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You may have additional consumer // rights under your local laws which this license cannot change. // To the extent permitted under your local laws, the contributors // exclude the implied warranties of merchantability, fitness for // a particular purpose and non-infringement. // #ifndef SIMPLE_MATH_H #define SIMPLE_MATH_H #include inline void cross(float *n, const float *p0, const float *p1, const float *p2) { float a[3] = { p1[0]-p0[0], p1[1]-p0[1], p1[2]-p0[2] }; float b[3] = { p2[0]-p0[0], p2[1]-p0[1], p2[2]-p0[2] }; n[0] = a[1]*b[2]-a[2]*b[1]; n[1] = a[2]*b[0]-a[0]*b[2]; n[2] = a[0]*b[1]-a[1]*b[0]; float rn = 1.0f/sqrtf(n[0]*n[0] + n[1]*n[1] + n[2]*n[2]); n[0] *= rn; n[1] *= rn; n[2] *= rn; } inline void normalize(float * p) { float dist = sqrtf( p[0]*p[0] + p[1]*p[1] + p[2]*p[2] ); p[0]/=dist; p[1]/=dist; p[2]/=dist; } inline void multMatrix(float *d, const float *a, const float *b) { for (int i=0; i<4; ++i) { for (int j=0; j<4; ++j) { d[i*4 + j] = a[i*4 + 0] * b[0*4 + j] + a[i*4 + 1] * b[1*4 + j] + a[i*4 + 2] * b[2*4 + j] + a[i*4 + 3] * b[3*4 + j]; } } } inline void inverseMatrix(float *d, const float *m) { d[0] = m[ 5]*m[10]*m[15] - m[ 5]*m[11]*m[14] - m[ 9]*m[ 6]*m[15] + m[ 9]*m[ 7]*m[14] + m[13]*m[ 6]*m[11] - m[13]*m[ 7]*m[10]; d[1] = -m[ 1]*m[10]*m[15] + m[ 1]*m[11]*m[14] + m[ 9]*m[ 2]*m[15] - m[ 9]*m[ 3]*m[14] - m[13]*m[ 2]*m[11] + m[13]*m[ 3]*m[10]; d[2] = m[ 1]*m[ 6]*m[15] - m[ 1]*m[ 7]*m[14] - m[ 5]*m[ 2]*m[15] + m[ 5]*m[ 3]*m[14] + m[13]*m[ 2]*m[ 7] - m[13]*m[ 3]*m[ 6]; d[3] = -m[ 1]*m[ 6]*m[11] + m[ 1]*m[ 7]*m[10] + m[ 5]*m[ 2]*m[11] - m[ 5]*m[ 3]*m[10] - m[ 9]*m[ 2]*m[ 7] + m[ 9]*m[ 3]*m[ 6]; d[4] = -m[ 4]*m[10]*m[15] + m[ 4]*m[11]*m[14] + m[ 8]*m[ 6]*m[15] - m[ 8]*m[ 7]*m[14] - m[12]*m[ 6]*m[11] + m[12]*m[ 7]*m[10]; d[5] = m[ 0]*m[10]*m[15] - m[ 0]*m[11]*m[14] - m[ 8]*m[ 2]*m[15] + m[ 8]*m[ 3]*m[14] + m[12]*m[ 2]*m[11] - m[12]*m[ 3]*m[10]; d[6] = -m[ 0]*m[ 6]*m[15] + m[ 0]*m[ 7]*m[14] + m[ 4]*m[ 2]*m[15] - m[ 4]*m[ 3]*m[14] - m[12]*m[ 2]*m[ 7] + m[12]*m[ 3]*m[ 6]; d[7] = m[ 0]*m[ 6]*m[11] - m[ 0]*m[ 7]*m[10] - m[ 4]*m[ 2]*m[11] + m[ 4]*m[ 3]*m[10] + m[ 8]*m[ 2]*m[ 7] - m[ 8]*m[ 3]*m[ 6]; d[8] = m[ 4]*m[ 9]*m[15] - m[ 4]*m[11]*m[13] - m[ 8]*m[ 5]*m[15] + m[ 8]*m[ 7]*m[13] + m[12]*m[ 5]*m[11] - m[12]*m[ 7]*m[ 9]; d[9] = -m[ 0]*m[ 9]*m[15] + m[ 0]*m[11]*m[13] + m[ 8]*m[ 1]*m[15] - m[ 8]*m[ 3]*m[13] - m[12]*m[ 1]*m[11] + m[12]*m[ 3]*m[ 9]; d[10] = m[ 0]*m[ 5]*m[15] - m[ 0]*m[ 7]*m[13] - m[ 4]*m[ 1]*m[15] + m[ 4]*m[ 3]*m[13] + m[12]*m[ 1]*m[ 7] - m[12]*m[ 3]*m[ 5]; d[11] = -m[ 0]*m[ 5]*m[11] + m[ 0]*m[ 7]*m[ 9] + m[ 4]*m[ 1]*m[11] - m[ 4]*m[ 3]*m[ 9] - m[ 8]*m[ 1]*m[ 7] + m[ 8]*m[ 3]*m[ 5]; d[12] = -m[ 4]*m[ 9]*m[14] + m[ 