATHDEF void vec3_lerp(vec3 r, vec3 u, vec3 v, scalar t)
{
scalar s = VP(1) - t;
r[0] = s * u[0] + t * v[0]; r[1] = s * u[1] + t * v[1];
r[2] = s * u[2] + t * v[2];
}
VMATHDEF void vec3_project(vec3 r, vec3 v, vec3 n)
{
vec3_smul(r, vec3_dot(n, v), n);
}
VMATHDEF void vec3_reject(vec3 r, vec3 v, vec3 n)
{
vec3_ma(r, v, -vec3_dot(n, v), n);
}
VMATHDEF void vec3_reflect(vec3 r, vec3 v, vec3 n)
{
vec3_ma(r, v, -VP(2) * vec3_dot(n, v), n);
}
// -------------------
// --- common vec2 ---
// -------------------
VMATHDEF scalar vec2_dot(vec2 u, vec2 v)
{
return u[0] * v[0] + u[1] * v[1];
}
VMATHDEF scalar vec2_lensqr(vec2 v)
{
return v[0] * v[0] + v[1] * v[1];
}
VMATHDEF scalar vec2_len(vec2 v)
{
return vsqrt(v[0] * v[0] + v[1] * v[1]);
}
VMATHDEF scalar vec2_len1(vec2 v)
{
return vabs(v[0]) + vabs(v[1]);
}
VMATHDEF scalar vec2_distsqr(vec2 u, vec2 v)
{
scalar t, d;
t = u[0] - v[0]; d = t * t;
t = u[1] - v[1]; d += t * t;
return d;
}
VMATHDEF scalar vec2_dist(vec2 u, vec2 v)
{
scalar t, d;
t = u[0] - v[0]; d = t * t;
t = u[1] - v[1]; d += t * t;
return vsqrt(d);
}
VMATHDEF scalar vec2_dist1(vec2 u, vec2 v)
{
return vabs(u[0] - v[0]) + vabs(u[1] - v[1]);
}
VMATHDEF void vec2_zero(vec2 r)
{
r[0] = r[1] = 0;
}
VMATHDEF void vec2_setcomp(vec2 r, scalar x, scalar y)
{
r[0] = x; r[1] = y;
}
VMATHDEF void vec2_setarr(vec2 r, scalar *u)
{
r[0] = u[0]; r[1] = u[1];
}
VMATHDEF void vec2_copy(vec2 r, vec2 v)
{
r[0] = v[0]; r[1] = v[1];
}
VMATHDEF void vec2_from_vec3(vec2 r, vec3 v)
{
r[0] = v[0]; r[1] = v[1];
}
VMATHDEF void vec2_from_vec4(vec2 r, vec4 v)
{
r[0] = v[0]; r[1] = v[1];
}
VMATHDEF void vec2_smul(vec2 r, scalar s, vec2 v)
{
r[0] = s * v[0]; r[1] = s * v[1];
}
VMATHDEF scalar vec2_unit(vec2 r)
{
scalar s = r[0] * r[0] + r[1] * r[1];
if (s == 0) return 0;
s = vsqrt(s);
r[0] /= s; r[1] /= s;
return s;
}
VMATHDEF scalar vec2_normalize(vec2 r, vec2 v)
{
r[0] = v[0]; r[1] = v[1];
return vec2_unit(r);
}
VMATHDEF void vec2_negate(vec2 r, vec2 v)
{
r[0] = -(v[0]); r[1] = -(v[1]);
}
VMATHDEF void vec2_add(vec2 r, vec2 u, vec2 v)
{
r[0] = u[0] + v[0]; r[1] = u[1] + v[1];
}
VMATHDEF void vec2_sub(vec2 r, vec2 u, vec2 v)
{
r[0] = u[0] - v[0]; r[1] = u[1] - v[1];
}
VMATHDEF void vec2_tmul(vec2 r, vec2 u, vec2 v)
{
r[0] = u[0] * v[0]; r[1] = u[1] * v[1];
}
VMATHDEF void vec2_ma(vec2 r, vec2 u, scalar t, vec2 v)
{
r[0] = u[0] + t * v[0]; r[1] = u[1] + t * v[1];
}
VMATHDEF void vec2_combine(vec2 r, scalar s, vec2 u, scalar t, vec2 v)
{
r[0] = s * u[0] + t * v[0]; r[1] = s * u[1] + t * v[1];
}
VMATHDEF void vec2_lerp(vec2 r, vec2 u, vec2 v, scalar t)
{
scalar s = VP(1) - t;
r[0] = s * u[0] + t * v[0]; r[1] = s * u[1] + t * v[1];
}
VMATHDEF void vec2_project(vec2 r, vec2 v, vec2 n)
{
vec2_smul(r, vec2_dot(n, v), n);
}
VMATHDEF void vec2_reject(vec2 r, vec2 v, vec2 n)
{
vec2_ma(r, v, -vec2_dot(n, v), n);
}