4]*m[10]*m[13] + m[ 8]*m[ 5]*m[14] - m[ 8]*m[ 6]*m[13] - m[12]*m[ 5]*m[10] + m[12]*m[ 6]*m[ 9]; d[13] = m[ 0]*m[ 9]*m[14] - m[ 0]*m[10]*m[13] - m[ 8]*m[ 1]*m[14] + m[ 8]*m[ 2]*m[13] + m[12]*m[ 1]*m[10] - m[12]*m[ 2]*m[ 9]; d[14] = -m[ 0]*m[ 5]*m[14] + m[ 0]*m[ 6]*m[13] + m[ 4]*m[ 1]*m[14] - m[ 4]*m[ 2]*m[13] - m[12]*m[ 1]*m[ 6] + m[12]*m[ 2]*m[ 5]; d[15] = m[ 0]*m[ 5]*m[10] - m[ 0]*m[ 6]*m[ 9] - m[ 4]*m[ 1]*m[10] + m[ 4]*m[ 2]*m[ 9] + m[ 8]*m[ 1]*m[ 6] - m[ 8]*m[ 2]*m[ 5]; float det = m[0] * d[0] + m[1] * d[4] + m[2] * d[8] + m[3] * d[12]; if (det == 0) return; det = 1.0f / det; for (int i = 0; i < 16; i++) d[i] = d[i] * det; } inline void perspective(float *m, float fovy, float aspect, float znear, float zfar) { float r = 2 * (float)M_PI * fovy / 360.0F; float t = 1.0f / tan(r*0.5f); m[0] = t/aspect; m[1] = m[2] = m[3] = 0.0; m[4] = 0.0; m[5] = t; m[6] = m[7] = 0.0; m[8] = m[9] = 0.0; m[10] = (zfar + znear) / (znear - zfar); m[11] = -1; m[12] = m[13] = 0.0; m[14] = (2*zfar*znear)/(znear - zfar); m[15] = 0.0; } inline void identity(float *m) { m[0] = 1; m[1] = 0; m[2] = 0; m[3] = 0; m[4] = 0; m[5] = 1; m[6] = 0; m[7] = 0; m[8] = 0; m[9] = 0; m[10] = 1; m[11] = 0; m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1; } inline void translate(float *m, float x, float y, float z) { float t[16]; identity(t); t[12] = x; t[13] = y; t[14] = z; float o[16]; for(int i = 0; i < 16; i++) o[i] = m[i]; multMatrix(m, t, o); } inline void ortho(float *m, float left, float top, float right, float bottom) { identity(m); m[0] = 2.0f / (right - left); m[5] = 2.0f / (top - bottom); m[10] = -1; m[12] = -(right+left)/(right-left); m[13] = -(top+bottom)/(top-bottom); } inline void rotate(float *m, float angle, float x, float y, float z) { float r = 2 * (float) M_PI * angle/360.0f; float c = cos(r); float s = sin(r); float t[16]; t[0] = x*x*(1-c)+c; t[1] = y*x*(1-c)+z*s; t[2] = x*z*(1-c)-y*s; t[3] = 0; t[4] = x*y*(1-c)-z*s; t[5] = y*y*(1-c)+c; t[6] = y*z*(1-c)+x*s; t[7] = 0; t[8] = x*z*(1-c)+y*s; t[9] = y*z*(1-c)-x*s; t[10] = z*z*(1-c)+c; t[11] = 0; t[12] = t[13] = t[14] = 0; t[15] = 1; float o[16]; for(int i = 0; i < 16; i++) o[i] = m[i]; multMatrix(m, t, o); } inline void transpose(float *m) { std::swap(m[1], m[4]); std::swap(m[2], m[8]); std::swap(m[3], m[12]); std::swap(m[6], m[9]); std::swap(m[7], m[13]); std::swap(m[11],m[14]); } inline void apply(float *v, const float *m) { float r[4]; r[0] = v[0] * m[0] + v[1] * m[4] + v[2] * m[8] + v[3] * m[12]; r[1] = v[1] * m[1] + v[1] * m[5] + v[2] * m[9] + v[3] * m[13]; r[2] = v[2] * m[2] + v[1] * m[6] + v[2] * m[10] + v[3] * m[14]; r[3] = v[3] * m[3] + v[1] * m[7] + v[2] * m[11] + v[3] * m[14]; v[0] = r[0]; v[1] = r[1]; v[2] = r[2]; v[3] = r[3]; } #endif // SIMPLE_MATH_H