VMATHDEF void vec2_reflect(vec2 r, vec2 v, vec2 n)
{
vec2_ma(r, v, -VP(2) * vec2_dot(n, v), n);
}
// -------------------
// ---- vec other ----
// -------------------
VMATHDEF scalar vec2_cross(vec2 u, vec2 v)
{
return u[0] * v[1] - u[1] * v[0];
}
VMATHDEF void vec3_cross(vec3 r, vec3 u, vec3 v)
{
scalar x, y, z;
x = u[1] * v[2] - u[2] * v[1];
y = u[0] * v[2] - u[2] * v[0];
z = u[0] * v[1] - u[1] * v[0];
r[0] = x; r[1] = -y; r[2] = z;
}
VMATHDEF void vec4_cross(vec4 r, vec4 u, vec4 v)
{
scalar x, y, z;
x = u[1] * v[2] - u[2] * v[1];
y = u[0] * v[2] - u[2] * v[0];
z = u[0] * v[1] - u[1] * v[0];
r[0] = x; r[1] = -y; r[2] = z; r[3] = 0;
}
VMATHDEF void plane_from_points(plane r, vec3 a, vec3 b, vec3 c)
{
vec3 n, v;
vec3_sub(n, b, a);
vec3_sub(v, c, a);
vec3_cross(n, n, v);
vec3_normalize(n, n);
r[0] = n[0]; r[1] = n[1]; r[2] = n[2];
r[3] = vec3_dot(a, n);
}
VMATHDEF void vec3_plane_project(vec3 r, vec3 v, plane p)
{
vec3 n;
vec3_from_vec4(n, p);
vec3_project(r, v, n);
}
VMATHDEF void vec3_plane_reflect(vec3 r, vec3 v, plane p)
{
vec3 n;
vec3_from_vec4(n, p);
vec3_reflect(r, v, n);
}
VMATHDEF scalar plane_unit(plane r)
{
scalar s = r[0] * r[0] + r[1] * r[1] + r[2] * r[2];
if (s == 0) return 0;
s = vsqrt(s);
r[0] /= s; r[1] /= s; r[2] /= s; r[3] *= s;
return s;
}
VMATHDEF scalar plane_normalize(plane r, plane p)
{
r[0] = p[0]; r[1] = p[1]; r[2] = p[2]; r[3] = p[3];
return plane_unit(r);
}
// ---------------------
// --- mat4x4 common ---
// ---------------------
VMATHDEF void mat4_zero(mat4 r)
{
vmemset(r, 0, sizeof(mat4));
}
VMATHDEF void mat4_id(mat4 r)
{
vmemset(r, 0, sizeof(mat4));
r[0][0] = r[1][1] = r[2][2] = r[3][3] = VP(1);
}
VMATHDEF void mat4_rx(mat4 r, scalar a)
{
vmemset(r, 0, sizeof(mat4));
scalar c = vcos(a), s = vsin(a);
r[0][0] = r[3][3] = VP(1);
r[1][1] = c; r[1][2] = -s;
r[2][1] = s; r[2][2] = c;
}
VMATHDEF void mat4_ry(mat4 r, scalar a)
{
vmemset(r, 0, sizeof(mat4));
scalar c = vcos(a), s = vsin(a);
r[1][1] = r[3][3] = VP(1);
r[0][0] = c; r[0][2] = s;
r[2][0] = -s; r[2][2] = c;
}
VMATHDEF void mat4_rz(mat4 r, scalar a)
{
vmemset(r, 0, sizeof(mat4));
scalar c = vcos(a), s = vsin(a);
r[2][2] = r[3][3] = VP(1);
r[0][0] = c; r[0][1] = -s;
r[1][0] = s; r[1][1] = c;
}
VMATHDEF void mat4_rv(mat4 r, scalar a, scalar x, scalar y, scalar z)
{
scalar s = vsin(a), c = vcos(a);
scalar d = 1 - c;
scalar dxy = d * x * y, dxz = d * x * z, dyz = d * y * z;
scalar sx = s * x, sy = s * y, sz = s * z;
r[0][0] = c + d*x*x; r[0][1] = dxy - sz; r[0][2] = dxz + sy; r[0][3] = 0;
r[1][0] = dxy + sz; r[1][1] = c + d*y*y; r[1][2] = dyz - sx; r[1][3] = 0;
r[2][0] = dxz - sy; r[2][1] = dyz + sx; r[2][2] = c + d*z*z; r[2][3] = 0;
r[3][0] = 0; r[3][1] = 0; r[3][2] = 0; r[3][3] = VP(1);
}
VMATHDEF void mat4_sv(mat4 r, scalar sx, scalar sy, scalar sz)
{
vmemset(r, 0, sizeof(mat4));
r[0][0] = sx; r[1][1] = sy; r[2][2] = sz; r[3][3] = VP(1);
}